Tha*_*omb 2 javascript algorithm loops screeps
所以我有一个叫做creep的角色storer,应该从容器中获取能量并将其带到存储器中.然而,目前,它发现容器最接近Path并且能量水平大于某个阈值,因此每次矿工重新装满容器时它不会在那里等待几个小时.
我storer遇到的问题是,如果我降低阈值,将会来回运行相同的容器,忽略房间内的任何容器并让它们填满.
提高门槛将使他坐下来等待太久,没有给他足够的时间来清空容器,因此存储器几乎一直都是空的.
我需要一种方法让蠕变来确定具有最高能量的容器并从那里填满.
这是运行的代码:
if ((source = creep.pos.findClosestByPath(FIND_STRUCTURES, {filter: (s) => {return (s.structureType == STRUCTURE_CONTAINER && s.store[RESOURCE_ENERGY] >= 150)}})) != undefined) {
if (creep.withdraw(source, RESOURCE_ENERGY) == ERR_NOT_IN_RANGE) {
creep.moveTo(source);
}
}
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编辑:这是我尝试的代码,但我觉得它使用了太多的CPU能力,可以更好的方式完成:
for (let i = 2000; i>=0; i=i-100) {
source = creep.pos.findClosestByPath(FIND_STRUCTURES, {filter: (s) => {return s.structureType == STRUCTURE_CONTAINER && s.store[RESOURCE_ENERGY] >= i}});
if (source != undefined) {
break;
}
}
if (creep.withdraw(source, RESOURCE_ENERGY) == ERR_NOT_IN_RANGE) {
creep.moveTo(source);
}
}
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小智 5
您可以做的是将所有容器循环一次,获得能量水平并选择最高容量.当蠕变工作时设置一个值,这样蠕变就不会移动到另一个容器,如果他变高了.
这是我为storer角色制作的代码:
module.exports = {
run: function( creep ) {
// Setting the working variable so the creep focus
// on getting the ressource or returning it.
if ( creep.memory.working && creep.carry.energy == 0 ) {
creep.memory.working = false;
}
if ( ! creep.memory.working && creep.carry.energy == creep.carryCapacity ) {
creep.memory.working = true;
creep.memory.targetContainer = false;
}
if ( creep.memory.working ) {
// Bring the ressources to the storage.
var theStorage = creep.pos.findClosestByRange(FIND_MY_STRUCTURES, {
filter: (structure) => {
return (structure.structureType == STRUCTURE_STORAGE );
}
});
if ( creep.transfer( theStorage, RESOURCE_ENERGY) == ERR_NOT_IN_RANGE) {
creep.moveTo( theStorage );
}
} else {
// If the creep have a target.
if ( creep.memory.targetContainer ) {
// Go to the container.
var theContainer = Game.getObjectById( creep.memory.targetContainer );
if ( creep.withdraw( theContainer, RESOURCE_ENERGY ) == ERR_NOT_IN_RANGE ) {
creep.moveTo( theContainer );
}
} else {
// Find the container with the most energy.
var target = creep.room.find( FIND_STRUCTURES, {
filter: (structure) => {
return (structure.structureType == STRUCTURE_CONTAINER );
}
});
if ( target.length ) {
var allContainer = [];
// Calculate the percentage of energy in each container.
for ( var i = 0; i < target.length; i++ ) {
allContainer.push( { energyPercent: ( ( target[i].store.energy / target[i].storeCapacity ) * 100 ), id: target[i].id } );
}
// Get the container containing the most energy.
var highestContainer = _.max( allContainer, function( container ){ return container.energyPercent; });
console.log( 'Going for the container id "' + highestContainer.id + '" at ' + highestContainer.energyPercent + '% full.' );
// set the target in memory so the creep dosen't
// change target in the middle of the room.
creep.memory.targetContainer = highestContainer.id;
}
}
}
}
};
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