标签:效率 build clear range 行修改 let aci UNC mil
首先记录一下遇见的问题:
1.使不同的小兵分别移动到不同的目的地——已解决,sources数组改下标就好。
每个mode中的代码中,以roleUpgrader教程代码为例:
1 var roleUpgrader = { 2 3 /** @param {Creep} creep **/ 4 run: function(creep) { 5 if(creep.store[RESOURCE_ENERGY] == 0) { 6 var sources = creep.room.find(FIND_SOURCES); 7 if(creep.harvest(sources[0]) == ERR_NOT_IN_RANGE) { 8 creep.moveTo(sources[0]); 9 } 10 } 11 else { 12 if(creep.upgradeController(creep.room.controller) == ERR_NOT_IN_RANGE) { 13 creep.moveTo(creep.room.controller); 14 } 15 } 16 } 17 }; 18 19 module.exports = roleUpgrader;
2.使它们自动补充兵力——已解决,照着教程按着自己兵的名字进行修改
以我修改的教程代码为例,复制第15~23行,然后根据自己命名修改,后面24~32,33~41,44~51,都是根据这样的原理修改,会暂用一点CPU,但考虑先跑起来,以后再来提高效率:
1 var roleHarvester = require(‘role.builder‘); 2 var roleUpgrader = require(‘role.upgrader‘); 3 var roleBuilder = require(‘role.upgrader‘); 4 var roleBiger = require(‘role.biger‘) 5 6 module.exports.loop = function () { 7 8 for(var name in Memory.creeps) { 9 if(!Game.creeps[name]) { 10 delete Memory.creeps[name]; 11 console.log(‘Clearing non-existing creep memory:‘, name); 12 } 13 } 14 15 var harvesters = _.filter(Game.creeps, (creep) => creep.memory.role == ‘harvester‘); 16 console.log(‘Harvesters: ‘ + harvesters.length); 17 18 if(harvesters.length < 2) { 19 var newName = ‘Harvester‘ + Game.time; 20 console.log(‘Spawning new harvester: ‘ + newName); 21 Game.spawns[‘Spawn1‘].spawnCreep([WORK,CARRY,MOVE], newName, 22 {memory: {role: ‘harvester‘}}); 23 }
24 var builders = _.filter(Game.creeps, (creep) => creep.memory.role == ‘builder‘); 25 console.log(‘builders: ‘ + builders.length); 26 27 if(builders.length < 2) { 28 var newName = ‘Builder‘ + Game.time; 29 console.log(‘Spawning new builder: ‘ + newName); 30 Game.spawns[‘Spawn1‘].spawnCreep([WORK,CARRY,MOVE], newName, 31 {memory: {role: ‘builder‘}}); 32 }
33 var upgraders = _.filter(Game.creeps, (creep) => creep.memory.role == ‘upgrader‘); 34 console.log(‘upgraders: ‘ + upgraders.length); 35 36 if(upgraders.length < 6) { 37 var newName = ‘Upgrader‘ + Game.time; 38 console.log(‘Spawning new upgrader: ‘ + newName); 39 Game.spawns[‘Spawn1‘].spawnCreep([WORK,CARRY,MOVE], newName, 40 {memory: {role: ‘upgrader‘}}); 41 }
42 43 var bigers = _.filter(Game.creeps, (creep) => creep.memory.role == ‘biger‘); 44 console.log(‘bigers: ‘ + bigers.length); 45 46 if(bigers.length < 1) { 47 var newName = ‘Biger‘ + Game.time; 48 console.log(‘Spawning new biger: ‘ + newName); 49 Game.spawns[‘Spawn1‘].spawnCreep([WORK,CARRY,MOVE], newName, 50 {memory: {role: ‘biger‘}}); 51 }
