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flagDir.js
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let mod = {};
module.exports = mod;
mod.findName = function(flagColor, pos, local, mod, modArgs){
let that = this;
if( flagColor == null || this.list.length == 0)
return null;
let filter;
if (typeof flagColor === 'function' ) {
filter = function(flagEntry) {
if ( flagColor(flagEntry) && flagEntry.cloaking == 0 ) {
if ( !local ) return true;
if ( pos && pos.roomName && flagEntry.roomName == pos.roomName ) return true;
}
return false;
}
}
else {
filter = _.clone(flagColor.filter);
if( local && pos && pos.roomName )
_.assign(filter, {roomName: pos.roomName, cloaking: "0"});
else
_.assign(filter, {cloaking: "0"});
}
let flags = _.filter(that.list, filter);
if( flags.length == 0 )
return null;
if( flags.length == 1 )
return flags[0].name;
// some flags found - find nearest
if( pos && pos.roomName ){
let range = flag => {
let r = 0;
let roomDist = routeRange(pos.roomName, flag.roomName);
if( roomDist == 0 )
r = _.max([Math.abs(flag.x-pos.x), Math.abs(flag.y-pos.y)]);
else r = roomDist * 50;
if( mod ){
r = mod(r, flag, modArgs);
}
flag.valid = r < Infinity;
return r;
};
let flag = _.min(flags, range); //_.sortBy(flags, range)[0];
return flag.valid ? flag.name : null;
} else return flags[0].name;
};
mod.find = function(flagColor, pos, local, mod, modArgs){
let id = this.findName(flagColor, pos, local, mod, modArgs);
if( id === null )
return null;
return Game.flags[id];
};
mod.removeFromDir = function(name){
let index = this.list.indexOf(f => f.name === name );
if( index > -1 )
this.list = this.list.splice(index, 1);
};
mod.count = function(flagColor, pos, local){
let that = this;
if( flagColor == null || this.list.length == 0)
return 0;
let filter = _.clone(flagColor.filter);
if( local && pos && pos.roomName )
_.assign(filter, {roomName: pos.roomName});
return _.countBy(this.list, filter).true || 0;
};
mod.filter = function(flagColor, pos, local){
if( flagColor == null || this.list.length == 0)
return [];
let filter;
if( Array.isArray(flagColor) ) {
filter = entry => {
if( local && pos && pos.roomName && entry.roomName != pos.roomName )
return false;
for( let i = 0; i < flagColor.length; i++ ){
if( flagColor[i].color == entry.color && flagColor[i].secondaryColor == entry.secondaryColor )
return true;
}
return false;
};
} else {
filter = _.clone(flagColor.filter);
if( local && pos && pos.roomName )
_.assign(filter, {'roomName': pos.roomName});
}
return _.filter(this.list, filter);
};
mod.filterCustom = function(filter){
if( filter == null || this.list.length == 0)
return [];
return _.filter(this.list, filter);
};
mod.rangeMod = function(range, flagItem, args){
let rangeModPerCrowd = args && args.rangeModPerCrowd ? args.rangeModPerCrowd : 20;
let rangeModByType = args ? args.rangeModByType : null;
var flag = Game.flags[flagItem.name];
let crowd;
if( flag.targetOf ){ // flag is targetted
if( rangeModByType ) { // count defined creep type only
let count = _.countBy(flag.targetOf, 'creepType')[rangeModByType];
crowd = count || 0;
} else // count all creeps
crowd = flag.targetOf.length;
} else crowd = 0; // not targetted
return range + ( crowd * rangeModPerCrowd );
};
mod.exploitMod = function(range, flagItem, creepName){
if( range > 100 ) return Infinity;
var flag = Game.flags[flagItem.name];
if( flag.room ) {
let assigned = flag.targetOf ? _.sum( flag.targetOf.map( t => t.creepType != 'privateer' || t.creepName == creepName ? 0 : t.carryCapacityLeft)) : 0;
if( flag.room.sourceEnergyAvailable <= assigned ) return Infinity;
return (range*range) / (flag.room.sourceEnergyAvailable - assigned);
}
return range;
};
mod.hasInvasionFlag = function(){
if( _.isUndefined(this._hasInvasionFlag) ) {
this._hasInvasionFlag = (this.findName(FLAG_COLOR.invade) != null) || (this.findName(FLAG_COLOR.destroy) != null);
}
return this._hasInvasionFlag;
};
mod.extend = function(){
Object.defineProperty(Flag.prototype, 'cloaking', {
configurable: true,
get: function() {
return this.memory.cloaking || '0';
},
set: function(value) {
this.memory.cloaking = value;
}
});
};
mod.flush = function(){
let clear = flag => delete flag.targetOf;
_.forEach(Game.flags, clear);
this.list = [];
this.stale = [];
delete this._hasInvasionFlag;
};
mod.analyze = function(){
let register = flag => {
flag.creeps = {};
if( flag.cloaking && flag.cloaking > 0 ) flag.cloaking--;
this.list.push({
name: flag.name,
color: flag.color,
secondaryColor: flag.secondaryColor,
roomName: flag.pos.roomName,
x: flag.pos.x,
y: flag.pos.y,
cloaking: flag.cloaking
});
};
_.forEach(Game.flags, register);
let findStaleFlags = (entry, flagName) => {
if(!Game.flags[flagName]) {
this.stale.push(flagName);
}
}
_.forEach(Memory.flags, findStaleFlags);
};
mod.execute = function() {
let triggerFound = entry => {
if( !entry.cloaking || entry.cloaking == 0)
Flag.found.trigger(Game.flags[entry.name]);
}
this.list.forEach(triggerFound);
let triggerRemoved = flagName => Flag.FlagRemoved.trigger(flagName);
this.stale.forEach(triggerRemoved);
};
mod.cleanup = function(){
let clearMemory = flagName => delete Memory.flags[flagName];
this.stale.forEach(clearMemory);
};