1.修复bug。2.增加assign_transfer函数,精简代码。

This commit is contained in:
facat 2020-10-26 12:58:15 +08:00
parent f9856855ba
commit 27750dbc53
8 changed files with 201 additions and 153 deletions

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@ -1,30 +1,82 @@
const utils = require('utils') const utils = require('utils');
module.exports = { module.exports = {
run(creep) { run(creep) {
creep.say('builder')
if (creep.working_target_id) { if (creep.working_target_id) {
let working_target_id = creep.working_target_id; let working_target_id = creep.working_target_id;
let working_target = Game.getObjectById(working_target_id); let working_target = Game.getObjectById(working_target_id);
if (utils.distance(creep.pos, working_target.pos) > 1.5) { if(!working_target){
creep.moveTo(working_target); // creep.working_target_id=undefined//目标已经完成,转为空闲状态
} else { // _.each(Memery.WorkingTarget[creep.name].working_creep_names,creep_name=>Game.creeps[creep_name].working_target_id=undefined)
let all_dropped_resource = creep.room.find(FIND_DROPPED_RESOURCES) // delete Memery.WorkingTarget[creep.name]
let nearest_dropped_enengy = _.filter(all_dropped_resource, function (energy) { return
return energy.resourceType == RESOURCE_ENERGY & utils.distance(energy.pos, creep.pos) < 1.5
})
if (nearest_dropped_enengy.length > 0) {
let Re_code_pickup = creep.pickup(nearest_dropped_enengy[0]);
if (OK == Re_code_pickup) {
//TODO:需要适应不同的建筑
let Re_code = creep.upgradeController(working_target)
if (OK == Re_code) {
} else if(Re_code!=ERR_NOT_ENOUGH_RESOURCES && Re_code!=ERR_NOT_IN_RANGE){
console.log(`${creep.name} failed to upgrade room controller:err ${Re_code}`)
}
}
}
} }
if (working_target.structureType == STRUCTURE_CONTROLLER) {
creep.say('ug')
upgradeController_job(creep)
return
}
creep.say('bd')
build_construction(creep)
}else{
creep.say('SB')
} }
} }
} }
function upgradeController_job(creep) {
let working_target_id = creep.working_target_id;
let working_target = Game.getObjectById(working_target_id);
if (utils.distance(creep.pos, working_target.pos) > 1.5) {
creep.moveTo(working_target);
} else {
let all_dropped_resource = creep.room.find(FIND_DROPPED_RESOURCES)
let nearest_dropped_enengy = _.filter(all_dropped_resource, function (energy) {
return energy.resourceType == RESOURCE_ENERGY & utils.distance(energy.pos, creep.pos) < 1.5
})
if (nearest_dropped_enengy.length > 0) {
let Re_code_pickup = creep.pickup(nearest_dropped_enengy[0]);
if (OK == Re_code_pickup || ERR_FULL == Re_code_pickup) {
//TODO:需要适应不同的建筑
let Re_code = creep.upgradeController(working_target)
if (OK == Re_code) {
} else if (Re_code != ERR_NOT_ENOUGH_RESOURCES && Re_code != ERR_NOT_IN_RANGE) {
console.log(`${creep.name} failed to upgrade room controller:err ${Re_code}`)
}
} else {
console.log(`${creep.name} failed to pickup: err ${Re_code_pickup}`)
}
}
}
}
function build_construction(creep) {
let working_target_id = creep.working_target_id;
let working_target = Game.getObjectById(working_target_id);
if (utils.distance(creep.pos, working_target.pos) > 1.5) {
creep.moveTo(working_target);
} else {
let all_dropped_resource = creep.room.find(FIND_DROPPED_RESOURCES)
let nearest_dropped_enengy = _.filter(all_dropped_resource, function (energy) {
return energy.resourceType == RESOURCE_ENERGY & utils.distance(energy.pos, creep.pos) < 1.5
})
if (nearest_dropped_enengy.length > 0) {
let Re_code_pickup = creep.pickup(nearest_dropped_enengy[0]);
if (OK == Re_code_pickup || ERR_FULL == Re_code_pickup) {
//TODO:需要适应不同的建筑
let Re_code = creep.build(working_target)
if (OK == Re_code) {
} else if (Re_code != ERR_NOT_ENOUGH_RESOURCES && Re_code != ERR_NOT_IN_RANGE) {
console.log(`${creep.name} failed to build:err ${Re_code}`)
}
} else {
console.log(`${creep.name} failed to pickup: err ${Re_code_pickup}`)
}
}
}
}

