refactor 4 space indent
This commit is contained in:
parent
13d37b94f3
commit
98b97cbca6
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@ -13,7 +13,8 @@
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},
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},
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"rules": {
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"rules": {
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"prettier/prettier": ["error",{
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"prettier/prettier": ["error",{
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"endOfLine":"auto"
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"endOfLine":"auto",
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"tabWidth":4
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}]
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}]
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},
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},
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"plugins": [
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"plugins": [
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@ -35,7 +35,9 @@ function upgradeController_job(creep) {
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);
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);
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}
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}
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} else {
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} else {
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console.log(`${creep.name} failed to pickup: err ${Re_code_pickup}`);
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console.log(
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`${creep.name} failed to pickup: err ${Re_code_pickup}`
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);
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}
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}
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}
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}
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}
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}
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@ -70,7 +72,9 @@ function build_construction(creep) {
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console.log(`${creep.name} failed to build:err ${Re_code}`);
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console.log(`${creep.name} failed to build:err ${Re_code}`);
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}
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}
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} else {
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} else {
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console.log(`${creep.name} failed to pickup: err ${Re_code_pickup}`);
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console.log(
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`${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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}
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}
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}
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@ -3,8 +3,10 @@ module.exports = {
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run(creep) {
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run(creep) {
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if (Game.spawns.Spawn1.store.getFreeCapacity(RESOURCE_ENERGY) === 0) {
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if (Game.spawns.Spawn1.store.getFreeCapacity(RESOURCE_ENERGY) === 0) {
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if (
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if (
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creep.transfer(Game.spawns.Spawn1.room.controller, RESOURCE_ENERGY) ===
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creep.transfer(
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ERR_NOT_IN_RANGE
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Game.spawns.Spawn1.room.controller,
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RESOURCE_ENERGY
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) === ERR_NOT_IN_RANGE
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) {
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) {
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creep.moveTo(Game.spawns.Spawn1.room.controller.pos);
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creep.moveTo(Game.spawns.Spawn1.room.controller.pos);
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}
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}
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39
main.js
39
main.js
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@ -62,11 +62,13 @@ function assign_creeps(opt) {
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const target_to_add_creep = _.filter(
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const target_to_add_creep = _.filter(
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memory,
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memory,
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(m) =>
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(m) =>
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m.working_creep_names.length === _.min(working_creeps_of_target_array)
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m.working_creep_names.length ===
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_.min(working_creeps_of_target_array)
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); // 选择目前已有creep最少的,对其添加creep
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); // 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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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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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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Game.creeps[creep_name].working_target_id =
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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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});
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}
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}
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@ -78,7 +80,8 @@ function assign_transfer(target_memory) {
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if (target_memory.length > 0) {
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if (target_memory.length > 0) {
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const idle_transfer = _.filter(
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const idle_transfer = _.filter(
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Game.creeps,
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Game.creeps,
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(creep) => !creep.working_target_id && creep.memory.role === "transfer"
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(creep) =>
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!creep.working_target_id && creep.memory.role === "transfer"
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);
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);
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if (idle_transfer.length > 0) {
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if (idle_transfer.length > 0) {
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// 一次只安排一个creep
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// 一次只安排一个creep
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@ -98,7 +101,8 @@ function assign_transfer_to_harvester() {
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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picker的transfer为0
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const harvester_without_creep = _.filter(Game.creeps, function (creep) {
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const harvester_without_creep = _.filter(Game.creeps, function (creep) {
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return (
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return (
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!Memory.WorkingTarget[creep.name] && creep.memory.role === "harvester"
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!Memory.WorkingTarget[creep.name] &&
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creep.memory.role === "harvester"
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); // Memory.WorkingTarget中没有这个harvester目标
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); // Memory.WorkingTarget中没有这个harvester目标
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});
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});
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_.each(harvester_without_creep, function (harvester_creep) {
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_.each(harvester_without_creep, function (harvester_creep) {
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@ -111,7 +115,8 @@ function assign_transfer_to_harvester() {
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const harvester_needs_creep_memory = _.filter(
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const harvester_needs_creep_memory = _.filter(
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Memory.WorkingTarget,
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Memory.WorkingTarget,
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(memory) =>
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(memory) =>
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memory.working_creep_names.length === 0 && memory.cate === "harvester"
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memory.working_creep_names.length === 0 &&
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memory.cate === "harvester"
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); // 需要安排creep的harvester
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); // 需要安排creep的harvester
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assign_transfer(harvester_needs_creep_memory);
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assign_transfer(harvester_needs_creep_memory);
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}
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}
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@ -141,7 +146,9 @@ function createBuilderCreep() {
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function assign_transfer_to_builder() {
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function assign_transfer_to_builder() {
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// 判断有多少个builder的transfer为0
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// 判断有多少个builder的transfer为0
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const builder_without_creep = _.filter(Game.creeps, function (creep) {
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const 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builder目标
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return (
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!Memory.WorkingTarget[creep.name] && creep.memory.role === "builder"
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); // Memory.WorkingTarget中没有这个builder目标
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});
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});
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_.each(builder_without_creep, function (builder) {
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_.each(builder_without_creep, function (builder) {
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Memory.WorkingTarget[builder.name] = {
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Memory.WorkingTarget[builder.name] = {
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@ -231,7 +238,8 @@ function assign_harvester_to_enery_source() {
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// 找到一个空闲的creep
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// 找到一个空闲的creep
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const available_creep_array = _.filter(
