Movement and VisionIntermediateGuide
Call PathFinder.search() with the goal range your action actually needs, interpret path, ops, cost, and incomplete correctly, and reject partial paths before handing movement to a Creep.
Spawn and Creep LifecycleIntermediateGuide
Diagnose room.energyAvailable below energyCapacityAvailable by reconciling active Spawn and Extension Stores, holding one stable fill target, preserving transfer() results, and matching the processed Energy transfer on the next 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.
Market and Advanced ResourcesAdvancedGuide
Change, extend, or cancel one owned Screeps market order with nullable room fingerprints, conservative fee budgeting, one-writer request IDs, raw return codes, and next-tick state verification.
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.
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 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.
Room EconomyAdvancedGuide
Distinguish general, limited, and read-only Stores; interpret resource arguments, zero and null correctly; handle Lab and specialized capacities; and calculate safe withdraw and transfer amounts.