UI: Share RAM to boost reputation gain (#1862)

This commit is contained in:
catloversg
2025-01-08 13:35:29 +07:00
committed by GitHub
parent 077d8e7080
commit 1cb2a83b4f
10 changed files with 169 additions and 36 deletions

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@@ -22,6 +22,7 @@ import { GangButton } from "./GangButton";
import { FactionWork } from "../../Work/FactionWork";
import { useCycleRerender } from "../../ui/React/hooks";
import { repNeededToDonate } from "../formulas/donation";
import { ShareOption } from "./ShareOption";
type FactionRootProps = {
faction: Faction;
@@ -45,7 +46,7 @@ const securityWorkInfo =
"You will gain exp for all combat stats and hacking.";
const augmentationsInfo =
"As your reputation with this faction rises, you will " +
"unlock Augmentations, which you can purchase to enhance " +
"unlock augmentations, which you can purchase to enhance " +
"your abilities.";
const sleevePurchasesInfo = "Purchase Duplicate Sleeves and upgrades. These are permanent!";
@@ -131,6 +132,7 @@ function MainPage({ faction, rerender, onAugmentations }: IMainProps): React.Rea
{!isPlayersGang && factionInfo.offersWork() && (
<DonateOption faction={faction} rerender={rerender} favorToDonate={favorToDonate} disabled={!canDonate} />
)}
{!isPlayersGang && factionInfo.offersWork() && <ShareOption rerender={rerender} />}
<Option buttonText={"Purchase Augmentations"} infoText={augmentationsInfo} onClick={onAugmentations} />
{canPurchaseSleeves && (
<>

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@@ -27,7 +27,6 @@ interface IProps {
const useStyles = makeStyles()({
noformat: {
whiteSpace: "pre-wrap",
lineHeight: "1em",
},
});

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@@ -0,0 +1,87 @@
import React, { useState } from "react";
import { TextField } from "@mui/material";
import Button from "@mui/material/Button";
import Paper from "@mui/material/Paper";
import Typography from "@mui/material/Typography";
import { Player } from "@player";
import {
calculateCurrentShareBonus,
calculateShareBonusWithAdditionalThreads,
pendingUIShareJobIds,
ShareBonusTime,
startSharing,
} from "../../NetworkShare/Share";
import { formatRam } from "../../ui/formatNumber";
import { dialogBoxCreate } from "../../ui/React/DialogBox";
import { useCycleRerender } from "../../ui/React/hooks";
import { roundToTwo } from "../../utils/helpers/roundToTwo";
export function ShareOption({ rerender }: { rerender: () => void }): React.ReactElement {
const [ram, setRam] = useState<number>(0);
useCycleRerender();
const home = Player.getHomeComputer();
const threads = Math.floor(ram / 4);
function onShare(): void {
if (threads === 0) {
return;
}
if (!Number.isFinite(threads) || threads < 0) {
dialogBoxCreate("Invalid RAM amount.");
return;
}
const freeRAM = home.maxRam - home.ramUsed;
const ramUsage = roundToTwo(4 * threads);
if (ramUsage > freeRAM + 0.001) {
dialogBoxCreate("Not enough RAM.");
return;
}
home.updateRamUsed(roundToTwo(home.ramUsed + ramUsage));
const end = startSharing(threads, home.cpuCores);
const jobId = window.setTimeout(() => {
end();
if (pendingUIShareJobIds.includes(jobId)) {
home.updateRamUsed(roundToTwo(home.ramUsed - ramUsage));
}
rerender();
}, ShareBonusTime);
pendingUIShareJobIds.push(jobId);
}
return (
<Paper sx={{ my: 1, p: 1 }}>
<Typography>
You can share free RAM of your home computer with your faction to get a bonus multiplier for reputation gain.
Each time you share your free RAM, you get a boost for {ShareBonusTime / 1000} seconds. You can share free RAM
of other servers that you have admin rights by using ns.share() API.
<br />
Free RAM on home computer: {formatRam(home.maxRam - home.ramUsed)}.
<br />
Current bonus: {calculateCurrentShareBonus()}. Bonus with {formatRam(ram)}:{" "}
{calculateShareBonusWithAdditionalThreads(threads, home.cpuCores)}
</Typography>
<TextField
value={ram}
onChange={(event) => {
if (event.target.value === "") {
setRam(0);
return;
}
const value = Number.parseFloat(event.target.value);
if (!Number.isFinite(value) || value < 0) {
return;
}
setRam(value);
}}
InputProps={{
endAdornment: <Button onClick={onShare}>Share</Button>,
}}
/>
</Paper>
);
}

