我有一个用于创建房间布局的原型。我正在尝试将放置容器的位置计算为:
生成器与控制器之间的最近点,与控制器之间的距离为一单位
由于某种原因,它似乎给了我多个值(可能是由于使用了路径算法),它们是跳转点according to the API。每次如何获得相同的结果,而不是三个不同的点?
Room.prototype.layoutRoom=function(){
var s:Spawn=this.spawns()[0]
var c:Controller=this.controller;
//get path from spawn to controller
var path = this.findPath(s.pos, c.pos, {ignoreDestructibleStructures: true});
//place container on last part of path -3 to stay 1 away from controller, and closest to spawn
//length-1= on endpoint, -2 is one step away, -3 is two steps away
var loc=path[path.length-3]
console.log('layout room, put container: '+loc.x+' '+loc.y)
this.createConstructionSite(loc.x, loc.y, STRUCTURE_CONTAINER);
}
多次运行代码(这是必需的)会导致多个施工现场:
答案 0 :(得分:0)
默认情况下,路径查找会将小兵视为无法通过的瓷砖。 要解决此问题,请将其添加到选项中:
ignoreCreeps:是
答案 1 :(得分:0)
因此另一个答案涵盖了这一点,如果您将findPath
更改为更类似的内容,那将是一致的
var path = this.findPath(s.pos, c.pos, {ignoreDestructibleStructures: true, ignoreCreeps: true});
但是,由于游戏的名称是为了节省CPU,因此您真的不想在每一刻都在计算此路径。
您可以将容器的位置保存在内存中,或者首先检查容器是否已在控制器的一个图块中构建。
这是我个人首选的选项,因为我经常使用内存。 请记住,在此解决方案中,我添加了许多其他代码,这些代码无需使其正常工作,但可以在这种情况下使您的代码更安全且更不易出错。
Room.prototype.layoutRoom=function(forceUpdate: boolean){
var s: Spawn = this.spawns()[0];
var c: Controller = this.controller;
// Adding this to check that this spawn/controller exists (or code will error out if one doesn't exist)
if(!s || !c){
return;
}
// Check if a memory value has been set for this container already, and we aren't forcing the location to update via parameter; we can end early otherwise
if(this.memory.controllerContainer && !forceUpdate){
// you could uncomment this out to have it place a site on the same location if we find the location is saved in memory already
// var loc = this.memory.controllerContainer;
// this.createConstructionSite(controllerContainer.x, controllerContainer.y, STRUCTURE_CONTAINER);
return;
}
//get path from spawn to controller
var path = this.findPath(s.pos, c.pos, {
ignoreDestructibleStructures: true, ignoreCreeps: true
});
//place container on last part of path -3 to stay 1 away from controller, and closest to spawn
//length-1= on endpoint, -2 is one step away, -3 is two steps away
var loc=path[path.length-3];
console.log('layout room, put container: '+loc.x+' '+loc.y);
// Note that I am not saving the RoomPosition object into memory, when the JSON parses
// your memory back out you won't be able to use it as a RoomPosition object, so its safer
// to save as a custom object that mimics Room position and have a function available to convert
// it to one if you need to use it as one for the purpose of passing as a parameter to something
this.memory.controllerContainer = {x: loc.x, y: lox.y};
this.createConstructionSite(loc.x, loc.y, STRUCTURE_CONTAINER);
}
此选项会产生相同的影响,就像容器站点或容器已经被控制器存在一样,它不会尝试构建另一个站点。
Room.prototype.layoutRoom=function(){
var s: Spawn = this.spawns()[0];
var c: Controller = this.controller;
// Adding this to check that this spawn/controller exists (or code will error out if one doesn't exist)
if(!s || !c){
return;
}
// Check if a construction site or container exists near the controller, exit if so
// For brevity, i will include here, but normally I would pull this into its own function
var numConstructionSites = room.find(FIND_CONSTRUCTION_SITES, { filter: (site) =>
site.isNearTo(c) && site.structureType === STRUCTURE_CONTAINER
}).length;
var numExistingContainers = room.find(FIND_STRUCTURES, { filter: (struct) =>
struct.isNearTo(c) && struct.structureType === STRUCTURE_CONTAINER
}).length;
if(numConstructionSites > 0 || numExistingContainers > 0) {
return;
}
//get path from spawn to controller
var path = this.findPath(s.pos, c.pos, {
ignoreDestructibleStructures: true, ignoreCreeps: true
});
//place container on last part of path -3 to stay 1 away from controller, and closest to spawn
//length-1= on endpoint, -2 is one step away, -3 is two steps away
var loc=path[path.length-3];
console.log('layout room, put container: '+loc.x+' '+loc.y);
this.createConstructionSite(loc.x, loc.y, STRUCTURE_CONTAINER);
}