mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-17 14:59:16 +02:00
Evaluator + Netscript should now properly handle errors in syntax/runtime errors (almost..still have to implement the properly closing down script when an error is thrown. Check file for TODO). Player skill level should now properly be updated
This commit is contained in:
@@ -28,15 +28,15 @@ function evaluate(exp, workerScript) {
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if (env.stopFlag) {reject(workerScript);}
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if (exp.left.type != "var")
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throw new Error("Cannot assign to " + JSON.stringify(exp.left));
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throw new Error("|" + workerScript.serverIp + "|" + workerScript.name + "| Cannot assign to " + JSON.stringify(exp.left));
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var p = new Promise(function(resolve, reject) {
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setTimeout(function() {
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var expRightPromise = evaluate(exp.right, workerScript);
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expRightPromise.then(function(expRight) {
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resolve(expRight);
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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}, CONSTANTS.CodeInstructionRunTime)
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});
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@@ -46,8 +46,8 @@ function evaluate(exp, workerScript) {
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env.set(exp.left.value, expRight);
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console.log("Assign operation finished");
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resolve("assignFinished");
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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});
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@@ -61,8 +61,8 @@ function evaluate(exp, workerScript) {
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var promise = evaluate(exp.left, workerScript);
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promise.then(function(valLeft) {
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resolve(valLeft);
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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}, CONSTANTS.CodeInstructionRunTime);
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});
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@@ -73,20 +73,24 @@ function evaluate(exp, workerScript) {
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var promise = evaluate(exp.right, workerScript);
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promise.then(function(valRight) {
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resolve([valLeft, valRight]);
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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}, CONSTANTS.CodeInstructionRunTime);
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});
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pRight.then(function(args) {
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console.log("Resolving binary operation");
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resolve(apply_op(exp.operator, args[0], args[1]));
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}, function() {
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reject(workerScript);
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try {
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resolve(apply_op(exp.operator, args[0], args[1]));
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} catch (e) {
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reject("|" + workerScript.serverIp + "|" + workerScript.name + "|" + e.toString());
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}
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}, function(e) {
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reject(e);
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});
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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});
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break;
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@@ -96,7 +100,7 @@ function evaluate(exp, workerScript) {
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var numConds = exp.cond.length;
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var numThens = exp.then.length;
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if (numConds == 0 || numThens == 0 || numConds != numThens) {
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throw new Error ("Number of conds and thens in if structure don't match (or there are none)");
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throw new Error ("|" + workerScript.serverIp + "|" + workerScript.name + "|Number of conds and thens in if structure don't match (or there are none)");
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}
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for (var i = 0; i < numConds; i++) {
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@@ -118,8 +122,8 @@ function evaluate(exp, workerScript) {
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var resInit = evaluate(exp.init, workerScript);
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resInit.then(function(foo) {
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resolve(resInit);
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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}, CONSTANTS.CodeInstructionRunTime);
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});
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@@ -128,11 +132,11 @@ function evaluate(exp, workerScript) {
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var pForLoop = evaluateFor(exp, workerScript);
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pForLoop.then(function(forLoopRes) {
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resolve("forLoopDone");
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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});
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break;
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@@ -144,8 +148,8 @@ function evaluate(exp, workerScript) {
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var pEvaluateWhile = evaluateWhile(exp, workerScript);
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pEvaluateWhile.then(function(whileLoopRes) {
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resolve("whileLoopDone");
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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});
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break;
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@@ -156,8 +160,8 @@ function evaluate(exp, workerScript) {
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var evaluateProgPromise = evaluateProg(exp, workerScript, 0);
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evaluateProgPromise.then(function(w) {
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resolve(workerScript);
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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});
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break;
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@@ -181,7 +185,7 @@ function evaluate(exp, workerScript) {
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if (exp.func.value == "hack") {
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console.log("Execute hack()");
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if (exp.args.length != 1) {
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throw new Error("Hack() call has incorrect number of arguments. Takes 1 argument");
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throw new Error("|" + workerScript.serverIp + "|" + workerScript.name + "|Hack() call has incorrect number of arguments. Takes 1 argument");
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}
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//IP of server to hack
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@@ -194,8 +198,6 @@ function evaluate(exp, workerScript) {
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var hackingTime = scriptCalculateHackingTime(server); //This is in seconds
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console.log("Calculated hackingTime");
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//TODO Add a safeguard to prevent a script from hacking a Server that the player
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//cannot hack
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if (server.hasAdminRights == false) {
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console.log("Cannot hack server " + server.hostname);
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resolve("Cannot hack");
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@@ -203,7 +205,7 @@ function evaluate(exp, workerScript) {
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}
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var p = new Promise(function(resolve, reject) {
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if (env.stopFlag) {console.log("rejected"); reject(workerScript);}
