Fixes Creeps Memory Access per Room
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@@ -8,7 +8,7 @@ class RoomRunner {
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public static run(room: Room, state: GameState): GameState {
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this.updateSpawnState(room, state);
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for(const name in Memory.creeps) {
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for(const name in this.getRoomCreeps(room)) {
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if (!Game.creeps[name]) {
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console.log(`Creep ${name} is dead, cleaning up memory.`);
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@@ -32,10 +32,19 @@ class RoomRunner {
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for (const spawn of room.find(FIND_MY_SPAWNS)) {
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this.validateSpawnState(spawn, state);
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}
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return state;
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}
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private static getRoomCreeps(room: Room): Record<string, CreepMemory> {
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return Object.keys(Memory.creeps)
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.filter(name => Memory.creeps[name].room === room.name)
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.reduce((creeps: Record<string, CreepMemory>, creepName: string) => {
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creeps[creepName] = Memory.creeps[creepName];
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return creeps;
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}, {});
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}
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private static updateSpawnState(room: Room, state: GameState) {
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const sources = room.find(FIND_SOURCES);
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if (!state.sourcesStates) {
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@@ -73,7 +82,7 @@ class RoomRunner {
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return;
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}
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const creepRequisition = this.checksNeedsCreeps();
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const creepRequisition = this.checksNeedsCreeps(spawn.room);
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if (Object.values(creepRequisition).every(count => count <= 0)) {
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// console.log(`Spawn ${this.spawn.name} has no creep needs.`);
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return;
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@@ -109,10 +118,10 @@ class RoomRunner {
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}
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}
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private static checksNeedsCreeps(): CreepRequisition {
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private static checksNeedsCreeps(room: Room): CreepRequisition {
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const creepCounts: Record<string, number> = {};
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for (const creep of Object.values(Game.creeps)) {
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const role = creep.memory.role;
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for (const creepMemory of Object.values(this.getRoomCreeps(room))) {
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const role = creepMemory.role;
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creepCounts[role] = (creepCounts[role] || 0) + 1;
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}
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