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@screeps/engine

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This is a module for Screeps standalone server. See [main repository](https://github.com/screeps/screeps) for more info.

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var _ = require('lodash'), utils = require('../../../utils'), driver = utils.getDriver(), C = driver.constants, config = require('../../../config'); module.exports = function(object, intent, {roomObjects, bulk, bulkUsers, stats, gameTime, eventLog, users}) { if(object.type != 'creep' || object.spawning || !object.store || object.store.energy <= 0) { return; } if(users[object.user] && users[object.user].shardAccess === false) { return; } var target = roomObjects[intent.id]; if(!target || target.type != 'controller') { return; } if(Math.abs(target.x - object.x) > 3 || Math.abs(target.y - object.y) > 3) { return; } if(target.level == 0 || target.user != object.user) { return; } if(target.upgradeBlocked && target.upgradeBlocked > gameTime) { return; } target._upgraded = target._upgraded || 0; var buildPower = _.filter(object.body, (i) => (i.hits > 0 || i._oldHits > 0) && i.type == C.WORK).length * C.UPGRADE_CONTROLLER_POWER || 0, buildEffect = Math.min(buildPower, object.store.energy), boostedParts = _.map(object.body, i => { if(i.type == C.WORK && i.boost && C.BOOSTS[C.WORK][i.boost].upgradeController > 0) { return C.BOOSTS[C.WORK][i.boost].upgradeController-1; } return 0; }); if(target.level == 8) { var limit = C.CONTROLLER_MAX_UPGRADE_PER_TICK; var effect = _.find(target.effects, {power: C.PWR_OPERATE_CONTROLLER}); if(effect && effect.endTime >= gameTime) { limit += C.POWER_INFO[C.PWR_OPERATE_CONTROLLER].effect[effect.level-1]; } if(target._upgraded >= limit) { return; } buildEffect = Math.min(buildEffect, limit - target._upgraded); } boostedParts.sort((a,b) => b-a); boostedParts = boostedParts.slice(0,buildEffect); var boostedEffect = Math.floor(buildEffect + _.sum(boostedParts)); if(target.level < 8) { var nextLevelProgress = C.CONTROLLER_LEVELS[target.level]; if(config.ptr) { nextLevelProgress = 1000; } if(target.tutorial && target.level == 1) { nextLevelProgress = 4; } if (target.progress + boostedEffect >= nextLevelProgress && target.downgradeTime + C.CONTROLLER_DOWNGRADE_RESTORE >= gameTime + C.CONTROLLER_DOWNGRADE[target.level]) { target.progress = target.progress + boostedEffect - nextLevelProgress; target.level++; target.downgradeTime = gameTime + C.CONTROLLER_DOWNGRADE[target.level]/2; driver.sendNotification(target.user, `Your Controller in room ${target.room} has been upgraded to level ${target.level}.`); if(target.level == 8) { target.progress = 0; } target.safeModeAvailable = (target.safeModeAvailable || 0) + 1; } else { target.progress += boostedEffect; } } if(bulkUsers.inc) { bulkUsers.inc(target.user, 'gcl', boostedEffect); } target._upgraded += buildEffect; stats.inc('energyControl', object.user, boostedEffect); object.store.energy -= buildEffect; object.actionLog.upgradeController = {x: target.x, y: target.y}; bulk.update(object, {store: {energy: object.store.energy}}); bulk.update(target, { level: target.level, progress: target.progress, safeModeAvailable: target.safeModeAvailable, downgradeTime: target.downgradeTime }); eventLog.push({event: C.EVENT_UPGRADE_CONTROLLER, objectId: object._id, data: { amount: boostedEffect, energySpent: buildEffect }}); };