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index.d.ts
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// Game Constants
/** 操作已经成功纳入计划 */
declare const OK: OK;
declare const ERR_NOT_OWNER: ERR_NOT_OWNER;
/** 无法找到路径。 */
declare const ERR_NO_PATH: ERR_NO_PATH;
declare const ERR_NAME_EXISTS: ERR_NAME_EXISTS;
declare const ERR_BUSY: ERR_BUSY;
declare const ERR_NOT_FOUND: ERR_NOT_FOUND;
declare const ERR_NOT_ENOUGH_RESOURCES: ERR_NOT_ENOUGH_RESOURCES;
declare const ERR_NOT_ENOUGH_ENERGY: ERR_NOT_ENOUGH_ENERGY;
declare const ERR_INVALID_TARGET: ERR_INVALID_TARGET;
declare const ERR_FULL: ERR_FULL;
declare const ERR_NOT_IN_RANGE: ERR_NOT_IN_RANGE;
declare const ERR_INVALID_ARGS: ERR_INVALID_ARGS;
declare const ERR_TIRED: ERR_TIRED;
declare const ERR_NO_BODYPART: ERR_NO_BODYPART;
declare const ERR_NOT_ENOUGH_EXTENSIONS: ERR_NOT_ENOUGH_EXTENSIONS;
declare const ERR_RCL_NOT_ENOUGH: ERR_RCL_NOT_ENOUGH;
declare const ERR_GCL_NOT_ENOUGH: ERR_GCL_NOT_ENOUGH;
/** 位于房间顶部的出口位置。 */
declare const FIND_EXIT_TOP: FIND_EXIT_TOP;
/** 位于房间右侧的出口位置。 */
declare const FIND_EXIT_RIGHT: FIND_EXIT_RIGHT;
/** 位于房间底部的出口位置。 */
declare const FIND_EXIT_BOTTOM: FIND_EXIT_BOTTOM;
/** 位于房间左侧的出口位置。 */
declare const FIND_EXIT_LEFT: FIND_EXIT_LEFT;
/** 所有出口位置。 */
declare const FIND_EXIT: FIND_EXIT;
/** 所有 creep。 */
declare const FIND_CREEPS: FIND_CREEPS;
/** 所有属于您的 creep。 */
declare const FIND_MY_CREEPS: FIND_MY_CREEPS;
/** 所有不属于您的 creep。 */
declare const FIND_HOSTILE_CREEPS: FIND_HOSTILE_CREEPS;
/** 仍有能量的 source。 */
declare const FIND_SOURCES_ACTIVE: FIND_SOURCES_ACTIVE;
/** 所有 source。 */
declare const FIND_SOURCES: FIND_SOURCES;
/** 所有掉落的资源。 */
declare const FIND_DROPPED_RESOURCES: FIND_DROPPED_RESOURCES;
/** 所有建筑。 */
declare const FIND_STRUCTURES: FIND_STRUCTURES;
/** 所有属于您的建筑,不包含中立建筑。 */
declare const FIND_MY_STRUCTURES: FIND_MY_STRUCTURES;
/** 所有其他玩家的建筑,不包含中立建筑。 */
declare const FIND_HOSTILE_STRUCTURES: FIND_HOSTILE_STRUCTURES;
/** 所有旗帜。 */
declare const FIND_FLAGS: FIND_FLAGS;
/** 所有建筑工地。 */
declare const FIND_CONSTRUCTION_SITES: FIND_CONSTRUCTION_SITES;
/** 所有属于您的 spawn。 */
declare const FIND_MY_SPAWNS: FIND_MY_SPAWNS;
/** 所有其他玩家的 spawn。 */
declare const FIND_HOSTILE_SPAWNS: FIND_HOSTILE_SPAWNS;
/** 所有属于您的建筑工地。 */
declare const FIND_MY_CONSTRUCTION_SITES: FIND_MY_CONSTRUCTION_SITES;
/** 所有其他玩家的建筑工地。 */
declare const FIND_HOSTILE_CONSTRUCTION_SITES: FIND_HOSTILE_CONSTRUCTION_SITES;
/** 所有矿床。 */
declare const FIND_MINERALS: FIND_MINERALS;
/** 所有将落地的核弹。 */
declare const FIND_NUKES: FIND_NUKES;
/** 所有墓碑。 */
declare const FIND_TOMBSTONES: FIND_TOMBSTONES;
declare const FIND_POWER_CREEPS: FIND_POWER_CREEPS;
declare const FIND_MY_POWER_CREEPS: FIND_MY_POWER_CREEPS;
declare const FIND_HOSTILE_POWER_CREEPS: FIND_HOSTILE_POWER_CREEPS;
declare const FIND_DEPOSITS: FIND_DEPOSITS;
declare const FIND_RUINS: FIND_RUINS;
declare const TOP: TOP;
declare const TOP_RIGHT: TOP_RIGHT;
declare const RIGHT: RIGHT;
declare const BOTTOM_RIGHT: BOTTOM_RIGHT;
declare const BOTTOM: BOTTOM;
declare const BOTTOM_LEFT: BOTTOM_LEFT;
declare const LEFT: LEFT;
declare const TOP_LEFT: TOP_LEFT;
declare const COLOR_RED: COLOR_RED;
