- Implement Exception Tracking (Sentry.IO)
- Implement decision tree
- Setup spawning behavior
- Setup Harvesting & Controller Upgrading
- Setup Builder
-
Automated Creep Spawning
-
Coordinating Spawn/Actions
-
Global Decision Tree
Rooms and Creeps will decide their next action based on their decision tree
DecisionTree .IF(ENERGY)
- Flags
are used to mark rooms energy sources and other type of action
- Room States
Initializing, Defending, more?
- Creep Roles
- Harvester
harvest energy and brings it back to spawn until hauler units can be build
- Hauler
collect energy from harvesters and refills the spawn, storage containers and turrets
- Upgrader / Builder
builds construction sites or upgrades the controller
- Scout
moves to neighbort rooms and flags them
- Defender
- Healer
heals wounded creeps
- Harvester