mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2026-05-01 21:37:59 +02:00
Fixed comment styling for all top-level src files
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+97
-95
@@ -8,93 +8,93 @@ import { IMap } from "./types";
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export let CONSTANTS: IMap<any> = {
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Version: "0.46.1",
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//Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
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//and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
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//the player will have this level assuming no multipliers. Multipliers can cause skills to go above this.
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/** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
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* and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
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* the player will have this level assuming no multipliers. Multipliers can cause skills to go above this.
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*/
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MaxSkillLevel: 975,
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//Milliseconds per game cycle
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// Milliseconds per game cycle
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MilliPerCycle: 200,
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//How much reputation is needed to join a megacorporation's faction
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// How much reputation is needed to join a megacorporation's faction
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CorpFactionRepRequirement: 200e3,
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/* Base costs */
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// Base RAM costs
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BaseCostFor1GBOfRamHome: 32000,
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BaseCostFor1GBOfRamServer: 55000, //1 GB of RAM
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// Cost to travel to another city
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TravelCost: 200e3,
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/* Faction and Company favor */
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BaseFavorToDonate: 150,
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DonateMoneyToRepDivisor: 1e6,
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// Faction and Company favor-related things
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BaseFavorToDonate: 150,
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DonateMoneyToRepDivisor: 1e6,
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FactionReputationToFavorBase: 500,
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FactionReputationToFavorMult: 1.02,
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CompanyReputationToFavorBase: 500,
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CompanyReputationToFavorMult: 1.02,
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/* Augmentation */
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//NeuroFlux Governor cost multiplier as you level up
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// NeuroFlux Governor Augmentation cost multiplier
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NeuroFluxGovernorLevelMult: 1.14,
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/* Netscript Constants */
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//RAM Costs for different commands
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ScriptBaseRamCost: 1.6,
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ScriptDomRamCost: 25,
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ScriptWhileRamCost: 0,
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ScriptForRamCost: 0,
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ScriptIfRamCost: 0,
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ScriptHackRamCost: 0.1,
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ScriptHackAnalyzeRamCost: 1,
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ScriptGrowRamCost: 0.15,
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ScriptGrowthAnalyzeRamCost: 1,
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ScriptWeakenRamCost: 0.15,
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ScriptScanRamCost: 0.2,
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ScriptPortProgramRamCost: 0.05,
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ScriptRunRamCost: 1.0,
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ScriptExecRamCost: 1.3,
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ScriptSpawnRamCost: 2.0,
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ScriptScpRamCost: 0.6,
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ScriptKillRamCost: 0.5, //Kill and killall
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ScriptHasRootAccessRamCost: 0.05,
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ScriptGetHostnameRamCost: 0.05, //getHostname() and getIp()
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ScriptGetHackingLevelRamCost: 0.05, //getHackingLevel()
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ScriptGetMultipliersRamCost: 4.0, //getHackingMultipliers() and getBitNodeMultipliers()
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ScriptGetServerRamCost: 0.1,
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ScriptFileExistsRamCost: 0.1,
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ScriptIsRunningRamCost: 0.1,
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ScriptHacknetNodesRamCost: 4.0, //Base cost for accessing Hacknet Node API
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ScriptHNUpgLevelRamCost: 0.4,
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ScriptHNUpgRamRamCost: 0.6,
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ScriptHNUpgCoreRamCost: 0.8,
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ScriptGetStockRamCost: 2.0,
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ScriptBuySellStockRamCost: 2.5,
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// RAM Costs for Netscript functions
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ScriptBaseRamCost: 1.6,
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ScriptDomRamCost: 25,
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ScriptWhileRamCost: 0,
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ScriptForRamCost: 0,
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ScriptIfRamCost: 0,
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ScriptHackRamCost: 0.1,
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ScriptHackAnalyzeRamCost: 1,
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ScriptGrowRamCost: 0.15,
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ScriptGrowthAnalyzeRamCost: 1,
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ScriptWeakenRamCost: 0.15,
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ScriptScanRamCost: 0.2,
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ScriptPortProgramRamCost: 0.05,
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ScriptRunRamCost: 1.0,
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ScriptExecRamCost: 1.3,
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ScriptSpawnRamCost: 2.0,
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ScriptScpRamCost: 0.6,
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ScriptKillRamCost: 0.5,
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ScriptHasRootAccessRamCost: 0.05,
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ScriptGetHostnameRamCost: 0.05,
