StructureInvaderCore

This NPC structure is a control center of NPC Strongholds, and also rules all invaders in the sector. It spawns NPC defenders of the stronghold, refill towers, repairs structures. While it's alive, it will spawn invaders in all rooms in the same sector. It also contains some valuable resources inside, which you can loot from its ruin if you destroy the structure.

An Invader Core has two lifetime stages: deploy stage and active stage. When it appears in a random room in the sector, it has ticksToDeploy property, public ramparts around it, and doesn't perform any actions. While in this stage it's invulnerable to attacks (has EFFECT_INVULNERABILITY enabled). When the ticksToDeploy timer is over, it spawns structures around it and starts spawning creeps, becomes vulnerable, and receives EFFECT_COLLAPSE_TIMER which will remove the stronghold when this timer is over.

An active Invader Core spawns level-0 Invader Cores in neutral neighbor rooms inside the sector. These lesser Invader Cores are spawned near the room controller and don't perform any activity except reserving/attacking the controller. One Invader Core can spawn up to 10 lesser Cores during its lifetime.

Hits 100,000
Deploy time 5,000 ticks
Active time 80,000 ticks with 10% random variation
Lesser cores spawn interval Stronghold level 1 : 4000 ticks
Stronghold level 2 : 3500 ticks
Stronghold level 3 : 3000 ticks
Stronghold level 4 : 2500 ticks
Stronghold level 5 : 2000 ticks

effects array

Applied effects, an array of objects with the following properties:

parameter type description
effect number

Effect ID of the applied effect. Can be either natural effect ID or Power ID.

level
optional
number

Power level of the applied effect. Absent if the effect is not a Power effect.

ticksRemaining number

How many ticks will the effect last.

Inherited from RoomObject
pos RoomPosition

An object representing the position of this object in the room.

Inherited from RoomObject
room Room

The link to the Room object. May be undefined in case if an object is a flag or a construction site and is placed in a room that is not visible to you.

Inherited from Structure
hits number

The current amount of hit points of the structure.

Inherited from Structure
hitsMax number

The total amount of hit points of the structure.

Inherited from Structure
id string

A unique object identificator. You can use Game.getObjectById method to retrieve an object instance by its id .

Inherited from Structure
structureType string

One of the STRUCTURE_* constants.

Inherited from Structure
destroy ()

Destroy this structure immediately.

Return value

One of the following codes:
constant value description
OK 0

The operation has been scheduled successfully.

ERR_NOT_OWNER -1

You are not the owner of this structure.

ERR_BUSY -4

Hostile creeps are in the room.

Inherited from Structure
isActive ()

Check whether this structure can be used. If room controller level is insufficient, then this method will return false, and the structure will be highlighted with red in the game.

Return value

A boolean value.

Inherited from Structure
notifyWhenAttacked (enabled)

Toggle auto notification when the structure is under attack. The notification will be sent to your account email. Turned on by default.

parameter type description
enabled boolean

Whether to enable notification or disable.

Return value

One of the following codes:
constant value description
OK 0

The operation has been scheduled successfully.

ERR_NOT_OWNER -1

You are not the owner of this structure.

ERR_INVALID_ARGS -10

enable argument is not a boolean value.

Inherited from OwnedStructure
my boolean

Whether this is your own structure.

Inherited from OwnedStructure
owner object

An object with the structure’s owner info containing the following properties:

parameter type description
username string

The name of the owner user.

level number

The level of the stronghold. The amount and quality of the loot depends on the level.

ticksToDeploy number

Shows the timer for a ot yet deployed stronghold, undefined otherwise.