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prototype.StructureSpawn.js
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prototype.StructureSpawn.js
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require('prototype.Source')();
require('prototype.Structure')();
var Cache = require('help.cache');
var Utils = require('help.functions');
module.exports = function() {
// create a new function for StructureSpawn
StructureSpawn.prototype.createCustomCreep = function(energy, roleName, roomName, cache) {
if(this.spawning != null) return ERR_BUSY;
var body = [];
var options = {};//{role: undefined, working, homeRoom, target, roomTransition, rtIndex};
switch(roleName) {
case 'remote':
body = getBalancedBody(energy);
var energySource = undefined;
for(room in Memory.rooms) {
if(Memory.rooms[room] == this.room.name) { continue; }
energySource = Memory.rooms[room].energyDeposits[0];
if(!(energySource === undefined)) { break; }
}
if(energySource == undefined) { return ERR_NOT_FOUND;}
var energySourcePos = Utils.getObjectPosById(energySource.id);
var searchReturn = PathFinder.search(this.pos, {pos: energySourcePos, range: 1});
var path = searchReturn.path;
var roomTransition = [];
for(let i = 0; i < path.length; i++) {
if(i == 0){continue;}
if(path[i-1].roomName != path[i].roomName) {
// document transition point
roomTransition.push({dst: path[i-1], src: path[i]} );
}
}
// create creep with the created body and the given role
options = {
role: roleName, working: false, homeRoom: this.room.name,
target: energySource.id, roomTransition: roomTransition, rtIndex: 0
};
break;
case 'soldat':
// create a balanced body as big as possible with the given energy
body = getSoldatBody(energy, cache.get('swat'));
options = { role: roleName, working: false };
break;
case 'claimer':
if(Memory.hasClaimer)return -1;
var numberOfPartsC = Math.floor(energy / 650);
if (numberOfPartsC >= 11) {numberOfParts = 10} else {var numberOfParts = numberOfPartsC;}
for (let i = 0; i < numberOfParts; i++) {
body.push(CLAIM);
}
for (let i = 0; i < numberOfParts; i++) {
body.push(MOVE);
}
options.state='exit';
options.role='claimer';
Memory.hasClaimer=true;
break;
default:
// create a balanced body as big as possible with the given energy
// if(cache.get(this.room.name+'_usingStorage') == true) {
// body = getBalancedCarryOnlyBody();
// } else {
body = getBalancedBody(energy);
// }
// create creep with the created body and the given role
options = { role: roleName, working: false };
break;
}
if(! options.homeRoom)
options.homeRoom = roomName;
if(! options.homeRoom)
options.homeRoom = this.room.name;
var sourceId = undefined;
var sourceCount = 50;
var sourceList;
if(Game.rooms[roomName])
sourceList = Game.rooms[roomName].find(FIND_SOURCES);
else
sourceList = this.room.find(FIND_SOURCES);
for(source of sourceList){
if(!_.isUndefined(Memory.sources[source.id]) && source.memory.total < sourceCount){
sourceId = source.id;
sourceCount = source.memory.total;
}
}
options = _.merge(options, {source: sourceId,});
ret = this.createCreep(body, undefined, options);
return ret;
}
// create a new function for StructureSpawn
StructureSpawn.prototype.createMiner = function(energy, roleName, roomName, cache) {
if(_.isUndefined(Game.rooms[roomName]))throw('Room '+roomName+' doesnt exist')
if(_.isUndefined(this.memory.lastSpawnForDifferentRoom))
this.memory.lastSpawnForDifferentRoom = (this.room.name != roomName);
switch(this.memory.lastSpawnForDifferentRoom){
case true:
if(this.room.name != roomName)
return -20;
else
this.memory.lastSpawnForDifferentRoom = false;
break;
case false:
if(this.room.name != roomName)
