Another instance of same issue, link for tick immediately proceeding event: https://screeps.com/a/#!/history/shard2/W9N41?t=5263598
Edit: Oh I see what happened to me was not the same issue. There was nowhere else for the enemy creep to go
Another instance of same issue, link for tick immediately proceeding event: https://screeps.com/a/#!/history/shard2/W9N41?t=5263598
Edit: Oh I see what happened to me was not the same issue. There was nowhere else for the enemy creep to go
It would also allow rooms found through observers to know the difference.
Whether or not a room is in a novice zone or a respawn zone is easily visible on the map and is known to the server, but cannot be directly determined from a player's script. In some cases these zones can wreak havoc pathfinding in nearby areas. The ability to check Game.map.isNovice or isRespawn would allow a routeCallback to ignore these rooms.
isNoviceZone(roomName) {
if(runtimeData.rooms[roomName].novice > Date.now()) {
return true;
} else {
return false;
}
},
isRespawnZone(roomName) {
if(runtimeData.rooms[roomName].respawnArea > Date.now()) {
return true;
} else {
return false;
}
},