Press n or j to go to the next uncovered block, b, p or k for the previous block.
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 | 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 1x 1x 2x 1x 1x 1x 1x 1x 1x 1x 1x 2x | const roleMedic = {
run: function (creep) {
creep.say('💊');
// âš¡ PERFORMANCE: Per-tick caching of my creeps (using unique tick key to avoid collisions)
Eif (creep.room._myCreepsTick !== Game.time) {
creep.room._myCreeps = creep.room.find(FIND_MY_CREEPS);
creep.room._myCreepsTick = Game.time;
}
// âš¡ PERFORMANCE: Per-tick caching of injured creeps
Eif (creep.room._injuredCreepsTick !== Game.time) {
creep.room._injuredCreeps = creep.room._myCreeps.filter((c) => c.hits < c.hitsMax);
creep.room._injuredCreepsTick = Game.time;
}
const injured = creep.room._injuredCreeps;
// âš¡ PERFORMANCE: Per-tick caching of active sources (shared across roles)
Eif (creep.room._activeSourcesTick !== Game.time) {
creep.room._activeSources = creep.room.find(FIND_SOURCES_ACTIVE);
creep.room._activeSourcesTick = Game.time;
}
const sources = creep.room._activeSources;
// State machine: Gather energy or Heal
Iif (creep.memory.healing && creep.store[RESOURCE_ENERGY] === 0) {
creep.memory.healing = false;
creep.say('âš¡ harvest');
}
if (!creep.memory.healing && creep.store.getFreeCapacity() === 0) {
creep.memory.healing = true;
creep.say('💊 heal');
}
if (creep.memory.healing) {
if (injured.length > 0) {
// Optimized targeting: healing while moving
const target = injured[0];
Iif (creep.pos.isNearTo(target)) {
creep.heal(target);
} else {
creep.rangedHeal(target);
creep.moveTo(target, { visualizePathStyle: { stroke: '#00ff00' } });
}
} else E{
// No one to heal: Move to idle position
const idlePos = creep.room.controller
? creep.room.controller.pos
: new RoomPosition(25, 25, creep.room.name);
if (!creep.pos.inRangeTo(idlePos, 3)) {
creep.moveTo(idlePos, {
visualizePathStyle: { stroke: '#ffffff', opacity: 0.2 },
});
}
}
} else {
// Gathering mode
const canHarvest = creep.getActiveBodyparts(WORK) > 0;
Iif (canHarvest && sources.length > 0) {
if (creep.harvest(sources[0]) === ERR_NOT_IN_RANGE) {
creep.moveTo(sources[0], { visualizePathStyle: { stroke: '#ffaa00' } });
}
} else Iif (injured.length > 0) {
// Secondary behavior: heal even if not in "healing" state if we have some energy
const target = injured[0];
if (creep.store[RESOURCE_ENERGY] > 0) {
if (creep.pos.isNearTo(target)) {
creep.heal(target);
} else {
creep.rangedHeal(target);
creep.moveTo(target, { visualizePathStyle: { stroke: '#00ff00' } });
}
}
}
}
},
};
module.exports = roleMedic;
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