1.0.1 • Published 3 years ago

screeperz v1.0.1

Weekly downloads
-
License
ISC
Repository
github
Last release
3 years ago

npm.io

My screeps AI

Flag Names

ex-1 to 60
cont
tower-1 to 6
storage
link-source
link-bank
link-controller
spawn
power-spawn
observer-set-{WIDTH}
bank-linker-pos
digger-cont
lab-buffer
lab-reagent-1
lab-reagent-2

sign
sign-all
claim
scavenge-{RESOURCE_AMOUNT}
life-support
no-attack-notify
mute-notify //Mutes rampart attack notificaitons. No way to unmute yet
ignore-scrub

tower-aggressive
tower-closest
tower-no-repair

multishard-claim-portal
multishard-claim-target
multishard-claim-laborer


//Holds the launching of nukes until the flag is removed
//Use this to queue launches on the same tick
nuke-hold 
nuke-launch

attack-quick-rally
attack-quick-room-target
attack-pressure-rally
attack-pressure-room-target
attack-prio

profile
profile-function

Creep Says

⚡ Energy
🏦 Bank/Storage
💎 Resource
🧪 Reagent
🔬 Lab
⚗️ Compound
☢ Nuker
💪 Power

Room controller levels in a nice format:

LvlReqOtherTowersLinksSpawnsExtensionsRampartsLabs
1200Roads, 5 Containers1
245,000Walls5 50 cap300K
3135,000110 50 cap1M
4405,000Storage20 50 cap3M
51,215,0002230 50 cap10M
63,645,000Extractor, Terminal340 50 cap30M3
710,935,00034250 100 cap100M6
8-Observer, Power Spawn66360 200 cap300M10

Compounds in a nice format

CompoundReagentsCooldownPartEffect

| Base: Prio 0
| OH | H + O | 20 | - | - | ZK | Z + K | 5 | - | - | UL | U + L | 5 | - | - | Base: Prio 0.5
| G | ZK + UL | 5 | - | - | Tier 1: Prio 1
| UH | U + H | 10 | ATTACK | +100% attack effectiveness | UO | U + O | 10 | WORK | +200% harvest effectiveness | KH | K + H | 10 | CARRY | +50 capacity | KO | K + O | 10 | RANGED_ATTACK | +100% rangedAttack and rangedMassAttack effectiveness | LH | L + H | 15 | WORK | +50% repair and build effectiveness without increasing the energy cost | LO | L + O | 10 | HEAL | +100% heal and rangedHeal effectiveness | ZH | Z + H | 20 | WORK | +100% dismantle effectiveness | ZO | Z + O | 10 | MOVE | +100% fatigue decrease speed | GH | G + H | 10 | WORK | +50% upgradeController effectiveness without increasing the energy cost | GO | G + O | 10 | TOUGH | -30% damage taken | Tier 2: Prio 2
| UH2O | UH + OH | 5 | ATTACK | +200% attack effectiveness | UHO2 | UO + OH | 5 | WORK | +400% harvest effectiveness | KH2O | KH + OH | 5 | CARRY | +100 capacity | KHO2 | KO + OH | 5 | RANGED_ATTACK | +200% rangedAttack and rangedMassAttack effectiveness | LH2O | LH + OH | 10 | WORK | +80% repair and build effectiveness without increasing the energy cost | LHO2 | LO + OH | 5 | HEAL | +200% heal and rangedHeal effectiveness | ZH2O | ZH + OH | 40 | WORK | +200% dismantle effectiveness | ZHO2 | ZO + OH | 5 | MOVE | +200% fatigue decrease speed | GH2O | GH + OH | 15 | WORK | +80% upgradeController effectiveness without increasing the energy cost | GHO2 | GO + OH | 30 | TOUGH | -50% damage taken | Tier 3: Prio 3 | XUH2O | UH2O + X | 60 | ATTACK | +300% attack effectiveness | XUHO2 | UHO2 + X | 60 | WORK | +600% harvest effectiveness | XKH2O | KH2O + X | 60 | CARRY | +150 capacity | XKHO2 | KHO2 + X | 60 | RANGED_ATTACK | +300% rangedAttack and rangedMassAttack effectiveness | XLH2O | LH2O + X | 65 | WORK | +100% repair and build effectiveness without increasing the energy cost | XLHO2 | LHO2 + X | 60 | HEAL | +300% heal and rangedHeal effectiveness | XZH2O | ZH2O + X | 160 | WORK | +300% dismantle effectiveness | XZHO2 | ZHO2 + X | 60 | MOVE | +300% fatigue decrease speed | XGH2O | GH2O + X | 80 | WORK | +100% upgradeController effectiveness without increasing the energy cost | XGHO2 | GHO2 + X | 150 | TOUGH | -70% damage taken

Body parts in a nice format:

MOVE	        50	
Decreases fatigue by 2 points per tick.

WORK	        100	
2 energy from source per tick
1 mineral from deposit per tick
Builds structure 5 energy per tick
Repairs structure 100 hits per tick, using 1 energy per tick
Dismantles structure 50 hits per tick, giving 0.25 energy per tick
Upgrades controller 1 energy per tick

CARRY	        50	
50 resource space

ATTACK	        80	
30 hits per tick

RANGED_ATTACK	150	
1-4-10 hits per tick, up to 3 squares away
Not sure if closer or further does more damage

HEAL	        250	
Restores 12 hits per tick
4 hits per tick at distance

CLAIM	        600	
Reserves 1 tick on unclaimed controller
Downgrades timer 300 ticks on hostile controller
Removes 1 tick on unclaimed controller

TOUGH	        10
No affect, just for hit points

Setup

Run npm install to get packages

Run npm start to compile

Push to master to release