Minor bug fixes, adding spotify music player, and adding sphinx documentation

This commit is contained in:
danielyxie
2018-01-09 14:48:06 -06:00
parent 79274defc4
commit f211e8856f
87 changed files with 23934 additions and 34 deletions
+31
View File
@@ -0,0 +1,31 @@
.. Bitburner documentation master file, created by
sphinx-quickstart on Wed Oct 4 15:03:07 2017.
You can adapt this file completely to your liking, but it should at least
contain the root `toctree` directive.
Welcome to Bitburner's documentation!
=====================================
Bitburner is a cyberpunk-themed `incremental game <https://en.wikipedia.org/wiki/Incremental_game>`_ that is currently in the
early beta stage of development. The game `can be played here <https://danielyxie.github.io/bitburner/>`_.
What is Bitburner?
------------------
Bitburner is a cyberpunk-themed incremental RPG where you, the player, take the role of an unknown hacker in a dark, dystopian world.
When a mysterious hacker called jump3R messages you, he/she confirms your suspicions that there is something wrong with the world around you.
Now, aided by jump3R, you embark on a quest to gain money and power by any means necessary, in the hopes that this will lead to to uncover the
secrets that you've been searching for.
.. toctree::
:maxdepth: 5
:caption: Contents:
Netscript <netscript>
Indices and tables
==================
* :ref:`genindex`
* :ref:`modindex`
* :ref:`search`
+25
View File
@@ -0,0 +1,25 @@
Netscript Documentation
=======================
Netscript is the programming language used in the world of Bitburner.
When you write scripts in Bitburner, they are written in the Netscript language.
Netscript is simply a tiny subset of Javascript. This means that Netscript's
syntax is almost idental to Javascript's, but it does not implement many of the
features that Javascript has.
If you have any requests or suggestions to improve the Netscript language, feel free
to reach out to the developer!
.. toctree::
:maxdepth: 5
:caption: Sections:
Data Types and Variables <netscriptdatatypes>
Operators <netscriptoperators>
Loops and Conditionals <netscriptloopsandconditionals>
Script Arguments <netscriptscriptarguments>
Basic Functions <netscriptfunctions>
Advanced Functions <netscriptadvancedfunctions>
Hacknet Node API <netscripthacknetnodeapi>
Trade Information eXchange (TIX) API <netscriptixapi>
Singularity Functions <netscriptsingularityfunctions>
@@ -0,0 +1,45 @@
Netscript Advanced Functions
============================
These Netscript functions become relevant later on in the game. They are put on a separate page because
they contain spoilers for the game.
getBitNodeMultipliers
^^^^^^^^^^^^^^^^^^^^^
.. js:function:: getBitNodeMultipliers()
Returns an object containing the current BitNode multipliers. This function requires Source-File 5 in order
to run. The multipliers are returned in integer forms (e.g. 1.5 instead of 150%). The multipliers represent
the difference between the current BitNode and the original BitNode (BitNode-1). For example, if the
*CrimeMoney* multiplier has a value of 0.1, then that means that committing crimes in the current BitNode
will only give 10% of the money you would have received in BitNode-1. The object has the following structure,
(subject to change in the future)::
{
ServerMaxMoney: 1,
ServerStartingMoney: 1,
ServerGrowthRate: 1,
ServerWeakenRate: 1,
ServerStartingSecurity: 1,
ManualHackMoney: 1,
ScriptHackMoney: 1,
CompanyWorkMoney: 1,
CrimeMoney: 1,
HacknetNodeMoney: 1,
CompanyWorkExpGain: 1,
ClassGymExpGain: 1,
FactionWorkExpGain: 1,
HackExpGain: 1,
CrimeExpGain: 1,
FactionWorkRepGain: 1,
FactionPassiveRepGain: 1,
AugmentationRepCost: 1,
AugmentationMoneyCost: 1,
}
Example::
mults = getBitNodeMultipliers();
print(mults.ServerMaxMoney);
print(mults.HackExpGain);
+44
View File
@@ -0,0 +1,44 @@
Netscript Data Types and Variables
==================================
Data Types
----------
Netscript supports three primitive data types:
**Numbers** - Positive numerics, such as integers and floats. Examples: 6, 0, 10.5
**Strings** - A sequence of characters that represents text. The characters must be encapsulated by single or
double quotes. Example: "This is a string" or equivalently 'This is a string'.
*Strings are fully functional* `Javascript strings <https://www.w3schools.com/jsref/jsref_obj_string.asp>`_,
*which means that all of the member functions of Javascript strings such as toLowerCase() and includes() are also available in Netscript!*
**Boolean** - true or false
**Array** - An array is a special container object that is capable of holding many different values. Arrays are simply Javascript
arrays, and most Javascript array methods can be used in Netscript as well (join(), pop(), splice(), etc.). You can read more about
`Javascript arrays here <https://www.w3schools.com/js/js_arrays.asp>`_
Variables
---------
Variables can be thought of as named containers. Their purpose is to label and store data. The data stored in the
variable can then be accessed and changed by referring to the variable's name. The name of a variable must start with
either a letter or an underscore. The rest of the variable name can contain any alphanumeric (letters and numbers),
as well as hyphens and underscores.
The Netscript language is untyped, meaning that any variable can hold any of the data types above. The value type of a variable
can also change. For example, if a variable initially holds a number, it can later hold a string.
The following shows how you can declare and initialize variables::
i = 1;
s = "This is a string";
b = false;
After declaring a variable, the values in variables can be used simply by referencing the name. For example::
j = i + 5;
s2 = s + " Adding more letters onto the string"
The first command above will store the value 6 in the variable j. The second command will store the string "This is a string Adding more letters onto the string" into the variable s2.
+889
View File
@@ -0,0 +1,889 @@
Netscript Basic Functions
=========================
This page contains the complete documentation for all functions that are available in Netscript.
This includes information such as function signatures, what they do, and their return values.
At the end is also a section that describes how to define your own functions in Netscript.
hack
^^^^
.. js:function:: hack(hostname/ip)
:param string hostname/ip: IP or hostname of the target server to hack
:returns: True if the hack is successful, false otherwise
Function that is used to try and hack servers to steal money and gain hacking experience. The runtime for this command depends
on your hacking level and the target server's security level. In order to hack a server you must first gain root access
to that server and also have the required hacking level.
A script can hack a server from anywhere. It does not need to be running on the same server to hack that server. For example,
you can create a script that hacks the 'foodnstuff' server and run that script on any server in the game.
A successful hack() on a server will raise that server's security level by 0.002.
Example::
hack("foodnstuff");
hack("10.1.2.3");
grow
^^^^
.. js:function:: grow(hostname/ip)
:param string hostname/ip: IP or hostname of the target server to grow
:returns: The number by which the money on the server was multiplied for the growth
Use your hacking skills to increase the amount of money available on a server. The runtime for this command depends on your hacking
level and the target server's security level. When grow() completes, the money available on a target server will be increased by a
certain, fixed percentage. This percentage is determined by the target server's growth rate (which varies between servers) and security level.
Generally, higher-level servers have higher growth rates. The getServerGrowth() function can be used to obtain a server's growth rate.
Like hack(), grow() can be called on any server, regardless of where the script is running. The grow() command requires
root access to the target server, but there is no required hacking level to run the command. It also raises the security level
of the target server by 0.004.
