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role.signer.js
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role.signer.js
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/*
The signers's role is to go into a room and sign the controller with a designated message
The signer has no states:
The signer's memory consits of the following:
-work: the room the signer wishes to sign
-flag: the signer's unique identifier
-message: the signer's message
HOWTO:
- place a blue flag in the room that says "signer_#_ROOM_message"
-the flag will be removed once the signer has completed their task
*/
var role_proto = require('prototype.role');
var roleSigner = {
parts: [[MOVE]],
// TODO make a helper function for finding the costs
costs: [50],
create: function(spawn,params) {
if (!!spawn.spawning){
// since it returns null otherwise
//skip this if the spawn is busy
return true;
}
var flag = Game.flags[params.join("_")];
memory={spawn:spawn.name,
home:spawn.room.name,
role: "signer",
work:Game.flags[params.join("_")].pos.roomName,
flag:params.join("_"),
message: params[3]};
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(){
// the signer signs a room then removes the flag
var creep= this.creep;
this.getOffEdge();
var creep= this.creep;
if (!this.gotoroom(creep.memory.work)){
return 0;
}
var controller = creep.room.controller;
if(creep.signController(controller,creep.memory.message) ==ERR_NOT_IN_RANGE){
creep.moveTo(controller);
}
if(controller.sign.text!= undefined){
Game.flags[creep.memory.flag].remove()
console.log("controller in room " +creep.memory.work+ " signed.");
creep.suicide();
}
}
};
module.exports=roleSigner;