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prototype.spawn.js
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prototype.spawn.js
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const listOfRoles = [
'builder',
'claimer',
'defender',
'extractor',
'giver',
'harvester',
'logistics',
'lorry',
'miner',
'repairer',
'scavenger',
'schlepper',
'upgrader',
'wallRepairer',
];
// a "Heads-up-display" that will give a readout of important stats, every 6 ticks (30s)
StructureSpawn.prototype.headsUpDisplay = function () {
if (Game.time % 6 == 0 && this.memory.enableHUD == true) {
let storage = this.room.storage;
console.log(
'***** {' +
this.name +
': Energy: ' +
this.room.energyAvailable +
'/' +
this.room.energyCapacityAvailable +
' | Storage: ' +
storage.store.getUsedCapacity(RESOURCE_ENERGY) +
'/' +
storage.store.getFreeCapacity() +
'} *****'
);
}
};
// create a new function for StructureSpawn
StructureSpawn.prototype.spawnCreepsIfNecessary = function () {
/** @type {Room} */
let room = this.room;
// find all creeps that "belong to" this room
/** @type {Array.<Creep>} */
let creepsInRoom = _.filter(
Game.creeps,
(c) => c.memory.home == this.room.name
);
let transferOrder = room.memory.transferOrder;
if (transferOrder != undefined) {
var transferTarget = room.memory.transferOrder.target;
let transferQuantity = room.memory.transferOrder.quantity;
if (transferQuantity <= 0) {
delete room.memory.transferOrder;
this.memory.minCreeps.giver = 0;
}
}
// count the number of creeps alive for each role in this room
// _.sum will count the number of properties in Game.creeps filtered by the
// arrow function, which checks for the creep being a specific role
/** @type {Object.<string, number>} */
let numberOfCreeps = {};
for (let role of listOfRoles) {
numberOfCreeps[role] = _.sum(creepsInRoom, (c) => c.memory.role == role);
}
let maxEnergy = room.energyCapacityAvailable;
let name = undefined;
// if no harvesters are left AND either no miners or no lorries are left
// create a backup creep
if (numberOfCreeps['harvester'] == 0 && numberOfCreeps['lorry'] == 0) {
// if there are still miners or enough energy in Storage left
if (
numberOfCreeps['miner'] > 0 ||
(room.storage != undefined &&
room.storage.store[RESOURCE_ENERGY] >= 150 + 550)
) {
// create a lorry
name = this.createLorry(150);
}
// if there is no miner and not enough energy in Storage left
else {
// create a harvester because it can work on its own
name = this.createCustomCreep(room.energyAvailable, 'harvester');
}
} else {
// check if all sources have miners
let sources = room.find(FIND_SOURCES);
// iterate over all sources
for (let source of sources) {
// if the source has no miner
if (
!_.some(
creepsInRoom,
(c) => c.memory.role == 'miner' && c.memory.sourceId == source.id
)
) {
// check whether or not the source has a container
/** @type {Array.StructureContainer} */
let containers = source.pos.findInRange(FIND_STRUCTURES, 1, {
filter: (s) => s.structureType == STRUCTURE_CONTAINER,
});
// if there is a container next to the source
if (containers.length > 0) {
// spawn a miner
name = this.createMiner(source.id);
break;
}
}
}
if (room.memory.logisticsEnabled == true) {
for (let source of sources) {
// if the source has no logistics
if (
!_.some(
creepsInRoom,
(c) =>
c.memory.role == 'logistics' && c.memory.sourceId == source.id
)
) {
// check whether or not the source has a container
/** @type {Array.StructureContainer} */
let containers = source.pos.findInRange(FIND_STRUCTURES, 1, {
filter: (s) => s.structureType == STRUCTURE_CONTAINER,
});
// if there is a container next to the source
if (containers.length > 0) {
// spawn a logistics creep
name = this.createLogistics(source.id);
break;
}
}
}
}
// What about remote mining?