Example::
grow("foodnstuff");
weaken
^^^^^^
.. js:function:: weaken(hostname/ip)
:param string hostname.ip: IP or hostname of the target server to weaken
:returns: The amount by which the target server's security level was decreased. This is equivalent to 0.05 multiplied
by the number of script threads
Use your hacking skills to attack a server's security, lowering the server's security level. The runtime for this command
depends on your hacking level and the target server's security level. This function lowers the security level of the target
server by 0.05.
Like hack() and grow(), weaken() can be called on any server, regardless of where the script is running. This command requires
root access to the target server, but there is no required hacking level to run the command.
Example::
weaken("foodnstuff");
sleep
^^^^^
.. js:function:: sleep(n[, log=true])
:param number n: Number of milliseconds to sleep
:param boolean log: Optional boolean specifying whether or not to log the action
Suspends the script for n milliseconds.
print
^^^^^
.. js:function:: print(x)
:param x: Value to be printed
Prints a value or a variable to the script's logs.
tprint
^^^^^^
.. js:function:: tprint(x)
:param x: Value to be printed
Prints a value or a variable to the Terminal
scan
^^^^
.. js:function:: scan(hostname/ip[, hostnames=true])
:param string hostname/ip: IP or hostname of the server to scan
:param boolean: Optional boolean specifying whether the function should output hostnames (if true) or IP addresses (if false)
Returns an array containing the hostnames or IPs of all servers that are one node way from the specified target server. The
hostnames/IPs in the returned array are strings.
nuke
^^^^
.. js:function:: nuke(hostname/ip)
:param string hostname/ip: IP or hostname of the target server
Runs the NUKE.exe program on the target server. NUKE.exe must exist on your home computer.
Example::
nuke("foodnstuff");
brutessh
^^^^^^^^
.. js:function:: brutessh(hostname/ip)
:param string hostname/ip: IP or hostname of the target server
Runs the BruteSSH.exe program on the target server. BruteSSH.exe must exist on your home computer.
Example::
brutessh("foodnstuff");
ftpcrack
^^^^^^^^
.. js:function:: ftpcrack(hostname/ip)
:param string hostname/ip: IP or hostname of the target server
Runs the FTPCrack.exe program on the target server. FTPCrack.exe must exist on your home computer.
Example::
ftpcrack("foodnstuff");
relaysmtp
^^^^^^^^^
.. js:function:: relaysmtp(hostname/ip)
:param string hostname/ip: IP or hostname of the target server
Runs the relaySMTP.exe program on the target server. relaySMTP.exe must exist on your home computer.
Example::
relaysmtp("foodnstuff");
httpworm
^^^^^^^^
.. js:function:: httpworm(hostname/ip)
:param string hostname/ip: IP or hostname of the target server
Runs the HTTPWorm.exe program on the target server. HTTPWorm.exe must exist on your home computer.
Example::
httpworm("foodnstuff");
sqlinject
^^^^^^^^^
.. js:function:: sqlinject(hostname/ip)
:param string hostname/ip: IP or hostname of the target server
Runs the SQLInject.exe program on the target server. SQLInject.exe must exist on your home computer.
Example::
sqlinject("foodnstuff");
run
^^^
.. js:function:: run(script, [numThreads=1], [args...])
:param string script: Filename of script to run
:param number numThreads: Optional thread count for new script. Set to 1 by default. Will be rounded to nearest integer
:param args...:
Additional arguments to pass into the new script that is being run. Note that if any arguments are being
passed into the new script, then the second argument *numThreads* must be filled in with a value.
Run a script as a separate process. This function can only be used to run scripts located on the current server (the server
running the script that calls this function).
Returns true if the script is successfully started, and false otherwise. Requires a significant amount of RAM to run this
command.
The simplest way to use the *run* command is to call it with just the script name. The following example will run
'foo.script' single-threaded with no arguments::
run("foo.script");
The following example will run 'foo.script' but with 5 threads instead of single-threaded::
run("foo.script", 5);
This next example will run 'foo.script' single-threaded, and will pass the string 'foodnstuff' into the script
as an argument::
run("foo.script", 1, 'foodnstuff');
exec
^^^^
.. js:function:: exec(script, hostname/ip, [numThreads=1], [args...])
:param string script: Filename of script to execute
:param string hostname/ip: IP or hostname of the 'target server' on which to execute the script
:param number numThreads: Optional thread count for new script. Set to 1 by default. Will be rounded to nearest integer
:param args...:
Additional arguments to pass into the new script that is being run. Note that if any arguments are being
passed into the new script, then the third argument *numThreads* must be filled in with a value.
Run a script as a separate process on a specified server. This is similar to the *run* function except
that it can be used to run a script on any server, instead of just the current server.
Returns true if the script is successfully started, and false otherwise.
The simplest way to use the *exec* command is to call it with just the script name and the target server.
The following example will try to run *generic-hack.script* on the *foodnstuff* server::
exec("generic-hack.script", "foodnstuff");
The following example will try to run the script *generic-hack.script* on the *joesguns* server with 10 threads::
exec("generic-hack.script", "joesguns", 10);
This last example will try to run the script *foo.script* on the *foodnstuff* server with 5 threads. It will also pass
the number 1 and the string "test" in as arguments to the script::
exec("foo.script", "foodnstuff", 5, 1, "test");
kill
^^^^
.. js:function:: kill(script, hostname/ip, [args...])
:param string script: Filename of the script to kill
:param string hostname/ip: IP or hostname of the server on which to kill the script
:param args...: Arguments to identify which script to kill
Kills the script on the target server specified by the script's name and arguments. Remember that scripts
are uniquely identified by both their name and arguments. For example, if *foo.script* is run with the argument 1, then this
is not the same as *foo.script* run with the argument 2, even though they have the same code.
If this function successfully kills the specified script, then it will return true. Otherwise, it will return false.
Examples:
The following example will try to kill a script named *foo.script* on the *foodnstuff* server that was ran with no arguments::
kill("foo.script", "foodnstuff");
The following will try to kill a script named *foo.script* on the current server that was ran with no arguments::
kill("foo.script", getHostname());
The following will try to kill a script named *foo.script* on the current server that was ran with the arguments 1 and "foodnstuff"::
kill("foo.script", getHostname(), 1, "foodnstuff");
killall
^^^^^^^
.. js:function:: killall(hostname/ip)
:param string hostname/ip: IP or hostname of the server on which to kill all scripts
Kills all running scripts on the specified server. This function will always return true.
exit
^^^^
.. js:function:: exit()
Terminates the current script immediately
scp
^^^
.. js:function:: scp(files, [source], destination)
:param string/array files: Filename or an array of filenames of script/literature files to copy
:param string source:
Hostname or IP of the source server, which is the server from which the file will be copied.
This argument is optional and if it's omitted the source will be the current server.
:param string destination: Hostname or IP of the destination server, which is the server to which the file will be copied.
Copies a script or literature (.lit) file(s) to another server. The *files* argument can be either a string specifying a
single file to copy, or an array of strings specifying multiple files to copy.
Returns true if the script/literature file is successfully copied over and false otherwise. If the *files* argument is an array
then this function will return true if at least one of the files in the array is successfully copied.