this.memory.lastSpawnForDifferentRoom = true;
break;
}
if(this.room.name != roomName && Game.rooms[roomName] && Game.rooms[roomName].controller.level > 3)
return -20;
// roomName = this.room.name;
console.log('Running miner spawn for '+roomName)
var targetSource = undefined;
for(sourceName in Memory.rooms[roomName].sources){
console.log(sourceName+' has miner: '+Memory.sources[sourceName].hasMiner)
if(!_.isUndefined(Memory.sources[sourceName].hasMiner) && !Memory.sources[sourceName].hasMiner){
targetSource = sourceName;
console.log(targetSource+ ' needs miner')
break;
}
}
if(!targetSource) return 'no source in room '+roomName+ ' needs a miner'
// create a balanced body as big as possible with the given energy
var numberOfPartsC = Math.floor(energy / 100);
var body = [];
if (numberOfPartsC >= 23) {numberOfParts = 22;} else {var numberOfParts = numberOfPartsC;}
for (let i = 0; i < numberOfParts-1; i++) {
body.push(WORK);
}
if(body.length){
body.push(MOVE);
body.push(MOVE);
}
if(energy<=300 || !body.length)body=[WORK,WORK,MOVE,MOVE];
// create creep with the created body and the given role
console.log('createMinerCreep('+body+', undefined, {role: '+roleName+', source: '+targetSource+', homeRoom: '+Utils.getObjectPosById(targetSource).roomName+')');
return this.createCreep(body, undefined, { role: roleName, source: targetSource,
homeRoom: Utils.getObjectPosById(targetSource).roomName });
};
StructureSpawn = _.merge(StructureSpawn, AddToSpawn);
}
var AddToSpawn = function(){};
AddToSpawn.getSpawnFor = function (energy, roomObject) {
if(typeof roomObject == 'string')roomObject = Game.rooms[roomObject];
var targetSpawn = undefined;
switch (roomObject){
case null:
case undefined:
for (spawnName in Game.spawns) {
var spawnObject = Game.spawns[spawnName];
if (spawnObject.spawning == null && spawnObject.room.energyAvailable >= energy) {
return (spawnObject);
}
}
return (-1);
break;
default:
var SpawnR = roomObject.find(FIND_MY_SPAWNS)
for (spawnObject of SpawnR) {
if (spawnObject.spawning == null && spawnObject.room.energyAvailable >= energy) {
return (spawnObject);
}
}
return (-1);
break;
}
};
AddToSpawn.getReadySpawn = AddToSpawn.getSpawnFor;
var getBalancedBody = function(energy){
// create a balanced body as big as possible with the given energy
var numberOfParts = Math.floor(energy / 250);
var body = [];
for (let i = 0; i < numberOfParts; i++) {
body.push(WORK);
}
for (let i = 0; i < numberOfParts; i++) {
body.push(CARRY);
}
for (let i = 0; i < numberOfParts; i++) {
body.push(MOVE);
}
return body;
}
var getBalancedCarryOnlyBody = function(energy){
// create a balanced body as big as possible with the given energy
var numberOfParts = Math.floor(energy / 275);
var body = [];
for (let i = 0; i < numberOfParts; i++) {
body.push(WORK);
}
for (let i = 0; i < numberOfParts; i++) {
body.push(CARRY);
}
for (let i = 0; i < numberOfParts; i++) {
body.push(MOVE);
}
return body;
}
var getSoldatBody = function(energy, swat){
// create a balanced body as big as possible with the given energy
var body = [];
switch (swat){
case true:
var numberOfParts = Math.floor(energy / 150);
for (let i = 0; i < numberOfParts; i++) {
body.push(ATTACK);
}
for (let i = 0; i < numberOfParts; i++) {
body.push(MOVE);
}
body.push(MOVE);
break;
default:
var numberOfParts = Math.floor(energy / 200);
for (let i = 0; i < numberOfParts; i++) {
body.push(TOUGH);
}
for (let i = 0; i < numberOfParts; i++) {
body.push(TOUGH);
}
for (let i = 0; i < numberOfParts; i++) {
body.push(ATTACK);
}
for (let i = 0; i < numberOfParts; i++) {
body.push(MOVE);
}
body.push(MOVE);
break;
}
return body;
}