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@@ -35,7 +35,6 @@ import {
numCycleForGrowthCorrected,
processSingleServerGrowth,
safelyCreateUniqueServer,
getCoreBonus,
getWeakenEffect,
} from "./Server/ServerHelpers";
import {
@@ -89,8 +88,7 @@ import { SnackbarEvents } from "./ui/React/Snackbar";
import { matchScriptPathExact } from "./utils/helpers/scriptKey";
import { Flags } from "./NetscriptFunctions/Flags";
import { calculateIntelligenceBonus } from "./PersonObjects/formulas/intelligence";
import { CalculateShareMult, StartSharing } from "./NetworkShare/Share";
import { calculateCurrentShareBonus, ShareBonusTime, startSharing } from "./NetworkShare/Share";
import { recentScripts } from "./Netscript/RecentScripts";
import { InternalAPI, setRemovedFunctions, NSProxy } from "./Netscript/APIWrapper";
import { INetscriptExtra } from "./NetscriptFunctions/Extra";
@@ -421,19 +419,17 @@ export const ns: InternalAPI<NSFull> = {
return getWeakenEffect(threads, cores);
},
share: (ctx) => () => {
const cores = helpers.getServer(ctx, ctx.workerScript.hostname).cpuCores;
const coreBonus = getCoreBonus(cores);
helpers.log(ctx, () => "Sharing this computer.");
const end = StartSharing(
ctx.workerScript.scriptRef.threads * calculateIntelligenceBonus(Player.skills.intelligence, 2) * coreBonus,
);
return helpers.netscriptDelay(ctx, 10000).finally(function () {
helpers.log(ctx, () => "Finished sharing this computer.");
const threads = ctx.workerScript.scriptRef.threads;
const hostname = ctx.workerScript.hostname;
helpers.log(ctx, () => `Sharing ${threads} threads on ${hostname}.`);
const end = startSharing(threads, helpers.getServer(ctx, hostname).cpuCores);
return helpers.netscriptDelay(ctx, ShareBonusTime).finally(function () {
helpers.log(ctx, () => `Finished sharing ${threads} threads on ${hostname}.`);
end();
});
},
getSharePower: () => () => {
return CalculateShareMult();
return calculateCurrentShareBonus();
},
print:
(ctx) =>

57
src/NetworkShare/Share.ts Normal file
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@@ -0,0 +1,57 @@
import { Player } from "@player";
import { calculateIntelligenceBonus } from "../PersonObjects/formulas/intelligence";
import { getCoreBonus } from "../Server/ServerHelpers";
import { clampNumber } from "../utils/helpers/clampNumber";
let sharePower = 1;
export const ShareBonusTime = 10000;
/**
* When the player shares free RAM via UI, it's a "pending job". After that job finishes, we restore the free RAM by
* decreasing server.ramUsed by calling server.updateRamUsed(). However, if the player prestiges before that, all
* servers are reset and ramUsed is reset to 0. This means that when a job finishes, we may modify ramUsed of a new
* server.
*
* To solve this problem, we use an array to save job IDs. When the player prestiges, we clear this array. When a job
* finishes, we check if that job ID is still in this array. If it is not, it means that the player performed a
* prestige, and we do not need to decrease ramUsed.
*/
export const pendingUIShareJobIds: number[] = [];
export function calculateEffectiveSharedThreads(threads: number, cpuCores: number): number {
const coreBonus = getCoreBonus(cpuCores);
return threads * calculateIntelligenceBonus(Player.skills.intelligence, 2) * coreBonus;
}
export function startSharing(threads: number, cpuCores: number): () => void {
const effectiveThreads = calculateEffectiveSharedThreads(threads, cpuCores);
sharePower += effectiveThreads;
return () => {
/**
* Due to floating point inaccuracy, sharePower may be slightly higher or lower than 1 after many times the player
* shares their RAM. We need to make sure that it's not smaller than 1.
*/
sharePower = clampNumber(sharePower - effectiveThreads, 1);
// sharePower may be slightly higher than 1. Reset sharePower if it's smaller than a threshold.
if (sharePower < 1.00001) {
sharePower = 1;
}
};
}
function calculateShareBonus(sharePower: number): number {
const bonus = 1 + Math.log(sharePower) / 25;
if (!Number.isFinite(bonus)) {
return 1;
}
return bonus;
}
export function calculateShareBonusWithAdditionalThreads(threads: number, cpuCores: number): number {
return calculateShareBonus(sharePower + calculateEffectiveSharedThreads(threads, cpuCores));
}
export function calculateCurrentShareBonus(): number {
return calculateShareBonus(sharePower);
}