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ScriptGetHackingLevelRamCost: 0.05,
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ScriptGetMultipliersRamCost: 4.0,
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ScriptGetServerRamCost: 0.1,
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ScriptFileExistsRamCost: 0.1,
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ScriptIsRunningRamCost: 0.1,
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ScriptHacknetNodesRamCost: 4.0,
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ScriptHNUpgLevelRamCost: 0.4,
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ScriptHNUpgRamRamCost: 0.6,
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ScriptHNUpgCoreRamCost: 0.8,
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ScriptGetStockRamCost: 2.0,
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ScriptBuySellStockRamCost: 2.5,
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ScriptGetPurchaseServerRamCost: 0.25,
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ScriptPurchaseServerRamCost: 2.25,
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ScriptGetPurchasedServerLimit: 0.05,
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ScriptPurchaseServerRamCost: 2.25,
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ScriptGetPurchasedServerLimit: 0.05,
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ScriptGetPurchasedServerMaxRam: 0.05,
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ScriptRoundRamCost: 0.05,
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ScriptReadWriteRamCost: 1.0,
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ScriptArbScriptRamCost: 1.0, // Functions that apply to all scripts regardless of args
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ScriptGetScriptRamCost: 0.1,
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ScriptGetHackTimeRamCost: 0.05,
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ScriptGetFavorToDonate: 0.10,
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ScriptCodingContractBaseRamCost:10,
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ScriptSleeveBaseRamCost: 4,
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ScriptRoundRamCost: 0.05,
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ScriptReadWriteRamCost: 1.0,
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ScriptArbScriptRamCost: 1.0,
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ScriptGetScriptRamCost: 0.1,
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ScriptGetHackTimeRamCost: 0.05,
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ScriptGetFavorToDonate: 0.10,
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ScriptCodingContractBaseRamCost: 10,
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ScriptSleeveBaseRamCost: 4,
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ScriptSingularityFn1RamCost: 1,
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ScriptSingularityFn2RamCost: 2,
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ScriptSingularityFn3RamCost: 3,
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ScriptSingularityFn1RamCost: 1,
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ScriptSingularityFn2RamCost: 2,
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ScriptSingularityFn3RamCost: 3,
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ScriptSingularityFnRamMult: 2, // Multiplier for RAM cost outside of BN-4
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ScriptSingularityFnRamMult: 2, // Multiplier for RAM cost outside of BN-4
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ScriptGangApiBaseRamCost: 4,
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ScriptGangApiBaseRamCost: 4,
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ScriptBladeburnerApiBaseRamCost: 4,
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ScriptBladeburnerApiBaseRamCost: 4,
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NumNetscriptPorts: 20,
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NumNetscriptPorts: 20,
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//Server constants
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// Server-related constants
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HomeComputerMaxRam: 1073741824, // 2 ^ 30
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ServerBaseGrowthRate: 1.03, // Unadjusted Growth rate
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ServerMaxGrowthRate: 1.0035, // Maximum possible growth rate (max rate accounting for server security)
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@@ -102,49 +102,50 @@ export let CONSTANTS: IMap<any> = {
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ServerWeakenAmount: 0.05, // Amount by which server's security decreases when weakened
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PurchasedServerLimit: 25,
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PurchasedServerMaxRam: 1048576, //2^20
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PurchasedServerMaxRam: 1048576, // 2^20
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//Augmentation Constants
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AugmentationCostMultiplier: 5, //Used for balancing costs without having to readjust every Augmentation cost
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AugmentationRepMultiplier: 2.5, //Used for balancing rep cost without having to readjust every value
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MultipleAugMultiplier: 1.9,
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// Augmentation Constants
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AugmentationCostMultiplier: 5, // Used for balancing costs without having to readjust every Augmentation cost
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AugmentationRepMultiplier: 2.5, // Used for balancing rep cost without having to readjust every value
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MultipleAugMultiplier: 1.9,
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//How much a TOR router costs
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TorRouterCost: 200000,
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// TOR Router
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TorRouterCost: 200e3,
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//Infiltration constants
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// Infiltration
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InfiltrationBribeBaseAmount: 100e3, //Amount per clearance level
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InfiltrationMoneyValue: 5e3, //Convert "secret" value to money
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InfiltrationMoneyValue: 5e3, //Convert "secret" value to money
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InfiltrationRepValue: 1.4, //Convert "secret" value to faction reputation
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InfiltrationExpPow: 0.8,
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//Stock market constants
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WSEAccountCost: 200e6,
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TIXAPICost: 5e9,
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MarketData4SCost: 1e9,
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// Stock market
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WSEAccountCost: 200e6,
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TIXAPICost: 5e9,
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MarketData4SCost: 1e9,
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MarketDataTixApi4SCost: 25e9,
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StockMarketCommission: 100e3,
