Back in our code, let's create an array that defines our body. So to break this down one more time, Game is a global object. I'm going to call it mycreep. This line that's going around the spawn indicates that it's creating a creep. And arrays are defined using square brackets, so everything inside these square brackets is going to be something in our array. And as we upgrade our room controller to higher levels, it will give us the ability to build new types of structures and to create stronger creeps. Now our creep is saying "I live" every single tick. So if the creep's stored energy is 0 we want to do something, specifically here we want to go to the energy source and harvest energy. So we could go to the documentation, and it might not be immediately obvious what you're looking for, but it's actually store. And that should be all the code we need to move to and upgrade the controller, once we define what controller is. And, unlike other MMO, you do not have to play Screeps constantly to play well. So I'll open that documentation. If we want to confirm that we have the correct reference to the creep we believe we do, on mycreep, which is a creep object… let's look at what creep objects can do. And we'll paste it in for our string. And now that our spawn has finished creating our creep, it's popped out here and it's just sitting there, waiting for us to tell it what to do. Then we need to program our creep to go over to the source, get some energy from it, and then take that energy over to the room controller and upgrade it. Find Us On: MMOs.com Youtube The article on creep building strategies can help you build creeps effectively. And the one we're interested in now is the spawns. So the second part of the task here is to figure out, how do we get a reference to this spawn that we want to create a creep from. This is valuable because RCL 6 costs 1.21 million energy, which must all be transported to the controller. So the first bit of code that they give you when you're starting out is this module.exports.loop equals some function. When you first spawn into the live world, your room will be at room control level 1. Meet gamers and make friends that play Screeps . store is a property on every creep. "If creep has no energy, go to the energy source and harvest it.". And I'm going to move this comment to be inside the else block as well. for(const name in Game.creeps) { const startCpu = Game.cpu.getUsed(); // creep logic goes here const elapsed = Game.cpu.getUsed() - startCpu; console.log('Creep '+name+' has used '+elapsed+' CPU time'); } Get amount of CPU time used from the beginning of the current game tick. If you call the say method on your creep, and you give it some text to display, it will visually display what you want that creep to say. But if our creep does have energy, we want it to take that energy to the controller and upgrade it. So let's create a variable, we're going to call it source, and in this variable we need to assign it this source right here. Now you can only harvest a source when you're in range, so ticks where the harvest fails, this is actually going to return some sort of fail message. That's because we can reference our creeps by their name, so there can't be any overlap in creep names or that lookup would be ambiguous. And I know it seems complicated at this point, but this really is the best way to keep code organized and sensible. And the syntax for if statements is the parentheses part, which is the condition we're checking, and that's followed by curly brackets. But now you'll notice that we're carrying 2 energy. So mycreep.store is the property we want. This code will run indefinitely. So you could use those strings instead of the constants if you wanted, but it's better to use the constants in case these values ever change. This will bring you into the training room for Screeps (https://screeps.com/a/#!/sim/survival). For our if condition we just want to check to see if it is 0. You can't do much at this level, so your first priority is going to be to upgrade your controller. So it's perfectly fine to use it in this situation. There are some people working on custom clients however. And you can do this with anything else in the game, like the spawn will have an id, or creeps have an id. So what this all means is, in the Game.spawns property, the spawn we're looking for is going to be keyed by the name we gave it. And this is one of the reasons I really like Screeps for teaching programming, because you can immediately relate a controller object in code to a controller object you can see in the game visuals. 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