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@ -4,11 +4,11 @@ module.exports = {
let status = change_status() let status = change_status()
switch (status) { switch (status) {
case 'harvester': case 'harvester':
creep.say('harvester') creep.say('hv')
harvester_job(creep) harvester_job(creep)
break break
case 'picker': case 'picker':
creep.say('picker') creep.say('pc')
picker_job(creep) picker_job(creep)
break break
} }
@ -17,7 +17,6 @@ module.exports = {
function harvester_job(creep) { function harvester_job(creep) {
//分配source
if (creep.carry.energy < creep.carryCapacity) { if (creep.carry.energy < creep.carryCapacity) {
let working_target_id = creep.working_target_id; let working_target_id = creep.working_target_id;
let working_target = Game.getObjectById(working_target_id); let working_target = Game.getObjectById(working_target_id);
@ -35,12 +34,12 @@ function harvester_job(creep) {
function picker_job(creep) { function picker_job(creep) {
if (Game.spawns['Spawn1'].store.getFreeCapacity(RESOURCE_ENERGY) == 0) { if (Game.spawns['Spawn1'].store.getFreeCapacity(RESOURCE_ENERGY) == 0) {
creep.say('Standby.') creep.say('SB')
return return
} }
let working_target_id = creep.working_target_id; let working_target_id = creep.working_target_id;
if (!working_target_id) { if (!working_target_id) {
creep.say('Standby.') creep.say('SB')
} }
let working_target = Game.getObjectById(working_target_id); let working_target = Game.getObjectById(working_target_id);
let Re_code = creep.harvest(working_target); let Re_code = creep.harvest(working_target);

