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masterSpawner.js
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var genericFunctions = require('genericFunctions');
module.exports = {
/** @param {Spawn} Spawn
@param {String} role **/
createNewCreep: function(spawner, role) {
let parts = [];
let minimumParts = 2; //The minimum parts that one creep can be created with
let target = undefined;
let energySource = undefined;
let memoryRemoteRooms;
//Get the energy avaiable from near extensions that have energy
let energyAvailable = spawner.room.energyAvailable;
//add the energy of Spawner and substract the backup part (200 energy)
energyAvailable += spawner.energy - 100;
console.log(spawner.name + " has " + energyAvailable + " energy on his room");
if (energyAvailable <= 0) {
return;
}
const numberOfParts = [
/*[NamePart,PercentDedicated,TotalParts,EnergyCostForEachPart]*/
[TOUGH,0,0,10],
[WORK,0,0,100],
[CARRY,0,0,50],
[CLAIM,0,0,600],
[MOVE,0,0,50],
[ATTACK,0,0,80],
[HEAL,0,0,250]
];
switch(role) {
case 'harvester':
energyAvailable = getEnergyLimit(energyAvailable ,700);
minimumParts = 2;
//We set up the % of energy that we want to spend on each part
numberOfParts[4][1] = 50; //MOVE
numberOfParts[2][1] = 50; //CARRY
break;
case 'upgrader':
energyAvailable = getEnergyLimit(energyAvailable ,800);
numberOfParts[1][1] = 70; //WORK
numberOfParts[2][1] = 15; //CARRY
numberOfParts[4][1] = 15; //MOVE
break;
case 'builder':
energyAvailable = getEnergyLimit(energyAvailable ,650);
numberOfParts[1][1] = 50; //WORK
numberOfParts[2][1] = 20; //CARRY
numberOfParts[4][1] = 30; //MOVE
break;
case 'farmer':
energyAvailable = getEnergyLimit(energyAvailable ,500);
minimumParts = 2;
numberOfParts[1][1] = 100; //WORK
numberOfParts[4][1] = 0.1; //MOVE
break;
case 'repairman':
energyAvailable = getEnergyLimit(energyAvailable ,1050);
numberOfParts[1][1] = 50; //WORK
numberOfParts[2][1] = 35; //CARRY
numberOfParts[4][1] = 15; //MOVE
break;
case 'miner':
energyAvailable = getEnergyLimit(energyAvailable ,700);
minimumParts = 6;
numberOfParts[1][1] = 75; //WORK
numberOfParts[4][1] = 25; //MOVE
break;
case 'transporter':
energyAvailable = getEnergyLimit(energyAvailable ,700);
numberOfParts[1][1] = 0.1; //WORK
numberOfParts[2][1] = 50; //CARRY
numberOfParts[4][1] = 50; //MOVE
break;
case 'claimer':
energyAvailable = getEnergyLimit(energyAvailable ,650);
numberOfParts[3][1] = 92; //CLAIM
numberOfParts[4][1] = 8; //MOVE
break;
case 'unit_assault':
energyAvailable = getEnergyLimit(energyAvailable ,1450);
numberOfParts[0][1] = 5.2; //TOUGH
numberOfParts[4][1] = 52; //MOVE
numberOfParts[5][1] = 42; //ATTACK
break;
case 'unit_healer':
energyAvailable = getEnergyLimit(energyAvailable ,1700);
numberOfParts[0][1] = 2; //TOUGH
numberOfParts[4][1] = 41; //MOVE
numberOfParts[6][1] = 56; //HEAL
break;
case 'tester':
energyAvailable = getEnergyLimit(energyAvailable ,350);
numberOfParts[1][1] = 28; //WORK
numberOfParts[2][1] = 36; //CARRY
numberOfParts[4][1] = 36; //MOVE
break;
case 'remoteWorker':
energyAvailable = getEnergyLimit(energyAvailable ,650);
numberOfParts[1][1] = 28; //WORK
numberOfParts[2][1] = 36; //CARRY
numberOfParts[4][1] = 36; //MOVE
break;
case 'explorer':
minimumParts = 1;
energyAvailable = getEnergyLimit(energyAvailable ,50);
numberOfParts[4][1] = 100; //MOVE
break;
}
parts = getNumberOfParts(numberOfParts);
if (minimumParts > parts.length){
console.log("INSUFFICIENT ENERGY FOR CREATE A " + role + ", MINIMUM PARTS CAN'T BE DONE");
return;
}
//Their are rols that need some extra configuration
switch(role){
case "claimer":
//Find the room target
memoryRemoteRooms = getRemoteRooms(spawner,role);
if(memoryRemoteRooms == false)
return;
//find an unclaimed room
let allRoomsAreClaimed = true;
for(let remoteRoom in memoryRemoteRooms) {
if(memoryRemoteRooms[remoteRoom].claimed == false) {
allRoomsAreClaimed = false;
target = remoteRoom;
memoryRemoteRooms[remoteRoom].claimed = true;
break;
}
}
if (checkInvalidValue(!allRoomsAreClaimed,role,"there is no free remote room to spawn a claimer.")){
return;
}
break;
case "miner":
//Find the room target
memoryRemoteRooms = getRemoteRooms(spawner,role);
if(memoryRemoteRooms == false)
return;
//Find a free energy source and save it in memory
