1.修复bug。2.增加assign_transfer函数,精简代码。
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builder.js
94
builder.js
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@ -1,30 +1,82 @@
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const utils = require('utils')
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const utils = require('utils');
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module.exports = {
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run(creep) {
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creep.say('builder')
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if (creep.working_target_id) {
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let working_target_id = creep.working_target_id;
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let working_target = Game.getObjectById(working_target_id);
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if (utils.distance(creep.pos, working_target.pos) > 1.5) {
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creep.moveTo(working_target);
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} else {
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let all_dropped_resource = creep.room.find(FIND_DROPPED_RESOURCES)
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let nearest_dropped_enengy = _.filter(all_dropped_resource, function (energy) {
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return energy.resourceType == RESOURCE_ENERGY & utils.distance(energy.pos, creep.pos) < 1.5
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})
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if (nearest_dropped_enengy.length > 0) {
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let Re_code_pickup = creep.pickup(nearest_dropped_enengy[0]);
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if (OK == Re_code_pickup) {
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//TODO:需要适应不同的建筑
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let Re_code = creep.upgradeController(working_target)
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if (OK == Re_code) {
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} else if(Re_code!=ERR_NOT_ENOUGH_RESOURCES && Re_code!=ERR_NOT_IN_RANGE){
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console.log(`${creep.name} failed to upgrade room controller:err ${Re_code}`)
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}
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}
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}
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if(!working_target){
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// creep.working_target_id=undefined//目标已经完成,转为空闲状态
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// _.each(Memery.WorkingTarget[creep.name].working_creep_names,creep_name=>Game.creeps[creep_name].working_target_id=undefined)
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// delete Memery.WorkingTarget[creep.name]
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return
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}
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if (working_target.structureType == STRUCTURE_CONTROLLER) {
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creep.say('ug')
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upgradeController_job(creep)
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return
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}
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creep.say('bd')
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build_construction(creep)
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}else{
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creep.say('SB')
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}
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}
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}
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function upgradeController_job(creep) {
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let working_target_id = creep.working_target_id;
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let working_target = Game.getObjectById(working_target_id);
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if (utils.distance(creep.pos, working_target.pos) > 1.5) {
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creep.moveTo(working_target);
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} else {
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let all_dropped_resource = creep.room.find(FIND_DROPPED_RESOURCES)
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let nearest_dropped_enengy = _.filter(all_dropped_resource, function (energy) {
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return energy.resourceType == RESOURCE_ENERGY & utils.distance(energy.pos, creep.pos) < 1.5
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})
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if (nearest_dropped_enengy.length > 0) {
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let Re_code_pickup = creep.pickup(nearest_dropped_enengy[0]);
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if (OK == Re_code_pickup || ERR_FULL == Re_code_pickup) {
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//TODO:需要适应不同的建筑
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let Re_code = creep.upgradeController(working_target)
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if (OK == Re_code) {
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} else if (Re_code != ERR_NOT_ENOUGH_RESOURCES && Re_code != ERR_NOT_IN_RANGE) {
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console.log(`${creep.name} failed to upgrade room controller:err ${Re_code}`)
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}
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} else {
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console.log(`${creep.name} failed to pickup: err ${Re_code_pickup}`)
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}
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}
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}
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}
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function build_construction(creep) {
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let working_target_id = creep.working_target_id;
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let working_target = Game.getObjectById(working_target_id);
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if (utils.distance(creep.pos, working_target.pos) > 1.5) {
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creep.moveTo(working_target);
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} else {
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let all_dropped_resource = creep.room.find(FIND_DROPPED_RESOURCES)