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StockMarketCommission: 100e3,
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//Hospital/Health
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// Hospital/Health
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HospitalCostPerHp: 100e3,
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//Intelligence-related constants
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IntelligenceCrimeWeight: 0.05, //Weight for how much int affects crime success rates
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IntelligenceInfiltrationWeight: 0.1, //Weight for how much int affects infiltration success rates
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// Intelligence-related constants
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IntelligenceCrimeWeight: 0.05, // Weight for how much int affects crime success rates
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IntelligenceInfiltrationWeight: 0.1, // Weight for how much int affects infiltration success rates
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IntelligenceCrimeBaseExpGain: 0.001,
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IntelligenceProgramBaseExpGain: 500, //Program required hack level divided by this to determine int exp gain
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IntelligenceTerminalHackBaseExpGain: 200, //Hacking exp divided by this to determine int exp gain
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IntelligenceProgramBaseExpGain: 500, // Program required hack level divided by this to determine int exp gain
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IntelligenceTerminalHackBaseExpGain: 200, // Hacking exp divided by this to determine int exp gain
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IntelligenceSingFnBaseExpGain: 0.002,
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IntelligenceClassBaseExpGain: 0.000001,
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IntelligenceHackingMissionBaseExpGain: 0.03, //Hacking Mission difficulty multiplied by this to get exp gain
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IntelligenceHackingMissionBaseExpGain: 0.03, // Hacking Mission difficulty multiplied by this to get exp gain
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//Hacking Missions
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HackingMissionRepToDiffConversion: 10000, //Faction rep is divided by this to get mission difficulty
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HackingMissionRepToRewardConversion: 7, //Faction rep divided byt his to get mission rep reward
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HackingMissionSpamTimeIncrease: 25000, //How much time limit increase is gained when conquering a Spam Node (ms)
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HackingMissionTransferAttackIncrease: 1.05, //Multiplier by which the attack for all Core Nodes is increased when conquering a Transfer Node
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HackingMissionMiscDefenseIncrease: 1.05, //The amount by which every misc node's defense is multiplied when one is conquered
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HackingMissionDifficultyToHacking: 135, //Difficulty is multiplied by this to determine enemy's "hacking" level (to determine effects of scan/attack, etc)
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// Hacking Missions
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// TODO Move this into Hacking Mission implementation
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HackingMissionRepToDiffConversion: 10000, // Faction rep is divided by this to get mission difficulty
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HackingMissionRepToRewardConversion: 7, // Faction rep divided byt his to get mission rep reward
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HackingMissionSpamTimeIncrease: 25000, // How much time limit increase is gained when conquering a Spam Node (ms)
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HackingMissionTransferAttackIncrease: 1.05, // Multiplier by which the attack for all Core Nodes is increased when conquering a Transfer Node
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HackingMissionMiscDefenseIncrease: 1.05, // The amount by which every misc node's defense is multiplied when one is conquered
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HackingMissionDifficultyToHacking: 135, // Difficulty is multiplied by this to determine enemy's "hacking" level (to determine effects of scan/attack, etc)
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HackingMissionHowToPlay: "Hacking missions are a minigame that, if won, will reward you with faction reputation.<br><br>" +
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"In this game you control a set of Nodes and use them to try and defeat an enemy. Your Nodes " +
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"are colored blue, while the enemy's are red. There are also other nodes on the map colored gray " +
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@@ -192,7 +193,7 @@ export let CONSTANTS: IMap<any> = {
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"-Miscellaneous Nodes slowly raise their defense over time<br><br>" +
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"-Nodes slowly regenerate health over time.",
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/* Time Constants */
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// Time-related constants
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MillisecondsPer20Hours: 72000000,
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GameCyclesPer20Hours: 72000000 / 200,
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@@ -220,7 +221,7 @@ export let CONSTANTS: IMap<any> = {
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MillisecondsPerFiveMinutes: 300000,
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GameCyclesPerFiveMinutes: 300000 / 200,
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/* Player Work / Action related Constants */
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// Player Work & Action
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FactionWorkHacking: "Faction Hacking Work",
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FactionWorkField: "Faction Field Work",
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FactionWorkSecurity: "Faction Security Work",
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@@ -263,10 +264,11 @@ export let CONSTANTS: IMap<any> = {
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CrimeAssassination: "assassinate a high-profile target",
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CrimeHeist: "pull off the ultimate heist",
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/* Coding Contract Constants */
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CodingContractBaseFactionRepGain: 2500,
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CodingContractBaseCompanyRepGain: 4000,
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CodingContractBaseMoneyGain: 75e6,
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// Coding Contract
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// TODO Move this into Coding contract impelmentation?
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CodingContractBaseFactionRepGain: 2500,
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CodingContractBaseCompanyRepGain: 4000,
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CodingContractBaseMoneyGain: 75e6,
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// BitNode/Source-File related stuff
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TotalNumBitNodes: 24,
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