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const available_creep_array = _.filter(
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Game.creeps,
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Game.creeps,
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(creep) => !creep.working_target_id && creep.memory.role === "harvester"
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(creep) =>
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!creep.working_target_id && creep.memory.role === "harvester"
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);
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);
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if (available_creep_array.length > 0) {
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if (available_creep_array.length > 0) {
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// 每次只安排一个
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// 每次只安排一个
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@ -249,7 +257,8 @@ function assign_builder_to_controller() {
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if (Game.spawns.Spawn1.room.find(FIND_MY_CONSTRUCTION_SITES).length > 0) {
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if (Game.spawns.Spawn1.room.find(FIND_MY_CONSTRUCTION_SITES).length > 0) {
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const working_builder = _.filter(
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const working_builder = _.filter(
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Game.creeps,
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Game.creeps,
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(creep) => creep.memory.role === "builder" && !creep.working_target_id
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(creep) =>
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creep.memory.role === "builder" && !creep.working_target_id
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);
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);
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if (working_builder.length === 0) {
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if (working_builder.length === 0) {
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// 没有可以用的builder了
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// 没有可以用的builder了
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@ -286,12 +295,14 @@ function assign_builder_to_controller() {
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// 寻找creep为0的room controller
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// 寻找creep为0的room controller
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const room_controller_need_creep_array = _.filter(
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const room_controller_need_creep_array = _.filter(
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room_controller_mem,
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room_controller_mem,
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(m) => m.working_creep_names.length === 0 && m.cate === "ROOM_CONTROLLER"
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(m) =>
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m.working_creep_names.length === 0 && m.cate === "ROOM_CONTROLLER"
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);
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);
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if (room_controller_need_creep_array.length > 0) {
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if (room_controller_need_creep_array.length > 0) {
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const builder_creep = _.filter(
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const builder_creep = _.filter(
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Game.creeps,
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Game.creeps,
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(creep) => !creep.working_target_id && creep.memory.role === "builder"
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(creep) =>
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!creep.working_target_id && creep.memory.role === "builder"
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);
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);
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if (builder_creep.length > 0) {
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if (builder_creep.length > 0) {
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const opt = {
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const opt = {
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@ -351,7 +362,8 @@ module.exports.loop = function _() {
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const constuction_key = `CONSTRUCTION_${found_construction_site.id}`;
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const constuction_key = `CONSTRUCTION_${found_construction_site.id}`;
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if (
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if (
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Memory.WorkingTarget[constuction_key] &&
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Memory.WorkingTarget[constuction_key] &&
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Memory.WorkingTarget[constuction_key].working_creep_names.length === 0
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Memory.WorkingTarget[constuction_key].working_creep_names.length ===
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0
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) {
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) {
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assign_builder_to_construction(found_construction_site.id);
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assign_builder_to_construction(found_construction_site.id);
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}
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}
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@ -393,7 +405,10 @@ module.exports.loop = function _() {
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const transfer_number = _.filter(Game.creeps, {
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const transfer_number = _.filter(Game.creeps, {
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memory: { role: "transfer" },
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memory: { role: "transfer" },
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}).length;
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}).length;
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if (builder_number + harvester_number > transfer_number && !isSpawning) {
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if (
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builder_number + harvester_number > transfer_number &&
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!isSpawning
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) {
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isSpawning = true;
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isSpawning = true;
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createTransferCreep();
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createTransferCreep();
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}
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}
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10
task.js
10
task.js
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@ -1,9 +1,5 @@
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const { memory } = require("console")
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const { memory } = require("console");
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module.exports = {
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module.exports = {
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upgradeController(){
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upgradeController() {},
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};
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}
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}
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4
test.js
4
test.js
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@ -1,3 +1,3 @@
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a= undefined || {a:'a'}
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a = undefined || { a: "a" };
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console.log(a)
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console.log(a);
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11
transfer.js
11
transfer.js
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@ -45,13 +45,17 @@ module.exports = {
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path.visualPath(creep.pos, working_target_pos);
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path.visualPath(creep.pos, working_target_pos);
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} else {
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} else {
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// find dropped source
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// find dropped source
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const found = creep.room.lookForAt(LOOK_ENERGY, working_target_pos);
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const found = creep.room.lookForAt(
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LOOK_ENERGY,
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working_target_pos
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);
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if (found.length > 0) {
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if (found.length > 0) {
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creep.pickup(found[0]);
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creep.pickup(found[0]);
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}
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}
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}
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}
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} else if (
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} else if (
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creep.transfer(Game.spawns.Spawn1, RESOURCE_ENERGY) === ERR_NOT_IN_RANGE
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creep.transfer(Game.spawns.Spawn1, RESOURCE_ENERGY) ===
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ERR_NOT_IN_RANGE
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) {
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) {
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creep.moveTo(Game.spawns.Spawn1, {
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creep.moveTo(Game.spawns.Spawn1, {
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visualizePathStyle: { stroke: "#ffffff" },
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visualizePathStyle: { stroke: "#ffffff" },
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@ -71,7 +75,8 @@ module.exports = {
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creep.drop(RESOURCE_ENERGY);
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creep.drop(RESOURCE_ENERGY);
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}
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}
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} else if (
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} else if (
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creep.withdraw(Game.spawns.Spawn1, RESOURCE_ENERGY) === ERR_NOT_IN_RANGE
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creep.withdraw(Game.spawns.Spawn1, RESOURCE_ENERGY) ===
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ERR_NOT_IN_RANGE
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) {
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) {
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creep.moveTo(Game.spawns.Spawn1, {
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creep.moveTo(Game.spawns.Spawn1, {
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visualizePathStyle: { stroke: "#ffffff" },
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visualizePathStyle: { stroke: "#ffffff" },
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