mirror of
https://github.com/paradizelost/screeps.git
synced 2024-11-25 02:14:44 -06:00
60 lines
2.6 KiB
JavaScript
60 lines
2.6 KiB
JavaScript
let initroom = {
|
|
run: function(name) {
|
|
console.log('Initing room ' + name)
|
|
Game.rooms[name].memory.phase=0
|
|
Game.rooms[name].memory.CreepNum=0
|
|
Game.rooms[name].memory.minbuildpct=-1
|
|
Game.rooms[name].memory.minupgradepct=.5
|
|
Game.rooms[name].memory.minrepairpct=.5
|
|
Game.rooms[name].memory.hasbeeninited=1
|
|
Game.rooms[name].memory.tickssofar=0
|
|
Game.rooms[name].memory.maphits={}
|
|
//Game.rooms[name].memory.minablepositions= this.checkminablepositions(name)
|
|
let mineralminablepositions = 0
|
|
let minerals = Game.rooms[name].find(FIND_MINERALS);
|
|
for(let i = 0;i<minerals.length;i++)
|
|
{
|
|
mineralminablepositions = mineralminablepositions + this.computeSourceAccessPoints(Game.rooms[name],minerals[i])
|
|
//minablepositions = minablepositions + this.checkminablepositions(srcs[i])
|
|
}
|
|
//todo - create array of minable positions in the room and assign a screep to them, rather than having them constantly try to find the nearest one.
|
|
Game.rooms[name].memory.mineralminablepositions = mineralminablepositions
|
|
let minablepositions = 0
|
|
let srcs = Game.rooms[name].find(FIND_SOURCES);
|
|
Game.rooms[name].memory.sourcecount=srcs.length
|
|
for(let i = 0;i<srcs.length;i++)
|
|
{
|
|
minablepositions = minablepositions + this.computeSourceAccessPoints(Game.rooms[name],srcs[i])
|
|
//minablepositions = minablepositions + this.checkminablepositions(srcs[i])
|
|
}
|
|
//todo - create array of minable positions in the room and assign a screep to them, rather than having them constantly try to find the nearest one.
|
|
Game.rooms[name].memory.minablepositions = minablepositions
|
|
},
|
|
computeSourceAccessPoints: function(room, source){
|
|
const roomTerrain = room.getTerrain();
|
|
var accessPoints = 0;
|
|
for(var x = -1;x<=1;x++)
|
|
{
|
|
for(var y = -1;y<=1;y++)
|
|
{
|
|
if(x==0 && y==0){continue;}
|
|
if(roomTerrain.get(source.pos.x+x,source.pos.y+y)!=1){accessPoints++;}
|
|
}
|
|
}
|
|
return accessPoints;
|
|
},
|
|
checkminablepositions: function(name){
|
|
let x = this.pos.x;
|
|
let y = this.pos.y;
|
|
let walkable = this.room.lookForAtArea(
|
|
LOOK_TERRAIN,
|
|
y - 1, // top
|
|
x - 1, // left
|
|
y + 1, // bottom
|
|
x + 1, // right
|
|
true // asArray
|
|
).filter(o => o[LOOK_TERRAIN] !== 'wall');
|
|
return walkable.length;
|
|
}
|
|
}
|
|
module.exports = initroom |