Useful Constants

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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
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;
Max bucket value. The CPU bucket fills up to 10000 10000 const MAX_BUCKET = 10000;
Hits (Health/HitPoints) per-part of a creep 100 const CREEP_HITS_PER_PART = 100;
username for the Invader NPCs 'Invader' const INVADER_USERNAME = 'Invader';
username for Source Keeper NPCs 'Source Keeper' const SOURCE_KEEPER_USERNAME = 'Source Keeper';
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;
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};
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;
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,

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};

Maximum size of the default memory (per shard) in characters 2048 const MEMORY_SIZE = 2048;
Maximum size of an intetershard memory (per shard) in characters 1024 const MEMORY_INERSHARD_SIZE = 1024;
Maximum size of a rawMemory segment (per shard) in characters 1024 const MEMORY_RAW_SEGMENT_SIZE = 1024;
Maximum size of a rawMemory total (per shard, 10 active segments)

in characters

10240 const MEMORY_RAW_TOTAL_SIZE = 10240;
Hits (Health/HitPoints) per power creep level 1000 const POWER_CREEP_HITS_PER_LEVEL = 1000;
'value' of plains terrain (Note: absence of value could always be

considered a 'plains' since its 0)

0 const TERRAIN_MASK_PLAIN = 0;
3 const CREEP_BUILD_RANGE = 3;
3 const CREEP_RANGED_ATTACK_RANGE = 3;
3 const CREEP_UPGRADE_RANGE = 3;
3 const CREEP_REPAIR_RANGE = 3;
3 const CREEP_RANGED_HEAL_RANGE = 3;
1 const CREEP_HARVEST_RANGE = 1;
1 const CREEP_WITHDRAW_RANGE = 1;
Base cost of any successful action that changes game state 0.2 const CONST_COST = 0.2;

Other beneficial constants

Description Value Code Sample
Energy-per-tick income for a given source 10* const SOURCE_GOAL_OWNED = SOURCE_ENERGY_CAPACITY / ENERGY_REGEN_TIME;
5* const SOURCE_GOAL_NEUTRAL = SOURCE_ENERGY_NEUTRAL_CAPACITY / ENERGY_REGEN_TIME;
13.3334* const SOURCE_GOAL_KEEPER = SOURCE_ENERGY_KEEPER_CAPACITY / ENERGY_REGEN_TIME;
Optimal number of work parts 5* const SOURCE_HARVEST_PARTS = SOURCE_ENERGY_CAPACITY / HARVEST_POWER / ENERGY_REGEN_TIME;
2.5* const SOURCE_HARVEST_PARTS_NEUTRAL = SOURCE_ENERGY_NEUTRAL_CAPACITY / HARVEST_POWER / ENERGY_REGEN_TIME;
6.6667* const SOURCE_HARVEST_PARTS_KEEPER = SOURCE_ENERGY_KEEPER_CAPACITY / HARVEST_POWER / ENERGY_REGEN_TIME;
Optimal number of carry parts 0.2* const SOURCE_CARRY_PARTS_PER_DISTANCE_OWNED = SOURCE_GOAL_OWNED / CARRY_CAPACITY;
0.1* const SOURCE_CARRY_PARTS_PER_DISTANCE_NEUTRAL = SOURCE_GOAL_NEUTRAL / CARRY_CAPACITY;
0.26667* const SOURCE_CARRY_PARTS_PER_DISTANCE_KEEPER = SOURCE_GOAL_KEEPER / CARRY_CAPACITY;
Average energy per tick upkeep cost 0.03* const RAMPART_UPKEEP = RAMPART_DECAY_AMOUNT / REPAIR_POWER / RAMPART_DECAY_TIME;
0.001* const ROAD_UPKEEP = ROAD_DECAY_AMOUNT / REPAIR_POWER / ROAD_DECAY_TIME;
0.005* const ROAD_UPKEEP_SWAMP = (ROAD_DECAY_AMOUNT * CONSTRUCTION_COST_ROAD_SWAMP_RATIO) / REPAIR_POWER / ROAD_DECAY_TIME;
0.15* const ROAD_UPKEEP_TUNNEL = (ROAD_DECAY_AMOUNT * CONSTRUCTION_COST_ROAD_WALL_RATIO) / REPAIR_POWER / ROAD_DECAY_TIME;
0.1* const CONTAINER_UPKEEP = CONTAINER_DECAY / REPAIR_POWER / CONTAINER_DECAY_TIME_OWNED;
0.5* const REMOTE_CONTAINER_UPKEEP = CONTAINER_DECAY / REPAIR_POWER / CONTAINER_DECAY_TIME;
Boolean indicator of world type false const IS_PTR = !!(Game.shard && Game.shard.ptr);
false const IS_SIM = !!Game.rooms['sim'];
true const IS_MMO = !!(Game.shard && Game.shard.name && Game.shard.name.startsWith('shard'));

* values marked with the asterisk are just examples and subject to change should the underlying constants change