Examples::
//Copies hack-template.script from the current server to foodnstuff
scp("hack-template.script", "foodnstuff");
//Copies foo.lit from the helios server to the home computer
scp("foo.lit", "helios", "home");
//Tries to copy three files from rothman-uni to home computer
files = ["foo1.lit", "foo2.script", "foo3.script"];
scp(files, "rothman-uni", "home");
ls
^^
.. js:function:: ls(hostname/ip)
:param string hostname/ip: Hostname or IP of the target server
Returns an array with the filenames of all files on the specified server (as strings). The returned array
is sorted in alphabetic order
hasRootAccess
^^^^^^^^^^^^^
.. js:function:: hasRootAccess(hostname/ip)
:param string hostname/ip: Hostname or IP of the target server
Returns a boolean indicating whether or not the player has root access to the specified target server.
Example::
if (hasRootAccess("foodnstuff") == false) {
nuke("foodnstuff");
}
getHostname
^^^^^^^^^^^
.. js:function:: getHostname()
Returns a string with the hostname of the server that the script is running on
getHackingLevel
^^^^^^^^^^^^^^^
.. js:function:: getHackingLevel()
Returns the player's current hacking level
getHackingMultipliers
^^^^^^^^^^^^^^^^^^^^^
.. js:function:: getHackingMultipliers()
Returns an object containing the Player's hacking related multipliers. These multipliers are
returned in integer forms, not percentages (e.g. 1.5 instead of 150%). The object has the following structure::
{
chance: Player's hacking chance multiplier,
speed: Player's hacking speed multiplier,
money: Player's hacking money stolen multiplier,
growth: Player's hacking growth multiplier
}
Example of how this can be used::
mults = getHackingMultipliers();
print(mults.chance);
print(mults.growth);
getServerMoneyAvailable
^^^^^^^^^^^^^^^^^^^^^^^
.. js:function:: getServerMoneyAvailable(hostname/ip)
:param string hostname/ip: Hostname or IP of target server
Returns the amount of money available on a server. **Running this function on the home computer will return
the player's money.**
Example::
getServerMoneyAvailable("foodnstuff");
getServerMoneyAvailable("home"); //Returns player's money
getServerMaxMoney
^^^^^^^^^^^^^^^^^
.. js:function:: getServerMaxMoney(hostname/ip)
:param string hostname/ip: Hostname or IP of target server
Returns the maximum amount of money that can be available on a server
getServerGrowth
^^^^^^^^^^^^^^^
.. js:function:: getServerGrowth(hostname/ip)
:param string hostname/ip: Hostname or IP of target server
Returns the server's instrinsic "growth parameter". This growth parameter is a number
between 1 and 100 that represents how quickly the server's money grows. This parameter affects the
percentage by which the server's money is increased when using the *grow()* function. A higher
growth parameter will result in a higher percentage increase from *grow()*.
getServerSecurityLevel
^^^^^^^^^^^^^^^^^^^^^^
.. js:function:: getServerSecurityLevel(hostname/ip)
:param string hostname/ip: Hostname or IP of target server
Returns the security level of the target server. A server's security level is denoted by a number, typically
between 1 and 100 (but it can go above 100).
getServerBaseSecurityLevel
^^^^^^^^^^^^^^^^^^^^^^^^^^
.. js:function:: getServerBaseSecurityLevel(hostname/ip)
:param string hostname/ip: Hostname or IP of target server
Returns the base security level of the target server. This is the security level that the server starts out with.
This is different than *getServerSecurityLevel()* because *getServerSecurityLevel()* returns the current
security level of a server, which can constantly change due to *hack()*, *grow()*, and *weaken()*, calls on that
server. The base security level will stay the same until you reset by installing an Augmentation(s).
getServerMinSecurityLevel
^^^^^^^^^^^^^^^^^^^^^^^^^
.. js:function:: getServerMinSecurityLevel(hostname/ip)
:param string hostname/ip: Hostname or IP of target server
Returns the minimum security level of the target server
getServerRequiredHackingLevel
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
.. js:function:: getServerRequiredHackingLevel(hostname/ip)
:param string hostname/ip: Hostname or IP of target server
Returns the required hacking level of the target server
getServerNumPortsRequired
^^^^^^^^^^^^^^^^^^^^^^^^^
.. js:function:: getServerNumPortsRequired(hostname/ip)
:param string hostname/ip: Hostname or IP of target server
Returns the number of open ports required to successfully run NUKE.exe on the specified server.
getServerRam
^^^^^^^^^^^^
.. js:function:: getServerRam(hostname/ip)
:param string hostname/ip: Hostname or IP of target server
Returns an array with two elements that gives information about a server's memory (RAM). The first
element in the array is the amount of RAM that the server has total (in GB). The second element in
the array is the amount of RAM that is currently being used on the server (in GB).
Example::
res = getServerRam("helios");
totalRam = res[0];
ramUsed = res[1];
serverExists
^^^^^^^^^^^^
.. js:function:: serverExists(hostname/ip)
:param string hostname/ip: Hostname or IP of target server
Returns a boolean denoting whether or not the specified server exists
fileExists
^^^^^^^^^^
.. js:function:: fileExists(filename, [hostname/ip])
:param string filename: Filename of file to check
:param string hostname/ip:
Hostname or IP of target server. This is optional. If it is not specified then the
function will use the current server as the target server
Returns a boolean indicating whether the specified file exists on the target server. The filename
for scripts is case-sensitive, but for other types of files it is not. For example, *fileExists("brutessh.exe")*
will work fine, even though the actual program is named "BruteSSH.exe".
If the *hostname/ip* argument is omitted, then the function will search through the current server (the server
running the script that calls this function) for the file.
Examples::
fileExists("foo.script", "foodnstuff");
fileExists("ftpcrack.exe");
The first example above will return true if the script named *foo.script* exists on the *foodnstuff* server, and false otherwise.
The second example above will return true if the current server contains the *FTPCrack.exe* program, and false otherwise.
isRunning
^^^^^^^^^
.. js:function:: isRunning(filename, hostname/ip, [args...])
:param string filename: Filename of script to check. This is case-sensitive.
:param string hostname/ip: Hostname or IP of target server
:param args...: Arguments to specify/identify which scripts to search for
Returns a boolean indicating whether the specified script is running on the target server. Remember that a script is
uniquely identified by both its name and its arguments.
**Examples:**
In this first example below, the function call will return true if there is a script named *foo.script* with no arguments
running on the *foodnstuff* server, and false otherwise::
isRunning("foo.script", "foodnstuff");
In this second example below, the function call will return true if there is a script named *foo.script* with no arguments
running on the current server, and false otherwise::
isRunning("foo.script", getHostname());
In this next example below, the function call will return true if there is a script named *foo.script* running with the arguments
1, 5, and "test" (in that order) on the *joesguns* server, and false otherwise::
isRunning("foo.script", "joesguns", 1, 5, "test");
getNextHacknetNodeCost
^^^^^^^^^^^^^^^^^^^^^^
.. js:function:: getNextHacknetNodeCost()
Returns the cost of purchasing a new Hacknet Node
purchaseHacknetNode
^^^^^^^^^^^^^^^^^^^
.. js:function:: purchaseHacknetNode()
Purchases a new Hacknet Node. Returns a number with the index of the Hacknet Node. This index is equivalent to the number at the
end of the Hacknet Node's name (e.g The Hacknet Node named 'hacknet-node-4' will have an index of 4). If the player cannot afford
to purchase a new Hacknet Node then the function will return false.
purchaseServer
^^^^^^^^^^^^^^
.. js:function:: purchaseServer(hostname, ram)
:param string hostname: Hostname of the purchased server
:param number ram: Amount of RAM of the purchased server. Must be a power of 2 (2, 4, 8, 16, etc.)
