text: //Constants for the different creeps' Bodies that auto spawn
  //Tier 1
  var hBody = [WORK, CARRY, CARRY, MOVE, MOVE];
  var uBody = [WORK, CARRY, CARRY, CARRY, MOVE];
  var bBody = [WORK, CARRY, WORK, MOVE];
  var rBody = [WORK, WORK, CARRY, MOVE];
  var miniHaul = [CARRY,CARRY,CARRY,MOVE,MOVE,MOVE];
  
  //Tier 2
  var h2Body = [WORK, WORK, CARRY, CARRY, CARRY, CARRY, MOVE, MOVE, MOVE];
  var u2Body = [WORK, WORK, WORK, CARRY, CARRY, CARRY, MOVE, MOVE];
  var b2Body = [WORK, WORK, WORK, CARRY, CARRY, MOVE, MOVE, MOVE];
  var r2Body = [WORK, WORK, CARRY, CARRY, CARRY, MOVE, MOVE, MOVE, MOVE];
  
  //Tier 3
  var h3Body = [WORK, WORK, CARRY, CARRY, CARRY, CARRY,CARRY, CARRY, CARRY, MOVE, MOVE, MOVE, MOVE, MOVE];
  var u3Body = [WORK, WORK, WORK, WORK, WORK, CARRY, CARRY, CARRY, MOVE, MOVE];
  var b3Body = [WORK, WORK, WORK, WORK, WORK, CARRY, CARRY, MOVE, MOVE, MOVE];
  var r3Body = [WORK, WORK, WORK, CARRY, CARRY, CARRY, CARRY, MOVE, MOVE, MOVE, MOVE, MOVE, MOVE];
  
  //Tier4
  var haulerBody = [TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY, CARRY, MOVE, MOVE, MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE];
  var feederBody = [TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,WORK];
  var minerBody = [WORK,WORK,WORK,WORK,WORK,CARRY,CARRY,CARRY,MOVE,MOVE,MOVE];
  var u4Body = [WORK, WORK, WORK, WORK, WORK, WORK, CARRY, MOVE];
  var soldierBody = [TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, MOVE, MOVE, MOVE, MOVE, RANGED_ATTACK, RANGED_ATTACK];
  //800 energy so that two can spawn at rc5 without refil
  var geoMinerBody = [WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,CARRY,CARRY,CARRY,MOVE];
  var merchantBody = [MOVE,CARRY];
  
  //TODO Higher tier(s) for lvl 6,7,8
  
  //Tier 5
  var u5Body = [WORK, WORK, WORK, WORK, WORK, WORK, WORK, WORK, WORK, WORK, WORK, CARRY, MOVE, MOVE, MOVE, MOVE, MOVE, MOVE, MOVE, MOVE];
  var b5Body = [WORK, WORK, WORK, WORK, WORK, WORK, CARRY, CARRY, CARRY, CARRY, CARRY, CARRY, MOVE, MOVE, MOVE, MOVE, MOVE];
  var soldierBody = [TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, MOVE, MOVE, MOVE, MOVE, RANGED_ATTACK, RANGED_ATTACK];
  
  //Tier 6
  var hauler6Body = [TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE];
  var feeder6Body = [TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,WORK,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,MOVE];
  
  //Tier 7
  var hauler7Body = [TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE];
  var feeder7Body = [TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,WORK,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE,CARRY,MOVE];
  var geoMiner7Body = [WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,CARRY,CARRY,CARRY,MOVE];
  var u7Body = [TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,CARRY,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE];
  
  //NonTiered
  var settlerBody = [CLAIM,WORK,WORK,WORK,CARRY,CARRY,CARRY,CARRY,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE];
  
  var costMap = {
    MOVE:50,
    WORK:100,
    CARRY:50,
    ATTACK:80,
    RANGED_ATTACK:150,
    HEAL:250,
    CLAIM:600,
    TOUGH:10
  };
  
  //Object that holds a getter for these body types
  var bodyObj = {
  
    calcCost:function(bodyObj){
      var total = 0;
      for(var part in bodyObj){
        switch(part){
          case MOVE, CARRY:
            total = total + 50;
            break;
          case WORK:
            total = total + 100;
            break;
          case ATTACK:
            total = total + 80;
            break;
          case RANGED_ATTACK:
            total = total + 150;
            break;
          case HEAL:
            total = total + 250;
            break;
          case CLAIM:
            total = total + 600;
            break;
          case TOUGH:
            total = total + 10;
            break;
        }
      }
      return total;
    },
    //getter that useses a lot of switch statement to return the appropriate body array for the given role and tier
    getBody:function(role,tier){
        if(role==='harvester'){
          switch(tier){
            default:
              return hBody;
            case 2:
              return h2Body;
            case 3:
            case 4:
            case 5:
            case 6:
            case 7:
              return h3Body;
          }
        }else if(role === 'upgrader'){
          switch(tier){
            default:
              return uBody;
            case 2:
              return u2Body;
            case 3:
              return u3Body;
            case 4:
              return u4Body;
            case 5:
            case 6:
              return u5Body;
            case 7:
              return u7Body;
          }
        }else if(role === 'builder' || role === 'architect'){
          switch(tier){
            default:
              return bBody;
            case 2:
              return b2Body;
            case 3:
            case 4:
              return b3Body;
            case 5:
            case 6:
            case 7:
              return b5Body;
          }
        }else if(role === 'repair'){
          switch(tier){
            default:
              return rBody;
            case 2:
              return r2Body;
            case 3:
            case 4:
            case 5:
            case 6:
            case 7:
              return r3Body;
          }
        }else if(role === 'hauler'){
          switch(tier){
            default:
              return miniHaul;
            case 4:
            case 5:
              return haulerBody;
            case 6:
            case 7:
              return hauler6Body;
          }
        }else if(role === 'miner'){
          return minerBody;
        }else if(role === 'feeder'){
          switch(tier){
            default:
              return miniHaul;
            case 4:
            case 5:
              return feederBody;
            case 6:
              return feeder6Body;
            case 7:
              return feeder7Body;
          }
        }else if(role === 'soldier'){
          return soliderBody;
        }else if(role === 'geo'){
          switch(tier){
            default:
            case 5:
            case 6:
              return geoMinerBody;
            case 7:
              return geoMiner7Body;
          }
        }else if(role === 'merchant'){
          return merchantBody;
        }else if(role === 'settler'){
          return settlerBody;
        }
    }
  
  };
  
  module.exports = bodyObj;
  