declare const COLOR_PURPLE: COLOR_PURPLE;
declare const COLOR_BLUE: COLOR_BLUE;
declare const COLOR_CYAN: COLOR_CYAN;
declare const COLOR_GREEN: COLOR_GREEN;
declare const COLOR_YELLOW: COLOR_YELLOW;
declare const COLOR_ORANGE: COLOR_ORANGE;
declare const COLOR_BROWN: COLOR_BROWN;
declare const COLOR_GREY: COLOR_GREY;
declare const COLOR_WHITE: COLOR_WHITE;
declare const COLORS_ALL: ColorConstant[];
declare const CREEP_SPAWN_TIME: 3;
declare const CREEP_LIFE_TIME: 1500;
declare const CREEP_CLAIM_LIFE_TIME: 600;
declare const CREEP_CORPSE_RATE: 0.2;
declare const OBSTACLE_OBJECT_TYPES: [
"spawn",
"creep",
"powerCreep",
"source",
"mineral",
"deposit",
"controller",
"constructedWall",
"extension",
"link",
"storage",
"tower",
"observer",
"powerSpawn",
"powerBank",
"lab",
"terminal",
"nuker",
"factory",
"invaderCore",
];
declare const ENERGY_REGEN_TIME: 300;
declare const ENERGY_DECAY: 1000;
declare const REPAIR_COST: 0.01;
declare const RAMPART_DECAY_AMOUNT: 300;
declare const RAMPART_DECAY_TIME: 100;
declare const RAMPART_HITS: 1;
declare const RAMPART_HITS_MAX: {
[rcl: number]: number;
2: 300000;
3: 1000000;
4: 3000000;
5: 10000000;
6: 30000000;
7: 100000000;
8: 300000000;
};
declare const SPAWN_HITS: 5000;
declare const SPAWN_ENERGY_START: 300;
declare const SPAWN_ENERGY_CAPACITY: 300;
declare const SOURCE_ENERGY_CAPACITY: 3000;
declare const SOURCE_ENERGY_NEUTRAL_CAPACITY: 1500;
declare const SOURCE_ENERGY_KEEPER_CAPACITY: 4000;
declare const WALL_HITS: 1;
declare const WALL_HITS_MAX: 300000000;
declare const EXTENSION_HITS: 1000;
declare const EXTENSION_ENERGY_CAPACITY: {
[rcl: number]: number;
0: 50;
1: 50;
2: 50;
3: 50;
4: 50;
5: 50;
6: 50;
7: 100;
8: 200;
};
declare const ROAD_HITS: 5000;
declare const ROAD_WEAROUT: 1;
declare const ROAD_WEAROUT_POWER_CREEP: 100;
declare const ROAD_DECAY_AMOUNT: 100;
declare const ROAD_DECAY_TIME: 1000;
declare const LINK_HITS: 1000;
declare const LINK_HITS_MAX: 1000;
declare const LINK_CAPACITY: 800;
declare const LINK_COOLDOWN: 1;
declare const LINK_LOSS_RATIO: 0.03;
declare const STORAGE_CAPACITY: 1000000;
declare const STORAGE_HITS: 10000;
declare const FACTORY_HITS: 1000;
declare const FACTORY_CAPACITY: 50000;
declare const BODYPART_COST: Record<BodyPartConstant, number>;
declare const BODYPARTS_ALL: BodyPartConstant[];
declare const CARRY_CAPACITY: 50;
declare const HARVEST_POWER: 2;
declare const HARVEST_MINERAL_POWER: 1;
declare const HARVEST_DEPOSIT_POWER: 1;
declare const REPAIR_POWER: 100;
declare const DISMANTLE_POWER: 50;
declare const BUILD_POWER: 5;
declare const ATTACK_POWER: 30;
declare const UPGRADE_CONTROLLER_POWER: 1;
declare const RANGED_ATTACK_POWER: 10;
declare const HEAL_POWER: 12;
declare const RANGED_HEAL_POWER: 4;
declare const DISMANTLE_COST: 0.005;
declare const MOVE: MOVE;
declare const WORK: WORK;
declare const CARRY: CARRY;
declare const ATTACK: ATTACK;
declare const RANGED_ATTACK: RANGED_ATTACK;
declare const TOUGH: TOUGH;
declare const HEAL: HEAL;
declare const CLAIM: CLAIM;
declare const CONSTRUCTION_COST: Record<BuildableStructureConstant, number>;
declare const CONSTRUCTION_COST_ROAD_SWAMP_RATIO: 5;
declare const CONSTRUCTION_COST_ROAD_WALL_RATIO: 150;
