Improved walking system.
This commit is contained in:
64
Screeps/StructureSpawnClass.js
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64
Screeps/StructureSpawnClass.js
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@@ -0,0 +1,64 @@
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module.exports = {
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setup: function () { StructureSpawn.prototype = _StructureSpawn.prototype; }
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}
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class _StructureSpawn extends StructureSpawn {
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begin(){
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if (!this.memory.creepCounter) this.memory.creepCounter = 0;
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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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if(Game.time%100) return;
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if(this.room.energyAvailable < 300) return;
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const job = this.room.memory.vacancies.pop();
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if(job){
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const name = getJobName(job.role);
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const body = getBodyByJob(job.role, this.room.energyAvailable);
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if(this.createCreep(job, name, body) != OK) this.room.memory.vacancies.push(job);
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}
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}
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createCreep(job, name, body) {
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const response = this.spawnCreep(body, name + ": " + this.memory.creepCounter, {
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memory: { job: job }
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});
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if (response == OK) this.memory.creepCounter++;
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return response;
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}
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}
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function getJobName(role){
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switch (role) {
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case Role.BUILDER: return "Bob";
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case Role.MINER: return "minny";
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case Role.SUPPLIER: return "Sully";
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case Role.UPGRADER: return "Uppa";
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}
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}
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function getBodyByJob(role, energyAvailability){
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const body = [];
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switch (role) {
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case Role.BUILDER: body.push(WORK); energyAvailability -= 100; break;
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case Role.UPGRADER: body.push(CARRY); body.push(MOVE); energyAvailability -= 100; break;
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case Role.MINER: body.push(MOVE); energyAvailability -= 100; break;
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}
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var unitEnergyCost = 0;
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while(unitEnergyCost <= energyAvailability) {
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switch (role) {
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case Role.BUILDER: body.push(MOVE); body.push(CARRY); unitEnergyCost = 100; break;
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case Role.UPGRADER:
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case Role.MINER:
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body.push(WORK); unitEnergyCost = 100;
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if(role === Role.MINER && body.length > 5) energyAvailability = -1;
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break;
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case Role.SUPPLIER: body.push(CARRY); body.push(MOVE); unitEnergyCost = 100; break;
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default: energyAvailability = -1; break;
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}
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energyAvailability -= unitEnergyCost;
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}
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return body;
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}
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