const init = require('init') const util = require('utils'); const mount = require('mount') module.exports.loop = function () { init.init(); mount.mount() cleanCreeps() cleanInvalidMemoryCreep() cleanTargetMemory() assign_harvester_to_enery_source(); assign_transfer_to_picker() assign_builder_to_controller(); assign_transfer_to_builder(); let isSpawning = false let energy_source_number = _.filter(Game.spawns['Spawn1'].room.find(FIND_SOURCES_ACTIVE)).length; let harvester_number = _(Game.creeps).filter({ memory: { role: 'harvester' } }).size(); if (!Game.spawns['Spawn1'].spawning) { if (harvester_number < energy_source_number) { isSpawning = true createHarvestCreep(); } if (_(Game.creeps).filter({ memory: { role: 'transfer' } }).size() < energy_source_number && !isSpawning) { isSpawning = true createTransferCreep(); } let builder_number = _.filter(Game.creeps, { memory: { role: 'builder' } }).length //创造一个builder升级room controller if (Game.spawns['Spawn1'].room.controller && builder_number == 0 && !isSpawning) { isSpawning = true createBuilderCreep(); } //判断是否需要再增加1个transfer let transfer_number = _.filter(Game.creeps, { memory: { role: 'transfer' } }).length if ((builder_number + harvester_number) > transfer_number && !isSpawning) { isSpawning = true createTransferCreep(); } } assign_task(); } function cleanCreeps() { for (let i in Memory.creeps) { if (!Game.creeps[i]) { console.log(`${i} is invalid, removed from Memory.creeps`) delete Memory.creeps[i]; } } } function cleanTargetMemory() { for (let i of Object.keys(Memory.WorkingTarget)) { let target = Memory.WorkingTarget[i] if (!Game.getObjectById(target.id)) { console.log(`target ${target.id} is invalid, removed from Memory.WorkingTarget`) delete Memory.WorkingTarget[i]; } } } function assign_transfer_to_picker() { //判断有多少个picker的transfer为0 let all_picker = _.filter(Game.creeps, { memory: { role: 'harvester' } }) let picker_has_no_creep = _.filter(all_picker, function (picker) { return !_.find(Memory.WorkingTarget, target => target.id == picker.id)//Memory.WorkingTarget中没有这个picker目标 }) _.each(picker_has_no_creep, function (picker) { Memory.WorkingTarget[picker.name] = { id: picker.id, working_creep_names: [], cate: 'harvester' }//在Memory.WorkingTarget加入需要creep的Picker }) let picker_memories = _.filter(Memory.WorkingTarget, memory => memory.working_creep_names.length == 0 && memory.cate=='harvester') if (picker_memories.length > 0) { let available_transfer = _.filter(Game.creeps, creep => !creep.working_target_id && (creep.memory.role == 'transfer')) if (available_transfer.length > 0) {//一次只安排一个creep let opt = { memory: picker_memories, creep_name_to_assgin_array: [available_transfer[0].name] } assign_creeps(opt) } } } function assign_task() { for (const creep_id in Game.creeps) { let creep = Game.creeps[creep_id]; creep.action(); } } function assign_transfer_to_builder() { //判断有多少个picker的transfer为0 let all_builder = _.filter(Game.creeps, { memory: { role: 'builder' } }) let builder_has_no_creep = _.filter(all_builder, function (builder) { return !_.find(Memory.WorkingTarget, target => target.id == builder.id)//Memory.WorkingTarget中没有这个builder目标 }) _.each(builder_has_no_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 }) let builder_memories = _.filter(Memory.WorkingTarget, memory => memory.working_creep_names.length == 0 && memory.cate=='builder') if (builder_memories.length > 0) { let available_transfer = _.filter(Game.creeps, creep => !creep.working_target_id && (creep.memory.role == 'transfer')) if (available_transfer.length > 0) {//一次只安排一个creep let opt = { memory: builder_memories, creep_name_to_assgin_array: [available_transfer[0].name] } assign_creeps(opt) } } } 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 assign_creeps(opt) { let memory = opt.memory let creep_name_to_assgin_array = opt.creep_name_to_assgin_array//需要分配工作的creeps //清理Memroy中已经不存在的creep _.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 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)) 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 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 Game.creeps[creep_name].working_target_id = target_to_add_creep[0].id//将target安排给creep } }) } function assign_harvester_to_enery_source() { let sources = Game.spawns['Spawn1'].room.find(FIND_SOURCES_ACTIVE); let all_memory = Memory.WorkingTarget for (let source of sources) { let id = source.id if (!_.find(all_memory,f => f['id'] == id)) { // console.log(`add id ${id}`) all_memory[`Energy_${id}`] = { 'id': id, 'working_creep_names': [], "cate": 'ENERGY_SOURCE' }; } }//向Memory.WorkingTarget里添加所有的Energy Source //寻找Energy Source的Memory let energy_memory = _.filter(all_memory, { cate: 'ENERGY_SOURCE' }) //寻找creep为0的energy source let energy_source_need_creep_array = _.filter(energy_memory, m => m.working_creep_names.length == 0) if (energy_source_need_creep_array.length > 0) { //找到一个空闲的creep let available_creep_array = _.filter(Game.creeps, creep => !creep.working_target_id && creep.memory.role == 'harvester') if (available_creep_array.length > 0) {//每次只安排一个 let opt = { memory: energy_memory, creep_name_to_assgin_array: [available_creep_array[0].name] } assign_creeps(opt) } } } function assign_builder_to_controller() { //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' }) //先移除已经失效的creep _.each(room_controller_mem, function (m) { _.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 }) //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') if (room_controller_need_creep_array.length > 0) { 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] } assign_creeps(opt) } } } function createHarvestCreep() { //create new creep let new_creep_name = "AUTO_CREATE_Harvester_" + util.uuid(); let Re_code; Re_code = Game.spawns['Spawn1'].createCreep([MOVE, CARRY, WORK], new_creep_name) if (Re_code == new_creep_name) { Game.creeps[new_creep_name].memory.role = 'harvester'; console.log('Create new creep ' + new_creep_name); } else { // console.log(`failed to create harvester with code ${Re_code}`); } } function createTransferCreep() { //create new creep let new_creep_name = "AUTO_CREATE_Transfer_" + util.uuid(); let Re_code; Re_code = Game.spawns['Spawn1'].createCreep([MOVE, CARRY, CARRY], new_creep_name); if (new_creep_name == Re_code) { Game.creeps[new_creep_name].memory.role = 'transfer'; console.log('Create new creep ' + new_creep_name); } else { // 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, CARRY, WORK], new_creep_name) if (Re_code == new_creep_name) { Game.creeps[new_creep_name].memory.role = 'builder'; console.log('Create new creep ' + new_creep_name); } else { // console.log(`failed to create builder with code ${Re_code}`); } }