declare const STRUCTURE_EXTENSION: STRUCTURE_EXTENSION;
declare const STRUCTURE_RAMPART: STRUCTURE_RAMPART;
declare const STRUCTURE_ROAD: STRUCTURE_ROAD;
declare const STRUCTURE_SPAWN: STRUCTURE_SPAWN;
declare const STRUCTURE_LINK: STRUCTURE_LINK;
declare const STRUCTURE_WALL: STRUCTURE_WALL;
declare const STRUCTURE_KEEPER_LAIR: STRUCTURE_KEEPER_LAIR;
declare const STRUCTURE_CONTROLLER: STRUCTURE_CONTROLLER;
declare const STRUCTURE_STORAGE: STRUCTURE_STORAGE;
declare const STRUCTURE_TOWER: STRUCTURE_TOWER;
declare const STRUCTURE_OBSERVER: STRUCTURE_OBSERVER;
declare const STRUCTURE_POWER_BANK: STRUCTURE_POWER_BANK;
declare const STRUCTURE_POWER_SPAWN: STRUCTURE_POWER_SPAWN;
declare const STRUCTURE_EXTRACTOR: STRUCTURE_EXTRACTOR;
declare const STRUCTURE_LAB: STRUCTURE_LAB;
declare const STRUCTURE_TERMINAL: STRUCTURE_TERMINAL;
declare const STRUCTURE_CONTAINER: STRUCTURE_CONTAINER;
declare const STRUCTURE_NUKER: STRUCTURE_NUKER;
declare const STRUCTURE_FACTORY: STRUCTURE_FACTORY;
declare const STRUCTURE_INVADER_CORE: STRUCTURE_INVADER_CORE;
declare const STRUCTURE_PORTAL: STRUCTURE_PORTAL;
declare const RESOURCE_ENERGY: RESOURCE_ENERGY;
declare const RESOURCE_POWER: RESOURCE_POWER;
declare const RESOURCE_OPS: RESOURCE_OPS;
declare const RESOURCE_UTRIUM: RESOURCE_UTRIUM;
declare const RESOURCE_LEMERGIUM: RESOURCE_LEMERGIUM;
declare const RESOURCE_KEANIUM: RESOURCE_KEANIUM;
declare const RESOURCE_GHODIUM: RESOURCE_GHODIUM;
declare const RESOURCE_ZYNTHIUM: RESOURCE_ZYNTHIUM;
declare const RESOURCE_OXYGEN: RESOURCE_OXYGEN;
declare const RESOURCE_HYDROGEN: RESOURCE_HYDROGEN;
declare const RESOURCE_CATALYST: RESOURCE_CATALYST;
declare const RESOURCE_HYDROXIDE: RESOURCE_HYDROXIDE;
declare const RESOURCE_ZYNTHIUM_KEANITE: RESOURCE_ZYNTHIUM_KEANITE;
declare const RESOURCE_UTRIUM_LEMERGITE: RESOURCE_UTRIUM_LEMERGITE;
declare const RESOURCE_UTRIUM_HYDRIDE: RESOURCE_UTRIUM_HYDRIDE;
declare const RESOURCE_UTRIUM_OXIDE: RESOURCE_UTRIUM_OXIDE;
declare const RESOURCE_KEANIUM_HYDRIDE: RESOURCE_KEANIUM_HYDRIDE;
declare const RESOURCE_KEANIUM_OXIDE: RESOURCE_KEANIUM_OXIDE;
declare const RESOURCE_LEMERGIUM_HYDRIDE: RESOURCE_LEMERGIUM_HYDRIDE;
declare const RESOURCE_LEMERGIUM_OXIDE: RESOURCE_LEMERGIUM_OXIDE;
declare const RESOURCE_ZYNTHIUM_HYDRIDE: RESOURCE_ZYNTHIUM_HYDRIDE;
declare const RESOURCE_ZYNTHIUM_OXIDE: RESOURCE_ZYNTHIUM_OXIDE;
declare const RESOURCE_GHODIUM_HYDRIDE: RESOURCE_GHODIUM_HYDRIDE;
declare const RESOURCE_GHODIUM_OXIDE: RESOURCE_GHODIUM_OXIDE;
declare const RESOURCE_UTRIUM_ACID: RESOURCE_UTRIUM_ACID;
declare const RESOURCE_UTRIUM_ALKALIDE: RESOURCE_UTRIUM_ALKALIDE;
declare const RESOURCE_KEANIUM_ACID: RESOURCE_KEANIUM_ACID;
declare const RESOURCE_KEANIUM_ALKALIDE: RESOURCE_KEANIUM_ALKALIDE;
declare const RESOURCE_LEMERGIUM_ACID: RESOURCE_LEMERGIUM_ACID;
declare const RESOURCE_LEMERGIUM_ALKALIDE: RESOURCE_LEMERGIUM_ALKALIDE;
declare const RESOURCE_ZYNTHIUM_ACID: RESOURCE_ZYNTHIUM_ACID;
declare const RESOURCE_ZYNTHIUM_ALKALIDE: RESOURCE_ZYNTHIUM_ALKALIDE;
declare const RESOURCE_GHODIUM_ACID: RESOURCE_GHODIUM_ACID;
declare const RESOURCE_GHODIUM_ALKALIDE: RESOURCE_GHODIUM_ALKALIDE;
