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main.js
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main.js
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require('extends_roompositions');
require('extends_rooms');
require('extends_structure');
require('extends_construction-site');
const roleMiner = require('role.miner');
const roleHarvester = require('role.harvester');
const roleUpgrader = require('role.upgrader');
const roleBuilder = require('role.builder');
const roleScout = require('role.scout');
const roleSettler = require('role.settler');
const Spawner = require('struct-spawner');
const Phases = require('phases');
const Roads = require('roads');
const Towers = require('struct-towers');
const StructExtensions = require('struct-extensions');
const StructTowers = require('struct-towers');
const StructContainers = require('struct-containers');
const StructStorage = require('struct-storage');
const Extensions = require('struct-extensions');
const RoomUtils = require('rooms');
const BuildOrders = require('build-orders');
const RoomDefense = require('room-defense');
const utils = require('utils');
const initGame = require('game-init');
const Cache = require('cache');
Cache.addEnergyProperties(Resource.prototype);
Cache.addEnergyProperties(Source.prototype);
module.exports.loop = function () {
let phaseNumber = Phases.getCurrentPhaseNumber(Game.spawns['Spawn1'].room);
//console.log(`Game Loop ${Game.time}. Room Phase: ${phaseNumber}`)
initGame(phaseNumber);
Cache.gc(); // GC Cache at the beginning of execution, since tick+1 must occur to evict stale caches
// console.log(JSON.stringify(Game.cpu));
if(Game.cpu.tickLimit < 50) {
console.log('Game cpu dangerously low ' + JSON.stringify(Game.cpu));
return;
}
let hasTowers = {};
for(let roomName in Game.rooms) {
let room = Game.rooms[roomName],
hasSpawner = false,
structures = room.find(FIND_MY_STRUCTURES, {filter: (s) => {
return s.structureType === STRUCTURE_SPAWN || s.structureType === STRUCTURE_TOWER;
} });
hasTowers[roomName] = false;
if (! Memory.rooms[roomName]) {
Memory.rooms[roomName] = RoomUtils.getInitialData(roomName);
}
// let sites = room.find(FIND_MY_CONSTRUCTION_SITES, {filter: (s) => {
// return s.structureType === STRUCTURE_ROAD;
// } });
// sites.forEach((x) => x.remove());
for(let name in structures) {
let s = structures[name];
if(s.structureType === STRUCTURE_SPAWN) {
hasSpawner = true;
// console.log('Phase ' + s.memory.phase);
Spawner.run(s);
} else if (s.structureType === STRUCTURE_TOWER) {
Towers.run(s);
hasTowers[roomName] = true;
}
}
if (Game.time % 10 === 3) {
// console.log('Attempting to build');
// console.log('build orders: ' + Memory.con[room.name].length + ' ' + JSON.stringify(Memory.con[room.name].map(x => x.type)));
RoomDefense.buildInRoom(room);
StructExtensions.buildInRoom(room);
StructTowers.buildInRoom(room);
StructStorage.buildInRoom(room);
StructContainers.buildInRoom(room);
Spawner.buildInRoom(room);
// release new work for the builders if possible
BuildOrders.execute(room);
}
// Claimed a new room, build a spawner
if (!hasSpawner && room.controller.my) {
let sites = Spawner.getMySites(room);
if(sites.length === 0) {
console.log('building spawner in ' + room);
Spawner.buildInRoom(room);
} else {
console.log(sites[0].pos);
}
}
}
for(let name in Game.creeps) {
let creep = Game.creeps[name];
if( creep.spawning) continue;
// all preruns are the same.
roleHarvester.preRun(creep);
if (creep.memory.claimed === 1) {
console.log('building spawner in ' + creep.room);
if (Spawner.buildInRoom(creep.room)) {
creep.memory.claimed = 2;
}
}
if (roleMiner.is(creep)) {
roleMiner.run(creep);
continue;
}
if (roleScout.is(creep)) {
roleScout.run(creep);
continue;
}
if(roleSettler.is(creep)) {
roleSettler.run(creep);
continue;
}
if (!creep.busy && roleBuilder.is(creep)) {
roleBuilder.run(creep, hasTowers[creep.room.name]);
if (!creep.busy) roleHarvester.run(creep);
}
if (!creep.busy && roleHarvester.is(creep)) {
roleHarvester.run(creep);
}
if (!creep.busy) { // Upgrader, also the catch-all
roleUpgrader.run(creep);
}
if (creep.ticksToLive === 1) {
creep.say('☠️ dying');
// console.log(`${creep} ${creep.pos} died naturally.`);
for(const resourceType in creep.carry) {
creep.drop(resourceType);
}
// TODO Inform a Spawner to replace the creep.
delete Memory.creeps[creep.name];
}
}
utils.gc(); // garbage collect the recently deseased creep
Roads.gc();
Towers.gc();
Extensions.gc();
RoomUtils.gc();
BuildOrders.gc();
};