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) Game.rooms[room].memory.movercount=creepcounts["mover"] 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(room + " needs Recharge " + 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 } 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(Game.rooms[room].memory.minablepositions >= 3 ||Game.rooms[room].memory.minablepositions==undefined ){ 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)) { console.log('Spawning worker in ' + room) require('proc.spawning').spawnworker(room) } } else { 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)) { console.log('Spawning sourceminer in ' + room) require('proc.spawning').spawnsourceminer(room) } 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)) { console.log('Spawning worker in ' + room) require('proc.spawning').spawnworker(room) } } if((Game.rooms[room].storage || Game.rooms[room].terminal) && (creepcounts["mover"] < 2 || creepcounts["mover"]==undefined)){ console.log("Spawning Mover in " + room) require('proc.spawning').spawnmover(room) } 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)){ if(Game.rooms[room].find(FIND_MINERALS)[0].ticksToRegeneration == undefined || Game.rooms[room].find(FIND_MINERALS)[0].ticksToRegeneration < 1000 ){ console.log("Spawning Miner in " + room) require('proc.spawning').spawnminer(room) } else { if(Game.flags.debug && Game.flags.debug.room == Game.rooms[room]){console.log("Not spawning miner in " + room + ", waiting for regen")}} } //require('proc.market').sellEnergy(room) } } if(Game.rooms[room].controller.level>2){ } } }; module.exports = Phase1;