Purchased a server with the specified hostname and amount of RAM.
The *hostname* argument can be any data type, but it will be converted to a string and have whitespace removed. Anything that resolves to an empty string will
cause the function to fail. If there is already a server with the specified hostname, then the function will automatically append
a number at the end of the *hostname* argument value until it finds a unique hostname. For example, if the script calls
*purchaseServer("foo", 4)* but a server named "foo" already exists, the it will automatically change the hostname to "foo-0". If there is already
a server with the hostname "foo-0", then it will change the hostname to "foo-1", and so on.
Note that there is a maximum limit to the amount of servers you can purchase.
Returns the hostname of the newly purchased server as a string. If the function fails to purchase a server, then it will return an
empty string. The function will fail if the arguments passed in are invalid, if the player does not have enough money to purchase
the specified server, or if the player has exceeded the maximum amount of servers.
Example::
ram = 64;
hn = "pserv-";
for (i = 0; i < 5; ++i) {
purchaseServer(hn + i, ram);
}
deleteServer
^^^^^^^^^^^^
.. js:function:: deleteServer(hostname)
:param string hostname: Hostname of the server to delete
Deletes one of your purchased servers, which is specified by its hostname.
The *hostname* argument can be any data type, but it will be converted to a string. Whitespace is automatically removed from
the string. This function will not delete a server that still has scripts running on it.
Returns true if successful, and false otherwise.
getPurchasedServers
^^^^^^^^^^^^^^^^^^^
.. js:function:: getPurchasedServers([hostname=true])
:param boolean hostname:
Specifies whether hostnames or IP addresses should be returned. If it's true then hostnames will be returned, and if false
then IPs will be returned. If this argument is omitted then it is true by default
Returns an array with either the hostnames or IPs of all of the servers you have purchased.
round
^^^^^
.. js:function:: round(n)
:param number n: Number to round
Returns the argument *n* rounded to the nearest integer. If the argument passed in is not a number, then the function will return 0.
write
^^^^^
.. js:function:: write(port/fn, data="", mode="a")
:param string/number port/fn: Port or text file that will be written to
:param string data: Data to write
:param string mode: Defines the write mode. Only valid when writing to text files.
This function can be used to either write data to a port or to a text file (.txt).
If the first argument is a number between 1 and 10, then it specifies a port and this function will write *data* to that port. Read
about how `Netscript Ports work here <http://bitburner.wikia.com/wiki/Netscript_Ports>`_. The third argument, *mode*, is not used
when writing to a port.
If the first argument is a string, then it specifies the name of a text file (.txt) and this function will write *data* to that text file. If the
specified text file does not exist, then it will be created. The third argument *mode, defines how the data will be written to the text file. If *mode*
is set to "w", then the data is written in "write" mode which means that it will overwrite all existing data on the text file. If *mode* is set to
any other value then the data will be written in "append" mode which means that the data will be added at the end of the text file.
read
^^^^
.. js:function:: read(port/fn)
:param string/number port/fn: Port or text file to read from
This function is used to read data from a port or from a text file (.txt).
If the argument *port/fn* is a number between 1 and 10, then it specifies a port and it will read data from that port. Read
about how `Netscript Ports work here <http://bitburner.wikia.com/wiki/Netscript_Ports>`_. A port is a serialized queue. This function
will remove the first element from that queue and return it. If the queue is empty, then the string "NULL PORT DATA" will be returned.
If the argument *port/fn* is a string, then it specifies the name of a text file (.txt) and this function will return the data in the specified text file. If
the text file does not exist, an empty string will be returned.
clear
^^^^^
.. js:function:: clear(port/fn)
:param string/number port/fn: Port or text file to clear
This function is used to clear data in a `Netscript Ports <http://bitburner.wikia.com/wiki/Netscript_Ports>`_ or a text file.
If the *port/fn* argument is a number between 1 and 10, then it specifies a port and will clear it (deleting all data from the underlying queue).
If the *port/fn* argument is a string, then it specifies the name of a text file (.txt) and will delete all data from that text file.
scriptRunning
^^^^^^^^^^^^^
.. js:function:: scriptRunning(scriptname, hostname/ip)
:param string scriptname: Filename of script to check. This is case-sensitive.
:param string hostname/ip: Hostname or IP of target server
Returns a boolean indicating whether any instance of the specified script is running on the target server, regardless of
its arguments.
This is different than the *isRunning()* function because it does not try to identify a specific instance of a running script
by its arguments.
**Examples:**
The example below will return true if there is any script named *foo.script* running on the *foodnstuff* server, and false otherwise::
scriptRunning("foo.script", "foodnstuff");
The example below will return true if there is any script named "foo.script" running on the current server, and false otherwise::
scriptRunning("foo.script", getHostname());
scriptKill
^^^^^^^^^^
.. js:function:: scriptKill(scriptname, hostname/ip)
:param string scriptname: Filename of script to kill. This is case-sensitive.
:param string hostname/ip: Hostname or IP of target server
Kills all scripts with the specified filename on the target server specified by *hostname/ip*, regardless of arguments. Returns
true if one or more scripts were successfully killed, and false if none were.
getScriptRam
^^^^^^^^^^^^
.. js:function:: getScriptRam(scriptname, hostname/ip)
:param string scriptname: Filename of script. This is case-sensitive.
:param string hostname/ip: Hostname or IP of target server
Returns the amount of RAM required to run the specified script on the target server
getHackTime
^^^^^^^^^^^
.. js:function:: getHackTime(hostname/ip)
:param string hostname/ip: Hostname or IP of target server
Returns the amount of time in seconds it takes to execute the *hack()* Netscript function on the target server.
getGrowTime
^^^^^^^^^^^
.. js:function:: getGrowTime(hostname/ip)
:param string hostname/ip: Hostname or IP of target server
Returns the amount of time in seconds it takes to execute the *grow()* Netscript function on the target server.
getWeakenTime
^^^^^^^^^^^^^
.. js:function:: getWeakenTime(hostname/ip)
:param string hostname/ip: Hostname or IP of target server
Returns the amount of time in seconds it takes to execute the *weaken()* Netscript function on the target server.
getScriptIncome
^^^^^^^^^^^^^^^
.. js:function:: getScriptIncome([scriptname], [hostname/ip], [args...])
:param string scriptname: Filename of script
:param string hostname/ip: Server on which script is running
:param args...: Arguments that the script is running with
Returns the amount of income the specified script generates while online (when the game is open, does not apply for offline income).
Remember that a script is uniquely identified by both its name and its arguments. So for example if you ran a script with the arguments
"foodnstuff" and "5" then in order to use this function to get that script's income you must specify those same arguments in the same order
in this function call.
This function can also be called with no arguments. If called with no arguments, then this function will return an array of two values. The
first value is the total income ($ / second) of all of your active scripts (scripts that are currently running on any server). The second value
is the total income ($ / second) that you've earned from scripts since you last installed Augmentations.
getScriptExpGain
^^^^^^^^^^^^^^^^
.. js:function:: getScriptExpGain([scriptname], [hostname/ip], [args...])
:param string scriptname: Filename of script
:param string hostname/ip: Server on which script is running
:param args...: Arguments that the script is running with
Returns the amount of hacking experience the specified script generates while online (when the game is open, does not apply for offline experience gains).
Remember that a script is uniquely identified by both its name and its arguments.