163
main.js
View File

@ -12,6 +12,14 @@ module.exports.loop = function () {
assign_transfer_to_harvester() assign_transfer_to_harvester()
assign_builder_to_controller(); assign_builder_to_controller();
assign_transfer_to_builder(); assign_transfer_to_builder();
let construction_site_array = Game.spawns['Spawn1'].room.find(FIND_MY_CONSTRUCTION_SITES)
_.each(construction_site_array, function (found_construction_site) {
let constuction_key = `CONSTRUCTION_${found_construction_site.id}`
if (Memory.WorkingTarget[constuction_key] && Memory.WorkingTarget[constuction_key].working_creep_names.length == 0) {
assign_builder_to_construction(found_construction_site.id)
}
})
let isSpawning = false let isSpawning = false
let energy_source_number = _.filter(Game.spawns['Spawn1'].room.find(FIND_SOURCES_ACTIVE)).length; let energy_source_number = _.filter(Game.spawns['Spawn1'].room.find(FIND_SOURCES_ACTIVE)).length;
let harvester_number = _(Game.creeps).filter({ memory: { role: 'harvester' } }).size(); let harvester_number = _(Game.creeps).filter({ memory: { role: 'harvester' } }).size();
@ -26,7 +34,7 @@ module.exports.loop = function () {
} }
let builder_number = _.filter(Game.creeps, { memory: { role: 'builder' } }).length let builder_number = _.filter(Game.creeps, { memory: { role: 'builder' } }).length
//创造一个builder升级room controller //创造一个builder升级room controller
if (Game.spawns['Spawn1'].room.controller && builder_number == 0 && !isSpawning) { if (Game.spawns['Spawn1'].room.controller && builder_number < (1 + construction_site_array.length) && !isSpawning) {
isSpawning = true isSpawning = true
createBuilderCreep(); createBuilderCreep();
} }
@ -42,9 +50,10 @@ module.exports.loop = function () {
} }
function extra(){ function extra() {
// Game.map.visual.circle(Game.getObjectById('5f9423c48004fbeff0f4d965').pos) // Game.map.visual.circle(Game.getObjectById('5bbcaaeb9099fc012e6326f1').pos)
// console.log(Game.getObjectById('5f9423c48004fbeff0f4d965').pos) // console.log(Game.getObjectById('5f953aa1ad1f54190745a9c3').pos)
// Memory.WorkingTarget.CONSTRUCTION_5f952fea10782b5f4ec3690a.working_creep_names=[]
} }
function cleanCreeps() { function cleanCreeps() {
@ -56,36 +65,61 @@ function cleanCreeps() {
} }
} }
function cleanInvalidMemoryCreep() {
//清理Memory中已经不存在的creep
_.each(Memory.WorkingTarget, function (target) {
_.remove(target.working_creep_names, function (creep_name) {
if (!Game.creeps[creep_name]) {
console.log(`${creep_name} is invalid, removed from working_creep_names`)
return true
}
return false
})
})
}
function cleanTargetMemory() { function cleanTargetMemory() {
for (let i of Object.keys(Memory.WorkingTarget)) { for (let i of Object.keys(Memory.WorkingTarget)) {
let target = Memory.WorkingTarget[i] let target = Memory.WorkingTarget[i]
if (!Game.getObjectById(target.id)) { if (!Game.getObjectById(target.id)) {
console.log(`target ${target.id} is invalid, removed from Memory.WorkingTarget`) console.log(`target ${target.id} is invalid, removed from Memory.WorkingTarget.Set their creep to idle`)
_.each(Memory.WorkingTarget[i].working_creep_names, creep_name => creep_name.working_target_id = undefined)
delete Memory.WorkingTarget[i]; delete Memory.WorkingTarget[i];
} }
} }
} }
function assign_transfer(target_memory) {
const NO_IDLE_TRANSFER = -1
const OK_TRANSFER = 0
if (target_memory.length > 0) {
let idle_transfer = _.filter(Game.creeps, creep => !creep.working_target_id && (creep.memory.role == 'transfer'))
if (idle_transfer.length > 0) {//一次只安排一个creep
let opt = {
memory: target_memory,
creep_name_to_assign_array: [idle_transfer[0].name]
}
assign_creeps(opt)
return OK_TRANSFER
} else {
return NO_IDLE_TRANSFER
}
}
}
//TODO:应该和assign_transfer_to_builder合并
function assign_transfer_to_harvester() { function assign_transfer_to_harvester() {
//判断有多少个picker的transfer为0 //判断有多少个picker的transfer为0
let harvester_without_creep = _.filter(Game.creeps, function (creep) { let harvester_without_creep = _.filter(Game.creeps, function (creep) {
return !Memory.WorkingTarget[creep.name] && creep.memory.role=='harvester'//Memory.WorkingTarget中没有这个picker目标 return !Memory.WorkingTarget[creep.name] && creep.memory.role == 'harvester'//Memory.WorkingTarget中没有这个harvester目标
}) })
_.each(harvester_without_creep, function (harvester_creep) { _.each(harvester_without_creep, function (harvester_creep) {
Memory.WorkingTarget[harvester_creep.name] = { id: harvester_creep.id, working_creep_names: [], cate: 'harvester' }//在Memory.WorkingTarget加入需要creep的Picker Memory.WorkingTarget[harvester_creep.name] = { id: harvester_creep.id, working_creep_names: [], cate: 'harvester' }//在Memory.WorkingTarget加入需要creep的Picker
}) })
let harvester_needs_creep_memory = _.filter(Memory.WorkingTarget, memory => memory.working_creep_names.length == 0 && memory.cate=='harvester') 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
