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add shortened variable for game.rooms[room]
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@ -1,69 +1,72 @@
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let Phase1 = {
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run: function(room) {
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let myroom=Game.rooms[room]
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require('assignsources').tick(room)
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if(Game.time % 10 === 0){
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if(Game.time % 1 === 0){
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//console.log('processing spawn')
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let myspawns = Game.rooms[room].find(FIND_MY_SPAWNS)
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let myspawns = myroom.find(FIND_MY_SPAWNS)
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if(myspawns.length>0){
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let myspawn = myspawns[0]
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let creepcount = Game.rooms[room].find(FIND_MY_CREEPS).length
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creepcounts = _.countBy(Game.rooms[room].find(FIND_MY_CREEPS), c => c.memory.role)
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Game.rooms[room].memory.movercount=creepcounts["mover"]
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let workerrolename = 'phase' + Game.rooms[room].memory.phase +'worker'
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let sources = Game.rooms[room].find(FIND_SOURCES )
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if(Game.rooms[room].controller.ticksToDowngrade < CONTROLLER_DOWNGRADE[Game.rooms[room].controller.level] * .2 ){
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Game.rooms[room].memory.NeedsRecharge=1
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console.log(room + " needs Recharge " + Game.rooms[room].memory.NeedsRecharge)
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let creepcount = myroom.find(FIND_MY_CREEPS).length
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creepcounts = _.countBy(myroom.find(FIND_MY_CREEPS), c => c.memory.role)
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myroom.memory.movercount=creepcounts["mover"]
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let workerrolename = 'phase' + myroom.memory.phase +'worker'
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let sources = myroom.find(FIND_SOURCES )
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if(myroom.controller.ticksToDowngrade < CONTROLLER_DOWNGRADE[myroom.controller.level] * .2 ){
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myroom.memory.NeedsRecharge=1
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console.log(room + " needs Recharge " + myroom.memory.NeedsRecharge)
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}
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if(Game.rooms[room].controller.ticksToDowngrade > CONTROLLER_DOWNGRADE[Game.rooms[room].controller.level]*.8){
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Game.rooms[room].memory.NeedsRecharge=0
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if(myroom.controller.ticksToDowngrade > CONTROLLER_DOWNGRADE[myroom.controller.level]*.8){
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myroom.memory.NeedsRecharge=0
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}
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if(Game.flags.debug && Game.flags.debug.room == Game.rooms[room]){
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if(Game.flags.debug && Game.flags.debug.room == myroom){
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console.log(room)
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console.log(workerrolename)
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console.log(creepcounts[workerrolename])
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console.log(Game.rooms[room].energyAvailable + " of " + Game.rooms[room].energyCapacityAvailable)
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console.log(myroom.energyAvailable + " of " + myroom.energyCapacityAvailable)
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}
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if(Game.rooms[room].memory.minablepositions >= 3 ||Game.rooms[room].memory.minablepositions==undefined ){
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if((((creepcounts[workerrolename]< (Game.rooms[room].memory.minablepositions + 1) || creepcounts[workerrolename]==undefined) && Game.rooms[room].energyAvailable >= Game.rooms[room].energyCapacityAvailable) ) || ((creepcounts[workerrolename]==0 || creepcounts[workerrolename]==undefined ) && Game.rooms[room].energyAvailable>100)) {
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if(myroom.memory.minablepositions >= 3 ||myroom.memory.minablepositions==undefined ){
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if((((creepcounts[workerrolename]< (myroom.memory.minablepositions + 1) || creepcounts[workerrolename]==undefined) && myroom.energyAvailable >= myroom.energyCapacityAvailable) ) || ((creepcounts[workerrolename]==0 || creepcounts[workerrolename]==undefined ) && myroom.energyAvailable>100)) {
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console.log('Spawning worker in ' + room)
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require('proc.spawning').spawnworker(room)
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}
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} else {
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if((((creepcounts['sourceminer']< Game.rooms[room].memory.minablepositions) || creepcounts['sourceminer']==undefined) && Game.rooms[room].energyAvailable >= Game.rooms[room].energyCapacityAvailable) || ((creepcounts['sourceminer']==0 || creepcounts['sourceminer']==undefined ) && Game.rooms[room].energyAvailable>100)) {
