Remove the old js code
This commit is contained in:
@@ -1,61 +0,0 @@
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module.exports = {
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setup(){
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global.fullReset = fullReset;
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global.resetRooms = resetRooms;
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global.resetStructures = resetStructures;
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global.resetCreeps = resetCreeps;
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global.resetConstruction = resetConstruction;
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global.buildRoads = buildRoads;
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}
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}
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function fullReset(){
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resetRooms();
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resetCreeps();
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resetStructures();
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resetConstruction();
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global.started = false;
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global.compiled = false;
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return "OK";
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}
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function resetRooms(){
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Object.values(Game.rooms).forEach(room => room.memory = {});
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return "OK";
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}
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function resetStructures(){
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Object.values(Game.structures).forEach(structure => structure.memory = {});
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return "OK";
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}
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function resetCreeps(){
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Object.values(Game.creeps).forEach(creep => creep.suicide());
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return "OK";
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}
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function resetConstruction(){
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Object.values(Game.rooms).forEach(room=>room.find(FIND_CONSTRUCTION_SITES).forEach(cs=>cs.remove()));
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return "OK";
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}
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function buildRoads(){
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Object.values(Game.rooms).forEach(room=>
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{
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room.memory.layout.sources.forEach(
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sId => {
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const source = Game.getObjectById(sId);
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var roads = [];
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roads = roads.concat(source.pos.findPathTo(room.controller));
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roads.pop();
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roads = roads.concat(source.pos.findPathTo(room.find(FIND_MY_STRUCTURES, { filter:{ structureType:STRUCTURE_SPAWN }})[0]));
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roads.pop();
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roads.forEach(tile => room.createConstructionSite(tile.x, tile.y, STRUCTURE_ROAD));
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}
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);
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});
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return "OK";
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}
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@@ -1,45 +0,0 @@
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const jobBuilder = require("JobBuilder");
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const jobCleaner = require("JobCleaner");
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const jobMiner = require("JobMiner");
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const jobSupplier = require("JobSupplier");
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const jobUpgrader = require("JobUpgrader");
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module.exports = {
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setup: function () {
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Creep.prototype = _Creep.prototype;
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global.Role = Role;
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}
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}
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const Role = {
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BUILDER: 0,
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CLEANER: 1,
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MINER: 2,
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SUPPLIER: 3,
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UPGRADER: 4
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}
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class _Creep extends Creep {
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begin(){
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if(!this.memory.job) this.memory.job = { role: Role.HARVESTER };
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switch (this.memory.job.role) {
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case Role.BUILDER: jobBuilder.begin(this); break;
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case Role.CLEANER: jobCleaner.begin(this); break;
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case Role.MINER: jobMiner.begin(this); break;
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case Role.SUPPLIER: jobSupplier.begin(this); break;
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case Role.UPGRADER: jobUpgrader.begin(this); break;
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}
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this.memory.init = true;
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}