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@@ -1,12 +0,0 @@
import { CalculateShareMult as CSM } from "./formulas/share";
export let sharePower = 1;
export function StartSharing(threads: number): () => void {
sharePower += threads;
return () => (sharePower -= threads);
}
export function CalculateShareMult(): number {
return CSM(sharePower);
}

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@@ -1,5 +0,0 @@
export function CalculateShareMult(power: number): number {
const x = 1 + Math.log(power) / 25;
if (isNaN(x) || !isFinite(x)) return 1;
return x;
}

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@@ -1,6 +1,6 @@
import { CONSTANTS } from "../../Constants";
import { currentNodeMults } from "../../BitNode/BitNodeMultipliers";
import { CalculateShareMult } from "../../NetworkShare/Share";
import { calculateCurrentShareBonus } from "../../NetworkShare/Share";
import { Person as IPerson } from "@nsdefs";
import { calculateIntelligenceBonus } from "./intelligence";
@@ -18,7 +18,7 @@ export function getHackingWorkRepGain(p: IPerson, favor: number): number {
p.mults.faction_rep *
calculateIntelligenceBonus(p.skills.intelligence, 1) *
mult(favor) *
CalculateShareMult()
calculateCurrentShareBonus()
);
}
@@ -29,7 +29,7 @@ export function getFactionSecurityWorkRepGain(p: IPerson, favor: number): number
p.skills.defense +
p.skills.dexterity +
p.skills.agility +
(p.skills.hacking + p.skills.intelligence) * CalculateShareMult())) /
(p.skills.hacking + p.skills.intelligence) * calculateCurrentShareBonus())) /
CONSTANTS.MaxSkillLevel /
4.5;
return t * p.mults.faction_rep * mult(favor) * calculateIntelligenceBonus(p.skills.intelligence, 1);
@@ -43,7 +43,7 @@ export function getFactionFieldWorkRepGain(p: IPerson, favor: number): number {
p.skills.dexterity +
p.skills.agility +
p.skills.charisma +
(p.skills.hacking + p.skills.intelligence) * CalculateShareMult())) /
(p.skills.hacking + p.skills.intelligence) * calculateCurrentShareBonus())) /
CONSTANTS.MaxSkillLevel /
5.5;
return t * p.mults.faction_rep * mult(favor) * calculateIntelligenceBonus(p.skills.intelligence, 1);

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@@ -29,6 +29,7 @@ import { Go } from "./Go/Go";
import { calculateExp } from "./PersonObjects/formulas/skill";
import { currentNodeMults } from "./BitNode/BitNodeMultipliers";
import { canAccessBitNodeFeature } from "./BitNode/BitNodeUtils";
import { pendingUIShareJobIds } from "./NetworkShare/Share";
const BitNode8StartingMoney = 250e6;
function delayedDialog(message: string) {
@@ -75,6 +76,9 @@ export function prestigeAugmentation(): void {
AddToAllServers(homeComp);
prestigeHomeComputer(homeComp);
// Clear all pending share jobs created via UI
pendingUIShareJobIds.length = 0;
// Receive starting money and programs from installed augmentations
for (const ownedAug of Player.augmentations) {
const aug = Augmentations[ownedAug.name];
@@ -211,6 +215,10 @@ export function prestigeSourceFile(isFlume: boolean): void {
// Reset home computer (only the programs) and add to AllServers
AddToAllServers(homeComp);
prestigeHomeComputer(homeComp);
// Clear all pending share jobs created via UI
pendingUIShareJobIds.length = 0;
// Ram usage needs to be cleared for bitnode-level resets, due to possible change in singularity cost.
for (const script of homeComp.scripts.values()) script.ramUsage = null;

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@@ -25,6 +25,7 @@ import { Settings } from "../Settings/Settings";
import type { ScriptKey } from "../utils/helpers/scriptKey";
import { objectAssert } from "../utils/helpers/typeAssertion";
import { clampNumber } from "../utils/helpers/clampNumber";
interface IConstructorParams {
adminRights?: boolean;
@@ -232,7 +233,7 @@ export abstract class BaseServer implements IServer {
}
updateRamUsed(ram: number): void {
this.ramUsed = ram;
this.ramUsed = clampNumber(ram, 0, this.maxRam);
}
pushProgram(program: ProgramFilePath | CompletedProgramName): void {