Compare commits

..

46 Commits

Author SHA1 Message Date
danielyxie
15a324a946 v0.47.0 release 2019-05-17 13:07:11 -07:00
danielyxie
94175877d7 Changed stock market price movements so that upward and downward movements use different trackers. Forecast can no longer be inverted due to price movements. Updated stock market unit tests 2019-05-16 23:55:21 -07:00
danielyxie
bd02e724e5 Fixed several more bugs. Rebalanced stock market changes to make the effects a bit less potent for now 2019-05-14 04:23:55 -07:00
danielyxie
fef7aaba8f Adding more directory-related unit tests. Several more bug fixes and QoL improvements 2019-05-14 01:35:37 -07:00
danielyxie
1775ea86ff Fixed corporation bug 2019-05-11 20:03:36 -07:00
danielyxie
b0918d7bd3 Fixed numerous reported bugs. Refactored some of the directory-related code. Added documentation for MasonDs changes to hack/grow/weaken 2019-05-11 19:20:20 -07:00
danielyxie
29e0ce5f96 Fixed merge conflicts 2019-05-11 02:20:09 -07:00
Mason Dechaineux
44c26165f4 (feat) optional threads argument to netscript functions hack, weaken, grow 2019-05-11 02:05:40 -07:00
danielyxie
9dd68947f1 Added Dynamic RAM calculation unit tests 2019-05-10 02:24:50 -07:00
danielyxie
db5fdb1fcb Last fixes to unit test build configuration 2019-05-09 19:51:56 -07:00
danielyxie
74e72854d8 Configured unit test webpack build to work 2019-05-09 19:36:04 -07:00
danielyxie
ece246b391 Converted mocha unit tests to run using mocha-webpack (mochapack) package 2019-05-09 19:03:13 -07:00
danielyxie
cdb5dfec62 Resolved more circular dependencies. Installed acorn-walk and imported it in RamCalculations using ES6 modules. Fixed bugs in stock market rework 2019-05-06 18:01:06 -07:00
danielyxie
8a5b6f6cbc Refactored stock buying/selling code into its own file. Refactored WorkerScript & NetscriptEnvironment into their own Typescript classes. Refactored a ton of code to remove circular dependencies 2019-05-04 21:03:40 -07:00
danielyxie
585e1ac7aa Stock transactions can now influence forecast in addition to price. Several more minor bug/UI fixes 2019-05-01 15:20:14 -07:00
danielyxie
8726946d4a Merge branch 'dev' of https://github.com/danielyxie/bitburner into dev 2019-04-30 02:27:58 -07:00
danielyxie
064008d200 Removed 'age' stat from Corporation employees 2019-04-30 02:27:48 -07:00
danielyxie
d955280f90 Re-sleeves can no longer have the Neuroflux Governor aug. This is to prevent bugs 2019-04-30 02:27:13 -07:00
danielyxie
580a7fac24 Bug fixes for v0.47.0. Fixed the BUY MAX feature for new stock market. Added collapse/expand tickers buttons for new stock market UI 2019-04-29 20:54:20 -07:00
danielyxie
9df054dd0c Merge branch 'dev' of https://github.com/danielyxie/bitburner into dev 2019-04-28 23:22:02 -07:00
Mason Dechaineux
8fa7b112e1 Correctly throw error when ns.run() is called with 0 threads 2019-04-28 23:21:55 -07:00
danielyxie
dd9df0a18c Fixed Stock Market UI. Added documentation for stock market changes 2019-04-28 23:21:32 -07:00
danielyxie
3a601a015d Added unit tests for Stock Market. Removed dependencies from package.json, since they're sourced directly in tests/index.html 2019-04-28 23:21:32 -07:00
danielyxie
87b4698d5b Fixed issues relating to stock price movements 2019-04-28 23:21:32 -07:00
danielyxie
67632ced09 Fixed Stock Market UI issues. Added warnings for price movements 2019-04-28 23:21:32 -07:00
danielyxie
d7fb335815 Fixed Stock market UI compilation errors and removed refactored code 2019-04-28 23:21:32 -07:00
danielyxie
4809a21e38 Finished React components for new Stock Market UI 2019-04-28 23:21:32 -07:00
danielyxie
6b3646e981 Added spread and price movement properties to stocks. Refactored Stock Market implementation code 2019-04-28 23:21:32 -07:00
danielyxie
0c64bf470a Merge branch 'master' of https://github.com/danielyxie/bitburner into dev 2019-04-20 23:37:51 -07:00
danielyxie
99e034921e Updated docuemntation changelog for v0.46.3 2019-04-20 23:37:37 -07:00
danielyxie
7a3a3de7d1 v0.46.3 2019-04-20 23:37:37 -07:00
danielyxie
f91c5bd7b9 Updated docuemntation changelog for v0.46.3 2019-04-19 22:29:33 -07:00
danielyxie
bcb198220d v0.46.3 2019-04-19 22:27:33 -07:00
danielyxie
bf1af6a68c Merge branch 'master' of https://github.com/danielyxie/bitburner into dev 2019-04-16 01:22:22 -07:00
danielyxie
3dd2975c61 Fixed issue with faction reputation donation bug calculating invalid rep gain 2019-04-16 01:20:52 -07:00
danielyxie
33f1e0cb3c Fixed several typos. TechVendor location UI will now properly update when you purchase TOR router. 'Manage Gang' faction option should show up properly 2019-04-16 01:20:52 -07:00
danielyxie
7514f63dcd Fixed issue with faction reputation donation bug calculating invalid rep gain 2019-04-16 01:19:29 -07:00
danielyxie
b6ff73391d Fixed several typos. TechVendor location UI will now properly update when you purchase TOR router. 'Manage Gang' faction option should show up properly 2019-04-15 02:49:49 -07:00
danielyxie
369ea8d381 Merge pull request #597 from danielyxie/dev
Dev
2019-04-14 02:26:37 -07:00
danielyxie
a7296c512c Fix merge conflicts 2019-04-14 02:26:47 -07:00
danielyxie
8f70817c10 Adding tooltips to new purchase augmentation ui 2019-04-14 02:21:43 -07:00
danielyxie
d044739f1c v0.46.2 2019-04-14 02:07:29 -07:00
danielyxie
3d1684f825 Fix Terminal wget bug. Issue #593 2019-04-14 02:07:29 -07:00
danielyxie
f6af9e94ab Gang bug fixes. Issues #574 and #575 2019-04-14 02:07:29 -07:00
danielyxie
215cf59e0b Fixed comment styling for all top-level src files 2019-04-14 02:07:29 -07:00
danielyxie
0d14cd6e7e Improved module import styling for all top-level src files 2019-04-14 02:07:29 -07:00
159 changed files with 12616 additions and 5523 deletions

6
.gitignore vendored
View File

@@ -3,6 +3,6 @@ Netburner.txt
/doc/build
/node_modules
/dist/*.map
/tests/*.map
/tests/*.bundle.*
/tests/*.css
/test/*.map
/test/*.bundle.*
/test/*.css

View File

@@ -1,6 +1,7 @@
# Bitburner
Bitburner is a cyberpunk hacking-themed incremental game. The game can be
played at https://danielyxie.github.io/bitburner.
Bitburner is a programming-based [incremental game](https://en.wikipedia.org/wiki/Incremental_game)
that revolves around hacking and cyberpunk themes.
The game can be played at https://danielyxie.github.io/bitburner.
# Documentation
The game's official documentation can be found on [Read The

View File

@@ -7,35 +7,45 @@
p {
font-size: $defaultFontSize * 0.8125;
}
a {
font-size: $defaultFontSize * 0.875;
}
h2 {
}
.stock-market-info-and-purchases {
> h2 {
display: block;
margin-top: 10px;
margin-left: 10px;
}
> p {
display: block;
margin-left: 10px;
width: 70%;
}
> a, > button {
margin: 10px;
}
}
#stock-market-list li {
button {
font-size: $defaultFontSize;
#stock-market-list {
list-style: none;
li {
button {
font-size: $defaultFontSize;
}
}
}
#stock-market-container p {
padding: 6px;
margin: 6px;
width: 70%;
}
#stock-market-container a {
margin: 10px;
}
#stock-market-watchlist-filter {
display: block;
margin: 5px 5px 5px 10px;
padding: 4px;
width: 50%;
margin-left: 10px;
}
.stock-market-input {
@@ -47,14 +57,36 @@
color: var(--my-font-color);
}
.stock-market-price-movement-warning {
border: 1px solid white;
color: red;
margin: 2px;
padding: 2px;
}
.stock-market-position-text {
color: #fff;
display: inline-block;
display: block;
p {
color: #fff;
display: inline-block;
margin: 4px;
}
h3 {
margin: 4px;
}
}
.stock-market-order-list {
overflow-y: auto;
max-height: 100px;
li {
color: #fff;
padding: 4px;
}
}
.stock-market-order-cancel-btn {

File diff suppressed because one or more lines are too long

2
dist/engineStyle.bundle.js vendored Normal file
View File

@@ -0,0 +1,2 @@
!function(n){function t(t){for(var e,i,f=t[0],c=t[1],l=t[2],p=0,s=[];p<f.length;p++)i=f[p],r[i]&&s.push(r[i][0]),r[i]=0;for(e in c)Object.prototype.hasOwnProperty.call(c,e)&&(n[e]=c[e]);for(a&&a(t);s.length;)s.shift()();return u.push.apply(u,l||[]),o()}function o(){for(var n,t=0;t<u.length;t++){for(var o=u[t],e=!0,f=1;f<o.length;f++){var c=o[f];0!==r[c]&&(e=!1)}e&&(u.splice(t--,1),n=i(i.s=o[0]))}return n}var e={},r={1:0},u=[];function i(t){if(e[t])return e[t].exports;var o=e[t]={i:t,l:!1,exports:{}};return n[t].call(o.exports,o,o.exports,i),o.l=!0,o.exports}i.m=n,i.c=e,i.d=function(n,t,o){i.o(n,t)||Object.defineProperty(n,t,{enumerable:!0,get:o})},i.r=function(n){"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(n,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(n,"__esModule",{value:!0})},i.t=function(n,t){if(1&t&&(n=i(n)),8&t)return n;if(4&t&&"object"==typeof n&&n&&n.__esModule)return n;var o=Object.create(null);if(i.r(o),Object.defineProperty(o,"default",{enumerable:!0,value:n}),2&t&&"string"!=typeof n)for(var e in n)i.d(o,e,function(t){return n[t]}.bind(null,e));return o},i.n=function(n){var t=n&&n.__esModule?function(){return n.default}:function(){return n};return i.d(t,"a",t),t},i.o=function(n,t){return Object.prototype.hasOwnProperty.call(n,t)},i.p="";var f=window.webpackJsonp=window.webpackJsonp||[],c=f.push.bind(f);f.push=t,f=f.slice();for(var l=0;l<f.length;l++)t(f[l]);var a=c;u.push([353,0]),o()}({300:function(n,t,o){},302:function(n,t,o){},304:function(n,t,o){},306:function(n,t,o){},308:function(n,t,o){},310:function(n,t,o){},312:function(n,t,o){},314:function(n,t,o){},316:function(n,t,o){},318:function(n,t,o){},320:function(n,t,o){},322:function(n,t,o){},324:function(n,t,o){},326:function(n,t,o){},328:function(n,t,o){},330:function(n,t,o){},332:function(n,t,o){},334:function(n,t,o){},336:function(n,t,o){},338:function(n,t,o){},340:function(n,t,o){},342:function(n,t,o){},344:function(n,t,o){},346:function(n,t,o){},348:function(n,t,o){},350:function(n,t,o){},353:function(n,t,o){"use strict";o.r(t);o(352),o(350),o(348),o(346),o(344),o(342),o(340),o(338),o(336),o(334),o(332),o(330),o(328),o(326),o(324),o(322),o(320),o(318),o(316),o(314),o(312),o(310),o(308),o(306),o(304),o(302),o(300)}});
//# sourceMappingURL=engineStyle.bundle.js.map

View File

@@ -1,46 +1,3 @@
/* COLORS */
/* Attributes */
/**
* Customized styling for the Code Mirror editor
*/
#codemirror-form-wrapper {
height: 80%;
margin: 10px 0px 0px 6px; }
.CodeMirror {
height: 100%;
width: 100%;
border: 2px solid var(--my-highlight-color);
z-index: 1;
font-family: "Lucida Console", "Lucida Sans Unicode", "Fira Mono", "Consolas", "Courier New", Courier, monospace, "Times New Roman";
font-size: 16px; }
/**
* Highlight matches
*/
.cm-matchhighlight {
background-color: #8F908A; }
.CodeMirror-selection-highlight-scrollbar {
background-color: #8F908A; }
/**
* Show Invisibles
*/
.cm-whitespace::before {
position: absolute;
pointer-events: none;
color: #404F7D; }
/**
* Vim command display
*/
#codemirror-vim-command-display-wrapper {
background-color: white;
font-size: 13px;
height: 30px;
margin-left: 6px; }
/* COLORS */
/* Attributes */
/* COLORS */
@@ -933,6 +890,49 @@ button {
/* Specified overrides for Code mirror Editor are defined in codemirror-override.scss */
/* COLORS */
/* Attributes */
/**
* Customized styling for the Code Mirror editor
*/
#codemirror-form-wrapper {
height: 80%;
margin: 10px 0px 0px 6px; }
.CodeMirror {
height: 100%;
width: 100%;
border: 2px solid var(--my-highlight-color);
z-index: 1;
font-family: "Lucida Console", "Lucida Sans Unicode", "Fira Mono", "Consolas", "Courier New", Courier, monospace, "Times New Roman";
font-size: 16px; }
/**
* Highlight matches
*/
.cm-matchhighlight {
background-color: #8F908A; }
.CodeMirror-selection-highlight-scrollbar {
background-color: #8F908A; }
/**
* Show Invisibles
*/
.cm-whitespace::before {
position: absolute;
pointer-events: none;
color: #404F7D; }
/**
* Vim command display
*/
#codemirror-vim-command-display-wrapper {
background-color: white;
font-size: 13px;
height: 30px;
margin-left: 6px; }
/* COLORS */
/* Attributes */
/**
@@ -1313,25 +1313,30 @@ button {
font-size: 13px; }
#stock-market-container a {
font-size: 14px; }
#stock-market-container h2 {
margin-top: 10px;
margin-left: 10px;
display: block; }
#stock-market-list li button {
font-size: 16px; }
.stock-market-info-and-purchases > h2 {
display: block;
margin-top: 10px;
margin-left: 10px; }
#stock-market-container p {
padding: 6px;
margin: 6px;
.stock-market-info-and-purchases > p {
display: block;
margin-left: 10px;
width: 70%; }
#stock-market-container a {
.stock-market-info-and-purchases > a, .stock-market-info-and-purchases > button {
margin: 10px; }
#stock-market-list {
list-style: none; }
#stock-market-list li button {
font-size: 16px; }
#stock-market-watchlist-filter {
width: 50%;
margin-left: 10px; }
display: block;
margin: 5px 5px 5px 10px;
padding: 4px;
width: 50%; }
.stock-market-input {
display: inline-block;
@@ -1341,13 +1346,28 @@ button {
border: 1px solid #fff;
color: var(--my-font-color); }
.stock-market-price-movement-warning {
border: 1px solid white;
color: red;
margin: 2px;
padding: 2px; }
.stock-market-position-text {
color: #fff;
display: inline-block; }
display: block; }
.stock-market-position-text p {
color: #fff;
display: inline-block;
margin: 4px; }
.stock-market-position-text h3 {
margin: 4px; }
.stock-market-order-list {
overflow-y: auto;
max-height: 100px; }
.stock-market-order-list li {
color: #fff;
padding: 4px; }
.stock-market-order-cancel-btn {
background-color: #000;
@@ -4866,4 +4886,4 @@ html {
margin-right: 0px; }
/*# sourceMappingURL=engine.css.map*/
/*# sourceMappingURL=engineStyle.css.map*/

623
dist/vendor.bundle.js vendored

File diff suppressed because one or more lines are too long

View File

@@ -86,8 +86,11 @@ Sleeve memory dictates what a sleeve's synchronization will be when its reset by
switching BitNodes. For example, if a sleeve has a memory of 10, then when you
switch BitNodes its synchronization will initially be set to 10, rather than 1.
Memory can only be increased by purchasing upgrades from The Covenant.
It is a persistent stat, meaning it never gets reset back to 1.
Memory can only be increased by purchasing upgrades from The Covenant. Just like
the ability to purchase additional sleeves, this is only available in BitNodes-10
and above, and is only available after defeating BitNode-10 at least once.
Memory is a persistent stat, meaning it never gets reset back to 1.
The maximum possible value for a sleeve's memory is 100.
Re-sleeving

View File

@@ -40,7 +40,7 @@ solutions. Some may be numbers, others may be strings or arrays.
If a contract asks for a specific solution format, then
use that. Otherwise, follow these rules when submitting solutions:
* String-type solutions should not have quotation marks surrounding
* String-type solutions should **not** have quotation marks surrounding
the string (unless specifically asked for). Only quotation
marks that are part of the actual string solution should be included.
* Array-type solutions should be submitted with each element

View File

@@ -7,10 +7,14 @@ buy and sell stocks in order to make money.
The WSE can be found in the 'City' tab, and is accessible in every city.
Automating the Stock Market
^^^^^^^^^^^^^^^^^^^^^^^^^^^
You can write scripts to perform automatic and algorithmic trading on the Stock Market.
See :ref:`netscript_tixapi` for more details.
Fundamentals
------------
The Stock Market is not as simple as "buy at price X and sell at price Y". The following
are several fundamental concepts you need to understand about the stock market.
.. note:: For those that have experience with finance/trading/investing, please be aware
that the game's stock market does not function exactly like it does in the real
world. So these concepts below should seem similar, but won't be exactly the same.
Positions: Long vs Short
^^^^^^^^^^^^^^^^^^^^^^^^
@@ -21,16 +25,74 @@ is the exact opposite. In a Short position you purchase shares of a stock and
earn a profit if the price of that stock decreases. This is also called 'shorting'
a stock.
NOTE: Shorting stocks is not available immediately, and must be unlocked later in the
game.
.. note:: Shorting stocks is not available immediately, and must be unlocked later in the
game.
.. _gameplay_stock_market_spread:
Spread (Bid Price & Ask Price)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
The **bid price** is the maximum price at which someone will buy a stock on the
stock market.
The **ask price** is the minimum price that a seller is willing to receive for a stock
on the stock market
The ask price will always be higher than the bid price (This is because if a seller
is willing to receive less than the bid price, that transaction is guaranteed to
happen). The difference between the bid and ask price is known as the **spread**.
A stock's "price" will be the average of the bid and ask price.
The bid and ask price are important because these are the prices at which a
transaction actually occurs. If you purchase a stock in the long position, the cost
of your purchase depends on that stock's ask price. If you then try to sell that
stock (still in the long position), the price at which you sell is the stock's
bid price. Note that this is reversed for a short position. Purchasing a stock
in the short position will occur at the stock's bid price, and selling a stock
in the short position will occur at the stock's ask price.
.. _gameplay_stock_market_spread_price_movement:
Transactions Influencing Stock Price
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Buying or selling a large number of shares of a stock will influence that stock's price.
Buying a stock in the long position will cause that stock's price to
increase. Selling a stock in the long position will cause the stock's price to decrease.
The reverse occurs for the short position. The effect of this depends on how many shares
are being transacted. More shares will have a bigger effect on the stock price. If
only a small number of shares are being transacted, the stock price may not be affected.
Note that this "influencing" of the stock price **can happen in the middle of a transaction**.
For example, assume you are selling 1m shares of a stock. That stock's bid price
is currently $100. However, selling 100k shares of the stock causes its price to drop
by 1%. This means that for your transaction of 1m shares, the first 100k shares will be
sold at $100. Then the next 100k shares will be sold at $99. Then the next 100k shares will
be sold at $98.01, and so on.
This is an important concept to keep in mind if you are trying to purchase/sell a
large number of shares, as **it can negatively affect your profits**.
.. note:: On the Stock Market UI, the displayed profit of a position does not take
this "influencing" into account.
Transactions Influencing Stock Forecast
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
In addition to influencing stock price, buying or selling a large number of shares
of a stock will also influence that stock's "forecast". The forecast is the likelihood
that the stock will increase or decrease in price. The magnitude of this effect depends
on the number of shares being transacted. More shares will have a bigger effect on the
stock forecast.
.. _gameplay_stock_market_order_types:
Order Types
^^^^^^^^^^^
There are three different types of orders you can make to buy or sell stocks on the exchange:
Market Order, Limit Order, and Stop Order.
Note that Limit Orders and Stop Orders are not available immediately, and must be unlocked
later in the game.
.. note:: Limit Orders and Stop Orders are not available immediately, and must be unlocked
later in the game.
When you place a Market Order to buy or sell a stock, the order executes immediately at
whatever the current price of the stock is. For example if you choose to short a stock
@@ -71,3 +133,42 @@ A Limit Order to sell will execute if the stock's price <= order's price
A Stop Order to buy will execute if the stock's price <= order's price
A Stop Order to sell will execute if the stock's price >= order's price.
.. note:: Stop Orders do **not** take into account the fact that transactions can
influence a stock's price. Limit Orders, however, do take this into account.
For example, assume you have a Limit Order set to purchase a stock at
$5. Then, the stock's price drops to $5 and your Limit Order executes.
However, the transaction causes the stock's price to increase before
the order finishes executing all of the shares. Your Limit Order will
stop executing, and will continue only when the stock's price drops back to
$5 or below.
Automating the Stock Market
---------------------------
You can write scripts to perform automatic and algorithmic trading on the Stock Market.
See :ref:`netscript_tixapi` for more details.
Under the Hood
--------------
Stock prices are updated very ~6 seconds.
Whether a stock's price moves up or down is determined by RNG. However,
stocks have properties that can influence the way their price moves. These properties
are hidden, although some of them can be made visible by purchasing the
Four Sigma (4S) Market Data upgrade. Some examples of these properties are:
* Volatility
* Likelihood of increasing or decreasing
* How easily a stock's price/forecast is influenced by transactions
* Spread percentage
* Maximum price (not a real maximum, more of a "soft cap")
Each stock has its own unique values for these properties.
Offline Progression
-------------------
The Stock Market does not change or process anything while the game has closed.
However, it does accumulate time when offline. This accumulated time allows
the stock market to run 50% faster when the game is opened again. This means
that stock prices will update every ~4 seconds instead of 6.

View File

@@ -3,13 +3,68 @@
Changelog
=========
v0.47.0 - 5/17/2019
-------------------
* Stock Market changes:
* Implemented spread. Stock's now have bid and ask prices at which transactions occur
* Large transactions will now influence a stock's price and forecast
* This "influencing" can take effect in the middle of a transaction
* See documentation for more details on these changes
* Added getStockAskPrice(), getStockBidPrice() Netscript functions to the TIX API
* Added getStockPurchaseCost(), getStockSaleGain() Netscript functions to the TIX API
* Re-sleeves can no longer have the NeuroFlux Governor augmentation
* This is just a temporary patch until the mechanic gets re-worked
* hack(), grow(), and weaken() functions now take optional arguments for number of threads to use (by MasonD)
* codingcontract.attempt() now takes an optional argument that allows you to configure the function to return a contract's reward
* Adjusted RAM costs of Netscript Singularity functions (mostly increased)
* Adjusted RAM cost of codingcontract.getNumTriesRemaining() Netscript function
* Netscript Singularity functions no longer cost extra RAM outside of BitNode-4
* Corporation employees no longer have an "age" stat
* Gang Wanted level gain rate capped at 100 (per employee)
* Script startup/kill is now processed every 3 seconds, instead of 6 seconds
* getHackTime(), getGrowTime(), and getWeakenTime() now return Infinity if called on a Hacknet Server
* Money/Income tracker now displays money lost from hospitalizations
* Exported saves now have a unique filename based on current BitNode and timestamp
* Maximum number of Hacknet Servers decreased from 25 to 20
* Bug Fix: Corporation employees stats should no longer become negative
* Bug Fix: Fixed sleeve.getInformation() throwing error in certain scenarios
* Bug Fix: Coding contracts should no longer generate on the w0r1d_d43m0n server
* Bug Fix: Duplicate Sleeves now properly have access to all Augmentations if you have a gang
* Bug Fix: getAugmentationsFromFaction() & purchaseAugmentation() functions should now work properly if you have a gang
* Bug Fix: Fixed issue that caused messages (.msg) to be sent when refreshing/reloading the game
* Bug Fix: Purchasing hash upgrades for Bladeburner/Corporation when you don't actually have access to those mechanics no longer gives hashes
* Bug Fix: run(), exec(), and spawn() Netscript functions now throw if called with 0 threads
* Bug Fix: Faction UI should now automatically update reputation
* Bug Fix: Fixed purchase4SMarketData()
* Bug Fix: Netscript1.0 now works properly for multiple 'namespace' imports (import * as namespace from "script")
* Bug Fix: Terminal 'wget' command now correctly evaluates directory paths
* Bug Fix: wget(), write(), and scp() Netscript functions now fail if an invalid filepath is passed in
* Bug Fix: Having Corporation warehouses at full capacity should no longer freeze game in certain conditions
* Bug Fix: Prevented an exploit that allows you to buy multiple copies of an Augmentation by holding the 'Enter' button
* Bug Fix: gang.getOtherGangInformation() now properly returns a deep copy
* Bug Fix: Fixed getScriptIncome() returning an undefined value
* Bug Fix: Fixed an issue with Hacknet Server hash rate not always updating
v0.46.3 - 4/20/2019
-------------------
* Added a new Augmentation: The Shadow's Simulacrum
* Improved tab autocompletion feature in Terminal so that it works better with directories
* Bug Fix: Tech vendor location UI now properly refreshed when purchasing a TOR router
* Bug Fix: Fixed UI issue with faction donations
* Bug Fix: The money statistics & breakdown should now properly track money earned from Hacknet Server (hashes -> money)
* Bug Fix: Fixed issue with changing input in 'Minimum Path Sum in a Triangle' coding contract problem
* Fixed several typos in various places
v0.46.2 - 4/14/2019
-------------------
* Source-File 2 now allows you to form gangs in other BitNodes when your karma reaches a very large negative value
** (Karma is a hidden stat and is lowered by committing crimes)
* (Karma is a hidden stat and is lowered by committing crimes)
* Gang changes:
** Bug Fix: Gangs can no longer clash with themselve
** Bug Fix: Winning against another gang should properly reduce their power
* Bug Fix: Gangs can no longer clash with themselve
* Bug Fix: Winning against another gang should properly reduce their power
* Bug Fix: Terminal 'wget' command now works properly
* Bug Fix: Hacknet Server Hash upgrades now properly reset upon installing Augs/switching BitNodes

View File

@@ -64,9 +64,9 @@ documentation_title = '{0} Documentation'.format(project)
# built documents.
#
# The short X.Y version.
version = '0.46'
version = '0.47'
# The full version, including alpha/beta/rc tags.
release = '0.46.2'
release = '0.47.0'
# The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages.

