Expand description
Re-export of all constants related to structures.
Re-exports§
pub use super::extra::CONSTRUCTION_SITE_DROP_RATIO;
pub use super::extra::LAB_REACTION_RANGE;
pub use super::extra::TERMINAL_SEND_COST_SCALE;
Enums§
- Translates
STRUCTURE_*
constants.
Constants§
- Build, decay, and hits multiplier for roads built on swamp tiles.
- Build, decay, and hits multiplier for roads built on natural wall tiles (tunnels)
- Store capacity of container structures.
- Hits lost on the container per decay.
- Ticks between hit loss due to decay in unowned rooms.
- Ticks between hit loss due to decay in owned rooms.
- Initial hits for container structures; consider using the
StructureType::initial_hits
function. - Initial hits for extension structures; consider using the
StructureType::initial_hits
function. - Ticks of cooldown for the extractor timer after tick that at least one creep successfully used
Creep::harvest
. - Initial hits for extractor structures; consider using the
StructureType::initial_hits
function. - Store capacity of factory structures.
- Initial hits for factory structures; consider using the
StructureType::initial_hits
function. - Duration of stronghold ‘deployment’, during which they are invulnerable.
- The reservation points added or removed per tick by invader cores.
- Initial hits for invader cores; consider using the
StructureType::initial_hits
function. - Store capacity for energy in lab structures.
- Initial hits for lab structures; consider using the
StructureType::initial_hits
function. - Store capacity for minerals in lab structures.
- Energy capacity of link structures.
- Ticks of link cooldown after transferring energy per distance to destination.
- Initial hits for link structures; consider using the
StructureType::initial_hits
function. - Percentage of the energy that is lost when transferred by
StructureLink::transfer_energy
. - Cooldown for nuker structers after firing.
- Energy capacity of the nuker, which is spent to fire a nuke.
- Ghodium capacity of the nuker, which is spent to fire a nuke.
- Initial hits for nuker structures; consider using the
StructureType::initial_hits
function. - Initial hits for observer structures; consider using the
StructureType::initial_hits
function. - Initial hits for power bank structures; consider using the
StructureType::initial_hits
function. - Maximum energy capacity for a power spawn to use in
StructurePowerSpawn::process_power
. - Initial hits for power spawn structures; consider using the
StructureType::initial_hits
function. - Maximum power capacity for a power spawn to use in
StructurePowerSpawn::process_power
. - Hits lost per decay period for ramparts
- Ticks between rampart decays, losing
RAMPART_DECAY_AMOUNT
hits. - Initial hits for rampart structures when built; consider using the
StructureType::initial_hits
function. - Max rampart hits at RCL 2; consider using the
rampart_hits_max
function. - Max rampart hits at RCL 3; consider using the
rampart_hits_max
function. - Max rampart hits at RCL 4; consider using the
rampart_hits_max
function. - Max rampart hits at RCL 5; consider using the
rampart_hits_max
function. - Max rampart hits at RCL 6; consider using the
rampart_hits_max
function. - Max rampart hits at RCL 7; consider using the
rampart_hits_max
function. - Max rampart hits at RCL 8; consider using the
rampart_hits_max
function. - Hits lost upon decay for roads, before swamp/tunnel multipliers
- Ticks between road decay events without traffic
- Maximum hits for road structures, before swamp/tunnel multipliers
- Tick penalty to a road’s decay, per creep body part, when a creep steps on it.
- Tick penalty to a road’s decay when a power creep steps on it.
- Ticks that ruins will last when structures are destroyed.
- Maximum energy capacity of spawn structures.
- Initial hits for spawn structures; consider using the
StructureType::initial_hits
function. - Store capacity for storage structures without power creep effects.
- Initial hits for storage structures; consider using the
StructureType::initial_hits
function. - Average ticks until collapse for a stronghold.
- Store capacity of terminal structures.
- Initial hits for terminal structures; consider using the
StructureType::initial_hits
function. - Currently unused in game (see
market::calc_transaction_cost
andTERMINAL_SEND_COST_SCALE
instead). - Energy capacity of tower structures.
- Initial hits for tower structures; consider using the
StructureType::initial_hits
function. - Initial hits for wall structures when built; consider using the
StructureType::initial_hits
function. - Maximum hits for wall structures.
Functions§
- Translates the
EXTENSION_ENERGY_CAPACITY
constant, the energy capacity of each source structure at a given room control level. - Ticks per body part that invader cores of each level take to spawn defensive creeps.
- Ticks between creation of invader cores in rooms in the sector for each level of stronghold.
- Translates the
RAMPART_HITS_MAX
constant, the maximum rampart hits for a given room control level. - Structures with special rules for their ruins’ ticks to live, currently only power banks.
- Rampart hits for each level of stronghold.