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if (env.stopFlag) {reject(workerScript);}
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console.log("Hacking " + server.hostname + " after " + hackingTime.toString() + " seconds.");
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setTimeout(function() {
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var hackChance = scriptCalculateHackingChance(server);
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@@ -234,18 +236,17 @@ function evaluate(exp, workerScript) {
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p.then(function(res) {
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resolve("hackExecuted");
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}, function(reason) {
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console.log("rejected. reason: " + reason);
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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} else if (exp.func.value == "sleep") {
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console.log("Execute sleep()");
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if (exp.args.length != 1) {
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throw new Error("Sleep() call has incorrect number of arguments. Takes 1 argument.");
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throw new Error("|" + workerScript.serverIp + "|" + workerScript.name + "|Sleep() call has incorrect number of arguments. Takes 1 argument.");
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}
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var sleepTimePromise = evaluate(exp.args[0], workerScript);
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@@ -259,17 +260,17 @@ function evaluate(exp, workerScript) {
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p.then(function(res) {
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resolve("sleepExecuted");
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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}, function() {
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reject(workerScript)
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}, function(e) {
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reject(e)
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});
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} else if (exp.func.value == "print") {
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if (exp.args.length != 1) {
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throw new Error("Print() call has incorrect number of arguments. Takes 1 argument");
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throw new Error("|" + workerScript.serverIp + "|" + workerScript.name + "| Print() call has incorrect number of arguments. Takes 1 argument");
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}
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var p = new Promise(function(resolve, reject) {
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@@ -277,8 +278,8 @@ function evaluate(exp, workerScript) {
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var evaluatePromise = evaluate(exp.args[0], workerScript);
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evaluatePromise.then(function(res) {
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resolve(res);
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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}, CONSTANTS.CodeInstructionRunTime);
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});
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@@ -287,8 +288,8 @@ function evaluate(exp, workerScript) {
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post(res.toString());
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console.log("Print call executed");
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resolve("printExecuted");
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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}
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}, CONSTANTS.CodeInstructionRunTime);
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@@ -296,22 +297,25 @@ function evaluate(exp, workerScript) {
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break;
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default:
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throw new Error("I don't know how to evaluate " + exp.type);
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throw new Error("|" + workerScript.serverIp + "|" + workerScript.name + "| Can't evaluate type " + exp.type);
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}
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}
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//Evaluate the looping part of a for loop (Initialization block is NOT done in here)
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function evaluateFor(exp, workerScript) {
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var env = workerScript.env;
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console.log("evaluateFor() called");
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return new Promise(function(resolve, reject) {
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if (env.stopFlag) {reject(workerScript);}
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var pCond = new Promise(function(resolve, reject) {
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setTimeout(function() {
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var evaluatePromise = evaluate(exp.cond, workerScript);
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evaluatePromise.then(function(resCond) {
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console.log("Conditional evaluated to: " + resCond);
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resolve(resCond);
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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}, CONSTANTS.CodeInstructionRunTime);
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});
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@@ -326,8 +330,8 @@ function evaluateFor(exp, workerScript) {
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evaluatePromise.then(function(resCode) {
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console.log("Evaluated an iteration of for loop code");
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resolve(resCode);
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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}, CONSTANTS.CodeInstructionRunTime);
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});
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@@ -340,8 +344,8 @@ function evaluateFor(exp, workerScript) {
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evaluatePromise.then(function(foo) {
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console.log("Evaluated for loop postloop");
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resolve("postLoopFinished");
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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}, CONSTANTS.CodeInstructionRunTime);
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});
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@@ -350,37 +354,41 @@ function evaluateFor(exp, workerScript) {
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var recursiveCall = evaluateFor(exp, workerScript);
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recursiveCall.then(function(foo) {
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resolve("endForLoop");
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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} else {
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console.log("Cond is false, stopping for loop");
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resolve("endForLoop"); //Doesn't need to resolve to any particular value
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}
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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});
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}
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function evaluateWhile(exp, workerScript) {
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var env = workerScript.env;
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console.log("evaluateWhile() called");
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return new Promise(function(resolve, reject) {
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if (env.stopFlag) {reject(workerScript);}
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var pCond = new Promise(function(resolve, reject) {
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setTimeout(function() {
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var evaluatePromise = evaluate(exp.cond, workerScript);
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evaluatePromise.then(function(resCond) {
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console.log("Conditional evaluated to: " + resCond);
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resolve(resCond);
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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}, CONSTANTS.CodeInstructionRunTime);
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});
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@@ -394,8 +402,8 @@ function evaluateWhile(exp, workerScript) {
