adding ability to pass roomnames or not as appropriate

This commit is contained in:
Dan Hamik 2022-05-11 08:40:08 -05:00
parent c0ec265a2d
commit 2a94fffaae
3 changed files with 67 additions and 23 deletions

View File

@ -39,58 +39,93 @@ module.exports = {
}
return 'Spawning initiated'
},
spawnnrworker: function(){
spawnnrworker: function(name){
if(name==null || name== undefined){
for(let myroom of _.filter(Game.rooms, 'controller.my')) {
let name = myroom.name
require('proc.spawning').spawnnrworker(name)
}
} else {
require('proc.spawning').spawnnrworker(name)
}
return 'Spawning initiated'
},
spawnworker: function(){
spawnworker: function(name){
if(name!=null && name!= undefined){
for(let myroom of _.filter(Game.rooms, 'controller.my')) {
let name = myroom.name
require('proc.spawning').spawnworker(name)
}
} else {
require('proc.spawning').spawnworker(name)
}
return 'Spawning initiated'
},
spawnminer: function(){
spawnminer: function(name){
if(name!=null && name!= undefined){
for(let myroom of _.filter(Game.rooms, 'controller.my')) {
let name = myroom.name
require('proc.spawning').spawnsourceminer(name)
}
} else {
require('proc.spawning').spawnsourceminer(name)
}
return 'Spawning initiated'
},
spawnmover: function(){
spawnmover: function(name){
if(name!=null && name!= undefined){
for(let myroom of _.filter(Game.rooms, 'controller.my')) {
let name = myroom.name
require('proc.spawning').spawnmover(name)
}
} else {
require('proc.spawning').spawnmover(name)
}
return 'Spawning initiated'
},
spawnclaimer: function(){
spawnclaimer: function(name){
if(name!=null && name!= undefined){
for(let myroom of _.filter(Game.rooms, 'controller.my')) {
let name = myroom.name
require('proc.spawning').spawnclaimer(name)
}
} else {
require('proc.spawning').spawnclaimer(name)
}
return 'Spawning initiated'
},
removeConstruction: function(roomname){
_.invoke(Game.rooms[roomname].find(FIND_MY_CONSTRUCTION_SITES), 'remove')
removeConstruction: function(name){
if(name==null || name== undefined){
for(let myroom of _.filter(Game.rooms, 'controller.my')) {
let name = myroom.name
_.invoke(Game.rooms[name].find(FIND_MY_CONSTRUCTION_SITES), 'remove')
}
} else {
_.invoke(Game.rooms[name].find(FIND_MY_CONSTRUCTION_SITES), 'remove')
}
},
removeAllConstruction: function(){
_.invoke(_.map(Game.constructionSites, (x)=>x), 'remove')
},
removeWalls: function(roomname){
Game.rooms[roomname].find(FIND_STRUCTURES, {filter: s => s.structureType === STRUCTURE_WALL}).forEach(s => s.destroy())
removeWalls: function(name){
if(name==null || name== undefined){
for(let myroom of _.filter(Game.rooms, 'controller.my')) {
let name = myroom.name
Game.rooms[name].find(FIND_STRUCTURES, {filter: s => s.structureType === STRUCTURE_WALL}).forEach(s => s.destroy())
}
} else {
Game.rooms[name].find(FIND_STRUCTURES, {filter: s => s.structureType === STRUCTURE_WALL}).forEach(s => s.destroy())
}
},
removeRoads: function(roomname,hitsleft){
Game.rooms[roomname].find(FIND_STRUCTURES, {filter: s => (s.structureType === STRUCTURE_ROAD && s.hits < hitsleft)}).forEach(s => s.destroy())
removeRoads: function(name,hitsleft){
Game.rooms[name].find(FIND_STRUCTURES, {filter: s => (s.structureType === STRUCTURE_ROAD && s.hits < hitsleft)}).forEach(s => s.destroy())
return "done"
},
sellEnergy: function(roomname){
sellEnergy: function(name){
let myorders = Game.market.getAllOrders(order=>order.resourceType == RESOURCE_ENERGY && order.type == ORDER_SELL)
},
computeSourceAccess: function(){
for(let myroom of _.filter(Game.rooms, 'controller.my')) {
let name = myroom.name
let minablepositions = 0

5
proc.creepfunctions.js Normal file
View File

@ -0,0 +1,5 @@
module.exports = {
spawnwarrior: function(){
}
}

View File

@ -94,7 +94,11 @@ let buildparts = {
break;
}
}
if(tobuild != null && tobuild != undefined){
let newcreep = spawn.createCreep(tobuild,CreepName,{spawnedat: Game.time,role:"phase" + Game.rooms[roomname].memory.phase +"worker"})
} else {
console.log("not enough e in " + roomname + " to spawn")
}
}}
},