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Copy pathmanager.spawn.js
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899 lines (791 loc) · 26.4 KB
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var gameState = require('game.state');
var utilities = require('utilities');
var intelManager = require('manager.intel');
var stats = require('stats');
var Squad = require('manager.squads');
StructureSpawn.prototype.createManagedCreep = function(options) {
if (!options) {
throw "No options for creep spawning defined.";
}
if (this.spawning) {
return false;
}
var enoughEnergy = true;
if (this.room.energyAvailable < this.room.energyCapacityAvailable) {
enoughEnergy = false;
}
if (!options.body) {
if (!options.bodyWeights) {
throw "No body definition for creep found.";
}
// Creep might be requested with a maximum energy cost.
var maxCost = this.room.energyCapacityAvailable * 0.9;
if (options.maxCost) {
maxCost = Math.min(maxCost, options.maxCost);
}
// Creep might be requested with a part limit.
if (options.maxParts) {
var maxPartsCost = 0;
var tempBody = utilities.generateCreepBody(options.bodyWeights, this.room.energyCapacityAvailable, options.maxParts);
for (var i in tempBody) {
maxPartsCost += BODYPART_COST[tempBody[i]];
}
maxCost = Math.min(maxCost, maxPartsCost);
}
if (this.room.energyAvailable >= maxCost) {
enoughEnergy = true;
}
options.body = utilities.generateCreepBody(options.bodyWeights, maxCost, options.maxParts);
}
if (!enoughEnergy || this.canCreateCreep(options.body) !== OK) {
return false;
}
// Prepare creep memory.
var memory = options.memory;
if (!memory) {
memory = {};
}
if (!memory.role) {
memory.role = 'unknown';
if (options.role) {
memory.role = options.role;
}
}
if (!memory.body) {
memory.body = {
move: 0,
carry: 0,
work: 0,
attack: 0,
ranged_attack: 0,
heal: 0,
claim: 0,
tough: 0,
set partSetter (input) {
this[input] += 1;
},
};
}
if (options.body) {
for (let i in options.body) {
var part = options.body[i];
memory.body.partSetter = part;
}
}
// Generate creep name.
if (!Memory.creepCounter) {
Memory.creepCounter = {};
}
if (!Memory.creepCounter[memory.role]) {
Memory.creepCounter[memory.role] = 0;
}
var newName = memory.role + Memory.creepCounter[memory.role];
// Actually try to spawn this creep.
var result = this.createCreep(options.body, newName, memory);
if (result == newName) {
// Spawning successful.
Memory.creepCounter[memory.role]++;
console.log(this.room.name, 'Spawning new creep:', newName);
return result;
}
return false;
}
Room.prototype.manageSpawns = function() {
if (!this.controller || !this.controller.my) {
return;
}
var username = this.controller.owner.username;
var roomSpawns = this.find(FIND_STRUCTURES, {
filter: (structure) => structure.structureType == STRUCTURE_SPAWN
});
var room = this;
// Gather some information.
// @todo This could be done on script startup and partially kept in room memory.
var builders = _.filter(Game.creeps, (creep) => creep.memory.role == 'builder' && creep.pos.roomName == room.name);
var harvesters = gameState.getHarvesters(room.name);
var numHarvesters = gameState.getNumHarvesters(room.name);
var repairers = _.filter(Game.creeps, (creep) => creep.memory.role == 'repairer' && creep.pos.roomName == room.name);
var numTransporters = gameState.getNumTransporters(room.name);
var upgraders = _.filter(Game.creeps, (creep) => creep.memory.role == 'upgrader' && creep.pos.roomName == room.name);
var spawnerUsed = false;
for (let spawnID in roomSpawns) {
if (spawnerUsed) break;
var spawn = roomSpawns[spawnID];
// @todo Stop spawning for a bit if creeps are queued for renewing.
