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315 lines (288 loc) · 11.3 KB
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/**
* Spawn Manager
* Handles intelligent creep spawning with dynamic body sizing based on energy and RCL
*/
var spawnManager = {
/**
* Get optimized miner body based on available energy
* Miners stay at sources and mine continuously
* @param {number} energy - Available energy
* @param {number} rcl - Room Control Level
* @returns {array} Body parts array
*/
getMinerBody: function(energy, rcl) {
// 5 WORK parts mine exactly 10 energy/tick (max source output)
if (energy >= 550) {
return [WORK, WORK, WORK, WORK, WORK, CARRY, MOVE]; // 550 energy
} else if (energy >= 450) {
return [WORK, WORK, WORK, WORK, CARRY, MOVE]; // 450 energy
} else if (energy >= 350) {
return [WORK, WORK, WORK, CARRY, MOVE]; // 350 energy
} else {
return [WORK, WORK, CARRY, MOVE]; // 300 energy
}
},
/**
* Get optimized hauler body based on available energy
* Haulers transport energy from containers to storage/spawn
* @param {number} energy - Available energy
* @param {number} rcl - Room Control Level
* @returns {array} Body parts array
*/
getHaulerBody: function(energy, rcl) {
// Maximize CARRY parts, balance with MOVE for speed
if (energy >= 1200) {
// 16 CARRY, 8 MOVE = 800 capacity, 1 tile/tick on roads
return [
CARRY, CARRY, CARRY, CARRY, CARRY, CARRY, CARRY, CARRY,
CARRY, CARRY, CARRY, CARRY, CARRY, CARRY, CARRY, CARRY,
MOVE, MOVE, MOVE, MOVE, MOVE, MOVE, MOVE, MOVE
]; // 1200 energy
} else if (energy >= 600) {
// 8 CARRY, 4 MOVE = 400 capacity
return [
CARRY, CARRY, CARRY, CARRY, CARRY, CARRY, CARRY, CARRY,
MOVE, MOVE, MOVE, MOVE
]; // 600 energy
} else if (energy >= 300) {
// 4 CARRY, 2 MOVE = 200 capacity
return [CARRY, CARRY, CARRY, CARRY, MOVE, MOVE]; // 300 energy
} else {
// Minimum viable hauler
return [CARRY, CARRY, MOVE]; // 150 energy
}
},
/**
* Get optimized upgrader body based on available energy
* @param {number} energy - Available energy
* @param {number} rcl - Room Control Level
* @returns {array} Body parts array
*/
getUpgraderBody: function(energy, rcl) {
// At RCL 8, controller upgrade is limited to 15 energy/tick
if (energy >= 1100 && rcl >= 7) {
// 6 WORK, 3 CARRY, 6 MOVE
return [
WORK, WORK, WORK, WORK, WORK, WORK,
CARRY, CARRY, CARRY,
MOVE, MOVE, MOVE, MOVE, MOVE, MOVE
]; // 1050 energy
} else if (energy >= 800) {
// 4 WORK, 4 CARRY, 4 MOVE
return [
WORK, WORK, WORK, WORK,
CARRY, CARRY, CARRY, CARRY,
MOVE, MOVE, MOVE, MOVE
]; // 800 energy
} else if (energy >= 550) {
// 3 WORK, 2 CARRY, 3 MOVE
return [WORK, WORK, WORK, CARRY, CARRY, MOVE, MOVE, MOVE]; // 500 energy
} else if (energy >= 300) {
// 2 WORK, 1 CARRY, 2 MOVE
return [WORK, WORK, CARRY, MOVE, MOVE]; // 300 energy
} else {
// Basic body
return [WORK, CARRY, MOVE]; // 200 energy
}
},
/**
* Get optimized builder body based on available energy
* @param {number} energy - Available energy
* @param {number} rcl - Room Control Level
* @returns {array} Body parts array
*/
getBuilderBody: function(energy, rcl) {
if (energy >= 800) {
// 4 WORK, 4 CARRY, 4 MOVE
return [
WORK, WORK, WORK, WORK,
CARRY, CARRY, CARRY, CARRY,
MOVE, MOVE, MOVE, MOVE
]; // 800 energy
} else if (energy >= 550) {
// 3 WORK, 3 CARRY, 3 MOVE
return [
WORK, WORK, WORK,
CARRY, CARRY, CARRY,
MOVE, MOVE, MOVE
]; // 550 energy
} else if (energy >= 400) {
// 2 WORK, 2 CARRY, 2 MOVE
return [WORK, WORK, CARRY, CARRY, MOVE, MOVE]; // 400 energy
} else {
// Basic body
return [WORK, CARRY, MOVE]; // 200 energy
}
},
/**
* Get optimized mineral miner body based on available energy
* @param {number} energy - Available energy
* @param {number} rcl - Room Control Level
* @returns {array} Body parts array
*/
getMineralMinerBody: function(energy, rcl) {
// Mineral miners need WORK parts to mine and CARRY to transport
if (energy >= 1200) {
// 8 WORK, 4 CARRY, 6 MOVE
return [
WORK, WORK, WORK, WORK, WORK, WORK, WORK, WORK,
CARRY, CARRY, CARRY, CARRY,
MOVE, MOVE, MOVE, MOVE, MOVE, MOVE
]; // 1200 energy
} else if (energy >= 800) {
// 6 WORK, 3 CARRY, 4 MOVE
return [
WORK, WORK, WORK, WORK, WORK, WORK,
CARRY, CARRY, CARRY,