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let nearest_dropped_enengy = _.filter(all_dropped_resource, function (energy) {
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return energy.resourceType == RESOURCE_ENERGY & utils.distance(energy.pos, creep.pos) < 1.5
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})
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if (nearest_dropped_enengy.length > 0) {
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let Re_code_pickup = creep.pickup(nearest_dropped_enengy[0]);
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if (OK == Re_code_pickup || ERR_FULL == Re_code_pickup) {
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//TODO:需要适应不同的建筑
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let Re_code = creep.build(working_target)
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if (OK == Re_code) {
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} else if (Re_code != ERR_NOT_ENOUGH_RESOURCES && Re_code != ERR_NOT_IN_RANGE) {
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console.log(`${creep.name} failed to build:err ${Re_code}`)
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}
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} else {
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console.log(`${creep.name} failed to pickup: err ${Re_code_pickup}`)
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}
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}
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}
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}
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@ -4,11 +4,11 @@ module.exports = {
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let status = change_status()
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switch (status) {
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case 'harvester':
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creep.say('harvester')
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creep.say('hv')
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harvester_job(creep)
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break
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case 'picker':
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creep.say('picker')
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creep.say('pc')
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picker_job(creep)
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break
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}
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@ -17,7 +17,6 @@ module.exports = {
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function harvester_job(creep) {
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//分配source
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if (creep.carry.energy < creep.carryCapacity) {
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let working_target_id = creep.working_target_id;
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let working_target = Game.getObjectById(working_target_id);
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@ -35,12 +34,12 @@ function harvester_job(creep) {
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function picker_job(creep) {
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if (Game.spawns['Spawn1'].store.getFreeCapacity(RESOURCE_ENERGY) == 0) {
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creep.say('Standby.')
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creep.say('SB')
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return
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}
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let working_target_id = creep.working_target_id;
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if (!working_target_id) {
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creep.say('Standby.')
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creep.say('SB')
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}
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let working_target = Game.getObjectById(working_target_id);
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let Re_code = creep.harvest(working_target);
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167
main.js
167
main.js
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@ -12,6 +12,14 @@ module.exports.loop = function () {
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assign_transfer_to_harvester()
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assign_builder_to_controller();
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assign_transfer_to_builder();
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let construction_site_array = Game.spawns['Spawn1'].room.find(FIND_MY_CONSTRUCTION_SITES)
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_.each(construction_site_array, function (found_construction_site) {
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let constuction_key = `CONSTRUCTION_${found_construction_site.id}`
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if (Memory.WorkingTarget[constuction_key] && Memory.WorkingTarget[constuction_key].working_creep_names.length == 0) {
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assign_builder_to_construction(found_construction_site.id)
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}
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})
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let isSpawning = false
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let energy_source_number = _.filter(Game.spawns['Spawn1'].room.find(FIND_SOURCES_ACTIVE)).length;
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let harvester_number = _(Game.creeps).filter({ memory: { role: 'harvester' } }).size();
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@ -26,7 +34,7 @@ module.exports.loop = function () {
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}
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let builder_number = _.filter(Game.creeps, { memory: { role: 'builder' } }).length
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//创造一个builder升级room controller
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if (Game.spawns['Spawn1'].room.controller && builder_number == 0 && !isSpawning) {
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if (Game.spawns['Spawn1'].room.controller && builder_number < (1 + construction_site_array.length) && !isSpawning) {
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isSpawning = true
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createBuilderCreep();
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}
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@ -42,9 +50,10 @@ module.exports.loop = function () {
