重构代码
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360d12cd86
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9328eee122
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@ -0,0 +1,16 @@
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{
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// See https://go.microsoft.com/fwlink/?LinkId=733558
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// for the documentation about the tasks.json format
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"version": "2.0.0",
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"tasks": [
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{
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"label": "Upload Script",
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"type": "shell",
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"command": "node",
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"args": [
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"d:/code/screeps/main.js"
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],
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"problemMatcher": []
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}
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]
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}
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18
builder.js
18
builder.js
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@ -1,13 +1,15 @@
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const utils=require('utils')
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module.exports = {
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run(creep) {
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if (creep.carry.energy < creep.carryCapacity){
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if(ERR_NOT_IN_RANGE==creep.withdraw(Game.spawns.Spawn1,RESOURCE_ENERGY)){
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creep.moveTo(Game.spawns.Spawn1);
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}
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}else{
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let construction_site=creep.room.find(FIND_CONSTRUCTION_SITES);
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if(ERR_NOT_IN_RANGE==creep.build(construction_site[0])){
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creep.moveTo(construction_site[0]);
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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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creep.pickup(RESOURCE_ENERGY);
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//TODO:需要适应不同的建筑
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creep.upgradeController(working_target);
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}
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}
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}
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@ -1,14 +1,18 @@
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const path=require('path')
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module.exports = {
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run(creep) {
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//分配source
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if (creep.carry.energy < creep.carryCapacity) {
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let sources = creep.room.find(FIND_SOURCES);
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//TODO:只去一个地方
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if (creep.harvest(sources[0]) == ERR_NOT_IN_RANGE) {
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creep.moveTo(sources[0]);
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path.visualPath(creep.pos,sources[0].pos);
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}
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} else {
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if (creep.transfer(Game.spawns['Spawn1'], RESOURCE_ENERGY) == ERR_NOT_IN_RANGE) {
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creep.moveTo(Game.spawns['Spawn1']);
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path.visualPath(creep.pos,Game.spawns['Spawn1'].pos);
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}
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}
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}
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20
init.js
20
init.js
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@ -2,10 +2,22 @@
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module.exports = {
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init() {
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if (!Memory.Source) {
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Memory.Source = new Object();
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Memory.Source.Energy = [];
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}
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// if (!Memory.Source) {
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// Memory.Source = new Object();
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// Memory.Source.Energy = [];
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// }
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// if (!Memory.Controller) {
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// Memory.Controller = [];
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// }
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if (!Memory.Task) {
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Memory.Task = {}
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};
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Memory.Task.HighPorioty = [];
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Memory.Task.LowPorioty = [];
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//WorkingTarget是被跟踪物,可以是一个structure、energy、constructionSite,也可以是一个creep
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if (!Memory.WorkingTarget) {
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Memory.WorkingTarget = []
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};
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}
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}
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281
main.js
281
main.js
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@ -1,21 +1,36 @@
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const init = require('init')
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const harvester = require('harvester');
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const picker = require('picker');
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const util = require('utils');
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const transfer = require('transfer');