declare const RESOURCE_CATALYZED_UTRIUM_ACID: RESOURCE_CATALYZED_UTRIUM_ACID;
declare const RESOURCE_CATALYZED_UTRIUM_ALKALIDE:
RESOURCE_CATALYZED_UTRIUM_ALKALIDE;
declare const RESOURCE_CATALYZED_KEANIUM_ACID: RESOURCE_CATALYZED_KEANIUM_ACID;
declare const RESOURCE_CATALYZED_KEANIUM_ALKALIDE:
RESOURCE_CATALYZED_KEANIUM_ALKALIDE;
declare const RESOURCE_CATALYZED_LEMERGIUM_ACID:
RESOURCE_CATALYZED_LEMERGIUM_ACID;
declare const RESOURCE_CATALYZED_LEMERGIUM_ALKALIDE:
RESOURCE_CATALYZED_LEMERGIUM_ALKALIDE;
declare const RESOURCE_CATALYZED_ZYNTHIUM_ACID:
RESOURCE_CATALYZED_ZYNTHIUM_ACID;
declare const RESOURCE_CATALYZED_ZYNTHIUM_ALKALIDE:
RESOURCE_CATALYZED_ZYNTHIUM_ALKALIDE;
declare const RESOURCE_CATALYZED_GHODIUM_ACID: RESOURCE_CATALYZED_GHODIUM_ACID;
declare const RESOURCE_CATALYZED_GHODIUM_ALKALIDE:
RESOURCE_CATALYZED_GHODIUM_ALKALIDE;
declare const RESOURCE_BIOMASS: RESOURCE_BIOMASS;
declare const RESOURCE_METAL: RESOURCE_METAL;
declare const RESOURCE_MIST: RESOURCE_MIST;
declare const RESOURCE_SILICON: RESOURCE_SILICON;
declare const RESOURCE_UTRIUM_BAR: RESOURCE_UTRIUM_BAR;
declare const RESOURCE_LEMERGIUM_BAR: RESOURCE_LEMERGIUM_BAR;
declare const RESOURCE_ZYNTHIUM_BAR: RESOURCE_ZYNTHIUM_BAR;
declare const RESOURCE_KEANIUM_BAR: RESOURCE_KEANIUM_BAR;
declare const RESOURCE_GHODIUM_MELT: RESOURCE_GHODIUM_MELT;
declare const RESOURCE_OXIDANT: RESOURCE_OXIDANT;
declare const RESOURCE_REDUCTANT: RESOURCE_REDUCTANT;
declare const RESOURCE_PURIFIER: RESOURCE_PURIFIER;
declare const RESOURCE_BATTERY: RESOURCE_BATTERY;
declare const RESOURCE_COMPOSITE: RESOURCE_COMPOSITE;
declare const RESOURCE_CRYSTAL: RESOURCE_CRYSTAL;
declare const RESOURCE_LIQUID: RESOURCE_LIQUID;
declare const RESOURCE_WIRE: RESOURCE_WIRE;
declare const RESOURCE_SWITCH: RESOURCE_SWITCH;
declare const RESOURCE_TRANSISTOR: RESOURCE_TRANSISTOR;
declare const RESOURCE_MICROCHIP: RESOURCE_MICROCHIP;
declare const RESOURCE_CIRCUIT: RESOURCE_CIRCUIT;
declare const RESOURCE_DEVICE: RESOURCE_DEVICE;
declare const RESOURCE_CELL: RESOURCE_CELL;
declare const RESOURCE_PHLEGM: RESOURCE_PHLEGM;
declare const RESOURCE_TISSUE: RESOURCE_TISSUE;
declare const RESOURCE_MUSCLE: RESOURCE_MUSCLE;
declare const RESOURCE_ORGANOID: RESOURCE_ORGANOID;
declare const RESOURCE_ORGANISM: RESOURCE_ORGANISM;
declare const RESOURCE_ALLOY: RESOURCE_ALLOY;
declare const RESOURCE_TUBE: RESOURCE_TUBE;
declare const RESOURCE_FIXTURES: RESOURCE_FIXTURES;
declare const RESOURCE_FRAME: RESOURCE_FRAME;
declare const RESOURCE_HYDRAULICS: RESOURCE_HYDRAULICS;
declare const RESOURCE_MACHINE: RESOURCE_MACHINE;
declare const RESOURCE_CONDENSATE: RESOURCE_CONDENSATE;
declare const RESOURCE_CONCENTRATE: RESOURCE_CONCENTRATE;
declare const RESOURCE_EXTRACT: RESOURCE_EXTRACT;
declare const RESOURCE_SPIRIT: RESOURCE_SPIRIT;
declare const RESOURCE_EMANATION: RESOURCE_EMANATION;
declare const RESOURCE_ESSENCE: RESOURCE_ESSENCE;
declare const RESOURCES_ALL: ResourceConstant[];
declare const SUBSCRIPTION_TOKEN: SUBSCRIPTION_TOKEN;
declare const CPU_UNLOCK: CPU_UNLOCK;
declare const PIXEL: PIXEL;
declare const ACCESS_KEY: ACCESS_KEY;
declare const PIXEL_CPU_COST: 5000;