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tick(){
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if(!this.memory.init) this.begin();
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switch (this.memory.job.role) {
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case Role.BUILDER: jobBuilder.tick(this); break;
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case Role.CLEANER: jobCleaner.tick(this); break;
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case Role.MINER: jobMiner.tick(this); break;
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case Role.SUPPLIER: jobSupplier.tick(this); break;
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case Role.UPGRADER: jobUpgrader.tick(this); break;
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}
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}
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}
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@@ -1,94 +0,0 @@
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module.exports = {
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begin(creep){
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if(!creep.memory.collecting) creep.memory.collecting = false;
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if(!creep.memory.counter) creep.memory.counter = 0;
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},
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tick(creep){
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if(creep.memory.collecting) {
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GetEnergy(creep);
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energyFullCheck(creep);
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}
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else {
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BuildOrRepair(creep);
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energyEmptyCheck(creep);
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}
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}
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}
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function GetEnergy(creep){
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if(!creep.memory.target) findEnergyTarget(creep);
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const target = Game.getObjectById(creep.memory.target);
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if(!target) creep.memory.target = undefined;
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if(creep.pos.isNearTo(target)) {
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if(!target.store) creep.pickup(target);
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else creep.withdraw(target, RESOURCE_ENERGY);
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}
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else creep.moveTo(target);
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}
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function energyFullCheck(creep){
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if(!creep.store.getFreeCapacity(RESOURCE_ENERGY)) {
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creep.memory.collecting = false;
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creep.memory.target = undefined;
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}
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}
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function BuildOrRepair(creep){
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if(!creep.memory.target) findBuildOrRepairTarget(creep);
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if(!creep.memory.target) return;
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const target = Game.getObjectById(creep.memory.target);
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if(!target) { creep.memory.target = undefined; return; }
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if(target.hits && target.hits === target.hitsMax) { creep.memory.target = undefined; return; }
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if(creep.pos.isNearTo(target))
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if(!target.hits) creep.build(target);
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else creep.repair(target);
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else creep.moveTo(target);
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}
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function energyEmptyCheck(creep){
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if(!creep.store.getUsedCapacity(RESOURCE_ENERGY)) {
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creep.memory.collecting = true;
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creep.memory.target = undefined;
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}
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}
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function findEnergyTarget(creep){
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var target;
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if(creep.room.storage && creep.room.storage.store.getUsedCapacity(RESOURCE_ENERGY) > creep.store.getFreeCapacity(RESOURCE_ENERGY))
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target = creep.room.storage;
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if(!target) target = creep.pos.findClosestByRange(FIND_STRUCTURES, {
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filter: (st)=>{
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return st.structureType == STRUCTURE_CONTAINER && st.store.getUsedCapacity(RESOURCE_ENERGY) > creep.store.getFreeCapacity(RESOURCE_ENERGY);
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}});
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if(!target) target = creep.pos.findClosestByRange(FIND_DROPPED_RESOURCES, {
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filter: (r)=>{
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return r.resourceType == RESOURCE_ENERGY && r.amount > creep.store.getFreeCapacity(RESOURCE_ENERGY);
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}});
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if(!target) target = creep.pos.findClosestByRange(FIND_RUINS, {
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filter: (r)=>{
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return r.store.getUsedCapacity(RESOURCE_ENERGY) > creep.store.getFreeCapacity(RESOURCE_ENERGY);
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}});