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evaluatePromise.then(function(resCode) {
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console.log("Evaluated an iteration of while loop code");
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resolve(resCode);
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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}, CONSTANTS.CodeInstructionRunTime);
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});
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@@ -405,25 +413,29 @@ function evaluateWhile(exp, workerScript) {
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var recursiveCall = evaluateWhile(exp, workerScript);
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recursiveCall.then(function(foo) {
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resolve("endWhileLoop");
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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} else {
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console.log("Cond is false, stopping while loop");
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resolve("endWhileLoop"); //Doesn't need to resolve to any particular value
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}
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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});
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}
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function evaluateProg(exp, workerScript, index) {
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var env = workerScript.env;
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console.log("evaluateProg() called");
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return new Promise(function(resolve, reject) {
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if (env.stopFlag) {reject(workerScript);}
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if (index >= exp.prog.length) {
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console.log("Prog done. Resolving recursively");
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resolve("progFinished");
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@@ -434,8 +446,8 @@ function evaluateProg(exp, workerScript, index) {
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var evaluatePromise = evaluate(exp.prog[index], workerScript);
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evaluatePromise.then(function(evalRes) {
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resolve(evalRes);
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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}, CONSTANTS.CodeInstructionRunTime);
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});
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@@ -445,11 +457,11 @@ function evaluateProg(exp, workerScript, index) {
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var nextLine = evaluateProg(exp, workerScript, index + 1);
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nextLine.then(function(nextLineRes) {
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resolve(workerScript);
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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}, function() {
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reject(workerScript);
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}, function(e) {
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reject(e);
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});
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}
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});
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@@ -24,7 +24,11 @@ function runScriptsLoop() {
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for (var i = 0; i < workerScripts.length; i++) {
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//If it isn't running, start the script
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if (workerScripts[i].running == false && workerScripts[i].env.stopFlag == false) {
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var ast = Parser(Tokenizer(InputStream(workerScripts[i].code)));
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try {
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var ast = Parser(Tokenizer(InputStream(workerScripts[i].code)));
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} catch (e) {
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post("Syntax error in " + workerScript[i].name + ": " + e);
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}
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console.log("Starting new script: " + workerScripts[i].name);
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console.log("AST of new script:");
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@@ -39,9 +43,15 @@ function runScriptsLoop() {
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w.running = false;
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w.env.stopFlag = true;
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}, function(w) {
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console.log("Stopping script" + w.name + " because it was manually stopped (rejected)")
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w.running = false;
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w.env.stopFlag = true;
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if (w instanceof Error) {
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console.log("Script threw an Error during runtime.");
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//TODO Get the script based on the error. Format: |serverip|scriptname|error message|
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//TODO Post the script error and stop the script
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} else {
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console.log("Stopping script" + w.name + " because it was manually stopped (rejected)")
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w.running = false;
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w.env.stopFlag = true;
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}
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});
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}
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}
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@@ -94,8 +94,17 @@ PlayerObject.prototype.getHomeComputer = function() {
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// At the maximum possible exp (MAX_INT = 9007199254740991), the hacking skill will be 1796
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// Gets to level 1000 hacking skill at ~1,100,000,000 exp
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PlayerObject.prototype.calculateSkill = function(exp) {
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return Math.max(Math.floor(50 * log(9007199254740991+ 2.270) - 40), 1);
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},
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return Math.max(Math.floor(50 * Math.log(9007199254740991+ 2.270) - 40), 1);
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}
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PlayerObject.prototype.updateSkillLevels = function() {
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this.hacking_skill = this.calculateSkill(this.hacking_exp);
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this.strength = this.calculateSkill(this.strength_exp);
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this.defense = this.calculateSkill(this.defense_exp);
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this.dexterity = this.calculateSkill(this.dexterity_exp);
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this.agility = this.calculateSkill(this.agility_exp);
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this.charisma = this.calculateSkill(this.charisma_exp);
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}
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//Calculates the chance of hacking a server
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//The formula is:
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@@ -107,7 +116,7 @@ PlayerObject.prototype.calculateHackingChance = function() {
|
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var skillMult = (this.hacking_chance_multiplier * this.hacking_skill);
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var skillChance = (skillMult - this.getCurrentServer().requiredHackingSkill) / skillMult;
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return (skillChance * difficultyMult);
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},
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}
|
||||
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//Calculate the time it takes to hack a server in seconds. Returns the time
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//The formula is:
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@@ -151,6 +160,7 @@ PlayerObject.prototype.hack = function() {
|
||||
//Set the startAction flag so the engine starts the hacking process
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||||
this.startAction = true;
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||||
}
|
||||
|
||||
PlayerObject.prototype.analyze = function() {
|
||||
//TODO Analyze only takes 5 seconds for now..maybe change this in the future?