// If spawning was just finished, scan the room again to assign creeps.
if (spawn.spawning) {
spawn.memory.wasSpawning = true;
continue;
}
else if (spawn.memory.wasSpawning) {
spawn.memory.wasSpawning = false;
room.scan();
}
spawnerUsed = true;
var numSources = 0;
var spawnHarvester = false;
var spawnHarvesterTarget = null;
var maxHarvesters = 3;
var maxTransporters = 2; // @todo Find a good way to gauge needed number of transporters by measuring distances.
var maxHarvesterSize;
// Spawn new creeps.
if (room.memory.sources) {
numSources = _.size(room.memory.sources);
maxHarvesters = 0;
maxTransporters = 2 + 2 * numSources;
for (var id in room.memory.sources) {
if (room.controller.level <= 3) {
maxHarvesters += room.memory.sources[id].maxHarvesters;
if (room.energyCapacityAvailable <= 300) {
maxTransporters--;
}
}
else {
maxHarvesters++;
}
if (!maxHarvesterSize || maxHarvesterSize < room.memory.sources[id].maxWorkParts) {
maxHarvesterSize = room.memory.sources[id].maxWorkParts;
}
var assignedHarvesters = _.filter(harvesters, (creep) => creep.memory.fixedSource == id);
var totalWork = 0;
for (var i in assignedHarvesters) {
var harvester = assignedHarvesters[i];
if (harvester) {
totalWork += harvester.memory.body.work;
}
}
if (totalWork < room.memory.sources[id].maxWorkParts && room.memory.sources[id].harvesters.length < room.memory.sources[id].maxHarvesters) {
spawnHarvester = true;
spawnHarvesterTarget = id;
}
// If we have a link to beam energy around, we'll need less transporters.
if (room.memory.sources[id].targetLink && room.memory.controllerLink) {
maxTransporters--;
}
}
}
// Need less transporters if energy gets beamed around the place a lot.
if (room.memory.controllerLink && room.memory.storageLink) {
maxTransporters--;
}
var maxUpgraders = 0;
if (room.controller.level <= 3) {
maxUpgraders = 1 + numSources + Math.floor(gameState.getStoredEnergyAll(room) / 2000);
}
else {
if (gameState.getStoredEnergyAll(room) < 100000) {
maxUpgraders = 0;
}
else if (gameState.getStoredEnergyAll(room) < 500000) {
maxUpgraders = 1;
}
else {
// @todo Have maximum depend on number of work parts.
// @todo Make sure enough energy is brought by.
maxUpgraders = 2;
}
}
if (maxUpgraders == 0 && room.controller.ticksToDowngrade < CONTROLLER_DOWNGRADE[room.controller.level] * 0.5 && upgraders.length <= 0 ) {
console.log('trying to spawn upgrader because controller is close to downgrading', room.controller.ticksToDowngrade, '/', CONTROLLER_DOWNGRADE[room.controller.level]);
// Even if no upgraders are needed, at least create one when the controller is getting close to being downgraded.
maxUpgraders = 1;
}
// Only spawn an amount of builders befitting the amount of construction to be done.
var maxBuilders = 0;
var constructionSites = room.find(FIND_MY_CONSTRUCTION_SITES);
var containers = room.find(FIND_STRUCTURES, {
filter: (structure) => structure.structureType == STRUCTURE_CONTAINER || structure.structureType == STRUCTURE_STORAGE
});
// Only spawn builders befitting the room level and room energy
if (constructionSites && constructionSites.length > 0) {
// With controller level below 3 and no extensions build Spawn only 2 Builders.