This function can also return the total experience gain rate of all of your active scripts by running the function with no arguments.
getTimeSinceLastAug
^^^^^^^^^^^^^^^^^^^
.. js:function:: getTimeSinceLastAug()
Returns the amount of time in milliseconds that have passed since you last installed Augmentations
sprintf
^^^^^^^
.. js:function:: sprintf()
See `this link <https://github.com/alexei/sprintf.js>`_ for details.
vsprintf
^^^^^^^^
.. js:function:: vsprintf()
See `this link <https://github.com/alexei/sprintf.js>`_ for details.
prompt
^^^^^^
.. js:function:: prompt(txt)
:param string txt: Text to appear in the prompt dialog box
Prompts the player with a dialog box with two options: "Yes" and "No". This function will return true if the player click "Yes" and
false if the player clicks "No". The script's execution is halted until the player selects one of the options.
Defining your own Functions
---------------------------
You can define your own functions in Netscript using the following syntax::
function name(args...) {
function code here...
return some_value
}
Functions should have some return value. Here is an example of defining and using a function::
function sum(values) {
res = 0;
for (i = 0; i < values.length; ++i) {
res += values[i];
}
return res;
}
print(sum([1, 2, 3, 4, 5]));
print(sum([1, 10]));
The example above prints the following in its log::
15
11
**Note about variable scope in functions:**
Functions can access "global" variables declared outside of the function's scope. However, they cannot change the value of any "global" variables.
Any changes to "global" variables will only be applied locally to the function. This also means that any variable that is first defined inside a
function will NOT be accessible outside of the function.
For example, the following code::
function sum(values) {
res = 0;
for (i = 0; i < values.length; ++i) {
res += values[i];
}
return res;
}
print(res);
results in the following runtime error::
Script runtime error:
Server Ip: 75.7.4.1
Script name: test.script
Args:[]
variable res not defined
The following example shows that any change to "global" variable inside a function only applies in the function's local scope::
function foo() {
i = 5;
return "foo";
}
i = 0;
print(i);
foo();
print(i);
Results in the following log::
0
0
**Other Notes about creating your own functions:**
Defining a function does not create a Javascript function object in the underlying game code. This means that you cannot use any function
you create in functions such as `Array.sort() <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/sort>`_ (not yet at least, I'll try to make it work in the future).
+127
View File
@@ -0,0 +1,127 @@
Netscript Hacknet Node API
==========================
Netscript provides the following API for accessing and upgrading your Hacknet Nodes
through scripts.
Note that none of these functions will write to the script's logs. If you want
to see what your script is doing you will have to print to the logs yourself.
hacknetnodes
^^^^^^^^^^^^
*hacknetnodes* is a special variable. It is an array that maps to the player's
Hacknet Nodes. The Hacknet Nodes are accessed through indexed. These indexes
correspond to the number at the end of the name of the Hacknet Node. For example,
the first Hacknet Node you purchase will have the name "hacknet-node-0" and can be
accessed using *hacknetnodes[0]*. The fourth Hacknet Node you purchase will have the name
"hacknet-node-3" and can be accessed using *hacknetnodes[3]*.
Hacknet Node Member Variables
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
The following is a list of member variables for a Hacknet Node object. These variables are read-only, which means you cannot assign
a value to these.
Note that these must be called on an element inside the *hacknetnodes* array, not the array itself.
.. js:function:: hacknetnodes[i].level
Returns the level of the corresponding Hacknet Node
.. js:function:: hacknetnodes[i].ram
Returns the amount of RAM on the corresponding Hacknet Node
.. js:function:: hacknetnodes[i].cores
Returns the number of cores on the corresponding Hacknet Node
.. js:function:: hacknetnodes[i].totalMoneyGenerated
Returns the total amount of money that the corresponding Hacknet Node has earned
.. js:function:: hacknetnodes[i].onlineTimeSeconds
Returns the total amount of time (in seconds) that the corresponding Hacknet Node has existed
.. js:function:: hacknetnodes[i].moneyGainRatePerSecond
Returns the amount of income that the corresponding Hacknet Node earns
Hacknet Node Methods
^^^^^^^^^^^^^^^^^^^^
The following is a list of supported functions/methods for a Hacknet Node object.
Note that these must be called on an element inside the *hacknetnodes* array, not the
array itself.
.. js:function:: hacknetnodes[i].upgradeLevel(n);
:param number n: Number of levels to upgrade. Must be positive. Rounded to nearest integer
Tries to upgrade the level of the corresponding Hacknet Node *n* times. Returns true if the
Hacknet Node's level is successfully upgraded *n* times or up to the max level (200), and false
otherwise.
.. js:function:: hacknetnodes[i].upgradeRam()
Tries to upgrade the amount of RAM on the corresponding Hacknet Node. Returns true if the RAM is
successfully upgraded and false otherwise.
.. js:function:: hacknetnodes[i].upgradeCore()
Tries to purchase an additional core for the corresponding Hacknet Node. Returns true if the
additional core is successfully purchased, and false otherwise.
.. js:function:: hacknetnodes[i].getLevelUpgradeCost(n);
:param number n: Number of levels to upgrade. Must be positive. Rounded to nearest integer
Returns the cost of upgrading the specified Hacknet Node by *n* levels
.. js:function:: hacknetnodes[i].getRamUpgradeCost()
Returns the cost of upgrading the RAM of the specified Hacknet Node. Upgrading a Node's RAM doubles it.
.. js:function:: hacknetnodes[i].getCoreUpgradeCost()
Returns the cost of upgrading the number of cores of the specified Hacknet Node. Upgrading a Node's
number of cores adds one additional core.
Example(s)
^^^^^^^^^^
The following is an example of one way a script can be used to automate the purchasing and upgrading of Hacknet Nodes.
This script purchases new Hacknet Nodes until the player has four. Then, it iteratively upgrades each of those four Hacknet
Nodes to a level of at least 75, RAM to at least 8GB, and number of cores to at least 2::
//Purchase 4 Hacknet Nodes
while(hacknetnodes.length < 4) {
purchaseHacknetNode();
}
//Upgrade all 4 Hacknet Nodes to at least level 75
for (i = 0; i < 4; i = i++) {
while (hacknetnodes[i].level <= 75) {
hacknetnodes[i].upgradeLevel(5);
sleep(10000);
}
}
//Upgrade RAM on all Hacknet Nodes to 8GB
for (i = 0; i < 4; i = i++) {
while (hacknetnodes[i].ram < 8) {
hacknetnodes[i].upgradeRam();
sleep(10000);
}
}
//Upgrade cores on all Hacknet Nodes to 2
for (i = 0; i < 4; i = i++) {
while (hacknetnodes[i].cores < 2) {
hacknetnodes[i].upgradeCore();
sleep(10000);
}
}
+174
View File
@@ -0,0 +1,174 @@
Netscript Trade Information eXchange (TIX) API
==============================================
The Trade Information eXchange (TIX) is the communications protocol supported by the World Stock Exchange (WSE).
The WESE provides an API that allows you to automatically communicate with the
`Stock Market <http://bitburner.wikia.com/wiki/Stock_Market>`_. This API lets you write code using Netscript
to build automated trading systems and create your own algorithmic trading strategies. Access to this
TIX API can be purchased by visiting the World Stock Exchange in-game.
Access to the TIX API currently costs $5 billion. After you purchase it, you will retain this
access even after you 'reset' by installing Augmentations
getStockPrice
-------------
.. js:function:: getStockPrice(sym)
:param string sym: Stock symbol
Returns the price of a stock, given its symbol (NOT the company name). The symbol is a sequence
of two to four capital letters.
