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role.poker.js
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role.poker.js
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/*
The poker goes into a room and tries to make the tower waste energy
*/
var role_proto = require('prototype.role');
var rolePoker = {
parts: [[TOUGH,TOUGH,HEAL,MOVE,MOVE,MOVE],
[TOUGH,TOUGH,TOUGH,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,ATTACK,HEAL,HEAL,HEAL,MOVE]],
// TODO make a helper function for finding the costs
costs: [420,1200],
create: function(spawn,params) {
if (!!spawn.spawning){
// since it returns null otherwise
//skip this if the spawn is busy
return true;
}
memory={spawn:spawn.name,
home:spawn.room.name,
role: "poker",
work:Game.flags[params.join("_")].pos.roomName,
flag:params.join("_")};
var num= 1;
var name= memory.role+num;
var body = this.parts[ this.costs.indexOf(_.max(this.costs.filter((c) => {return (c<=spawn.room.energyCapacityAvailable);})))];
while(spawn.canCreateCreep(body,name)=== ERR_NAME_EXISTS){
num+=1;
name= memory.role+num;
}
memory.num=num;
if(spawn.canCreateCreep(body,name) == OK){
console.log("building a "+memory.role +" named " +name + " for room " + memory.home);
spawn.createCreep(body, name,memory);
return true;
}
return false;
},
run:function(){
var creep= this.creep;
//heal if damaged
if(creep.getActiveBodyparts(HEAL) && (creep.hits<creep.hitsMax) ){
creep.heal(creep);
}
var closestHostile = creep.pos.findClosestByRange(FIND_HOSTILE_CREEPS);
if ( creep.pos.isEqualTo(Game.flags[creep.memory.flag].pos) && (creep.hits==creep.hitsMax) ){
var exit =creep.pos.findClosestByRange(FIND_EXIT);
creep.moveTo(exit);
}else{
creep.moveTo(Game.flags[creep.memory.flag]);
}
}
};
module.exports=rolePoker;