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role.battleGroup.js
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role.battleGroup.js
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var getStructuresMatrix = require('function.getStructuresMatrix');
var battleGroup = {
run:function(creep){
//return;
var members=Game.spawns[creep.memory.spawn].memory.lists['battleGroup'][creep.memory.behaviour];
if(members[0]!=creep.name) return;
var leader=creep;
var target=leader.pos.findClosestByRange(FIND_STRUCTURES,{filter:structure=>structure.structureType==STRUCTURE_EXTENSION});
if(target) leader.dismantle(target);
leader.moveTo(target);
return;
var dxy=[{x:0,y:0},{x:-1,y:0},{x:0,y:1},{x:-1,y:1}];
var ready=1;
for(var i=0;i<=3;i++){
creep=Game.creeps[members[i]];
// creep.moveTo(new RoomPosition(28,21,"W46N32"));
// continue;
if(!creep||creep.spawning){ready=0;continue;}
var toughs=_.filter(creep.body,o=>o.type==TOUGH);
if(toughs.length!=_.filter(toughs,o=>o.boost!=undefined).length){
//goto boost
var lab=creep.pos.findClosestByRange(FIND_STRUCTURES,{filter:l=>l.structureType==STRUCTURE_LAB&&l.mineralType&&l.mineralType in BOOSTS.tough});
if(lab){
if(lab.boostCreep(creep)!=OK){
creep.moveTo(lab);
}
}
ready=0;
}
}
// return;;
for(var i=1;i<=3;i++){
creep=Game.creeps[members[i]];
if(!creep||creep.spawning){ready=0;continue;}
var heals=_.filter(creep.body,o=>o.type==HEAL);
if(heals.length!=_.filter(heals,o=>o.boost!=undefined).length){
//goto boost
var lab=creep.pos.findClosestByRange(FIND_STRUCTURES,{filter:l=>l.structureType==STRUCTURE_LAB&&l.mineralType&&l.mineralType in BOOSTS.heal});
if(lab){
if(lab.boostCreep(creep)!=OK){
creep.moveTo(lab);
}
}
ready=0;
}
else{
//go together
if(creep.room.name!=leader.room.name) continue;
var tPos=new RoomPosition(leader.pos.x+dxy[i].x,leader.pos.y+dxy[i].y,leader.room.name);
if(!tPos.isEqualTo(creep.pos)){
creep.moveTo(tPos);
ready=0;
}
}
}
var visual=new RoomVisual(roomName);
var matrix=new PathFinder.CostMatrix,roomName=leader.room.name;
console.log(leader.room.name);
var structures=getStructuresMatrix(roomName);
for(var x=0;x<50;x++) for(var y=0;y<50;y++){
if(structures.get(x,y)==255||Game.map.getTerrainAt(x,y,roomName)=='wall'){
matrix.set(x,y,255);
continue;
}
else matrix.set(x,y,Game.map.getTerrainAt(x,y,roomName)=='swamp'?5:1);
}
var newMatrix=new PathFinder.CostMatrix;
for(var x=0;x<50;x++) for(var y=0;y<50;y++){
for(var i=0;i<4;i++){
if(x+dxy[i].x<50&&y+dxy[i].y<50){
newMatrix.set(x,y,Math.max(newMatrix.get(x,y),matrix.get(x+dxy[i].x,y+dxy[i].y)));
}
}
//visual.text(newMatrix.get(x,y).toString(),x,y,{color:'green',font:0.4,opacity:0.5});
}
if(!ready){
console.log(leader.name);
if(newMatrix.get(leader.pos.x,leader.pos.y)==255){
console.log(leader.name,leader.move(Math.floor(Math.random()*8)+1));
return;
}
//leader.moveTo(10,20);
return;
}
var targetRoomName="W46N33";
if(leader.room.name!=targetRoomName){
var exit=Game.map.findExit(leader.room.name,targetRoomName);
console.log("leader",leader.name,"goto exit",exit);
if(exit>=0){
console.log("leader",leader.name,"goto exit",exit);
var exit=leader.pos.findClosestByPath(exit);
console.log("leader",leader.name,"goto exit",exit);
if(!exit) return;
var path=leader.room.findPath(leader.pos,exit,{costCallback:function(roomName){return newMatrix;}});
if(path.length){
for(i in members){
// if(!Game.creeps[members[i]])return;
if(Game.creeps[members[i]].fatigue!=0) return;
}
for(i in members){
Game.creeps[members[i]].move(path[0].direction);
}
}
}
return;
}
var memberhits=[Game.creeps[members[0]].hits,Game.creeps[members[1]].hits,Game.creeps[members[2]].hits,Game.creeps[members[3]].hits];
for(var i=1;i<4;i++){
console.log(i,JSON.stringify(memberhits));
var heal=Game.creeps[members[i]].getActiveBodyparts(HEAL)*12*3;
for(var j=0;j<4;j++){
console.log(i,"see",j,JSON.stringify(memberhits),heal);
if(Game.creeps[members[j]].hitsMax-memberhits[j]>=heal){
Game.creeps[members[i]].heal(Game.creeps[members[j]]);
memberhits[j]+=heal;
console.log(i,"healed",j,JSON.stringify(memberhits));
break;
}
}
}
var target=leader.pos.findClosestByRange(FIND_STRUCTURES,{filter:structure=>structure.structureType==STRUCTURE_EXTENSION});
if(target) leader.dismantle(target);
else return;
if(!target.pos.isNearTo(leader.pos)){
console.log(target);
var path=leader.room.findPath(leader.pos,target.pos,{costCallback:function(roomName){return newMatrix;}});
if(path.length){
for(i in members){
if(Game.creeps[members[i]].fatigue!=0) return;
}
for(i in members){
Game.creeps[members[i]].move(path[0].direction);
}
}
// if(path.length) leader.move(path[0].direction);
return;
}
}
};
module.exports=battleGroup;