299 lines
12 KiB
JavaScript
299 lines
12 KiB
JavaScript
const init = require('init')
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const util = require('utils');
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const mount = require('mount')
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module.exports.loop = function () {
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extra()
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init.init();
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mount.mount()
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cleanCreeps()
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cleanInvalidMemoryCreep()
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cleanTargetMemory()
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assign_harvester_to_enery_source();
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assign_transfer_to_harvester()
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assign_builder_to_controller();
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assign_transfer_to_builder();
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let construction_site_array = Game.spawns['Spawn1'].room.find(FIND_MY_CONSTRUCTION_SITES)
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_.each(construction_site_array, function (found_construction_site) {
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let constuction_key = `CONSTRUCTION_${found_construction_site.id}`
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if (Memory.WorkingTarget[constuction_key] && Memory.WorkingTarget[constuction_key].working_creep_names.length == 0) {
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assign_builder_to_construction(found_construction_site.id)
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}
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})
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let isSpawning = false
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let energy_source_number = _.filter(Game.spawns['Spawn1'].room.find(FIND_SOURCES_ACTIVE)).length;
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let harvester_number = _(Game.creeps).filter({ memory: { role: 'harvester' } }).size();
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if (!Game.spawns['Spawn1'].spawning) {
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if (harvester_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() < energy_source_number && !isSpawning) {
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isSpawning = true
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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 < (1 + construction_site_array.length) && !isSpawning) {
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isSpawning = true
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createBuilderCreep();
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}
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//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) > transfer_number && !isSpawning) {
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isSpawning = true
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createTransferCreep();
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}
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}
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assign_task();
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}
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function extra() {
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// Game.map.visual.circle(Game.getObjectById('5bbcaaeb9099fc012e6326f1').pos)
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// console.log(Game.getObjectById('5f953aa1ad1f54190745a9c3').pos)
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// Memory.WorkingTarget.CONSTRUCTION_5f952fea10782b5f4ec3690a.working_creep_names=[]
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}
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function cleanCreeps() {
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for (let i in Memory.creeps) {
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if (!Game.creeps[i]) {
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console.log(`${i} is invalid, removed from Memory.creeps`)
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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 cleanInvalidMemoryCreep() {
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//清理Memory中已经不存在的creep
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_.each(Memory.WorkingTarget, function (target) {
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_.remove(target.working_creep_names, function (creep_name) {
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if (!Game.creeps[creep_name]) {
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console.log(`${creep_name} is invalid, removed from working_creep_names`)
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return true
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}
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return false
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})
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})
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}
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function cleanTargetMemory() {
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for (let i of Object.keys(Memory.WorkingTarget)) {
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let target = Memory.WorkingTarget[i]
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if (!Game.getObjectById(target.id)) {
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console.log(`target ${target.id} is invalid, removed from Memory.WorkingTarget.Set their creep to idle`)
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_.each(Memory.WorkingTarget[i].working_creep_names, creep_name => creep_name.working_target_id = undefined)
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delete Memory.WorkingTarget[i];
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}
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}
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}
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function assign_transfer(target_memory) {
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const NO_IDLE_TRANSFER = -1
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const OK_TRANSFER = 0
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if (target_memory.length > 0) {
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let idle_transfer = _.filter(Game.creeps, creep => !creep.working_target_id && (creep.memory.role == 'transfer'))
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if (idle_transfer.length > 0) {//一次只安排一个creep
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let opt = {
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memory: target_memory,
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creep_name_to_assign_array: [idle_transfer[0].name]
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}
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assign_creeps(opt)
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return OK_TRANSFER
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} else {
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return NO_IDLE_TRANSFER
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}
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}
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}
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//TODO:应该和assign_transfer_to_builder合并
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function assign_transfer_to_harvester() {
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//判断有多少个picker的transfer为0
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let harvester_without_creep = _.filter(Game.creeps, function (creep) {
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return !Memory.WorkingTarget[creep.name] && creep.memory.role == 'harvester'//Memory.WorkingTarget中没有这个harvester目标
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})
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_.each(harvester_without_creep, function (harvester_creep) {
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Memory.WorkingTarget[harvester_creep.name] = { id: harvester_creep.id, working_creep_names: [], cate: 'harvester' }//在Memory.WorkingTarget加入需要creep的Picker
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})
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let harvester_needs_creep_memory = _.filter(Memory.WorkingTarget, memory => memory.working_creep_names.length == 0 && memory.cate == 'harvester')//需要安排creep的harvester
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assign_transfer(harvester_needs_creep_memory)
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}
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function assign_task() {
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for (const creep_id in Game.creeps) {
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let creep = Game.creeps[creep_id];
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creep.action();
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}
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}
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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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let builder_without_creep = _.filter(Game.creeps, function (creep) {
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return !Memory.WorkingTarget[creep.name] && creep.memory.role == 'builder'//Memory.WorkingTarget中没有这个builder目标
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})
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_.each(builder_without_creep, function (builder) {
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Memory.WorkingTarget[builder.name] = { id: builder.id, working_creep_names: [], cate: 'builder' }//在Memory.WorkingTarget加入需要creep的builder
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})
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let builder_needs_creep_memory = _.filter(Memory.WorkingTarget, memory => memory.working_creep_names.length == 0 && memory.cate == 'builder')//需要安排creep的builder
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if (assign_transfer(builder_needs_creep_memory) == -1) {