if (room.memory.remoteMiningEnabled == true) {
for (let roomName in Game.rooms) {
if (
Game.rooms[roomName].controller != undefined &&
Game.rooms[roomName].controller.my != true
) {
let sources = Game.rooms[roomName].find(FIND_SOURCES);
for (let source of sources) {
let creepsAtTarget = _.filter(
Game.creeps,
(c) => c.memory.target == Game.rooms[roomName].name
);
if (
!_.some(
creepsAtTarget,
(c) =>
c.memory.role == 'remoteMiner' &&
c.memory.sourceId == source.id
)
) {
let containers = source.pos.findInRange(FIND_STRUCTURES, 1, {
filter: (s) => s.structureType == STRUCTURE_CONTAINER,
});
if (containers.length > 0) {
name = this.createRemoteMiner(
Game.rooms[roomName].name,
source.id
);
break;
}
}
}
}
}
}
}
// if none of the above caused a spawn command check for other roles
if (name == undefined) {
for (let role of listOfRoles) {
// check for claim order
if (
role == 'claimer' &&
this.memory.claimRoom != undefined &&
!_.some(creepsInRoom, (c) => c.memory.role == 'claimer')
) {
name = this.createClaimer(this.memory.claimRoom);
} else if (
this.memory.claimRoom != undefined &&
_.some(creepsInRoom, (c) => c.memory.role == 'claimer')
) {
delete Memory.spawns[this.name].claimRoom;
} else if (numberOfCreeps[role] < this.memory.minCreeps[role]) {
if (role == 'defender') {
name = this.createDefender();
}
if (role == 'lorry') {
name = this.createLorry(300);
}
if (role == 'scavenger') {
name = this.createScavenger(150);
}
if (role == 'giver') {
name = this.createGiver(transferTarget);
}
if (role == 'schlepper' && room.memory.linksEnabled == true) {
name = this.createSchlepper();
} else {
name = this.createCustomCreep(maxEnergy, role);
}
break;
}
}
}
// Next we'll see if there are any reserve orders
let numberOfClaimHolders = {};
if (name == undefined) {
// count the number of Claim Holders
for (let roomName in this.memory.minClaimHolders) {
numberOfClaimHolders[roomName] = _.sum(
Game.creeps,
(c) =>
c.memory.role == 'claimHolder' &&
c.memory.target == roomName &&
c.memory.home == room.name
);
if (
numberOfClaimHolders[roomName] < this.memory.minClaimHolders[roomName]
) {
name = this.createClaimHolder(roomName);
}
}
}
// Next we'll see if there are any remote construction orders
let numberOfRemoteConstructors = {};
if (name == undefined) {
// count the number of remote constructors
for (let roomName in this.memory.minRemoteConstructors) {
numberOfRemoteConstructors[roomName] = _.sum(
Game.creeps,
(c) =>
c.memory.role == 'remoteConstructor' &&
c.memory.target == roomName &&
c.memory.home == room.name
);
if (
numberOfRemoteConstructors[roomName] <
this.memory.minRemoteConstructors[roomName]
) {
name = this.createRemoteConstructor(roomName);
}
}
}
// Next we'll see if there are any invasion plans
let numberOfInvaders = {};
if (name == undefined) {
// count the number of invaders
for (let roomName in this.memory.minInvaders) {
numberOfInvaders[roomName] = _.sum(
Game.creeps,
(c) =>
c.memory.role == 'invader' &&
c.memory.target == roomName &&
c.memory.home == room.name
);
if (numberOfInvaders[roomName] < this.memory.minInvaders[roomName]) {
name = this.createInvader(roomName);
}
}
}
// if none of the above caused a spawn command check for LongDistanceHarvesters
/** @type {Object.<string, number>} */
let numberOfLongDistanceHarvesters = {};
if (name == undefined) {
// count the number of long distance harvesters globally
for (let roomName in this.memory.minLongDistanceHarvesters) {
numberOfLongDistanceHarvesters[roomName] = _.sum(
creepsInRoom,
(c) =>
c.memory.role == 'longDistanceHarvester' &&
c.memory.target == roomName
);
if (
numberOfLongDistanceHarvesters[roomName] <
this.memory.minLongDistanceHarvesters[roomName]
) {
name = this.createLongDistanceHarvester(
maxEnergy,
2,
this.room.name,
roomName
);
}
}
}
// print name to console if spawning was a success