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if(!target) target = creep.pos.findClosestByRange(FIND_TOMBSTONES, {
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filter: (t)=>{
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return t.store.getUsedCapacity(RESOURCE_ENERGY) > creep.store.getFreeCapacity(RESOURCE_ENERGY);
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}});
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if(target) creep.memory.target = target.id;
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}
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function findBuildOrRepairTarget(creep) {
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var target;
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switch (creep.memory.counter%2) {
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case 0: target = creep.pos.findClosestByRange(FIND_MY_CONSTRUCTION_SITES); break;
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case 1: target = creep.pos.findClosestByRange(FIND_STRUCTURES, {
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filter:(s)=> {
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return s.hits < s.hitsMax ||
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((s.structureType === STRUCTURE_WALL || s.structureType === STRUCTURE_RAMPART) && s.hits < 100000 );
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}});
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break;
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}
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if(target) creep.memory.target = target.id;
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creep.memory.counter++;
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}
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@@ -1,81 +0,0 @@
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module.exports = {
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begin(creep){
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if(!creep.memory.collecting) creep.memory.collecting = false;
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},
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tick(creep){
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if(creep.memory.collecting) {
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searchForLooseEnergy(creep);
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energyFullCheck(creep);
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}
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else {
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DepositEnergy(creep);
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energyEmptyCheck(creep);
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}
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}
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}
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function searchForLooseEnergy(creep){
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if(!creep.memory.target) findLooseEnergyTarget(creep);
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const target = Game.getObjectById(creep.memory.target);
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if(!target) creep.memory.target = undefined;
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if(creep.pos.isNearTo(target)) {
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if(!target.store) creep.pickup(target);
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else creep.withdraw(target, RESOURCE_ENERGY);
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}
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else creep.moveTo(target);
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}
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function energyFullCheck(creep){
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if(!creep.store.getFreeCapacity(RESOURCE_ENERGY)) {
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creep.memory.collecting = false;
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creep.memory.target = undefined;
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}
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}
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function DepositEnergy(creep){
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if(!creep.memory.target) findDepositTarget(creep);
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if(!creep.memory.target) return;
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const target = Game.getObjectById(creep.memory.target);
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if(target.store.getFreeCapacity(RESOURCE_ENERGY)==0) { creep.memory.target = undefined; creep.memory.counter++; }
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if(creep.pos.isNearTo(target)) creep.transfer(target, RESOURCE_ENERGY);
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else creep.moveTo(target);
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}
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function energyEmptyCheck(creep){
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if(!creep.store.getUsedCapacity(RESOURCE_ENERGY)) {
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creep.memory.collecting = true;
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creep.memory.target = undefined;
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}
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}
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function findLooseEnergyTarget(creep){
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var target = creep.pos.findClosestByRange(FIND_DROPPED_RESOURCES, {
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filter: (r)=>{
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return r.resourceType == RESOURCE_ENERGY && r.amount > creep.store.getFreeCapacity(RESOURCE_ENERGY);
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}});
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if(!target) target = creep.pos.findClosestByRange(FIND_RUINS, {
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filter: (r)=>{
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return r.store.getUsedCapacity(RESOURCE_ENERGY) > creep.store.getFreeCapacity(RESOURCE_ENERGY);
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}});
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if(!target) target = creep.pos.findClosestByRange(FIND_TOMBSTONES, {
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filter: (t)=>{
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return t.store.getUsedCapacity(RESOURCE_ENERGY) > creep.store.getFreeCapacity(RESOURCE_ENERGY);