View File

@@ -2,10 +2,11 @@ Guides & Tips
=============
Getting Started Guide for Intermediate Programmers
What BitNode should I do?
Beginners FAQ
.. toctree::
:maxdepth: 3
Getting Started Guide for Beginner Programmers <guidesandtips/gettingstartedguideforbeginnerprogrammers>
What BitNode should I do?<guidesandtips/recommendedbitnodeorder>

View File

@@ -0,0 +1,490 @@
What BitNode should I do?
=========================
.. warning:: This page contains spoilers regarding the game's story/plot-line.
After destroying their first :ref:`BitNode <gameplay_bitnodes>`, many players
wonder which BitNode they should tackle next. This guide hopefully helps answer
that question.
Overview of each BitNode
------------------------
BitNode-1: Source Genesis
^^^^^^^^^^^^^^^^^^^^^^^^^
Description
The first BitNode created by the Enders to imprison the minds of humans. It became
the prototype and testing-grounds for all of the BitNodes that followed.
This is the first BitNode that you play through. It has no special
modifications or mechanics.
Source-File
:Max Level: 3
This Source-File lets the player start with 32GB of RAM on his/her home computer when
entering a new BitNode, and also increases all of the player's multipliers by:
* Level 1: 16%
* Level 2: 24%
* Level 3: 28%
Difficulty
The easiest BitNode
BitNode-2: Rise of the Underworld
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Description
Organized crime groups quickly filled the void of power left behind from the collapse of
Western government in the 2050s. As society and civlization broke down, people quickly
succumbed to the innate human impulse of evil and savagery. The organized crime
factions quickly rose to the top of the modern world.
In this BitNode:
* Your hacking level is reduced by 20%
* The growth rate and maximum amount of money available on servers are significantly decreased
* The amount of money gained from crimes and Infiltration is tripled
* Certain Factions (Slum Snakes, Tetrads, The Syndicate, The Dark Army, Speakers for the Dead,
NiteSec, The Black Hand) give the player the ability to form and manage their own gangs. These gangs
will earn the player money and reputation with the corresponding Faction
* Every Augmentation in the game will be available through the Factions listed above
* For every Faction NOT listed above, reputation gains are halved
* You will no longer gain passive reputation with Factions
Source-File
:Max Level: 3
This Source-File allows you to form gangs in other BitNodes once your karma decreases to a certain value.
It also increases the player's crime success rate, crime money, and charisma multipliers by:
* Level 1: 24%
* Level 2: 36%
* Level 3: 42%
Difficulty
Fairly easy, as hacking is still very profitable and the costs of various purchases/upgrades
is not increased. The gang mechanic may seem strange as its very different from anything
else, but it can be very powerful once you get the hang of it.
BitNode-3: Corporatocracy
^^^^^^^^^^^^^^^^^^^^^^^^^
Description
Our greatest illusion is that a healthy society can revolve around a
single-minded pursuit of wealth.
Sometime in the early 21st century economic and political globalization turned
the world into a corporatocracy, and it never looked back. Now, the privileged
elite will happily bankrupt their own countrymen, decimate their own community,
and evict their neighbors from houses in their desperate bid to increase their wealth.
In this BitNode you can create and manage your own corporation. Running a successful corporation
has the potential of generating massive profits. All other forms of income are reduced by 75%. Furthermore:
* The price and reputation cost of all Augmentations is tripled
* The starting and maximum amount of money on servers is reduced by 75%
* Server growth rate is reduced by 80%
* You now only need 75 favour with a faction in order to donate to it, rather than 150
Source-File
:Max Level: 3
This Source-File lets you create corporations on other BitNodes (although
some BitNodes will disable this mechanic). This Source-File also increases your
charisma and company salary multipliers by:
* Level 1: 8%
* Level 2: 12%
* Level 3: 14%
Difficulty
Somewhat-steep learning curve as you learn how to use and manage Corporations. Afterwards,
however, the BitNode is easy as Corporations can be very profitable.
BitNode-4: The Singularity
^^^^^^^^^^^^^^^^^^^^^^^^^^
Description
The Singularity has arrived. The human race is gone, replaced by artificially superintelligent
beings that are more machine than man.
In this BitNode, progressing is significantly harder:
* Experience gain rates for all stats are reduced.
* Most methods of earning money will now give significantly less.
In this BitNode you will gain access to a new set of Netscript Functions known as Singularity Functions.
These functions allow you to control most aspects of the game through scripts, including
working for factions/companies, purchasing/installing Augmentations, and creating programs.
Source-File
:Max Level: 3
This Source-File lets you access and use the Singularity Functions in other BitNodes.
Each level of this Source-File will open up more Singularity Functions that you can use.
Difficulty:
Depending on what Source-Files you have unlocked before attempting this BitNode,
it can range from easy to moderate.
BitNode-5: Artificial Intelligence
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Description
They said it couldn't be done. They said the human brain,
along with its consciousness and intelligence, couldn't be replicated. They said the complexity
of the brain results from unpredictable, nonlinear interactions that couldn't be modeled
by 1's and 0's. They were wrong.
In this BitNode:
* The base security level of servers is doubled
* The starting money on servers is halved, but the maximum money remains the same
* Most methods of earning money now give significantly less
* Infiltration gives 50% more reputation and money
* Corporations have 50% lower valuations and are therefore less profitable
* Augmentations are more expensive
* Hacking experience gain rates are reduced
Source-File
:Max Level: 3
This Source-File grants you a special new stat called Intelligence.
Intelligence is unique because it is permanent and persistent (it never gets reset back to 1). However
gaining Intelligence experience is much slower than other stats, and it is also hidden (you won't know
when you gain experience and how much). Higher Intelligence levels will boost your production for many actions
in the game.
In addition, this Source-File will unlock the :js:func:`getBitNodeMultipliers()` Netscript function,
and will also raise all of your hacking-related multipliers by:
* Level 1: 8%
* Level 2: 12%
* Level 3: 14%
Difficulty
Depending on what Source-Files you have unlocked before attempting this BitNode, it
can range from easy to moderate.
BitNode-6: Bladeburners
^^^^^^^^^^^^^^^^^^^^^^^
Description
In the middle of the 21st century, OmniTek Incorporated began designing and manufacturing advanced synthetic
androids, or Synthoids for short. They achieved a major technological breakthrough in the sixth generation
of their Synthoid design, called MK-VI, by developing a hyperintelligent AI. Many argue that this was
the first sentient AI ever created. This resulted in Synthoid models that were stronger, faster, and more intelligent
than the humans that had created them.
In this BitNode you will be able to access the Bladeburner Division at the NSA, which provides
a new mechanic for progression. Furthermore:
* Hacking and Hacknet Nodes will be less profitable
* Your hacking level is reduced by 65%
* Hacking experience gain from scripts is reduced by 75%
* Corporations have 80% lower valuations and are therefore less profitable
* Working for companies is 50% less profitable
* Crimes and Infiltration are 25% less profitable
Source-File
:Max Level: 3
This Source-File allows you to access the NSA's Bladeburner Division in other
BitNodes. In addition, this Source-File will raise both the level and experience
gain rate of all your combat stats by:
* Level 1: 8%
* Level 2: 12%
* Level 3: 14%
Difficulty
Initially difficult due to the fact that hacking is no longer profitable and you have
to learn a new mechanic. After you get the hang of the Bladeburner mechanic, however,
it becomes moderately easy.
BitNode-7: Bladeburners 2079
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Description
In the middle of the 21st century, you were doing cutting-edge work at OmniTek Incorporated
as part of the AI design team for advanced synthetic androids, or Synthoids for short. You helped
achieve a major technological breakthrough in the sixth generation of the company's Synthoid
design, called MK-VI, by developing a hyperintelligent AI. Many argue that this was the first
sentient AI ever created. This resulted in Synthoid models that were stronger, faster,
and more intelligent than the humans that had created them.
In this BitNode you will be able to access the Bladeburner API, which allows you to access
Bladeburner functionality through Netscript. Furthermore:
* The rank you gain from Bladeburner contracts/operations is reduced by 40%
* Bladeburner skills cost twice as many skill points
* Augmentations are 3x more expensive
* Hacking and Hacknet Nodes will be significantly less profitable
* Your hacking level is reduced by 65%
* Hacking experience gain from scripts is reduced by 75%
* Corporations have 80% lower valuations and are therefore less profitable
* Working for companies is 50% less profitable
* Crimes and Infiltration are 25% less profitable
Source-File
:Max Level: 3
This Source-File allows you to access the Bladeburner Netscript API in other
BitNodes. In addition, this Source-File will increase all of your Bladeburner multipliers by:
* Level 1: 8%
* Level 2: 12%
* Level 3: 14%
Difficulty
Slightly more difficult than BitNode-6. However, you will be able to automate more
aspects of the Bladeburner feature, which means it will be more passive.
BitNode-8: Ghost of Wall Street
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Description
You are trying to make a name for yourself as an up-and-coming hedge fund manager on Wall Street.
In this BitNode:
* You start with $250 million
* The only way to earn money is by trading on the stock market
* You start with a WSE membership and access to the TIX API
* You are able to short stocks and place different types of orders (limit/stop)
* You can immediately donate to factions to gain reputation
Source-File
:Max Level: 3
This Source-File grants the following benefits:
* Level 1: Permanent access to WSE and TIX API
* Level 2: Ability to short stocks in other BitNodes
* Level 3: Ability to use limit/stop orders in other BitNodes
This Source-File also increases your hacking growth multipliers by:
* Level 1: 12%
* Level 2: 18%
* Level 3: 21%
Difficulty
Very difficult until you unlock the Four Sigma (4S) Market Data API. After you
unlock the API however, it becomes moderately easy.
BitNode-9: Hacktocracy
^^^^^^^^^^^^^^^^^^^^^^
Description
When Fulcrum Technologies released their open-source Linux distro Chapeau, it quickly
became the OS of choice for the underground hacking community. Chapeau became especially
notorious for powering the Hacknet, a global, decentralized network used for nefarious
purposes. Fulcrum quickly abandoned the project and dissociated themselves from it.
This BitNode unlocks the Hacknet Server, an upgraded version of the Hacknet Node. Hacknet Servers generate
hashes, which can be spent on a variety of different upgrades.
In this BitNode:
* Your stats are significantly decreased
* You cannnot purchase additional servers
* Hacking is significantly less profitable
Source-File
:Max Level: 3
This Source-File grants the following benefits:
* Level 1: Permanently unlocks the Hacknet Server in other BitNodes
* Level 2: You start with 128GB of RAM on your home computer when entering a new BitNode
* Level 3: Grants a highly-upgraded Hacknet Server when entering a new BitNode
(Note that the Level 3 effect of this Source-File only applies when entering a new BitNode, NOT
when installing Augmentation
Difficulty
Hard
BitNode-10: Digital Carbon
^^^^^^^^^^^^^^^^^^^^^^^^^^
Description
In 2084, VitaLife unveiled to the world the Persona Core, a technology that allowed people
to digitize their consciousness. Their consciousness could then be transferred into Synthoids
or other bodies by trasmitting the digitized data. Human bodies became nothing more than 'sleeves'
for the human consciousness. Mankind had finally achieved immortality - at least for those
that could afford it.
This BitNode unlocks Sleeve technology. Sleeve technology allows you to:
1. Re-sleeve: Purchase and transfer your consciousness into a new body
2. Duplicate Sleeves: Duplicate your consciousness into Synthoids, allowing you to perform different tasks synchronously
In this BitNode:
* Your stats are significantly decreased
* All methods of gaining money are half as profitable (except Stock Market)
* Purchased servers are more expensive, have less max RAM, and a lower maximum limit
* Augmentations are 5x as expensive and require twice as much reputation
Source-File
:Max Level: 3
This Source-File unlocks Sleeve technology in other BitNodes.
Each level of this Source-File also grants you a Duplicate Sleeve
Difficulty
Hard
BitNode-11: The Big Crash
^^^^^^^^^^^^^^^^^^^^^^^^^
Description
The 2050s was defined by the massive amounts of violent civil unrest and anarchic rebellion that rose all around the world. It was this period
of disorder that eventually lead to the governmental reformation of many global superpowers, most notably
the USA and China. But just as the world was slowly beginning to recover from these dark times, financial catastrophe hit.
In many countries, the high cost of trying to deal with the civil disorder bankrupted the governments. In all of this chaos and confusion, hackers
were able to steal billions of dollars from the world's largest electronic banks, prompting an international banking crisis as
governments were unable to bail out insolvent banks. Now, the world is slowly crumbling in the middle of the biggest economic crisis of all time.
In this BitNode:
* Your hacking stat and experience gain are halved
* The starting and maximum amount of money available on servers is significantly decreased
* The growth rate of servers is significantly reduced
* Weakening a server is twice as effective
* Company wages are decreased by 50%
* Corporation valuations are 99% lower and are therefore significantly less profitable
* Hacknet Node production is significantly decreased
* Crime and Infiltration are more lucrative
* Augmentations are twice as expensive
Source-File
:Max Level: 3
Destroying this BitNode will give you Source-File 11, or if you already have this Source-File it will
upgrade its level up to a maximum of 3. This Source-File makes it so that company favor increases BOTH
the player's salary and reputation gain rate at that company by 1% per favor (rather than just the reputation gain).
This Source-File also increases the player's company salary and reputation gain multipliers by:
* Level 1: 32%
* Level 2: 48%
* Level 3: 56%
Difficulty
Hard
BitNode-12: The Recursion
^^^^^^^^^^^^^^^^^^^^^^^^^
Description
Every time this BitNode is destroyed, it becomes slightly harder.
Source-File
:Max Level: Infinity
Each level of Source-File 12 will increase all of your multipliers by 1%. This effect
is multiplicative with itself. In other words, level N of this Source-File will result
in a multiplier of 1.01^N (or 0.99^N for multipliers that decrease)
Difficulty
Initially very easy, but then it (obviously) becomes harder as you continue to do it.
Recommended BitNodes
--------------------
As a player, you are not forced to tackle the BitNodes in any particular order. You are
free to choose whichever ones you want. The "best" order can vary between players,
depending on what you like to do any what kind of player you are. In general, here
are the recommended BitNodes for different things:
For fast progression
^^^^^^^^^^^^^^^^^^^^
.. note:: This does not recommend the absolute fastest path, as I don't know what
exactly the fastest path is. But it does recommend the BitNodes that are
commonly considered to be optimal by players.
1. Repeat **BitNode-1: Source Genesis** until you max out its Source-File. Its Source-File
is extremely powerful, as it raises all multipliers by a significant amount.
2. Repeat **BitNode-12: The Recursion** several times. This BitNode will be extremely easy the
first few times you tackle it, and its Source-File raises all multipliers. Furthermore,
its effect stacks multiplicatively with itself and other Source-Files/Augmentations,
which gets better as time goes on
3. Do **BitNode-5: Artificial Intelligence** once or twice. The intelligence stat it unlocks
will gradually build up as you continue to play the game, and will be helpful
in the future. The Source-File also provides hacking multipliers, which are
strong because hacking is typically one of the best ways of earning money.
4. (Optional) Consider doing **BitNode-4: The Singularity**. Its Source-File does not directly make you
more powerful in any way, but it does unlock :ref:`netscript_singularityfunctions` which
let you automate significantly more aspects of the game.
5. Do **BitNode-3: Corporatocracy** once to unlock the Corporation mechanic. This mechanic
has high profit potential.
6. Do **BitNode-6: Bladeburners** once to unlock the Bladeburners mechanic. The Bladeburner
mechanic is useful for some of the future BitNodes (such as 9 and 10).
7. Do **BitNode-9: Hacktocracy** to unlock the Hacknet Server mechanic. You can
consider repeating it as well, as its Level 2 and 3 effects are pretty helpful as well.
.. todo:: To be continued as more BitNodes get added
For the strongest Source-Files
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Note that the strongest Source-Files are typically rewarded by the hardest BitNodes.
The strongest Source-File is that from **BitNode-1: Source Genesis**, as it raises
all multipliers by a significant amount.
Similarly, the Source-File from **BitNode-12: The Recursion** is also very strong
because it raises all multipliers. Each level of Source-File 12 is fairly weak,
but its effectiveness gets better over time since the effects of Source-Files and
Augmentations are multiplicative with each other.
The Source-File from **BitNode-9: Hacktocracy** is good because it unlocks the Hacknet
Server mechanic. The Hacknet Server mechanic causes Hacknet Nodes to produce a new
currency called *hashes*, rather than money. *Hashes* can be spent on powerful upgrades
that benefit your hacking, Corporation, Bladeburner, etc.
The Duplicate Sleeves granted by the Source-File from **BitNode-10: Digital Carbon**
are strong, but only after you have several of them and have spent some time/money upgrading
them.
For more scripting/hacking
^^^^^^^^^^^^^^^^^^^^^^^^^^
**BitNode-4: The Singularity** unlocks the :ref:`netscript_singularityfunctions`, which
can be used to automate many different aspects of the game, including working for factions/companies,
purchasing & installing Augmentations, and creating programs
**BitNode-6** and **BitNode-7** unlock Bladeburner and its corresponding
:ref:`Netscript API <netscript_bladeburnerapi>`. This allows you to automate an entire
new mechanic.
**BitNode-2: Rise of the Underworld** also unlocks a new mechanic and Netscript API for automating
it (the Gang mechanic). However, it is not as interesting as Bladeburner (in my opinion)
**BitNode-9: Hacktocracy** unlocks the Hacknet Server mechanic and several new
functions in the :ref:`Hacknet Node API <netscript_hacknetnodeapi>` for using it.
For new mechanics
^^^^^^^^^^^^^^^^^
**BitNode-2: Rise of the Underworld** unlocks a new mechanic in which you can
manage a gang. Gangs earn you money and can be very profitable once they get large
and powerful. The biggest benefit of gangs, however, is that they make all
Augmentations available to you through their corresponding faction.
**BitNode-3: Corporatocracy** unlocks a new mechanic in which you can manage a
corporation. You can earn money through Corporations by selling your stocks, or by
configuring your corporation to pay dividends to shareholders. If your Corporation
gets big enough, it can also bribe factions in exchange for faction reputation.
**BitNode-6: Bladeburners** unlocks a new mechanic that centers around combat rather
than hacking. The main benefit of the Bladeburner mechanic is that it offers a new
method of destroying a BitNode.
**BitNode-9: Hacktocracy** unlocks the Hacknet Server, which is an upgraded version of a
Hacknet Node. The Hacknet Server generates a computational unit called a *hash*. *Hashes*
can be spent on a variety of different upgrades that can benefit your hacking,
Corporation, Bladeburner progress, and more. It transforms the Hacknet Node from a
simple money-generator to a more interesting mechanic.
**BitNode-10: Digital Carbon** unlocks two new mechanics: Re-Sleeving and
Duplicate Sleeves.
For a Challenge
^^^^^^^^^^^^^^^
In general, the higher BitNodes are more difficult than the lower ones.
**BitNode-12: The Recursion** is an obvious exception as it gets progressively harder.
**BitNode-8: Ghost of Wall Street** provides a unique challenge as the only method
of earning money in that BitNode is through trading at the stock market.

View File

@@ -5,8 +5,9 @@
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/>`_.
Bitburner is a programming-based `incremental game <https://en.wikipedia.org/wiki/Incremental_game>`_
that revolves around hacking and cyberpunk themes. The game is currently in the
early beta stage of development. It `can be played here <https://danielyxie.github.io/bitburner/>`_.
What is Bitburner?
------------------
@@ -26,6 +27,7 @@ secrets that you've been searching for.
Script Editors <scripteditors>
Game Frozen or Stuck? <gamefrozen>
Guides & Tips <guidesandtips>
Tools & Resources <toolsandresources>
Changelog <changelog>
Donate <https://paypal.me/danielyxie>

View File

@@ -1,9 +1,14 @@
grow() Netscript Function
=========================
.. js:function:: grow(hostname/ip)
.. js:function:: grow(hostname/ip[, opts={}])
:param string hostname/ip: IP or hostname of the target server to grow
:param object opts: Optional parameters for configuring function behavior. Properties:
* threads (*number*) - Number of threads to use for this function.
Must be less than or equal to the number of threads the script is running with.
:returns: The number by which the money on the server was multiplied for the growth
:RAM cost: 0.15 GB
@@ -19,3 +24,4 @@ grow() Netscript Function
Example::
grow("foodnstuff");
grow("foodnstuff", { threads: 5 }); // Only use 5 threads to grow

View File

@@ -1,9 +1,14 @@
hack() Netscript Function
=========================
.. js:function:: hack(hostname/ip)
.. js:function:: hack(hostname/ip[, opts={}])
:param string hostname/ip: IP or hostname of the target server to hack
:param object opts: Optional parameters for configuring function behavior. Properties:
* threads (*number*) - Number of threads to use for this function.
Must be less than or equal to the number of threads the script is running with.
:returns: The amount of money stolen if the hack is successful, and zero otherwise
:RAM cost: 0.1 GB
@@ -20,3 +25,4 @@ hack() Netscript Function
hack("foodnstuff");
hack("10.1.2.3");
hack("foodnstuff", { threads: 5 }); // Only use 5 threads to hack

View File

@@ -21,4 +21,13 @@ hackAnalyzeThreads() Netscript Function
If this function returns 50, this means that if your next `hack()` call
is run on a script with 50 threads, it will steal $1m from the `foodnstuff` server.
**Warning**: The value returned by this function isn't necessarily a whole number.
.. warning:: The value returned by this function isn't necessarily a whole number.
.. warning:: It is possible for this function to return :code:`Infinity` or :code:`NaN` in
certain uncommon scenarios. This is because in JavaScript:
* :code:`0 / 0 = NaN`
* :code:`N / 0 = Infinity` for 0 < N < Infinity.
For example, if a server has no money available and you want to hack some positive
amount from it, then the function would return :code:`Infinity` because
this would be impossible.

View File

@@ -1,9 +1,14 @@
weaken() Netscript Function
===========================
.. js:function:: weaken(hostname/ip)
.. js:function:: weaken(hostname/ip[, opts={}])
:param string hostname/ip: IP or hostname of the target server to weaken
:param object opts: Optional parameters for configuring function behavior. Properties:
* threads (*number*) - Number of threads to use for this function.
Must be less than or equal to the number of threads the script is running with.
: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
:RAM cost: 0.15 GB
@@ -18,3 +23,4 @@ weaken() Netscript Function
Example::
weaken("foodnstuff");
weaken("foodnstuff", { threads: 5 }); // Only use 5 threads to weaken

View File

@@ -1,13 +1,20 @@
attempt() Netscript Function
============================
.. js:function:: attempt(answer, fn[, hostname/ip=current ip])
.. js:function:: attempt(answer, fn[, hostname/ip=current ip, opts={}])
:param answer: Solution for the contract
:param string fn: Filename of the contract
:param string hostname/ip: Hostname or IP of the server containing the contract.
Optional. Defaults to current server if not provided
:param object opts: Optional parameters for configuring function behavior. Properties:
* returnReward (*boolean*) If truthy, then the function will return a string
that states the contract's reward when it is successfully solved.
Attempts to solve the Coding Contract with the provided solution.
:returns: Boolean indicating whether the solution was correct
:returns: Boolean indicating whether the solution was correct. If the :code:`returnReward`
option is configured, then the function will instead return a string. If the
contract is successfully solved, the string will contain a description of the
contract's reward. Otherwise, it will be an empty string.

