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Copy pathcreep.behaviour.ranger.js
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creep.behaviour.ranger.js
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let mod = {};
module.exports = mod;
mod.name = 'ranger';
mod.run = function(creep) {
creep.flee = creep.flee || !creep.hasActiveBodyparts([ATTACK, RANGED_ATTACK]);
creep.attacking = false;
creep.attackingRanged = false;
// Assign next Action
let oldTargetId = creep.data.targetId;
if( creep.action == null || creep.action.name == 'idle' || ( creep.action.name == 'guarding' && (!creep.flag || creep.flag.pos.roomName == creep.pos.roomName ) ) ) {
if( creep.data.destiny && creep.data.destiny.task && Task[creep.data.destiny.task] && Task[creep.data.destiny.task].nextAction )
Task[creep.data.destiny.task].nextAction(creep);
else this.nextAction(creep);
}
// Do some work
if( creep.action && creep.target ) {
creep.action.step(creep);
} else {
logError('Creep without action/activity!\nCreep: ' + creep.name + '\ndata: ' + JSON.stringify(creep.data));
}
this.heal(creep);
};
mod.heal = function(creep){
if( creep.data.body.heal !== undefined && creep.hits < creep.hitsMax ){
creep.heal(creep);
}
};
mod.nextAction = function(creep){
let priority = [
Creep.action.defending,
Creep.action.invading,
Creep.action.guarding,
Creep.action.idle
];
for(var iAction = 0; iAction < priority.length; iAction++) {
var action = priority[iAction];
if(action.isValidAction(creep) &&
action.isAddableAction(creep) &&
action.assign(creep)) {
return;
}
}
};