if (harvester_needs_creep_memory.length > 0) { assign_transfer(harvester_needs_creep_memory)
let idle_transfer = _.filter(Game.creeps, creep => !creep.working_target_id && (creep.memory.role == 'transfer'))
if (idle_transfer.length > 0) {//一次只安排一个creep
let opt = {
memory: harvester_needs_creep_memory,
creep_name_to_assgin_array: [idle_transfer[0].name]
}
assign_creeps(opt)
}
}
} }
function assign_task() { function assign_task() {
@ -96,59 +130,59 @@ function assign_task() {
} }
function assign_transfer_to_builder() { function assign_transfer_to_builder() {
//判断有多少个picker的transfer为0 //判断有多少个builder的transfer为0
let builder_without_creep = _.filter(Game.creeps, function (creep) { let builder_without_creep = _.filter(Game.creeps, function (creep) {
return !Memory.WorkingTarget[creep.name] && creep.memory.role=='builder'//Memory.WorkingTarget中没有这个picker目标 return !Memory.WorkingTarget[creep.name] && creep.memory.role == 'builder'//Memory.WorkingTarget中没有这个builder目标
}) })
_.each(builder_without_creep, function (builder) { _.each(builder_without_creep, function (builder) {
Memory.WorkingTarget[builder.name] = { id: builder.id, working_creep_names: [], cate: 'builder' }//在Memory.WorkingTarget加入需要creep的builder Memory.WorkingTarget[builder.name] = { id: builder.id, working_creep_names: [], cate: 'builder' }//在Memory.WorkingTarget加入需要creep的builder
}) })
let builder_needs_creep_memory = _.filter(Memory.WorkingTarget, memory => memory.working_creep_names.length == 0 && memory.cate=='builder') 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
if (builder_needs_creep_memory.length > 0) { if (assign_transfer(builder_needs_creep_memory) == -1) {
let idle_transfer = _.filter(Game.creeps, creep => !creep.working_target_id && (creep.memory.role == 'transfer')) console.log(`no enough transfer to builder. Try to create a new one autmatically`)
if (idle_transfer.length > 0) {//一次只安排一个creep createBuilderCreep()
let opt = {
memory: builder_needs_creep_memory,
creep_name_to_assgin_array: [idle_transfer[0].name]
}
assign_creeps(opt)
}
} }
} }
function cleanInvalidMemoryCreep() { function assign_builder_to_construction(construction_id) {
//清理Memory中已经不存在的creep //检查construction是否已经是target
_.each(Memory.WorkingTarget, function (target) { let constuction_key = `CONSTRUCTION_${construction_id}`
_.remove(target.working_creep_names,function(creep_name){ if (!_.find(Memory.WorkingTarget, target => target.id == construction_id)) {
if(!Game.creeps[creep_name]){ Memory.WorkingTarget[constuction_key] = { id: construction_id, working_creep_names: [], cate: 'constuction_site' }
console.log(`${creep_name} is invalid, removed from working_creep_names`) }
return true //安排一个builder过去
} let builder = _.filter(Game.creeps, creep => creep.memory.role == 'builder' && !creep.working_target_id)
return false if (builder.length > 0) {
}) let opt = {
}) memory: _.filter(Memory.WorkingTarget, _memory => _memory.working_creep_names.length == 0 && _memory.cate == 'constuction_site'),
creep_name_to_assgin_array: [builder[0].name]
}
assign_creeps(opt)
} else {
console.log(`no enough builder to constuction_site ${construction_id}. Try to create a new one autmatically`)
createBuilderCreep()
}
// //开始给建造constrction的每个creep安排transfer
// _.each(Memory.WorkingTarget[constuction_key].working_creep_names,function(builder_creep_name){
// if(!Memory.WorkingTarget[builder_creep_name]){
// Memory.WorkingTarget[builder_creep_name]={id:Game.creeps[builder_creep_name].id,working_creep_names: [], cate: 'builder'}
// }
// })
} }
function assign_creeps(opt) { function assign_creeps(opt) {
let memory = opt.memory let memory = opt.memory
let creep_name_to_assgin_array = opt.creep_name_to_assgin_array//需要分配工作的creeps let creep_name_to_assign_array = opt.creep_name_to_assign_array//需要分配工作的creeps
//清理Memroy中已经不存在的creep _.each(creep_name_to_assign_array, function (creep_name) {
_.each(memory, function (m) {
_.remove(m.working_creep_names, function (name) {
if (Game.creeps[name] === undefined || Game.creeps[name] === null) {
console.log(`remove ${name} from ${m.id} working_creep_names`)
return true
}
return false
})
})
_.each(creep_name_to_assgin_array, function (creep_name) {
//先计算每一个target目前有多少个creeps了 //先计算每一个target目前有多少个creeps了
let working_creeps_of_target_array = []//记录每个target已有的creep数量 let working_creeps_of_target_array = []//记录每个target已有的creep数量
_.each(memory, m => working_creeps_of_target_array.push(m.working_creep_names.length)) _.each(memory, m => working_creeps_of_target_array.push(m.working_creep_names.length))
let target_to_add_creep = _.filter(memory, m => m.working_creep_names.length == _.min(working_creeps_of_target_array))//选择目前已有creep最少的对其添加creep let target_to_add_creep = _.filter(memory, m => m.working_creep_names.length == _.min(working_creeps_of_target_array))//选择目前已有creep最少的对其添加creep