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const mount = require('mount')
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module.exports.loop = function () {
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//clean creeps
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cleanCreeps()
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init.init();
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// if (Game.time % 20 == 0) {
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assign_creep_to_enery_source();//由于循环较多,每20 tick执行一次
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// }
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Creep.prototype.action = action;
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if ((_(Game.creeps).filter({ memory: { role: 'harvester' } }).size() + _(Game.creeps).filter({ memory: { role: 'picker' } }).size()) < 2) {
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createHarvestCreep();
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} else {
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if (_(Game.creeps).filter({ memory: { role: 'transfer' } }).size() < 2) {
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mount.mount()
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assign_harvester_picker_to_enery_source();
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assign_transfer_to_picker()
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assign_builder_to_controller();
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// assign_controller();
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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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let picker_number = _(Game.creeps).filter({ memory: { role: 'picker' } }).size();
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if (!Game.spawns['Spawn1'].spawning) {
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if ((harvester_number + picker_number) < energy_source_number) {
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isSpawning = true
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createHarvestCreep();
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}
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if (_(Game.creeps).filter({ memory: { role: 'transfer' } }).size() < 2 && !isSpawning) {
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createTransferCreep();
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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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createBuilderCreep();
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}
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//判断是否需要再增加1个transfer
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let transfer_number = _.filter(Game.creeps, { memory: { role: 'transfer' } }).length
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if ((builder_number + harvester_number + picker_number) > transfer_number && !isSpawning) {
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createTransferCreep();
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}
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}
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chanage_role();
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@ -23,22 +38,40 @@ module.exports.loop = function () {
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}
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function action() {
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let role = this.memory.role;
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// this.say(`${role}`);
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switch (role) {
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case "harvester":
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harvester.run(this)
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break;
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case "picker":
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picker.run(this)
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break;
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case "transfer":
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transfer.run(this)
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break;
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function cleanCreeps() {
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for (let i in Memory.creeps) {
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if (!Game.creeps[i]) {
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delete Memory.creeps[i];
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}
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}
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}
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function assign_transfer_to_picker() {
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//判断有多少个picker的transfer为0
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let all_picker = _.filter(Game.creeps, { memory: { role: 'picker' } })
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let picker_has_no_creep = _.filter(all_picker, function (picker) {
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return !_.find(Memory.WorkingTarget, target => target.id == picker.id)//Memory.WorkingTarget中没有这个picker目标
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})
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_.each(picker_has_no_creep, function (picker) {
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Memory.WorkingTarget.push({ id: picker.id, working_creep_names: [], cate: 'picker' })//在Memory.WorkingTarget加入需要creep的Picker
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})
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let picker_memories = _.filter(Memory.WorkingTarget, picker_memory => picker_memory.working_creep_names.length == 0)
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if (picker_memories.length > 0) {
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let available_transfer = _.filter(Game.creeps, creep => !creep.working_target_id && (creep.memory.role == 'transfer'))
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if (available_transfer.length > 0) {//一次只安排一个creep
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let opt = {
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memory: picker_memories,
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creep_name_to_assgin_array: [available_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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}
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function assign_task() {
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for (const creep_id in Game.creeps) {
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let creep = Game.creeps[creep_id];