View File

@@ -8,8 +8,7 @@ later in the game
.. warning:: This page contains spoilers for the game
The Gang API is unlocked in BitNode-2. Currently, BitNode-2 is the only location
where the Gang mechanic is accessible. This may change in the future
The Gang mechanic and the Gang API are unlocked in BitNode-2.
**Gang API functions must be accessed through the 'gang' namespace**

View File

@@ -15,11 +15,15 @@ access even after you 'reset' by installing Augmentations
.. toctree::
:caption: API Functions:
getStockSymbols() <tixapi/getStockSymbols>
getStockPrice() <tixapi/getStockPrice>
getStockAskPrice() <tixapi/getStockAskPrice>
getStockBidPrice() <tixapi/getStockBidPrice>
getStockPosition() <tixapi/getStockPosition>
getStockMaxShares() <tixapi/getStockMaxShares>
getStockPurchaseCost() <tixapi/getStockPurchaseCost>
getStockSaleGain() <tixapi/getStockSaleGain>
buyStock() <tixapi/buyStock>
sellStock() <tixapi/sellStock>
shortStock() <tixapi/shortStock>

View File

@@ -5,7 +5,7 @@ workForFaction() Netscript Function
:param string factionName: Name of faction to work for. CASE-SENSITIVE
:param string workType:
Type of work to perform for the faction
Type of work to perform for the faction:
* hacking/hacking contracts/hackingcontracts
* field/fieldwork/field work

View File

@@ -61,5 +61,5 @@ getInformation() Netscript Function
workChaExpGain: charisma exp gained from work,
workMoneyGain: money gained from work,
},
workRepGain: sl.getRepGain(),
workRepGain: Reputation gain rate when working for factions or companies
}

View File

@@ -1,5 +1,5 @@
getSleeveAugmentations() Netscript Function
=======================================
===========================================
.. js:function:: getSleeveAugmentations(sleeveNumber)

View File

@@ -6,7 +6,11 @@ getOrders() Netscript Function
:RAM cost: 2.5 GB
Returns your order book for the stock market. This is an object containing information
for all the Limit and Stop Orders you have in the stock market.
for all the :ref:`Limit and Stop Orders <gameplay_stock_market_order_types>`
you have in the stock market.
.. note:: This function isn't accessible until you have unlocked the ability to use
Limit and Stop Orders.
The object has the following structure::

View File

@@ -0,0 +1,12 @@
getStockAskPrice() Netscript Function
=====================================
.. js:function:: getStockAskPrice(sym)
:param string sym: Stock symbol
:RAM cost: 2 GB
Given a stock's symbol, returns the ask price of that stock (the symbol is a sequence
of two to four capital letters, **not** the name of the company to which that stock belongs).
See :ref:`gameplay_stock_market_spread` for details on what the ask price is.

View File

@@ -0,0 +1,12 @@
getStockBidPrice() Netscript Function
=====================================
.. js:function:: getStockBidPrice(sym)
:param string sym: Stock symbol
:RAM cost: 2 GB
Given a stock's symbol, returns the bid price of that stock (the symbol is a sequence
of two to four capital letters, **not** the name of the company to which that stock belongs).
See :ref:`gameplay_stock_market_spread` for details on what the bid price is.

View File

@@ -6,9 +6,12 @@ getStockPrice() Netscript Function
:param string sym: Stock symbol
:RAM cost: 2 GB
Returns the price of a stock, given its symbol (NOT the company name). The symbol is a sequence
of two to four capital letters.
Given a stock's symbol, returns the price of that stock (the symbol is a sequence
of two to four capital letters, **not** the name of the company to which that stock belongs).
.. note:: The stock's price is the average of its bid and ask price.
See :ref:`gameplay_stock_market_spread` for details on what this means.
Example::
getStockPrice("FISG");
getStockPrice("FSIG");

View File

@@ -0,0 +1,15 @@
getStockPurchaseCost() Netscript Function
=========================================
.. js:function:: getStockPurchaseCost(sym, shares, posType)
:param string sym: Stock symbol
:param number shares: Number of shares to purchase
:param string posType: Specifies whether the order is a "Long" or "Short" position.
The values "L" or "S" can also be used.
:RAM cost: 2 GB
Calculates and returns how much it would cost to buy a given number of
shares of a stock. This takes into account :ref:`spread <gameplay_stock_market_spread>`,
:ref:`large transactions influencing the price of the stock <gameplay_stock_market_spread_price_movement>`
and commission fees.

View File

@@ -0,0 +1,15 @@
getStockSaleGain() Netscript Function
=====================================
.. js:function:: getStockSaleGain(sym, shares, posType)
:param string sym: Stock symbol
:param number shares: Number of shares to purchase
:param string posType: Specifies whether the order is a "Long" or "Short" position.
The values "L" or "S" can also be used.
:RAM cost: 2 GB
Calculates and returns how much you would gain from selling a given number of
shares of a stock. This takes into account :ref:`spread <gameplay_stock_market_spread>`,
:ref:`large transactions influencing the price of the stock <gameplay_stock_market_spread_price_movement>`
and commission fees.

View File

@@ -19,8 +19,10 @@ placeOrder() Netscript Function
NOT case-sensitive.
:RAM cost: 2.5 GB
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.
Places an order on the stock market. This function only works
for :ref:`Limit and Stop Orders <gameplay_stock_market_order_types>`.
Returns true if the order is successfully placed, and false otherwise.
.. note:: The ability to place limit and stop orders is **not** immediately available to
the player and must be unlocked later on in the game.

View File

@@ -0,0 +1,23 @@
Tools & Resources
=================
Official Script Repository
--------------------------
There are plans to create an official repository of Bitburner scripts. As of right now,
this is not a priority and has not been started. However, if you'd like
to contribute scripts now, you can find the repository
`here <https://github.com/bitburner-official/bitburner-scripts>`_ and submit pull requests.
Visual Studio Code Extension
----------------------------
One user created a Bitburner extension for the Visual Studio Code (VSCode) editor.
This extension includes several features such as:
* Dynamic RAM calculation
* RAM Usage breakdown
* Typescript definition files with jsdoc comments
* Netscript syntax highlighting
You can find more information and download links
`on this reddit post <https://www.reddit.com/r/Bitburner/comments/bh48y2/visual_studio_code_ram_calculator_extra/>`_.

View File

@@ -25,7 +25,7 @@
ga('create', 'UA-100157497-1', 'auto');
ga('send', 'pageview');
</script>
<link rel="shortcut icon" href="favicon.ico"><link href="dist/vendor.css" rel="stylesheet"><link href="dist/engine.css" rel="stylesheet"></head>
<link rel="shortcut icon" href="favicon.ico"><link href="dist/vendor.css" rel="stylesheet"><link href="dist/engineStyle.css" rel="stylesheet"></head>
<body>
<div id="entire-game-container" style="visibility:hidden;">
<div id="mainmenu-container">
@@ -277,53 +277,7 @@
</div>
<div id="stock-market-container" class="generic-menupage-container">
<p>
Welcome to the World Stock Exchange (WSE)! <br/><br/>
To begin trading, you must first purchase an account. WSE accounts will persist
after you 'reset' by installing Augmentations.
</p>
<a id="stock-market-buy-account" class="a-link-button-inactive"> Buy WSE Account </a>
<a id="stock-market-investopedia" class="a-link-button">Investopedia</a>
<h2> Trade Information eXchange (TIX) API </h2>
<p>
TIX, short for Trade Information eXchange, is the communications protocol supported by the WSE.
Purchasing access to the TIX API lets you write code to create your own algorithmic/automated
trading strategies.
<br/><br/>
If you purchase access to the TIX API, you will retain that access even after
you 'reset' by installing Augmentations.
</p>
<a id="stock-market-buy-tix-api" class="a-link-button-inactive">Buy Trade Information eXchange (TIX) API Access</a>
<h2> Four Sigma (4S) Market Data Feed </h2>
<p>
Four Sigma's (4S) Market Data Feed provides information about stocks
that will help your trading strategies.
<br/><br/>
If you purchase access to 4S Market Data and/or the 4S TIX API, you will
retain that access even after you 'reset' by installing Augmentations.
</p>
<a id="stock-market-buy-4s-data" class="a-link-button-inactive tooltip">
Buy 4S Market Data Feed
</a>
<div class="help-tip-big" id="stock-market-4s-data-help-tip">?</div>
<a id="stock-market-buy-4s-tix-api" class="a-link-button-inactive tooltip">
Buy 4S Market Data TIX API Access
</a>
<p id="stock-market-commission"> </p>
<a id="stock-market-mode" class="a-link-button tooltip"></a>
<a id="stock-market-expand-tickers" class="a-link-button tooltip">Expand tickers</a>
<a id="stock-market-collapse-tickers" class="a-link-button tooltip">Collapse tickers</a>
<br/><br/>
<input id="stock-market-watchlist-filter" class="text-input" type="text" placeholder="Filter Stocks by symbol (comma-separated list)"/>
<a id="stock-market-watchlist-filter-update" class="a-link-button"> Update Watchlist </a>
<ul id="stock-market-list" style="list-style:none;">
</ul>
<!-- React Component -->
</div>
<!-- Log Box -->
@@ -634,7 +588,7 @@
<p>If the game fails to load, consider <a href="?noScripts">killing all scripts</a></p>
</div>
</div>
<script type="text/javascript" src="dist/vendor.bundle.js"></script><script type="text/javascript" src="dist/engine.bundle.js"></script></body>
<script type="text/javascript" src="dist/vendor.bundle.js"></script><script type="text/javascript" src="dist/engine.bundle.js"></script><script type="text/javascript" src="dist/engineStyle.bundle.js"></script></body>
<!-- Misc Scripts -->
<script src="src/ThirdParty/raphael.min.js"></script>

1240
package-lock.json generated

File diff suppressed because it is too large Load Diff

View File

@@ -9,8 +9,9 @@
"@types/numeral": "0.0.25",
"@types/react": "^16.8.6",
"@types/react-dom": "^16.8.2",
"acorn": "^5.0.0",
"acorn": "^5.7.3",
"acorn-dynamic-import": "^2.0.0",
"acorn-walk": "^6.1.1",
"ajv": "^5.1.5",
"ajv-keywords": "^2.0.0",
"async": "^2.6.1",
@@ -48,8 +49,7 @@
"beautify-lint": "^1.0.3",
"benchmark": "^2.1.1",
"bundle-loader": "~0.5.0",
"chai": "^4.1.2",
"chai-as-promised": "^7.1.1",
"chai": "^4.2.0",
"css-loader": "^0.28.11",
"es6-promise-polyfill": "^1.1.1",
"eslint": "^4.19.1",
@@ -59,15 +59,18 @@
"i18n-webpack-plugin": "^1.0.0",
"istanbul": "^0.4.5",
"js-beautify": "^1.5.10",
"jsdom": "^15.0.0",
"jsdom-global": "^3.0.2",
"json5": "^1.0.1",
"less": "^3.9.0",
"less-loader": "^4.1.0",
"lodash": "^4.17.10",
"mini-css-extract-plugin": "^0.4.1",
"mkdirp": "^0.5.1",
"mocha": "^5.2.0",
"mocha-lcov-reporter": "^1.0.0",
"mocha": "^6.1.4",
"mochapack": "^1.1.1",
"node-sass": "^4.10.0",
"null-loader": "^1.0.0",
"raw-loader": "~0.5.0",
"sass-loader": "^7.0.3",
"script-loader": "~0.7.0",
@@ -106,13 +109,15 @@
"start:dev": "webpack-dev-server --progress --env.devServer --mode development",
"build": "webpack --mode production",
"build:dev": "webpack --mode development",
"build:test": "webpack --config webpack.config-test.js",
"lint": "npm run lint:typescript & npm run lint:javascript & npm run lint:style",
"lint:javascript": "eslint *.js ./src/**/*.js ./tests/**/*.js ./utils/**/*.js",
"lint:style": "stylelint ./css/*",
"lint:typescript": "tslint --project . --exclude **/*.d.ts --format stylish src/**/*.ts utils/**/*.ts",
"preinstall": "node ./scripts/engines-check.js",
"test": "mochapack --webpack-config webpack.config-test.js -r jsdom-global/register ./test/index.js",
"watch": "webpack --watch --mode production",
"watch:dev": "webpack --watch --mode development"
},
"version": "0.46.2"
"version": "0.47.0"
}

View File

@@ -242,7 +242,6 @@ function updateActiveScriptsItems(maxTasks=150) {
}
}
if (!routing.isOn(Page.ActiveScripts)) { return; }
let total = 0;
for (var i = 0; i < workerScripts.length; ++i) {
try {
@@ -252,6 +251,7 @@ function updateActiveScriptsItems(maxTasks=150) {
}
}
if (!routing.isOn(Page.ActiveScripts)) { return total; }
getElementById("active-scripts-total-production-active").innerText = numeralWrapper.formatMoney(total);
getElementById("active-scripts-total-prod-aug-total").innerText = numeralWrapper.formatMoney(Player.scriptProdSinceLastAug);
getElementById("active-scripts-total-prod-aug-avg").innerText = numeralWrapper.formatMoney(Player.scriptProdSinceLastAug / (Player.playtimeSinceLastAug/1000));

File diff suppressed because it is too large Load Diff

View File

@@ -49,6 +49,7 @@ export let AugmentationNames: IMap<string> = {
PCDNINeuralNetwork: "PC Direct-Neural Interface NeuroNet Injector",
ADRPheromone1: "ADR-V1 Pheromone Gene",
ADRPheromone2: "ADR-V2 Pheromone Gene",
ShadowsSimulacrum: "The Shadow's Simulacrum",
HacknetNodeCPUUpload: "Hacknet Node CPU Architecture Neural-Upload",
HacknetNodeCacheUpload: "Hacknet Node Cache Architecture Neural-Upload",
HacknetNodeNICUpload: "Hacknet Node NIC Architecture Neural-Upload",

View File

@@ -58,7 +58,7 @@ export function initBitNodes() {
"You will no longer gain passive reputation with Factions<br><br>" +
"Destroying this BitNode will give you Source-File 2, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 3. This Source-File allows you to form gangs in other BitNodes " +
"once your karma decreases to a certain value. " +
"once your karma decreases to a certain value. " +
"It also increases the player's crime success rate, crime money, and charisma multipliers by:<br><br>" +
"Level 1: 24%<br>" +
"Level 2: 36%<br>" +
@@ -82,7 +82,8 @@ export function initBitNodes() {
"Level 1: 8%<br>" +
"Level 2: 12%<br>" +
"Level 3: 14%");
BitNodes["BitNode4"] = new BitNode(4, "The Singularity", "The Man and the Machine", "The Singularity has arrived. The human race is gone, replaced " +
BitNodes["BitNode4"] = new BitNode(4, "The Singularity", "The Man and the Machine",
"The Singularity has arrived. The human race is gone, replaced " +
"by artificially superintelligent beings that are more machine than man. <br><br>" +
"In this BitNode, progressing is significantly harder. Experience gain rates " +
"for all stats are reduced. Most methods of earning money will now give significantly less.<br><br>" +
@@ -93,7 +94,8 @@ export function initBitNodes() {
"upgrade its level up to a maximum of 3. This Source-File lets you access and use the Singularity " +
"Functions in other BitNodes. Each level of this Source-File will open up more Singularity Functions " +
"that you can use.");
BitNodes["BitNode5"] = new BitNode(5, "Artificial Intelligence", "Posthuman", "They said it couldn't be done. They said the human brain, " +
BitNodes["BitNode5"] = new BitNode(5, "Artificial Intelligence", "Posthuman",
"They said it couldn't be done. They said the human brain, " +
"along with its consciousness and intelligence, couldn't be replicated. They said the complexity " +
"of the brain results from unpredictable, nonlinear interactions that couldn't be modeled " +
"by 1's and 0's. They were wrong.<br><br>" +

View File

@@ -811,7 +811,7 @@ Bladeburner.prototype.create = function() {
this.contracts["Retirement"] = new Contract({
name:"Retirement",
desc:"Hunt down and retire (kill) rogue Synthoids.<br><br>" +
"Successfully copmleting a Retirement contract will lower the population in your current " +
"Successfully completing a Retirement contract will lower the population in your current " +
"city, and will also increase its chaos level.",
baseDifficulty:200, difficultyFac:1.03, rewardFac:1.065,
rankGain:0.6, hpLoss:1,
@@ -4173,7 +4173,7 @@ function initBladeburner() {
"results would be catastrophic.<br><br>" +
"We do not have the power or jurisdiction to shutdown this down " +
"through legal or political means, so we must resort to a covert " +
"operation. Your goal is to destroy this technology and eliminate" +
"operation. Your goal is to destroy this technology and eliminate " +
"anyone who was involved in its creation.",
baseDifficulty:15e3, reqdRank:30e3,
rankGain:750, rankLoss:60, hpLoss:1000,

View File

@@ -7,6 +7,7 @@ import { Factions } from "./Faction/Factions";
import { Player } from "./Player";
import { AllServers } from "./Server/AllServers";
import { GetServerByHostname } from "./Server/ServerHelpers";
import { SpecialServerNames } from "./Server/SpecialServerIps";
import { getRandomInt } from "../utils/helpers/getRandomInt";
@@ -162,7 +163,9 @@ function getRandomServer() {
// An infinite loop shouldn't ever happen, but to be safe we'll use
// a for loop with a limited number of tries
for (let i = 0; i < 200; ++i) {
if (randServer.purchasedByPlayer === false) { break; }
if (!randServer.purchasedByPlayer && randServer.hostname !== SpecialServerNames.WorldDaemon) {
break;
}
randIndex = getRandomInt(0, servers.length - 1);
randServer = AllServers[servers[randIndex]];
}

View File

@@ -17,9 +17,6 @@ import { createElement } from "../utils/uiHelpers/createElement";
import { createPopup } from "../utils/uiHelpers/createPopup";
import { removeElementById } from "../utils/uiHelpers/removeElementById";
/* tslint:disable:no-magic-numbers completed-docs max-classes-per-file no-console */
/* Represents different types of problems that a Coding Contract can have */
@@ -205,6 +202,7 @@ export class CodingContract {
}
},
placeholder: "Enter Solution here",
width: "50%",
}) as HTMLInputElement;
solveBtn = createElement("a", {
class: "a-link-button",

View File

@@ -6,7 +6,7 @@
import { IMap } from "./types";
export let CONSTANTS: IMap<any> = {
Version: "0.46.2",
Version: "0.47.0",
/** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
* and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
@@ -38,60 +38,6 @@ export let CONSTANTS: IMap<any> = {
// NeuroFlux Governor Augmentation cost multiplier
NeuroFluxGovernorLevelMult: 1.14,
// RAM Costs for Netscript functions
ScriptBaseRamCost: 1.6,
ScriptDomRamCost: 25,
ScriptWhileRamCost: 0,
ScriptForRamCost: 0,
ScriptIfRamCost: 0,
ScriptHackRamCost: 0.1,
ScriptHackAnalyzeRamCost: 1,
ScriptGrowRamCost: 0.15,
ScriptGrowthAnalyzeRamCost: 1,
ScriptWeakenRamCost: 0.15,
ScriptScanRamCost: 0.2,
ScriptPortProgramRamCost: 0.05,
ScriptRunRamCost: 1.0,
ScriptExecRamCost: 1.3,
ScriptSpawnRamCost: 2.0,
ScriptScpRamCost: 0.6,
ScriptKillRamCost: 0.5,
ScriptHasRootAccessRamCost: 0.05,
ScriptGetHostnameRamCost: 0.05,
ScriptGetHackingLevelRamCost: 0.05,
ScriptGetMultipliersRamCost: 4.0,
ScriptGetServerRamCost: 0.1,
ScriptFileExistsRamCost: 0.1,
ScriptIsRunningRamCost: 0.1,
ScriptHacknetNodesRamCost: 4.0,
ScriptHNUpgLevelRamCost: 0.4,
ScriptHNUpgRamRamCost: 0.6,
ScriptHNUpgCoreRamCost: 0.8,
ScriptGetStockRamCost: 2.0,
ScriptBuySellStockRamCost: 2.5,
ScriptGetPurchaseServerRamCost: 0.25,
ScriptPurchaseServerRamCost: 2.25,
ScriptGetPurchasedServerLimit: 0.05,
ScriptGetPurchasedServerMaxRam: 0.05,
ScriptRoundRamCost: 0.05,
ScriptReadWriteRamCost: 1.0,
ScriptArbScriptRamCost: 1.0,
ScriptGetScriptRamCost: 0.1,
ScriptGetHackTimeRamCost: 0.05,
ScriptGetFavorToDonate: 0.10,
ScriptCodingContractBaseRamCost: 10,
ScriptSleeveBaseRamCost: 4,
ScriptSingularityFn1RamCost: 1,
ScriptSingularityFn2RamCost: 2,
ScriptSingularityFn3RamCost: 3,
ScriptSingularityFnRamMult: 2, // Multiplier for RAM cost outside of BN-4
ScriptGangApiBaseRamCost: 4,
ScriptBladeburnerApiBaseRamCost: 4,
NumNetscriptPorts: 20,
// Server-related constants
@@ -275,26 +221,47 @@ export let CONSTANTS: IMap<any> = {
LatestUpdate:
`
v0.46.2
* Source-File 2 now allows you to form gangs in other BitNodes when your karma reaches a very large negative value
** (Karma is a hidden stat and is lowered by committing crimes)
* Gang changes:
** Bug Fix: Gangs can no longer clash with themselve
** Bug Fix: Winning against another gang should properly reduce their power
v0.47.0
* Stock Market changes:
** Implemented spread. Stock's now have bid and ask prices at which transactions occur
** Large transactions will now influence a stock's price and forecast
** This "influencing" can take effect in the middle of a transaction
** See documentation for more details on these changes
** Added getStockAskPrice(), getStockBidPrice() Netscript functions to the TIX API
** Added getStockPurchaseCost(), getStockSaleGain() Netscript functions to the TIX API
* Bug Fix: Terminal 'wget' command now works properly
* Bug Fix: Hacknet Server Hash upgrades now properly reset upon installing Augs/switching BitNodes
* Bug Fix: Fixed button for creating Corporations
* Re-sleeves can no longer have the NeuroFlux Governor augmentation
** This is just a temporary patch until the mechanic gets re-worked
v0.46.1
* Added a very rudimentary directory system to the Terminal
** Details here: https://bitburner.readthedocs.io/en/latest/basicgameplay/terminal.html#filesystem-directories
* Added numHashes(), hashCost(), and spendHashes() functions to the Netscript Hacknet Node API
* 'Generate Coding Contract' hash upgrade is now more expensive
* 'Generate Coding Contract' hash upgrade now generates the contract randomly on the server, rather than on home computer
* The cost of selling hashes for money no longer increases each time
* Selling hashes for money now costs 4 hashes (in exchange for $1m)
* Bug Fix: Hacknet Node earnings should work properly when game is inactive/offline
* Bug Fix: Duplicate Sleeve augmentations are now properly reset when switching to a new BitNode
* hack(), grow(), and weaken() functions now take optional arguments for number of threads to use (by MasonD)
* codingcontract.attempt() now takes an optional argument that allows you to configure the function to return a contract's reward
* Adjusted RAM costs of Netscript Singularity functions (mostly increased)
* Adjusted RAM cost of codingcontract.getNumTriesRemaining() Netscript function
* Netscript Singularity functions no longer cost extra RAM outside of BitNode-4
* Corporation employees no longer have an "age" stat
* Gang Wanted level gain rate capped at 100 (per employee)
* Script startup/kill is now processed every 3 seconds, instead of 6 seconds
* getHackTime(), getGrowTime(), and getWeakenTime() now return Infinity if called on a Hacknet Server
* Money/Income tracker now displays money lost from hospitalizations
* Exported saves now have a unique filename based on current BitNode and timestamp
* Maximum number of Hacknet Servers decreased from 25 to 20
* Bug Fix: Corporation employees stats should no longer become negative
* Bug Fix: Fixed sleeve.getInformation() throwing error in certain scenarios
* Bug Fix: Coding contracts should no longer generate on the w0r1d_d43m0n server
* Bug Fix: Duplicate Sleeves now properly have access to all Augmentations if you have a gang
* Bug Fix: getAugmentationsFromFaction() & purchaseAugmentation() functions should now work properly if you have a gang
* Bug Fix: Fixed issue that caused messages (.msg) to be sent when refreshing/reloading the game
* Bug Fix: Purchasing hash upgrades for Bladeburner/Corporation when you don't actually have access to those mechanics no longer gives hashes
* Bug Fix: run(), exec(), and spawn() Netscript functions now throw if called with 0 threads
* Bug Fix: Faction UI should now automatically update reputation
* Bug Fix: Fixed purchase4SMarketData()
* Bug Fix: Netscript1.0 now works properly for multiple 'namespace' imports (import * as namespace from "script")
* Bug Fix: Terminal 'wget' command now correctly evaluates directory paths
* Bug Fix: wget(), write(), and scp() Netscript functions now fail if an invalid filepath is passed in
* Bug Fix: Having Corporation warehouses at full capacity should no longer freeze game in certain conditions
* Bug Fix: Prevented an exploit that allows you to buy multiple copies of an Augmentation by holding the 'Enter' button
* Bug Fix: gang.getOtherGangInformation() now properly returns a deep copy
* Bug Fix: Fixed getScriptIncome() returning an undefined value
* Bug Fix: Fixed an issue with Hacknet Server hash rate not always updating
`
}