console.log(target_to_add_creep.length)
if (target_to_add_creep.length > 0) { if (target_to_add_creep.length > 0) {
target_to_add_creep[0].working_creep_names.push(creep_name)//target记录自己安排的creep target_to_add_creep[0].working_creep_names.push(creep_name)//target记录自己安排的creep
Game.creeps[creep_name].working_target_id = target_to_add_creep[0].id//将target安排给creep Game.creeps[creep_name].working_target_id = target_to_add_creep[0].id//将target安排给creep
@ -163,7 +197,7 @@ function assign_harvester_to_enery_source() {
let all_memory = Memory.WorkingTarget let all_memory = Memory.WorkingTarget
for (let source of sources) { for (let source of sources) {
let id = source.id let id = source.id
if (!_.find(all_memory,f => f['id'] == id)) { if (!_.find(all_memory, f => f['id'] == id)) {
all_memory[`Energy_${id}`] = { 'id': id, 'working_creep_names': [], "cate": 'ENERGY_SOURCE' }; all_memory[`Energy_${id}`] = { 'id': id, 'working_creep_names': [], "cate": 'ENERGY_SOURCE' };
} }
}//向Memory.WorkingTarget里添加所有的Energy Source }//向Memory.WorkingTarget里添加所有的Energy Source
@ -177,7 +211,7 @@ function assign_harvester_to_enery_source() {
if (available_creep_array.length > 0) {//每次只安排一个 if (available_creep_array.length > 0) {//每次只安排一个
let opt = { let opt = {
memory: energy_memory, memory: energy_memory,
creep_name_to_assgin_array: [available_creep_array[0].name] creep_name_to_assign_array: [available_creep_array[0].name]
} }
assign_creeps(opt) assign_creeps(opt)
} }
@ -187,20 +221,32 @@ function assign_harvester_to_enery_source() {
} }
function assign_builder_to_controller() { function assign_builder_to_controller() {
//如果存在正在建造的construction且没有多余的builder就暂停upgrade controller
if (Game.spawns['Spawn1'].room.find(FIND_MY_CONSTRUCTION_SITES).length > 0) {
let working_builder = _.filter(Game.creeps, creep => creep.memory.role == 'builder' && !creep.working_target_id)
if (working_builder.length == 0) {//没有可以用的builder了
let controller_id = Game.spawns['Spawn1'].room.controller.id
let controller_memory = Memory.WorkingTarget[`RoomController_${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 //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)) { if (!_.find(Memory.WorkingTarget, target => target.id == Game.spawns['Spawn1'].room.controller.id)) {
Memory.WorkingTarget[`RoomController_${Game.spawns['Spawn1'].room.controller.id}`] = { id: Game.spawns['Spawn1'].room.controller.id, working_creep_names: [], cate: 'ROOM_CONTROLLER' } Memory.WorkingTarget[`RoomController_${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' }) let room_controller_mem = _.filter(Memory.WorkingTarget, { cate: 'ROOM_CONTROLLER' })
//寻找creep为0的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) { 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) { if (builder_creep.length > 0) {
let opt = { let opt = {
memory: room_controller_mem, 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) assign_creeps(opt)
} }
@ -249,3 +295,4 @@ function createBuilderCreep() {
// console.log(`failed to create builder with code ${Re_code}`); // console.log(`failed to create builder with code ${Re_code}`);
} }
} }

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@ -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))
}
} }
} }

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@ -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}`)
}
}
}
}

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@ -1,5 +1,9 @@
const { memory } = require("console")
module.exports = { module.exports = {
upgradeController(){ upgradeController(){
} }
} }

42
test.js
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@ -1,41 +1,3 @@
function Person(age, name) { a= undefined || {a:'a'}
this.name = name;
this.age = age;
};
Object.defineProperty(Person.prototype, "age", { console.log(a)
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;
}
}
});
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)

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@ -5,16 +5,17 @@ const path = require('path')
module.exports = { module.exports = {
run(creep) { run(creep) {
creep.say('transfer') creep.say('tf')
let working_target_id = creep.working_target_id let working_target_id = creep.working_target_id
if(!working_target_id){ if(!working_target_id){
creep.say('Standby') creep.say('SB')
return return
} }
let working_target = Game.getObjectById(working_target_id) let working_target = Game.getObjectById(working_target_id)
//TODO:处理transfer的对象消失的情况 //TODO:处理transfer的对象消失的情况
if(!working_target){ 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 return
} }
let working_target_pos = working_target.pos let working_target_pos = working_target.pos