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console.log(`no enough transfer to builder. Try to create a new one autmatically`)
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createBuilderCreep()
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}
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}
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function assign_builder_to_construction(construction_id) {
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//检查construction是否已经是target
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let constuction_key = `CONSTRUCTION_${construction_id}`
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if (!_.find(Memory.WorkingTarget, target => target.id == construction_id)) {
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Memory.WorkingTarget[constuction_key] = { id: construction_id, working_creep_names: [], cate: 'constuction_site' }
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}
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//安排一个builder过去
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let builder = _.filter(Game.creeps, creep => creep.memory.role == 'builder' && !creep.working_target_id)
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if (builder.length > 0) {
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let opt = {
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memory: _.filter(Memory.WorkingTarget, _memory => _memory.working_creep_names.length == 0 && _memory.cate == 'constuction_site'),
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creep_name_to_assgin_array: [builder[0].name]
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}
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assign_creeps(opt)
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} else {
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console.log(`no enough builder to constuction_site ${construction_id}. Try to create a new one autmatically`)
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createBuilderCreep()
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}
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// //开始给建造constrction的每个creep安排transfer
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// _.each(Memory.WorkingTarget[constuction_key].working_creep_names,function(builder_creep_name){
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// if(!Memory.WorkingTarget[builder_creep_name]){
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// Memory.WorkingTarget[builder_creep_name]={id:Game.creeps[builder_creep_name].id,working_creep_names: [], cate: 'builder'}
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// }
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// })
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}
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function assign_creeps(opt) {
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let memory = opt.memory
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let creep_name_to_assign_array = opt.creep_name_to_assign_array//需要分配工作的creeps
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_.each(creep_name_to_assign_array, function (creep_name) {
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//先计算每一个target目前有多少个creeps了
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let working_creeps_of_target_array = []//记录每个target已有的creep数量
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_.each(memory, m => working_creeps_of_target_array.push(m.working_creep_names.length))
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let target_to_add_creep = _.filter(memory, m => m.working_creep_names.length == _.min(working_creeps_of_target_array))//选择目前已有creep最少的,对其添加creep
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console.log(target_to_add_creep.length)
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if (target_to_add_creep.length > 0) {
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target_to_add_creep[0].working_creep_names.push(creep_name)//target记录自己安排的creep
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Game.creeps[creep_name].working_target_id = target_to_add_creep[0].id//将target安排给creep
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}
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})
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}
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function assign_harvester_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 (!_.find(all_memory, f => f['id'] == id)) {
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all_memory[`Energy_${id}`] = { 'id': id, 'working_creep_names': [], "cate": 'ENERGY_SOURCE' };
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}
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}//向Memory.WorkingTarget里添加所有的Energy Source
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//寻找Energy Source的Memory
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let energy_memory = _.filter(all_memory, { cate: 'ENERGY_SOURCE' })
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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')
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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_assign_array: [available_creep_array[0].name]
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}
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assign_creeps(opt)
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}
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}
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}
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function assign_builder_to_controller() {
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//如果存在正在建造的construction,且没有多余的builder,就暂停upgrade controller
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if (Game.spawns['Spawn1'].room.find(FIND_MY_CONSTRUCTION_SITES).length > 0) {
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let working_builder = _.filter(Game.creeps, creep => creep.memory.role == 'builder' && !creep.working_target_id)
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if (working_builder.length == 0) {//没有可以用的builder了
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let controller_id = Game.spawns['Spawn1'].room.controller.id
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let controller_memory = Memory.WorkingTarget[`RoomController_${controller_id}`]
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if (controller_memory) {
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_.each(controller_memory.working_creep_names, creep_name => Game.creeps[creep_name].working_target_id = 0)
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memory.working_creep_names = []
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return
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}
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}
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}
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//判断room controller 是否有creep,没有则添加
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if (!_.find(Memory.WorkingTarget, target => target.id == Game.spawns['Spawn1'].room.controller.id)) {
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Memory.WorkingTarget[`RoomController_${Game.spawns['Spawn1'].room.controller.id}`] = { 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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//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 && m.cate == 'ROOM_CONTROLLER')
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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_assign_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 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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let Re_code;
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Re_code = Game.spawns['Spawn1'].createCreep([MOVE, CARRY, WORK], new_creep_name)
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if (Re_code == new_creep_name) {
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Game.creeps[new_creep_name].memory.role = 'harvester';
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console.log('Create new creep ' + 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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}
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}
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function createTransferCreep() {
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//create new creep
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let new_creep_name = "AUTO_CREATE_Transfer_" + util.uuid();
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let Re_code;
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Re_code = Game.spawns['Spawn1'].createCreep([MOVE, CARRY, CARRY], new_creep_name);
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if (new_creep_name == Re_code) {
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Game.creeps[new_creep_name].memory.role = 'transfer';
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console.log('Create new creep ' + new_creep_name);
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} else {
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// console.log(`failed to create transfer with code ${Re_code}`);
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}
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}
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function createBuilderCreep() {
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//create new creep
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let new_creep_name = "AUTO_CREATE_Builder_" + util.uuid();
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let Re_code;
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Re_code = Game.spawns['Spawn1'].createCreep([MOVE, CARRY, WORK], new_creep_name)
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if (Re_code == new_creep_name) {
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Game.creeps[new_creep_name].memory.role = 'builder';
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console.log('Create new creep ' + new_creep_name);
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} else {
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// console.log(`failed to create builder with code ${Re_code}`);
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}
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}
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