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}});
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if(target) creep.memory.target = target.id;
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}
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function findDepositTarget(creep) {
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var target = creep.pos.findClosestByRange(FIND_STRUCTURES, {
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filter:(s)=> {
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return s.structureType == STRUCTURE_CONTAINER
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&& s.store.getFreeCapacity(RESOURCE_ENERGY) > 1000;
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}});
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if(!target) target = creep.pos.findClosestByRange(FIND_MY_STRUCTURES, {
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filter:(s)=> {
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return (s.structureType == STRUCTURE_SPAWN || s.structureType == STRUCTURE_EXTENSION)
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&& s.store.getFreeCapacity(RESOURCE_ENERGY) > 0;
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}});
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if(!target) target = creep.room.storage;
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if(target) creep.memory.target = target.id;
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}
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@@ -1,25 +0,0 @@
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module.exports = {
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begin(creep){},
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tick(creep){
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const source = Game.getObjectById(creep.memory.job.source);
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if(!creep.pos.isNearTo(source)) { creep.moveTo(source); return; }
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if(!(Game.time%100)) scanForContainer(creep, source);
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moveToContainer(creep);
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creep.harvest(source);
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}
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}
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function moveToContainer(creep){
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const container = Game.getObjectById(creep.memory.container);
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if(!container) return;
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if(container.pos.x === creep.pos.x && container.pos.y === creep.pos.y) return;
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creep.moveTo(container);
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}
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function scanForContainer(creep, source){
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const container = source.pos.findInRange(FIND_STRUCTURES, 1, {
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filter:{structureType:STRUCTURE_CONTAINER}
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})[0];
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if(container) creep.memory.container = container.id;
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}
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@@ -1,90 +0,0 @@
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module.exports = {
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begin(creep){
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if(!creep.memory.collecting) creep.memory.collecting = false;
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},
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tick(creep){
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if(creep.memory.collecting) {
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withdrawEnergy(creep);
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energyFullCheck(creep);
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}
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else {
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transferEnergy(creep);
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energyEmptyCheck(creep);
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}
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}
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}
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function withdrawEnergy(creep){
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if(!creep.memory.target) findWithdrawTarget(creep);
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const target = Game.getObjectById(creep.memory.target);
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if(!target) creep.memory.target = undefined;
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if(creep.pos.isNearTo(target)) {
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if(!target.store) creep.pickup(target);
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else creep.withdraw(target, RESOURCE_ENERGY);
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}
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else creep.moveTo(target);
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}
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function energyFullCheck(creep){
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if(!creep.store.getFreeCapacity(RESOURCE_ENERGY)) {
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creep.memory.collecting = false;
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creep.memory.target = undefined;
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}
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}
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function transferEnergy(creep){
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if(!creep.memory.target) findTransferTarget(creep);
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if(!creep.memory.target) return;
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const target = Game.getObjectById(creep.memory.target);
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if(target.store.getFreeCapacity(RESOURCE_ENERGY)==0) { creep.memory.target = undefined; creep.memory.counter++; }
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if(creep.pos.isNearTo(target)) creep.transfer(target, RESOURCE_ENERGY);
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else creep.moveTo(target);
