Screeps - 按 1 范围内的来源过滤容器(容器挖掘)
Screeps - filter containers by sources in range of 1 (container mining)
实际上我想找到旁边没有资源的容器,
这样我的卡车就可以更灵活地在基地周围传输能量
而不是拥有一个巨大的存储空间。 (我的控制器很远)
// find all containers in room
var containers = creep.room.find(FIND_STRUCTURES, {
filter: (s) => s.structureType == STRUCTURE_CONTAINER
});
// find all sources
var sources = creep.room.find(FIND_SOURCES);
// if there is no source next to the container
if (!(sources.length < 0)) {
}
这完成没有错误,但我无法设法获取容器 ID
旁边没有来源。
我相信我必须在过滤器中包含逻辑,很可能循环遍历每个容器?
我对循环/迭代的理解还不够,无法使它正常工作。
我尝试了很多事情,但现在我感到无助
试图找出这个谜题。
我认为您可以像这样更新您的第一个过滤器来检查附近的来源:
let containers = creep.room.find(FIND_STRUCTURES, {
filter: (s) => s.structureType === STRUCTURE_CONTAINER && s.pos.findInRange(FIND_SOURCES, 2).length === 0
});
我使用 2 作为范围,但如果你的容器总是与你的源相邻(或很远),你可以将其更改为 1。
如果将结果存储在内存中,您将节省 CPU。如果你想知道如何做到这一点,我可以提供更多信息。
编辑:对于缓存,您可以像这样在 Room 对象上创建一个 属性(可能需要对此进行一些调试 - 我写了但没有测试):
Object.defineProperty(Room.prototype, 'nonSourceContainers', {
get: function () {
if (this === Room.prototype || this === undefined) return undefined;
const room = this;
// If any containers have been constructed that don't have isNearSource defined, fix that first.
let newContainers = room.find(FIND_STRUCTURES, {
filter: (s) => s.structureType === STRUCTURE_CONTAINER && s.memory.isNearSource === undefined
});
// Found some new containers?
if (newContainers.length) {
for (let i = 0; i < newContainers.length; ++i) {
newContainers[i].memory.isNearSource = newContainers[i].pos.findInRange(FIND_SOURCES, 2).length > 0;
}
// Set the list of non-source container ids in the room's memory. This lasts forever.
room.memory.nonSourceContainerIds = room.find(FIND_STRUCTURES, {filter: {isNearSource: false}});
// Reset the cached set of containers.
room._nonSourceContainers = undefined;
}
// If there is no cached list, create it. Caching will mean the following runs once per tick or less.
if (!room._nonSourceContainers) {
if (!room.memory.nonSourceContainerIds) {
room.memory.nonSourceContainerIds = [];
}
// Get the containers by their ids.
room._nonSourceContainers = room.memory.nonSourceContainerIds.map(id => Game.getObjectById(id));
}
return room._nonSourceContainers;
},
enumerable: false,
configurable: true
});
实际上我想找到旁边没有资源的容器, 这样我的卡车就可以更灵活地在基地周围传输能量 而不是拥有一个巨大的存储空间。 (我的控制器很远)
// find all containers in room
var containers = creep.room.find(FIND_STRUCTURES, {
filter: (s) => s.structureType == STRUCTURE_CONTAINER
});
// find all sources
var sources = creep.room.find(FIND_SOURCES);
// if there is no source next to the container
if (!(sources.length < 0)) {
}
这完成没有错误,但我无法设法获取容器 ID 旁边没有来源。
我相信我必须在过滤器中包含逻辑,很可能循环遍历每个容器?
我对循环/迭代的理解还不够,无法使它正常工作。 我尝试了很多事情,但现在我感到无助 试图找出这个谜题。
我认为您可以像这样更新您的第一个过滤器来检查附近的来源:
let containers = creep.room.find(FIND_STRUCTURES, {
filter: (s) => s.structureType === STRUCTURE_CONTAINER && s.pos.findInRange(FIND_SOURCES, 2).length === 0
});
我使用 2 作为范围,但如果你的容器总是与你的源相邻(或很远),你可以将其更改为 1。
如果将结果存储在内存中,您将节省 CPU。如果你想知道如何做到这一点,我可以提供更多信息。
编辑:对于缓存,您可以像这样在 Room 对象上创建一个 属性(可能需要对此进行一些调试 - 我写了但没有测试):
Object.defineProperty(Room.prototype, 'nonSourceContainers', {
get: function () {
if (this === Room.prototype || this === undefined) return undefined;
const room = this;
// If any containers have been constructed that don't have isNearSource defined, fix that first.
let newContainers = room.find(FIND_STRUCTURES, {
filter: (s) => s.structureType === STRUCTURE_CONTAINER && s.memory.isNearSource === undefined
});
// Found some new containers?
if (newContainers.length) {
for (let i = 0; i < newContainers.length; ++i) {
newContainers[i].memory.isNearSource = newContainers[i].pos.findInRange(FIND_SOURCES, 2).length > 0;
}
// Set the list of non-source container ids in the room's memory. This lasts forever.
room.memory.nonSourceContainerIds = room.find(FIND_STRUCTURES, {filter: {isNearSource: false}});
// Reset the cached set of containers.
room._nonSourceContainers = undefined;
}
// If there is no cached list, create it. Caching will mean the following runs once per tick or less.
if (!room._nonSourceContainers) {
if (!room.memory.nonSourceContainerIds) {
room.memory.nonSourceContainerIds = [];
}
// Get the containers by their ids.
room._nonSourceContainers = room.memory.nonSourceContainerIds.map(id => Game.getObjectById(id));
}
return room._nonSourceContainers;
},
enumerable: false,
configurable: true
});