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 | 1x 2x 2x 2x 2x 2x 2x 1x 1x 1x 1x 2x 1x 1x 2x 1x 1x | const DefenseManager = {
findTowerTargets(room) {
const towers = room.find(FIND_MY_STRUCTURES, {
filter: (s) => s.structureType === STRUCTURE_TOWER,
});
const hostiles = room.find(FIND_HOSTILE_CREEPS);
const damagedStructures = room.find(FIND_STRUCTURES, {
filter: (s) => s.hits && s.hits < s.hitsMax && s.structureType !== STRUCTURE_WALL,
});
const damagedWalls = room.find(FIND_STRUCTURES, {
filter: (s) => s.structureType === STRUCTURE_WALL && s.hits < 100000,
});
towers.forEach((tower) => {
if (hostiles.length > 0) {
tower.attack(hostiles[0]);
} else if (damagedStructures.length > 0) {
tower.repair(damagedStructures[0]);
} else Eif (damagedWalls.length > 0) {
tower.repair(damagedWalls[0]);
}
});
},
getDefenseStatus(room) {
const towers = room.find(FIND_MY_STRUCTURES, {
filter: (s) => s.structureType === STRUCTURE_TOWER,
});
const hostiles = room.find(FIND_HOSTILE_CREEPS);
const ramparts = room.find(FIND_MY_STRUCTURES, {
filter: (s) => s.structureType === STRUCTURE_RAMPART,
});
return {
towers: towers.length,
hostiles: hostiles.length,
ramparts: ramparts.length,
underAttack: hostiles.length > 0,
};
},
};
module.exports = DefenseManager;
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