var maxBuilderLevel = 0;
/*if (room.controller.level < 3 && room.energyCapacityAvailable < 300) {
console.log('MaxBuilders Set'); // Debug
maxBuilderLevel = 3;
}*/
maxBuilders = Math.min(1 + numSources, Math.ceil(constructionSites.length / 5));
if (maxBuilderLevel > 0) {
maxBuilders = Math.min(maxBuilders, maxBuilderLevel);
}
}
var tried_spawning = false;
var energyAvail = gameState.getStoredEnergyAll(room);
if (numHarvesters < 1 /*|| (room.energyAvailable < 300 && room.energyCapacityAvailable > 500 && numHarvesters < 1)*/) {
if (spawn.spawnHarvester(true, maxHarvesterSize, spawnHarvesterTarget)) {
return true;
}
tried_spawning = true;
}
else if (numTransporters < 1 && containers.length > 0) {
if (spawn.spawnTransporter(true)) {
return true;
}
tried_spawning = true;
}
else if (spawnHarvester && numHarvesters < maxHarvesters) {
if (spawn.spawnHarvester(false, maxHarvesterSize, spawnHarvesterTarget)) {
return true;
}
tried_spawning = true;
}
else if ((numTransporters < (maxTransporters / 2)) && containers.length > 0) {
if (spawn.spawnTransporter()) {
return true;
}
tried_spawning = true;
}
else if (upgraders.length < maxUpgraders || (room.energyAvailable < 300 && room.energyCapacityAvailable > 300 && maxUpgraders < 0)) {
if (spawn.spawnUpgrader()) {
return true;
}
tried_spawning = true;
}
else if (energyAvail < room.energyCapacityAvailable * 1.5) {
var containers = room.find(FIND_STRUCTURES, {
filter: { structureType: STRUCTURE_CONTAINER }
});
if (containers && containers.length > 0) {
return false;
}
}
else if (builders.length < maxBuilders) {
if (spawn.spawnBuilder()) {
return true;
}
tried_spawning = true;
}
else if ((numTransporters < maxTransporters) && containers.length > 0) {
if (spawn.spawnTransporter()) {
return true;
}
tried_spawning = true;
}
// Spawn repairers only in Rooms above level 2
else if (repairers.length < 2) {
if (spawn.room.controller.level > 2) {
// @todo Determine total decay in room and how many worker parts that would need.
if (spawn.spawnRepairer()) return true;
}
// Or if structures are starting to decay
else {
var structures = spawn.room.find(FIND_STRUCTURES, {
filter: (structure) => structure.hits < structure.hitsMax * 0.5
});
if (structures && structures.length > 0) {
if (spawn.spawnRepairer()) return true;
}
}
tried_spawning = true;
}
else {
// Spawn squads.
var spawnFlags = room.find(FIND_FLAGS, {
filter: (flag) => flag.name.startsWith('SpawnSquad:')
});
for (var i in spawnFlags) {
var flag = spawnFlags[i];
var commandParts = flag.name.split(':');
var squadName = commandParts[1];
if (!Memory.squads[squadName]) var squad = new Squad(squadName);
if (Memory.squads[squadName].fullySpawned && !Memory.squads[squadName].refreshUnits) continue;
// @todo Initialize Game.squads in main loop and use that.
var squad = new Squad(squadName);
if (squad.spawnUnit(spawn)) {
return true;
}
}
}
// Make sure remote creeps are only spawned if this room has enough.
if (tried_spawning) {
return false;
console.log('Spawning did not work for a reason - low energy?'); // Debug
}
// If possible claim rooms
var numRooms = _.size(_.filter(Game.rooms, (room) => room.controller && room.controller.my));
var maxRooms = Game.gcl.level;
var claimFlags = _.filter(Game.flags, (flag) => flag.name.startsWith('ClaimRoom'));
if (claimFlags && /*numRoom < maxRooms &&*/ claimFlags.length > 0) {
for (let i in claimFlags) {
var flag = claimFlags[i];
if (Game.rooms[flag.pos.roomName] && Game.rooms[flag.pos.roomName].controller.my) {
// Room is already claimed
continue;
}
// Make sure only the closest room spawns a claimer!
var min = null;
for (let j in Game.rooms) {
if (Game.rooms[j].controller && Game.rooms[j].controller.my) {
if (!min || Game.map.getRoomLinearDistance(Game.rooms[j].name, flag.pos.roomName) < min) {
min = Game.map.getRoomLinearDistance(Game.rooms[j].name, flag.pos.roomName);
}
}
}
if (Game.map.getRoomLinearDistance(spawn.pos.roomName, flag.pos.roomName) <= min) {
var claimers = _.filter(Game.creeps, (creep) => {
if (creep.memory.role == 'claimer' && creep.memory.mission == 'claim' && creep.memory.target == utilities.encodePosition(flag.pos)) {
return true
}
return false;
});
if (!claimers || claimers.length < 1) {
var result = spawn.spawnClaimer(flag.pos, 'claim');
if (spawn.spawnClaimer(flag.pos, 'claim')) {
console.log('sending new claimer to ' + flag.pos.roomName);
return true;
}
}
}
}
}
if (claimFlags && claimFlags.length > 0) {
// Check for rooms that are marked for claiming and belong to us.
