Market and Advanced ResourcesIntermediateGuide
Find the room Mineral, require a same-tile owned active Extractor, check mineralAmount, Extractor cooldown, active WORK parts, Creep capacity and range, handle harvest() return codes, and verify Store and regeneration state on later ticks.
Room EconomyIntermediateGuide
Guard room.storage access, calculate withdrawable Energy above a configurable reserve, switch a hauler between withdrawal and delivery, select Spawn and Extension targets deterministically, handle action return codes, and verify same-tick capacity races.
Construction and DefenseIntermediateGuide
Filter FIND_HOSTILE_CREEPS through an explicit allowed-user policy, score active combat parts, use range and name as deterministic tie-breakers, require active owned Towers with TOWER_ENERGY_COST, save attack() results, and re-evaluate targets every tick.
Construction and DefenseIntermediateGuide
Find injured owned Creeps, rank lower hit ratios before missing hits and nearest-Tower range, require active owned Towers with TOWER_ENERGY_COST, save heal() results, avoid caching stale targets, and leave over-heal optimization to a later dispatcher.
Construction and DefenseIntermediateGuide
Run Tower repair only after attack and healing are clear, preserve a configurable Energy reserve plus TOWER_ENERGY_COST, exclude Walls and Ramparts, rank ordinary structures by hit ratio and range, save repair() results, and verify later hits.
Controllers and ExpansionIntermediateGuide
Compare ticksToDowngrade with configurable enter and recovery thresholds, use CONTROLLER_DOWNGRADE for context, select an owned ready Upgrader with Energy and active WORK, move to range 3, save upgradeController() results, and exit emergency mode only after recovery.
Controllers and ExpansionIntermediateGuide
Separate renewable remote-room reservations from one-time room ownership, require an active CLAIM part and range 1, block owned Controllers and hostile reservations, require explicit claim confirmation and GCL capacity, save return codes, and stop a claim mission after OK.
Construction and DefenseIntermediateGuide
Use a one-time Memory request, validate a visible room and 0–49 coordinates, allow Road placement on natural wall terrain, reject an existing Road or Construction Site, respect MAX_CONSTRUCTION_SITES, disable before createConstructionSite(), and verify later.
Construction and DefenseIntermediateGuide
Read progress and progressTotal, clamp remaining work and completion percentage, report FIND_MY_CONSTRUCTION_SITES at a controlled interval, use site.pos.roomName when room is unavailable, distinguish completion from deletion, and avoid unsupported ETA claims.
Construction and DefenseIntermediateGuide
Use a one-time request locked to Structure ID, room, X, Y, STRUCTURE_EXTENSION and an exact confirmation phrase, verify ownership through Game.structures, stop when hostile Creeps are present, disable before destroy(), save the result, and verify later disappearance.
Memory and Code StructureIntermediateReference
Resolve exact Flag names from Game.flags, validate flag.memory fields, recover configured targets by ID before a deterministic local fallback, and report missing or stale configuration without mutating Flags.
Memory and Code StructureIntermediateGuide
Keep one module.exports.loop, export small role functions, validate module shapes, read current Game objects inside each tick, avoid module-scope world snapshots, and preserve diagnostics for missing roles and load failures.