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@ -47,67 +80,123 @@ function assign_task() {
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}
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function assign_creep_to_enery_source() {
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//清理Energy中已经没有的Source
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if (Memory.Source.Energy) {
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_(Memory.Source.Energy).remove(function (r) { return Game.getObjectById(r['id']) === undefined; });
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function assign_controller() {
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let builder_creep_array = _.filter(Game.creeps, { memory: { role: 'builder' } })
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if (builder_creep_array.length == 0) {
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return;
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}
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let sources = Game.spawns['Spawn1'].room.find(FIND_SOURCES);
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for (let source of sources) {
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let id = source.id
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if (_(Memory.Source.Energy).findIndex(f => f['id'] == id) == -1) {
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Memory.Source.Energy.push({ 'id': id, 'working_creep_names': [] });
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}
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let builder_creep = builder_creep_array[0]
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//TODO: 不能用0来判断,否则经常不会进入判断
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if (Game.spawns['Spawn1'].room.controller && Memory.WorkingTarget && Memory.WorkingTarget.Creep && Memory.WorkingTarget.Creep.length == 0) {
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Memory.WorkingTarget.Creep.push({ 'id': builder_creep.id, 'working_creep_names': [] })
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}
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let harvester_creeps = _(Game.creeps).filter(function (r) { return r.memory.role == 'harvester' | r.memory.role == 'picker'; }).value();
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// 从Memory.Source.Energy中移除已经没有的creep
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for (let mem_source of Memory.Source.Energy) {
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_(mem_source['working_creep_names']).each(function (creep_name) {
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if (Game.creeps[creep_name] === undefined) {
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console.log(`deleted ${creep_name}`);
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return true;
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}
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return false;
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})
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_(mem_source['working_creep_names']).remove(creep_name => Game.creeps[creep_name] === undefined)
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// let new_working_creeep_name_array=[];
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// new_working_creeep_name_array.push(...mem_source['working_creep_names'])
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// for(let creep_name of mem_source['working_creep_names']){
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// if(Game.creeps[creep_name]===undefined){
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// delete new_working_creeep_name_array[creep_name]
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// console.log(`deleted ${creep_name}`);
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// }
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// }
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// new_working_creeep_name_array=_(new_working_creeep_name_array).filter(r=>r!=undefined).value();
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// mem_source['working_creep_names'].splice(0,mem_source['working_creep_names'].length);
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// mem_source['working_creep_names'].push(...new_working_creeep_name_array);
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// console.log(`Now it's ${mem_source['working_creep_names']}`);
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if (Memory.WorkingTarget.Creep.length > 0) {
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let opt = {}
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opt.creep_name_to_assgin_array = [builder_creep.name]
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opt.memory = Memory.WorkingTarget.Creep
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assign_creeps(opt)
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}
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let unassigned_creeps_names = [];
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for (let creep of harvester_creeps) {//统计哪些没有工作
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// let assigned = false;
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if (creep.working_target_id === undefined) {
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unassigned_creeps_names.push(creep.name);
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}
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}
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//开始安排
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for (let unassigned_creep_name of unassigned_creeps_names) {
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//能源矿已有creep的数量
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let energy_working_creep_n = [];
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for (let mem_source of Memory.Source.Energy) {
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energy_working_creep_n.push(mem_source['working_creep_names'].length);
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}
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let energy_index = _(energy_working_creep_n).indexOf(_(energy_working_creep_n).min());
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Memory.Source.Energy[energy_index]['working_creep_names'].push(unassigned_creep_name);
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Game.creeps[unassigned_creep_name].working_target_id = Memory.Source.Energy[energy_index]['id'];
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}
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}
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function removeUnusedMemoryItem(memory) {
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//清理Memory中已经不存在的工作对象
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let available_working_target_id_array = [];//还存在的target