for (let i in claimFlags) {
var flag = claimFlags[i];
if (Game.rooms[flag.pos.roomName] && Game.rooms[flag.pos.roomName].controller.my) {
// Make sure only the closest room spawn builders!
var min = null;
for (let j in Game.rooms) {
let hasSpawn = Game.rooms[j].find(FIND_STRUCTURES, { filter: (structure) => structure.structureType == STRUCTURE_SPAWN });
if (hasSpawn && hasSpawn.length > 0 && Game.rooms[j].controller && Game.rooms[j].controller.my) {
if (!min || Game.map.getRoomLinearDistance(Game.rooms[j].name, flag.pos.roomName) < min) {
min = Game.map.getRoomLinearDistance(Game.rooms[j].name, flag.pos.roomName);
}
}
}
if (Game.map.getRoomLinearDistance(spawn.pos.roomName, flag.pos.roomName) <= min) {
var maxRemoteBuilders = 2;
var builders = _.filter(Game.creepsByRole['builder.remote'] || [], (creep) => {
if (creep.memory.target == utilities.encodePosition(flag.pos)) {
return true;
}
return false;
});
if (!builders || builders.length < maxRemoteBuilders) {
if (spawn.spawnRemoteBuilder(flag.pos)) {
console.log('sending new remote builder to', utilities.encodePosition(flag.pos));
return true;
}
}
}
}
}
}
// Remote harvesting temporarily disabled until CPU is better.
if (Game.cpu.bucket < 8000) {
Game.notify('CPU-Bucket below 8000: '+Game.cpu.bucket);
continue;
}
// Remote Harvesting
var harvestFlags = _.filter(Game.flags, (flag) => flag.name.startsWith('HarvestRemote'));
for (var i in harvestFlags) {
let flag = harvestFlags[i];
let isSpecificFlag;
var maxRemoteHarvesters;
// Don't harvest from claimed rooms
if (flag.name.startsWith('HarvestRemote:')) {
let part = flag.name.split(':');
if (part[1] && part[1] != spawn.pos.roomName) {
continue;
}
isSpecificFlag = true;
}
if (flag.name.startsWith('HarvestRemote:')) {
let part = flag.name.split(':');
if (part[2]) {
maxRemoteHarvesters = part[2];
}
}
stats.initRemoteHarvestMemory(spawn.pos.roomName, utilities.encodePosition(flag.pos));
if (Game.map.getRoomLinearDistance(spawn.pos.roomName, flag.pos.roomName) > 1 && !isSpecificFlag) {
continue;
}
// Send bruiser to clean up unsafe rooms
var roomMemory = Memory.rooms[flag.pos.roomName];
if (roomMemory && roomMemory.enemies && !roomMemory.enemies.safe) {
var position = spawn.pos;
if (spawn.room.storage) {
position = spawn.room.storage.pos;
}
// Since we just want a brawler in the room - not one per remoteharvest source - generalize target position.
var brawlPosition = new RoomPosition(25, 25, flag.pos.roomName);
var maxBrawlers = 1;
var brawlers = _.filter(Game.creepsByRole.brawler || [], (creep) => {
if (creep.memory.storage == utilities.encodePosition(position) && creep.memory.target == utilities.encodePosition(brawlPosition)) {
return true;
}
return false;
});
if (!brawlers || brawlers.length < maxBrawlers) {
let result = spawn.spawnBrawler(brawlPosition, 4);
if (result) {
if (result) {
let position = utilities.encodePosition(flag.pos);
console.log('Spawning new brawler to defend', position, ':', result);
let cost = 0;
for (let partType in Memory.creeps[result].body) {
cost += BODYPART_COST[partType] * Memory.creeps[result].body[partType];
}
stats.addRemoteHarvestDefenseCost(spawn.room.name, position, cost);
}
}
// Do not continue trying to spawn other creeps when defense is needed.