declare const CONTROLLER_LEVELS: { [level: number]: number };
declare const CONTROLLER_STRUCTURES: Record<
BuildableStructureConstant,
{ [level: number]: number }
>;
declare const CONTROLLER_DOWNGRADE: { [level: number]: number };
declare const CONTROLLER_DOWNGRADE_RESTORE: number;
declare const CONTROLLER_DOWNGRADE_SAFEMODE_THRESHOLD: number;
declare const CONTROLLER_CLAIM_DOWNGRADE: number;
declare const CONTROLLER_RESERVE: number;
declare const CONTROLLER_RESERVE_MAX: number;
declare const CONTROLLER_MAX_UPGRADE_PER_TICK: number;
declare const CONTROLLER_ATTACK_BLOCKED_UPGRADE: number;
declare const CONTROLLER_NUKE_BLOCKED_UPGRADE: number;
declare const SAFE_MODE_DURATION: 20000;
declare const SAFE_MODE_COOLDOWN: 50000;
declare const SAFE_MODE_COST: 1000;
declare const TOWER_HITS: number;
declare const TOWER_CAPACITY: number;
declare const TOWER_ENERGY_COST: number;
declare const TOWER_POWER_ATTACK: number;
declare const TOWER_POWER_HEAL: number;
declare const TOWER_POWER_REPAIR: number;
declare const TOWER_OPTIMAL_RANGE: number;
declare const TOWER_FALLOFF_RANGE: number;
declare const TOWER_FALLOFF: number;
declare const OBSERVER_HITS: number;
declare const OBSERVER_RANGE: number;
declare const POWER_BANK_HITS: number;
declare const POWER_BANK_CAPACITY_MAX: number;
declare const POWER_BANK_CAPACITY_MIN: number;
declare const POWER_BANK_CAPACITY_CRIT: number;
declare const POWER_BANK_DECAY: number;
declare const POWER_BANK_HIT_BACK: number;
declare const POWER_SPAWN_HITS: number;
declare const POWER_SPAWN_ENERGY_CAPACITY: number;
declare const POWER_SPAWN_POWER_CAPACITY: number;
declare const POWER_SPAWN_ENERGY_RATIO: number;
declare const EXTRACTOR_HITS: number;
declare const EXTRACTOR_COOLDOWN: number;
declare const LAB_HITS: number;
declare const LAB_MINERAL_CAPACITY: number;
declare const LAB_ENERGY_CAPACITY: number;
declare const LAB_BOOST_ENERGY: number;
declare const LAB_BOOST_MINERAL: number;
declare const LAB_COOLDOWN: number;
declare const LAB_REACTION_AMOUNT: number;
declare const GCL_POW: number;
declare const GCL_MULTIPLY: number;
declare const GCL_NOVICE: number;
declare const MODE_SIMULATION: string;
declare const MODE_SURVIVAL: string;
declare const MODE_WORLD: string;
declare const MODE_ARENA: string;
declare const TERRAIN_MASK_WALL: TERRAIN_MASK_WALL;
declare const TERRAIN_MASK_SWAMP: TERRAIN_MASK_SWAMP;
declare const TERRAIN_MASK_LAVA: TERRAIN_MASK_LAVA;
declare const MAX_CONSTRUCTION_SITES: number;
declare const MAX_CREEP_SIZE: number;
declare const MINERAL_REGEN_TIME: number;
declare const MINERAL_MIN_AMOUNT: Record<MineralConstant, number>;
declare const MINERAL_RANDOM_FACTOR: number;
declare const MINERAL_DENSITY: {
[level: number]: number;
1: number;
2: number;
3: number;
4: number;
};
declare const MINERAL_DENSITY_PROBABILITY: {
[level: number]: number;
1: number;
2: number;
3: number;
4: number;
};
declare const MINERAL_DENSITY_CHANGE: number;
declare const DENSITY_LOW: number;
declare const DENSITY_MODERATE: number;
declare const DENSITY_HIGH: number;
declare const DENSITY_ULTRA: number;
declare const DEPOSIT_EXHAUST_MULTIPLY: number;
declare const DEPOSIT_EXHAUST_POW: number;