View File

@@ -521,15 +521,18 @@ Industry.prototype.process = function(marketCycles=1, state, company) {
}
// Process production, purchase, and import/export of materials
var res = this.processMaterials(marketCycles, company);
this.thisCycleRevenue = this.thisCycleRevenue.plus(res[0]);
this.thisCycleExpenses = this.thisCycleExpenses.plus(res[1]);
let res = this.processMaterials(marketCycles, company);
if (Array.isArray(res)) {
this.thisCycleRevenue = this.thisCycleRevenue.plus(res[0]);
this.thisCycleExpenses = this.thisCycleExpenses.plus(res[1]);
}
// Process creation, production & sale of products
res = this.processProducts(marketCycles, company);
this.thisCycleRevenue = this.thisCycleRevenue.plus(res[0]);
this.thisCycleExpenses = this.thisCycleExpenses.plus(res[1]);
if (Array.isArray(res)) {
this.thisCycleRevenue = this.thisCycleRevenue.plus(res[0]);
this.thisCycleExpenses = this.thisCycleExpenses.plus(res[1]);
}
}
// Process change in demand and competition for this industry's materials
@@ -846,7 +849,7 @@ Industry.prototype.processMaterials = function(marketCycles=1, company) {
sellAmt = (sellAmt * SecsPerMarketCycle * marketCycles);
sellAmt = Math.min(mat.qty, sellAmt);
if (sellAmt < 0) {
console.log("sellAmt calculated to be negative");
console.warn(`sellAmt calculated to be negative for ${matName} in ${city}`);
mat.sll = 0;
continue;
}
@@ -899,9 +902,11 @@ Industry.prototype.processMaterials = function(marketCycles=1, company) {
break;
}
//Make sure theres enough space in warehouse
// Make sure theres enough space in warehouse
if (expWarehouse.sizeUsed >= expWarehouse.size) {
return; //Warehouse at capacity
// Warehouse at capacity. Exporting doesnt
// affect revenue so just return 0's
return [0, 0];
} else {
var maxAmt = Math.floor((expWarehouse.size - expWarehouse.sizeUsed) / MaterialSizes[matName]);
amt = Math.min(maxAmt, amt);
@@ -1463,7 +1468,6 @@ function Employee(params={}) {
this.hap = params.happiness ? params.happiness : getRandomInt(50, 100);
this.ene = params.energy ? params.energy : getRandomInt(50, 100);
this.age = params.age ? params.age : getRandomInt(20, 50);
this.int = params.intelligence ? params.intelligence : getRandomInt(10, 50);
this.cha = params.charisma ? params.charisma : getRandomInt(10, 50);
this.exp = params.experience ? params.experience : getRandomInt(10, 50);
@@ -1482,13 +1486,7 @@ function Employee(params={}) {
Employee.prototype.process = function(marketCycles=1, office) {
var gain = 0.003 * marketCycles,
det = gain * Math.random();
this.age += gain;
this.exp += gain;
if (this.age > 150) {
this.int -= det;
this.eff -= det;
this.cha -= det;
}
// Employee salaries slowly go up over time
this.cyclesUntilRaise -= marketCycles;
@@ -1577,7 +1575,6 @@ Employee.prototype.createUI = function(panel, corporation, industry) {
innerHTML:"Morale: " + formatNumber(this.mor, 3) + "<br>" +
"Happiness: " + formatNumber(this.hap, 3) + "<br>" +
"Energy: " + formatNumber(this.ene, 3) + "<br>" +
"Age: " + formatNumber(this.age, 3) + "<br>" +
"Intelligence: " + formatNumber(effInt, 3) + "<br>" +
"Charisma: " + formatNumber(effCha, 3) + "<br>" +
"Experience: " + formatNumber(this.exp, 3) + "<br>" +

View File

@@ -495,8 +495,6 @@ export class IndustryOffice extends BaseReactComponent {
<br />
Energy: {numeralWrapper.format(this.state.employee.ene, nf)}
<br />
Age: {numeralWrapper.format(this.state.employee.age, nf)}
<br />
Intelligence: {numeralWrapper.format(effInt, nf)}
<br />
Charisma: {numeralWrapper.format(effCha, nf)}

View File

@@ -4,6 +4,7 @@ import ReactDOM from "react-dom";
import { FactionRoot } from "./ui/Root";
import { Augmentations } from "../Augmentation/Augmentations";
import { isRepeatableAug } from "../Augmentation/AugmentationHelpers";
import { PlayerOwnedAugmentation } from "../Augmentation/PlayerOwnedAugmentation";
import { AugmentationNames } from "../Augmentation/data/AugmentationNames";
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
@@ -93,7 +94,12 @@ export function purchaseAugmentationBoxCreate(aug, fac) {
const yesBtn = yesNoBoxGetYesButton();
yesBtn.innerHTML = "Purchase";
yesBtn.addEventListener("click", function() {
if (!isRepeatableAug(aug) && Player.hasAugmentation(aug)) {
return;
}
purchaseAugmentation(aug, fac);
yesNoBoxClose();
});
const noBtn = yesNoBoxGetNoButton();
@@ -204,7 +210,6 @@ export function purchaseAugmentation(aug, fac, sing=false) {
"Please report this to the game developer with an explanation of how to " +
"reproduce this.");
}
yesNoBoxClose();
}
export function getNextNeurofluxLevel() {

View File

@@ -45,9 +45,9 @@ export class DonateOption extends React.Component<IProps, IState> {
this.handleChange = this.handleChange.bind(this);
}
// Returns rep gain for the current donation amount
calculateRepGain(): number {
return this.state.donateAmt / CONSTANTS.DonateMoneyToRepDivisor * this.props.p.faction_rep_mult;
// Returns rep gain for a given donation amount
calculateRepGain(amt: number): number {
return amt / CONSTANTS.DonateMoneyToRepDivisor * this.props.p.faction_rep_mult;
}
donate(): void {
@@ -59,7 +59,7 @@ export class DonateOption extends React.Component<IProps, IState> {
dialogBoxCreate(`You cannot afford to donate this much money!`);
} else {
this.props.p.loseMoney(amt);
const repGain = this.calculateRepGain();
const repGain = this.calculateRepGain(amt);
this.props.faction.playerReputation += repGain;
dialogBoxCreate(`You just donated ${numeralWrapper.formatMoney(amt)} to ${fac.name} to gain ` +
`${numeralWrapper.format(repGain, "0,0.000")} reputation`);
@@ -76,11 +76,11 @@ export class DonateOption extends React.Component<IProps, IState> {
statusTxt: "Invalid donate amount entered!",
});
} else {
const repGain = this.calculateRepGain();
const repGain = this.calculateRepGain(amt);
this.setState({
donateAmt: amt,
statusTxt: `This donation will result in ${numeralWrapper.format(repGain, "0,0.000")} reputation gain`,
})
});
}
}

View File

@@ -30,10 +30,24 @@ const infoStyleMarkup = {
}
export class Info extends React.Component<IProps, any> {
render() {
constructor(props: IProps) {
super(props);
const formattedRep = numeralWrapper.format(this.props.faction.playerReputation, "0.000a");
this.getFavorGainText = this.getFavorGainText.bind(this);
this.getReputationText = this.getReputationText.bind(this);
}
getFavorGainText(): string {
const favorGain = this.props.faction.getFavorGain()[0];
return `You will earn ${numeralWrapper.format(favorGain, "0,0")} faction favor upon resetting after installing an Augmentation`
}
getReputationText(): string {
const formattedRep = numeralWrapper.format(this.props.faction.playerReputation, "0.000a");
return `Reputation: ${formattedRep}`
}
render() {
const favorTooltip = "Faction favor increases the rate at which you earn reputation for " +
"this faction by 1% per favor. Faction favor is gained whenever you " +
"reset after installing an Augmentation. The amount of " +
@@ -45,12 +59,14 @@ export class Info extends React.Component<IProps, any> {
return (
<div>
<i className={"text"} style={infoStyleMarkup} dangerouslySetInnerHTML={infoText}></i>
<pre>
<i className={"text"} dangerouslySetInnerHTML={infoText}></i>
</pre>
<p style={blockStyleMarkup}>-------------------------</p>
<AutoupdatingParagraph
intervalTime={5e3}
text={`Reputation: ${formattedRep}`}
tooltip={`You will earn ${numeralWrapper.format(favorGain, "0,0")} faction favor upon resetting after installing an Augmentation`}
getText={this.getReputationText}
getTooltip={this.getFavorGainText}
/>
<p style={blockStyleMarkup}>-------------------------</p>
<ParagraphWithTooltip

View File

@@ -142,6 +142,7 @@ export class PurchaseableAugmentation extends React.Component<IProps, any> {
onClick={this.handleClick}
style={inlineStyleMarkup}
text={btnTxt}
tooltip={this.aug.info}
/>
<p style={txtStyle}>{statusTxt}</p>
</span>

View File

@@ -208,8 +208,12 @@ export class FactionRoot extends React.Component<IProps, IState> {
const canPurchaseSleeves = (faction.name === "The Covenant" && p.bitNodeN >= 10 && SourceFileFlags[10]);
let canAccessGang = (p.canAccessGang() && GangNames.includes(faction.name));
if (p.inGang() && (p.getGangName() !== faction.name)) {
canAccessGang = false;
if (p.inGang()) {
if (p.getGangName() !== faction.name) {
canAccessGang = false;
} else if (p.getGangName() === faction.name) {
canAccessGang = true;
}
}
return (
@@ -275,7 +279,7 @@ export class FactionRoot extends React.Component<IProps, IState> {
{
canPurchaseSleeves &&
<Option
buttonText={"Purchase Duplicate Sleeves"}
buttonText={"Purchase & Upgrade Duplicate Sleeves"}
infoText={sleevePurchasesInfo}
onClick={this.sleevePurchases}
/>

View File

@@ -682,21 +682,25 @@ GangMember.prototype.calculateRespectGain = function(gang) {
GangMember.prototype.calculateWantedLevelGain = function(gang) {
const task = this.getTask();
if (task == null || !(task instanceof GangMemberTask) || task.baseWanted === 0) {return 0;}
var statWeight = (task.hackWeight/100) * this.hack +
(task.strWeight/100) * this.str +
(task.defWeight/100) * this.def +
(task.dexWeight/100) * this.dex +
(task.agiWeight/100) * this.agi +
(task.chaWeight/100) * this.cha;
if (task == null || !(task instanceof GangMemberTask) || task.baseWanted === 0) { return 0; }
let statWeight = (task.hackWeight / 100) * this.hack +
(task.strWeight / 100) * this.str +
(task.defWeight / 100) * this.def +
(task.dexWeight / 100) * this.dex +
(task.agiWeight / 100) * this.agi +
(task.chaWeight / 100) * this.cha;
statWeight -= (3.5 * task.difficulty);
if (statWeight <= 0) { return 0; }
const territoryMult = Math.pow(AllGangs[gang.facName].territory * 100, task.territory.wanted) / 100;
if (isNaN(territoryMult) || territoryMult <= 0) { return 0; }
if (task.baseWanted < 0) {
return 0.5 * task.baseWanted * statWeight * territoryMult;
return 0.4 * task.baseWanted * statWeight * territoryMult;
} else {
return 7 * task.baseWanted / (Math.pow(3 * statWeight * territoryMult, 0.8));
const calc = 7 * task.baseWanted / (Math.pow(3 * statWeight * territoryMult, 0.8));
// Put an arbitrary cap on this to prevent wanted level from rising too fast if the
// denominator is very small. Might want to rethink formula later
return Math.min(100, calc);
}
}
@@ -1359,6 +1363,7 @@ Gang.prototype.displayGangContent = function(player) {
innerText: "Cancel",
});
createPopup(popupId, [txt, br, nameInput, yesBtn, noBtn]);
nameInput.focus();
}
});
UIElems.gangManagementSubpage.appendChild(UIElems.gangRecruitMemberButton);

View File

@@ -6,34 +6,34 @@
*/
import { IReturnStatus } from "../types";
import { HacknetServer } from "../Hacknet/HacknetServer";
import { IPlayer } from "../PersonObjects/IPlayer";
import { Server } from "../Server/Server";
function baseCheck(server: Server | HacknetServer, fnName: string): IReturnStatus {
if (server instanceof HacknetServer) {
function baseCheck(server: Server, fnName: string): IReturnStatus {
const hostname = server.hostname;
if (!("requiredHackingSkill" in server)) {
return {
res: false,
msg: `Cannot ${fnName} ${server.hostname} server because it is a Hacknet Node`
msg: `Cannot ${fnName} ${hostname} server because it is a Hacknet Node`
}
}
if (server.hasAdminRights === false) {
return {
res: false,
msg: `Cannot ${fnName} ${server.hostname} server because you do not have root access`,
msg: `Cannot ${fnName} ${hostname} server because you do not have root access`,
}
}
return { res: true }
}
export function netscriptCanHack(server: Server | HacknetServer, p: IPlayer): IReturnStatus {
export function netscriptCanHack(server: Server, p: IPlayer): IReturnStatus {
const initialCheck = baseCheck(server, "hack");
if (!initialCheck.res) { return initialCheck; }
let s = <Server>server;
let s = server;
if (s.requiredHackingSkill > p.hacking_skill) {
return {
res: false,
@@ -44,10 +44,10 @@ export function netscriptCanHack(server: Server | HacknetServer, p: IPlayer): IR
return { res: true }
}
export function netscriptCanGrow(server: Server | HacknetServer): IReturnStatus {
export function netscriptCanGrow(server: Server): IReturnStatus {
return baseCheck(server, "grow");
}
export function netscriptCanWeaken(server: Server | HacknetServer): IReturnStatus {
export function netscriptCanWeaken(server: Server): IReturnStatus {
return baseCheck(server, "weaken");
}

View File

@@ -1,35 +1,41 @@
import { HacknetNode,
BaseCostForHacknetNode,
HacknetNodePurchaseNextMult,
HacknetNodeMaxLevel,
HacknetNodeMaxRam,
HacknetNodeMaxCores } from "./HacknetNode";
import { HacknetServer,
BaseCostForHacknetServer,
HacknetServerPurchaseMult,
HacknetServerMaxLevel,
HacknetServerMaxRam,
HacknetServerMaxCores,
HacknetServerMaxCache,
MaxNumberHacknetServers } from "./HacknetServer";
import { HashManager } from "./HashManager";
import { HashUpgrades } from "./HashUpgrades";
import {
HacknetNode,
BaseCostForHacknetNode,
HacknetNodePurchaseNextMult,
HacknetNodeMaxLevel,
HacknetNodeMaxRam,
HacknetNodeMaxCores
} from "./HacknetNode";
import {
HacknetServer,
BaseCostForHacknetServer,
HacknetServerPurchaseMult,
HacknetServerMaxLevel,
HacknetServerMaxRam,
HacknetServerMaxCores,
HacknetServerMaxCache,
MaxNumberHacknetServers
} from "./HacknetServer";
import { HashManager } from "./HashManager";
import { HashUpgrades } from "./HashUpgrades";
import { generateRandomContract } from "../CodingContractGenerator";
import { iTutorialSteps, iTutorialNextStep,
ITutorial} from "../InteractiveTutorial";
import { Player } from "../Player";
import { AddToAllServers,
AllServers } from "../Server/AllServers";
import { GetServerByHostname } from "../Server/ServerHelpers";
import { SourceFileFlags } from "../SourceFile/SourceFileFlags";
import { Page, routing } from "../ui/navigationTracking";
import { generateRandomContract } from "../CodingContractGenerator";
import {
iTutorialSteps,
iTutorialNextStep,
ITutorial
} from "../InteractiveTutorial";
import { Player } from "../Player";
import { AddToAllServers, AllServers } from "../Server/AllServers";
import { GetServerByHostname } from "../Server/ServerHelpers";
import { SourceFileFlags } from "../SourceFile/SourceFileFlags";
import { Page, routing } from "../ui/navigationTracking";
import {getElementById} from "../../utils/uiHelpers/getElementById";
import { getElementById } from "../../utils/uiHelpers/getElementById";
import React from "react";
import ReactDOM from "react-dom";
import { HacknetRoot } from "./ui/Root";
import React from "react";
import ReactDOM from "react-dom";
import { HacknetRoot } from "./ui/Root";
let hacknetNodesDiv;
function hacknetNodesInit() {
@@ -66,7 +72,7 @@ export function purchaseHacknet() {
if (!Player.canAfford(cost)) { return -1; }
Player.loseMoney(cost);
const server = Player.createHacknetServer();
Player.hashManager.updateCapacity(Player);
updateHashManagerCapacity();
return numOwned;
} else {
@@ -79,8 +85,7 @@ export function purchaseHacknet() {
// Auto generate a name for the Node
const name = "hacknet-node-" + numOwned;
const node = new HacknetNode(name);
node.updateMoneyGainRate(Player);
const node = new HacknetNode(name, Player.hacknet_node_money_mult);
Player.loseMoney(cost);
Player.hacknetNodes.push(node);
@@ -116,26 +121,26 @@ export function getMaxNumberLevelUpgrades(nodeObj, maxLevel) {
throw new Error(`getMaxNumberLevelUpgrades() called without maxLevel arg`);
}
if (Player.money.lt(nodeObj.calculateLevelUpgradeCost(1, Player))) {
if (Player.money.lt(nodeObj.calculateLevelUpgradeCost(1, Player.hacknet_node_level_cost_mult))) {
return 0;
}
let min = 1;
let max = maxLevel - 1;
let levelsToMax = maxLevel - nodeObj.level;
if (Player.money.gt(nodeObj.calculateLevelUpgradeCost(levelsToMax, Player))) {
if (Player.money.gt(nodeObj.calculateLevelUpgradeCost(levelsToMax, Player.hacknet_node_level_cost_mult))) {
return levelsToMax;
}
while (min <= max) {
var curr = (min + max) / 2 | 0;
if (curr !== maxLevel &&
Player.money.gt(nodeObj.calculateLevelUpgradeCost(curr, Player)) &&
Player.money.lt(nodeObj.calculateLevelUpgradeCost(curr + 1, Player))) {
Player.money.gt(nodeObj.calculateLevelUpgradeCost(curr, Player.hacknet_node_level_cost_mult)) &&
Player.money.lt(nodeObj.calculateLevelUpgradeCost(curr + 1, Player.hacknet_node_level_cost_mult))) {
return Math.min(levelsToMax, curr);
} else if (Player.money.lt(nodeObj.calculateLevelUpgradeCost(curr, Player))) {
} else if (Player.money.lt(nodeObj.calculateLevelUpgradeCost(curr, Player.hacknet_node_level_cost_mult))) {
max = curr - 1;
} else if (Player.money.gt(nodeObj.calculateLevelUpgradeCost(curr, Player))) {
} else if (Player.money.gt(nodeObj.calculateLevelUpgradeCost(curr, Player.hacknet_node_level_cost_mult))) {
min = curr + 1;
} else {
return Math.min(levelsToMax, curr);
@@ -149,7 +154,7 @@ export function getMaxNumberRamUpgrades(nodeObj, maxLevel) {
throw new Error(`getMaxNumberRamUpgrades() called without maxLevel arg`);
}
if (Player.money.lt(nodeObj.calculateRamUpgradeCost(1, Player))) {
if (Player.money.lt(nodeObj.calculateRamUpgradeCost(1, Player.hacknet_node_ram_cost_mult))) {
return 0;
}
@@ -159,13 +164,13 @@ export function getMaxNumberRamUpgrades(nodeObj, maxLevel) {
} else {
levelsToMax = Math.round(Math.log2(maxLevel / nodeObj.ram));
}
if (Player.money.gt(nodeObj.calculateRamUpgradeCost(levelsToMax, Player))) {
if (Player.money.gt(nodeObj.calculateRamUpgradeCost(levelsToMax, Player.hacknet_node_ram_cost_mult))) {
return levelsToMax;
}
//We'll just loop until we find the max
for (let i = levelsToMax-1; i >= 0; --i) {
if (Player.money.gt(nodeObj.calculateRamUpgradeCost(i, Player))) {
if (Player.money.gt(nodeObj.calculateRamUpgradeCost(i, Player.hacknet_node_ram_cost_mult))) {
return i;
}
}
@@ -177,14 +182,14 @@ export function getMaxNumberCoreUpgrades(nodeObj, maxLevel) {
throw new Error(`getMaxNumberCoreUpgrades() called without maxLevel arg`);
}
if (Player.money.lt(nodeObj.calculateCoreUpgradeCost(1, Player))) {
if (Player.money.lt(nodeObj.calculateCoreUpgradeCost(1, Player.hacknet_node_core_cost_mult))) {
return 0;
}
let min = 1;
let max = maxLevel - 1;
const levelsToMax = maxLevel - nodeObj.cores;
if (Player.money.gt(nodeObj.calculateCoreUpgradeCost(levelsToMax, Player))) {
if (Player.money.gt(nodeObj.calculateCoreUpgradeCost(levelsToMax, Player.hacknet_node_core_cost_mult))) {
return levelsToMax;
}
@@ -192,12 +197,12 @@ export function getMaxNumberCoreUpgrades(nodeObj, maxLevel) {
while (min <= max) {
let curr = (min + max) / 2 | 0;
if (curr != maxLevel &&
Player.money.gt(nodeObj.calculateCoreUpgradeCost(curr, Player)) &&
Player.money.lt(nodeObj.calculateCoreUpgradeCost(curr + 1, Player))) {
Player.money.gt(nodeObj.calculateCoreUpgradeCost(curr, Player.hacknet_node_core_cost_mult)) &&
Player.money.lt(nodeObj.calculateCoreUpgradeCost(curr + 1, Player.hacknet_node_core_cost_mult))) {
return Math.min(levelsToMax, curr);
} else if (Player.money.lt(nodeObj.calculateCoreUpgradeCost(curr, Player))) {
} else if (Player.money.lt(nodeObj.calculateCoreUpgradeCost(curr, Player.hacknet_node_core_cost_mult))) {
max = curr - 1;
} else if (Player.money.gt(nodeObj.calculateCoreUpgradeCost(curr, Player))) {
} else if (Player.money.gt(nodeObj.calculateCoreUpgradeCost(curr, Player.hacknet_node_core_cost_mult))) {
min = curr + 1;
} else {
return Math.min(levelsToMax, curr);
@@ -242,7 +247,136 @@ export function getMaxNumberCacheUpgrades(nodeObj, maxLevel) {
return 0;
}
// Initial construction of Hacknet Nodes UI
export function purchaseLevelUpgrade(node, levels=1) {
const sanitizedLevels = Math.round(levels);
const cost = node.calculateLevelUpgradeCost(sanitizedLevels, Player.hacknet_node_level_cost_mult);
if (isNaN(cost) || cost <= 0 || sanitizedLevels < 0) {
return false;
}
const isServer = (node instanceof HacknetServer);
// If we're at max level, return false
if (node.level >= (isServer ? HacknetServerMaxLevel : HacknetNodeMaxLevel)) {
return false;
}
// If the number of specified upgrades would exceed the max level, calculate
// the maximum number of upgrades and use that
if (node.level + sanitizedLevels > (isServer ? HacknetServerMaxLevel : HacknetNodeMaxLevel)) {
const diff = Math.max(0, (isServer ? HacknetServerMaxLevel : HacknetNodeMaxLevel) - node.level);
return purchaseLevelUpgrade(node, diff);
}
if (!Player.canAfford(cost)) {
return false;
}
Player.loseMoney(cost);
node.upgradeLevel(sanitizedLevels, Player.hacknet_node_money_mult);
return true;
}
export function purchaseRamUpgrade(node, levels=1) {
const sanitizedLevels = Math.round(levels);
const cost = node.calculateRamUpgradeCost(sanitizedLevels, Player.hacknet_node_ram_cost_mult);
if (isNaN(cost) || cost <= 0 || sanitizedLevels < 0) {
return false;
}
const isServer = (node instanceof HacknetServer);
// Fail if we're already at max
if (node.ram >= (isServer ? HacknetServerMaxRam : HacknetNodeMaxRam)) {
return false;
}
// If the number of specified upgrades would exceed the max RAM, calculate the
// max possible number of upgrades and use that
if (isServer) {
if (node.maxRam * Math.pow(2, sanitizedLevels) > HacknetServerMaxRam) {
const diff = Math.max(0, Math.log2(Math.round(HacknetServerMaxRam / node.maxRam)));
return purchaseRamUpgrade(node, diff);
}
} else {
if (node.ram * Math.pow(2, sanitizedLevels) > HacknetNodeMaxRam) {
const diff = Math.max(0, Math.log2(Math.round(HacknetNodeMaxRam / node.ram)));
return purchaseRamUpgrade(node, diff);
}
}
if (!Player.canAfford(cost)) {
return false;
}
Player.loseMoney(cost);
node.upgradeRam(sanitizedLevels, Player.hacknet_node_money_mult);
return true;
}
export function purchaseCoreUpgrade(node, levels=1) {
const sanitizedLevels = Math.round(levels);
const cost = node.calculateCoreUpgradeCost(sanitizedLevels, Player.hacknet_node_core_cost_mult);
if (isNaN(cost) || cost <= 0 || sanitizedLevels < 0) {
return false;
}
const isServer = (node instanceof HacknetServer);
// Fail if we're already at max
if (node.cores >= (isServer ? HacknetServerMaxCores : HacknetNodeMaxCores)) {
return false;
}
// If the specified number of upgrades would exceed the max Cores, calculate
// the max possible number of upgrades and use that
if (node.cores + sanitizedLevels > (isServer ? HacknetServerMaxCores : HacknetNodeMaxCores)) {
const diff = Math.max(0, (isServer ? HacknetServerMaxCores : HacknetNodeMaxCores) - node.cores);
return purchaseCoreUpgrade(node, diff);
}
if (!Player.canAfford(cost)) {
return false;
}
Player.loseMoney(cost);
node.upgradeCore(sanitizedLevels, Player.hacknet_node_money_mult);
return true;
}
export function purchaseCacheUpgrade(node, levels=1) {
const sanitizedLevels = Math.round(levels);
const cost = node.calculateCacheUpgradeCost(sanitizedLevels);
if (isNaN(cost) || cost <= 0 || sanitizedLevels < 0) {
return false;
}
if (!(node instanceof HacknetServer)) {
console.warn(`purchaseCacheUpgrade() called for a non-HacknetNode`);
return false;
}
// Fail if we're already at max
if (node.cache + sanitizedLevels > HacknetServerMaxCache) {
const diff = Math.max(0, HacknetServerMaxCache - node.cache);
return purchaseCacheUpgrade(node, diff);
}
if (!Player.canAfford(cost)) {
return false;
}
Player.loseMoney(cost);
node.upgradeCache(sanitizedLevels);
return true;
}
// Create/Refresh Hacknet Nodes UI
export function renderHacknetNodesUI() {
if (!routing.isOn(Page.HacknetNodes)) { return; }
@@ -294,7 +428,10 @@ function processAllHacknetServerEarnings(numCycles) {
let hashes = 0;
for (let i = 0; i < Player.hacknetNodes.length; ++i) {
const hserver = AllServers[Player.hacknetNodes[i]]; // hacknetNodes array only contains the IP addresses
// hacknetNodes array only contains the IP addresses of the servers.
// Also, update the hash rate before processing
const hserver = AllServers[Player.hacknetNodes[i]];
hserver.updateHashRate(Player.hacknet_node_money_mult);
hashes += hserver.process(numCycles);
}
@@ -303,6 +440,37 @@ function processAllHacknetServerEarnings(numCycles) {
return hashes;
}
export function updateHashManagerCapacity() {
if (!(Player.hashManager instanceof HashManager)) {
console.error(`Player does not have a HashManager`);
return;
}
const nodes = Player.hacknetNodes;
if (nodes.length === 0) {
Player.hashManager.updateCapacity(0);
return;
}
let total = 0;
for (let i = 0; i < nodes.length; ++i) {
if (typeof nodes[i] !== "string") {
Player.hashManager.updateCapacity(0);
return;
}
const h = AllServers[nodes[i]];
if (!(h instanceof HacknetServer)) {
Player.hashManager.updateCapacity(0);
return;
}
total += h.hashCapacity;
}
Player.hashManager.updateCapacity(total);
}
export function purchaseHashUpgrade(upgName, upgTarget) {
if (!(Player.hashManager instanceof HashManager)) {
console.error(`Player does not have a HashManager`);
@@ -317,6 +485,7 @@ export function purchaseHashUpgrade(upgName, upgTarget) {
switch (upgName) {
case "Sell for Money": {
Player.gainMoney(upg.value);
Player.recordMoneySource(upg.value, "hacknetnode");
break;
}
case "Sell for Corporation Funds": {