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}
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function extra(){
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// Game.map.visual.circle(Game.getObjectById('5f9423c48004fbeff0f4d965').pos)
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// console.log(Game.getObjectById('5f9423c48004fbeff0f4d965').pos)
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function extra() {
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// Game.map.visual.circle(Game.getObjectById('5bbcaaeb9099fc012e6326f1').pos)
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// console.log(Game.getObjectById('5f953aa1ad1f54190745a9c3').pos)
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// Memory.WorkingTarget.CONSTRUCTION_5f952fea10782b5f4ec3690a.working_creep_names=[]
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}
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function cleanCreeps() {
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@ -56,36 +65,61 @@ function cleanCreeps() {
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}
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}
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function cleanInvalidMemoryCreep() {
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//清理Memory中已经不存在的creep
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_.each(Memory.WorkingTarget, function (target) {
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_.remove(target.working_creep_names, function (creep_name) {
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if (!Game.creeps[creep_name]) {
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console.log(`${creep_name} is invalid, removed from working_creep_names`)
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return true
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}
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return false
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})
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})
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}
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function cleanTargetMemory() {
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for (let i of Object.keys(Memory.WorkingTarget)) {
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let target = Memory.WorkingTarget[i]
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if (!Game.getObjectById(target.id)) {
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console.log(`target ${target.id} is invalid, removed from Memory.WorkingTarget`)
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console.log(`target ${target.id} is invalid, removed from Memory.WorkingTarget.Set their creep to idle`)
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_.each(Memory.WorkingTarget[i].working_creep_names, creep_name => creep_name.working_target_id = undefined)
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delete Memory.WorkingTarget[i];
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}
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}
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}
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function assign_transfer(target_memory) {
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const NO_IDLE_TRANSFER = -1
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const OK_TRANSFER = 0
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if (target_memory.length > 0) {
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let idle_transfer = _.filter(Game.creeps, creep => !creep.working_target_id && (creep.memory.role == 'transfer'))
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if (idle_transfer.length > 0) {//一次只安排一个creep
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let opt = {
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memory: target_memory,
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creep_name_to_assign_array: [idle_transfer[0].name]
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}
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assign_creeps(opt)
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return OK_TRANSFER
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} else {
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return NO_IDLE_TRANSFER
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}
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}
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}
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//TODO:应该和assign_transfer_to_builder合并
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function assign_transfer_to_harvester() {
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//判断有多少个picker的transfer为0
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let harvester_without_creep = _.filter(Game.creeps, function (creep) {
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return !Memory.WorkingTarget[creep.name] && creep.memory.role=='harvester'//Memory.WorkingTarget中没有这个picker目标
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return !Memory.WorkingTarget[creep.name] && creep.memory.role == 'harvester'//Memory.WorkingTarget中没有这个harvester目标
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})
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_.each(harvester_without_creep, function (harvester_creep) {
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Memory.WorkingTarget[harvester_creep.name] = { id: harvester_creep.id, working_creep_names: [], cate: 'harvester' }//在Memory.WorkingTarget加入需要creep的Picker
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})
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let harvester_needs_creep_memory = _.filter(Memory.WorkingTarget, memory => memory.working_creep_names.length == 0 && memory.cate=='harvester')
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if (harvester_needs_creep_memory.length > 0) {
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let idle_transfer = _.filter(Game.creeps, creep => !creep.working_target_id && (creep.memory.role == 'transfer'))
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if (idle_transfer.length > 0) {//一次只安排一个creep
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let opt = {
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memory: harvester_needs_creep_memory,
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creep_name_to_assgin_array: [idle_transfer[0].name]
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}
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assign_creeps(opt)
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}
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}
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let harvester_needs_creep_memory = _.filter(Memory.WorkingTarget, memory => memory.working_creep_names.length == 0 && memory.cate == 'harvester')//需要安排creep的harvester