declare const DEPOSIT_DECAY_TIME: number;
declare const TERMINAL_CAPACITY: number;
declare const TERMINAL_COOLDOWN: number;
declare const TERMINAL_HITS: number;
declare const TERMINAL_SEND_COST: number;
declare const TERMINAL_MIN_SEND: number;
declare const CONTAINER_HITS: number;
declare const CONTAINER_CAPACITY: number;
declare const CONTAINER_DECAY: number;
declare const CONTAINER_DECAY_TIME: number;
declare const CONTAINER_DECAY_TIME_OWNED: number;
declare const NUKER_HITS: number;
declare const NUKER_COOLDOWN: number;
declare const NUKER_ENERGY_CAPACITY: number;
declare const NUKER_GHODIUM_CAPACITY: number;
declare const NUKE_LAND_TIME: number;
declare const NUKE_RANGE: number;
declare const NUKE_DAMAGE: {
[range: number]: number;
0: number;
1: number;
4: number;
};
declare const REACTIONS: {
[resource: string]: { [resource: string]: string };
H: {
O: "OH";
L: "LH";
K: "KH";
U: "UH";
Z: "ZH";
G: "GH";
};
O: {
H: "OH";
L: "LO";
K: "KO";
U: "UO";
Z: "ZO";
G: "GO";
};
Z: {
K: "ZK";
H: "ZH";
O: "ZO";
};
L: {
U: "UL";
H: "LH";
O: "LO";
};
K: {
Z: "ZK";
H: "KH";
O: "KO";
};
G: {
H: "GH";
O: "GO";
};
U: {
L: "UL";
H: "UH";
O: "UO";
};
OH: {
UH: "UH2O";
UO: "UHO2";
ZH: "ZH2O";
ZO: "ZHO2";
KH: "KH2O";
KO: "KHO2";
LH: "LH2O";
LO: "LHO2";
GH: "GH2O";
GO: "GHO2";
};
X: {
UH2O: "XUH2O";
UHO2: "XUHO2";
LH2O: "XLH2O";
LHO2: "XLHO2";
KH2O: "XKH2O";
KHO2: "XKHO2";
ZH2O: "XZH2O";
ZHO2: "XZHO2";
GH2O: "XGH2O";
GHO2: "XGHO2";
};
ZK: {
UL: "G";
};
UL: {
ZK: "G";
};
LH: {
OH: "LH2O";
};
ZH: {
OH: "ZH2O";
};
GH: {
OH: "GH2O";
};
KH: {
OH: "KH2O";
};
UH: {
OH: "UH2O";
};
LO: {
OH: "LHO2";
};
ZO: {
OH: "ZHO2";
};
KO: {
OH: "KHO2";
};
UO: {
OH: "UHO2";
};
GO: {
OH: "GHO2";
};
LH2O: {
X: "XLH2O";
};
KH2O: {
X: "XKH2O";
};
ZH2O: {
X: "XZH2O";
};
UH2O: {
X: "XUH2O";
};
GH2O: {
X: "XGH2O";
};
LHO2: {
X: "XLHO2";
};
UHO2: {
X: "XUHO2";
};
KHO2: {
X: "XKHO2";
};
ZHO2: {
X: "XZHO2";
};
GHO2: {
X: "XGHO2";
};
};
declare const REACTION_TIME: {
OH: 20;
ZK: 5;
UL: 5;
G: 5;
UH: 10;
UH2O: 5;
XUH2O: 60;
UO: 10;
UHO2: 5;
XUHO2: 60;
KH: 10;
KH2O: 5;
XKH2O: 60;
KO: 10;
KHO2: 5;
XKHO2: 60;
LH: 15;
LH2O: 10;
XLH2O: 65;
LO: 10;
LHO2: 5;
XLHO2: 60;
ZH: 20;
ZH2O: 40;
XZH2O: 160;
ZO: 10;
ZHO2: 5;
XZHO2: 60;
GH: 10;
GH2O: 15;
XGH2O: 80;
GO: 10;
GHO2: 30;
XGHO2: 150;
};
declare const BOOSTS: {
[part: string]: { [boost: string]: { [action: string]: number } };
work: {
UO: {
harvest: 3;
};
UHO2: {
harvest: 5;
};
XUHO2: {
harvest: 7;
};
LH: {
build: 1.5;
repair: 1.5;
};
LH2O: {
build: 1.8;
repair: 1.8;
};
XLH2O: {
build: 2;
repair: 2;
};
ZH: {
dismantle: 2;
};
ZH2O: {
dismantle: 3;
};
XZH2O: {
dismantle: 4;
};
GH: {
upgradeController: 1.5;
};
GH2O: {
upgradeController: 1.8;
};
XGH2O: {
upgradeController: 2;
};
};
attack: {
UH: {
attack: 2;
};
UH2O: {
attack: 3;
};
XUH2O: {
attack: 4;
};
};
ranged_attack: {
KO: {
rangedAttack: 2;
rangedMassAttack: 2;
};
KHO2: {
rangedAttack: 3;
rangedMassAttack: 3;
};
XKHO2: {
rangedAttack: 4;
rangedMassAttack: 4;
};
};
heal: {
LO: {
heal: 2;
rangedHeal: 2;
};
LHO2: {
heal: 3;
rangedHeal: 3;
};
XLHO2: {
heal: 4;
rangedHeal: 4;
};
};
carry: {
KH: {
capacity: 2;
};
KH2O: {
capacity: 3;
};
XKH2O: {
