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 ExpansionAdvancedDebugging
Use an explicit one-time Memory request, confirmation phrase, owned Controller checks, safeMode, safeModeAvailable, safeModeCooldown and upgradeBlocked preflight, disable before activateSafeMode(), save the return code, and verify later state.
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.
Construction and DefenseIntermediateDebugging
Bind confirmation to target room and coordinates, recover an owned active Nuker by ID, check cooldown, NUKE_RANGE, Energy and Ghodium capacities, disable before launchNuke(), save the return code, and verify later evidence without requiring target-room visibility.
Construction and DefenseIntermediateGuide
Lock a one-time setPublic() request to Rampart ID, room, coordinates, target boolean and target-bound confirmation, verify ownership and current state, disable before the call, save the result, and re-read isPublic later.
Construction and DefenseIntermediateGuide
Configure a room-specific absolute hits limit, select the weakest Wall or Rampart below both the limit and hitsMax, require Creep Energy and active WORK, use range 3, save repair() and movement results, and raise stages only through a separate reviewed policy.