Strong TypeScript declarations for the game Screeps.
The type definitions are published on DefinitelyTyped. To install them, run the following.
# npm
npm install @types/screeps
# yarn
yarn add @types/screeps
Differences from Screeps-Typescript-Declarations
This repo has more activity and is considerably more up-to-date.
-
Memory
is typed by default. The added typings are:CreepMemory
FlagMemory
SpawnMemory
RoomMemory
If you like the idea of typed memory, but aren't ready to just jump fully in, you only need to make sure you define an interface for the above four types. Then you can extend them at a later time.
Example:
interface CreepMemory { [name: string]: any }; interface FlagMemory { [name: string]: any }; interface SpawnMemory { [name: string]: any }; interface RoomMemory { [name: string]: any };
If you don't want to add types to the global
Memory
object, you will need to add the following interface along with the four above.Example:
interface Memory { [key: string]: any };
-
Any place in code that uses a constant (ex
STRUCTURE_EXTENSION
orFIND_MY_SPAWNS
is now constrained to use literal types. Here is the list of the new types:BodyPartConstant BuildableStructureConstant (this is a subset of StructureConstant) StructureConstant FindConstant LookConstant DirectionConstant ResourceConstant MineralConstant (this is a subset of ResourceConstant) ColorConstant ScreepsReturnCode Terrain
To update your code, you just need to change any
string
types to match one of the above. For example, if your code had:function getBody(): string[] { return [ WORK, MOVE, CARRY ]; }
Change it to:
function getBody(): BodyPartConstant[] { // this line changed return [ WORK, MOVE, CARRY ]; }
-
Some original functions were incorrectly typed to not include
null
as a possible return. You may need to update your code to reflect this update (ex.findClosestByPath
orfindClosestByRange
) -
Game.getObjectById()
now returns typed objects according to the type of the Id (ex.Id<StructureTower>
returnsStructureTower
type).Use of
string
typed Id, is deprecated and may be removed in the future. When using string Ids, the type of the returned game object isunknown
which requires manual type assertion. Previously this function returnedany
typed objects which could accidently be left untyped;If you have code like this (un-type-asserted use of
Game.getObjectById
)interface Memory{ towerIds: string[]; } Memory.towerIds.forEach((towerId) => { const tower = Game.getObjectById(towerId); // type of returned tower is 'unknown' instead of 'any' tower.attack(targetCreep); // Error Object is of type unknown ts(2571) })
Change it store typed Ids:
interface Memory{ towerIds: Array<Id<StructureTower>>; } Memory.towerIds.forEach((towerId) => { const tower = Game.getObjectById(towerId); // type of returned tower is StructureTower tower.attack(targetCreep); })
If you're already manually asserting the type of the game object, you're not required to change anything immediately however this is deprecated and may be removed in the future.
const towerId: Id<StructureTower> = "" as Id<StructureTower>; const tower1 = Game.getObjectById(towerId); // recommended use, returns StructureTower type const tower2 = Game.getObjectById<StructureTower>(""); // @deprecated returns StructureTower type const tower3 = Game.getObjectById("") as StructureTower; // @deprecated returns StructureTower type
Id<T>
types are assignable tostring
but the reverse is not allowed implicitly. To assign astring
type to anId<T>
type, you must explicitly assert the type.const typedId: Id<Creep> = "123" as Id<Creep>; // assertion required const untypedId1: string = typedId; // no assertion required
-
Game objects have typed id properties
id: Id<this>
. These typed ids can by passed toGame.getObjectById()
to receive typed game objects matching the type of the Id. See above bullet for more details.creep.id // has type Id<Creep> copy = Game.getObjectById(creep.id) // returns type Creep tower.id // has type Id<StructureTower>
ConstructionSite
can be optionally constrained by a structure type (ex.ConstructionSite<STRUCTURE_CONTAINER>
). TypeScript will enforce that thetype
property of theConstructionSite
appropriately matchesResource
can optionally be constrained (ex.Resource<RESOURCE_ENERGY>
)Mineral
can optionally be constrained byMineralConstant
(ex.Mineral<RESOURCE_GHODIUM>
)Structure
can optionally be constrained (exStructure<STRUCTURE_SPAWN | STRUCTURE_EXTENSION>
)- Screeps classes derived from
Structure
(exStructureContainer
) have theirtype
property correspondingly constrained LookAt
results are now constrained to the type looked for- Results from
Find
-type functions are now constrained to have aRoomPosition
- Typings for new RawMemory and RoomVisuals
- New union type
AnyCreep
to representCreep
andPowerCreep
Issues and Pull Requests are welcome! Please read the Contributing Guidelines and Code of Conduct beforehand.
Due to some unresolved issues in TypeScript, a few parts of the API can't currenty be typed perfectly without tradeoffs.
Below is a list (feel free to open an issue if you have any ideas, or wish to discuss):
- The API returned from
store
orcarry
(ex.myContainter.store
) returns an object with optional keys for each Resource Type, but is guaranteed to have a key forRESOURCE_ENERGY
. This is currently not (perfectly) typable in TypeScript (see issues #13573 and #12215). The chosen workaround is to just manually list the types using a fake type_ResourceConstantSansEnergy