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assign_transfer(harvester_needs_creep_memory)
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}
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function assign_task() {
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@ -96,59 +130,59 @@ function assign_task() {
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}
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function assign_transfer_to_builder() {
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//判断有多少个picker的transfer为0
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//判断有多少个builder的transfer为0
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let builder_without_creep = _.filter(Game.creeps, function (creep) {
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return !Memory.WorkingTarget[creep.name] && creep.memory.role=='builder'//Memory.WorkingTarget中没有这个picker目标
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return !Memory.WorkingTarget[creep.name] && creep.memory.role == 'builder'//Memory.WorkingTarget中没有这个builder目标
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})
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_.each(builder_without_creep, function (builder) {
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Memory.WorkingTarget[builder.name] = { id: builder.id, working_creep_names: [], cate: 'builder' }//在Memory.WorkingTarget加入需要creep的builder
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})
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let builder_needs_creep_memory = _.filter(Memory.WorkingTarget, memory => memory.working_creep_names.length == 0 && memory.cate=='builder')
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if (builder_needs_creep_memory.length > 0) {
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let idle_transfer = _.filter(Game.creeps, creep => !creep.working_target_id && (creep.memory.role == 'transfer'))
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if (idle_transfer.length > 0) {//一次只安排一个creep
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let opt = {
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memory: builder_needs_creep_memory,
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creep_name_to_assgin_array: [idle_transfer[0].name]
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}
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assign_creeps(opt)
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}
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let builder_needs_creep_memory = _.filter(Memory.WorkingTarget, memory => memory.working_creep_names.length == 0 && memory.cate == 'builder')//需要安排creep的builder
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if (assign_transfer(builder_needs_creep_memory) == -1) {
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console.log(`no enough transfer to builder. Try to create a new one autmatically`)
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createBuilderCreep()
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}
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}
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function cleanInvalidMemoryCreep() {
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//清理Memory中已经不存在的creep
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_.each(Memory.WorkingTarget, function (target) {
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_.remove(target.working_creep_names,function(creep_name){
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if(!Game.creeps[creep_name]){
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console.log(`${creep_name} is invalid, removed from working_creep_names`)
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return true
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}
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return false
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function assign_builder_to_construction(construction_id) {
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//检查construction是否已经是target
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let constuction_key = `CONSTRUCTION_${construction_id}`
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if (!_.find(Memory.WorkingTarget, target => target.id == construction_id)) {
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Memory.WorkingTarget[constuction_key] = { id: construction_id, working_creep_names: [], cate: 'constuction_site' }
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}
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//安排一个builder过去
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let builder = _.filter(Game.creeps, creep => creep.memory.role == 'builder' && !creep.working_target_id)
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if (builder.length > 0) {
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})
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})
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let opt = {
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memory: _.filter(Memory.WorkingTarget, _memory => _memory.working_creep_names.length == 0 && _memory.cate == 'constuction_site'),
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creep_name_to_assgin_array: [builder[0].name]
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}
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assign_creeps(opt)
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} else {
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console.log(`no enough builder to constuction_site ${construction_id}. Try to create a new one autmatically`)
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createBuilderCreep()
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}
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// //开始给建造constrction的每个creep安排transfer
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// _.each(Memory.WorkingTarget[constuction_key].working_creep_names,function(builder_creep_name){
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// if(!Memory.WorkingTarget[builder_creep_name]){
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// Memory.WorkingTarget[builder_creep_name]={id:Game.creeps[builder_creep_name].id,working_creep_names: [], cate: 'builder'}
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// }
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// })
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}
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function assign_creeps(opt) {
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let memory = opt.memory
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let creep_name_to_assgin_array = opt.creep_name_to_assgin_array//需要分配工作的creeps
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//清理Memroy中已经不存在的creep
