module.exports = { // a function to run the logic for this role /** @param {Creep} creep */ run: function(creep) { // if creep is bringing energy to a structure but has no energy left if (creep.memory.working == true && creep.carry.energy == 0) { var time = creep.memory.ttl - creep.ticksToLive; console.log(creep.name + " : " + creep.memory.role + " > " + time); if(creep.ticksToLive < 100) creep.suicide(); // switch state creep.memory.ttl = creep.ticksToLive; creep.memory.working = false; } // if creep is harvesting energy but is full else if (creep.memory.working == false && creep.carry.energy == creep.carryCapacity) { // switch state creep.memory.working = true; } // if creep is supposed to transfer energy to a structure if (creep.memory.working == true) { // find closest spawn, extension or tower which is not full var structure = creep.pos.findClosestByPath(FIND_MY_STRUCTURES, { // the second argument for findClosestByPath is an object which takes // a property called filter which can be a function // we use the arrow operator to define it filter: (s) => (s.structureType == STRUCTURE_SPAWN || s.structureType == STRUCTURE_EXTENSION || s.structureType == STRUCTURE_TOWER || s.structureType == STRUCTURE_LAB) && s.energy < s.energyCapacity }); if (structure == undefined) { structure = creep.room.storage; } // if we found one if (structure != undefined) { // try to transfer energy, if it is not in range if (creep.transfer(structure, RESOURCE_ENERGY) == ERR_NOT_IN_RANGE) { // move towards it creep.moveTo(structure); } } if (structure == undefined && (creep.ticksToLive < 50 || creep.carry.energy%50 != 0)) { if (creep.upgradeController(creep.room.controller) == ERR_NOT_IN_RANGE) { // if not in range, move towards the controller creep.moveTo(creep.room.controller); } } } // if creep is supposed to harvest energy from source else { creep.getEnergy(false, true); } } };