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}
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function energyEmptyCheck(creep){
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if(!creep.store.getUsedCapacity(RESOURCE_ENERGY)) {
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creep.memory.collecting = true;
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creep.memory.target = undefined;
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}
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}
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function findWithdrawTarget(creep){
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var target = creep.pos.findClosestByRange(FIND_DROPPED_RESOURCES, {
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filter: (r)=>{
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return r.resourceType == RESOURCE_ENERGY && r.amount > creep.store.getFreeCapacity(RESOURCE_ENERGY);
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}});
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if(!target) target = creep.pos.findClosestByRange(FIND_RUINS, {
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filter: (r)=>{
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return r.store.getUsedCapacity(RESOURCE_ENERGY) > creep.store.getFreeCapacity(RESOURCE_ENERGY);
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}});
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if(!target) target = creep.pos.findClosestByRange(FIND_TOMBSTONES, {
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filter: (t)=>{
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return t.store.getUsedCapacity(RESOURCE_ENERGY) > creep.store.getFreeCapacity(RESOURCE_ENERGY);
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}});
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if(!target) target = creep.pos.findClosestByRange(FIND_STRUCTURES, {
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filter: (st)=>{
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return st.structureType == STRUCTURE_CONTAINER && st.store.getUsedCapacity(RESOURCE_ENERGY) > 1000;
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}});
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if(target) creep.memory.target = target.id;
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}
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function findTransferTarget(creep) {
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var target = creep.pos.findClosestByRange(FIND_MY_STRUCTURES, {
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filter:(s)=> {
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return (s.structureType == STRUCTURE_EXTENSION)
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&& s.store.getFreeCapacity(RESOURCE_ENERGY) > 0;
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}});
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if(!target) target = creep.pos.findClosestByRange(FIND_MY_STRUCTURES, {
|
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filter:(s)=> {
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return (s.structureType == STRUCTURE_SPAWN)
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&& s.store.getFreeCapacity(RESOURCE_ENERGY) > 0;
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}});
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if(!target) target = creep.pos.findClosestByRange(FIND_STRUCTURES, {
|
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filter:(s)=> {
|
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return s.structureType == STRUCTURE_CONTAINER
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&& s.store.getFreeCapacity(RESOURCE_ENERGY) > 1000;
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}})
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if(!target) target = creep.room.storage;
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if(target) creep.memory.target = target.id;
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}
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@@ -1,28 +0,0 @@
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module.exports = {
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begin(creep){
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},
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tick(creep){
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if(!creep.pos.isNearTo(creep.room.controller)) { creep.moveTo(creep.room.controller); return; }
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if(creep.store.getUsedCapacity(RESOURCE_ENERGY) == 0) { getOrWaitForEnergy(creep); return; }
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creep.upgradeController(creep.room.controller);
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}
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}
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function getOrWaitForEnergy(creep){
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if(!creep.memory.container) scanForContainer(creep);
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if(creep.memory.container) getEnergyFromContainer(creep);
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}
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function getEnergyFromContainer(creep){
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const container = Game.getObjectById(creep.memory.container);
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if(creep.withdraw(container, RESOURCE_ENERGY) == ERR_NOT_IN_RANGE) creep.moveTo(container);
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}
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// duplicate see miner
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function scanForContainer(creep){
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const container = creep.room.controller.pos.findInRange(FIND_STRUCTURES, 1, {
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filter:{structureType:STRUCTURE_CONTAINER}
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})[0];
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if(container) creep.memory.container = container.id;
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}
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@@ -1,7 +0,0 @@
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module.exports = {
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clamp: function(v, min, max){
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if(v<min) v = min;
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else if (max < v) v = max;