View File

@@ -9,7 +9,6 @@ import { IHacknetNode } from "./IHacknetNode";
import { CONSTANTS } from "../Constants";
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { IPlayer } from "../PersonObjects/IPlayer";
import { dialogBoxCreate } from "../../utils/DialogBox";
import { Generic_fromJSON,
@@ -62,12 +61,14 @@ export class HacknetNode implements IHacknetNode {
// Total money earned by this Node
totalMoneyGenerated: number = 0;
constructor(name: string="") {
constructor(name: string="", prodMult: number=1) {
this.name = name;
this.updateMoneyGainRate(prodMult);
}
// Get the cost to upgrade this Node's number of cores
calculateCoreUpgradeCost(levels: number=1, p: IPlayer): number {
calculateCoreUpgradeCost(levels: number=1, costMult: number): number {
const sanitizedLevels = Math.round(levels);
if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {
return 0;
@@ -86,13 +87,13 @@ export class HacknetNode implements IHacknetNode {
++currentCores;
}
totalCost *= p.hacknet_node_core_cost_mult;
totalCost *= costMult;
return totalCost;
}
// Get the cost to upgrade this Node's level
calculateLevelUpgradeCost(levels: number=1, p: IPlayer): number {
calculateLevelUpgradeCost(levels: number=1, costMult: number): number {
const sanitizedLevels = Math.round(levels);
if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {
return 0;
@@ -110,11 +111,11 @@ export class HacknetNode implements IHacknetNode {
++currLevel;
}
return BaseCostForHacknetNode / 2 * totalMultiplier * p.hacknet_node_level_cost_mult;
return BaseCostForHacknetNode / 2 * totalMultiplier * costMult;
}
// Get the cost to upgrade this Node's RAM
calculateRamUpgradeCost(levels: number=1, p: IPlayer): number {
calculateRamUpgradeCost(levels: number=1, costMult: number): number {
const sanitizedLevels = Math.round(levels);
if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {
return 0;
@@ -138,7 +139,7 @@ export class HacknetNode implements IHacknetNode {
++numUpgrades;
}
totalCost *= p.hacknet_node_ram_cost_mult;
totalCost *= costMult;
return totalCost;
}
@@ -161,112 +162,37 @@ export class HacknetNode implements IHacknetNode {
// Upgrade this Node's number of cores, if possible
// Returns a boolean indicating whether new cores were successfully bought
purchaseCoreUpgrade(levels: number=1, p: IPlayer): boolean {
const sanitizedLevels = Math.round(levels);
const cost = this.calculateCoreUpgradeCost(sanitizedLevels, p);
if (isNaN(cost) || sanitizedLevels < 0) {
return false;
}
// Fail if we're already at max
if (this.cores >= HacknetNodeMaxCores) {
return false;
}
// If the specified number of upgrades would exceed the max Cores, calculate
// the max possible number of upgrades and use that
if (this.cores + sanitizedLevels > HacknetNodeMaxCores) {
const diff = Math.max(0, HacknetNodeMaxCores - this.cores);
return this.purchaseCoreUpgrade(diff, p);
}
if (!p.canAfford(cost)) {
return false;
}
p.loseMoney(cost);
this.cores = Math.round(this.cores + sanitizedLevels); // Just in case of floating point imprecision
this.updateMoneyGainRate(p);
return true;
upgradeCore(levels: number=1, prodMult: number): void {
this.cores = Math.min(HacknetNodeMaxCores, Math.round(this.cores + levels));
this.updateMoneyGainRate(prodMult);
}
// Upgrade this Node's level, if possible
// Returns a boolean indicating whether the level was successfully updated
purchaseLevelUpgrade(levels: number=1, p: IPlayer): boolean {
const sanitizedLevels = Math.round(levels);
const cost = this.calculateLevelUpgradeCost(sanitizedLevels, p);
if (isNaN(cost) || sanitizedLevels < 0) {
return false;
}
// If we're at max level, return false
if (this.level >= HacknetNodeMaxLevel) {
return false;
}
// If the number of specified upgrades would exceed the max level, calculate
// the maximum number of upgrades and use that
if (this.level + sanitizedLevels > HacknetNodeMaxLevel) {
var diff = Math.max(0, HacknetNodeMaxLevel - this.level);
return this.purchaseLevelUpgrade(diff, p);
}
if (!p.canAfford(cost)) {
return false;
}
p.loseMoney(cost);
this.level = Math.round(this.level + sanitizedLevels); // Just in case of floating point imprecision
this.updateMoneyGainRate(p);
return true;
upgradeLevel(levels: number=1, prodMult: number): void {
this.level = Math.min(HacknetNodeMaxLevel, Math.round(this.level + levels));
this.updateMoneyGainRate(prodMult);
}
// Upgrade this Node's RAM, if possible
// Returns a boolean indicating whether the RAM was successfully upgraded
purchaseRamUpgrade(levels: number=1, p: IPlayer): boolean {
const sanitizedLevels = Math.round(levels);
const cost = this.calculateRamUpgradeCost(sanitizedLevels, p);
if (isNaN(cost) || sanitizedLevels < 0) {
return false;
}
// Fail if we're already at max
if (this.ram >= HacknetNodeMaxRam) {
return false;
}
// If the number of specified upgrades would exceed the max RAM, calculate the
// max possible number of upgrades and use that
if (this.ram * Math.pow(2, sanitizedLevels) > HacknetNodeMaxRam) {
var diff = Math.max(0, Math.log2(Math.round(HacknetNodeMaxRam / this.ram)));
return this.purchaseRamUpgrade(diff, p);
}
if (!p.canAfford(cost)) {
return false;
}
p.loseMoney(cost);
for (let i = 0; i < sanitizedLevels; ++i) {
upgradeRam(levels: number=1, prodMult: number): void {
for (let i = 0; i < levels; ++i) {
this.ram *= 2; // Ram is always doubled
}
this.ram = Math.round(this.ram); // Handle any floating point precision issues
this.updateMoneyGainRate(p);
return true;
this.updateMoneyGainRate(prodMult);
}
// Re-calculate this Node's production and update the moneyGainRatePerSecond prop
updateMoneyGainRate(p: IPlayer): void {
updateMoneyGainRate(prodMult: number): void {
//How much extra $/s is gained per level
var gainPerLevel = HacknetNodeMoneyGainPerLevel;
this.moneyGainRatePerSecond = (this.level * gainPerLevel) *
Math.pow(1.035, this.ram - 1) *
((this.cores + 5) / 6) *
p.hacknet_node_money_mult *
prodMult *
BitNodeMultipliers.HacknetNodeMoney;
if (isNaN(this.moneyGainRatePerSecond)) {
this.moneyGainRatePerSecond = 0;

View File

@@ -6,15 +6,16 @@ import { CONSTANTS } from "../Constants";
import { IHacknetNode } from "./IHacknetNode";
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { IPlayer } from "../PersonObjects/IPlayer";
import { BaseServer } from "../Server/BaseServer";
import { RunningScript } from "../Script/RunningScript";
import { createRandomIp } from "../../utils/IPAddress";
import { Generic_fromJSON,
Generic_toJSON,
Reviver } from "../../utils/JSONReviver";
import {
Generic_fromJSON,
Generic_toJSON,
Reviver
} from "../../utils/JSONReviver";
// Constants for Hacknet Server stats/production
export const HacknetServerHashesPerLevel: number = 0.001;
@@ -31,7 +32,7 @@ export const HacknetServerUpgradeRamMult: number = 1.4; // Multiplier for co
export const HacknetServerUpgradeCoreMult: number = 1.55; // Multiplier for cost when buying another core
export const HacknetServerUpgradeCacheMult: number = 1.85; // Multiplier for cost when upgrading cache
export const MaxNumberHacknetServers: number = 25; // Max number of Hacknet Servers you can own
export const MaxNumberHacknetServers: number = 20; // Max number of Hacknet Servers you can own
// Constants for max upgrade levels for Hacknet Server
export const HacknetServerMaxLevel: number = 300;
@@ -46,7 +47,6 @@ interface IConstructorParams {
isConnectedTo?: boolean;
maxRam?: number;
organizationName?: string;
player?: IPlayer;
}
export class HacknetServer extends BaseServer implements IHacknetNode {
@@ -81,10 +81,6 @@ export class HacknetServer extends BaseServer implements IHacknetNode {
this.maxRam = 1;
this.updateHashCapacity();
if (params.player) {
this.updateHashRate(params.player);
}
}
calculateCacheUpgradeCost(levels: number): number {
@@ -109,7 +105,7 @@ export class HacknetServer extends BaseServer implements IHacknetNode {
return totalCost;
}
calculateCoreUpgradeCost(levels: number, p: IPlayer): number {
calculateCoreUpgradeCost(levels: number, costMult: number): number {
const sanitizedLevels = Math.round(levels);
if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {
return 0;
@@ -127,12 +123,12 @@ export class HacknetServer extends BaseServer implements IHacknetNode {
++currentCores;
}
totalCost *= BaseCostForHacknetServerCore;
totalCost *= p.hacknet_node_core_cost_mult;
totalCost *= costMult;
return totalCost;
}
calculateLevelUpgradeCost(levels: number, p: IPlayer): number {
calculateLevelUpgradeCost(levels: number, costMult: number): number {
const sanitizedLevels = Math.round(levels);
if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {
return 0;
@@ -150,10 +146,10 @@ export class HacknetServer extends BaseServer implements IHacknetNode {
++currLevel;
}
return 10 * BaseCostForHacknetServer * totalMultiplier * p.hacknet_node_level_cost_mult;
return 10 * BaseCostForHacknetServer * totalMultiplier * costMult;
}
calculateRamUpgradeCost(levels: number, p: IPlayer): number {
calculateRamUpgradeCost(levels: number, costMult: number): number {
const sanitizedLevels = Math.round(levels);
if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {
return 0;
@@ -175,7 +171,7 @@ export class HacknetServer extends BaseServer implements IHacknetNode {
currentRam *= 2;
++numUpgrades;
}
totalCost *= p.hacknet_node_ram_cost_mult;
totalCost *= costMult;
return totalCost;
}
@@ -189,124 +185,30 @@ export class HacknetServer extends BaseServer implements IHacknetNode {
}
// Returns a boolean indicating whether the cache was successfully upgraded
purchaseCacheUpgrade(levels: number, p: IPlayer): boolean {
const sanitizedLevels = Math.round(levels);
const cost = this.calculateCacheUpgradeCost(levels);
if (isNaN(cost) || cost <= 0 || sanitizedLevels <= 0) {
return false;
}
if (this.cache >= HacknetServerMaxCache) {
return false;
}
// If the specified number of upgrades would exceed the max, try to purchase
// the maximum possible
if (this.cache + levels > HacknetServerMaxCache) {
const diff = Math.max(0, HacknetServerMaxCache - this.cache);
return this.purchaseCacheUpgrade(diff, p);
}
if (!p.canAfford(cost)) {
return false;
}
p.loseMoney(cost);
this.cache = Math.round(this.cache + sanitizedLevels);
upgradeCache(levels: number): void {
this.cache = Math.min(HacknetServerMaxCache, Math.round(this.cache + levels));
this.updateHashCapacity();
return true;
}
// Returns a boolean indicating whether the number of cores was successfully upgraded
purchaseCoreUpgrade(levels: number, p: IPlayer): boolean {
const sanitizedLevels = Math.round(levels);
const cost = this.calculateCoreUpgradeCost(sanitizedLevels, p);
if (isNaN(cost) || cost <= 0 || sanitizedLevels <= 0) {
return false;
}
if (this.cores >= HacknetServerMaxCores) {
return false;
}
// If the specified number of upgrades would exceed the max, try to purchase
// the maximum possible
if (this.cores + sanitizedLevels > HacknetServerMaxCores) {
const diff = Math.max(0, HacknetServerMaxCores - this.cores);
return this.purchaseCoreUpgrade(diff, p);
}
if (!p.canAfford(cost)) {
return false;
}
p.loseMoney(cost);
this.cores = Math.round(this.cores + sanitizedLevels);
this.updateHashRate(p);
return true;
upgradeCore(levels: number, prodMult: number): void {
this.cores = Math.min(HacknetServerMaxCores, Math.round(this.cores + levels));
this.updateHashRate(prodMult);
}
// Returns a boolean indicating whether the level was successfully upgraded
purchaseLevelUpgrade(levels: number, p: IPlayer): boolean {
const sanitizedLevels = Math.round(levels);
const cost = this.calculateLevelUpgradeCost(sanitizedLevels, p);
if (isNaN(cost) || cost <= 0 || sanitizedLevels <= 0) {
return false;
}
if (this.level >= HacknetServerMaxLevel) {
return false;
}
// If the specified number of upgrades would exceed the max, try to purchase the
// maximum possible
if (this.level + sanitizedLevels > HacknetServerMaxLevel) {
const diff = Math.max(0, HacknetServerMaxLevel - this.level);
return this.purchaseLevelUpgrade(diff, p);
}
if (!p.canAfford(cost)) {
return false;
}
p.loseMoney(cost);
this.level = Math.round(this.level + sanitizedLevels);
this.updateHashRate(p);
return true;
upgradeLevel(levels: number, prodMult: number): void {
this.level = Math.min(HacknetServerMaxLevel, Math.round(this.level + levels));
this.updateHashRate(prodMult);
}
// Returns a boolean indicating whether the RAM was successfully upgraded
purchaseRamUpgrade(levels: number, p: IPlayer): boolean {
const sanitizedLevels = Math.round(levels);
const cost = this.calculateRamUpgradeCost(sanitizedLevels, p);
if(isNaN(cost) || cost <= 0 || sanitizedLevels <= 0) {
return false;
}
if (this.maxRam >= HacknetServerMaxRam) {
return false;
}
// If the specified number of upgrades would exceed the max, try to purchase
// just the maximum possible
if (this.maxRam * Math.pow(2, sanitizedLevels) > HacknetServerMaxRam) {
const diff = Math.max(0, Math.log2(Math.round(HacknetServerMaxRam / this.maxRam)));
return this.purchaseRamUpgrade(diff, p);
}
if (!p.canAfford(cost)) {
return false;
}
p.loseMoney(cost);
for (let i = 0; i < sanitizedLevels; ++i) {
upgradeRam(levels: number, prodMult: number): boolean {
for (let i = 0; i < levels; ++i) {
this.maxRam *= 2;
}
this.maxRam = Math.round(this.maxRam);
this.updateHashRate(p);
this.maxRam = Math.min(HacknetServerMaxRam, Math.round(this.maxRam));
this.updateHashRate(prodMult);
return true;
}
@@ -314,10 +216,10 @@ export class HacknetServer extends BaseServer implements IHacknetNode {
/**
* Whenever a script is run, we must update this server's hash rate
*/
runScript(script: RunningScript, p?: IPlayer): void {
runScript(script: RunningScript, prodMult?: number): void {
super.runScript(script);
if (p) {
this.updateHashRate(p);
if (prodMult != null && typeof prodMult === "number") {
this.updateHashRate(prodMult);
}
}
@@ -325,7 +227,7 @@ export class HacknetServer extends BaseServer implements IHacknetNode {
this.hashCapacity = 32 * Math.pow(2, this.cache);
}
updateHashRate(p: IPlayer): void {
updateHashRate(prodMult: number): void {
const baseGain = HacknetServerHashesPerLevel * this.level;
const ramMultiplier = Math.pow(1.07, Math.log2(this.maxRam));
const coreMultiplier = 1 + (this.cores - 1) / 5;
@@ -333,7 +235,7 @@ export class HacknetServer extends BaseServer implements IHacknetNode {
const hashRate = baseGain * ramMultiplier * coreMultiplier * ramRatio;
this.hashRate = hashRate * p.hacknet_node_money_mult * BitNodeMultipliers.HacknetNodeMoney;
this.hashRate = hashRate * prodMult * BitNodeMultipliers.HacknetNodeMoney;
if (isNaN(this.hashRate)) {
this.hashRate = 0;

View File

@@ -6,12 +6,9 @@
* his hashes, and contains method for grabbing the data/multipliers from
* those upgrades
*/
import { HacknetServer } from "./HacknetServer";
import { HashUpgrades } from "./HashUpgrades";
import { IMap } from "../types";
import { IPlayer } from "../PersonObjects/IPlayer";
import { AllServers } from "../Server/AllServers";
import { Generic_fromJSON,
Generic_toJSON,
Reviver } from "../../utils/JSONReviver";
@@ -84,14 +81,14 @@ export class HashManager {
return upg.getCost(currLevel);
}
prestige(p: IPlayer): void {
prestige(): void {
for (const name in HashUpgrades) {
this.upgrades[name] = 0;
}
this.hashes = 0;
if (p != null) {
this.updateCapacity(p);
}
// When prestiging, player's hacknet nodes are always reset. So capacity = 0
this.updateCapacity(0);
}
/**
@@ -99,14 +96,16 @@ export class HashManager {
*/
refundUpgrade(upgName: string): void {
const upg = HashUpgrades[upgName];
// Reduce the level first, so we get the right cost
--this.upgrades[upgName];
const currLevel = this.upgrades[upgName];
if (upg == null || currLevel == null || currLevel === 0) {
if (upg == null || currLevel == null || currLevel < 0) {
console.error(`Invalid Upgrade Name given to HashManager.upgrade(): ${upgName}`);
return;
}
// Reduce the level first, so we get the right cost
--this.upgrades[upgName];
const cost = upg.getCost(currLevel);
this.hashes += cost;
}
@@ -116,33 +115,11 @@ export class HashManager {
this.hashes = Math.min(this.hashes, this.capacity);
}
updateCapacity(p: IPlayer): void {
if (p.hacknetNodes.length <= 0) {
updateCapacity(newCap: number): void {
if (newCap < 0) {
this.capacity = 0;
return;
}
// Make sure the Player's `hacknetNodes` property actually holds Hacknet Servers
const ip: string = <string>p.hacknetNodes[0];
if (typeof ip !== "string") {
this.capacity = 0;
return;
}
const hserver = <HacknetServer>AllServers[ip];
if (!(hserver instanceof HacknetServer)) {
this.capacity = 0;
return;
}
let total: number = 0;
for (let i = 0; i < p.hacknetNodes.length; ++i) {
const h = <HacknetServer>AllServers[<string>p.hacknetNodes[i]];
total += h.hashCapacity;
}
this.capacity = total;
this.capacity = Math.max(newCap, 0);
}
/**

View File

@@ -1,16 +1,14 @@
// Interface for a Hacknet Node. Implemented by both a basic Hacknet Node,
// and the upgraded Hacknet Server in BitNode-9
import { IPlayer } from "../PersonObjects/IPlayer";
export interface IHacknetNode {
cores: number;
level: number;
onlineTimeSeconds: number;
calculateCoreUpgradeCost: (levels: number, p: IPlayer) => number;
calculateLevelUpgradeCost: (levels: number, p: IPlayer) => number;
calculateRamUpgradeCost: (levels: number, p: IPlayer) => number;
purchaseCoreUpgrade: (levels: number, p: IPlayer) => boolean;
purchaseLevelUpgrade: (levels: number, p: IPlayer) => boolean;
purchaseRamUpgrade: (levels: number, p: IPlayer) => boolean;
calculateCoreUpgradeCost: (levels: number, costMult: number) => number;
calculateLevelUpgradeCost: (levels: number, costMult: number) => number;
calculateRamUpgradeCost: (levels: number, costMult: number) => number;
upgradeCore: (levels: number, prodMult: number) => void;
upgradeLevel: (levels: number, prodMult: number) => void;
upgradeRam: (levels: number, prodMult: number) => void;
}

View File

@@ -15,7 +15,7 @@ export class GeneralInfo extends React.Component {
`you hashes. Hashes can be spent on a variety of different upgrades.`;
} else {
return `Here, you can purchase a Hacknet Node, a specialized machine that can connect ` +
`and contribute its resources to the Hacknet networ. This allows you to take ` +
`and contribute its resources to the Hacknet network. This allows you to take ` +
`a small percentage of profits from hacks performed on the network. Essentially, ` +
`you are renting out your Node's computing power.`;
}

View File

@@ -4,12 +4,19 @@
*/
import React from "react";
import { HacknetNodeMaxLevel,
HacknetNodeMaxRam,
HacknetNodeMaxCores } from "../HacknetNode";
import { getMaxNumberLevelUpgrades,
getMaxNumberRamUpgrades,
getMaxNumberCoreUpgrades } from "../HacknetHelpers";
import {
HacknetNodeMaxLevel,
HacknetNodeMaxRam,
HacknetNodeMaxCores
} from "../HacknetNode";
import {
getMaxNumberLevelUpgrades,
getMaxNumberRamUpgrades,
getMaxNumberCoreUpgrades,
purchaseLevelUpgrade,
purchaseRamUpgrade,
purchaseCoreUpgrade,
} from "../HacknetHelpers";
import { Player } from "../../Player";
@@ -35,7 +42,7 @@ export class HacknetNode extends React.Component {
multiplier = Math.min(levelsToMax, purchaseMult);
}
const upgradeLevelCost = node.calculateLevelUpgradeCost(multiplier, Player);
const upgradeLevelCost = node.calculateLevelUpgradeCost(multiplier, Player.hacknet_node_level_cost_mult);
upgradeLevelText = `Upgrade x${multiplier} - ${numeralWrapper.formatMoney(upgradeLevelCost)}`;
if (Player.money.lt(upgradeLevelCost)) {
upgradeLevelClass = "std-button-disabled";
@@ -48,7 +55,7 @@ export class HacknetNode extends React.Component {
if (purchaseMult === "MAX") {
numUpgrades = getMaxNumberLevelUpgrades(node, HacknetNodeMaxLevel);
}
node.purchaseLevelUpgrade(numUpgrades, Player);
purchaseLevelUpgrade(node, numUpgrades);
recalculate();
return false;
}
@@ -66,7 +73,7 @@ export class HacknetNode extends React.Component {
multiplier = Math.min(levelsToMax, purchaseMult);
}
const upgradeRamCost = node.calculateRamUpgradeCost(multiplier, Player);
const upgradeRamCost = node.calculateRamUpgradeCost(multiplier, Player.hacknet_node_ram_cost_mult);
upgradeRamText = `Upgrade x${multiplier} - ${numeralWrapper.formatMoney(upgradeRamCost)}`;
if (Player.money.lt(upgradeRamCost)) {
upgradeRamClass = "std-button-disabled";
@@ -79,7 +86,7 @@ export class HacknetNode extends React.Component {
if (purchaseMult === "MAX") {
numUpgrades = getMaxNumberRamUpgrades(node, HacknetNodeMaxRam);
}
node.purchaseRamUpgrade(numUpgrades, Player);
purchaseRamUpgrade(node, numUpgrades);
recalculate();
return false;
}
@@ -97,7 +104,7 @@ export class HacknetNode extends React.Component {
multiplier = Math.min(levelsToMax, purchaseMult);
}
const upgradeCoreCost = node.calculateCoreUpgradeCost(multiplier, Player);
const upgradeCoreCost = node.calculateCoreUpgradeCost(multiplier, Player.hacknet_node_core_cost_mult);
upgradeCoresText = `Upgrade x${multiplier} - ${numeralWrapper.formatMoney(upgradeCoreCost)}`;
if (Player.money.lt(upgradeCoreCost)) {
upgradeCoresClass = "std-button-disabled";
@@ -110,7 +117,7 @@ export class HacknetNode extends React.Component {
if (purchaseMult === "MAX") {
numUpgrades = getMaxNumberCoreUpgrades(node, HacknetNodeMaxCores);
}
node.purchaseCoreUpgrade(numUpgrades, Player);
purchaseCoreUpgrade(node, numUpgrades);
recalculate();
return false;
}