capacity: 4;
};
};
move: {
ZO: {
fatigue: 2;
};
ZHO2: {
fatigue: 3;
};
XZHO2: {
fatigue: 4;
};
};
tough: {
GO: {
damage: 0.7;
};
GHO2: {
damage: 0.5;
};
XGHO2: {
damage: 0.3;
};
};
};
declare const INTERSHARD_RESOURCES: InterShardResourceConstant[];
declare const COMMODITIES: Record<
CommodityConstant | MineralConstant | RESOURCE_GHODIUM | RESOURCE_ENERGY,
{
level?: number;
amount: number;
cooldown: number;
components: Record<
| DepositConstant
| CommodityConstant
| MineralConstant
| RESOURCE_ENERGY
| RESOURCE_GHODIUM,
number
>;
}
>;
declare const LOOK_CREEPS: LOOK_CREEPS;
declare const LOOK_ENERGY: LOOK_ENERGY;
declare const LOOK_RESOURCES: LOOK_RESOURCES;
declare const LOOK_SOURCES: LOOK_SOURCES;
declare const LOOK_MINERALS: LOOK_MINERALS;
declare const LOOK_DEPOSITS: LOOK_DEPOSITS;
declare const LOOK_STRUCTURES: LOOK_STRUCTURES;
declare const LOOK_FLAGS: LOOK_FLAGS;
declare const LOOK_CONSTRUCTION_SITES: LOOK_CONSTRUCTION_SITES;
declare const LOOK_NUKES: LOOK_NUKES;
declare const LOOK_TERRAIN: LOOK_TERRAIN;
declare const LOOK_TOMBSTONES: LOOK_TOMBSTONES;
declare const LOOK_POWER_CREEPS: LOOK_POWER_CREEPS;
declare const LOOK_RUINS: LOOK_RUINS;
declare const ORDER_SELL: ORDER_SELL;
declare const ORDER_BUY: ORDER_BUY;
declare const MARKET_MAX_ORDERS: 300;
declare const MARKET_ORDER_LIFE_TIME: 2592000000; // 1000*60*60*24*30
declare const INVADERS_ENERGY_GOAL: number;
declare const SYSTEM_USERNAME: string;
declare const TOMBSTONE_DECAY_PER_PART: 5;
declare const TOMBSTONE_DECAY_POWER_CREEP: 500;
declare const RUIN_DECAY: 500;
declare const RUIN_DECAY_STRUCTURES: {
powerBank: 10;
};
declare const EVENT_ATTACK: EVENT_ATTACK;
declare const EVENT_OBJECT_DESTROYED: EVENT_OBJECT_DESTROYED;
declare const EVENT_ATTACK_CONTROLLER: EVENT_ATTACK_CONTROLLER;
declare const EVENT_BUILD: EVENT_BUILD;
declare const EVENT_HARVEST: EVENT_HARVEST;
declare const EVENT_HEAL: EVENT_HEAL;
declare const EVENT_REPAIR: EVENT_REPAIR;
declare const EVENT_RESERVE_CONTROLLER: EVENT_RESERVE_CONTROLLER;
declare const EVENT_UPGRADE_CONTROLLER: EVENT_UPGRADE_CONTROLLER;
declare const EVENT_EXIT: EVENT_EXIT;
declare const EVENT_POWER: EVENT_POWER;
declare const EVENT_TRANSFER: EVENT_TRANSFER;
declare const EVENT_ATTACK_TYPE_MELEE: EVENT_ATTACK_TYPE_MELEE;
declare const EVENT_ATTACK_TYPE_RANGED: EVENT_ATTACK_TYPE_RANGED;
declare const EVENT_ATTACK_TYPE_RANGED_MASS: EVENT_ATTACK_TYPE_RANGED_MASS;
declare const EVENT_ATTACK_TYPE_DISMANTLE: EVENT_ATTACK_TYPE_DISMANTLE;
declare const EVENT_ATTACK_TYPE_HIT_BACK: EVENT_ATTACK_TYPE_HIT_BACK;
declare const EVENT_ATTACK_TYPE_NUKE: EVENT_ATTACK_TYPE_NUKE;
declare const EVENT_HEAL_TYPE_MELEE: EVENT_HEAL_TYPE_MELEE;
declare const EVENT_HEAL_TYPE_RANGED: EVENT_HEAL_TYPE_RANGED;
declare const POWER_LEVEL_MULTIPLY: 1000;
declare const POWER_LEVEL_POW: 2;
declare const POWER_CREEP_SPAWN_COOLDOWN: 28800000; // 8 * 3600 * 1000
declare const POWER_CREEP_DELETE_COOLDOWN: 86400000; // 24 * 3600 * 1000
declare const POWER_CREEP_MAX_LEVEL: 25;
declare const POWER_CREEP_LIFE_TIME: 5000;
declare const POWER_CLASS: {
OPERATOR: "operator";
};
declare const PWR_GENERATE_OPS: PWR_GENERATE_OPS;