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return v;
|
||||
}
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||||
}
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||||
@@ -1,44 +0,0 @@
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module.exports = {
|
||||
setup: function () { Room.prototype = _Room.prototype; }
|
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}
|
||||
|
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class _Room extends Room {
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begin(){
|
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roomLayoutScan(this);
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||||
jobScan(this);
|
||||
vacancyScan(this);
|
||||
this.memory.init = true;
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||||
}
|
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tick(){
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if(!this.memory.init) this.begin();
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||||
if(!(Game.time%100)) {
|
||||
vacancyScan(this);
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||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function roomLayoutScan(room){
|
||||
if(!room.memory.layout) room.memory.layout = {};
|
||||
if(!room.memory.layout.sources) room.memory.layout.sources = room.find(FIND_SOURCES).map(s=>s.id);
|
||||
room.memory.layout.containers = room.find(FIND_MY_STRUCTURES, {filter:{structureType:STRUCTURE_CONTAINER}}).map(c=>c.id);
|
||||
}
|
||||
|
||||
function jobScan(room){
|
||||
if(!room.memory.jobs) room.memory.jobs = [{role:Role.UPGRADER}]
|
||||
.concat(Array(4).fill({role: Role.BUILDER}))
|
||||
.concat(Array(2).fill({role: Role.SUPPLIER}))
|
||||
.concat(room.memory.layout.sources.map(s=> {return {role: Role.MINER, source: s}}));
|
||||
}
|
||||
|
||||
function vacancyScan(room){
|
||||
const activeJobs = room.find(FIND_MY_CREEPS).map(creep=>creep.memory.job);
|
||||
const jobs = room.memory.jobs.filter((j)=>{
|
||||
const index = activeJobs.findIndex(aj=> _.isEqual(aj,j));
|
||||
if(index < 0) return true;
|
||||
activeJobs.splice(index,1);
|
||||
return false;
|
||||
});
|
||||
room.memory.vacancies = jobs;
|
||||
}
|
||||
|
||||
@@ -1,21 +0,0 @@
|
||||
const spawnClass = require("StructureSpawnClass");
|
||||
|
||||
module.exports = {
|
||||
setup() {
|
||||
spawnClass.setup();
|
||||
},
|
||||
|
||||
begin(structure){
|
||||
switch (structure.structureType) {
|
||||
case STRUCTURE_SPAWN: structure.begin(); break;
|
||||
default: break;
|
||||
}
|
||||
},
|
||||
|
||||
tick(structure){
|
||||
switch (structure.structureType) {
|
||||
case STRUCTURE_SPAWN: structure.tick(); break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,64 +0,0 @@
|
||||
module.exports = {
|
||||
setup: function () { StructureSpawn.prototype = _StructureSpawn.prototype; }
|
||||
}
|
||||
|
||||
class _StructureSpawn extends StructureSpawn {
|
||||
begin(){
|
||||
if (!this.memory.creepCounter) this.memory.creepCounter = 0;
|
||||
this.memory.init = true;
|
||||
}
|
||||
|
||||
tick(){
|
||||
if(!this.memory.init) this.begin();
|
||||
if(Game.time%100) return;
|
||||
if(this.room.energyAvailable < 300) return;
|
||||
const job = this.room.memory.vacancies.pop();
|
||||
if(job){
|
||||
const name = getJobName(job.role);
|
||||
const body = getBodyByJob(job.role, this.room.energyAvailable);
|
||||
if(this.createCreep(job, name, body) != OK) this.room.memory.vacancies.push(job);
|
||||
}
|
||||
}
|
||||
|
||||
createCreep(job, name, body) {
|
||||
const response = this.spawnCreep(body, name + ": " + this.memory.creepCounter, {
|
||||
memory: { job: job }
|
||||
});
|
||||
if (response == OK) this.memory.creepCounter++;
|
||||
return response;
|
||||
}
|
||||
}
|
||||
|
||||
function getJobName(role){
|
||||
switch (role) {
|
||||
case Role.BUILDER: return "Bob";
|
||||
case Role.MINER: return "minny";
|
||||
case Role.SUPPLIER: return "Sully";
|
||||
case Role.UPGRADER: return "Uppa";
|
||||
}
|
||||
}
|
||||
|
||||
function getBodyByJob(role, energyAvailability){
|
||||
const body = [];
|
||||
switch (role) {
|
||||
case Role.BUILDER: body.push(WORK); energyAvailability -= 100; break;
|
||||
case Role.UPGRADER: body.push(CARRY); body.push(MOVE); energyAvailability -= 100; break;
|
||||
case Role.MINER: body.push(MOVE); energyAvailability -= 100; break;
|
||||
}
|
||||
|
||||
var unitEnergyCost = 0;
|
||||
while(unitEnergyCost <= energyAvailability) {
|
||||
switch (role) {
|
||||
case Role.BUILDER: body.push(MOVE); body.push(CARRY); unitEnergyCost = 100; break;
|
||||
case Role.UPGRADER:
|
||||
case Role.MINER:
|
||||
body.push(WORK); unitEnergyCost = 100;
|
||||
if(role === Role.MINER && body.length > 5) energyAvailability = -1;
|
||||
break;
|
||||
case Role.SUPPLIER: body.push(CARRY); body.push(MOVE); unitEnergyCost = 100; break;
|
||||
default: energyAvailability = -1; break;
|
||||
}
|
||||
energyAvailability -= unitEnergyCost;
|
||||
}
|
||||
return body;
|
||||
}
|
||||
@@ -1,44 +0,0 @@
|
||||
const Commands = require("Commands");
|
||||
const CreepClass = require("CreepClass");
|
||||
const RoomClass = require("RoomClass");
|
||||
const Structure = require("Structure");
|
||||
|
||||
module.exports.loop = function () {
|
||||
if(!global.compiled) onRecompile();
|
||||
else if (!global.started) onRestart();
|
||||
else onTick();
|
||||
}
|
||||
|
||||
function onRecompile(){
|
||||
setupClasses();
|
||||
console.log("Script recompiled...");
|
||||
global.compiled = true;
|
||||
}
|
||||
|
||||
function onRestart(){
|
||||
Object.values(Game.rooms).forEach(room => room.begin());
|
||||
Object.values(Game.creeps).forEach(creep => creep.begin());
|
||||
Object.values(Game.structures).forEach(structure => Structure.begin(structure));
|
||||
global.started = true;
|
||||
}
|
||||
|
||||
function onTick(){
|
||||
Object.values(Game.rooms).forEach(room => room.tick());
|
||||
Object.values(Game.creeps).forEach(creep => creep.tick());
|
||||
Object.values(Game.structures).forEach(structure => Structure.tick(structure));
|
||||
if(!(Game.time % 100)) cleanUp();
|
||||
}
|
||||
|
||||
|
||||
function setupClasses(){
|
||||
Commands.setup();
|
||||
CreepClass.setup();
|
||||
RoomClass.setup();
|
||||
Structure.setup();
|
||||
}
|
||||
|
||||
function cleanUp(){
|
||||
Object.keys(Memory.rooms).forEach(roomName => { if(!Game.rooms[roomName]) Memory.rooms[roomName] = undefined; });
|
||||
Object.keys(Memory.creeps).forEach(creepName => { if(!Game.creeps[creepName]) Memory.creeps[creepName] = undefined; });
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user