263 lines
11 KiB
JavaScript
263 lines
11 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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//clean creeps
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cleanCreeps()
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init.init();
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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_transfer_to_builder();
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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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assign_task();
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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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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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//先移除已经失效的creep
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let picker_mem=_.filter(Memory.WorkingTarget,{cate:'picker'})
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_.each(picker_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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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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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picker的transfer为0
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let all_builder = _.filter(Game.creeps, { memory: { role: 'builder' } })
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let builder_has_no_creep = _.filter(all_builder, function (builder) {
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return !_.find(Memory.WorkingTarget, target => target.id == builder.id)//Memory.WorkingTarget中没有这个builder目标
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})
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_.each(builder_has_no_creep, function (builder) {
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Memory.WorkingTarget.push({ 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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//先移除已经失效的creep
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let bulder_mem=_.filter(Memory.WorkingTarget,{cate:'builder'})
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_.each(bulder_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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let builder_memories = _.filter(Memory.WorkingTarget, builder_memory => builder_memory.working_creep_names.length == 0)
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if (builder_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: builder_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 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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// console.log(harvester_array[0].memory.role);
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for (let harvester_creep of harvester_array) {
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harvester_creep.memory.role = 'picker';
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}
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} else {
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let picker_array = _(Game.creeps).filter({ memory: { role: 'picker' } }).value();
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// console.log(harvester_array[0].memory.role);
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for (let picker_creep of picker_array) {
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picker_creep.memory.role = 'harvester';
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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 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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}
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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 name ' + 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 name ' + 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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} |