Example::
getStockPrice("FISG");
getStockPosition
----------------
.. js:function:: getStockPosition(sym)
:param string sym: Stock symbol
Returns an array of four elements that represents the player's position in a stock.
The first element is the returned array is the number of shares the player owns of the stock in the
`Long position <http://bitburner.wikia.com/wiki/Stock_Market#Positions:_Long_vs_Short>`_. The second
element in the array is the average price of the player's shares in the Long position.
The third element in the array is the number of shares the player owns of the stock in the
`Short position <http://bitburner.wikia.com/wiki/Stock_Market#Positions:_Long_vs_Short>`_. The fourth
element in the array is the average price of the player's Short position.
All elements in the returned array are numeric.
Example::
pos = getStockPosition("ECP");
shares = pos[0];
avgPx = pos[1];
sharesShort = pos[2];
avgPxShort = pos[3];
buyStock
--------
.. js:function:: buyStock(sym, shares)
:param string sym: Symbol of stock to purchase
:param number shares: Number of shares to purchased. Must be positive. Will be rounded to nearest integer
Attempts to purchase shares of a stock using a `Market Order <http://bitburner.wikia.com/wiki/Stock_Market#Order_Types>`_.
If the player does not have enough money to purchase the specified number of shares, then no shares will be purchased. Remember
that every transaction on the stock exchange costs a certain commission fee.
If this function successfully purchases the shares, it will return the stock price at which each share was purchased. Otherwise,
it will return 0.
sellStock
---------
.. js:function:: sellStock(sym, shares)
:param string sym: Symbol of stock to sell
:param number shares: Number of shares to sell. Must be positive. Will be rounded to nearest integer
Attempts to sell shares of a stock using a `Market Order <http://bitburner.wikia.com/wiki/Stock_Market#Order_Types>`_.
If the specified number of shares in the function exceeds the amount that the player actually owns, then this function will
sell all owned shares. Remember that every transaction on the stock exchange costs a certain commission fee.
The net profit made from selling stocks with this function is reflected in the script's statistics.
This net profit is calculated as::
shares * (sell price - average price of purchased shares)
If the sale is successful, this function will return the stock price at which each share was sold. Otherwise, it will return 0.
shortStock
----------
.. js:function:: shortStock(sym, shares)
:param string sym: Symbol of stock to short
:param number shares: Number of shares to short. Must be positive. Will be rounded to nearest integer
Attempts to purchase a `short <http://bitburner.wikia.com/wiki/Stock_Market#Positions:_Long_vs_Short>`_ position of a stock
using a `Market Order <http://bitburner.wikia.com/wiki/Stock_Market#Order_Types>`_.
The ability to short a stock is **not** immediately available to the player and must be unlocked later on in the game.
If the player does not have enough money to purchase the specified number of shares, then no shares will be purchased.
Remember that every transaction on the stock exchange costs a certain commission fee.
If the purchase is successful, this function will return the stock price at which each share was purchased. Otherwise, it will return 0.
sellShort
---------
.. js:function:: sellShort(sym, shares)
:param string sym: Symbol of stock to sell
:param number shares: Number of shares to sell. Must be positive. Will be rounded to nearest integer
Attempts to sell a `short <http://bitburner.wikia.com/wiki/Stock_Market#Positions:_Long_vs_Short>`_ position of a stock
using a `Market Order <http://bitburner.wikia.com/wiki/Stock_Market#Order_Types>`_.
The ability to short a stock is **not** immediately available to the player and must be unlocked later on in the game.
If the specified number of shares exceeds the amount that the player actually owns, then this function will sell all owned
shares. Remember that every transaction on the stock exchange costs a certain commission fee.
If the sale is successful, this function will return the stock price at which each share was sold. Otherwise it will return 0.
placeOrder
----------
.. js:function:: placeOrder(sym, shares, price, type, pos)
:param string sym: Symbol of stock to player order for
:param number shares: Number of shares for order. Must be positive. Will be rounded to nearest integer
:param number price: Execution price for the order
:param string type: Type of order. It must specify "limit" or "stop", and must also specify "buy" or "sell". This is NOT
case-sensitive. Here are four examples that will work:
* limitbuy
* limitsell
* stopbuy
* stopsell
:param string pos:
Specifies whether the order is a "Long" or "Short" position. The Values "L" or "S" can also be used. This is
NOT case-sensitive.
Places an order on the stock market. This function only works for `Limit and Stop Orders <http://bitburner.wikia.com/wiki/Stock_Market#Order_Types>`_.
The ability to place limit and stop orders is **not** immediately available to the player and must be unlocked later on in the game.
Returns true if the order is successfully placed, and false otherwise.
cancelOrder
-----------
.. js:function:: cancelOrder(sym, shares, price, type, pos)
:param string sym: Symbol of stock to player order for
:param number shares: Number of shares for order. Must be positive. Will be rounded to nearest integer
:param number price: Execution price for the order
:param string type: Type of order. It must specify "limit" or "stop", and must also specify "buy" or "sell". This is NOT
case-sensitive. Here are four examples that will work:
* limitbuy
* limitsell
* stopbuy
* stopsell
:param string pos:
Specifies whether the order is a "Long" or "Short" position. The Values "L" or "S" can also be used. This is
NOT case-sensitive.
Cancels an oustanding Limit or Stop order on the stock market.
The ability to use limit and stop orders is **not** immediately available to the player and must be unlocked later on in the game.
@@ -0,0 +1,42 @@
Netscript Loops and Conditionals
================================
Loops and Conditionals
----------------------
Netscript loops and conditionals are the same as Javascript. However, the one caveat is that when declaring variables such as the
iterator for traversing a loop, you should not use the 'var' or 'let' keyword. For reference, you can see the Javascript
documentation for loops/conditionals here:
`While loops <https://www.w3schools.com/js/js_loop_while.asp>`_
`For loops <https://www.w3schools.com/js/js_loop_for.asp>`_
`Conditionals (If/Else statements) <https://www.w3schools.com/js/js_if_else.asp>`_
Here are some simple code examples that show the use of loops and conditionals in Netscript.
The following is a while loop that runs the hack() Netscript function ten times::
i = 0;
while (i < 10) {
hack('foodnstuff');
i = i + 1;
}
The following is a for loop that runs the hack() Netscript function ten times::
for (i = 0; i < 10; ++i) {
hack("foodnstuff");
}
The following is a conditional that uses the getServerMoneyAvailable() Netscript function to check how much money
exists on the 'foodnstuff' server. If there is more than $200,000 on the server, then the server will be hacked.
Otherwise, the money available on the server will be grown using the grow() Netscript function::
if (getServerMoneyAvailable('foodnstuff') > 200000) {
hack("foodnstuff");
} else {
grow("foodnstuff");
}
+53
View File
@@ -0,0 +1,53 @@
Netscript Operators
===================
Operators
---------
Binary Operators
^^^^^^^^^^^^^^^^
Binary operators require two operands and produce a result based on their values. In general, binary
operators do not change the value of the operands.
