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List of task types
Ben Bartlett edited this page Aug 4, 2018
·
3 revisions
Class name | Target type | Description | Valid until |
---|---|---|---|
TaskAttack 1
|
Creep|Structure |
melee- and ranged-attacks a target | target is destroyed or creep has no combat parts |
TaskBuild |
ConstructionSite |
builds a construction site | creep is out of energy or construction is finished |
TaskClaim |
StructureController |
claims an unowned controller | creep has no claim parts or controller is claimed |
TaskDismantle |
Structure |
dismantles a structure | creep has no work parts or target is destroyed |
TaskDrop |
null 2
|
drops energy at a position | creep is out of energy |
TaskFortify |
Wall|Rampart |
fortifies (repairs) a wall or rampart | creep is out of energy or maxHits reached |
TaskGetBoosted 3
|
StructureLab |
obtains a boost from a lab with a given mineralType | creep has specified number of boosts |
TaskGetRenewed 3
|
StructureSpawn |
travels to a spawn and tells it to renew the creep | 90% max ticksTolive reached |
TaskGoTo |
null 2
|
travel to a specified position | creep is within 1 range of position and not on an exit tile |
TaskGoToRoom |
null 2
|
travel to a specified room | creep is in the room and not on an exit tile |
TaskHarvest |
Source |
harvests energy from a source | creep carry is full or source is depleted |
TaskHeal 1
|
Creep |
heals a creep if in range 1, ranged-heals if in range 3 | creep has no heal bodyparts or target health is full |
TaskMeleeAttack 1
|
Creep|Structure |
melee-attacks a creep or structure | creep has no attack bodyparts or target is destroyed |
TaskPickup |
Resource |
picks up a resource | creep carry is full or resource amount is 0 |
TaskRangedAttack 1
|
Creep|Structure |
ranged-attacks a creep or structure | creep has no ranged-attack bodyparts or target is destroyed |
TaskRepair |
Structure |
repairs a structure | creep is out of energy or maxHits reached |
TaskReserve |
StructureController |
reserves a controller | creep has no claim bodyparts or controller is owned or controller is reserved to max ticks |
TaskSignController |
StructureController |
signs a controller | controller signature matches task.data.signature
|
TaskTransfer |
Valid structures or Creep
|
transfers resources (default: energy) to a target | creep has insufficient resources or target is full |
TaskTransferAll |
Valid structures or Creep
|
transfers all resources to a target | creep has no resources or target is full |
TaskUpgrade |
StructureController |
upgrades a controller | creep is out of energy or controller.my is false |
TaskWithdraw |
Valid structures | withdraws resources (default: energy) from a target | creep carry is full or target has insufficient amount of resource |
TaskWithdrawAll |
Valid structures | withdraws all resources from a target | creep carry is full or target has no remaining resources |
1Tasks are not optimized for executing multiple actions in a single tick, so I would not advise using them to control combat creeps.
2These tasks are initialized with a RoomPosition
or an object with a pos
property. Instances of these tasks will have task.targetPos
but no task.target
.
3These tasks require the relevant structure to be able to perform the desired action to terminate. If the structure is unable to do this (for example, a lab is out of energy or a spawn is constantly spawning), these tasks may not sensibly terminate and will block creep execution until explicitly interrupted.