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role.newRoomRepairer.js
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role.newRoomRepairer.js
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var roleBuilder = require('role.builder');
module.exports = {
// a function to run the logic for this role
/** @param {Creep} creep */
run: function(creep) {
if (creep.memory.target != undefined && creep.room.name != creep.memory.target) {
var enemyCreeps = creep.room.find(FIND_HOSTILE_CREEPS);
if(enemyCreeps.length > 0){
const exitDir = creep.room.findExitTo(creep.memory.target);
const exit = creep.pos.findClosestByRange(exitDir);
let ret = PathFinder.search(
creep.pos, exit, {
// We need to set the defaults costs higher so that we
// can set the road cost lower in `roomCallback`
plainCost: 1,
swampCost: 5,
roomCallback(roomName) {
let room = Game.rooms[roomName];
// In this example `room` will always exist, but since
// PathFinder supports searches which span multiple rooms
// you should be careful!
if (!room) return;
let costs = new PathFinder.CostMatrix;
room.find(FIND_STRUCTURES).forEach(function(struct) {
costs.set(struct.pos.x, struct.pos.y, 0xff);
});
room.find(FIND_HOSTILE_CREEPS).forEach(function(hostileCreep) {
if (hostileCreep) {
// pit 1 5x5 swamp around the creeps
costs.set(hostileCreep.pos.x, hostileCreep.pos.y, 10);
for (var offsetx = -5; offsetx < 5; offsetx++) {
for (var offsety = -5; offsety < 5; offsety++) {
costs.set(hostileCreep.pos.x + offsetx, hostileCreep.pos.y + offsety, 10);
}
}
}
});
return costs;
},
}
);
let pos = ret.path[0];
creep.move(creep.pos.getDirectionTo(pos));
}
else{
// find exit to target room
var exitRoom = creep.room.findExitTo(creep.memory.target);
// move to exit
creep.travelTo(creep.pos.findClosestByRange(exitRoom));
// return the function to not do anything else
return;
}
}
else{
// if creep is trying to repair something but has no energy left
if (creep.memory.working == true && creep.carry.energy == 0) {
// switch state
creep.memory.working = false;
}
// if creep is harvesting energy but is full
else if (creep.memory.working == false && creep.carry.energy == creep.carryCapacity) {
// switch state
creep.memory.working = true;
}
// if creep is supposed to repair something
if (creep.memory.working == true) {
// find closest structure with less than max hits
// Exclude walls because they have way too many max hits and would keep
// our repairers busy forever. We have to find a solution for that later.
var structure = creep.pos.findClosestByPath(FIND_STRUCTURES, {
// the second argument for findClosestByPath is an object which takes
// a property called filter which can be a function
// we use the arrow operator to define it
filter: (s) => s.hits < s.hitsMax && s.structureType != STRUCTURE_WALL
});
// if we find a structure to repair
if (structure != undefined) {
// try to repair it, if it is out of range
if (creep.repair(structure) == ERR_NOT_IN_RANGE) {
// move towards it
creep.travelTo(structure);
}
}
// if we can't fine one
else {
roleBuilder.run(creep);
}
}
// if creep is supposed to get energy
else{
creep.getEnergy(true, true);
}
}
}
};