=========== =========================== ==============================================================
Operator Name Example/Comments
=========== =========================== ==============================================================
= Assignment i = 5 would assign the value 5 to the variable i
\+ Addition 5 + 12 would return 17
\- Subtraction 20 - 8 would return 12
\* Multiplication 4 * 5 would return 20
\/ Division 50 / 10 would return 5
% Modulo 50 % 9 would return 5
&& Logical AND true && false would return false
|| Logical OR true || false would return true
< Less than 4 < 5 would return true
> Greater than 4 > 5 would return false
<= Less than or equal to 5 <= 5 would return true
>= Greater than or equal to 5 >= 4 would return true
== Equality 1 == 1 would return true
!= Inequality 4 != 5 would return true
=== Strict equality 1 === "1" would return false
!== Strict inequality 1 !== "1" would return true
=========== =========================== ==============================================================
Unary Operators
^^^^^^^^^^^^^^^
Unary operators require only a single operand and produce a result based on their values. Some unary operators will
change the value of their operands. For example::
i = 0;
++i;
Running the pre-increment unary operator (++) in the code above changes the value of the variable i.
=============== =========================== ==============================================================================================
Operator Name Example/comments
=============== =========================== ==============================================================================================
! Logical NOT operator !true would return false, and !false would return true. Does not change operand's value
\- Negation Negates a number. Only works for numerics. Does not change operand's value
++ Pre-increment ++i or i++. WARNING: This only pre-increments, even if you put i++. Changes operand's value
-- Pre-decrement --i or i--. WARNING: This only pre-decrements, even if you put i--. Changes operand's value
=============== =========================== ==============================================================================================
@@ -0,0 +1,17 @@
Netscript Script Arguments
==========================
Arguments passed into a script can be accessed in Netscript using a special array called *args*. The arguments can be
accessed using a normal array using the [] operator (args[0], args[1], etc...).
For example, let's say we want to make a generic script 'generic-run.script' and we plan to pass two arguments into that script.
The first argument will be the name of another script, and the second argument will be a number. This generic script will run the
script specified in the first argument with the amount of threads specified in the second element. The code would look like::
run(args[0], args[1]);
It is also possible to get the number of arguments that was passed into a script using::
args.length
WARNING: Do not try to modify the args array. This will break the game. I will do my best to prevent players from doing this.
@@ -0,0 +1,465 @@
Netscript Singularity Functions
===============================
The Singularity Functions are a special set of Netscript functions. These functions allow you to control
many additional aspects of the game through scripts, such as working for factions/companies, purchasing/installing Augmentations,
and creating programs.
The Singularity Functions are **not** immediately available to the player and must be unlocked later in the game.
**WARNING: This page contains spoilers for the game**.
The Singularity Functions are unlocked in BitNode-4. If you are in BitNode-4, then you will automatically have access to all of these functions.
You can use the Singularity Functions in other BitNodes if and only if you have the Source-File for BitNode-4 (aka Source-File 4). Each level of
Source-File 4 will open up additional Singularity Functions that you can use in other BitNodes. If your Source-File 4 is upgraded all the way to
level 3, then you will be able to access all of the Singularity Functions.
Note that Singularity Functions require a lot of RAM outside of BitNode-4 (their RAM costs are multiplied by 10 if you are not in BitNode-4)
universityCourse
----------------
.. js:function:: universityCourse(universityName, courseName)
:param string universityName:
Name of university. Not case-sensitive. You must be in the correct city for whatever university you specify.
* Summit University
* Rothman University
* ZB Institute Of Technology
:param string courseName:
Name of course. Not case-sensitive.
* Study Computer Science
* Data Strucures
* Networks
* Algorithms
* Management
* Leadership
If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to use this function.
This function will automatically set you to start taking a course at a university. If you are already in the middle of some
"working" action (such as working at a company, for a faction, or on a program), then running this function will automatically
cancel that action and give you your earnings.
The cost and experience gains for all of these universities and classes are the same as if you were to manually visit and take these classes.
This function will return true if you successfully start taking the course, and false otherwise.
gymWorkout
----------
.. js:function:: gymWorkout(gymName, stat)
:param string gymName:
Name of gym. Not case-sensitive. You must be in the correct city for whatever gym you specify.
* Crush Fitness Gym
* Snap Fitness Gym
* Iron Gym
* Powerhouse Gym
* Millenium Fitness Gym
:param string stat:
The stat you want to train. Not case-sensitive.
* strength OR str
* defense OR def
* dexterity OR dex
* agility OR agi
If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to use this function.
This function will automatically set you to start working out at a gym to train a particular stat. If you are
already in the middle of some "working" action (such as working at a company, for a faction, or on a program),
then running this function will automatically cancel that action and give you your earnings.
The cost and experience gains for all of these gyms are the same as if you were to manually visit these gyms and train
This function will return true if you successfully start working out at the gym, and false otherwise.
travelToCity
------------
.. js:function:: travelToCity(cityName)
:param string cityName:
City to travel to. CASE-SENSITIVE.
* Aevum
* Chongqing
* Sector-12
* New Tokyo
* Ishima
* Volhaven
If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to use this function.
This function allows the player to travel to any city. The cost for using this function is the same as the cost for traveling through the Travel Agency.
This function will return true if you successfully travel to the specified city and false otherwise.
purchaseTor
-----------
.. js:function:: purchaseTor()
If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to use this function.
This function allows you to automatically purchase a TOR router. The cost for purchasing a TOR router using this
function is the same as if you were to manually purchase one.
This function will return true if it successfully purchase a TOR router and false otherwise.
purchaseProgram
---------------
.. js:function:: purchaseProgram(programName)
:param string programName: Name of program to purchase. Must include '.exe' extension. Not case-sensitive.
If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to use this function.
This function allows you to automatically purchase programs. You MUST have a TOR router in order to use this function.
The cost of purchasing programs using this function is the same as if you were purchasing them through the Dark Web using the
Terminal *buy* command.
Example::
purchaseProgram("brutessh.exe");
This function will return true if the specified program is purchased, and false otherwise.
getStats
--------
.. js:function:: getStats()
If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to run this function.
Returns an object with the Player's stats. The object has the following properties::
Player.hacking
Player.strength
Player.defense
Player.dexterity
Player.agility
Player.charisma
Player.intelligence
Example::
res = getStats();
print('My charisma level is: ' + res.charisma);
isBusy
------
.. js:function:: isBusy()
If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to run this function.
Returns a boolean indicating whether or not the player is currently performing an 'action'. These actions include
working for a company/faction, studying at a univeristy, working out at a gym, creating a program, or committing a crime.
upgradeHomeRam
--------------
.. js:function:: upgradeHomeRam()
If you are not in BitNode-4, then you must have Level 2 of Source-File 4 in order to use this function.
This function will upgrade amount of RAM on the player's home computer. The cost is the same as if you were to do it manually.
This function will return true if the player's home computer RAM is successfully upgraded, and false otherwise.
getUpgradeHomeRamCost
---------------------
.. js:function:: getUpgradeHomeRamCost()
If you are not in BitNode-4, then you must have Level 2 of Source-File 4 in order to use this function.
Returns the cost of upgrading the player's home computer RAM.
workForCompany
--------------
.. js:function:: workForCompany()
If you are not in BitNode-4, then you must have Level 2 of Source-File 4 in order to use this function.
This function will automatically set you to start working at the company at which you are employed.
If you are already in the middle of some "working" action (such as working for a faction, training at
a gym, or creating a program), then running this function will automatically cancel that action and give you your earnings.
This function will return true if the player starts working, and false otherwise.
