Room EconomyIntermediateGuide
Recover a stored Source ID first, distinguish FIND_SOURCES from FIND_SOURCES_ACTIVE, build reachable path candidates, rank path length before assignment count and stable ID, store the selected identity, handle empty Sources according to a documented dynamic policy, and preserve harvest and movement results.
Movement and VisionIntermediateDebugging
Distinguish an accepted movement order from later position change, validate the target and active MOVE parts, inspect fatigue and range, track roomName:x:y across ticks, and diagnose traffic, cached paths, and overwritten movement orders.
Movement and VisionIntermediateDebugging
Distinguish ERR_NO_PATH, ERR_NOT_FOUND and PathFinder incomplete results; validate target range; correct CostMatrix walkability; inspect callbacks, maxOps, maxRooms and cross-room routes; and separate temporary traffic from a failed search.
Movement and VisionIntermediateGuide
Choose between getRangeTo(), inRangeTo(), isNearTo(), isEqualTo(), findClosestByRange(), findClosestByPath(), and findInRange() without confusing linear range with route reachability.
Movement and VisionIntermediateGuide
Use Game.map.findRoute() as a room-level plan, assign routeCallback costs, reject rooms deliberately, validate the first exit step, rebuild after room transitions, and keep route preference separate from live safety intel.
Movement and VisionIntermediateGuide
Use CostMatrix values 0–255 correctly, classify roads and structures, separate invisible rooms from blocked rooms, layer dynamic Creep costs, validate coordinates, and reject incomplete PathFinder results.