Simplyfied the code. Ready to rebuild on top of.
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15
ClassRoom.js
15
ClassRoom.js
@@ -1,15 +0,0 @@
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module.exports = {
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setup: function () { Room.prototype = _Room.prototype; }
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}
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class _Room extends Room {
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// Initialize the room object
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init() {
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// Initialize memory
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if (this.memory.state == undefined) this.memory.state = ROOMSTATE_NEUTRAL;
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// Start game when spawn is in neutral room make it the capital.
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if (this.controller.my && this.memory.state == ROOMSTATE_NEUTRAL) this.memory.state = ROOMSTATE_CAPITAL;
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}
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}
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@@ -1,16 +1,27 @@
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module.exports = {
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setup: function () { Creep.prototype = _Creep.prototype; }
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setup: function () {
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Creep.prototype = _Creep.prototype;
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global.Role = Role;
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}
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}
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const Role = {
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HARVESTER: 0
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}
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const State = {
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}
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class _Creep extends Creep {
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init() {
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if (this.memory.role == undefined) this.memory.role = ROLE_HARVESTER;
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begin() {
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if (this.memory.role == undefined) this.memory.role = Role.HARVESTER;
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if (this.memory.recharge == undefined) this.memory.recharge = true;
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}
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tick(){
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switch (this.memory.role) {
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case ROLE_HARVESTER:
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case Role.HARVESTER:
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if (this.memory.recharge) this.harvestSource();
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else this.harvesterJobs();
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break;
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17
Room.js
Normal file
17
Room.js
Normal file
@@ -0,0 +1,17 @@
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module.exports = {
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setup: function () { Room.prototype = _Room.prototype; }
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}
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class _Room extends Room {
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begin(){}
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tick(){
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const creepsCount = this.find(FIND_MY_CREEPS).length;
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console.log(creepsCount);
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if(creepsCount < 5){
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const spawn = this.find(FIND_MY_STRUCTURES, {filter: {structureType: STRUCTURE_SPAWN}})[0];
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spawn.createHarvester();
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}
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}
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}
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@@ -24,7 +24,7 @@ class _Spawn extends StructureSpawn {
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createHarvester() {
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var body = [WORK, CARRY, MOVE];
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this.createCreep(body, "harvester", ROLE_HARVESTER);
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this.createCreep(body, "harvester", Role.HARVESTER);
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}
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createCreep(body, name, role) {
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@@ -1,11 +0,0 @@
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module.exports = {
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// Gets called when recompiling and when Restart command is called.
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start: function () {
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global.ClearConstructions = clearConstructions;
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}
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}
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function clearConstructions(){
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}
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@@ -1,21 +0,0 @@
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module.exports = {
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// Gets called when recompiling and when Restart command is called.
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start: function () {
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for (const creep_name in Game.creeps) {
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const creep = Game.creeps[creep_name];
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creep.init();
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}
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},
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// Gets called every tick.
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update: function () {
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for (const creep_name in Memory.creeps) {
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const creep = Game.creeps[creep_name];
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if (creep == undefined) {
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delete Memory.creeps[creep_name];
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return;
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}
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creep.tick();
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}
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}
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}
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@@ -1,14 +0,0 @@
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module.exports = {
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start: function () {
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for (const room_name in Game.rooms) {
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const room = Game.rooms[room_name];
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room.init();
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}
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},
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update: function () {
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for (const room_name in Game.rooms) {
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const room = Game.rooms[room_name];
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}
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}
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}
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@@ -1,15 +0,0 @@
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module.exports = {
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start: function () {
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for (const spawn_name in Game.spawns) {
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const spawn = Game.spawns[spawn_name];
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spawn.init();
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}
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},
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update: function () {
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for (const spawn_name in Game.spawns) {
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const spawn = Game.spawns[spawn_name];
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if (spawn.requireNewCreep(ROLE_HARVESTER)) spawn.createHarvester();
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}
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}
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}
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54
main.js
54
main.js
@@ -1,47 +1,27 @@
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// ########################################
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// ########## MAIN ##########
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// ########################################
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/* ######################
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# Screeps 2022 #
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######################*/
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const system = require("system");
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const system = require("System");
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module.exports.loop = function () {
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if (global.compiled == undefined) {
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// Configure classes and constants
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setupClasses();
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setConstants();
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console.log("Script recompiled...");
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global.compiled = true;
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} else {
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if (global.started == undefined) {
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// After one tick of configuration, restart the system.
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system.start();
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console.log("System started...");
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global.started = true;
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}
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system.update();
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}
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if(!global.compiled) onRecompile();
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else if (!global.started) onRestart();
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else onTick();
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}
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const creepClass = require("ClassCreep");
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const roomClass = require("ClassRoom");
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const spawnClass = require("ClassSpawn");
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// Overwrite all game defined classes by inherited ones.
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function setupClasses() {
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creepClass.setup();
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roomClass.setup();
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spawnClass.setup();
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function onRecompile(){
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system.setup();
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console.log("Script recompiled...");
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global.compiled = true;
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}
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// Adds additional constants to global scope
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function setConstants() {
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// The states of a room.
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global.ROOMSTATE_NEUTRAL = 0;
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global.ROOMSTATE_CAPITAL = 1;
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global.ROOMSTATE_COLONY = 2;
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global.ROOMSTATE_OUTPOST = 3;
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function onRestart(){
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system.begin();
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global.started = true;
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}
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// The roles of creeps.
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global.ROLE_HARVESTER = 0;
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function onTick(){
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system.tick();
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}
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40
system.js
40
system.js
@@ -1,24 +1,26 @@
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/**
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* Basis of the entire system. Everything will be managed from here on out.
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*/
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const rooms = require("_roomsHandler")
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const spawns = require("_spawnsHandler")
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const creeps = require("_creepsHandler")
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const commands = require("_commandHandler")
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const creepClass = require("Creep");
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const roomClass = require("Room");
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const spawnClass = require("Spawn");
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// ########################################
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// ########## SYSTEM ##########
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// ########################################
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module.exports = {
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// Gets called when recompiling and when Restart command is called.
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start: function () {
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rooms.start();
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spawns.start();
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creeps.start();
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commands.start();
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setup: function () {
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creepClass.setup();
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roomClass.setup();
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spawnClass.setup();
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},
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// Gets called every tick.
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update: function () {
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rooms.update();
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spawns.update();
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creeps.update();
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begin: function () {
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Object.values(Game.rooms).forEach(room => room.begin());
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Object.values(Game.creeps).forEach(creep => creep.begin());
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},
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tick: function () {
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Object.values(Game.rooms).forEach(room => room.tick());
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Object.values(Game.creeps).forEach(creep => creep.tick());
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}
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}
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}
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