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_.remove(memory, function (r) {
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if (Game.getObjectById(r.id) === undefined || Game.getObjectById(r.id) === null)
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return true
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else {
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available_working_target_id_array.push(r.id)
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}
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})
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return memory
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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Memory中已经不存在的工作对象
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removeUnusedMemoryItem(memory)
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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, name => Game.creeps[name] === undefined || Game.creeps[name] === null)
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})
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_.each(creep_name_to_assgin_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 = []
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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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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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}
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})
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}
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function assign_harvester_picker_to_enery_source() {
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let sources = Game.spawns['Spawn1'].room.find(FIND_SOURCES_ACTIVE);
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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 (_(all_memory).findIndex(f => f['id'] == id) == -1) {
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all_memory.push({ '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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removeUnusedMemoryItem(all_memory)//移除已经不存在的target
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//寻找Energy Source的Memory
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let energy_memory = _.filter(all_memory, { cate: 'ENERGY_SOURCE' })
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//检查一下是否每一个energy至少有一个creep
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//先移除已经失效的creep
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_.each(energy_memory, function (m) {
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_.remove(m.working_creep_names, creep_name => !Game.creeps[creep_name])//如果一个creep已经不存在了,就从列表中移除
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})
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//寻找creep为0的energy source
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let energy_source_need_creep_array = _.filter(energy_memory, m => m.working_creep_names.length == 0)
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if (energy_source_need_creep_array.length > 0) {
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//找到一个空闲的creep
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let available_creep_array = _.filter(Game.creeps, creep => !creep.working_target_id && (creep.memory.role == 'harvester' || creep.memory.role == 'picker'))
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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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}
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assign_creeps(opt)
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}
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}
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}
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function assign_builder_to_controller() {
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//判断room controller 是否有creep,没有则添加
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if (!_.find(Memory.WorkingTarget, target => target.id == Game.spawns['Spawn1'].room.controller.id)) {
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Memory.WorkingTarget.push({ id: Game.spawns['Spawn1'].room.controller.id, working_creep_names: [], cate: 'ROOM_CONTROLLER' })
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}
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let room_controller_mem = _.filter(Memory.WorkingTarget, { cate: 'ROOM_CONTROLLER' })
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//先移除已经失效的creep
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_.each(room_controller_mem, function (m) {
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_.remove(m.working_creep_names, creep_name => !Game.creeps[creep_name])//如果一个creep已经不存在了,就从列表中移除
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})
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//寻找creep为0的room controller
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let room_controller_need_creep_array = _.filter(room_controller_mem, m => m.working_creep_names.length == 0)
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if (room_controller_need_creep_array.length > 0) {
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let builder_creep = _.filter(Game.creeps, creep => !creep.working_target_id || creep.memory.role == 'builder')
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if (builder_creep.length > 0) {
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let opt = {
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memory: room_controller_mem,
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creep_name_to_assgin_array: [builder_creep[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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}
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function chanage_role() {
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if (_(Game.creeps).filter({ memory: { role: 'transfer' } }).size() > 0) {
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let harvester_array = _(Game.creeps).filter({ memory: { role: 'harvester' } }).value();
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@ -124,21 +213,6 @@ function chanage_role() {
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}
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}
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function get_creep_with_name(inlcude_string) {
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let creeps = [];
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for (const creep_id in Game.creeps) {
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let creep = Game.creeps[creep_id];
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if (creep.name.include(inlcude_string)) {