MOVE, MOVE, MOVE, MOVE
]; // 750 energy
} else {
// Basic mineral miner
return [WORK, WORK, WORK, CARRY, MOVE, MOVE]; // 450 energy
}
},
/**
* Get spawn priority and determine which creep to spawn next
* @param {Room} room
* @returns {object|null} {role, body} or null if nothing to spawn
*/
getSpawnPriority: function(room) {
var creeps = room.find(FIND_MY_CREEPS);
var sources = room.memory.sourceIds || [];
var sourceCount = sources.length;
// Count creeps by role
var miners = _.filter(creeps, (c) => c.memory.role === 'miner');
var haulers = _.filter(creeps, (c) => c.memory.role === 'hauler');
var upgraders = _.filter(creeps, (c) => c.memory.role === 'upgrader');
var builders = _.filter(creeps, (c) => c.memory.role === 'builder');
var mineralMiners = _.filter(creeps, (c) => c.memory.role === 'mineralMiner');
var rcl = room.controller.level;
var energy = room.energyCapacityAvailable;
// Emergency: If no haulers and no harvesters, spawn a basic harvester
if (haulers.length === 0 && miners.length === 0) {
return {
role: 'harvester',
body: [WORK, CARRY, MOVE],
memory: {role: 'harvester'}
};
}
// Priority 1: Miners (one per source)
if (miners.length < sourceCount) {
// Find which source needs a miner
var assignedSources = miners.map(m => m.memory.sourceId);
var unassignedSource = sources.find(id => !assignedSources.includes(id));
return {
role: 'miner',
body: this.getMinerBody(energy, rcl),
memory: {
role: 'miner',
sourceId: unassignedSource,
homeRoom: room.name
}
};
}
// Priority 2: Haulers (scale with sources and room size)
var minHaulers = Math.max(2, sourceCount);
if (haulers.length < minHaulers) {
return {
role: 'hauler',
body: this.getHaulerBody(energy, rcl),
memory: {
role: 'hauler',
homeRoom: room.name,
state: 'collecting'
}
};
}
// Priority 3: Upgraders (always need at least 1, more at lower RCLs)
var minUpgraders = rcl < 8 ? 2 : 1;
if (upgraders.length < minUpgraders) {
return {
role: 'upgrader',
body: this.getUpgraderBody(energy, rcl),
memory: {role: 'upgrader'}
};
}
// Priority 4: Builders (only if construction sites exist)
var constructionSites = room.find(FIND_CONSTRUCTION_SITES);
var minBuilders = constructionSites.length > 0 ? 2 : 0;
if (builders.length < minBuilders) {
return {
role: 'builder',
body: this.getBuilderBody(energy, rcl),
memory: {role: 'builder'}
};
}
// Priority 5: Mineral miner (RCL 6+ only, one per mineral)
if (rcl >= 6) {
var minerals = room.find(FIND_MINERALS);
if (minerals.length > 0 && minerals[0].mineralAmount > 0) {
// Check if extractor exists
var extractor = minerals[0].pos.lookFor(LOOK_STRUCTURES).find(
s => s.structureType === STRUCTURE_EXTRACTOR
);
if (extractor && mineralMiners.length === 0) {
return {
role: 'mineralMiner',
body: this.getMineralMinerBody(energy, rcl),
memory: {
role: 'mineralMiner',
mineralId: minerals[0].id,
mining: true
}
};
}
}
}
// Priority 6: Extra haulers if energy is backing up
// Check if containers are getting full
if (haulers.length < sourceCount * 2) {
var containers = room.find(FIND_STRUCTURES, {
filter: (s) => s.structureType === STRUCTURE_CONTAINER
});
var fullContainers = _.filter(containers,
(c) => c.store.getFreeCapacity(RESOURCE_ENERGY) < 500
);
if (fullContainers.length > 0) {
return {
role: 'hauler',
body: this.getHaulerBody(energy, rcl),
memory: {
role: 'hauler',
homeRoom: room.name,
state: 'collecting'
}
};
}
}
// Nothing urgent to spawn
return null;
},
/**
* Attempt to spawn a creep at the given spawn
* @param {StructureSpawn} spawn
*/
run: function(spawn) {
// Don't try to spawn if already spawning
if (spawn.spawning) {
return;
}
var room = spawn.room;
var priority = this.getSpawnPriority(room);
if (priority) {
var name = priority.role.charAt(0).toUpperCase() +
priority.role.slice(1) + Game.time;
var result = spawn.spawnCreep(priority.body, name, {
memory: priority.memory
});
if (result === OK) {
console.log(`Spawning ${priority.role}: ${name} with ${priority.body.length} parts`);
} else if (result === ERR_NOT_ENOUGH_ENERGY) {
// Not enough energy yet, wait
} else {
console.log(`Failed to spawn ${priority.role}: ${result}`);
}
}
}
};
module.exports = spawnManager;