52 53 if(Game.spawns[‘Spawn1‘].spawning) { 54 var spawningCreep = Game.creeps[Game.spawns[‘Spawn1‘].spawning.name]; 55 Game.spawns[‘Spawn1‘].room.visual.text( 56 ‘???‘ + spawningCreep.memory.role, 57 Game.spawns[‘Spawn1‘].pos.x + 1, 58 Game.spawns[‘Spawn1‘].pos.y, 59 {align: ‘left‘, opacity: 0.8}); 60 } 61 62 for(var name in Game.creeps) { 63 var creep = Game.creeps[name]; 64 if(creep.memory.role == ‘harvester‘) { 65 roleHarvester.run(creep); 66 } 67 if(creep.memory.role == ‘upgrader‘) { 68 roleUpgrader.run(creep); 69 } 70 if(creep.memory.role == ‘builder‘) { 71 roleBuilder.run(creep); 72 } 73 if(creep.memory.role == ‘biger‘) { 74 roleBiger.run(creep); 75 } 76 } 77 }
3.建筑物的建造方法找了很久——已解决,照着教程的Game.spawns[‘Spawn1‘].room.createConstructionSite( 23, 22, STRUCTURE_TOWER );
对蓝色部分更改成自己想修改的建筑,有关建筑介绍,看这个网址:https://twodam.net/Tutorial-for-Screeps-3
当时教程直接就建造好了5个扩容器,到我自己入手时,一直找怎么建扩容器EXTENSION,找的十分久。
Game.spawns[‘Spawn1‘].room.createConstructionSite( X, Y, STRUCTURE_EXTENSION );
4.小兵工作内容同步——已解决
每个小兵的工作内容,是根据模块来控制的。
在主函数中,开头要接入这些模块
同时在主函数中,让小兵工作时,调用模块
我记得我当时修改的时候,直接复制,忘记修改红字,使得两种小兵干同一个工作,我愣了很久,以为它们太相亲相爱,放着没管,下图是当时误认为它们相亲相爱的代码,可以比对上面:
for(var name in Game.creeps) { var creep = Game.creeps[name]; if(creep.memory.role == ‘harvester‘) { roleHarvester.run(creep); } if(creep.memory.role == ‘upgrader‘) { roleUpgrader.run(creep); } if(creep.memory.role == ‘builder‘) { roleBuilder.run(creep); } if(creep.memory.role == ‘biger‘) { roleHarvester.run(creep); } }
5.小兵对建筑工作的优先级——已解决
以我修改的教程代码为例:
var roleBiger = { /** @param {Creep} creep **/ run: function(creep) { if(creep.store.getFreeCapacity() > 0) { var sources = creep.room.find(FIND_SOURCES); if(creep.harvest(sources[1]) == ERR_NOT_IN_RANGE) { creep.moveTo(sources[1], {visualizePathStyle: {stroke: ‘#ffaa00‘}}); } } else { var targets = creep.room.find(FIND_STRUCTURES, { filter: (structure) => { return (structure.structureType == STRUCTURE_EXTENSION || structure.structureType == STRUCTURE_SPAWN || structure.structureType == STRUCTURE_CONTAINER|| structure.structureType == STRUCTURE_TOWER) && structure.store.getFreeCapacity(RESOURCE_ENERGY) > 0; } }); if(targets.length > 0) { if(creep.transfer(targets[0], RESOURCE_ENERGY) == ERR_NOT_IN_RANGE) { creep.moveTo(targets[0], {visualizePathStyle: {stroke: ‘#ffffff‘}}); } } } } }; module.exports = roleBiger;
红色的区域就是要让小兵去补充资源的代码,放在第一行,为targets[0],放在第二行,为targets[1],按照自己觉得的优先级,照着格式,把建筑名称加上就好,有关建筑的名称记得大写,有关建筑介绍,看这个网址:https://twodam.net/Tutorial-for-Screeps-3
6.给控制器送资源的小兵,一次只给它一个能量——未解决
我看了下判断条件,第五行
当他有资源的时候,它就会送货,等于0时才会补货。
我想让它和其他小兵一样补充完再去送,所以更改了条件,然后它变成补充50,送1个,再去补充。。。我傻眼了。后续再来更改这个地方的条件。
只能周末玩一会。
7.建不了人工墙,塔,大兵,等等。——未解决。
我猜想,可能2级控制器不能建吧。可能要升级控制器才行。
8.安排目标不合理,浪费了很多时间。——正在改进每个小兵的计划安排
9.只有周末能玩,比不过其他玩家,可能被侵占。——复盘重来
标签:效率 build clear range 行修改 let aci UNC mil
原文地址:https://www.cnblogs.com/action0/p/13288585.html