Note that when you are working for a company, you will not actually receive your earnings
(reputation, money, experience) until you FINISH the action. This can be an issue if, for example,
you only want to work until you get 100,000 company reputation. One small hack to get around this is to
continuously restart the action to receive your earnings::
while (getCompanyRep(COMPANY HERE) < VALUE) {
workForCompany();
sleep(60000);
}
This way, your company reputation will be updated every minute.
applyToCompany
--------------
.. js:function:: applyToCompany(companyName, field)
:param string companyName: Name of company to apply to. CASE-SENSITIVE.
:param string field:
Field to which you want to apply. Not case-sensitive
* software
* software consultant
* it
* security engineer
* network engineer
* business
* business consultant
* security
* agent
* employee
* part-time employee
* waiter
* part-time waiter
If you are not in BitNode-4, then you must have Level 2 of Source-File 4 in order to use this function.
This function will automatically try to apply to the specified company for a position in the specified
field. This function can also be used to apply for promotions by specifying the company and field you
are already employed at.
This function will return true if you successfully get a job/promotion, and false otherwise. Note that
if you are trying to use this function to apply for a promotion and you don't get one, it will return false.
getCompanyRep
-------------
.. js:function:: getCompanyRep(companyName)
:param string companyName: Name of the company. CASE-SENSITIVE
If you are not in BitNode-4, then you must have Level 2 of Source-File 4 in order to use this function.
This function will return the amount of reputation you have at the specified company.
If the company passed in as an argument is invalid, -1 will be returned.
checkFactionInvitations
-----------------------
.. js:function:: checkFactionInvitations()
If you are not in BitNode-4, then you must have Level 2 of Source-File 4 in order to use this function.
Returns an array with the name of all Factions you currently have oustanding invitations from.
joinFaction
-----------
.. js:function:: joinFaction(name)
:param string name: Name of faction to join. CASE-SENSITIVE
If you are not in BitNode-4, then you must have Level 2 of Source-File 4 in order to use this function.
This function will automatically accept an invitation from a faction and join it.
workForFaction
--------------
.. js:function:: workForFaction(factionName, workType)
:param string factionName: Name of faction to work for. CASE-SENSITIVE
:param string workType:
Type of work to perform for the faction
* hacking/hacking contracts/hackingcontracts
* field/fieldwork/field work
* security/securitywork/security work
If you are not in BitNode-4, then you must have Level 2 of Source-File 4 in order to use this function.
This function will automatically set you to start working for the specified faction.
Obviously, you must be a member of the faction or else this function will fail. If you are already in
the middle of some "working" action (such as working for a company, training at a gym, or creating a program),
then running this function will automatically cancel that action and give you your earnings.
This function will return true if you successfully start working for the specified faction, and false otherwise.
Note that when you are working for a faction, you will not actually receive your earnings (reputation, experience)
until you FINISH the action. This can be an issue if, for example, you only want to work until you get 100,000 faction
reputation. One small hack to get around this is to continuously restart the action to receive your earnings::
while (getFactionRep(FACTION NAME) < VALUE) {
workForFaction(FACNAME, WORKTYPE);
sleep(60000);
}
This way, your faction reputation will be updated every minute.
getFactionRep
-------------
.. js:function:: getFactionRep(factionName)
:param string factionName: Name of faction. CASE-SENSITIVE
If you are not in BitNode-4, then you must have Level 2 of Source-File 4 in order to use this function.
This function returns the amount of reputation you have for the specified faction.
createProgram
-------------
.. js:function:: createProgram(programName)
:param string programName: Name of program to create. Not case-sensitive
If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function.
This function will automatically set you to start working on creating the specified program. If you are
already in the middle of some "working" action (such as working for a company, training at a gym, or taking a course),
then running this function will automatically cancel that action and give you your earnings.
Example:
createProgram("relaysmtp.exe");
Note that creating a program using this function has the same hacking level requirements as it normally would. These level requirements are:
* BruteSSH.exe: 50
* FTPCrack.exe: 100
* relaySMTP.exe: 250
* HTTPWorm.exe: 500
* SQLInject.exe: 750
* DeepscanV1.exe: 75
* DeepscanV2.exe: 400
* ServerProfiler.exe: 75
* AutoLink.exe: 25
This function returns true if you successfully start working on the specified program, and false otherwise.
commitCrime
-----------
.. js:function::commitCrime(crime)
:param string crime:
Name of crime to attempt. Not case-sensitive. This argument is fairly lenient in terms of what inputs it accepts.
Here is a list of valid inputs for all of the crimes:
* shoplift
* rob store
* mug
* larceny
* deal drugs
* bond forgery
* traffick arms
* homicide
* grand theft auto
* kidnap
* assassinate
* heist
If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function.
This function is used to automatically attempt to commit crimes. If you are already in the middle of some 'working' action
(such as working for a company or training at a gym), then running this function will automatically cancel that action and give you your earnings.
Note that crimes committed using this function will have all of their earnings halved (this applied for both money and experience!)
This function returns the number of seconds it takes to attempt the specified crime (e.g It takes 60 seconds to attempt the 'Rob Store' crime,
so running *commitCrime('rob store')* will return 60).
Warning: I do not recommend using the time returned from this function to try and schedule your crime attempts.
Instead, I would use the isBusy() Singularity function to check whether you have finished attempting a crime.
This is because although the game sets a certain crime to be X amount of seconds, there is no guarantee that your
browser will follow that time limit.
getCrimeChance
--------------
.. js:function:: getCrimeChance(crime)
:param string crime:
Name of crime. Not case-sensitive. This argument is fairlyn lenient in terms of what inputs it accepts.
Check the documentation for the *commitCrime()* function for a list of example inputs.
If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function.
This function returns your chance of success at commiting the specified crime. The chance is returned as a decimal (i.e. 60% would be returned as 0.6).
getOwnedAugmentations
---------------------
.. js:function:: getOwnedAugmentations(purchased=false)
:param boolean purchase:
Specifies whether the returned array should include Augmentations you have purchased but not yet installed.
By default, this argument is false which means that the return value will NOT have the purchased Augmentations.
If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function.
This function returns an array containing the names (as strings) of all Augmentations you have.
getAugmentationsFromFaction
---------------------------
.. js:function:: getAugmentationsFromFaction(facName)
:param string facName: Name of faction. CASE-SENSITIVE
If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function.
Returns an array containing the names (as strings) of all Augmentations that are available from the specified faction.
getAugmentationCost
-------------------
.. js:function:: getAugmentationCost(augName)
:param string augName: Name of Augmentation. CASE-SENSITIVE
If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function.
This function returns an array with two elements that gives the cost for the specified Augmentation.
The first element in the returned array is the reputation requirement of the Augmentation, and the second element is the money cost.
If an invalid Augmentation name is passed in for the *augName* argument, this function will return the array [-1, -1].
purchaseAugmentation
--------------------
.. js:function:: purchaseAugmentation(factionName, augName)
:param string factionName: Name of faction to purchase Augmentation from. CASE-SENSITIVE
:param string augName: Name of Augmentation to purchase. CASE-SENSITIVE
If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function.
This function will try to purchase the specified Augmentation through the given Faction.
This function will return true if the Augmentation is successfully purchased, and false otherwise.
installAugmentations
--------------------
.. js:function:: installAugmentations(cbScript)
:param string cbScript:
Optional callback script. This is a script that will automatically be run after Augmentations are installed (after the reset).
This script will be run with no arguments and 1 thread. It must be located on your home computer.
If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function.
This function will automatically install your Augmentations, resetting the game as usual.
It will return true if successful, and false otherwise.