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if((((creepcounts['sourceminer']< myroom.memory.minablepositions) || creepcounts['sourceminer']==undefined) && myroom.energyAvailable >= myroom.energyCapacityAvailable) || ((creepcounts['sourceminer']==0 || creepcounts['sourceminer']==undefined ) && myroom.energyAvailable>100)) {
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console.log('Spawning sourceminer in ' + room)
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require('proc.spawning').spawnsourceminer(room)
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}
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if((((creepcounts[workerrolename]< (Game.rooms[room].memory.minablepositions+1) || creepcounts[workerrolename]==undefined) && Game.rooms[room].energyAvailable >= Game.rooms[room].energyCapacityAvailable) ) || ((creepcounts[workerrolename]==0 || creepcounts[workerrolename]==undefined ) && Game.rooms[room].energyAvailable>100)) {
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if((((creepcounts[workerrolename]< (myroom.memory.minablepositions+1) || creepcounts[workerrolename]==undefined) && myroom.energyAvailable >= myroom.energyCapacityAvailable) ) || ((creepcounts[workerrolename]==0 || creepcounts[workerrolename]==undefined ) && myroom.energyAvailable>100)) {
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console.log('Spawning worker in ' + room)
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require('proc.spawning').spawnworker(room)
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}
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}
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if((Game.rooms[room].storage || Game.rooms[room].terminal) && (creepcounts["mover"] < 2 || creepcounts["mover"]==undefined)){
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if((myroom.storage || myroom.terminal) && (creepcounts["mover"] < 2 || creepcounts["mover"]==undefined)){
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console.log("Spawning Mover in " + room)
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require('proc.spawning').spawnmover(room)
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}
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if((Game.rooms[room].find(FIND_MY_STRUCTURES, {filter: {structureType: STRUCTURE_EXTRACTOR}}).length > 0)&&(creepcounts["miner"] < Game.rooms[room].memory.mineralminablepositions || creepcounts["miner"]==undefined)&&(Game.rooms[room].energyAvailable >= Game.rooms[room].energyCapacityAvailable)){
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if(Game.rooms[room].find(FIND_MINERALS)[0].ticksToRegeneration == undefined || Game.rooms[room].find(FIND_MINERALS)[0].ticksToRegeneration < 1000 ){
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if((myroom.find(FIND_MY_STRUCTURES, {filter: {structureType: STRUCTURE_EXTRACTOR}}).length > 0)&&(creepcounts["miner"] < myroom.memory.mineralminablepositions || creepcounts["miner"]==undefined)&&(myroom.energyAvailable >= myroom.energyCapacityAvailable)){
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if(myroom.find(FIND_MINERALS)[0].ticksToRegeneration == undefined || myroom.find(FIND_MINERALS)[0].ticksToRegeneration < 1000 ){
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console.log("Spawning Miner in " + room)
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require('proc.spawning').spawnminer(room)
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} else { if(Game.flags.debug && Game.flags.debug.room == Game.rooms[room]){console.log("Not spawning miner in " + room + ", waiting for regen")}}
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} else { if(Game.flags.debug && Game.flags.debug.room == myroom){console.log("Not spawning miner in " + room + ", waiting for regen")}}
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}
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if(Game.rooms[room].find(FIND_MY_STRUCTURES, {filter: {structureType: STRUCTURE_TERMINAL}}).length > 0){
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console.log("starting market check for room " + Game.rooms[room])
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if(myroom.find(FIND_MY_STRUCTURES, {filter: {structureType: STRUCTURE_TERMINAL}}).length > 0){
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console.log("starting market check for room " + room)
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try{
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let availtosell = Game.rooms[room].terminal.storage[RESOURCE_ENERGY] - 200000
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let availtosell = myroom.terminal.store.getUsedCapacity([RESOURCE_ENERGY]) - 200000
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if(availtosell > 1000){
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require('proc.market').sellEnergy(room)
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}
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}catch{
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console.log("Failed to get energy for terminal in room " + Game.rooms[room])
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console.log("Myroom" + myroom)
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console.log("Room" + room)
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}
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}
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//require('proc.market').sellEnergy(room)
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}
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}
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if(Game.rooms[room].controller.level>2){ }
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if(myroom.controller.level>2){ }
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}
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};
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module.exports = Phase1;
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