screeps/Room.Phase1.js

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let Phase1 = {
run: function(room) {
require('assignsources').tick(room)
if(Game.time % 10 === 0){
//console.log('processing spawn')
let myspawns = Game.rooms[room].find(FIND_MY_SPAWNS)
if(myspawns.length>0){
let myspawn = myspawns[0]
let creepcount = Game.rooms[room].find(FIND_MY_CREEPS).length
creepcounts = _.countBy(Game.rooms[room].find(FIND_MY_CREEPS), c => c.memory.role)
let workerrolename = 'phase' + Game.rooms[room].memory.phase +'worker'
let sources = Game.rooms[room].find(FIND_SOURCES )
if(Game.rooms[room].controller.ticksToDowngrade < CONTROLLER_DOWNGRADE[Game.rooms[room].controller.level] * .2 ){
Game.rooms[room].memory.NeedsRecharge=1
console.log(Game.rooms[room].memory.NeedsRecharge)
}
if(Game.rooms[room].controller.ticksToDowngrade > CONTROLLER_DOWNGRADE[Game.rooms[room].controller.level]*.8){
Game.rooms[room].memory.NeedsRecharge=0
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console.log(room + 'needs recharge: ' + Game.rooms[room].memory.NeedsRecharge)
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}
if(Game.flags.debug && Game.flags.debug.room == Game.rooms[room]){
console.log(room)
console.log(workerrolename)
console.log(creepcounts[workerrolename])
console.log(Game.rooms[room].energyAvailable + " of " + Game.rooms[room].energyCapacityAvailable)
}
if((((creepcounts[workerrolename]< (sources.length * 3) || creepcounts[workerrolename]==undefined) && Game.rooms[room].energyAvailable >= Game.rooms[room].energyCapacityAvailable) ) || ((creepcounts[workerrolename]==0 || creepcounts[workerrolename]==undefined ) && Game.rooms[room].energyAvailable>100)) {
require('proc.spawning').spawnworker(room)
}
if(Game.rooms[room].storage && Game.rooms[room].terminal && (creepcounts["mover"] < 1 || creepcounts["mover"]==undefined) && Game.rooms[room].energyAvailable >= Game.rooms[room].energyCapacityAvailable){
console.log("Spawning Mover")
require('proc.spawning').spawnmover(room)
}
//require('proc.market').sellEnergy(room)
}
}
if(Game.rooms[room].controller.level>2){ }
}
};
module.exports = Phase1;