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 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 | 2x 4x 4x 4x 4x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x | const roleTransporter = {
run: function (creep) {
creep.say('🚚');
Iif (creep.memory.transporting && creep.store[RESOURCE_ENERGY] === 0) {
creep.memory.transporting = false;
}
Iif (!creep.memory.transporting && creep.store.getFreeCapacity() === 0) {
creep.memory.transporting = true;
}
if (creep.memory.transporting) {
// ⚡ PERFORMANCE: Per-tick caching of energy delivery targets
Eif (creep.room._deliveryTargetsTick !== Game.time) {
creep.room._deliveryTargets = creep.room.find(FIND_STRUCTURES, {
filter: (s) =>
(s.structureType === STRUCTURE_SPAWN ||
s.structureType === STRUCTURE_EXTENSION ||
s.structureType === STRUCTURE_TOWER ||
s.structureType === STRUCTURE_LAB) &&
s.store.getFreeCapacity(RESOURCE_ENERGY) > 0,
});
creep.room._deliveryTargetsTick = Game.time;
}
const targets = creep.room._deliveryTargets;
if (targets.length > 0) {
// ⚡ PERFORMANCE: ターゲットIDをキャッシュして毎ティックの再探索を回避
let target = Game.getObjectById(creep.memory.deliveryTargetId);
// キャッシュされたターゲットがまだ有効かチェック(存在し、空き容量があるか)
Eif (!target || !targets.some((t) => t.id === target.id)) {
target = creep.pos.findClosestByRange(targets);
if (target) {
creep.memory.deliveryTargetId = target.id;
} else E{
delete creep.memory.deliveryTargetId;
}
}
Eif (target) {
Iif (creep.transfer(target, RESOURCE_ENERGY) === ERR_NOT_IN_RANGE) {
creep.moveTo(target, { visualizePathStyle: { stroke: '#00ffff' } });
}
}
} else E{
delete creep.memory.deliveryTargetId;
}
} else {
// ⚡ PERFORMANCE: Per-tick caching of withdrawal containers
Eif (creep.room._withdrawalContainersTick !== Game.time) {
creep.room._withdrawalContainers = creep.room.find(FIND_STRUCTURES, {
filter: (s) =>
s.structureType === STRUCTURE_CONTAINER && s.store[RESOURCE_ENERGY] > 0,
});
creep.room._withdrawalContainersTick = Game.time;
}
const containers = creep.room._withdrawalContainers;
// ⚡ PERFORMANCE: 部屋全体の引き出し元リストをキャッシュして、クリープごとの重複計算を回避
Eif (creep.room._withdrawalSourcesTick !== Game.time) {
const storage = creep.room.storage;
const sources = [];
Iif (storage && storage.store[RESOURCE_ENERGY] > 1000) {
sources.push(storage);
}
sources.push(...containers);
creep.room._withdrawalSources = sources;
creep.room._withdrawalSourcesTick = Game.time;
}
const sources = creep.room._withdrawalSources;
Iif (sources.length > 0) {
// ⚡ PERFORMANCE: ターゲットIDをキャッシュ
let target = Game.getObjectById(creep.memory.withdrawalTargetId);
// キャッシュが有効かチェック(存在し、エネルギーがあるか)
if (!target || !sources.some((s) => s.id === target.id)) {
target = creep.pos.findClosestByRange(sources);
if (target) {
creep.memory.withdrawalTargetId = target.id;
} else {
delete creep.memory.withdrawalTargetId;
}
}
if (target) {
if (creep.withdraw(target, RESOURCE_ENERGY) === ERR_NOT_IN_RANGE) {
creep.moveTo(target, { visualizePathStyle: { stroke: '#ffff00' } });
}
}
} else {
delete creep.memory.withdrawalTargetId;
}
}
},
};
module.exports = roleTransporter;
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