mirror of
https://github.com/paradizelost/screeps.git
synced 2024-11-25 02:14:44 -06:00
133 lines
5.4 KiB
JavaScript
133 lines
5.4 KiB
JavaScript
//let buildparts=require('bodypartbuilder')
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module.exports = {
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get getcounts(){
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for(let room of _.filter(Game.rooms, 'controller.my')) {
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roomcounts = _.countBy(room.find(FIND_MY_CREEPS), c => c.memory.role)
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console.log(roomcounts['phase1worker'])
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console.log(roomcounts['miner'])
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}
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},
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decrease: function(role,roomname){
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let rolename = 'max' + role + 's'
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let currentmax = Game.rooms[roomname].memory[rolename]
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Game.rooms[roomname].memory[rolename]--
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let newmax = Game.rooms[roomname].memory[rolename]
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return 'Old Max:'+currentmax+' New Max:'+newmax
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},
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setmax: function(role,roomname,count){
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let rolename = 'max' + role + 's'
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let currentmax = Game.rooms[roomname].memory[rolename]
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Game.rooms[roomname].memory[rolename] = count
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let newmax = Game.rooms[roomname].memory[rolename]
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return 'Old Max:'+currentmax+' New Max:'+newmax
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},
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increase: function(role,roomname){
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let rolename = 'max' + role + 's'
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let currentmax = Game.rooms[roomname].memory[rolename]
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Game.rooms[roomname].memory[rolename]++
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let newmax = Game.rooms[roomname].memory[rolename]
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return 'Old Max:'+currentmax+' New Max:'+newmax
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},
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kill: function(creepname){
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let me= Game.creeps[creepname].suicide()
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return me
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},
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spawnwarrior: function(){
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for(let myroom of _.filter(Game.rooms, 'controller.my')) {
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let name = myroom.name
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require('proc.spawning').spawnwarrior(name)
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}
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return 'Spawning initiated'
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},
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spawnnrworker: function(){
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for(let myroom of _.filter(Game.rooms, 'controller.my')) {
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let name = myroom.name
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require('proc.spawning').spawnnrworker(name)
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}
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return 'Spawning initiated'
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},
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spawnworker: function(){
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for(let myroom of _.filter(Game.rooms, 'controller.my')) {
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let name = myroom.name
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require('proc.spawning').spawnworker(name)
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}
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return 'Spawning initiated'
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},
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spawnminer: function(){
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for(let myroom of _.filter(Game.rooms, 'controller.my')) {
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let name = myroom.name
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require('proc.spawning').spawnsourceminer(name)
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}
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return 'Spawning initiated'
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},
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spawnmover: function(){
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for(let myroom of _.filter(Game.rooms, 'controller.my')) {
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let name = myroom.name
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require('proc.spawning').spawnmover(name)
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}
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return 'Spawning initiated'
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},
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spawnclaimer: function(){
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for(let myroom of _.filter(Game.rooms, 'controller.my')) {
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let name = myroom.name
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require('proc.spawning').spawnclaimer(name)
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}
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return 'Spawning initiated'
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},
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removeConstruction: function(roomname){
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_.invoke(Game.rooms[roomname].find(FIND_MY_CONSTRUCTION_SITES), 'remove')
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},
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removeAllConstruction: function(){
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_.invoke(_.map(Game.constructionSites, (x)=>x), 'remove')
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},
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removeWalls: function(roomname){
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Game.rooms[roomname].find(FIND_STRUCTURES, {filter: s => s.structureType === STRUCTURE_WALL}).forEach(s => s.destroy())
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},
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removeRoads: function(roomname,hitsleft){
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Game.rooms[roomname].find(FIND_STRUCTURES, {filter: s => (s.structureType === STRUCTURE_ROAD && s.hits < hitsleft)}).forEach(s => s.destroy())
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return "done"
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},
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sellEnergy: function(roomname){
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let myorders = Game.market.getAllOrders(order=>order.resourceType == RESOURCE_ENERGY && order.type == ORDER_SELL)
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},
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computeSourceAccess: function(){
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for(let myroom of _.filter(Game.rooms, 'controller.my')) {
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let name = myroom.name
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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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Game.rooms[name].memory.minablepositions = minablepositions
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}
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},
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computeMineralAccess: function(){
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for(let myroom of _.filter(Game.rooms, 'controller.my')) {
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let name = myroom.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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}
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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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}; |