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 console.log(Game.rooms[room].memory.NeedsRecharge) } 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;