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controller.spawn.js
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controller.spawn.js
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require('require');
module.exports =
{
run: function(spawn)
{
// Find room
let room = Game.rooms[spawn.room.name];
// energy cap
let energy = room.energyCapacityAvailable;
// Hard cap for spawning military [2000]
let hardCap = (energy - 300)
if (hardCap <= 0) {hardCap = 0;}
if (hardCap >= 2000) {hardCap = 2000;}
// energy limit for work drones
if (room.memory.energyLimit !== undefined)
{
let energyLimit = room.memory.energyLimit;
if (energy > energyLimit) {energy = energyLimit;}
}
// Flag handling
let flags =
{
attackFlag: Game.flags.attackFlag
}
// Multiple Spawns
// Check if Spawning, Wait a tick
let roomSpawns = room.find(FIND_MY_STRUCTURES, { filter: (s) => s.structureType == STRUCTURE_SPAWN});
if (spawn.spawning && roomSpawns.length > 1)
{
// If more than 1 spawn and its spawning, increase the queue
room.memory.queue += 1;
}
//---- Functions to count creeps ----//
function getCreepCount(role)
{
return _.sum(Game.creeps, c => c.pos.roomName == room.name && c.memory.role == role);
}
function find(role, target)
{
return _.sum(Game.creeps, c => c.memory.targetRoom == target && c.memory.role == role);
}
// PRIMARY SPAWN PRIORITY
switch(true)
{
// Fall Back Method In Case Economy is Wiped Out
case (getCreepCount('harvester') == 0 && getCreepCount('lorry') == 0):
// If a miner still exist, spawn a lorry
if (getCreepCount('miner') > 0 &&
(room.storage != undefined && room.energyAvailable >= 300 + 550))
{
name = spawn.createLorry(300);
}
// Otherwise spawn a combine ASAP
else
{
name = spawn.createCustomCreep(room.energyAvailable, 'harvester');
}
break;
// Defenders
case (getCreepCount('attacker') < room.memory.defcon.defenders):
name = spawn.createAttacker(hardCap, -1);
break;
// Harvesters
case (getCreepCount('harvester') < room.memory.jobs.storeJobs):
name = spawn.createCustomCreep(energy, 'harvester');
break;
// Lorry
case (getCreepCount('lorry') < room.memory.jobs.lorryJobs):
name = spawn.createLorry(energy);
break;
// Flag Attackers
case (flags.attackFlag && find('attacker', flags.attackFlag.pos.roomName) < 1
&& Game.map.getRoomLinearDistance(room.name, flags.attackFlag.pos.roomName) <= 8):
name = spawn.createAttacker(hardCap, flags.attackFlag.pos.roomName);
break;
// Long Distance Harvesters
case (room.memory.harvest !== undefined && find('longDistanceHarvester',room.memory.harvest) == 0):
name = spawn.createLongDistanceHarvester(energy, room.memory.harvest);
break;
// Upgrader
case (getCreepCount('upgrader') < room.memory.jobs.upgradeJobs):
name = spawn.createCustomCreep(energy, 'upgrader');
break;
// Builder
case (getCreepCount('builder') < room.memory.jobs.buildJobs):
name = spawn.createCustomCreep(energy, 'builder');
break;
// Repairer
case (getCreepCount('repairer') < room.memory.jobs.repairJobs):
name = spawn.createCustomCreep(energy, 'repairer');
break;
// Wall Repairer
case (getCreepCount('wallRepairer') < room.memory.jobs.wallRepairJobs):
name = spawn.createCustomCreep(energy, 'wallRepairer');
break;
// Extractor
case (getCreepCount('extractor') < room.memory.jobs.extractorJobs):
name = spawn.createExtractor();
break;
// Scientist
case (getCreepCount('scientist') < room.memory.jobs.scientistJobs):
name = spawn.createScientist(300);
break;
// Claimer
case (room.memory.claim !== undefined):
if(room.energyCapacityAvailable > 5000 && Game.rooms[room.memory.claim].controller.owner != undefined)
{
name = spawn.createClaimer(room.memory.claim, 2);
}
else
{
name = spawn.createClaimer(room.memory.claim, 1);
}
if (!(name < 0))
{
delete room.memory.claim;
}
break;
// Reserver
case (room.memory.reserve !== undefined && (find('claimer', room.memory.reserve) < 1)):
name = spawn.createClaimer(room.memory.reserve, -1);
break;
default:
name = -1;
break;
}
// SET A MINER FOR EACH SOURCE WITH A CONTAINER
let sources = room.find(FIND_SOURCES);
for (let source of sources)
{
if (!_.some(Game.creeps, c => c.memory.sourceId == source.id))
{
let containers = source.pos.findInRange(FIND_STRUCTURES, 1 ,
{
filter: s => s.structureType == STRUCTURE_CONTAINER
});
// Spawn With a carry
if (containers.length && energy >= 700)
{
name = spawn.createMiner(true, source.id);
}
// Else don't, and add a lorry
else if (energy >= 550)
{
name = spawn.createMiner(false, source.id);
if (room.memory.jobs.lorryJobs == 0)
{
room.memory.jobs.lorryJobs = 1;
}
}
}
}
// ----- // PRINT SPAWN LOG // ----- //
if (!(name < 0) && Memory.Interface.Visualizations.Logs === true)
{
console.log('========================================');
console.log(`Log Results for : ${room.name}`);
console.log('-----------------------');
console.log(`Energy Cap = ${energy}`);
console.log(`Harvesters : ${getCreepCount('harvester')}`);
console.log(`Upgraders : ${getCreepCount('upgrader')}`);
console.log(`Builders : ${getCreepCount('builder')}`);
console.log(`Repairers : ${getCreepCount('repairer')}`);
console.log(`Wall Repairers : ${getCreepCount('wallRepairer')}`);
if (getCreepCount('miner') > 0)
{
console.log(`Lorries : ${getCreepCount('lorry')}`);
}
console.log('-----------------------');
console.log(` Spawned new creep: ${name} (${Game.creeps[name].memory.role})`);
console.log('========================================');
}
}
};