-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathrole.repairer.js
51 lines (47 loc) · 2.02 KB
/
role.repairer.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
require('prototype.Creep')();
var roleBuilder = require('role.builder');
var Utils = require('help.functions');
module.exports = {
// a function to run the logic for this role
run: function(creep) {
if(creep.spawning){ return;}
if(creep.memory.imHome == false || !creep.memory.imHome)
{ creep.moveToHomeRoom();}
Utils.pickupNearbyEnergy(creep);
// if creep is trying to repair something but has no energy left
switch(creep.carry.energy)
{ case 0: creep.memory.working = false; break;
case creep.carryCapacity: creep.memory.working = true; break;
}
// if creep is supposed to repair something
if (creep.memory.working == true) {
// find closest structure with less than max hits
// Exclude walls because they have way too many max hits and would keep
// our repairers busy forever. We have to find a solution for that later.
var structure = creep.pos.findClosestByPath(FIND_STRUCTURES, {
// the second argument for findClosestByPath is an object which takes
// a property called filter which can be a function
// we use the arrow operator to define it
filter: (s) => s.hits < s.hitsMax && (s.structureType != STRUCTURE_WALL && s.structureType != STRUCTURE_RAMPART)
});
// if we find one
if (structure != undefined) {
// try to repair it, if it is out of range
if (creep.repair(structure) == ERR_NOT_IN_RANGE) {
// move towards it
creep.moveTo(structure);
}
}
// if we can't fine one
else {
// look for construction sites
roleBuilder.run(creep);
}
}
// if creep is supposed to harvest energy from source
else {
// find closest source
Utils.harvest(creep, null)
}
}
};