Removed the harvester. Introduced the cleaner (not active yet) spawners use full room capacity now.
This commit is contained in:
@@ -1,8 +1,7 @@
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const jobBuilder = require("JobBuilder");
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const jobHarvester = require("JobHarvester");
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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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const jobUpgrader = require("JobUpgrader");
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module.exports = {
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setup: function () {
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@@ -12,11 +11,10 @@ module.exports = {
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}
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const Role = {
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HARVESTER: 0,
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BUILDER: 0,
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MINER: 1,
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SUPPLIER: 2,
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UPGRADER: 3,
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BUILDER: 4
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UPGRADER: 3
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}
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class _Creep extends Creep {
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@@ -24,10 +22,9 @@ class _Creep extends Creep {
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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.HARVESTER: jobHarvester.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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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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@@ -36,10 +33,9 @@ class _Creep extends Creep {
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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.HARVESTER: jobHarvester.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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case Role.UPGRADER: jobUpgrader.tick(this); break;
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}
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}
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}
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81
JobCleaner.js
Normal file
81
JobCleaner.js
Normal file
@@ -0,0 +1,81 @@
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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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@@ -1,91 +0,0 @@
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module.exports = {
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begin(creep){
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if(!creep.memory.harvesting) creep.memory.harvesting = 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.harvesting) {
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pickUpEnergy(creep);
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onEnergyFullTurnToJobMode(creep);
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}
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else {
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performJobs(creep);
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onOutOfEnergyTurnHarvestingMode(creep);
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}
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}
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}
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function pickUpEnergy(creep){
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if(!creep.memory.target) {
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const target = creep.pos.findClosestByRange(FIND_DROPPED_RESOURCES, {filter: {resourceType: RESOURCE_ENERGY}});
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if(target) creep.memory.target = target.id;
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}
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const resource = Game.getObjectById(creep.memory.target);
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if(!resource) creep.memory.target = undefined;
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if(creep.pos.isNearTo(resource)) creep.pickup(resource);
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else creep.moveTo(resource);
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}
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function harvestSource(creep){
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if(!creep.memory.target) creep.memory.target = getSourceIdFromRoomTable(creep);
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var source = Game.getObjectById(creep.memory.target);
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if(creep.pos.isNearTo(source)) creep.harvest(source);
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else creep.moveTo(source);
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}
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function onEnergyFullTurnToJobMode(creep){
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if(!creep.store.getFreeCapacity(RESOURCE_ENERGY)) {
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creep.memory.harvesting = false;
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creep.memory.target = undefined;
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}
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}
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function performJobs(creep){
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if(!creep.memory.target) creep.memory.target = getJobTarget(creep);
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var target = Game.getObjectById(creep.memory.target);
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if(creep.pos.isNearTo(target)) doJob(creep, target);
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else creep.moveTo(target);
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}
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function onOutOfEnergyTurnHarvestingMode(creep){
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if(!creep.store.getUsedCapacity(RESOURCE_ENERGY)) {
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creep.memory.harvesting = true;
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creep.memory.target = undefined;
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creep.memory.counter += 1;
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}
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}
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function getSourceIdFromRoomTable(creep) {
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const sourceTable = creep.room.memory.layout.sources;
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const sourceIterator = creep.memory.counter%creep.room.memory.layout.sources.length;
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const sourceId = sourceTable[sourceIterator];
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return sourceId;
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}
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function getJobTarget(creep) {
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var target;
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switch (creep.memory.counter%4) {
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case 0: target = creep.room.controller; break;
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case 1: target = creep.pos.findClosestByRange(FIND_MY_STRUCTURES, {filter:{structureType:STRUCTURE_SPAWN}}); break;
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case 2: target = creep.pos.findClosestByRange(FIND_MY_CONSTRUCTION_SITES); break;
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case 3: target = creep.pos.findClosestByRange(FIND_MY_STRUCTURES, {filter:(s)=>{return s.hitsMax != s.hits;}}); break;
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}
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if(target) return target.id;
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creep.memory.counter++;
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return undefined;
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}
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function doJob(creep, target){
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var response;
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switch (creep.memory.counter%4) {
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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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case 3: response = creep.repair(target); break;
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}
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if(response == ERR_FULL) {
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creep.memory.counter++;
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creep.memory.target = undefined;
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}
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}
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@@ -75,9 +75,14 @@ function findTransferTarget(creep) {
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switch (creep.memory.counter%3) {
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case 0: 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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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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break;
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case 1: target = creep.pos.findClosestByRange(FIND_STRUCTURES, {
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filter:(s)=> {
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@@ -26,8 +26,8 @@ function roomLayoutScan(room){
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function jobScan(room){
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if(!room.memory.jobs) room.memory.jobs = [{role:Role.UPGRADER}]
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.concat(Array(2).fill({role: Role.BUILDER}))
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.concat(Array(5).fill({role: Role.SUPPLIER}))
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.concat(Array(4).fill({role: Role.BUILDER}))
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.concat(Array(2).fill({role: Role.SUPPLIER}))
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.concat(room.memory.layout.sources.map(s=> {return {role: Role.MINER, source: s}}));
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}
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@@ -1,3 +1,5 @@
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const math = require("Math");
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module.exports = {
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setup: function () { StructureSpawn.prototype = _StructureSpawn.prototype; }
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}
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@@ -14,7 +16,7 @@ class _StructureSpawn extends StructureSpawn {
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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);
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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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@@ -31,19 +33,32 @@ class _StructureSpawn extends StructureSpawn {
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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.HARVESTER: return "Harvy";
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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){
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switch (role) {
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case Role.BUILDER:
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case Role.HARVESTER: return [WORK, CARRY, CARRY, MOVE, MOVE];
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case Role.UPGRADER: return [WORK, WORK, CARRY, MOVE];
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case Role.MINER: return [WORK, WORK, MOVE, MOVE];
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case Role.SUPPLIER: return [CARRY, CARRY, CARRY, MOVE, MOVE, MOVE]
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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.UPGRADER: body.push(CARRY); body.push(MOVE); energyAvailability -= 100; break;
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case Role.MINER: body.push(MOVE); energyAvailability -= 50; 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(WORK); body.push(CARRY); body.push(MOVE); unitEnergyCost = 200; 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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