View File

@@ -4,14 +4,23 @@
*/
import React from "react";
import { HacknetServerMaxLevel,
HacknetServerMaxRam,
HacknetServerMaxCores,
HacknetServerMaxCache } from "../HacknetServer";
import { getMaxNumberLevelUpgrades,
getMaxNumberRamUpgrades,
getMaxNumberCoreUpgrades,
getMaxNumberCacheUpgrades } from "../HacknetHelpers";
import {
HacknetServerMaxLevel,
HacknetServerMaxRam,
HacknetServerMaxCores,
HacknetServerMaxCache
} from "../HacknetServer";
import {
getMaxNumberLevelUpgrades,
getMaxNumberRamUpgrades,
getMaxNumberCoreUpgrades,
getMaxNumberCacheUpgrades,
purchaseLevelUpgrade,
purchaseRamUpgrade,
purchaseCoreUpgrade,
purchaseCacheUpgrade,
updateHashManagerCapacity,
} from "../HacknetHelpers";
import { Player } from "../../Player";
@@ -37,7 +46,7 @@ export class HacknetServer extends React.Component {
multiplier = Math.min(levelsToMax, purchaseMult);
}
const upgradeLevelCost = node.calculateLevelUpgradeCost(multiplier, Player);
const upgradeLevelCost = node.calculateLevelUpgradeCost(multiplier, Player.hacknet_node_level_cost_mult);
upgradeLevelText = `Upgrade x${multiplier} - ${numeralWrapper.formatMoney(upgradeLevelCost)}`;
if (Player.money.lt(upgradeLevelCost)) {
upgradeLevelClass = "std-button-disabled";
@@ -50,7 +59,7 @@ export class HacknetServer extends React.Component {
if (purchaseMult === "MAX") {
numUpgrades = getMaxNumberLevelUpgrades(node, HacknetServerMaxLevel);
}
node.purchaseLevelUpgrade(numUpgrades, Player);
purchaseLevelUpgrade(node, numUpgrades);
recalculate();
return false;
}
@@ -69,7 +78,7 @@ export class HacknetServer extends React.Component {
multiplier = Math.min(levelsToMax, purchaseMult);
}
const upgradeRamCost = node.calculateRamUpgradeCost(multiplier, Player);
const upgradeRamCost = node.calculateRamUpgradeCost(multiplier, Player.hacknet_node_ram_cost_mult);
upgradeRamText = `Upgrade x${multiplier} - ${numeralWrapper.formatMoney(upgradeRamCost)}`;
if (Player.money.lt(upgradeRamCost)) {
upgradeRamClass = "std-button-disabled";
@@ -82,7 +91,7 @@ export class HacknetServer extends React.Component {
if (purchaseMult === "MAX") {
numUpgrades = getMaxNumberRamUpgrades(node, HacknetServerMaxRam);
}
node.purchaseRamUpgrade(numUpgrades, Player);
purchaseRamUpgrade(node, numUpgrades);
recalculate();
return false;
}
@@ -101,7 +110,7 @@ export class HacknetServer extends React.Component {
multiplier = Math.min(levelsToMax, purchaseMult);
}
const upgradeCoreCost = node.calculateCoreUpgradeCost(multiplier, Player);
const upgradeCoreCost = node.calculateCoreUpgradeCost(multiplier, Player.hacknet_node_core_cost_mult);
upgradeCoresText = `Upgrade x${multiplier} - ${numeralWrapper.formatMoney(upgradeCoreCost)}`;
if (Player.money.lt(upgradeCoreCost)) {
upgradeCoresClass = "std-button-disabled";
@@ -114,7 +123,7 @@ export class HacknetServer extends React.Component {
if (purchaseMult === "MAX") {
numUpgrades = getMaxNumberCoreUpgrades(node, HacknetServerMaxCores);
}
node.purchaseCoreUpgrade(numUpgrades, Player);
purchaseCoreUpgrade(node, numUpgrades);
recalculate();
return false;
}
@@ -146,9 +155,9 @@ export class HacknetServer extends React.Component {
if (purchaseMult === "MAX") {
numUpgrades = getMaxNumberCacheUpgrades(node, HacknetServerMaxCache);
}
node.purchaseCacheUpgrade(numUpgrades, Player);
purchaseCacheUpgrade(node, numUpgrades);
recalculate();
Player.hashManager.updateCapacity(Player);
updateHashManagerCapacity();
return false;
}

View File

@@ -39,6 +39,8 @@ export class HacknetRoot extends React.Component {
}
this.createHashUpgradesPopup = this.createHashUpgradesPopup.bind(this);
this.handlePurchaseButtonClick = this.handlePurchaseButtonClick.bind(this);
this.recalculateTotalProduction = this.recalculateTotalProduction.bind(this);
}
componentDidMount() {
@@ -50,6 +52,12 @@ export class HacknetRoot extends React.Component {
createPopup(id, HashUpgradePopup, { popupId: id, rerender: this.createHashUpgradesPopup });
}
handlePurchaseButtonClick() {
if (purchaseHacknet() >= 0) {
this.recalculateTotalProduction();
}
}
recalculateTotalProduction() {
let total = 0;
for (let i = 0; i < Player.hacknetNodes.length; ++i) {
@@ -85,13 +93,6 @@ export class HacknetRoot extends React.Component {
purchaseCost = getCostOfNextHacknetNode();
}
// onClick event handler for purchase button
const purchaseOnClick = () => {
if (purchaseHacknet() >= 0) {
this.recalculateTotalProduction();
}
}
// onClick event handlers for purchase multiplier buttons
const purchaseMultiplierOnClicks = [
this.setPurchaseMultiplier.bind(this, PurchaseMultipliers.x1),
@@ -112,7 +113,7 @@ export class HacknetRoot extends React.Component {
key={hserver.hostname}
node={hserver}
purchaseMultiplier={this.state.purchaseMultiplier}
recalculate={this.recalculateTotalProduction.bind(this)}
recalculate={this.recalculateTotalProduction}
/>
)
} else {
@@ -121,7 +122,7 @@ export class HacknetRoot extends React.Component {
key={node.name}
node={node}
purchaseMultiplier={this.state.purchaseMultiplier}
recalculate={this.recalculateTotalProduction.bind(this)}
recalculate={this.recalculateTotalProduction}
/>
)
}
@@ -132,7 +133,7 @@ export class HacknetRoot extends React.Component {
<h1>Hacknet Nodes</h1>
<GeneralInfo />
<PurchaseButton cost={purchaseCost} multiplier={this.state.purchaseMultiplier} onClick={purchaseOnClick} />
<PurchaseButton cost={purchaseCost} multiplier={this.state.purchaseMultiplier} onClick={this.handlePurchaseButtonClick} />
<br />
<div id={"hacknet-nodes-money-multipliers-div"}>

View File

@@ -321,7 +321,7 @@ function iTutorialEvaluateStep() {
Engine.loadActiveScriptsContent();
iTutorialSetText("This page displays stats/information about all of your scripts that are " +
"running across every existing server. You can use this to gauge how well " +
"your scripts are doing. Let's go back to the Terminal now using the 'Terminal'" +
"your scripts are doing. Let's go back to the Terminal now using the 'Terminal' " +
"link.");
nextBtn.style.display = "none";

View File

@@ -2,37 +2,42 @@
* Location and traveling-related helper functions.
* Mostly used for UI
*/
import { CONSTANTS } from "../Constants";
import { CONSTANTS } from "../Constants";
import { CityName } from "./data/CityNames";
import { CityName } from "./data/CityNames";
import { IPlayer } from "../PersonObjects/IPlayer";
import { AllServers,
AddToAllServers } from "../Server/AllServers";
import { Server } from "../Server/Server";
import { getPurchaseServerCost,
purchaseRamForHomeComputer,
purchaseServer } from "../Server/ServerPurchases";
import { SpecialServerIps } from "../Server/SpecialServerIps";
import { Settings } from "../Settings/Settings";
import { IPlayer } from "../PersonObjects/IPlayer";
import {
AddToAllServers,
createUniqueRandomIp,
} from "../Server/AllServers";
import { safetlyCreateUniqueServer } from "../Server/ServerHelpers";
import {
getPurchaseServerCost,
purchaseRamForHomeComputer,
purchaseServer
} from "../Server/ServerPurchases";
import { SpecialServerIps } from "../Server/SpecialServerIps";
import { Settings } from "../Settings/Settings";
import { numeralWrapper } from "../ui/numeralFormat";
import { numeralWrapper } from "../ui/numeralFormat";
import { dialogBoxCreate } from "../../utils/DialogBox";
import { createRandomIp } from "../../utils/IPAddress";
import { yesNoBoxGetYesButton,
yesNoBoxGetNoButton,
yesNoBoxClose,
yesNoBoxCreate,
yesNoTxtInpBoxGetYesButton,
yesNoTxtInpBoxGetNoButton,
yesNoTxtInpBoxClose,
yesNoTxtInpBoxCreate } from "../../utils/YesNoBox";
import { dialogBoxCreate } from "../../utils/DialogBox";
import {
yesNoBoxGetYesButton,
yesNoBoxGetNoButton,
yesNoBoxClose,
yesNoBoxCreate,
yesNoTxtInpBoxGetYesButton,
yesNoTxtInpBoxGetNoButton,
yesNoTxtInpBoxClose,
yesNoTxtInpBoxCreate
} from "../../utils/YesNoBox";
import { createElement } from "../../utils/uiHelpers/createElement";
import { createPopup } from "../../utils/uiHelpers/createPopup";
import { createPopupCloseButton } from "../../utils/uiHelpers/createPopupCloseButton";
import { removeElementById } from "../../utils/uiHelpers/removeElementById";
import { createElement } from "../../utils/uiHelpers/createElement";
import { createPopup } from "../../utils/uiHelpers/createPopup";
import { createPopupCloseButton } from "../../utils/uiHelpers/createPopupCloseButton";
import { removeElementById } from "../../utils/uiHelpers/removeElementById";
/**
* Create a pop-up box that lets the player confirm traveling to a different city
@@ -261,14 +266,18 @@ export function createUpgradeHomeRamPopup(p: IPlayer) {
* @param p - Player object
*/
export function purchaseTorRouter(p: IPlayer) {
if (p.hasTorRouter()) {
dialogBoxCreate(`You already have a TOR Router`);
return;
}
if (!p.canAfford(CONSTANTS.TorRouterCost)) {
dialogBoxCreate("You cannot afford to purchase the Tor router");
return;
}
p.loseMoney(CONSTANTS.TorRouterCost);
const darkweb = new Server({
ip: createRandomIp(), hostname:"darkweb", organizationName:"",
const darkweb = safetlyCreateUniqueServer({
ip: createUniqueRandomIp(), hostname:"darkweb", organizationName:"",
isConnectedTo:false, adminRights:false, purchasedByPlayer:false, maxRam:1
});
AddToAllServers(darkweb);

View File

@@ -362,7 +362,7 @@ export class CompanyLocation extends React.Component<IProps, IState> {
<StdButton
onClick={this.startInfiltration}
style={this.btnStyle}
text={"Infiltration Company"}
text={"Infiltrate Company"}
/>
}
</div>

View File

@@ -54,6 +54,9 @@ export class TechVendorLocation extends React.Component<IProps, any> {
purchaseTorRouter() {
purchaseTorRouter(this.props.p);
this.setState({
torPurchased: this.props.p.hasTorRouter(),
});
}
render() {

View File

@@ -1,15 +1,15 @@
import { Message } from "./Message";
import { Augmentatation } from "../Augmentation/Augmentation";
import { Augmentations } from "../Augmentation/Augmentations";
import { AugmentationNames } from "../Augmentation/data/AugmentationNames";
import { Programs } from "../Programs/Programs";
import { inMission } from "../Missions";
import { Player } from "../Player";
import { redPillFlag } from "../RedPill";
import { GetServerByHostname } from "../Server/ServerHelpers";
import { Settings } from "../Settings/Settings";
import { dialogBoxCreate,
dialogBoxOpened} from "../../utils/DialogBox";
import { Message } from "./Message";
import { Augmentatation } from "../Augmentation/Augmentation";
import { Augmentations } from "../Augmentation/Augmentations";
import { AugmentationNames } from "../Augmentation/data/AugmentationNames";
import { Programs } from "../Programs/Programs";
import { inMission } from "../Missions";
import { Player } from "../Player";
import { redPillFlag } from "../RedPill";
import { GetServerByHostname } from "../Server/ServerHelpers";
import { Settings } from "../Settings/Settings";
import { dialogBoxCreate, dialogBoxOpened} from "../../utils/DialogBox";
import { Reviver } from "../../utils/JSONReviver";
//Sends message to player, including a pop up
function sendMessage(msg, forced=false) {
@@ -31,7 +31,7 @@ function showMessage(msg) {
function addMessageToServer(msg, serverHostname) {
var server = GetServerByHostname(serverHostname);
if (server == null) {
console.log("WARNING: Did not locate " + serverHostname);
console.warn(`Could not find server ${serverHostname}`);
return;
}
for (var i = 0; i < server.messages.length; ++i) {

View File

@@ -0,0 +1,72 @@
/**
* The environment in which a script runs. The environment holds
* Netscript functions and arguments for that script.
*/
import { IMap } from "../types";
export class Environment {
/**
* Parent environment. Used to implement "scope"
*/
parent: Environment | null = null;
/**
* Whether or not the script that uses this Environment should stop running
*/
stopFlag: boolean = false;
/**
* Environment variables (currently only Netscript functions)
*/
vars: IMap<any> = {};
constructor(parent: Environment | null) {
if (parent instanceof Environment) {
this.vars = Object.assign({}, parent.vars);
}
this.parent = parent;
}
/**
* Finds the scope where the variable with the given name is defined
*/
lookup(name: string): Environment | null {
let scope: Environment | null = this;
while (scope) {
if (Object.prototype.hasOwnProperty.call(scope.vars, name)) {
return scope;
}
scope = scope.parent;
}
return null;
}
//Get the current value of a variable
get(name: string): any {
if (name in this.vars) {
return this.vars[name];
}
throw new Error(`Undefined variable ${name}`);
}
//Sets the value of a variable in any scope
set(name: string, value: any) {
var scope = this.lookup(name);
//If scope has a value, then this variable is already set in a higher scope, so
//set is there. Otherwise, create a new variable in the local scope
if (scope !== null) {
return scope.vars[name] = value;
} else {
return this.vars[name] = value;
}
}
//Creates (or overwrites) a variable in the current scope
def(name: string, value: any) {
return this.vars[name] = value;
}
}

View File

@@ -0,0 +1,332 @@
import { IMap } from "../types";
// TODO remember to update RamCalculations.js and WorkerScript.js
// RAM costs for Netscript functions
export const RamCostConstants: IMap<number> = {
ScriptBaseRamCost: 1.6,
ScriptDomRamCost: 25,
ScriptHackRamCost: 0.1,
ScriptHackAnalyzeRamCost: 1,
ScriptGrowRamCost: 0.15,
ScriptGrowthAnalyzeRamCost: 1,
ScriptWeakenRamCost: 0.15,
ScriptScanRamCost: 0.2,
ScriptPortProgramRamCost: 0.05,
ScriptRunRamCost: 1.0,
ScriptExecRamCost: 1.3,
ScriptSpawnRamCost: 2.0,
ScriptScpRamCost: 0.6,
ScriptKillRamCost: 0.5,
ScriptHasRootAccessRamCost: 0.05,
ScriptGetHostnameRamCost: 0.05,
ScriptGetHackingLevelRamCost: 0.05,
ScriptGetMultipliersRamCost: 4.0,
ScriptGetServerRamCost: 0.1,
ScriptFileExistsRamCost: 0.1,
ScriptIsRunningRamCost: 0.1,
ScriptHacknetNodesRamCost: 4.0,
ScriptHNUpgLevelRamCost: 0.4,
ScriptHNUpgRamRamCost: 0.6,
ScriptHNUpgCoreRamCost: 0.8,
ScriptGetStockRamCost: 2.0,
ScriptBuySellStockRamCost: 2.5,
ScriptGetPurchaseServerRamCost: 0.25,
ScriptPurchaseServerRamCost: 2.25,
ScriptGetPurchasedServerLimit: 0.05,
ScriptGetPurchasedServerMaxRam: 0.05,
ScriptRoundRamCost: 0.05,
ScriptReadWriteRamCost: 1.0,
ScriptArbScriptRamCost: 1.0,
ScriptGetScriptRamCost: 0.1,
ScriptGetHackTimeRamCost: 0.05,
ScriptGetFavorToDonate: 0.10,
ScriptCodingContractBaseRamCost: 10,
ScriptSleeveBaseRamCost: 4,
ScriptSingularityFn1RamCost: 2,
ScriptSingularityFn2RamCost: 3,
ScriptSingularityFn3RamCost: 5,
ScriptGangApiBaseRamCost: 4,
ScriptBladeburnerApiBaseRamCost: 4,
}
export const RamCosts: IMap<any> = {
hacknet: {
numNodes: () => 0,
purchaseNode: () => 0,
getPurchaseNodeCost: () => 0,
getNodeStats: () => 0,
upgradeLevel: () => 0,
upgradeRam: () => 0,
upgradeCore: () => 0,
upgradeCache: () => 0,
getLevelUpgradeCost: () => 0,
getRamUpgradeCost: () => 0,
getCoreUpgradeCost: () => 0,
getCacheUpgradeCost: () => 0,
numHashes: () => 0,
hashCost: () => 0,
spendHashes: () => 0,
},
sprintf: () => 0,
vsprintf: () => 0,
scan: () => RamCostConstants.ScriptScanRamCost,
hack: () => RamCostConstants.ScriptHackRamCost,
hackAnalyzeThreads: () => RamCostConstants.ScriptHackAnalyzeRamCost,
hackAnalyzePercent: () => RamCostConstants.ScriptHackAnalyzeRamCost,
hackChance: () => RamCostConstants.ScriptHackAnalyzeRamCost,
sleep: () => 0,
grow: () => RamCostConstants.ScriptGrowRamCost,
growthAnalyze: () => RamCostConstants.ScriptGrowthAnalyzeRamCost,
weaken: () => RamCostConstants.ScriptWeakenRamCost,
print: () => 0,
tprint: () => 0,
clearLog: () => 0,
disableLog: () => 0,
enableLog: () => 0,
isLogEnabled: () => 0,
getScriptLogs: () => 0,
nuke: () => RamCostConstants.ScriptPortProgramRamCost,
brutessh: () => RamCostConstants.ScriptPortProgramRamCost,
ftpcrack: () => RamCostConstants.ScriptPortProgramRamCost,
relaysmtp: () => RamCostConstants.ScriptPortProgramRamCost,
httpworm: () => RamCostConstants.ScriptPortProgramRamCost,
sqlinject: () => RamCostConstants.ScriptPortProgramRamCost,
run: () => RamCostConstants.ScriptRunRamCost,
exec: () => RamCostConstants.ScriptExecRamCost,
spawn: () => RamCostConstants.ScriptSpawnRamCost,
kill: () => RamCostConstants.ScriptKillRamCost,
killall: () => RamCostConstants.ScriptKillRamCost,
exit: () => 0,
scp: () => RamCostConstants.ScriptScpRamCost,
ls: () => RamCostConstants.ScriptScanRamCost,
ps: () => RamCostConstants.ScriptScanRamCost,
hasRootAccess: () => RamCostConstants.ScriptHasRootAccessRamCost,
getIp: () => RamCostConstants.ScriptGetHostnameRamCost,
getHostname: () => RamCostConstants.ScriptGetHostnameRamCost,
getHackingLevel: () => RamCostConstants.ScriptGetHackingLevelRamCost,
getHackingMultipliers: () => RamCostConstants.ScriptGetMultipliersRamCost,
getHacknetMultipliers: () => RamCostConstants.ScriptGetMultipliersRamCost,
getBitNodeMultipliers: () => RamCostConstants.ScriptGetMultipliersRamCost,
getServerMoneyAvailable: () => RamCostConstants.ScriptGetServerRamCost,
getServerSecurityLevel: () => RamCostConstants.ScriptGetServerRamCost,
getServerBaseSecurityLevel: () => RamCostConstants.ScriptGetServerRamCost,
getServerMinSecurityLevel: () => RamCostConstants.ScriptGetServerRamCost,
getServerRequiredHackingLevel: () => RamCostConstants.ScriptGetServerRamCost,
getServerMaxMoney: () => RamCostConstants.ScriptGetServerRamCost,
getServerGrowth: () => RamCostConstants.ScriptGetServerRamCost,
getServerNumPortsRequired: () => RamCostConstants.ScriptGetServerRamCost,
getServerRam: () => RamCostConstants.ScriptGetServerRamCost,
serverExists: () => RamCostConstants.ScriptGetServerRamCost,
fileExists: () => RamCostConstants.ScriptFileExistsRamCost,
isRunning: () => RamCostConstants.ScriptIsRunningRamCost,
getStockSymbols: () => RamCostConstants.ScriptGetStockRamCost,
getStockPrice: () => RamCostConstants.ScriptGetStockRamCost,
getStockAskPrice: () => RamCostConstants.ScriptGetStockRamCost,
getStockBidPrice: () => RamCostConstants.ScriptGetStockRamCost,
getStockPosition: () => RamCostConstants.ScriptGetStockRamCost,
getStockMaxShares: () => RamCostConstants.ScriptGetStockRamCost,
getStockPurchaseCost: () => RamCostConstants.ScriptGetStockRamCost,
getStockSaleGain: () => RamCostConstants.ScriptGetStockRamCost,
buyStock: () => RamCostConstants.ScriptBuySellStockRamCost,
sellStock: () => RamCostConstants.ScriptBuySellStockRamCost,
shortStock: () => RamCostConstants.ScriptBuySellStockRamCost,
sellShort: () => RamCostConstants.ScriptBuySellStockRamCost,
placeOrder: () => RamCostConstants.ScriptBuySellStockRamCost,
cancelOrder: () => RamCostConstants.ScriptBuySellStockRamCost,
getOrders: () => RamCostConstants.ScriptBuySellStockRamCost,
getStockVolatility: () => RamCostConstants.ScriptBuySellStockRamCost,
getStockForecast: () => RamCostConstants.ScriptBuySellStockRamCost,
purchase4SMarketData: () => RamCostConstants.ScriptBuySellStockRamCost,
purchase4SMarketDataTixApi: () => RamCostConstants.ScriptBuySellStockRamCost,
getPurchasedServerLimit: () => RamCostConstants.ScriptGetPurchasedServerLimit,
getPurchasedServerMaxRam: () => RamCostConstants.ScriptGetPurchasedServerMaxRam,
getPurchasedServerCost: () => RamCostConstants.ScriptGetPurchaseServerRamCost,
purchaseServer: () => RamCostConstants.ScriptPurchaseServerRamCost,
deleteServer: () => RamCostConstants.ScriptPurchaseServerRamCost,
getPurchasedServers: () => RamCostConstants.ScriptPurchaseServerRamCost,
write: () => RamCostConstants.ScriptReadWriteRamCost,
tryWrite: () => RamCostConstants.ScriptReadWriteRamCost,
read: () => RamCostConstants.ScriptReadWriteRamCost,
peek: () => RamCostConstants.ScriptReadWriteRamCost,
clear: () => RamCostConstants.ScriptReadWriteRamCost,
getPortHandle: () => RamCostConstants.ScriptReadWriteRamCost * 10,
rm: () => RamCostConstants.ScriptReadWriteRamCost,
scriptRunning: () => RamCostConstants.ScriptArbScriptRamCost,
scriptKill: () => RamCostConstants.ScriptArbScriptRamCost,
getScriptName: () => 0,
getScriptRam: () => RamCostConstants.ScriptGetScriptRamCost,
getHackTime: () => RamCostConstants.ScriptGetHackTimeRamCost,
getGrowTime: () => RamCostConstants.ScriptGetHackTimeRamCost,
getWeakenTime: () => RamCostConstants.ScriptGetHackTimeRamCost,
getScriptIncome: () => RamCostConstants.ScriptGetScriptRamCost,
getScriptExpGain: () => RamCostConstants.ScriptGetScriptRamCost,
nFormat: () => 0,
getTimeSinceLastAug: () => RamCostConstants.ScriptGetHackTimeRamCost,
prompt: () => 0,
wget: () => 0,
getFavorToDonate: () => RamCostConstants.ScriptGetFavorToDonate,
// Singularity Functions
universityCourse: () => RamCostConstants.ScriptSingularityFn1RamCost,
gymWorkout: () => RamCostConstants.ScriptSingularityFn1RamCost,
travelToCity: () => RamCostConstants.ScriptSingularityFn1RamCost,
purchaseTor: () => RamCostConstants.ScriptSingularityFn1RamCost,
purchaseProgram: () => RamCostConstants.ScriptSingularityFn1RamCost,
getStats: () => RamCostConstants.ScriptSingularityFn1RamCost / 4,
getCharacterInformation: () => RamCostConstants.ScriptSingularityFn1RamCost / 4,
isBusy: () => RamCostConstants.ScriptSingularityFn1RamCost / 4,
stopAction: () => RamCostConstants.ScriptSingularityFn1RamCost / 2,
upgradeHomeRam: () => RamCostConstants.ScriptSingularityFn2RamCost,
getUpgradeHomeRamCost: () => RamCostConstants.ScriptSingularityFn2RamCost / 2,
workForCompany: () => RamCostConstants.ScriptSingularityFn2RamCost,
applyToCompany: () => RamCostConstants.ScriptSingularityFn2RamCost,
getCompanyRep: () => RamCostConstants.ScriptSingularityFn2RamCost / 3,
getCompanyFavor: () => RamCostConstants.ScriptSingularityFn2RamCost / 3,
getCompanyFavorGain: () => RamCostConstants.ScriptSingularityFn2RamCost / 4,
checkFactionInvitations: () => RamCostConstants.ScriptSingularityFn2RamCost,
joinFaction: () => RamCostConstants.ScriptSingularityFn2RamCost,
workForFaction: () => RamCostConstants.ScriptSingularityFn2RamCost,
getFactionRep: () => RamCostConstants.ScriptSingularityFn2RamCost / 3,
getFactionFavor: () => RamCostConstants.ScriptSingularityFn2RamCost / 3,
getFactionFavorGain: () => RamCostConstants.ScriptSingularityFn2RamCost / 4,
donateToFaction: () => RamCostConstants.ScriptSingularityFn3RamCost,
createProgram: () => RamCostConstants.ScriptSingularityFn3RamCost,
commitCrime: () => RamCostConstants.ScriptSingularityFn3RamCost,
getCrimeChance: () => RamCostConstants.ScriptSingularityFn3RamCost,
getOwnedAugmentations: () => RamCostConstants.ScriptSingularityFn3RamCost,
getOwnedSourceFiles: () => RamCostConstants.ScriptSingularityFn3RamCost,
getAugmentationsFromFaction: () => RamCostConstants.ScriptSingularityFn3RamCost,
getAugmentationPrereq: () => RamCostConstants.ScriptSingularityFn3RamCost,
getAugmentationCost: () => RamCostConstants.ScriptSingularityFn3RamCost,
purchaseAugmentation: () => RamCostConstants.ScriptSingularityFn3RamCost,
installAugmentations: () => RamCostConstants.ScriptSingularityFn3RamCost,
// Gang API
gang : {
getMemberNames: () => RamCostConstants.ScriptGangApiBaseRamCost / 4,
getGangInformation: () => RamCostConstants.ScriptGangApiBaseRamCost / 2,
getOtherGangInformation: () => RamCostConstants.ScriptGangApiBaseRamCost / 2,
getMemberInformation: () => RamCostConstants.ScriptGangApiBaseRamCost / 2,
canRecruitMember: () => RamCostConstants.ScriptGangApiBaseRamCost / 4,
recruitMember: () => RamCostConstants.ScriptGangApiBaseRamCost / 2,
getTaskNames: () => RamCostConstants.ScriptGangApiBaseRamCost / 4,
setMemberTask: () => RamCostConstants.ScriptGangApiBaseRamCost / 2,
getEquipmentNames: () => RamCostConstants.ScriptGangApiBaseRamCost / 4,
getEquipmentCost: () => RamCostConstants.ScriptGangApiBaseRamCost / 2,
getEquipmentType: () => RamCostConstants.ScriptGangApiBaseRamCost / 2,
purchaseEquipment: () => RamCostConstants.ScriptGangApiBaseRamCost,
ascendMember: () => RamCostConstants.ScriptGangApiBaseRamCost,
setTerritoryWarfare: () => RamCostConstants.ScriptGangApiBaseRamCost / 2,
getChanceToWinClash: () => RamCostConstants.ScriptGangApiBaseRamCost,
getBonusTime: () => 0,
},
// Bladeburner API
bladeburner : {
getContractNames: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost / 10,
getOperationNames: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost / 10,
getBlackOpNames: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost / 10,
getBlackOpRank: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost / 2,
getGeneralActionNames: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost / 10,
getSkillNames: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost / 10,
startAction: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
stopBladeburnerAction: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost / 2,
getCurrentAction: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost / 4,
getActionTime: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
getActionEstimatedSuccessChance: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
getActionRepGain: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
getActionCountRemaining: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
getActionMaxLevel: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
getActionCurrentLevel: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
getActionAutolevel: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
setActionAutolevel: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
setActionLevel: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
getRank: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
getSkillPoints: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
getSkillLevel: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
getSkillUpgradeCost: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
upgradeSkill: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
getTeamSize: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
setTeamSize: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
getCityEstimatedPopulation: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
getCityEstimatedCommunities: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
getCityChaos: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
getCity: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
switchCity: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
getStamina: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
joinBladeburnerFaction: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
joinBladeburnerDivision: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,
getBonusTime: () => 0,
},
// Coding Contract API
codingcontract : {
attempt: () => RamCostConstants.ScriptCodingContractBaseRamCost,
getContractType: () => RamCostConstants.ScriptCodingContractBaseRamCost / 2,
getData: () => RamCostConstants.ScriptCodingContractBaseRamCost / 2,
getDescription: () => RamCostConstants.ScriptCodingContractBaseRamCost / 2,
getNumTriesRemaining: () => RamCostConstants.ScriptCodingContractBaseRamCost / 5,
},
// Duplicate Sleeve API
sleeve : {
getNumSleeves: () => RamCostConstants.ScriptSleeveBaseRamCost,
setToShockRecovery: () => RamCostConstants.ScriptSleeveBaseRamCost,
setToSynchronize: () => RamCostConstants.ScriptSleeveBaseRamCost,
setToCommitCrime: () => RamCostConstants.ScriptSleeveBaseRamCost,
setToUniversityCourse: () => RamCostConstants.ScriptSleeveBaseRamCost,
travel: () => RamCostConstants.ScriptSleeveBaseRamCost,
setToCompanyWork: () => RamCostConstants.ScriptSleeveBaseRamCost,
setToFactionWork: () => RamCostConstants.ScriptSleeveBaseRamCost,
setToGymWorkout: () => RamCostConstants.ScriptSleeveBaseRamCost,
getSleeveStats: () => RamCostConstants.ScriptSleeveBaseRamCost,
getTask: () => RamCostConstants.ScriptSleeveBaseRamCost,
getInformation: () => RamCostConstants.ScriptSleeveBaseRamCost,
getSleeveAugmentations: () => RamCostConstants.ScriptSleeveBaseRamCost,
getSleevePurchasableAugs: () => RamCostConstants.ScriptSleeveBaseRamCost,
purchaseSleeveAug: () => RamCostConstants.ScriptSleeveBaseRamCost,
},
heart: {
// Easter egg function
break : () => 0,
}
}
export function getRamCost(...args: string[]): number {
if (args.length === 0) {
console.warn(`No arguments passed to getRamCost()`);
return 0;
}
let curr = RamCosts[args[0]];
for (let i = 1; i < args.length; ++i) {
if (curr == null) {
console.warn(`Invalid function passed to getRamCost: ${args}`);
return 0;
}
const currType = typeof curr;
if (currType === "function" || currType === "number") {
break;
}
curr = curr[args[i]];
}
const currType = typeof curr;
if (currType === "function") {
return curr();
}
if (currType === "number") {
return curr;
}
console.warn(`Unexpected type (${currType}) for value [${args}]`);
return 0;
}