if (name != undefined && _.isString(name)) {
console.log(
this.name +
' spawned new creep: ' +
name +
' (' +
Game.creeps[name].memory.role +
')'
);
for (let role of listOfRoles) {
console.log(role + ': ' + numberOfCreeps[role]);
}
for (let roomName in numberOfLongDistanceHarvesters) {
console.log(
'LongDistanceHarvester' +
roomName +
': ' +
numberOfLongDistanceHarvesters[roomName]
);
}
for (let roomName in numberOfClaimHolders) {
console.log(
'ClaimHolder' + roomName + ': ' + numberOfClaimHolders[roomName]
);
}
for (let roomName in numberOfRemoteConstructors) {
console.log(
'RemoteConstructor' +
roomName +
': ' +
numberOfRemoteConstructors[roomName]
);
}
for (let roomName in numberOfInvaders) {
console.log('Invader' + roomName + ': ' + numberOfInvaders[roomName]);
}
}
};
// create a new function for StructureSpawn
StructureSpawn.prototype.createCustomCreep = function (energy, roleName) {
// create a balanced body as big as possible with the given energy
var numberOfParts = Math.floor(energy / 200);
// make sure the creep is not too big (more than 50 parts)
numberOfParts = Math.min(numberOfParts, Math.floor(50 / 3));
var body = [];
for (let i = 0; i < numberOfParts; i++) {
body.push(WORK);
}
for (let i = 0; i < numberOfParts; i++) {
body.push(CARRY);
}
for (let i = 0; i < numberOfParts; i++) {
body.push(MOVE);
}
// create creep with the created body and the given role
return this.spawnCreep(body, roleName + '_' + Game.time, {
memory: { role: roleName, working: true, home: this.room.name },
});
};
// create a new function for StructureSpawn
StructureSpawn.prototype.createLongDistanceHarvester = function (
energy,
numberOfWorkParts,
home,
target
) {
// create a body with the specified number of WORK parts and one MOVE part per non-MOVE part
var body = [];
for (let i = 0; i < numberOfWorkParts; i++) {
body.push(WORK);
}
// 150 = 100 (cost of WORK) + 50 (cost of MOVE)
energy -= 150 * numberOfWorkParts;
var numberOfParts = Math.floor(energy / 100);
// make sure the creep is not too big (more than 50 parts)
numberOfParts = Math.min(
numberOfParts,
Math.floor((50 - numberOfWorkParts * 2) / 2)
);
for (let i = 0; i < numberOfParts; i++) {
body.push(CARRY);
}
for (let i = 0; i < numberOfParts + numberOfWorkParts; i++) {
body.push(MOVE);
}
// create creep with the created body
return this.spawnCreep(body, 'LDH' + target + '_' + Game.time, {
memory: {
role: 'longDistanceHarvester',
home: home,
target: target,
working: false,
},
});
};
// Creep creation functions
// Claim Holder (For reserving controllers)
StructureSpawn.prototype.createClaimHolder = function (target) {
return this.spawnCreep(
[CLAIM, CLAIM, MOVE, MOVE, MOVE, MOVE],
'claimHolder' + target + Game.time,
{ memory: { role: 'claimHolder', target: target, home: this.room.name } }
);
};
// Claimer (For claiming controllers)
StructureSpawn.prototype.createClaimer = function (target) {
return this.spawnCreep([CLAIM, MOVE], 'claimer_' + Game.time, {
memory: { role: 'claimer', target: target, home: this.room.name },
});
};
// Defender (Basic melee with lots of tough parts to defend new spawns while
// defenses are being established)
StructureSpawn.prototype.createDefender = function () {
return this.spawnCreep(
[
TOUGH,
TOUGH,
TOUGH,
TOUGH,
TOUGH,
TOUGH,
TOUGH,
TOUGH,
TOUGH,
TOUGH,
TOUGH,
TOUGH,
MOVE,
MOVE,
ATTACK,
],
'defender_' + Game.time,
{ memory: { role: 'defender', home: this.room.name } }
);
};
// Invader (Basic melee attacker I send in to clear invader
// cores in rooms I want to claim or reserve)
StructureSpawn.prototype.createInvader = function (target) {
return this.spawnCreep(
[
TOUGH,
TOUGH,
TOUGH,
MOVE,
MOVE,
MOVE,
ATTACK,
ATTACK,
MOVE,
ATTACK,
MOVE,
ATTACK,
ATTACK,
MOVE,
MOVE,
MOVE,
],
'invader' + target + '_' + Game.time,
{ memory: { role: 'invader', target: target, home: this.room.name } }
