I support a base class as well: the typescript types use AnyCreep
as a base to proxy this for e.g. methods like Tower.attack
which should be able to attack Creep | Structure | PowerCreep
(note: the current documentation does not include PowerCreep as a valid target type)
Posts made by Kotarou
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RE: Make Creeps and PowerCreeps inherit from a "Movable" class
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RE: PTR Changelog 2019-06-24: Store and market
@SystemParadox Among other things, it puts a price on flooding the market with orders, to e.g. artificially depress or inflate resource prices.
I love the concept of the store change, its going to tidy a huge portion of my code
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RE: Bugged creeps: Negative TTL, stay on room edges without switching between rooms, multiple creeps on one position at once.
Spawning and sending more creeps in shows this: The issue appears to be in the room. However, the % on the controller has increased.
However, I still see pathfinding issues where creeps are stuck on the room border.
[13:28:17][shard2] Heavy cpu use: start-bootstrap-fe9600-535, origin: [room W7N43 pos 49,33], dest: [room E3N35 pos 27,29] [13:28:17][shard2] Heavy cpu use: start-bootstrap-fe95ff-534, origin: [room W7N43 pos 0,15], dest: [room W7N43 pos 36,36] [13:28:24][shard2] Heavy cpu use: start-bootstrap-fe961f-545, origin: [room W7N43 pos 49,33], dest: [room E3N35 pos 16,22] [13:28:24][shard2] Hheavy cpu use: start-bootstrap-fe95ff-534, origin: [room W7N43 pos 0,15], dest: [room W7N43 pos 36,36]
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Bugged creeps: Negative TTL, stay on room edges without switching between rooms, multiple creeps on one position at once.
I have three creeps in Shard 2 W7N43 that are bugged. I cannot find a replay link that has saved with them, but the bug is present as of tick 16691450.
The three creeps (IDs: 5d07b99413a949352f91c0da,5d07ba025f80fa3529754731, 5d07b9905857c4143c9f6797 ) show the following issues:
- Negative TTL
- Cannot move, but can still execute commands - e.g. they get "stuck" (i.e. remaining on the same space for three ticks), compute a new path, highlight it using room visual, and save it to memory.
- Remain on the room edge (x = 0 or 49) without changing rooms
- Can have multiple creeps on the same roomPosition at the same time.
Game.creeps["start-bootstrap-fe95ff-534"].ticksToLive -5165 Game.creeps["start-bootstrap-fe95ff-534"].pos [room W7N43 pos 0,15] [Game.creeps["start-bootstrap-fe9600-535"].pos, Game.creeps["start-bootstrap-fe961f-545"].pos] [room W7N43 pos 49,33],[room W7N43 pos 49,33]
This gif shows two creeps on one position, neither with valid TTL.
Update: Attempting to suicide the creeps does not kill them
Update2: Another player has a creeps stuck in the same rooms (player: Falineth, creep Name: 8ccf0493ba0b008c71f79cba, creep ID: 5d07b927ec0d345245a4ee87)
Update3: If its relevant, I have previously had issues with this room, where my script somehow saved invalid source IDs to memory when scanning the room.
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RE: empty code and memory but still getting errors
You might still have some code / memory on shard0, when you only cleared / checked another shard?
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RE: Series of massive bugs: Many buildings are invisible, creeps are invisible, creeps are in invalid locations.
Issue was fixed by suicideing all creeps that had impossible locations. I suspect a bug in my spawner's valid spawn directions code resulted in creeps that had no valid spawn directions, and this somehow resulted in their invalid locations.
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RE: Series of massive bugs: Many buildings are invisible, creeps are invisible, creeps are in invalid locations.
And just to add to the oddness:
_.forEach(Game.creeps, c=> {if (c.pos.x == 0 && c.pos.y == 0) { console.log(c.name)}}) [22:31:44] [shard2] start-distribute-efc682-0 [22:31:44] [shard2] start-distribute-efc6ac-0
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Series of massive bugs: Many buildings are invisible, creeps are invisible, creeps are in invalid locations.
This is an interesting one...
Rooms including W1N31 on shard 2 show none of my buildings, and none of my creeps, and yet they can be clicked on. (see screenshot ). However, some of my creeps are in clearly invalid locations, for example:
Game.creeps["start-distribute-efc311-47"].pos [room W1N31 pos 0,0]
More creeps: here - not how multiple creeps have ended in impossible locations.
