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爬行-如何使路径计算保持一致?

爬行-如何使路径计算保持一致?

SMILET 2021-04-27 13:15:35
我有一个创建房间布局的原型。我正在尝试将放置容器的位置计算为:生成器与控制器之间的最近点,与控制器相距一个单位由于某种原因,它似乎给了我多个值(可能是由于使用了路径算法),该值是根据API的“跳转点”。每次如何获得相同的结果,而不是三个不同的点?Room.prototype.layoutRoom=function(){    var s:Spawn=this.spawns()[0]    var c:Controller=this.controller;    //get path from spawn to controller    var path = this.findPath(s.pos, c.pos, {ignoreDestructibleStructures: true});    //place container on last part of path -3 to stay 1 away from controller, and closest to spawn    //length-1= on endpoint, -2 is one step away, -3 is two steps away     var loc=path[path.length-3]    console.log('layout room, put container: '+loc.x+' '+loc.y)    this.createConstructionSite(loc.x, loc.y, STRUCTURE_CONTAINER);}多次运行上述代码(这是必需的)会导致多个建筑工地:
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所以另一个答案涵盖了这一点,如果您将其更改findPath为更类似的 内容,那将是一致的var path = this.findPath(s.pos, c.pos, {ignoreDestructibleStructures: true, ignoreCreeps: true});


但是,由于游戏的名称是为了节省CPU,因此您真的不想每次都计算此路径。


您可以将容器位置保存在内存中,或者首先检查在控制器的一个磁贴中是否已构建容器。


选项A-将位置保存在内存中

这将是我个人首选的选择,因为我经常使用内存。请记住,在此解决方案中,我添加了许多其他代码,这些代码无需使其正常工作,但可以在这种情况下使您的代码更安全,更不易出错。


Room.prototype.layoutRoom=function(forceUpdate: boolean){

    var s: Spawn = this.spawns()[0];

    var c: Controller = this.controller;

    

    // Adding this to check that this spawn/controller exists (or code will error out if one doesn't exist)

    if(!s || !c){

        return;

    }

    // Check if a memory value has been set for this container already, and we aren't forcing the location to update via parameter; we can end early otherwise

    if(this.memory.controllerContainer && !forceUpdate){

        // you could uncomment this out to have it place a site on the same location if we find the location is saved in memory already

        // var loc = this.memory.controllerContainer;

        // this.createConstructionSite(controllerContainer.x, controllerContainer.y, STRUCTURE_CONTAINER);

        return;

    }


    //get path from spawn to controller

    var path = this.findPath(s.pos, c.pos, {

        ignoreDestructibleStructures: true, ignoreCreeps: true

    });


    //place container on last part of path -3 to stay 1 away from controller, and closest to spawn

    //length-1= on endpoint, -2 is one step away, -3 is two steps away 

    var loc=path[path.length-3];

    console.log('layout room, put container: '+loc.x+' '+loc.y);

    

    // Note that I am not saving the RoomPosition object into memory, when the JSON parses 

    // your memory back out you won't be able to use it as a RoomPosition object, so its safer 

    // to save as a custom object that mimics Room position and have a function available to convert 

    // it to one if you need to use it as one for the purpose of passing as a parameter to something

    this.memory.controllerContainer = {x: loc.x, y: lox.y};

    this.createConstructionSite(loc.x, loc.y, STRUCTURE_CONTAINER);

}

选项B-不使用内存

该选项将产生相同的影响,就像控制器已经在容器站点或容器已经存在一样,它不会尝试构建另一个站点。


Room.prototype.layoutRoom=function(){

    var s: Spawn = this.spawns()[0];

    var c: Controller = this.controller;

    

    // Adding this to check that this spawn/controller exists (or code will error out if one doesn't exist)

    if(!s || !c){

        return;

    }


    // Check if a construction site or container exists near the controller, exit if so

    // For brevity, i will include here, but normally I would pull this into its own function

    var numConstructionSites = room.find(FIND_CONSTRUCTION_SITES, { filter: (site) => 

        site.isNearTo(c) && site.structureType === STRUCTURE_CONTAINER

    }).length;

    var numExistingContainers = room.find(FIND_STRUCTURES, { filter: (struct) => 

        struct.isNearTo(c) && struct.structureType === STRUCTURE_CONTAINER

    }).length;

    if(numConstructionSites > 0 || numExistingContainers > 0) {

        return;

    }


    //get path from spawn to controller

    var path = this.findPath(s.pos, c.pos, {

        ignoreDestructibleStructures: true, ignoreCreeps: true

    });


    //place container on last part of path -3 to stay 1 away from controller, and closest to spawn

    //length-1= on endpoint, -2 is one step away, -3 is two steps away 

    var loc=path[path.length-3];

    console.log('layout room, put container: '+loc.x+' '+loc.y);

    this.createConstructionSite(loc.x, loc.y, STRUCTURE_CONTAINER);

}


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反对 回复 2021-05-06
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