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e4831aa8e8
increase miner spawns to match this number, add Empire function to init all rooms with this data.
59 lines
2.5 KiB
JavaScript
59 lines
2.5 KiB
JavaScript
let initroom = {
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run: function(name) {
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console.log('Initing room ' + name)
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Game.rooms[name].memory.phase=0
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Game.rooms[name].memory.CreepNum=0
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Game.rooms[name].memory.minbuildpct=-1
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Game.rooms[name].memory.minupgradepct=.5
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Game.rooms[name].memory.minrepairpct=.5
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Game.rooms[name].memory.hasbeeninited=1
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Game.rooms[name].memory.tickssofar=0
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Game.rooms[name].memory.maphits={}
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//Game.rooms[name].memory.minablepositions= this.checkminablepositions(name)
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let mineralminablepositions = 0
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let minerals = Game.rooms[name].find(FIND_MINERALS);
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for(let i = 0;i<minerals.length;i++)
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{
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mineralminablepositions = mineralminablepositions + this.computeSourceAccessPoints(Game.rooms[name],minerals[i])
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//minablepositions = minablepositions + this.checkminablepositions(srcs[i])
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}
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//todo - create array of minable positions in the room and assign a screep to them, rather than having them constantly try to find the nearest one.
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Game.rooms[name].memory.mineralminablepositions = mineralminablepositions
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let minablepositions = 0
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let srcs = Game.rooms[name].find(FIND_SOURCES);
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for(let i = 0;i<srcs.length;i++)
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{
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minablepositions = minablepositions + this.computeSourceAccessPoints(Game.rooms[name],srcs[i])
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//minablepositions = minablepositions + this.checkminablepositions(srcs[i])
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}
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//todo - create array of minable positions in the room and assign a screep to them, rather than having them constantly try to find the nearest one.
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Game.rooms[name].memory.minablepositions = minablepositions
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},
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computeSourceAccessPoints: function(room, source){
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const roomTerrain = room.getTerrain();
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var accessPoints = 0;
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for(var x = -1;x<=1;x++)
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{
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for(var y = -1;y<=1;y++)
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{
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if(x==0 && y==0){continue;}
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if(roomTerrain.get(source.pos.x+x,source.pos.y+y)!=1){accessPoints++;}
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}
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}
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return accessPoints;
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},
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checkminablepositions: function(name){
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let x = this.pos.x;
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let y = this.pos.y;
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let walkable = this.room.lookForAtArea(
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LOOK_TERRAIN,
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y - 1, // top
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x - 1, // left
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y + 1, // bottom
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x + 1, // right
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true // asArray
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).filter(o => o[LOOK_TERRAIN] !== 'wall');
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return walkable.length;
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}
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}
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module.exports = initroom |