return true;
}
}
// it's safe to harvest
var doSpawn = true;
var flagPosition = utilities.encodePosition(flag.pos);
var position = spawn.pos;
if (spawn.room.storage) {
position = spawn.room.storage.pos;
}
position = utilities.encodePosition(position);
// Cache path when possible.
try {
utilities.precalculatePaths(spawn.room, flag);
}
catch (e) {
Game.notify('Error in pathfinding:', e);
Game.notify(e.stack);
}
if (spawn.room.memory.remoteHarvesting && spawn.room.memory.remoteHarvesting[flagPosition]) {
var memory = spawn.room.memory.remoteHarvesting[flagPosition];
doSpawn = false;
memory.harvesters = [];
var haulCount = 0;
var harvesters = _.filter(Game.creeps, (creep) => creep.memory.role == 'harvester.remote' && creep.memory.storage == position && creep.memory.source == flagPosition);
var haulers = _.filter(Game.creeps, (creep) => creep.memory.role == 'hauler' && creep.memory.storage == position && creep.memory.source == flagPosition);
var maxRemoteHaulers = 0;
if (memory.revenue > 0 || memory.hasContainer) {
// @todo Calculate number of needed haulers.
maxRemoteHaulers = 1;
if (Game.rooms[flag.pos.roomName]) {
let room = Game.rooms[flag.pos.roomName];
if (room.controller && (room.controller.my || (room.controller.reservation && room.controller.reservation.username == username))) {
maxRemoteHaulers = 2;
}
}
}
var maxCarryParts = null;
if (memory.travelTime) {
maxCarryParts = Math.ceil(memory.travelTime * SOURCE_ENERGY_CAPACITY / ENERGY_REGEN_TIME / CARRY_CAPACITY);
//console.log('Need', maxCarryParts, 'carry parts when transporting remotely harvested energy from', flagPosition);
}
for (var j in harvesters) {
var creep = harvesters[j];
if (!memory.travelTime || creep.ticksToLive > memory.travelTime || creep.ticksToLive > 500 || creep.spawning) {
memory.harvesters.push(creep.id);
}
}
/*if (flag.pos.roomName == 'E49S46')*/
//console.log('--', flagPosition, 'harvesters:', memory.harvesters.length, '/', maxRemoteHarvesters);//
if (memory.harvesters.length < maxRemoteHarvesters) {
doSpawn = true;
}
for (var j in haulers) {
let creep = haulers[j];
//console.log(creep.memory.storage, position, creep.memory.source, flagPosition);
if (!memory.travelTime || creep.ticksToLive > memory.travelTime || creep.ticksToLive > 500 || creep.spawning) {
haulCount++;
}
}
/*if (flag.pos.roomName == 'E49S46')
console.log('--', flagPosition, 'haulers:', haulCount, '/', maxRemoteHaulers, '@', maxCarryParts);//*/
// @todo: Define SpawnHauler
/*if (haulCount < maxRemoteHaulers && !doSpawn) {
// Spawn hauler if necessary, but not if harvester is needed first.
if (spawn.spawnHauler(flag.pos, maxCarryParts)) {
return true;
}
}*/
}
if (doSpawn) {
if (spawn.spawnRemoteHarvester(flag.pos)) {
spawn.room.memory.remoteHarvesting[flagPosition] = memory;
return true;
}
}
}
// No harvester spawned? How about some claimers?
var reserveFlags = _.filter(Game.flags, (flag) => flag.name.startsWith('ReserveRoom'));
for (var i in reserveFlags) {
var flag = reserveFlags[i];
let isSpecificFlag = false;
// Make sure not to harvest from wrong rooms.