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_.each(memory, function (m) {
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_.remove(m.working_creep_names, function (name) {
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if (Game.creeps[name] === undefined || Game.creeps[name] === null) {
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console.log(`remove ${name} from ${m.id} working_creep_names`)
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return true
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}
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return false
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})
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})
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_.each(creep_name_to_assgin_array, function (creep_name) {
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let creep_name_to_assign_array = opt.creep_name_to_assign_array//需要分配工作的creeps
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_.each(creep_name_to_assign_array, function (creep_name) {
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//先计算每一个target目前有多少个creeps了
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let working_creeps_of_target_array = []//记录每个target已有的creep数量
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_.each(memory, m => working_creeps_of_target_array.push(m.working_creep_names.length))
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let target_to_add_creep = _.filter(memory, m => m.working_creep_names.length == _.min(working_creeps_of_target_array))//选择目前已有creep最少的,对其添加creep
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console.log(target_to_add_creep.length)
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if (target_to_add_creep.length > 0) {
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target_to_add_creep[0].working_creep_names.push(creep_name)//target记录自己安排的creep
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Game.creeps[creep_name].working_target_id = target_to_add_creep[0].id//将target安排给creep
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@ -163,7 +197,7 @@ function assign_harvester_to_enery_source() {
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let all_memory = Memory.WorkingTarget
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for (let source of sources) {
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let id = source.id
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if (!_.find(all_memory,f => f['id'] == id)) {
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if (!_.find(all_memory, f => f['id'] == id)) {
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all_memory[`Energy_${id}`] = { 'id': id, 'working_creep_names': [], "cate": 'ENERGY_SOURCE' };
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}
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}//向Memory.WorkingTarget里添加所有的Energy Source
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@ -177,7 +211,7 @@ function assign_harvester_to_enery_source() {
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if (available_creep_array.length > 0) {//每次只安排一个
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let opt = {
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memory: energy_memory,
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creep_name_to_assgin_array: [available_creep_array[0].name]
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creep_name_to_assign_array: [available_creep_array[0].name]
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}
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assign_creeps(opt)
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}
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@ -187,23 +221,35 @@ function assign_harvester_to_enery_source() {
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}
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function assign_builder_to_controller() {
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//如果存在正在建造的construction,且没有多余的builder,就暂停upgrade controller
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if (Game.spawns['Spawn1'].room.find(FIND_MY_CONSTRUCTION_SITES).length > 0) {
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let working_builder = _.filter(Game.creeps, creep => creep.memory.role == 'builder' && !creep.working_target_id)
|
||||
if (working_builder.length == 0) {//没有可以用的builder了
|
||||
let controller_id = Game.spawns['Spawn1'].room.controller.id
|
||||
let controller_memory = Memory.WorkingTarget[`RoomController_${controller_id}`]
|
||||
if (controller_memory) {
|
||||
_.each(controller_memory.working_creep_names, creep_name => Game.creeps[creep_name].working_target_id = 0)
|
||||
memory.working_creep_names = []
|
||||
return
|
||||
}
|
||||
}
|
||||
}
|
||||
//判断room controller 是否有creep,没有则添加
|
||||
if (!_.find(Memory.WorkingTarget, target => target.id == Game.spawns['Spawn1'].room.controller.id)) {
|
||||
Memory.WorkingTarget[`RoomController_${Game.spawns['Spawn1'].room.controller.id}`] = { id: Game.spawns['Spawn1'].room.controller.id, working_creep_names: [], cate: 'ROOM_CONTROLLER' }
|
||||
}
|
||||
let room_controller_mem = _.filter(Memory.WorkingTarget, { cate: 'ROOM_CONTROLLER' })
|
||||
//寻找creep为0的room controller
|
||||
let room_controller_need_creep_array = _.filter(room_controller_mem, m => m.working_creep_names.length == 0 && m.cate=='ROOM_CONTROLLER')
|
||||
let room_controller_need_creep_array = _.filter(room_controller_mem, m => m.working_creep_names.length == 0 && m.cate == 'ROOM_CONTROLLER')
|
||||
if (room_controller_need_creep_array.length > 0) {
|
||||
let builder_creep = _.filter(Game.creeps, creep => !creep.working_target_id || creep.memory.role == 'builder')
|
||||
let builder_creep = _.filter(Game.creeps, creep => !creep.working_target_id && creep.memory.role == 'builder')
|
||||
if (builder_creep.length > 0) {
|
||||
|
||||
let opt = {
|
||||
memory: room_controller_mem,
|
||||
creep_name_to_assgin_array: [builder_creep[0].name]
|
||||
creep_name_to_assign_array: [builder_creep[0].name]
|
||||
}
|
||||
assign_creeps(opt)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -248,4 +294,5 @@ function createBuilderCreep() {
|
|||
} else {
|
||||
// console.log(`failed to create builder with code ${Re_code}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
6
mount.js
6
mount.js
|
|
@ -15,6 +15,12 @@ module.exports = {
|
|||
}
|
||||
)
|
||||
}
|
||||
Game.cwt = function (creep_name) {
|
||||
Game.creeps[creep_name].working_target_id = undefined
|
||||
}
|
||||
Game.pos=function(id){
|
||||
console.log(Game.getObjectById(id))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
23
picker.js
23
picker.js
|
|
@ -1,23 +0,0 @@
|
|||
//只收集,不运输
|
||||
module.exports = {
|
||||
run(creep) {
|
||||
if(Game.spawns['Spawn1'].store.getFreeCapacity(RESOURCE_ENERGY)==0){
|
||||
creep.say('Standby.')
