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general.js
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/**
* The general will command the troops based on an strategy to win any opponent.
*/
var general = {
/**
* Set current general mode
* @return {string} getMode
*/
getMode: function () {
return Memory.general.mode;
},
/**
* Set current general mode
* @param {string} mode
*/
setMode: function (mode) {
if (Memory.general.mode != mode) {
Memory.general.mode = mode;
console.log('General: ' + mode);
}
},
/**
* Command the troops to the victory.
* @param {string} roomName
*/
command: function (roomName) {
let room = Game.rooms[roomName];
let soldiers = room.getAllSoldiers();
let soldiersLength = soldiers.length;
if (this.getMode() == 'attack') {
// Tell every soldier to attack
for (let i = 0; i < soldiersLength; i++) {
if (typeof Game.flags.Soldiers != 'undefined') {
soldiers[i].moveTo(Game.flags.Soldiers);
} else {
this.setModeAttack(soldiers[i]);
}
}
// Recruit
this.recruitAttackers(roomName);
} else if (this.getMode() == 'defend') {
// Tell every soldier to attack
for (let i = 0; i < soldiersLength; i++) {
this.setModeDefend(soldiers[i]);
}
// Recruit
this.recruitDefenders(roomName);
} else if (this.getMode() == 'rest') {
// Recruit scouts
//this.recruitScout(roomName);
for (let i = 0; i < soldiersLength; i++) {
if (typeof Game.flags.Soldiers != 'undefined') {
soldiers[i].moveTo(Game.flags.Soldiers);
} else {
this.setModeRest(soldiers[i]);
}
}
}
// Use tower if necessary
try {
var towers = Game.rooms[roomName].find(
FIND_MY_STRUCTURES, {filter: {structureType: STRUCTURE_TOWER}});
towers.forEach(tower => tower.defendRoom());
} catch (error) {
console.log('Error: ' + error);
Game.notify('Error: ' + error);
}
},
attackRoom: function (roomName, targetRoomName) {
try {
var attackers = _.filter(Game.creeps, (creep) => creep.memory.role == 'soldier' && creep.memory.archetype == 'attacker' && !creep.spawning);
var healers = _.filter(Game.creeps, (creep) => creep.memory.role == 'soldier' && creep.memory.archetype == 'healer' && !creep.spawning);
var attackersLength = attackers.length;
var healersLength = healers.length;
if (attackersLength < 1 || healersLength < 3) {
//this.recruitAttackers(roomName, 1, 1);
}
for (let i = 0; i < attackersLength; i++) {
if (typeof Game.flags.Soldiers != 'undefined') {
attackers[i].moveTo(Game.flags.Soldiers);
} else {
attackers[i].setToAttackRoom(targetRoomName);
}
}
for (let i = 0; i < healersLength; i++) {
healers[i].moveTo(attackers[0], {reusePath: 0});
healers[i].setToHealMostDamagedAttacker();
}
} catch (error) {
console.log('Error: ' + error);
Game.notify('Error: ' + error);
}
},
/**
* Comm'on folks! Attackers is time to join the army!
*/
recruitAttackers: function (roomName, numAttackers = false, numHealers = false) {
try {
// Useful variables
var room = Game.rooms[roomName];
var maxAttackers = 1;
var maxHealers = 1;
if (numAttackers !== false) maxAttackers = numAttackers;
if (numHealers !== false) maxHealers = numHealers;
var attackersLength = _.filter(Game.creeps, (creep) => creep.memory.role == 'soldier' && creep.memory.archetype == 'attacker').length;
var healersLength = _.filter(Game.creeps, (creep) => creep.memory.role == 'soldier' && creep.memory.archetype == 'healer').length;
// Spawn as many as needed
var spawns = room.find(FIND_MY_STRUCTURES, {
filter: (structure) => structure.structureType == STRUCTURE_SPAWN
});
if (spawns.length > 0) {
var name = null;
if (attackersLength < maxAttackers) {
name = spawns[0].createAttacker();
} else if (healersLength < maxHealers) {
name = spawns[0].createHealer();
}
if (name !== null && isNaN(name)) {
console.log('Spawned soldier [level: ' + Game.creeps[name].memory.level + ', archetype: ' + Game.creeps[name].memory.archetype + ']: ' + name);
}
}
} catch (error) {
console.log('Error: ' + error);
Game.notify('Error: ' + error);
}
},
/**
* Comm'on folks! Defenders is time to join the army!
