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mayor.js
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// The Mayor is in charge of handling the population of each room
var Mayor = {
work: function () {
_.forEach(Game.rooms, function(room){
var laws = Legislator.work(room);
RegistryOffice.work(room, laws);
})
}
};
var Legislator = {
work: function(room) {
// Setup room Epoch
if (room.energyCapacityAvailable < 1000) {
room.memory.era = 'settling';
}
else if (room.energyCapacityAvailable < 2000) {
room.memory.era = 'developing';
}
else {
room.memory.era = 'stability';
}
var laws = {}
// Set martial law if there are enemies in the room
if (_.size(room.find(FIND_HOSTILE_CREEPS)) > 0) {
laws.martial = true;
}
else {
laws.martial = false;
}
return laws;
}
};
var RegistryOffice = {
/**
* The registry office is in charge of maintaining the creeps balance correct
* based on laws and current population
*/
work: function(room, laws) {
var census = this.census(room);
this.populationControl(room, laws, census);
},
census: function(room){
var harvesterNumber = _.size(room.find(FIND_MY_CREEPS, {
filter: function (creep) {
return (
creep.memory.role == 'Harvester'
);
}
}));
var builderNumber = _.size(room.find(FIND_MY_CREEPS, {
filter: function (creep) {
return (
creep.memory.role == 'Builder'
);
}
}));
var fighterNumber = _.size(room.find(FIND_MY_CREEPS, {
filter: function (creep) {
return (
creep.memory.role == 'Fighter'
);
}
}));
return {
harvesterNumber: harvesterNumber,
builderNumber: builderNumber,
fighterNumber: fighterNumber,
}
},
willAttorney: function(){
for (var creep in Memory.creeps){
if (!Game.creeps[creep]){
delete Memory.creeps[creep];
}
}
},
populationControl: function(room, laws, census){
/**
* Spawn Priority:
* 1. Harvesters
* 2. Builders
* 3. Fighters
*
* Spawn priority can be suppressed or changed with laws
*/
this.willAttorney();
if(room.memory.era == 'settling'){
/**
* During settlement periods fighters aren't spawned
* to prioritize development
*
* TODO: if attacked do:
* 1. get fighters from other rooms if any
* 2. activate safe mode based on attack proportion
* 3. flee from the room
*/
if (census.harvesterNumber < _.size(room.find(FIND_SOURCES))*2) {
MaternityWard.spawnHarvester(room.find(FIND_MY_SPAWNS)[0]);
}
else if (census.builderNumber < 3) {
MaternityWard.spawnBuilder(room.find(FIND_MY_SPAWNS)[0]);
}
}
else if (room.memory.era == 'developing'){
// Harvesters spawn rules
if (census.harvesterNumber < _.size(room.find(FIND_SOURCES))) {
MaternityWard.spawnHarvester(room.find(FIND_MY_SPAWNS)[0]);
}
// Builders spawn rules
else if (census.builderNumber < 3 && !laws.martial) {
MaternityWard.spawnBuilder(room.find(FIND_MY_SPAWNS)[0]);
}
// Fighters spawn rules
else if (census.fighterNumber < 3 + _.size(room.find(FIND_HOSTILE_CREEPS))) {
MaternityWard.spawnFighter(room.find(FIND_MY_SPAWNS)[0]);
}
}
else if (room.memory.era == 'stability'){
var temp;
}
}
};
var MaternityWard = {
/**
* The maternity ward is in charge of spawning new creeps
*/
bodies: {
SimpleHarvester: [WORK, CARRY, CARRY, MOVE, MOVE],
SimpleBuilder: [WORK, CARRY, MOVE],
SimpleFighter: [TOUGH, RANGED_ATTACK, MOVE, MOVE]
},
genName: function (type) {
var name = new Date();
name = type + ' ' + name.getTime();
return name;
},
spawnHarvester: function (spawn, quality) {
// Generate Name
var name = this.genName('Harvester');
// Select Quality
// TODO: implement quality selection, simple harvesters for now
// Generate Creep from passed Spawn
spawn.spawnCreep(this.bodies.SimpleHarvester, name, {
memory: {
role: 'Harvester',
hash: parseInt(name.substring(10))
}
})
},
spawnBuilder: function (spawn, quality) {
// Generate Name
var name = this.genName('Builder');
// Select Quality
// TODO: implement quality selection, simple harvesters for now
// Generate Creep from passed Spawn
spawn.spawnCreep(this.bodies.SimpleBuilder, name, {
memory: {
role: 'Builder'
}
})
},
spawnFighter: function (spawn, quality) {
// Generate Name
var name = this.genName('Fighter');
// Select Quality
// TODO: implement quality selection, simple harvesters for now
// Generate Creep from passed Spawn
spawn.spawnCreep(this.bodies.SimpleFighter, name, {
memory: {
role: 'Fighter'
}
})
}
};
var landRegistry = {
work: function(room, laws){
if (room.memory.era == 'settling' && !laws.martial){
if (room.energyAvailable == room.energyCapacityAvailable){
this.buildExtention(room);
}
}
},
buildExtention: function(room){
// Voglio piangere
}
};
module.exports = Mayor;