let Phase1 = { run: function(room) { let myroom=Game.rooms[room] require('assignsources').tick(room) if(Game.time % 10 === 0){ //console.log('processing spawn') let myspawns = myroom.find(FIND_MY_SPAWNS) if(myspawns.length>0){ let myspawn = myspawns[0] let creepcount = myroom.find(FIND_MY_CREEPS).length creepcounts = _.countBy(myroom.find(FIND_MY_CREEPS), c => c.memory.role) myroom.memory.movercount=creepcounts["mover"] let workerrolename = 'phase' + myroom.memory.phase +'worker' let sources = myroom.find(FIND_SOURCES ) if(myroom.controller.ticksToDowngrade < CONTROLLER_DOWNGRADE[myroom.controller.level] * .2 ){ myroom.memory.NeedsRecharge=1 console.log(room + " needs Recharge " + myroom.memory.NeedsRecharge) } if(myroom.controller.ticksToDowngrade > CONTROLLER_DOWNGRADE[myroom.controller.level]*.8){ myroom.memory.NeedsRecharge=0 } if(Game.flags.debug && Game.flags.debug.room == myroom){ console.log(room) console.log(workerrolename) console.log(creepcounts[workerrolename]) console.log(myroom.energyAvailable + " of " + myroom.energyCapacityAvailable) } if(myroom.memory.minablepositions >= 3 ||myroom.memory.minablepositions==undefined ){ if((((creepcounts[workerrolename]< (myroom.memory.minablepositions + 1) || creepcounts[workerrolename]==undefined) && myroom.energyAvailable >= myroom.energyCapacityAvailable) ) || ((creepcounts[workerrolename]==0 || creepcounts[workerrolename]==undefined ) && myroom.energyAvailable>100)) { console.log('Spawning worker in ' + room) require('proc.spawning').spawnworker(room) } } else { if((((creepcounts['sourceminer']< myroom.memory.minablepositions) || creepcounts['sourceminer']==undefined) && myroom.energyAvailable >= myroom.energyCapacityAvailable) || ((creepcounts['sourceminer']==0 || creepcounts['sourceminer']==undefined ) && myroom.energyAvailable>100)) { console.log('Spawning sourceminer in ' + room) require('proc.spawning').spawnsourceminer(room) } if((((creepcounts[workerrolename]< (myroom.memory.minablepositions+1) || creepcounts[workerrolename]==undefined) && myroom.energyAvailable >= myroom.energyCapacityAvailable) ) || ((creepcounts[workerrolename]==0 || creepcounts[workerrolename]==undefined ) && myroom.energyAvailable>100)) { console.log('Spawning worker in ' + room) require('proc.spawning').spawnworker(room) } } if((myroom.storage || myroom.terminal) && (creepcounts["mover"] < 2 || creepcounts["mover"]==undefined)){ console.log("Spawning Mover in " + room) require('proc.spawning').spawnmover(room) } if(((myroom.storage || myroom.terminal) && myroom.StructureExtractor) && (creepcounts["mineralmover"] < 1 || creepcounts["mineralmover"]==undefined)){ console.log("Spawning MineralMover in " + room) require('proc.spawning').spawnmineralmover(room) } if((myroom.find(FIND_MY_STRUCTURES, {filter: {structureType: STRUCTURE_EXTRACTOR}}).length > 0)&&(creepcounts["miner"] < myroom.memory.mineralminablepositions || creepcounts["miner"]==undefined)&&(myroom.energyAvailable >= myroom.energyCapacityAvailable)){ if(myroom.find(FIND_MINERALS)[0].ticksToRegeneration == undefined || myroom.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 == myroom){console.log("Not spawning miner in " + room + ", waiting for regen")}} } } } if(Game.time % 4 === 0){ if(myroom.find(FIND_MY_STRUCTURES, {filter: {structureType: STRUCTURE_TERMINAL}}).length > 0){ //console.log("starting market check for room " + room) try{ if(myroom.terminal){ ///console.log("1") if(myroom.terminal.store.getUsedCapacity() == 0) { //console.log("terminal is empty") }else{ if(myroom.terminal.store.getUsedCapacity('energy') > 100000){ console.log("Starting market loop for "+ myroom) for(mat in myroom.terminal.store){ let availtosell=0 //console.log(mat) if(mat == 'energy'){ try{ availtosell = myroom.terminal.store.getUsedCapacity(mat) - 200000 } catch { //console.log("error getting energy") availtosell=0 } } else { try{ //console.log("2") availtosell = myroom.terminal.store.getUsedCapacity(mat) } catch { //console.log("Couldn't get available " + mat) availtosell=0 } } if(availtosell){ //console.log(availtosell) if(availtosell > 20000){ //console.log("processing market") require('proc.market').sellEnergy(room,mat) } } } } } } }catch(e){ console.log("Myroom" + myroom) console.log(e) } } } if(myroom.controller.level>2){ } } }; module.exports = Phase1;