View File

@@ -0,0 +1,176 @@
/**
* The worker agent for running a script instance. Each running script instance
* has its own underlying WorkerScript object.
*
* Note that these objects are not saved and re-loaded when the game is refreshed.
* Instead, whenever the game is opened, WorkerScripts are re-created from
* RunningScript objects
*/
import { Environment } from "./Environment";
import { RamCostConstants } from "./RamCostGenerator";
import { RunningScript } from "../Script/RunningScript";
import { Script } from "../Script/Script";
import { AllServers } from "../Server/AllServers";
import { BaseServer } from "../Server/BaseServer";
import { IMap } from "../types";
export class WorkerScript {
/**
* Script's arguments
*/
args: any[];
/**
* Copy of the script's code
*/
code: string = "";
/**
* Holds the timeoutID (numeric value) for whenever this script is blocked by a
* timed Netscript function. i.e. Holds the return value of setTimeout()
*/
delay: number | null = null;
/**
* Stores names of all functions that have logging disabled
*/
disableLogs: IMap<string> = {};
/**
* Used for dynamic RAM calculation. Stores names of all functions that have
* already been checked by this script.
* TODO: Could probably just combine this with loadedFns?
*/
dynamicLoadedFns: IMap<string> = {};
/**
* Tracks dynamic RAM usage
*/
dynamicRamUsage: number = RamCostConstants.ScriptBaseRamCost;
/**
* Netscript Environment for this script
*/
env: Environment;
/**
* Status message in case of script error. Currently unused I think
*/
errorMessage: string = "";
/**
* Used for static RAM calculation. Stores names of all functions that have
* already been checked by this script
*/
loadedFns: IMap<string> = {};
/**
* Filename of script
*/
name: string;
/**
* Script's output/return value. Currently not used or implemented
*/
output: string = "";
/**
* Script's Static RAM usage. Equivalent to underlying script's RAM usage
*/
ramUsage: number = 0;
/**
* Whether or not this workerScript is currently running
*/
running: boolean = false;
/**
* Reference to underlying RunningScript object
*/
scriptRef: RunningScript;
/**
* IP Address on which this script is running
*/
serverIp: string;
constructor(runningScriptObj: RunningScript, nsFuncsGenerator?: (ws: WorkerScript) => object) {
this.name = runningScriptObj.filename;
this.serverIp = runningScriptObj.server;
// Get the underlying script's code
const server = AllServers[this.serverIp];
if (server == null) {
throw new Error(`WorkerScript constructed with invalid server ip: ${this.serverIp}`);
}
let found = false;
for (let i = 0; i < server.scripts.length; ++i) {
if (server.scripts[i].filename === this.name) {
found = true;
this.code = server.scripts[i].code;
}
}
if (!found) {
throw new Error(`WorkerScript constructed with invalid script filename: ${this.name}`);
}
this.env = new Environment(null);
if (typeof nsFuncsGenerator === "function") {
this.env.vars = nsFuncsGenerator(this);
}
this.env.set("args", runningScriptObj.args.slice());
this.scriptRef = runningScriptObj;
this.args = runningScriptObj.args.slice();
}
/**
* Returns the Server on which this script is running
*/
getServer() {
return AllServers[this.serverIp];
}
/**
* Returns the Script object for the underlying script.
* Returns null if it cannot be found (which would be a bug)
*/
getScript(): Script | null {
let server = this.getServer();
for (let i = 0; i < server.scripts.length; ++i) {
if (server.scripts[i].filename === this.name) {
return server.scripts[i];
}
}
console.error("Failed to find underlying Script object in WorkerScript.getScript(). This probably means somethings wrong");
return null;
}
/**
* Returns the script with the specified filename on the specified server,
* or null if it cannot be found
*/
getScriptOnServer(fn: string, server: BaseServer): Script | null {
if (server == null) {
server = this.getServer();
}
for (let i = 0; i < server.scripts.length; ++i) {
if (server.scripts[i].filename === fn) {
return server.scripts[i];
}
}
return null;
}
shouldLog(fn: string): boolean {
return (this.disableLogs.ALL == null && this.disableLogs[fn] == null);
}
log(txt: string): void {
this.scriptRef.log(txt);
}
}

View File

@@ -1,64 +0,0 @@
import { NetscriptFunctions } from "./NetscriptFunctions";
import { NetscriptPort } from "./NetscriptPort";
/* Environment
* NetScript program environment
*/
function Environment(workerScript,parent) {
if (parent){
//Create a copy of parent's variables
//this.vars = parent.vars;
this.vars = Object.assign({}, parent.vars);
} else {
this.vars = NetscriptFunctions(workerScript);
}
this.parent = parent;
this.stopFlag = false;
}
Environment.prototype = {
//Create a "subscope", which is a new new "sub-environment"
//The subscope is linked to this through its parent variable
extend: function() {
return new Environment(null, this);
},
//Finds the scope where the variable with the given name is defined
lookup: function(name) {
var scope = this;
while (scope) {
if (Object.prototype.hasOwnProperty.call(scope.vars, name)) {
return scope;
}
scope = scope.parent;
}
return null;
},
//Get the current value of a variable
get: function(name) {
if (name in this.vars) {
return this.vars[name];
}
throw new Error("Undefined variable " + name);
},
//Sets the value of a variable in any scope
set: function(name, value) {
var scope = this.lookup(name);
//If scope has a value, then this variable is already set in a higher scope, so
//set is there. Otherwise, create a new variable in the local scope
if (scope !== null) {
return scope.vars[name] = value;
} else {
return this.vars[name] = value;
}
},
//Creates (or overwrites) a variable in the current scope
def: function(name, value) {
return this.vars[name] = value;
}
};
export {Environment};

View File

@@ -1,132 +1,12 @@
import { BitNodeMultipliers } from "./BitNode/BitNodeMultipliers";
import { CONSTANTS } from "./Constants";
import { Player } from "./Player";
import { Environment } from "./NetscriptEnvironment";
import { WorkerScript, addWorkerScript } from "./NetscriptWorker";
import { Server } from "./Server/Server";
import { WorkerScript } from "./Netscript/WorkerScript";
import { getServer } from "./Server/ServerHelpers";
import { Settings } from "./Settings/Settings";
import { RunningScript } from "./Script/RunningScript";
import { Script } from "./Script/Script";
import { findRunningScript } from "./Script/ScriptHelpers";
import { setTimeoutRef } from "./utils/SetTimeoutRef";
import { parse, Node } from "../utils/acorn";
import { arrayToString } from "../utils/helpers/arrayToString";
import { isValidIPAddress } from "../utils/helpers/isValidIPAddress";
import { isString } from "../utils/helpers/isString";
export function evaluateImport(exp, workerScript, checkingRam=false) {
//When its checking RAM, it exports an array of nodes for each imported function
var ramCheckRes = [];
var env = workerScript.env;
if (env.stopFlag) {
if (checkingRam) {return ramCheckRes;}
return Promise.reject(workerScript);
}
//Get source script and name of all functions to import
var scriptName = exp.source.value;
var namespace, namespaceObj, allFns = false, fnNames = [];
if (exp.specifiers.length === 1 && exp.specifiers[0].type === "ImportNamespaceSpecifier") {
allFns = true;
namespace = exp.specifiers[0].local.name;
} else {
for (var i = 0; i < exp.specifiers.length; ++i) {
fnNames.push(exp.specifiers[i].local.name);
}
}
//Get the code
var server = getServer(workerScript.serverIp), code = "";
if (server == null) {
if (checkingRam) {return ramCheckRes;}
return Promise.reject(makeRuntimeRejectMsg(workerScript, "Failed to identify server. This is a bug please report to dev", exp));
}
for (var i = 0; i < server.scripts.length; ++i) {
if (server.scripts[i].filename === scriptName) {
code = server.scripts[i].code;
break;
}
}
if (code === "") {
if (checkingRam) {return ramCheckRes;}
return Promise.reject(makeRuntimeRejectMsg(workerScript, "Could not find script " + scriptName + " to import", exp));
}
//Create the AST
try {
var ast = parse(code, {sourceType:"module"});
} catch(e) {
console.log("Failed to parse import script");
if (checkingRam) {return ramCheckRes;}
return Promise.reject(makeRuntimeRejectMsg(workerScript, "Failed to import functions from " + scriptName +
" This is most likely due to a syntax error in the imported script", exp));
}
if (allFns) {
//A namespace is implemented as a JS obj
env.set(namespace, {});
namespaceObj = env.get(namespace);
}
//Search through the AST for all imported functions
var queue = [ast];
while (queue.length != 0) {
var node = queue.shift();
switch (node.type) {
case "BlockStatement":
case "Program":
for (var i = 0; i < node.body.length; ++i) {
if (node.body[i] instanceof Node) {
queue.push(node.body[i]);
}
}
break;
case "FunctionDeclaration":
if (node.id && node.id.name) {
if (allFns) {
//Import all functions under this namespace
if (checkingRam) {
ramCheckRes.push(node);
} else {
namespaceObj[node.id.name] = node;
}
} else {
//Only import specified functions
if (fnNames.includes(node.id.name)) {
if (checkingRam) {
ramCheckRes.push(node);
} else {
env.set(node.id.name, node);
}
}
}
} else {
if (checkingRam) {return ramCheckRes;}
return Promise.reject(makeRuntimeRejectMsg(workerScript, "Invalid function declaration in imported script " + scriptName, exp));
}
break;
default:
break;
}
for (var prop in node) {
if (node.hasOwnProperty(prop)) {
if (node[prop] instanceof Node) {
queue.push(node[prop]);
}
}
}
}
if (!checkingRam) {workerScript.scriptRef.log("Imported functions from " + scriptName);}
if (checkingRam) {return ramCheckRes;}
return Promise.resolve(true);
}
export function killNetscriptDelay(workerScript) {
if (workerScript instanceof WorkerScript) {
if (workerScript.delay) {
@@ -155,60 +35,22 @@ export function makeRuntimeRejectMsg(workerScript, msg, exp=null) {
return "|"+workerScript.serverIp+"|"+workerScript.name+"|" + msg + lineNum;
}
//Run a script from inside a script using run() command
export function runScriptFromScript(server, scriptname, args, workerScript, threads=1) {
//Check if the script is already running
var runningScriptObj = findRunningScript(scriptname, args, server);
if (runningScriptObj != null) {
workerScript.scriptRef.log(scriptname + " is already running on " + server.hostname);
return Promise.resolve(false);
export function resolveNetscriptRequestedThreads(workerScript, functionName, requestedThreads) {
const threads = workerScript.scriptRef.threads;
if (!requestedThreads) {
return (isNaN(threads) || threads < 1) ? 1 : threads;
}
//'null/undefined' arguments are not allowed
for (var i = 0; i < args.length; ++i) {
if (args[i] == null) {
workerScript.scriptRef.log("ERROR: Cannot execute a script with null/undefined as an argument");
return Promise.resolve(false);
}
const requestedThreadsAsInt = requestedThreads|0;
if (isNaN(requestedThreads) || requestedThreadsAsInt < 1) {
throw makeRuntimeRejectMsg(workerScript, `Invalid thread count passed to ${functionName}: ${requestedThreads}. Threads must be a positive number.`);
}
//Check if the script exists and if it does run it
for (var i = 0; i < server.scripts.length; ++i) {
if (server.scripts[i].filename == scriptname) {
//Check for admin rights and that there is enough RAM availble to run
var script = server.scripts[i];
var ramUsage = script.ramUsage;
threads = Math.round(Number(threads)); //Convert to number and round
if (threads === 0) { return Promise.resolve(false); }
ramUsage = ramUsage * threads;
var ramAvailable = server.maxRam - server.ramUsed;
if (server.hasAdminRights == false) {
workerScript.scriptRef.log("Cannot run script " + scriptname + " on " + server.hostname + " because you do not have root access!");
return Promise.resolve(false);
} else if (ramUsage > ramAvailable){
workerScript.scriptRef.log("Cannot run script " + scriptname + "(t=" + threads + ") on " + server.hostname + " because there is not enough available RAM!");
return Promise.resolve(false);
} else {
//Able to run script
if(workerScript.disableLogs.ALL == null && workerScript.disableLogs.exec == null && workerScript.disableLogs.run == null && workerScript.disableLogs.spawn == null) {
workerScript.scriptRef.log("Running script: " + scriptname + " on " + server.hostname + " with " + threads + " threads and args: " + arrayToString(args) + ". May take a few seconds to start up...");
}
var runningScriptObj = new RunningScript(script, args);
runningScriptObj.threads = threads;
addWorkerScript(runningScriptObj, server);
// Push onto runningScripts.
// This has to come after addWorkerScript() because that fn updates RAM usage
server.runScript(runningScriptObj, Player);
return Promise.resolve(true);
}
}
if (requestedThreads > threads) {
throw makeRuntimeRejectMsg(workerScript, `Too many threads requested by ${functionName}. Requested: ${requestedThreads}. Has: ${threads}.`);
}
workerScript.scriptRef.log("Could not find script " + scriptname + " on " + server.hostname);
return Promise.resolve(false);
return requestedThreadsAsInt;
}
export function getErrorLineNumber(exp, workerScript) {
var code = workerScript.scriptRef.codeCode();

