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main.js
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require('prototype.spawn')();
require('prototype.creep');
require('prototype.tower');
require('RoomVisual');
/**
* Main iteration Loop.
*/
module.exports.loop = function () {
//console.log("Server activity check");
cleanMemory();
triggerCreepsRoles();
triggerTurretRole();
triggerTickCounter();
triggerCreepSpawns();
};
function triggerTickCounter() {
let tickRate = 1500;
//console.log(Game.time % tickRate);
//Game.rooms[Game.spawns[allSpawns].room.name].memory.energyIncome
if (Game.time % tickRate == 0) {
for (let allSpawns in Game.spawns) {
console.log("reset");
Game.rooms[Game.spawns[allSpawns].room.name].memory.energyIncomePerTick = Game.rooms[Game.spawns[allSpawns].room.name].memory.energyIncome / tickRate;
Game.rooms[Game.spawns[allSpawns].room.name].memory.energyIncome = 0;
let controllerProgressOld = Game.rooms[Game.spawns[allSpawns].room.name].memory.controllerProgress;
Game.rooms[Game.spawns[allSpawns].room.name].memory.controllerProgress = Game.rooms[Game.spawns[allSpawns].room.name].controller.progress;
Game.rooms[Game.spawns[allSpawns].room.name].memory.controllerProgressPerTick = (Game.rooms[Game.spawns[allSpawns].room.name].controller.progress - controllerProgressOld) / tickRate;
}
}
}
/**
* Run spawn logic.
*/
function triggerCreepSpawns() {
// For each spawn
for (let allSpawns in Game.spawns) {
// Run spawn logic.
Game.spawns[allSpawns].spawnCreepsIfNecessary();
Game.spawns[allSpawns].room.visual.speechTransparent(" Income " + (Game.rooms[Game.spawns[allSpawns].room.name].memory.energyIncomePerTick).toFixed(2), 38, 17);
Game.spawns[allSpawns].room.visual.speechTransparent(" Controller " + Game.rooms[Game.spawns[allSpawns].room.name].memory.controllerProgressPerTick.toFixed(2), 38, 18);
}
}
/**
* Run turret logic for each turret.
*/
function triggerTurretRole() {
// Find all towers.
var allTowers = _.filter(Game.structures, s => s.structureType == STRUCTURE_TOWER);
// for each tower.
for (let tower of allTowers) {
// run tower logic
tower.defend();
}
}
/**
* For each creep run role logic.
*/
function triggerCreepsRoles() {
for (let oneCreep in Game.creeps) {
if (oneCreep.spawning) {
console.log("hio");
}
// if (creep.spawning == false) {
Game.creeps[oneCreep].runRole();
// }
}
}
/**
* Check for memory entries of died creeps by iterating over Memory.creeps.
*/
function cleanMemory() {
for (let allSavedCreeps in Memory.creeps) {
// Checking if the creep is still alive.
if (Game.creeps[allSavedCreeps] == undefined) {
// If not, delete the memory entry.
delete Memory.creeps[allSavedCreeps];
}
}
}