);
};
// Remote Constructor (I send this in to rooms I've reserved
// and am harvesting from to build roads/containers)
StructureSpawn.prototype.createRemoteConstructor = function (target) {
return this.spawnCreep(
[MOVE, CARRY, WORK, WORK, CARRY, MOVE],
'remoteConstructor' + target + '_' + Game.time,
{
memory: {
role: 'remoteConstructor',
working: false,
target: target,
home: this.room.name,
},
}
);
};
// Miner (Spawns automatically once there is a container
// next to a source in the room)
StructureSpawn.prototype.createMiner = function (sourceId) {
return this.spawnCreep(
[WORK, WORK, WORK, WORK, WORK, MOVE],
'miner_' + Game.time,
{ memory: { role: 'miner', sourceId: sourceId, home: this.room.name } }
);
};
// Remote Miner (Spawns automatically if remote mining is
// enabled and there is no miner already assigned to the target room)
StructureSpawn.prototype.createRemoteMiner = function (roomName, sourceId) {
return this.spawnCreep(
[WORK, WORK, WORK, WORK, WORK, MOVE, MOVE, MOVE],
'remoteMiner_' + Game.time,
{
memory: {
role: 'remoteMiner',
target: roomName,
sourceId: sourceId,
home: this.room.name,
},
}
);
};
// Lorry (Transfers energy from room storage or containers
// to the various structures what need it)
StructureSpawn.prototype.createLorry = function (energy) {
// create a body with twice as many CARRY as MOVE parts
var numberOfParts = Math.floor(energy / 150);
// make sure the creep is not too big (more than 50 parts)
numberOfParts = Math.min(numberOfParts, Math.floor(50 / 3));
var body = [];
for (let i = 0; i < numberOfParts * 2; i++) {
body.push(CARRY);
}
for (let i = 0; i < numberOfParts; i++) {
body.push(MOVE);
}
// create creep with the created body and the role 'lorry'
return this.spawnCreep(body, 'lorry_' + Game.time, {
memory: { role: 'lorry', working: false, home: this.room.name },
});
};
// Logistics (Spawns for each miner/source/container combo and transfers
// energy from mines to room storage for easy distribution by the lorries)
StructureSpawn.prototype.createLogistics = function (sourceId) {
return this.spawnCreep(
[
MOVE,
CARRY,
CARRY,
CARRY,
CARRY,
CARRY,
MOVE,
CARRY,
CARRY,
CARRY,
CARRY,
CARRY,
MOVE,
],
'logistics_' + Game.time,
{
memory: {
role: 'logistics',
sourceId: sourceId,
working: false,
home: this.room.name,
},
}
);
};
// Create Schlepper (Literally stands between the Target Link and room storage
// to transfer energy from link to storage as the long dist. harvesters drop it off)
//Mostly deprecated as a standalone creep, but kept as the fallback role for
// the scavenger role
StructureSpawn.prototype.createSchlepper = function () {
return this.spawnCreep(
[MOVE, CARRY, CARRY, CARRY, CARRY, CARRY],
'schlepper_' + Game.time,
{
memory: { role: 'schlepper', working: false, home: this.room.name },
}
);
};
// Scavver (Picks up dropped energy on the ground, harvests tombstones and ruins for energy)
StructureSpawn.prototype.createScavenger = function (energy) {
var numberOfParts = Math.floor(energy / 150);
numberOfParts = Math.min(numberOfParts, Math.floor(50 / 3));
var body = [];
for (let i = 0; i < numberOfParts * 2; i++) {
body.push(CARRY);
}
for (let i = 0; i < numberOfParts; i++) {
body.push(MOVE);
}
return this.spawnCreep(body, 'scavver_' + Game.time, {
memory: { role: 'scavenger', working: false, home: this.room.name },
});
};
// Giver (Transfers energy from one spawn/room to another)
StructureSpawn.prototype.createGiver = function (transferTarget) {
return this.spawnCreep(
[
MOVE,
MOVE,
MOVE,
MOVE,
MOVE,
CARRY,
CARRY,
CARRY,
CARRY,
CARRY,
CARRY,
CARRY,
CARRY,
CARRY,
CARRY,
CARRY,
CARRY,
CARRY,
CARRY,
CARRY,
CARRY,
CARRY,
CARRY,
CARRY,
CARRY,
MOVE,
MOVE,
MOVE,
MOVE,
MOVE,
],
'giver_' + Game.time,
{
memory: {
role: 'giver',
working: false,
home: this.room.name,
target: transferTarget,
},
}
);
};