Multiple players have confirmed in the slack that they cannot see my units in these rooms - but can in e.g.E1N43. In addition, some, but not all of my roomvis calls are being rendered.
This issue is replicated:
- In the steam client
- In firefox
- In chrome
- In firefox on a different computer using my flatmates's screeps account.
- Across multiple people in the slacks views.
- in replay: screeps.com/s/litl8V
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RE: Free sbscription tokens
Can confirm - deals work to this order ID, the number of available orders decrements.
Purchases show up in history view, and the tokens appear in accounts.
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RE: Power enabled should be a scale(1-5) instead of Binary(off/on).
@gimmecookies If a player is choosing to enable power in one of their rooms, they are "big enough" to be using power. This is to say, they're already in the later stages of the game's progression curve - they're RCL 8, they have a power creep, etc etc.
Giving a defender the ability to narrow the range (or effective power) of abilities at that point is idd, as @wtfrank has mentioned, it would be like having features that allow an RCL 5 room to disallow RCL6 rooms from using boosts - too narrow in effect, focus, and application.
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RE: Power enabled should be a scale(1-5) instead of Binary(off/on).
I don't think it is a good idea for defenders to be able to define the degree to which attackers should be able to attack them. If you're enabling and using power, you're already "big enough".
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RE: Move in-game repository to GitHub
You can use this repo to download your scripts as well, and then you can set up a git repo using the instructions on github for existing repos. You'll want some way of pushing code back to screeps - check the uploaders section here.
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RE: Respawn: Incorrect CPU and Memory display
The issue resolved itself after about 4 hours, at which point it started tracking both properly.
There did not appear to be anything on any shard at the time.
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Respawn: Incorrect CPU and Memory display
I have respawned from shard0 to shard 2.
The visual indicator in the top right of the screen shows my CPU usage to be 37, and my memory usage to be 252KB. These are clearly incorrect: printing at the end of each tick shows my CPU usage to be ~1.
The values shown look accurate for my old empire, before respawning.
The issue persists across the steam client, and the website. It persists through login/out.
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RE: Moving the boosting mechanic into the spawning mechanic
Leaving aside the comments on breaking changes, I disagree on the concept of this idea.
A player can use 3 labs from RCL 6, which means with the simplest of manual market interaction, a player can be making and applying T1 boosts as they also gain access to the extractor at this RCL.
If the spawn applied boosts, how would it work? Does the player need to remove the boost they have made from a lab, and move it into a spawn? The spawning method then gains a new parameter stating how much boost should be used? This sounds like more complexity, not less.
Furthermore:
- What interaction would this have with renewing creeps? How would I be able to spawn (say) an attack force, have them all renew to the same TTL, and then boost?
- This will add more complexity regarding spawn locations, as a creep will need to be spawned in a spawn that has the correct boosts.
- How many boosts, and how much of each can a spawn store? A creep can be using many types of boost at once, after all.
Even if I agreed with your idea, it is insufficiently detailed.
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RE: Please fix "reset storm" bucket filling
This may explain why my systems are falling over so much recently.
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RE: PvP balancing: Reduce maxHits on walls/ramparts, controller downgrade time
Does that work? I remember seeing Azurastar move next to me and thinking "wow, 80M walls? I'll never be able to deal to that". Its just too damn big.
Maybe some documentation or a site tutorial to actually make warfare a tad more accessible is a sideways solution there?
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RE: PvP balancing: Reduce maxHits on walls/ramparts, controller downgrade time
I agree on the downgrade. My thoughts on the big walls are that while established and warlike players know full well how fast a big wall falls, and how weak it actually is without active defense.... smaller and newer players are faced with quite a lot of intimidation seeing the big walls.
Should the game be creating the impression to newer players that some rooms are just never worth attacking? I can understand people not wanting to ever be attacked, but it does slightly feel like it puts a lot of apparent power into established positions, which in turn reinforces the more static layout of the world.
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RE: PvP balancing: Reduce maxHits on walls/ramparts, controller downgrade time
@tedivm I'm less worried about multiple thick walls due to the nature of nukes. My main worry is that an afk player with 300M walls (or other such high walls) can potentially take an absurd amount of time to attack, even if they have no active defenses and take no actions.
I am okay with an actually defended room being hard to take, but the amount of time it takes to clear a big wall and grind out the timers is a bit much. Admittedly, the timers are the bigger culprit than the wall size.