Simplyfied the code. Ready to rebuild on top of.
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177
Creep.js
Normal file
177
Creep.js
Normal file
@@ -0,0 +1,177 @@
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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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HARVESTER: 0
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}
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const State = {
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}
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class _Creep extends Creep {
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begin() {
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if (this.memory.role == undefined) this.memory.role = Role.HARVESTER;
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if (this.memory.recharge == undefined) this.memory.recharge = true;
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}
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tick(){
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switch (this.memory.role) {
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case Role.HARVESTER:
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if (this.memory.recharge) this.harvestSource();
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else this.harvesterJobs();
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break;
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default:
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break;
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}
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}
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toggleChargeMode() {
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if (this.store.getFreeCapacity(RESOURCE_ENERGY) == 0) {
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this.memory.recharge = false;
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} else if (this.store.getUsedCapacity(RESOURCE_ENERGY) == 0) {
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this.memory.recharge = true;
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} else return;
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this.memory.target = undefined;
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this.memory.path = undefined;
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}
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findTarget(TARGET) {
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if (this.memory.target == undefined) {
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const target = this.pos.findClosestByPath(TARGET);
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if (target == null) return ERR_NOT_FOUND;
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else this.memory.target = target.id;
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}
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return OK;
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}
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findTarget(TARGET, filter) {
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if (this.memory.target == undefined) {
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const target = this.pos.findClosestByPath(TARGET, filter);
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if (target == null) return ERR_NOT_FOUND;
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else this.memory.target = target.id;
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}
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return OK;
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}
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harvestSource() {
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if (this.findTarget(FIND_SOURCES, {
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filter: (s) => {
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const area = s.room.lookAtArea(s.pos.y - 1, s.pos.x - 1, s.pos.y + 1, s.pos.y + 1, true);
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var free_space = 0;
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area.forEach(entry => {
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if (entry.type == "creep") free_space--;
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else if (entry.type == "terrain" && entry.terrain == "plain") free_space++;
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else if (entry.type == "terrain" && entry.terrain == "swamp") free_space++;
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});
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return free_space > 0;
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}
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}) == ERR_NOT_FOUND) return;
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const target = Game.getObjectById(this.memory.target);
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if (this.moveToTarget() == OK) {
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this.harvest(target);
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this.toggleChargeMode();
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}
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}
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harvesterJobs() {
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if (this.memory.counter == undefined) this.memory.counter = 0;
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switch (this.memory.counter % 4) {
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case 0: this.supplyStructures();
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break;
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case 1: this.upgradeRoom();
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break;
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case 2: this.repairStructures();
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break;
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case 3: this.buildConstructionSites();
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break;
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default:
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this.memory.counter++;
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break;
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}
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if (this.memory.target == undefined) this.memory.counter++;
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}
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supplyStructures() {
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if (this.findTarget(FIND_MY_STRUCTURES, {
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filter: (s) => {
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return (s.structureType == STRUCTURE_SPAWN ||
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s.structureType == STRUCTURE_EXTENSION ||
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s.structureType == STRUCTURE_TOWER ||
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s.structureType == STRUCTURE_STORAGE)
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&& 0 < s.store.getFreeCapacity();
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}
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}) == ERR_NOT_FOUND) return;
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const target = Game.getObjectById(this.memory.target);
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if (this.moveToTarget() == OK) {
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this.transfer(target, RESOURCE_ENERGY);
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this.toggleChargeMode();
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}
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}
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upgradeRoom() {
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this.memory.target = this.room.controller.id;
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if (this.moveToTarget() == OK) {
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if (this.upgradeController(this.room.controller) == OK) return;
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this.toggleChargeMode();
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}
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}
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repairStructures() {
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if (this.findTarget(FIND_MY_STRUCTURES, {
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filter: (s) => {
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return s.hits < s.hitsMax &&
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s.structureType != STRUCTURE_WALL &&
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s.structureType != STRUCTURE_RAMPART;
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}
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}) == ERR_NOT_FOUND);
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if (this.findTarget(FIND_MY_STRUCTURES, {
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filter: (s) => {
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return s.hits < s.hitsMax;
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}
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}) == ERR_NOT_FOUND) return;
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const target = Game.getObjectById(this.memory.target.id);
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if (this.moveToTarget() == OK) {
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this.repair(target);
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this.toggleChargeMode();
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}
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}
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buildConstructionSites() {
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if (this.findTarget(FIND_MY_CONSTRUCTION_SITES) == ERR_NOT_FOUND) return;
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const target = Game.getObjectById(this.memory.target);
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if (this.moveToTarget() == OK) {
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this.build(target);
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this.toggleChargeMode();
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}
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}
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moveToTarget() {
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const target = Game.getObjectById(this.memory.target)
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if (this.pos.inRangeTo(target.pos.x, target.pos.y, 1)) {
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this.memory.path = undefined;
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return OK;
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}
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if (this.pos.inRangeTo(target.pos.x, target.pos.y, 5)) {
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this.moveTo(target)
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return ERR_BUSY;
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}
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if (this.memory.path == undefined) {
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this.memory.path = this.pos.findPathTo(target.pos, {
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ignoreCreeps: true, range: 1
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});
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}
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const response = this.moveByPath(this.memory.path);
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if (response == OK) return ERR_BUSY;
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if (response == ERR_INVALID_ARGS || response == ERR_NOT_FOUND) {
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this.moveTo(target);
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this.memory.path = undefined;
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return ERR_BUSY;
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}
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}
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}
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