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prototype.role.js
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prototype.role.js
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/*
TODO
-Camel case all the functions ( and the calls to them)... woops
-add a recle creep function
*/
var role_proto={
// credit for setCreep to https://github.com/Garethp/Screeps/blob/master/role_prototype.js
/**
* The creep for this role
*
* @type creep
*/
creep: null,
/**
* Set the creep for this role
*
* @param {Creep} creep
*/
setCreep: function(creep)
{
this.creep = creep;
return this;
},
run : function()
{
this.action(this.creep); // unclear what happens if an unnessecary variable is passed
},
action: function(){} ,
lastWill: function(){},
layroads: function(){
var creep=this.creep;
// check if the creep is on a road, and if not build one
// only do so if there are less than 10 construction site present so that it doesn't turn into a shitshow again lol
var numContructionSites = creep.room.find(FIND_CONSTRUCTION_SITES).length;
if (numContructionSites<10){
var road =this.creep.pos.lookFor(LOOK_STRUCTURES,{
filter: (structure) => { return structure.structureType == STRUCTURE_ROAD; }} );
if (!road.length){
var found_site =creep.pos.lookFor(LOOK_CONSTRUCTION_SITES,{
filter: (site) => { return site.structureType == STRUCTURE_ROAD; }} );
if(!found_site.length){
creep.pos.createConstructionSite(STRUCTURE_ROAD);
}
}
}
},
getOffEdge: function(){
// use this to stop creeps from dancing on the edge of a room
var creep=this.creep;
if(creep.pos.x==0){creep.move(RIGHT)}
if(creep.pos.x==49){creep.move(LEFT)}
if(creep.pos.y==0){creep.move(BOTTOM)}
if(creep.pos.y==49){creep.move(TOP)}
},
gotoroom:function(room_name,safely =false){
var creep= this.creep;
var avoid=[];
if (creep.room.name==room_name){
return true;
}
if (safely){
var purpleFlags= creep.room.find(FIND_FLAGS,{filter: (f)=> f.color== COLOR_PURPLE && f.secondaryColor == COLOR_PURPLE});
for (let i in purpleFlags){
avoid= avoid.concat([purpleFlags[i]]);
}
}
var exit_dir=Game.map.findExit(creep.room.name,room_name);
var exit= creep.pos.findClosestByRange(exit_dir);
PathFinder.use(false);
creep.moveTo(exit,{avoid:avoid});
PathFinder.use(true);
return false;
},
deploy: function(){
// deploy to the current checkpoint
//this is used for military creeps
var creep=this.creep;
var checkpointFlag= Game.flags[creep.memory.squad+"_"+creep.memory.checkpoint];
if (checkpointFlag === undefined){
checkpointFlag= Game.flags[creep.memory.squad+"_"+creep.memory.checkpoint+"_FINAL"];
}
if ( checkpointFlag.name.split("_")[2]=="FINAL" ){
creep.memory.job= "missioning";
this.escort();
}
creep.moveTo(checkpointFlag);
if (creep.pos.inRangeTo(checkpointFlag,5) ){
creep.say("reached!");
creep.memory.job="idling";
}
},
prices : {
"move":50,
"work":100,
"carry":50,
"attack":80,
"ranged_attack":150,
"heal":250,
"claim":600,
"tough":10
},
getCosts:function(bodies){
//this function takes as input an array of arrays containing creep bodies
// and returns an array of the costs of each body in order.
var output=[];
for (let i in bodies){
var bodyCost=0;
for (let j in bodies[i]){
bodyCost += this.prices[bodies[i][j]];
}
output= output.concat([bodyCost]);
}
return output;
},
setToRecycle:function(){
//take the creep and set their role to garbage
// a piece of garbage will go and recycle itself
this.creep.memory.role="garbage";
},
retreat:function(){
// retreat to previous checkpoint
// had issues with not being able to find a path before so now I use gotoroom
var creep=this.creep;
creep.say("retreat!");
if(!this.gotoroom(Game.flags[creep.memory.squad+"_"+(creep.memory.checkpoint-1)].pos.roomName)){
return;
}
result= creep.moveTo(Game.flags[creep.memory.squad+"_"+(creep.memory.checkpoint-1)]);
if(result!= OK){
console.log("retreat movement not OK: "+ result);
}
},
flee: function(){
//this job is meant to preserve creeps such as harvesters when hostiles enter the room
// the creep should go towards it's spawning room since that should be guaranteed to be safe hopefully
// the creep has to have a home and work property
var creep= this.creep;
creep.say("spoopy!");
this.getOffEdge();
if(creep.room.name ==creep.memory.work ){
// the if statement ensures the creep doesn't go all the way home
this.gotoroom(creep.memory.home);
}
}
};
module.exports = role_proto;