Screeps Memory adds how?

I have a part of a script that needs to get the id of the sources and store them in memory, but still doesn't work, please help me.

    for(var name in Game.spawns)
    {
        var source1 = Game.spawns[name].room.find(FIND_SOURCES)
        for(var i in source1)
        {
           Memory[source1[i].id] ={};
           Memory[source1[i].id].workers = 0;
        }
    }

      

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3 answers


For those who are still looking for an answer.

You can easily add new pieces of memory to any object.

Most of the items should be room-specific, so in most cases you should use room memory to add objects. In this example, you can add memory for each source in the room:

//Lets first add a shortcut prototype to the sources memory:
Source.prototype.memory = undefined;

for(var roomName in Game.rooms){//Loop through all rooms your creeps/structures are in
    var room = Game.rooms[roomName];
    if(!room.memory.sources){//If this room has no sources memory yet
        room.memory.sources = {}; //Add it
        var sources = room.find(FIND_SOURCES);//Find all sources in the current room
        for(var i in sources){
            var source = sources[i];
            source.memory = room.memory.sources[source.id] = {}; //Create a new empty memory object for this source
            //Now you can do anything you want to do with this source
            //for example you could add a worker counter:
            source.memory.workers = 0;
        }
    }else{ //The memory already exists so lets add a shortcut to the sources its memory
        var sources = room.find(FIND_SOURCES);//Find all sources in the current room
        for(var i in sources){
            var source = sources[i];
            source.memory = this.memory.sources[source.id]; //Set the shortcut
        }
    }
}
      

Run code




After this code, all your sources have memory.

Let's try it with a harvester: ( creep

is a variable from a module)

var source = creep.pos.findClosest(FIND_SOURCES, {
    filter: function(source){
        return source.memory.workers < 2; //Access this sources memory and if this source has less then 2 workers return this source
    }
});
if(source){ //If a source was found
    creep.moveTo(source);
    creep.harvest(source);

    /* You should also increment the sources workers amount somehow, 
     * so the code above will know that another worker is working here. 
     * Be aware of the fact that it should only be increased once!
     * But I will leave that to the reader.
     */
}
      

Run code


+5


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There is a similar question with a good answer; fooobar.com/questions/825680 / ... .

I wanted it to be a property of the room, so I changed the code like this:



Object.defineProperty(Source.prototype, 'memory', {
    get: function() {
        if(_.isUndefined(this.room.memory.sources)) {
            this.room.memory.sources = {};
        }
        if(!_.isObject(this.room.memory.sources)) {
            return undefined;
        }
        return this.room.memory.sources[this.id] = this.room.memory.sources[this.id] || {};
    },
    set: function(value) {
        if(_.isUndefined(this.room.memory.sources)) {
            Memory.sources = {};
        }
        if(!_.isObject(this.room.memory.sources)) {
            throw new Error('Could not set source memory');
        }
        this.room.memory.sources[this.id] = value;
    }
});

      

This avoids looping all rooms to customize shortcuts, etc., as above.

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I used the following code to save all sources in the current room and a property that will allow me to later assign a miner creep to the source.

    if(!spawns.memory.roomSources){
        spawns.memory.roomSources=[];
        var energySources = spawns.room.find(FIND_SOURCES);
        for(var i in energySources){
            spawns.memory.roomSources[i] = {sourceId: energySources[i].id, currentMinerId: null};

        }
    }

      

And here is the code to loop through memory and look at each source.

    for(var x in spawns.memory.roomSources){

    }

      

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