let allEnergiesAreTaken = true;
for(let remoteRoom in memoryRemoteRooms) {
for (let energy in memoryRemoteRooms[remoteRoom].energies){
if (memoryRemoteRooms[remoteRoom].energies[energy].mining == false){
allEnergiesAreTaken = false;
target = remoteRoom;
energySource = energy;
memoryRemoteRooms[remoteRoom].energies[energy].mining = true;
break;
}
}
}
if (checkInvalidValue(!allEnergiesAreTaken,role,"there is no remote room with free energy.")){
return;
}
break;
case "transporter":
//Find the room target
memoryRemoteRooms = getRemoteRooms(spawner,role);
if(memoryRemoteRooms == false)
return;
//Find a room with free slots for transporters
let allEnergiesSlotsAreTaken = true;
for(let remoteRoom in memoryRemoteRooms) {
for (let energy in memoryRemoteRooms[remoteRoom].energies){
let thisEnergy = memoryRemoteRooms[remoteRoom].energies[energy];
if (thisEnergy.maxTransporters > thisEnergy.transporters){
allEnergiesSlotsAreTaken = false;
thisEnergy.transporters += 1;
energySource = energy;
target = remoteRoom;
break;
}
}
}
if (checkInvalidValue(!allEnergiesSlotsAreTaken,role,"there is no remote room with free slots.")){
return;
}
break;
case "explorer":
let roomName = spawner.room.name;
let targetRoom = "";
//Find a room target
let remoteRooms = 0;
if (Memory.rooms[roomName] && Memory.rooms[roomName].remote)
remoteRooms = Object.keys(Memory.rooms[roomName].remote).length;
//If it is the first remote room, we set by default the right adjacent room as the target
if (remoteRooms == 0)
targetRoom = roomName.substring(0,1) + (Number(roomName.substring(1,3)) - 1).toString() + roomName.substring(3,roomName.length);
else{
let alreadyClaimedRooms = Object.keys(Memory.rooms[roomName].remote);
//Get the free room
/*
//--DOWN room
targetRoom = roomName.substring(0,roomName.length - 2) + (Number(roomName.substring(roomName.length -2)) + 1).toString();
*/
//UP room
targetRoom = roomName.substring(0,roomName.length - 2) + (Number(roomName.substring(roomName.length -2)) - 1).toString();
if (!(alreadyClaimedRooms.indexOf(targetRoom) == -1)){
//LEFT room
targetRoom = roomName.substring(0,1) + (Number(roomName.substring(1,3)) + 1).toString() + roomName.substring(3,roomName.length);
if (!(alreadyClaimedRooms.indexOf(targetRoom) == -1)){
targetRoom = false;
}
}
}
if (targetRoom)
target = targetRoom;
else{
console.log("CAN'T FIND A REMOTE ROOM FOR EXPLORERS");
return;
}
break;
}
console.log("SPAWNING: " + role + " with: " + parts + " parts.");
console.log("Spawner result error code: " + spawner.spawnCreep(parts, role + "-" + Game.time, {
memory: {
role: role,
working: false,
onFlag: false,
roomRoot: spawner.room.name,
queen: spawner.name,
target: target,
energySource: energySource
}
}));
function getEnergyLimit(energyAvaiable,energyLimit){
//If we have more energy than the limit, set the energy avaiable as the limit.
if (energyAvaiable > energyLimit)
return energyLimit;
else
return energyAvaiable;
}
function checkInvalidValue(booleanVar, role, errorMessage){
if (booleanVar == false){
console.log("ERROR: can't spawn " + role + ", "+ errorMessage);
return true;
}
return false;
}
function getNumberOfParts(numberOfParts){
let parts = [];
//We calculate how much parts we can do by rule of three (rounding to floor with ~~)
for (let i = numberOfParts.length - 1; i >= 0; i--) {
if(numberOfParts[i][1] == 0){ //Delete the parts that don't have %
numberOfParts.splice(i,1);
continue;
}
numberOfParts[i][2] = ~~((energyAvailable *numberOfParts[i][1]/100)/numberOfParts[i][3]);
if (numberOfParts[i][2] == 0){ //Minimum one item of each part, we have a backup storage that can afford this
numberOfParts[i][2] = 1;
}
}
//Add the parts to the body: EX: [WORK,WORK] + [CARRY,CARRY] = [WORK,WORK,CARRY,CARRY]
numberOfParts.forEach(function(dataParts) {
for (let i = dataParts[2]; i > 0; i--) {
parts.push(dataParts[0]);
}
});
return parts;
}
function getRemoteRooms(spawner,role){
let memoryRemoteRooms = Memory.rooms[spawner.room.name].remote;
if (checkInvalidValue(memoryRemoteRooms, role,"there is no 'remote' field on memory room")){
return false;
}
return memoryRemoteRooms;
}
},
clearMemoryOfDeadCreeps: function(){
//Clear the memory of dead creeps
for(var name in Memory.creeps) {
if(!Game.creeps[name]) {