|
||||
this.actionTime = 5;
|
||||
|
||||
@@ -124,6 +124,8 @@ Script.prototype.updateRamUsage = function() {
|
||||
//Every instruction takes a flat time of X seconds (defined in Constants.js)
|
||||
//Every hack instructions takes an ADDITIONAl time of however long it takes to hack that server
|
||||
Script.prototype.updateExecutionTime = function() {
|
||||
//TODO Maybe do this based on the average production/s of the script( which I'm adding in
|
||||
//as a property)
|
||||
/*
|
||||
var executionTime = 0;
|
||||
|
||||
|
||||
@@ -161,10 +161,29 @@ var Engine = {
|
||||
window.requestAnimationFrame(Engine.idleTimer);
|
||||
},
|
||||
|
||||
//TODO Account for numCycles in Code, hasn't been done yet
|
||||
updateGame: function(numCycles = 1) {
|
||||
//Manual hack
|
||||
if (Player.startAction == true) {
|
||||
Engine._totalActionTime = Player.actionTime;
|
||||
Engine._actionTimeLeft = Player.actionTime;
|
||||
Engine._actionInProgress = true;
|
||||
Engine._actionProgressBarCount = 1;
|
||||
Engine._actionProgressStr = "[ ]";
|
||||
Engine._actionTimeStr = "Time left: ";
|
||||
Player.startAction = false;
|
||||
}
|
||||
Engine.decrementAllCounters(numCycles);
|
||||
Engine.checkCounters();
|
||||
|
||||
Engine.updateHackProgress(numCycles);
|
||||
},
|
||||
|
||||
//Counters for the main event loop. Represent the number of game cycles are required
|
||||
//for something to happen.
|
||||
Counters: {
|
||||
autoSaveCounter: 300,
|
||||
autoSaveCounter: 300, //Autosave every minute
|
||||
updateSkillLevelsCounter: 10, //Only update skill levels every 2 seconds. Might improve performance
|
||||
},
|
||||
|
||||
decrementAllCounters: function(numCycles = 1) {
|
||||
@@ -182,26 +201,13 @@ var Engine = {
|
||||
Engine.saveGame();
|
||||
Engine.Counters.autoSaveCounter = 300;
|
||||
}
|
||||
|
||||
if (Engine.Counters.updateSkillLevelsCounter <= 0) {
|
||||
Player.updateSkillLevels();
|
||||
Engine.Counters.updateSkillLevelsCounter = 10;
|
||||
}
|
||||
},
|
||||
|
||||
//TODO Account for numCycles in Code, hasn't been done yet
|
||||
updateGame: function(numCycles = 1) {
|
||||
//Manual hack
|
||||
if (Player.startAction == true) {
|
||||
Engine._totalActionTime = Player.actionTime;
|
||||
Engine._actionTimeLeft = Player.actionTime;
|
||||
Engine._actionInProgress = true;
|
||||
Engine._actionProgressBarCount = 1;
|
||||
Engine._actionProgressStr = "[ ]";
|
||||
Engine._actionTimeStr = "Time left: ";
|
||||
Player.startAction = false;
|
||||
}
|
||||
Engine.decrementAllCounters(numCycles);
|
||||
Engine.checkCounters();
|
||||
|
||||
Engine.updateHackProgress(numCycles);
|
||||
},
|
||||
|
||||
/* Calculates the hack progress for a manual (non-scripted) hack and updates the progress bar/time accordingly */
|
||||
_totalActionTime: 0,
|
||||
_actionTimeLeft: 0,
|
||||
|
||||
Reference in New Issue
Block a user