Screeps ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ |CI Status| |LGTM Alerts| .. |CI Status| image:: https://travis-ci.com/MilesBHuff/Screeps.svg?branch=master :target: https://travis-ci.com/MilesBHuff/Screeps .. |LGTM Alerts| image:: https://img.shields.io/lgtm/alerts/g/MilesBHuff/Screeps.svg :target: https://lgtm.com/projects/g/MilesBHuff/Screeps/alerts |License| |Project Quality| .. |License| image:: https://img.shields.io/badge/license-LAGPL3%C2%A0%2F%C2%A0CC%C2%A0BY%E2%80%91SA%C2%A04-lightgrey.svg :target: https://raw.githubusercontent.com/MilesBHuff/Screeps/master/Copyright.txt .. |Project Quality| image:: https://bestpractices.coreinfrastructure.org/projects/2525/badge :target: https://bestpractices.coreinfrastructure.org/projects/2525 About ================================================================================ Description -------------------------------------------------------------------------------- | Miles Huff's current Screeps scripts. | Screeps is an MMO for programmers; it's played entirely in JavaScript. Copyright -------------------------------------------------------------------------------- | (See ``/Copyright.txt`` for more info) + Code is licensed under the GNU Lesser Affero General Public License 3.0 (LAGPL 3). + Non-code is licensed under the Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4) license. + Everything is Copyright (C) 2017-2019 by Miles Bradley Huff. Paradigms ================================================================================ Roles -------------------------------------------------------------------------------- | My creep roles are geared towards flexibility, as this makes my colonies more robust. | For example, I use a single "worker" creep that combines the functions of the traditional harvester, builder, and upgrader. This not only makes it harder to stop production altogether (as every single worker would need to be killed, instead of just the harvesters), but also allows for a more even distribution of labour, by using each worker wherever needed, instead of limiting each one to a specific task. | Likewise, where the military is concerned, each soldier is a fully self-contained unit, capable of both fighting and healing. Ranged attacks are prioritized over melee attacks to allow for hit-and-run tactics and fighting behind a barrier. Player mediation -------------------------------------------------------------------------------- | Generally speaking, I leave construction site placement up to the player, as while some aspects of it are algorithmic, most take true intelligence to do right. Plus, it's fun manually laying out a fort. I have included functions that allow the player to manually mark structures for dismantling, and that one day will allow the player to take a snapshot of the structures currently present in the room -- this snapshot, which can be manually cleared, will then be used to ensure that any destroyed structures are automatically rebuilt. | I also leave colony creation up to the player.