var towers = { /** @param {Game} game **/ tick: function(roomname) { towers = Game.rooms[roomname].find(FIND_MY_STRUCTURES, { filter: { structureType: STRUCTURE_TOWER } }) _.forEach(towers, function(tower){ var myclosestDamagedStructure = tower.room.find(FIND_STRUCTURES, { filter: (structure) => structure.structureType != STRUCTURE_WALL && structure.structureType != STRUCTURE_RAMPART && structure.hits < structure.hitsMax }); var closestDamagedStructure = _.first(_.sortBy(myclosestDamagedStructure, (s)=>s.hits / s.hitsMax)); var allcontainers = tower.room.find(FIND_STRUCTURES, { filter: (s) => { return ( s.structureType == STRUCTURE_CONTAINER) } }); if(tower.energy > tower.energyCapacity * .7 ){ var importantstructures = tower.room.find(FIND_STRUCTURES, { filter: (structure) => { return (structure.structureType == STRUCTURE_CONTAINER && structure.hits < structure.hitsMax) ; }}); importantstructures = _.sortBy(importantstructures, (s)=>s.hits / s.hitsMax) if(importantstructures.length > 0){ tower.repair(importantstructures[0]); } else { if(closestDamagedStructure) { if(Game.rooms[roomname].memory.containerstoragepercent > .8){ console.log("tower repairing. Currently at: " + Game.rooms[roomname].memory.containerstoragepercent) tower.repair(closestDamagedStructure); } else { console.log("tower waiting for more storage. Currently at: " + Game.rooms[roomname].memory.containerstoragepercent)} } } var closestHostile = tower.pos.findClosestByRange(FIND_HOSTILE_CREEPS); if(closestHostile) { tower.attack(closestHostile); } } }) } }; module.exports = towers;