if (flag.name.startsWith('ReserveRoom:')) {
let parts = flag.name.split(':');
if (parts[1] && parts[1] != spawn.pos.roomName) {
continue;
}
isSpecificFlag = true;
}
if (Game.map.getRoomLinearDistance(spawn.pos.roomName, flag.pos.roomName) > 1 && !isSpecificFlag) {
continue;
}
let doSpawn = false;
var claimerIds = [];
var claimers = _.filter(Game.creepsByRole.claimer || [], (creep) => creep.memory.mission == 'reserve');
var maxClaimers = 1;
for (var j in claimers) {
var creep = claimers[j];
if (creep.memory.target == utilities.encodePosition(flag.pos)) {
claimerIds.push(creep.id);
}
}
if (claimerIds.length < maxClaimers) {
doSpawn = true;
}
if (Memory.rooms[flag.pos.roomName]
&& Memory.rooms[flag.pos.roomName].lastClaim
&& Memory.rooms[flag.pos.roomName].lastClaim.value + (Memory.rooms[flag.pos.roomName].lastClaim.time - Game.time) > CONTROLLER_RESERVE_MAX * 0.5
) {
doSpawn = false;
}
if (doSpawn) {
let result = spawn.spawnClaimer(flag.pos, 'reserve');
if (result) {
// Add cost to a random harvest flag in the room.
let harvestFlags = _.filter(Game.flags, (flag2) => {
if (flag2.name.startsWith('HarvestRemote') && flag2.pos.roomName == flag.pos.roomName) {
// Make sure not to harvest from wrong rooms.
if (flag2.name.startsWith('HarvestRemote:')) {
let parts = flag2.name.split(':');
if (parts[1] && parts[1] != spawn.pos.roomName) {
return false;
}
}
return true;
}
return false;
});
if (harvestFlags.length > 0) {
let cost = 0;
for (let part in Memory.creeps[result].body) {
let count = Memory.creeps[result].body[part];
cost += BODYPART_COST[part] * count;
}
stats.addRemoteHarvestCost(spawn.room.name, utilities.encodePosition(_.sample(harvestFlags).pos), cost);
}
return true;
}
}
}
// Last but not least: Scouts.
// @todo Spawn scout closest to where we're gonna send it.
/*
var maxScouts = 1;
var scouts = _.filter(Game.creeps, (creep) => creep.memory.role == 'scout');
if (scouts.length < maxScouts) {
if (spawn.spawnScout()) {
return true;
}
}*/
// Let only one spawner spawn each tickt to prevent confusion.
break;
}
};
/**
* Spawn a remote harvester
*/
StructureSpawn.prototype.spawnRemoteHarvester = function (targetPosition) {
var bodyWeights = {move: 0.5, work: 0.2, carry: 0.3};
var maxParts = {work: 3};
if (this.room.controller.my) {
var username = this.room.controller.owner.username;
}
// Use less work parts if room is not reserved yet.
if (Game.rooms[targetPosition.roomName]) {
let room = Game.rooms[targetPosition.roomName];
if (room.controller && (room.controller.my || (room.controller.reservation && room.controller.reservation.username == username))) {
maxParts.work = 6;
}
}
// Use less move parts if a road has already been established.
if (this.room.memory.remoteHarvesting && this.room.memory.remoteHarvesting[utilities.encodePosition(targetPosition)] && this.room.memory.remoteHarvesting[utilities.encodePosition(targetPosition)].revenue > 0) {
// @todo Use calculated max size like normal harvesters.
bodyWeights = {move: 0.35, work: 0.55, carry: 0.1};
}
var position = this.pos;
if (this.room.storage) {
position = this.room.storage.pos;
}
var result = this.createManagedCreep({
role: 'harvester.remote',
bodyWeights: bodyWeights,
maxParts: maxParts,
memory: {
storage: utilities.encodePosition(position),
source: utilities.encodePosition(targetPosition),
},
});
if (result) {
var cost = 0;
for (var part in Memory.creeps[result].body) {
if (part == 'partSetter') continue;
var count = Memory.creeps[result].body[part];
cost += BODYPART_COST[part] * count;
}
stats.addRemoteHarvestCost(this.room.name, utilities.encodePosition(targetPosition), cost);
}
return result;
};
/**
* Spawns a new builder.
