205 lines
5.4 KiB
JavaScript
205 lines
5.4 KiB
JavaScript
// Replace creep class with _creep class
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module.exports = {
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setup: function () { Creep.prototype = _Creep.prototype; }
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}
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class _Creep extends Creep {
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init() {
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// if no role is assigned become harvester
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if (this.memory.role == undefined) this.memory.role = ROLE_HARVESTER;
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// start by gathering new energy
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if (this.memory.gathering == undefined) this.memory.gathering = true;
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this.memory.init = true;
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}
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//#region Target detection
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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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findBestTarget(TARGET, sort) {
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if (this.memory.target == undefined) {
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const targets = this.room.find(TARGET);
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const target = targets.sort(sort).shift();
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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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//#endregion
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//#region Gathering
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harvestSource() {
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// search for source with highest energy level.
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if (this.findBestTarget(FIND_SOURCES, function (s1, s2) { return s2.energy - s1.energy }) == 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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//#endregion
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//#region Roles
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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 (target.store.getFreeCapacity(RESOURCE_ENERGY) == 0) {
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this.memory.target = undefined;
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this.supplyStructures();
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return;
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}
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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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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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});
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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);
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if (target.hits == target.hitsMax) {
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this.memory.target = undefined;
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this.repairStructures();
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return;
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}
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if (this.moveToTarget() == OK) {
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if (this.repair(target) == OK) return;
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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 (target == null) {
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this.memory.target = undefined;
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this.buildConstructionSites();
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return;
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}
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if (this.moveToTarget() == OK) {
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if (this.build(target) == OK) return;
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this.toggleChargeMode();
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}
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}
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//#endregion
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//#region State
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toggleChargeMode() {
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if (this.store.getFreeCapacity(RESOURCE_ENERGY) == 0) {
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this.memory.gathering = false;
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} else if (this.store.getUsedCapacity(RESOURCE_ENERGY) == 0) {
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this.memory.gathering = 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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//#endregion
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//#region Movement
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moveToTarget() {
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// Memory allocation
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if (this.memory.move == undefined) this.memory.move = {};
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// Get target to walk to.
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const target = Game.getObjectById(this.memory.target)
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if (target == null) return ERR_INVALID_TARGET;
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// Check if arrived at target.
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if (this.pos.inRangeTo(target.pos.x, target.pos.y, 1)) {
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this.memory.move.path = undefined;
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return OK;
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}
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// Check if in locked position every 5 ticks
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if (this.memory.move.last_pos == undefined) this.memory.move.last_pos = this.pos;
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if (this.ticksToLive % 5 == 0) {
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if (this.memory.move.last_pos.x == this.pos.x &&
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this.memory.move.last_pos.y == this.pos.y) {
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this.moveTo(target);
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this.memory.move.path = undefined;
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return ERR_BUSY;
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}
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this.memory.move.last_pos = this.pos;
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}
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// Check if a new path is required.
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if (this.memory.move.path == undefined) {
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this.memory.move.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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// Perform move
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const response = this.moveByPath(this.memory.move.path);
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if (response == OK) return ERR_BUSY;
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// If error occurs remove path and use moveTo to move.
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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.move.path = undefined;
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return ERR_BUSY;
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}
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}
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//#endregion
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}
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