declare const PWR_OPERATE_SPAWN: PWR_OPERATE_SPAWN;
declare const PWR_OPERATE_TOWER: PWR_OPERATE_TOWER;
declare const PWR_OPERATE_STORAGE: PWR_OPERATE_STORAGE;
declare const PWR_OPERATE_LAB: PWR_OPERATE_LAB;
declare const PWR_OPERATE_EXTENSION: PWR_OPERATE_EXTENSION;
declare const PWR_OPERATE_OBSERVER: PWR_OPERATE_OBSERVER;
declare const PWR_OPERATE_TERMINAL: PWR_OPERATE_TERMINAL;
declare const PWR_DISRUPT_SPAWN: PWR_DISRUPT_SPAWN;
declare const PWR_DISRUPT_TOWER: PWR_DISRUPT_TOWER;
declare const PWR_DISRUPT_SOURCE: PWR_DISRUPT_SOURCE;
declare const PWR_SHIELD: PWR_SHIELD;
declare const PWR_REGEN_SOURCE: PWR_REGEN_SOURCE;
declare const PWR_REGEN_MINERAL: PWR_REGEN_MINERAL;
declare const PWR_DISRUPT_TERMINAL: PWR_DISRUPT_TERMINAL;
declare const PWR_OPERATE_POWER: PWR_OPERATE_POWER;
declare const PWR_FORTIFY: PWR_FORTIFY;
declare const PWR_OPERATE_CONTROLLER: PWR_OPERATE_CONTROLLER;
declare const PWR_OPERATE_FACTORY: PWR_OPERATE_FACTORY;
declare const EFFECT_INVULNERABILITY: EFFECT_INVULNERABILITY;
declare const EFFECT_COLLAPSE_TIMER: EFFECT_COLLAPSE_TIMER;
declare const INVADER_CORE_HITS: 1000000;
declare const INVADER_CORE_CREEP_SPAWN_TIME: {
0: 0;
1: 0;
2: 6;
3: 3;
4: 2;
5: 1;
};
declare const INVADER_CORE_EXPAND_TIME: 15000;
declare const INVADER_CORE_CONTROLLER_POWER: 100;
declare const INVADER_CORE_CONTROLLER_DOWNGRADE: 5000;
declare const STRONGHOLD_RAMPART_HITS: {
0: 0;
1: 50000;
2: 200000;
3: 500000;
4: 1000000;
5: 2000000;
};
declare const STRONGHOLD_DECAY_TICKS: 150000;
declare const POWER_INFO: {
[powerID: number]: {
className: PowerClassConstant;
level: number[];
cooldown: number;
effect?: number[];
range?: number;
ops?: number | number[];
duration?: number | number[];
};
[PWR_GENERATE_OPS]: {
className: POWER_CLASS["OPERATOR"];
level: [0, 2, 7, 14, 22];
cooldown: 50;
effect: [1, 2, 4, 6, 8];
};
[PWR_OPERATE_SPAWN]: {
className: POWER_CLASS["OPERATOR"];
level: [0, 2, 7, 14, 22];
cooldown: 300;
duration: 1000;
range: 3;
ops: 100;
effect: [0.9, 0.7, 0.5, 0.35, 0.2];
};
[PWR_OPERATE_TOWER]: {
className: POWER_CLASS["OPERATOR"];
level: [0, 2, 7, 14, 22];
cooldown: 10;
duration: 100;
range: 3;
ops: 10;
effect: [1.1, 1.2, 1.3, 1.4, 1.5];
};
[PWR_OPERATE_STORAGE]: {
className: POWER_CLASS["OPERATOR"];
level: [0, 2, 7, 14, 22];
cooldown: 800;
duration: 1000;
range: 3;
ops: 100;
effect: [500000, 1000000, 2000000, 4000000, 7000000];
};
[PWR_OPERATE_LAB]: {
className: POWER_CLASS["OPERATOR"];
level: [0, 2, 7, 14, 22];
cooldown: 50;
duration: 1000;
range: 3;
ops: 10;
effect: [2, 4, 6, 8, 10];
};
[PWR_OPERATE_EXTENSION]: {
className: POWER_CLASS["OPERATOR"];
level: [0, 2, 7, 14, 22];
cooldown: 50;
range: 3;
ops: 2;
effect: [0.2, 0.4, 0.6, 0.8, 1.0];
};
[PWR_OPERATE_OBSERVER]: {
className: POWER_CLASS["OPERATOR"];
level: [0, 2, 7, 14, 22];
cooldown: 400;
duration: [200, 400, 600, 800, 1000];
range: 3;
ops: 10;
};
[PWR_OPERATE_TERMINAL]: {
className: POWER_CLASS["OPERATOR"];
level: [0, 2, 7, 14, 22];
cooldown: 500;
duration: 1000;
range: 3;
ops: 100;
effect: [0.9, 0.8, 0.7, 0.6, 0.5];
};
[PWR_DISRUPT_SPAWN]: {
className: POWER_CLASS["OPERATOR"];
level: [0, 2, 7, 14, 22];
cooldown: 5;
range: 20;
ops: 10;