*/
StructureSpawn.prototype.spawnBuilder = function (force) {
if (force && this.room.energyAvailable >= 200) {
var maxCost = this.room.energyAvailable;
}
return this.createManagedCreep({
role: 'builder',
bodyWeights: {move: 0.35, work: 0.35, carry: 0.3},
maxParts: {work: 5},
memory: {
singleRoom: this.pos.roomName,
},
});
};
StructureSpawn.prototype.spawnBrawler = function (targetPosition, maxAttackParts) {
var maxParts = null;
if (maxAttackParts) {
maxParts = {attack: maxAttackParts};
}
var position = this.pos;
if (this.room.storage) {
position = this.room.storage.pos;
}
return this.createManagedCreep({
role: 'brawler',
bodyWeights: {move: 0.4, tough: 0.1, attack: 0.4, heal: 0.1},
maxParts: maxParts,
memory: {
storage: utilities.encodePosition(position),
target: utilities.encodePosition(targetPosition),
},
});
};
/**
* Spawns a new claimer.
*/
StructureSpawn.prototype.spawnClaimer = function (targetPosition, mission) {
//var minSize = BODYPART_COST[CLAIM] * 2 + BODYPART_COST[MOVE] * 3;
//if (this.room.energyAvailable < minSize) return false;
return this.createManagedCreep({
role: 'claimer',
bodyWeights: {move: 0.5, claim: 0.5},
maxParts: {claim: 5},
memory: {
target: utilities.encodePosition(targetPosition),
mission: mission,
},
});
};
/**
* Spawns a new remote builder.
*/
StructureSpawn.prototype.spawnRemoteBuilder = function (targetPosition) {
return this.createManagedCreep({
role: 'builder.remote',
bodyWeights: {move: 0.5, carry: 0.3, work: 0.2},
//maxParts: {work: 5},
memory: {
target: utilities.encodePosition(targetPosition),
starting: true,
},
});
};
/**
* Spawns a new harvester.
*/
StructureSpawn.prototype.spawnHarvester = function (force, maxSize, sourceID) {
var maxCost = null;
if (force && this.room.energyAvailable >= 200) {
maxCost = this.room.energyAvailable;
}
return this.createManagedCreep({
role: 'harvester',
bodyWeights: {move: 0.1, work: 0.7, carry: 0.2},
maxCost: maxCost,
maxParts: maxSize ? {work: maxSize} : null,
memory: {
singleRoom: this.pos.roomName,
fixedSource: sourceID,
},
});
};
/**
* Spawns a new repairer.
*/
StructureSpawn.prototype.spawnRepairer = function () {
return this.createManagedCreep({
role: 'repairer',
bodyWeights: {move: 0.35, work: 0.35, carry: 0.3},
maxParts: {work: 5},
memory: {
singleRoom: this.pos.roomName,
},
});
};
/**
* Spawns a new transporter.
*/
StructureSpawn.prototype.spawnTransporter = function (force) {
var maxCost = 600;
if (force && this.room.energyAvailable >= 250) {
maxCost = Math.min(maxCost, this.room.energyAvailable);
}
return this.createManagedCreep({
role: 'transporter',
bodyWeights: {move: 0.35, carry: 0.65},
maxCost: maxCost,
memory: {
singleRoom: this.pos.roomName,
},
});
};
/**
* Spawns a new upgrader.
*/
StructureSpawn.prototype.spawnUpgrader = function () {
var bodyWeights = {move: 0.35, work: 0.3, carry: 0.35};
if (this.room.memory.controllerContainer || this.room.memory.controllerLink) {
bodyWeights = {move: 0.2, work: 0.75, carry: 0.05};
}
return this.createManagedCreep({
role: 'upgrader',
bodyWeights: bodyWeights,
maxParts: {work: 15},
memory: {
singleRoom: this.pos.roomName,
},
});
};
/**
* Spawns a new scout.
*/
StructureSpawn.prototype.spawnScout = function () {
return this.createManagedCreep({
role: 'scout',
body: [MOVE],
memory: {},
});
};
/**
* Handles logic for spawning creeps in rooms, and spawning creeps to go
* outside of these rooms.
*/
var spawnManager = {
/**
* Manages spawning logic for all spawns.
*/
manageSpawns: function () {
for (var roomName in Game.rooms) {
var room = Game.rooms[roomName];
if (room.controller && room.controller.my) {
room.manageSpawns();
}
}
},
};
module.exports = spawnManager;