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creeps.push(creep);
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}
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}
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return creeps;
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}
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function count(hash_container) {
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return Object.keys(hash_container).length
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}
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function createHarvestCreep() {
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//create new creep
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let new_creep_name = "AUTO_CREATE_Harvester_" + util.uuid();
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@ -148,7 +222,7 @@ function createHarvestCreep() {
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Game.creeps[new_creep_name].memory.role = 'harvester';
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console.log('Create new creep name ' + new_creep_name);
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} else {
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console.log(`failed to create harvester with code ${Re_code}`);
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// console.log(`failed to create harvester with code ${Re_code}`);
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}
|
||||
}
|
||||
|
||||
|
|
@ -161,6 +235,19 @@ function createTransferCreep() {
|
|||
Game.creeps[new_creep_name].memory.role = 'transfer';
|
||||
console.log('Create new creep name ' + new_creep_name);
|
||||
} else {
|
||||
console.log(`failed to create transfer with code ${Re_code}`);
|
||||
// console.log(`failed to create transfer with code ${Re_code}`);
|
||||
}
|
||||
}
|
||||
|
||||
function createBuilderCreep() {
|
||||
//create new creep
|
||||
let new_creep_name = "AUTO_CREATE_Builder_" + util.uuid();
|
||||
let Re_code;
|
||||
Re_code = Game.spawns['Spawn1'].createCreep([MOVE, WORK, WORK], new_creep_name)
|
||||
if (Re_code == new_creep_name) {
|
||||
Game.creeps[new_creep_name].memory.role = 'builder';
|
||||
console.log('Create new creep name ' + new_creep_name);
|
||||
} else {
|
||||
// console.log(`failed to create builder with code ${Re_code}`);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,40 @@
|
|||
const harvester = require('harvester');
|
||||
const picker = require('picker');
|
||||
const transfer = require('transfer');
|
||||
const builder = require('builder');
|
||||
module.exports = {
|
||||
mount() {
|
||||
Creep.prototype.action = action;
|
||||
if (!(Creep.prototype.hasOwnProperty('working_target_id'))) {
|
||||
Object.defineProperty(Creep.prototype, 'working_target_id', {
|
||||
get: function () {
|
||||
return this.memory.working_target_id
|
||||
},
|
||||
set: function (id) {
|
||||
this.memory.working_target_id = id
|
||||
}
|
||||
}
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function action() {
|
||||
let role = this.memory.role;
|
||||
// this.say(`${role}`);
|
||||
switch (role) {
|
||||
case "harvester":
|
||||
harvester.run(this)
|
||||
break;
|
||||
case "picker":
|
||||
picker.run(this)
|
||||
break;
|
||||
case "transfer":
|
||||
transfer.run(this)
|
||||
break;
|
||||
case "builder":
|
||||
builder.run(this)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
module.exports = {
|
||||
visualPath(my_pos, target_pos) {
|
||||
// visualize the path
|
||||
const path = PathFinder.search(my_pos, target_pos).path;
|
||||
// console.log(path)
|
||||
Game.map.visual.poly(path, { stroke: '#ffffff', strokeWidth: .8, opacity: .2, lineStyle: 'dashed' });
|
||||
}
|
||||
}
|
||||
16
picker.js
16
picker.js
|
|
@ -1,16 +1,18 @@
|
|||
//只收集,不运输
|
||||
module.exports = {
|
||||
run(creep) {
|
||||
// let sources = creep.room.find(FIND_SOURCES);
|
||||
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) {
|
||||
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){
|
||||
} 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: ${Re_code}`)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,41 @@
|
|||
function Person(age, name) {
|
||||
this.name = name;
|
||||
this.age = age;
|
||||
};
|
||||
|
||||
Object.defineProperty(Person.prototype, "age", {
|
||||
get: function() {
|
||||
return this._age;
|
||||
},
|
||||
|
||||
// Added a few things to demonstrate additional logic on the setter
|
||||
set: function(num) {
|
||||
num = parseInt(num, 10);
|
||||
if(num > 0) {
|
||||
this._age = num;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
console.log(Person.prototype.hasOwnProperty('age'))
|
||||
console.log(Person.hasOwnProperty('age'))
|
||||
|
||||
if(!(Person.prototype.hasOwnProperty('age'))){
|
||||
Object.defineProperty(Person.prototype, "age", {
|
||||
get: function() {
|
||||
return this._age;
|
||||
},
|
||||
|
||||
// Added a few things to demonstrate additional logic on the setter
|
||||
set: function(num) {
|
||||
num = parseInt(num, 10);
|
||||
if(num > 0) {
|
||||
this._age = num;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
a= new Person(1,2)
|
||||
a.name=10
|
||||
console.log(a.age)
|
||||
21
transfer.js
21
transfer.js
|
|
@ -1,20 +1,24 @@
|
|||
const utils=require('utils')
|
||||
const path=require('path')
|
||||
// const harvester = require("./harvester");
|
||||
|
||||
module.exports = {
|
||||
run(creep) {
|
||||
if (creep.carry.energy < creep.carryCapacity) {
|
||||
let harvester_array = _(Game.creeps).filter({ memory: { role: 'picker' } }).value();
|
||||
let harvester_creep=harvester_array[0];
|
||||
let target_harvester_pos=harvester_creep.pos;
|
||||
let working_target_id=creep.working_target_id
|
||||
let working_target=Game.getObjectById(working_target_id)
|
||||
if(!working_target){
|
||||
// console.log(`${creep.name} working target vanished. Turn to unassigned.`)
|
||||
return
|
||||
}
|
||||
let working_target_pos=working_target.pos
|
||||
let my_pos=creep.pos;
|
||||
// console.log("distance "+utils.distance(target_harvester_pos,my_pos))
|
||||
if(utils.distance(target_harvester_pos,my_pos)>1.5){//在附近就是1或者1.414
|
||||
|
||||
creep.moveTo(target_harvester_pos);
|
||||
if(utils.distance(working_target_pos,my_pos)>1.5){//在附近就是1或者1.414
|
||||
creep.moveTo(working_target_pos);
|
||||
path.visualPath(creep.pos,working_target_pos);
|
||||
}else{
|
||||
//find dropped source
|
||||
let found=creep.room.lookForAt(LOOK_ENERGY,target_harvester_pos);
|
||||
let found=creep.room.lookForAt(LOOK_ENERGY,working_target_pos);
|
||||
if(found.length>0){
|
||||
creep.pickup(found[0])
|
||||
}
|
||||
|
|
@ -24,6 +28,7 @@ module.exports = {
|
|||
}else{
|
||||
if (creep.transfer(Game.spawns['Spawn1'], RESOURCE_ENERGY) == ERR_NOT_IN_RANGE) {
|
||||
creep.moveTo(Game.spawns['Spawn1']);
|
||||
path.visualPath(creep.pos,Game.spawns['Spawn1'].pos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue