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role.repairer.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 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 &&
s.structureType != STRUCTURE_RAMPART
});
if (structure == undefined) {
var structure = creep.room.find(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 < 1000000 &&
s.structureType == STRUCTURE_RAMPART
});
if (structure.length > 0) {
var lowest = structure[0]
for (ram in structure) {
if (structure[ram].hits < lowest.hits) {
lowest = structure[ram];
}
}
if (creep.repair(lowest) == ERR_NOT_IN_RANGE) {
creep.travelTo(lowest);
}
}
}
// if we find one
else {
// 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 find one
if (structure == undefined) {
roleBuilder.run(creep);
}
}
// if creep is supposed to get energy
else {
creep.getEnergy(true, true);
}
}
};