screeps-online/role.repairer.js
2019-11-29 15:19:38 +01:00

143 lines
5.5 KiB
JavaScript

var idler = require('idle.base');
var wallRepairer = require('role.wallrepairer');
var harvester = require('energy.harvest');
var collector = require('energy.storage');
var get_target = function(creep) {
var result;
var repairTarget;
result = creep.pos.findClosestByRange(FIND_MY_STRUCTURES, {
filter: (structure) => structure.hits < structure.hitsMax && structure.hits < 10000 && !Memory.rooms[creep.room.name].repairs.includes(structure.id)
});
if(result){
repairTarget = Math.min(11000, result.hitsMax);
}
if(!result) {
result = creep.pos.findClosestByRange(FIND_STRUCTURES, {
filter: (structure) => structure.hits < structure.hitsMax && (structure.structureType == STRUCTURE_CONTAINER || structure.structureType == STRUCTURE_STORAGE) && structure.hits < 10000 && !Memory.rooms[creep.room.name].repairs.includes(structure.id)
});
if(result){
repairTarget = Math.min(11000, result.hitsMax);
}
}
if(!result) {
result = creep.pos.findClosestByRange(FIND_STRUCTURES, {
filter: (structure) => structure.hits < structure.hitsMax && structure.structureType != STRUCTURE_WALL && structure.hits < 10000 && !Memory.rooms[creep.room.name].repairs.includes(structure.id)
});
if(result){
repairTarget = Math.min(11000, result.hitsMax);
}
}
if(!result) {
result = creep.pos.findClosestByRange(FIND_STRUCTURES, {
filter: (structure) => structure.hits < structure.hitsMax && (structure.structureType == STRUCTURE_CONTAINER || structure.structureType == STRUCTURE_STORAGE) && !Memory.rooms[creep.room.name].repairs.includes(structure.id)
});
if(result){
repairTarget = result.hitsMax;
}
}
if(!result) {
result = creep.pos.findClosestByRange(FIND_STRUCTURES, {
filter: (structure) => structure.hits < structure.hitsMax && structure.structureType != STRUCTURE_WALL && !Memory.rooms[creep.room.name].repairs.includes(structure.id)
});
if(result){
repairTarget = result.hitsMax;
}
}
// If no result can be found, go repair a wall or something
if(!result){
result = wallRepairer.get_target(creep);
repairTarget = -1;
}
if(result){
creep.memory.repairTarget = repairTarget;
creep.memory.repairId = result.id
Memory.rooms[creep.room.name].repairs.push(result.id);
}
return result
}
var roleRepairer = {
/**
@param {Creep} creep
@param {int} behaviourLevel
**/
run: function(creep, behaviourLevel) {
switch (creep.memory.state) {
case "idle":
idler.do_idle(creep);
if (get_target(creep)){
// If there are any buildings to repair, switch back to the repair state
idler.clear_idle(creep);
creep.memory.state = "repair_structure";
creep.say("repairing");
}
if (creep.store.getFreeCapacity() > 0) {
// If we are not full with energy, switch to the get_energy state
idler.clear_idle(creep);
creep.memory.state = "get_energy";
creep.say('Reloading...');
}
break;
case "repair_structure":
if(creep.memory.repairId){
var struct = Game.getObjectById(creep.memory.repairId);
if (struct.hits >= creep.memory.repairTarget) {
_.remove(Memory.rooms[creep.room.name].repairs, (n) => n == creep.memory.repairId);
delete creep.memory.repairId;
delete creep.memory.repairTarget;
}
}
if (!creep.memory.repairId) {
creep.memory.repairId = get_target(creep).id;
}
var closestDamagedStructure = Game.getObjectById(creep.memory.repairId);
if(closestDamagedStructure) {
if (creep.repair(closestDamagedStructure) == ERR_NOT_IN_RANGE) {
creep.moveTo(closestDamagedStructure, {visualizePathStyle: {stroke: '#FF9999'}});
}
} else {
// Else, go idle
creep.memory.state = "idle";
creep.say('idling');
}
if (creep.store.getUsedCapacity() == 0) {
// If we are out of energy, get more!
creep.memory.state = "get_energy";
creep.say('Reloading...');
// Forget what we were doing, so we can pick the best repair option when we are done recharging
_.remove(Memory.rooms[creep.room.name].repairs, (n) => n == creep.memory.repairId);
delete creep.memory.repairId;
delete creep.memory.repairTarget;
}
break;
case "get_energy":
var energy_source;
if(behaviourLevel >= 2) {
energy_source = collector;
} else {
energy_source = harvester;
}
energy_source.do_collect(creep, "repair_structure", "Repairing...");
break;
default:
creep.memory.state = "repair_structure";
creep.say('repairing');
}
}
};
module.exports = roleRepairer;