module.exports = { run: function(){ for(var spawn in Game.spawns){ var room = Game.spawns[spawn].room; var towers = room.find(FIND_MY_STRUCTURES, {filter: {structureType: STRUCTURE_TOWER}}); for(var tower in towers){ tower = towers[tower]; var enemy = tower.pos.findClosestByRange(FIND_HOSTILE_CREEPS); if(enemy != null) tower.attack(enemy); else { var healt_creep = false; for(var creep in Game.creeps){ creep = Game.creeps[creep]; if(creep.hits < creep.hitsMax) { tower.heal(creep); healt_creep = true; } } if(!healt_creep && 500 < tower.energy){ var structure = tower.pos.findClosestByPath(FIND_STRUCTURES, {filter: (s)=>(s.structureType != STRUCTURE_RAMPART && s.structureType != STRUCTURE_WALL && s.hits < s.hitsMax)}); if(750 < tower.energy && structure == null) { var structures = tower.room.find(FIND_STRUCTURES, {filter: { structureType: STRUCTURE_RAMPART, structureType: STRUCTURE_WALL }}); structures.sort(function(a,b){return a.hits - b.hits}); structure = structures[0]; } tower.repair(structure); } } } } } };