Improved harvester behaviour, reworked the job register system and added auto roadbuilding.
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@@ -3,12 +3,15 @@ module.exports = {
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const jobMemory = creep.memory.job;
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if(!jobMemory.harvesting) creep.memory.job.harvesting = false;
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if(!jobMemory.counter) creep.memory.job.counter = 0;
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creep.memory.init = true;
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},
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tick(creep){
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const jobMemory = creep.memory.job;
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const jobMemory = creep.memory.job;
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if(!jobMemory.init) this.begin(creep);
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if(jobMemory.harvesting){
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const source = creep.pos.findClosestByRange(FIND_SOURCES);
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const roomSources = creep.room.memory.layout.sources
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const source = Game.getObjectById(roomSources[jobMemory.counter%roomSources.length]);
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if(creep.pos.isNearTo(source)) creep.harvest(source);
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else creep.moveTo(source);
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if(!creep.store.getFreeCapacity(RESOURCE_ENERGY)) jobMemory.harvesting = false;
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@@ -20,12 +23,14 @@ module.exports = {
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case 2: target = creep.pos.findClosestByRange(FIND_MY_CONSTRUCTION_SITES); break;
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}
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var response;
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if(creep.pos.isNearTo(target)) {
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switch (jobMemory.counter%3) {
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case 0: creep.upgradeController(target); break;
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case 1: creep.transfer(target, RESOURCE_ENERGY); break;
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case 2: creep.build(target); break;
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case 0: response = creep.upgradeController(target); break;
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case 1: response = creep.transfer(target, RESOURCE_ENERGY); break;
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case 2: response = creep.build(target); break;
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}
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if(response == ERR_FULL) creep.memory.job.counter += 1;
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}
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else creep.moveTo(target);
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if(!creep.store.getUsedCapacity(RESOURCE_ENERGY)) {
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