Difference between revisions of "Useful Constants"
WarInternal (talk | contribs) (Adding some creep range constants) |
WarInternal (talk | contribs) (Added harvest energy per tick and work part constants) |
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|<code>const CREEP_WITHDRAW_RANGE = 1;</code> |
|<code>const CREEP_WITHDRAW_RANGE = 1;</code> |
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+ | |- |
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+ | |Base cost of any successful action that changes game state |
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+ | |0.2 |
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+ | |<code>const CONST_COST = 0.2;</code> |
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+ | |- |
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+ | |Energy-per-tick income for a given source |
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+ | |10 |
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+ | |<code>const SOURCE_GOAL_OWNED = SOURCE_ENERGY_CAPACITY / ENERGY_REGEN_TIME;</code> |
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+ | |- |
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+ | | |
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+ | |5 |
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+ | |<code>const SOURCE_GOAL_NEUTRAL = SOURCE_ENERGY_NEUTRAL_CAPACITY / ENERGY_REGEN_TIME;</code> |
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+ | |- |
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+ | | |
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+ | |13.3334 |
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+ | |<code>const SOURCE_GOAL_KEEPER = SOURCE_ENERGY_KEEPER_CAPACITY / ENERGY_REGEN_TIME;</code> |
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+ | |- |
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+ | |Optimal number of work parts |
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+ | |5 |
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+ | |<code>const SOURCE_HARVEST_PARTS = SOURCE_ENERGY_CAPACITY / HARVEST_POWER / ENERGY_REGEN_TIME;</code> |
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+ | |- |
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+ | |2.5 |
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+ | |<code>const SOURCE_HARVEST_PARTS_NEUTRAL = SOURCE_ENERGY_NEUTRAL_CAPACITY / HARVEST_POWER / ENERGY_REGEN_TIME;</code> |
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+ | |- |
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+ | |6.6667 |
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+ | |<code>const SOURCE_HARVEST_PARTS_KEEPER = SOURCE_ENERGY_KEEPER_CAPACITY / HARVEST_POWER / ENERGY_REGEN_TIME;</code> |
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[[Category:Development]] |
[[Category:Development]] |
Revision as of 07:29, 17 November 2020
This article is a stub. You can help Screeps Wiki by editing to add more information.
This page will list constants either useful because they are missing from the official constants or because they might be interesting to know when solving certain ingame problems.
Missing constants (hardcoded in engine)
Knowing "constant worthy" values that do not have a constant set up in the engine yet is important especially now that private servers get more and more modifiable. This list will be useful to users since they can just use values without having to look them up in the engine code, but it might also help request missing constants from the devs (in case changing these currently hardcoded values might make the game more moddable).
Description | Value | Code sample |
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Creep fatigue removal multiplier. It works like this in the engine:
newFatigue = Math.max(0, oldFatigue - ( MOVEparts * multiplier)) |
-2 | const MULT_CREEP_FATIGUE_REDUCTION = -2;
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Max bucket value. The CPU bucket fills up to 10000 | 10000 | const MAX_BUCKET = 10000;
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Hits (Health/HitPoints) per-part of a creep | 100 | const CREEP_HITS_PER_PART = 100;
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username for the Invader NPCs | 'Invader' | const INVADER_USERNAME = 'Invader';
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Rate at which energy (progress) is dropped from construction sties,
when stomped (moved onto) by creeps. |
0.5 | const CONSTRUCTION_SITE_STOMP_RATIO = 0.5;
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Power of RANGED_MASS_ATTACK, dependent on range. | { 1: 10, 2: 4, 3: 1} | const RANGED_MASS_ATTACK_POWER = { 1: 10, 2: 4, 3: 1};
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The max amount of CPU that can be used in one game tick, any
CPU over the user's assigned amount comes out of the bucket |
500 | const MAX_CPU_PER_TICK = 500;
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The ranges creeps have to be within to execute certain actions. | { attack: 1, attackController: 1,
build: 3, claimController: 1, dismantle: 1, generateSafeMode: 1, harvest: 1, heal: 1, pickup: 1, pull: 1, rangedAttack: 3, rangedHeal: 3, rangedMassAttack: 3, repair: 3, reserveController: 1, transfer: 1, upgradeController: 3, withdraw: 1}; |
const CREEP_ACTION_RANGES = { attack: 1, attackController: 1,
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Maximum size of the default memory (per shard) in Kilobytes | 2048 | const MEMORY_SIZE = 2048;
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Maximum size of an intetershard memory (per shard) in Kilobytes | 1024 | const MEMORY_INERSHARD_SIZE = 1024;
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Maximum size of a rawMemory segment (per shard) in Kilobytes | 1024 | const MEMORY_RAW_SEGMENT_SIZE = 1024;
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Maximum size of a rawMemory total (per shard, 10 active segments)
in Kilobytes |
10240 | const MEMORY_RAW_TOTAL_SIZE = 10240;
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Hits (Health/HitPoints) per power creep level | 1000 | const POWER_CREEP_HITS_PER_LEVEL = 1000;
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'value' of plains terrain (Note: absence of value could always be
considered a 'plains' since its 0) |
0 | const TERRAIN_MASK_PLAIN = 0;
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3 | const CREEP_BUILD_RANGE = 3;
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3 | const CREEP_RANGED_ATTACK_RANGE = 3;
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3 | const CREEP_UPGRADE_RANGE = 3;
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3 | const CREEP_REPAIR_RANGE = 3;
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3 | const CREEP_RANGED_HEAL_RANGE = 3;
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1 | const CREEP_HARVEST_RANGE = 1;
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1 | const CREEP_WITHDRAW_RANGE = 1;
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Base cost of any successful action that changes game state | 0.2 | const CONST_COST = 0.2;
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Energy-per-tick income for a given source | 10 | const SOURCE_GOAL_OWNED = SOURCE_ENERGY_CAPACITY / ENERGY_REGEN_TIME;
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5 | const SOURCE_GOAL_NEUTRAL = SOURCE_ENERGY_NEUTRAL_CAPACITY / ENERGY_REGEN_TIME;
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13.3334 | const SOURCE_GOAL_KEEPER = SOURCE_ENERGY_KEEPER_CAPACITY / ENERGY_REGEN_TIME;
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Optimal number of work parts | 5 | const SOURCE_HARVEST_PARTS = SOURCE_ENERGY_CAPACITY / HARVEST_POWER / ENERGY_REGEN_TIME;
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2.5 | const SOURCE_HARVEST_PARTS_NEUTRAL = SOURCE_ENERGY_NEUTRAL_CAPACITY / HARVEST_POWER / ENERGY_REGEN_TIME;
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6.6667 | const SOURCE_HARVEST_PARTS_KEEPER = SOURCE_ENERGY_KEEPER_CAPACITY / HARVEST_POWER / ENERGY_REGEN_TIME;
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