|
||||
return
|
||||
}
|
||||
let working_target_id = creep.working_target_id;
|
||||
let working_target = Game.getObjectById(working_target_id);
|
||||
let Re_code = creep.harvest(working_target);
|
||||
if (Re_code == ERR_NOT_IN_RANGE) {
|
||||
creep.moveTo(working_target);
|
||||
} else {
|
||||
if (OK == Re_code) {
|
||||
creep.harvest(working_target);
|
||||
creep.drop(RESOURCE_ENERGY);
|
||||
} else {
|
||||
console.log(`${creep.name} ${creep.memory.role} working target ${working_target_id}`)
|
||||
console.log(`${creep.name} ${creep.memory.role} err: ${Re_code}`)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
6
task.js
6
task.js
|
|
@ -1,5 +1,9 @@
|
|||
const { memory } = require("console")
|
||||
|
||||
module.exports = {
|
||||
upgradeController(){
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
|||
42
test.js
42
test.js
|
|
@ -1,41 +1,3 @@
|
|||
function Person(age, name) {
|
||||
this.name = name;
|
||||
this.age = age;
|
||||
};
|
||||
|
||||
Object.defineProperty(Person.prototype, "age", {
|
||||
get: function() {
|
||||
return this._age;
|
||||
},
|
||||
|
||||
// Added a few things to demonstrate additional logic on the setter
|
||||
set: function(num) {
|
||||
num = parseInt(num, 10);
|
||||
if(num > 0) {
|
||||
this._age = num;
|
||||
}
|
||||
}
|
||||
});
|
||||
a= undefined || {a:'a'}
|
||||
|
||||
console.log(Person.prototype.hasOwnProperty('age'))
|
||||
console.log(Person.hasOwnProperty('age'))
|
||||
|
||||
if(!(Person.prototype.hasOwnProperty('age'))){
|
||||
Object.defineProperty(Person.prototype, "age", {
|
||||
get: function() {
|
||||
return this._age;
|
||||
},
|
||||
|
||||
// Added a few things to demonstrate additional logic on the setter
|
||||
set: function(num) {
|
||||
num = parseInt(num, 10);
|
||||
if(num > 0) {
|
||||
this._age = num;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
a= new Person(1,2)
|
||||
a.name=10
|
||||
console.log(a.age)
|
||||
console.log(a)
|
||||
|
|
@ -5,16 +5,17 @@ const path = require('path')
|
|||
|
||||
module.exports = {
|
||||
run(creep) {
|
||||
creep.say('transfer')
|
||||
creep.say('tf')
|
||||
let working_target_id = creep.working_target_id
|
||||
if(!working_target_id){
|
||||
creep.say('Standby')
|
||||
creep.say('SB')
|
||||
return
|
||||
}
|
||||
let working_target = Game.getObjectById(working_target_id)
|
||||
//TODO:处理transfer的对象消失的情况
|
||||
if(!working_target){
|
||||
creep.working_target_id=null
|
||||
// _.each(Memery.WorkingTarget[creep.name].working_creep_names,creep_name=>Game.creeps[creep_name].working_target_id=undefined)
|
||||
// delete Memery.WorkingTarget[creep.name]
|
||||
return
|
||||
}
|
||||
let working_target_pos = working_target.pos
|
||||
|
|
|
|||
Loading…
Reference in New Issue