*/
recruitDefenders: function (roomName) {
try {
// Useful variables
var room = Game.rooms[roomName];
var ramparts = room.find(FIND_MY_STRUCTURES, {
filter: (structure) => {
return structure.structureType == STRUCTURE_RAMPART
}
});
var maxDefenders = ramparts.length;
var defendersLength = _.filter(Game.creeps, (creep) => creep.memory.role == 'soldier' && creep.memory.archetype == 'defender').length;
// Spawn as many as needed
if (defendersLength < maxDefenders) {
var spawns = room.find(FIND_MY_STRUCTURES, {
filter: (structure) => structure.structureType == STRUCTURE_SPAWN
});
if (spawns.length > 0) {
var name = spawns[0].createDefender(false);
if (name !== null && isNaN(name)) {
console.log('Spawned soldier [level: ' + Game.creeps[name].memory.level + ', archetype: ' + Game.creeps[name].memory.archetype + ']: ' + name);
}
}
}
} catch (error) {
console.log('Error: ' + error);
Game.notify('Error: ' + error);
}
},
/**
* I've got an scouting mission for you.
* @param roomName
*/
recruitScout: function (roomName) {
try {
// Useful variables
var room = Game.rooms[roomName];
var maxScouts = 1;
var scoutsLength = _.filter(this.creeps, (creep) => creep.memory.role == 'soldier' && creep.memory.archetype == 'scout').length;
// Spawn as many as needed
if (scoutsLength < maxScouts) {
var spawns = room.find(FIND_MY_STRUCTURES, {
filter: (structure) => structure.structureType == STRUCTURE_SPAWN
});
if (spawns.length > 0) {
var name = spawns[0].createScout();
if (name !== null && isNaN(name)) {
console.log('Spawned soldier [level: ' + Game.creeps[name].memory.level + ', archetype: ' + Game.creeps[name].memory.archetype + ']: ' + name);
}
}
}
} catch (error) {
console.log('Error: ' + error);
Game.notify('Error: ' + error);
}
},
/**
* Attack the nearest hostile creep
* @param soldier
*/
setModeAttack: function (soldier) {
try {
switch (soldier.memory.archetype) {
case 'attacker':
soldier.setToAttackNearestTarget();
break;
case 'defender':
soldier.setToAttackNearestTarget();
break;
case 'healer':
soldier.setToHealMostDamagedAttacker();
break;
}
} catch (error) {
console.log('Error: ' + error);
Game.notify('Error: ' + error);
}
},
/**
* Defend the base
* @param soldier
*/
setModeDefend: function (soldier) {
try {
switch (soldier.memory.archetype) {
case 'defender':
soldier.setToDefendRoom();
break;
case 'attacker':
soldier.setToAttackNearestTarget();
break;
case 'healer':
soldier.setToHealMostDamagedAttacker();
break;
}
} catch (error) {
console.log('Error: ' + error);
Game.notify('Error: ' + error);
}
},
/**
* Resting mode, scout!
* @param soldier
*/
setModeRest: function (soldier) {
try {
switch (soldier.memory.archetype) {
case 'scout':
soldier.setToScout();
break;
case 'defender':
soldier.setToDefendRoom();
break;
case 'attacker':
soldier.setToAttackNearestTarget();
break;
case 'healer':
soldier.setToHealMostDamagedAttacker();
break;
}
} catch (error) {
console.log('Error: ' + error);
Game.notify('Error: ' + error);
}
},
};
module.exports = general;