let creepMemory = Memory.creeps[name];
//Specific actions depending on the creep rol
switch(Memory.creeps[name].role){
case "claimer":
//On claimers, we set the target room as not claimed
Memory.rooms[creepMemory.roomRoot].remote[creepMemory.target].claimed = false;
break;
case "miner":
//On miners, free the energy
if ( Memory.rooms[creepMemory.roomRoot].remote[creepMemory.target] && Memory.rooms[creepMemory.roomRoot].remote[creepMemory.target].energies && Memory.rooms[creepMemory.roomRoot].remote[creepMemory.target].energies[creepMemory.energySource].mining)
Memory.rooms[creepMemory.roomRoot].remote[creepMemory.target].energies[creepMemory.energySource].mining = false;
break;
case "transporter":
//minus this transporter form the total of their energySource
Memory.rooms[creepMemory.roomRoot].remote[creepMemory.target].energies[creepMemory.energySource].transporters -= 1;
break;
}
delete Memory.creeps[name];
}
}
},
/** @param {String} StructureSpawn name
@param {int} Stage
Console usage: require('masterSpawner').createSpawnMemory(String spawnerName,int Stage); **/
createSpawnMemory: function(spawnerName, stage = 0){
let spawner = genericFunctions.getSpawnerByName(spawnerName);
if (!spawner)
return;
let newSpawnerMemory = {
minUnitAssault : 0,
minUnitHealer : 0,
minFarmers : 0,
minHarvesters : 0,
minUpgraders : 0,
minRepairman : 0,
minClaimers : 0,
minBuilders : 0,
minTesters : 0,
minRemoteWorkers : 0,
minMiners : 0,
minTransporters : 0,
maxStructureHits : 0,
maxRemoteRooms : 0
}
//Set the memory values based on the actual stage
switch(stage){
case 7:
newSpawnerMemory.maxStructureHits = updateMaxStructurehits(newSpawnerMemory.maxStructureHits,500000);
newSpawnerMemory.maxRemoteRooms += 1;
case 6:
newSpawnerMemory.maxStructureHits = updateMaxStructurehits(newSpawnerMemory.maxStructureHits,200000);
newSpawnerMemory.maxRemoteRooms += 1;
case 5:
newSpawnerMemory.maxStructureHits = updateMaxStructurehits(newSpawnerMemory.maxStructureHits,150000);
case 4:
newSpawnerMemory.maxStructureHits = updateMaxStructurehits(newSpawnerMemory.maxStructureHits,100000);
case 3:
newSpawnerMemory.maxStructureHits = updateMaxStructurehits(newSpawnerMemory.maxStructureHits,10000);
newSpawnerMemory.minBuilders += 1;
case 2:
newSpawnerMemory.maxStructureHits = updateMaxStructurehits(newSpawnerMemory.maxStructureHits,5000);
newSpawnerMemory.minRepairman += 1;
case 1:
newSpawnerMemory.maxStructureHits = updateMaxStructurehits(newSpawnerMemory.maxStructureHits,1000);
newSpawnerMemory.minFarmers += 2;
newSpawnerMemory.minUpgraders += 2;
newSpawnerMemory.minHarvesters += 4;
break;
}
//Update the memory values to the new ones
spawner.memory.minUnitAssault = newSpawnerMemory.minUnitAssault;
spawner.memory.minUnitHealer = newSpawnerMemory.minUnitHealer;
spawner.memory.minFarmers = newSpawnerMemory.minFarmers;
spawner.memory.minHarvesters = newSpawnerMemory.minHarvesters;
spawner.memory.minUpgraders = newSpawnerMemory.minUpgraders;
spawner.memory.minRepairman = newSpawnerMemory.minRepairman;
spawner.memory.minClaimers = newSpawnerMemory.minClaimers;
spawner.memory.minBuilders = newSpawnerMemory.minBuilders;
spawner.memory.minTesters = newSpawnerMemory.minTesters;
spawner.memory.minRemoteWorkers = newSpawnerMemory.minRemoteWorkers;
spawner.memory.minMiners = newSpawnerMemory.minMiners;
spawner.memory.minTransporters = newSpawnerMemory.minTransporters;
spawner.memory.maxRemoteRooms = newSpawnerMemory.maxRemoteRooms;
//If we set a new maxStructreHits, we assing it to spawner room memory
if (spawner.room.memory && newSpawnerMemory.maxStructureHits > 0)
spawner.room.memory.maxStructureHits = newSpawnerMemory.maxStructureHits;
console.log("Setting " + spawnerName + " memory to stage " + stage);
function updateMaxStructurehits(maxStructureHits, newMax) {
if (maxStructureHits > newMax)
return maxStructureHits;
else
return newMax;
}
},
/** @param {String} StructureSpawn name
@param {String} Room name
@param {int} Stage
Console usage: require('masterSpawner').claimRemoteRoom(String spawnerName,String roomName,int Stage); **/
claimRemoteRoom: function(spawnerName, roomName, stage = 0){
let spawner = genericFunctions.getSpawnerByName(spawnerName);
if (!spawner)
return;
//Check if we have this roomName in the spawnMemory
}
};