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.
Room EconomyIntermediateGuide
Treat ticksToDecay as the next decay pulse, reject unsafe path deadlines, preserve repair() results, explain the current-engine repair-before-decay boundary, and verify EVENT_REPAIR amount and Energy spent on the next tick.
Room EconomyIntermediateGuide
Recover Tombstone and Ruin resources without chasing doomed targets: reject incomplete structure-aware paths, block closed hostile Ramparts, preserve target identity, and verify the processed withdraw amount on the next tick.
Operations and DebuggingIntermediateGuide
Measure one code section with Game.cpu.getUsed() deltas, compare equivalent server ticks, separate bucket context from profiling, and protect essential work before optional tasks.
Memory and Code StructureIntermediateGuide
Publish versioned shard-owned channels, validate remote strings, enforce a conservative UTF-8 project budget, detect writer restarts and revision regressions, and measure freshness with local observation windows.
Memory and Code StructureIntermediateGuide
Distinguish local variables, disposable heap cache, and persistent Memory; initialize Creep state safely; store JSON-compatible values; and recover current game objects from IDs.
Movement and VisionIntermediateDebugging
Verify movement over later ticks, then isolate fatigue, repeated movement intents, traffic, cached paths, room edges, and impossible stop ranges.
Memory and Code StructureIntermediateGuide
Publish versioned public RawMemory segments, request one foreign segment for the next tick, validate untrusted JSON, rotate subscriptions, and detect stream changes without confusing local, cross-shard, and foreign storage.
Spawn and Creep LifecycleIntermediateDebugging
Capture the actual Spawn request, interpret each documented return code, separate dryRun from the final submission, and verify scheduled spawning across later ticks.
Spawn and Creep LifecycleIntermediateGuide
Centralize Creep demand, deduplicate stable request keys, rank emergency and replacement work, reserve shared room Energy locally, assign each idle Spawn once, and verify accepted names on later ticks.
Operations and DebuggingIntermediateDebugging
Catch JavaScript exceptions at room or subsystem boundaries, retain bounded rate-limited evidence, pause repeatedly failing optional work, and retry after cooldown without confusing API return codes or CPU termination with exceptions.
Controllers and ExpansionIntermediateGuide
Validate one fixed anchor against Controller range 3 and Link range 1, recover the exact owned Controller Link, diagnose Energy and active body parts, preserve move, withdraw, and upgrade return codes, and verify later position, Store, or event evidence.