File diff suppressed because it is too large Load Diff

View File

@@ -1,3 +1,9 @@
/**
* Functions for handling WorkerScripts, which are the underlying mechanism
* that allows for scripts to run
*/
import { WorkerScript } from "./Netscript/WorkerScript";
import {
addActiveScriptsItem,
deleteActiveScriptsItem,
@@ -6,9 +12,7 @@ import {
import { CONSTANTS } from "./Constants";
import { Engine } from "./engine";
import { Interpreter } from "./JSInterpreter";
import { Environment } from "./NetscriptEnvironment";
import {
evaluate,
isScriptErrorMessage,
makeRuntimeRejectMsg,
killNetscriptDelay
@@ -16,6 +20,13 @@ import {
import { NetscriptFunctions } from "./NetscriptFunctions";
import { executeJSScript } from "./NetscriptJSEvaluator";
import { NetscriptPort } from "./NetscriptPort";
import { Player } from "./Player";
import { RunningScript } from "./Script/RunningScript";
import { getRamUsageFromRunningScript } from "./Script/RunningScriptHelpers";
import {
findRunningScript,
scriptCalculateOfflineProduction,
} from "./Script/ScriptHelpers";
import { AllServers } from "./Server/AllServers";
import { Settings } from "./Settings/Settings";
import { setTimeoutRef } from "./utils/SetTimeoutRef";
@@ -29,79 +40,17 @@ import { arrayToString } from "../utils/helpers/arrayToString";
import { roundToTwo } from "../utils/helpers/roundToTwo";
import { isString } from "../utils/StringHelperFunctions";
const walk = require("acorn/dist/walk");
function WorkerScript(runningScriptObj) {
this.name = runningScriptObj.filename;
this.running = false;
this.serverIp = runningScriptObj.server;
this.code = runningScriptObj.getCode();
this.env = new Environment(this);
this.env.set("args", runningScriptObj.args.slice());
this.output = "";
this.ramUsage = 0;
this.scriptRef = runningScriptObj;
this.errorMessage = "";
this.args = runningScriptObj.args.slice();
this.delay = null;
this.fnWorker = null; //Workerscript for a function call
this.checkingRam = false;
this.loadedFns = {}; //Stores names of fns that are "loaded" by this script, thus using RAM. Used for static RAM evaluation
this.disableLogs = {}; //Stores names of fns that should have logs disabled
//Properties used for dynamic RAM evaluation
this.dynamicRamUsage = CONSTANTS.ScriptBaseRamCost;
this.dynamicLoadedFns = {};
}
//Returns the server on which the workerScript is running
WorkerScript.prototype.getServer = function() {
return AllServers[this.serverIp];
}
//Returns the Script object for the underlying script
WorkerScript.prototype.getScript = function() {
let server = this.getServer();
for (let i = 0; i < server.scripts.length; ++i) {
if (server.scripts[i].filename === this.name) {
return server.scripts[i];
}
}
console.log("ERROR: Failed to find underlying Script object in WorkerScript.getScript(). This probably means somethings wrong");
return null;
}
//Returns the Script object for the specified script
WorkerScript.prototype.getScriptOnServer = function(fn, server) {
if (server == null) {
server = this.getServer();
}
for (let i = 0; i < server.scripts.length; ++i) {
if (server.scripts[i].filename === fn) {
return server.scripts[i];
}
}
return null;
}
WorkerScript.prototype.shouldLog = function(fn) {
return (this.disableLogs.ALL == null && this.disableLogs[fn] == null);
}
WorkerScript.prototype.log = function(txt) {
this.scriptRef.log(txt);
}
//Array containing all scripts that are running across all servers, to easily run them all
let workerScripts = [];
export const workerScripts = [];
var NetscriptPorts = [];
export const NetscriptPorts = [];
for (var i = 0; i < CONSTANTS.NumNetscriptPorts; ++i) {
NetscriptPorts.push(new NetscriptPort());
}
function prestigeWorkerScripts() {
export function prestigeWorkerScripts() {
for (var i = 0; i < workerScripts.length; ++i) {
deleteActiveScriptsItem(workerScripts[i]);
workerScripts[i].env.stopFlag = true;
@@ -219,8 +168,15 @@ function startNetscript1Script(workerScript) {
name === "prompt" || name === "run" || name === "exec") {
let tempWrapper = function() {
let fnArgs = [];
//All of the Object/array elements are in JSInterpreter format, so
//we have to convert them back to native format to pass them to these fns
for (let i = 0; i < arguments.length-1; ++i) {
fnArgs.push(arguments[i]);
if (typeof arguments[i] === 'object' || arguments[i].constructor === Array) {
fnArgs.push(int.pseudoToNative(arguments[i]));
} else {
fnArgs.push(arguments[i]);
}
}
let cb = arguments[arguments.length-1];
let fnPromise = entry.apply(null, fnArgs);
@@ -332,7 +288,7 @@ function startNetscript1Script(workerScript) {
*/
function processNetscript1Imports(code, workerScript) {
//allowReserved prevents 'import' from throwing error in ES5
var ast = parse(code, {ecmaVersion:6, allowReserved:true, sourceType:"module"});
const ast = parse(code, { ecmaVersion: 6, allowReserved: true, sourceType: "module" });
var server = workerScript.getServer();
if (server == null) {
@@ -348,10 +304,10 @@ function processNetscript1Imports(code, workerScript) {
return null;
}
var generatedCode = ""; //Generated Javascript Code
var hasImports = false;
let generatedCode = ""; // Generated Javascript Code
let hasImports = false;
//Walk over the tree and process ImportDeclaration nodes
// Walk over the tree and process ImportDeclaration nodes
walk.simple(ast, {
ImportDeclaration: (node) => {
hasImports = true;
@@ -366,7 +322,7 @@ function processNetscript1Imports(code, workerScript) {
let scriptAst = parse(script.code, {ecmaVersion:5, allowReserved:true, sourceType:"module"});
if (node.specifiers.length === 1 && node.specifiers[0].type === "ImportNamespaceSpecifier") {
//import * as namespace from script
// import * as namespace from script
let namespace = node.specifiers[0].local.name;
let fnNames = []; //Names only
let fnDeclarations = []; //FunctionDeclaration Node objects
@@ -378,7 +334,7 @@ function processNetscript1Imports(code, workerScript) {
});
//Now we have to generate the code that would create the namespace
generatedCode =
generatedCode +=
"var " + namespace + ";\n" +
"(function (namespace) {\n";
@@ -449,6 +405,7 @@ function processNetscript1Imports(code, workerScript) {
//Add the imported code and re-generate in ES5 (JS Interpreter for NS1 only supports ES5);
code = generatedCode + code;
var res = {
code: code,
lineOffset: lineOffset
@@ -456,34 +413,34 @@ function processNetscript1Imports(code, workerScript) {
return res;
}
//Loop through workerScripts and run every script that is not currently running
function runScriptsLoop() {
var scriptDeleted = false;
// Loop through workerScripts and run every script that is not currently running
export function runScriptsLoop() {
let scriptDeleted = false;
//Delete any scripts that finished or have been killed. Loop backwards bc removing items screws up indexing
for (var i = workerScripts.length - 1; i >= 0; i--) {
// Delete any scripts that finished or have been killed. Loop backwards bc removing items screws up indexing
for (let i = workerScripts.length - 1; i >= 0; i--) {
if (workerScripts[i].running == false && workerScripts[i].env.stopFlag == true) {
scriptDeleted = true;
//Delete script from the runningScripts array on its host serverIp
var ip = workerScripts[i].serverIp;
var name = workerScripts[i].name;
// Delete script from the runningScripts array on its host serverIp
const ip = workerScripts[i].serverIp;
const name = workerScripts[i].name;
//recalculate ram used
// Recalculate ram used
AllServers[ip].ramUsed = 0;
for(let j = 0; j < workerScripts.length; j++) {
if(workerScripts[j].serverIp !== ip) {
continue
for (let j = 0; j < workerScripts.length; j++) {
if (workerScripts[j].serverIp !== ip) {
continue;
}
if(j === i) { // not this one
continue
if (j === i) { // not this one
continue;
}
AllServers[ip].ramUsed += workerScripts[j].ramUsage;
}
//Delete script from Active Scripts
// Delete script from Active Scripts
deleteActiveScriptsItem(workerScripts[i]);
for (var j = 0; j < AllServers[ip].runningScripts.length; j++) {
for (let j = 0; j < AllServers[ip].runningScripts.length; j++) {
if (AllServers[ip].runningScripts[j].filename == name &&
compareArrays(AllServers[ip].runningScripts[j].args, workerScripts[i].args)) {
AllServers[ip].runningScripts.splice(j, 1);
@@ -491,16 +448,16 @@ function runScriptsLoop() {
}
}
//Delete script from workerScripts
// Delete script from workerScripts
workerScripts.splice(i, 1);
}
}
if (scriptDeleted) {updateActiveScriptsItems();} //Force Update
if (scriptDeleted) { updateActiveScriptsItems(); } // Force Update
//Run any scripts that haven't been started
for (var i = 0; i < workerScripts.length; i++) {
//If it isn't running, start the script
// Run any scripts that haven't been started
for (let i = 0; i < workerScripts.length; i++) {
// If it isn't running, start the script
if (workerScripts[i].running == false && workerScripts[i].env.stopFlag == false) {
let p = null; // p is the script's result promise.
if (workerScripts[i].name.endsWith(".js") || workerScripts[i].name.endsWith(".ns")) {
@@ -510,8 +467,8 @@ function runScriptsLoop() {
if (!(p instanceof Promise)) { continue; }
}
//Once the code finishes (either resolved or rejected, doesnt matter), set its
//running status to false
// Once the code finishes (either resolved or rejected, doesnt matter), set its
// running status to false
p.then(function(w) {
console.log("Stopping script " + w.name + " because it finished running naturally");
w.running = false;
@@ -523,9 +480,9 @@ function runScriptsLoop() {
console.error("Evaluating workerscript returns an Error. THIS SHOULDN'T HAPPEN: " + w.toString());
return;
} else if (w.constructor === Array && w.length === 2 && w[0] === "RETURNSTATEMENT") {
//Script ends with a return statement
// Script ends with a return statement
console.log("Script returning with value: " + w[1]);
//TODO maybe do something with this in the future
// TODO maybe do something with this in the future
return;
} else if (w instanceof WorkerScript) {
if (isScriptErrorMessage(w.errorMessage)) {
@@ -560,33 +517,31 @@ function runScriptsLoop() {
}
}
setTimeoutRef(runScriptsLoop, 6000);
setTimeoutRef(runScriptsLoop, 3e3);
}
//Queues a script to be killed by settings its stop flag to true. Then, the code will reject
//all of its promises recursively, and when it does so it will no longer be running.
//The runScriptsLoop() will then delete the script from worker scripts
function killWorkerScript(runningScriptObj, serverIp) {
/**
* Queues a script to be killed by setting its stop flag to true. This
* kills and timed/blocking Netscript functions (like hack(), sleep(), etc.) and
* prevents any further execution of Netscript functions.
* The runScriptsLoop() handles the actual deletion of the WorkerScript
*/
export function killWorkerScript(runningScriptObj, serverIp) {
for (var i = 0; i < workerScripts.length; i++) {
if (workerScripts[i].name == runningScriptObj.filename && workerScripts[i].serverIp == serverIp &&
compareArrays(workerScripts[i].args, runningScriptObj.args)) {
workerScripts[i].env.stopFlag = true;
killNetscriptDelay(workerScripts[i]);
//Recursively kill all functions
var curr = workerScripts[i];
while (curr.fnWorker) {
curr.fnWorker.env.stopFlag = true;
killNetscriptDelay(curr.fnWorker);
curr = curr.fnWorker;
}
return true;
}
}
return false;
}
//Queues a script to be run
function addWorkerScript(runningScriptObj, server) {
/**
* Given a RunningScript object, queues that script to be run
*/
export function addWorkerScript(runningScriptObj, server) {
var filename = runningScriptObj.filename;
//Update server's ram usage
@@ -596,7 +551,7 @@ function addWorkerScript(runningScriptObj, server) {
} else {
runningScriptObj.threads = 1;
}
var ramUsage = roundToTwo(runningScriptObj.getRamUsage() * threads);
var ramUsage = roundToTwo(getRamUsageFromRunningScript(runningScriptObj) * threads);
var ramAvailable = server.maxRam - server.ramUsed;
if (ramUsage > ramAvailable) {
dialogBoxCreate("Not enough RAM to run script " + runningScriptObj.filename + " with args " +
@@ -608,7 +563,7 @@ function addWorkerScript(runningScriptObj, server) {
server.ramUsed = roundToTwo(server.ramUsed + ramUsage);
//Create the WorkerScript
var s = new WorkerScript(runningScriptObj);
var s = new WorkerScript(runningScriptObj, NetscriptFunctions);
s.ramUsage = ramUsage;
//Add the WorkerScript to the Active Scripts list
@@ -619,14 +574,105 @@ function addWorkerScript(runningScriptObj, server) {
return;
}
//Updates the online running time stat of all running scripts
function updateOnlineScriptTimes(numCycles = 1) {
/**
* Updates the online running time stat of all running scripts
*/
export function updateOnlineScriptTimes(numCycles = 1) {
var time = (numCycles * Engine._idleSpeed) / 1000; //seconds
for (var i = 0; i < workerScripts.length; ++i) {
workerScripts[i].scriptRef.onlineRunningTime += time;
}
}
export {WorkerScript, workerScripts, NetscriptPorts, runScriptsLoop,
killWorkerScript, addWorkerScript, updateOnlineScriptTimes,
prestigeWorkerScripts};
/**
* Called when the game is loaded. Loads all running scripts (from all servers)
* into worker scripts so that they will start running
*/
export function loadAllRunningScripts() {
var total = 0;
let skipScriptLoad = (window.location.href.toLowerCase().indexOf("?noscripts") !== -1);
if (skipScriptLoad) { console.info("Skipping the load of any scripts during startup"); }
for (const property in AllServers) {
if (AllServers.hasOwnProperty(property)) {
const server = AllServers[property];
// Reset each server's RAM usage to 0
server.ramUsed = 0;
// Reset modules on all scripts
for (let i = 0; i < server.scripts.length; ++i) {
server.scripts[i].module = "";
}
if (skipScriptLoad) {
// Start game with no scripts
server.runningScripts.length = 0;
} else {
for (let j = 0; j < server.runningScripts.length; ++j) {
addWorkerScript(server.runningScripts[j], server);
// Offline production
total += scriptCalculateOfflineProduction(server.runningScripts[j]);
}
}
}
}
return total;
}
/**
* Run a script from inside another script (run(), exec(), spawn(), etc.)
*/
export function runScriptFromScript(server, scriptname, args, workerScript, threads=1) {
//Check if the script is already running
let runningScriptObj = findRunningScript(scriptname, args, server);
if (runningScriptObj != null) {
workerScript.scriptRef.log(scriptname + " is already running on " + server.hostname);
return Promise.resolve(false);
}
//'null/undefined' arguments are not allowed
for (let i = 0; i < args.length; ++i) {
if (args[i] == null) {
workerScript.scriptRef.log("ERROR: Cannot execute a script with null/undefined as an argument");
return Promise.resolve(false);
}
}
//Check if the script exists and if it does run it
for (let i = 0; i < server.scripts.length; ++i) {
if (server.scripts[i].filename == scriptname) {
//Check for admin rights and that there is enough RAM availble to run
var script = server.scripts[i];
var ramUsage = script.ramUsage;
threads = Math.round(Number(threads)); //Convert to number and round
if (threads === 0) { return Promise.resolve(false); }
ramUsage = ramUsage * threads;
var ramAvailable = server.maxRam - server.ramUsed;
if (server.hasAdminRights == false) {
workerScript.scriptRef.log("Cannot run script " + scriptname + " on " + server.hostname + " because you do not have root access!");
return Promise.resolve(false);
} else if (ramUsage > ramAvailable){
workerScript.scriptRef.log("Cannot run script " + scriptname + "(t=" + threads + ") on " + server.hostname + " because there is not enough available RAM!");
return Promise.resolve(false);
} else {
//Able to run script
if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.exec == null && workerScript.disableLogs.run == null && workerScript.disableLogs.spawn == null) {
workerScript.scriptRef.log(`Running script: ${scriptname} on ${server.hostname} with ${threads} threads and args: ${arrayToString(args)}. May take a few seconds to start up...`);
}
let runningScriptObj = new RunningScript(script, args);
runningScriptObj.threads = threads;
addWorkerScript(runningScriptObj, server);
// Push onto runningScripts.
// This has to come after addWorkerScript() because that fn updates RAM usage
server.runScript(runningScriptObj, Player.hacknet_node_money_mult);
return Promise.resolve(true);
}
}
}
workerScript.scriptRef.log("Could not find script " + scriptname + " on " + server.hostname);
return Promise.resolve(false);
}

View File

@@ -32,7 +32,10 @@ export interface IPlayer {
factions: string[];
firstTimeTraveled: boolean;
hacknetNodes: (HacknetNode | string)[]; // HacknetNode object or IP of Hacknet Server
has4SData: boolean;
has4SDataTixApi: boolean;
hashManager: HashManager;
hasTixApiAccess: boolean;
hasWseAccount: boolean;
homeComputer: string;
hp: number;
@@ -48,6 +51,7 @@ export interface IPlayer {
purchasedServers: any[];
queuedAugmentations: IPlayerOwnedAugmentation[];
resleeves: Resleeve[];
scriptProdSinceLastAug: number;
sleeves: Sleeve[];
sleevesFromCovenant: number;
sourceFiles: IPlayerOwnedSourceFile[];
@@ -126,12 +130,14 @@ export interface IPlayer {
gainCharismaExp(exp: number): void;
gainMoney(money: number): void;
getCurrentServer(): Server;
getGangFaction(): Faction;
getGangName(): string;
getHomeComputer(): Server;
getNextCompanyPosition(company: Company, entryPosType: CompanyPosition): CompanyPosition;
getUpgradeHomeRamCost(): number;
gotoLocation(to: LocationName): boolean;
hasCorporation(): boolean;
hasGangWith(facName: string): boolean;
hasTorRouter(): boolean;
inBladeburner(): boolean;
inGang(): boolean;

View File

@@ -1,3 +1,4 @@
import * as augmentationMethods from "./PlayerObjectAugmentationMethods";
import * as bladeburnerMethods from "./PlayerObjectBladeburnerMethods";
import * as corporationMethods from "./PlayerObjectCorporationMethods";
import * as gangMethods from "./PlayerObjectGangMethods";
@@ -209,7 +210,8 @@ Object.assign(
serverMethods,
bladeburnerMethods,
corporationMethods,
gangMethods
gangMethods,
augmentationMethods
);
PlayerObject.prototype.toJSON = function() {

View File

@@ -0,0 +1,20 @@
/**
* Augmentation-related methods for the Player class (PlayerObject)
*/
import { IPlayer } from "../IPlayer";
import { Augmentation } from "../../Augmentation/Augmentation";
export function hasAugmentation(this: IPlayer, aug: string | Augmentation): boolean {
const augName: string = (aug instanceof Augmentation) ? aug.name : aug;
for (const owned of this.augmentations) {
if (owned.name === augName) { return true; }
}
for (const owned of this.queuedAugmentations) {
if (owned.name === augName) { return true; }
}
return false;
}

View File

@@ -13,8 +13,21 @@ export function canAccessGang() {
return (this.karma <= GangKarmaRequirement);
}
export function getGangFaction() {
const fac = Factions[this.gang.facName];
if (fac == null) {
throw new Error(`Gang has invalid faction name: ${this.gang.facName}`);
}
return fac;
}
export function getGangName() {
return this.gang.facName;
return this.inGang() ? this.gang.facName : "";
}
export function hasGangWith(facName) {
return this.inGang() && this.gang.facName === facName;
}
export function inGang() {

View File

@@ -1,60 +1,69 @@
import { Augmentations } from "../../Augmentation/Augmentations";
import { applyAugmentation } from "../../Augmentation/AugmentationHelpers";
import { PlayerOwnedAugmentation } from "../../Augmentation/PlayerOwnedAugmentation";
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
import { Bladeburner } from "../../Bladeburner";
import { CodingContractRewardType } from "../../CodingContracts";
import { Company } from "../../Company/Company";
import { Companies } from "../../Company/Companies";
import { getNextCompanyPositionHelper } from "../../Company/GetNextCompanyPosition";
import { getJobRequirementText } from "../../Company/GetJobRequirementText";
import { CompanyPositions } from "../../Company/CompanyPositions";
import * as posNames from "../../Company/data/companypositionnames";
import {CONSTANTS} from "../../Constants";
import { Corporation } from "../../Corporation/Corporation";
import { Programs } from "../../Programs/Programs";
import { determineCrimeSuccess } from "../../Crime/CrimeHelpers";
import { Crimes } from "../../Crime/Crimes";
import {Engine} from "../../engine";
import { Faction } from "../../Faction/Faction";
import { Factions } from "../../Faction/Factions";
import { displayFactionContent } from "../../Faction/FactionHelpers";
import { resetGangs } from "../../Gang";
import { hasHacknetServers } from "../../Hacknet/HacknetHelpers";
import { HashManager } from "../../Hacknet/HashManager";
import { Cities } from "../../Locations/Cities";
import { Locations } from "../../Locations/Locations";
import { CityName } from "../../Locations/data/CityNames";
import { LocationName } from "../../Locations/data/LocationNames";
import {hasBn11SF, hasWallStreetSF,hasAISF} from "../../NetscriptFunctions";
import { Sleeve } from "../../PersonObjects/Sleeve/Sleeve";
import { AllServers,
AddToAllServers } from "../../Server/AllServers";
import { Server } from "../../Server/Server";
import {Settings} from "../../Settings/Settings";
import {SpecialServerIps, SpecialServerNames} from "../../Server/SpecialServerIps";
import {SourceFiles, applySourceFile} from "../../SourceFile";
import { SourceFileFlags } from "../../SourceFile/SourceFileFlags";
import { Augmentations } from "../../Augmentation/Augmentations";
import { applyAugmentation } from "../../Augmentation/AugmentationHelpers";
import { PlayerOwnedAugmentation } from "../../Augmentation/PlayerOwnedAugmentation";
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
import { Bladeburner } from "../../Bladeburner";
import { CodingContractRewardType } from "../../CodingContracts";
import { Company } from "../../Company/Company";
import { Companies } from "../../Company/Companies";
import { getNextCompanyPositionHelper } from "../../Company/GetNextCompanyPosition";
import { getJobRequirementText } from "../../Company/GetJobRequirementText";
import { CompanyPositions } from "../../Company/CompanyPositions";
import * as posNames from "../../Company/data/companypositionnames";
import {CONSTANTS} from "../../Constants";
import { Corporation } from "../../Corporation/Corporation";
import { Programs } from "../../Programs/Programs";
import { determineCrimeSuccess } from "../../Crime/CrimeHelpers";
import { Crimes } from "../../Crime/Crimes";
import { Engine } from "../../engine";
import { Faction } from "../../Faction/Faction";
import { Factions } from "../../Faction/Factions";
import { displayFactionContent } from "../../Faction/FactionHelpers";
import { resetGangs } from "../../Gang";
import { hasHacknetServers } from "../../Hacknet/HacknetHelpers";
import { HashManager } from "../../Hacknet/HashManager";
import { Cities } from "../../Locations/Cities";
import { Locations } from "../../Locations/Locations";
import { CityName } from "../../Locations/data/CityNames";
import { LocationName } from "../../Locations/data/LocationNames";
import { Sleeve } from "../../PersonObjects/Sleeve/Sleeve";
import {
AllServers,
AddToAllServers,
createUniqueRandomIp,
} from "../../Server/AllServers";
import { safetlyCreateUniqueServer } from "../../Server/ServerHelpers";
import { Settings } from "../../Settings/Settings";
import { SpecialServerIps, SpecialServerNames } from "../../Server/SpecialServerIps";
import { SourceFiles, applySourceFile } from "../../SourceFile";
import { SourceFileFlags } from "../../SourceFile/SourceFileFlags";
import Decimal from "decimal.js";
import Decimal from "decimal.js";
import {numeralWrapper} from "../../ui/numeralFormat";
import { MoneySourceTracker } from "../../utils/MoneySourceTracker";
import {dialogBoxCreate} from "../../../utils/DialogBox";
import {clearEventListeners} from "../../../utils/uiHelpers/clearEventListeners";
import {createRandomIp} from "../../../utils/IPAddress";
import {Reviver, Generic_toJSON,
Generic_fromJSON} from "../../../utils/JSONReviver";
import {convertTimeMsToTimeElapsedString} from "../../../utils/StringHelperFunctions";
import { numeralWrapper } from "../../ui/numeralFormat";
import { MoneySourceTracker } from "../../utils/MoneySourceTracker";
import { dialogBoxCreate } from "../../../utils/DialogBox";
import { clearEventListeners } from "../../../utils/uiHelpers/clearEventListeners";
import {
Reviver,
Generic_toJSON,
Generic_fromJSON,
} from "../../../utils/JSONReviver";
import {convertTimeMsToTimeElapsedString} from "../../../utils/StringHelperFunctions";
const CYCLES_PER_SEC = 1000 / CONSTANTS.MilliPerCycle;
export function init() {
/* Initialize Player's home computer */
var t_homeComp = new Server({
ip:createRandomIp(), hostname:"home", organizationName:"Home PC",
isConnectedTo:true, adminRights:true, purchasedByPlayer:true, maxRam:8
var t_homeComp = safetlyCreateUniqueServer({
adminRights: true,
hostname: "home",
ip: createUniqueRandomIp(),
isConnectedTo: true,
maxRam: 8,
organizationName: "Home PC",
purchasedByPlayer: true,
});
this.homeComputer = t_homeComp.ip;
this.currentServer = t_homeComp.ip;
@@ -150,7 +159,7 @@ export function prestigeAugmentation() {
this.moneySourceA.reset();
this.hacknetNodes.length = 0;
this.hashManager.prestige(this);
this.hashManager.prestige();
// Re-calculate skills and reset HP
this.updateSkillLevels();
@@ -210,6 +219,11 @@ export function prestigeSourceFile() {
}
}
const characterMenuHeader = document.getElementById("character-menu-header");
if (characterMenuHeader instanceof HTMLElement) {
characterMenuHeader.click(); characterMenuHeader.click();
}
this.isWorking = false;
this.currentWorkFactionName = "";
this.currentWorkFactionDescription = "";
@@ -240,7 +254,7 @@ export function prestigeSourceFile() {
this.lastUpdate = new Date().getTime();
this.hacknetNodes.length = 0;
this.hashManager.prestige(this);
this.hashManager.prestige();
// Gang
this.gang = null;
@@ -350,21 +364,24 @@ export function hasProgram(programName) {
export function setMoney(money) {
if (isNaN(money)) {
console.log("ERR: NaN passed into Player.setMoney()"); return;
console.error("NaN passed into Player.setMoney()");
return;
}
this.money = money;
this.money = new Decimal(money);
}
export function gainMoney(money) {
if (isNaN(money)) {
console.log("ERR: NaN passed into Player.gainMoney()"); return;
console.error("NaN passed into Player.gainMoney()");
return;
}
this.money = this.money.plus(money);
}
export function loseMoney(money) {
if (isNaN(money)) {
console.log("ERR: NaN passed into Player.loseMoney()"); return;
console.error("NaN passed into Player.loseMoney()");
return;
}
this.money = this.money.minus(money);
}
@@ -454,7 +471,7 @@ export function gainIntelligenceExp(exp) {
if (isNaN(exp)) {
console.log("ERROR: NaN passed into Player.gainIntelligenceExp()"); return;
}
if (hasAISF || this.intelligence > 0) {
if (SourceFileFlags[5] > 0 || this.intelligence > 0) {
this.intelligence_exp += exp;
}
}
@@ -943,7 +960,7 @@ export function getWorkMoneyGain() {
// If player has SF-11, calculate salary multiplier from favor
let bn11Mult = 1;
const company = Companies[this.companyName];
if (hasBn11SF) { bn11Mult = 1 + (company.favor / 100); }
if (SourceFileFlags[11] > 0) { bn11Mult = 1 + (company.favor / 100); }
// Get base salary
const companyPositionName = this.jobs[this.companyName];
@@ -1555,7 +1572,9 @@ export function hospitalize() {
);
}
this.loseMoney(this.max_hp * CONSTANTS.HospitalCostPerHp);
const cost = this.max_hp * CONSTANTS.HospitalCostPerHp
this.loseMoney(cost);
this.recordMoneySource(-1 * cost, "hospitalization");
this.hp = this.max_hp;
}

View File

@@ -1,15 +1,18 @@
/**
* Server and HacknetServer-related methods for the Player class (PlayerObject)
*/
import { IPlayer } from "../IPlayer";
import { IPlayer } from "../IPlayer";
import { CONSTANTS } from "../../Constants";
import { CONSTANTS } from "../../Constants";
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
import { HacknetServer } from "../../Hacknet/HacknetServer";
import { AddToAllServers,
AllServers } from "../../Server/AllServers";
import { SpecialServerIps } from "../../Server/SpecialServerIps";
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
import { HacknetServer } from "../../Hacknet/HacknetServer";
import {
AddToAllServers,
AllServers,
createUniqueRandomIp,
} from "../../Server/AllServers";
import { SpecialServerIps } from "../../Server/SpecialServerIps";
export function hasTorRouter(this: IPlayer) {
return SpecialServerIps.hasOwnProperty("Darkweb Server");
@@ -41,7 +44,8 @@ export function createHacknetServer(this: IPlayer): HacknetServer {
const server = new HacknetServer({
adminRights: true,
hostname: name,
player: this,
ip: createUniqueRandomIp(),
// player: this,
});
this.hacknetNodes.push(server.ip);

View File

@@ -101,9 +101,12 @@ export function generateResleeves(): Resleeve[] {
// Get a random aug
const randIndex: number = getRandomInt(0, augKeys.length - 1)
const randKey: string = augKeys[randIndex];
if (randKey === AugmentationNames.TheRedPill) {
continue; // A sleeve can't have The Red Pill
// Forbidden augmentations
if (randKey === AugmentationNames.TheRedPill || randKey === AugmentationNames.NeuroFluxGovernor) {
continue;
}
const randAug: Augmentation | null = Augmentations[randKey];
r.augmentations.push({name: randAug!.name, level: 1});
r.applyAugmentation(Augmentations[randKey]);

View File

@@ -14,8 +14,6 @@ import { Person,
createTaskTracker } from "../Person";
import { Augmentation } from "../../Augmentation/Augmentation";
import { Augmentations } from "../../Augmentation/Augmentations";
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
@@ -884,31 +882,4 @@ export class Sleeve extends Person {
}
}
export function findSleevePurchasableAugs(sleeve: Sleeve, p: IPlayer): Augmentation[] {
// You can only purchase Augmentations that are actually available from
// your factions. I.e. you must be in a faction that has the Augmentation
// and you must also have enough rep in that faction in order to purchase it.
const ownedAugNames: string[] = sleeve.augmentations.map((e) => {return e.name});
const availableAugs: Augmentation[] = [];
for (const facName of p.factions) {
if (facName === "Bladeburners") { continue; }
const fac: Faction | null = Factions[facName];
if (fac == null) { continue; }
for (const augName of fac.augmentations) {
if (augName === AugmentationNames.NeuroFluxGovernor) { continue; }
if (ownedAugNames.includes(augName)) { continue; }
const aug: Augmentation | null = Augmentations[augName];
if (fac.playerReputation > aug.baseRepRequirement && !availableAugs.includes(aug)) {
availableAugs.push(aug);
}
}
}
return availableAugs;
}
Reviver.constructors.Sleeve = Sleeve;

View File

@@ -2,16 +2,13 @@
* Module for handling the UI for purchasing Sleeve Augmentations
* This UI is a popup, not a full page
*/
import { Sleeve, findSleevePurchasableAugs } from "./Sleeve";
import { Sleeve } from "./Sleeve";
import { findSleevePurchasableAugs } from "./SleeveHelpers";
import { IPlayer } from "../IPlayer";
import { Augmentation } from "../../Augmentation/Augmentation";
import { Augmentations } from "../../Augmentation/Augmentations";
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
import { Faction } from "../../Faction/Faction";
import { Factions } from "../../Faction/Factions";
import { numeralWrapper } from "../../ui/numeralFormat";

View File

@@ -0,0 +1,64 @@
import { Sleeve } from "./Sleeve";
import { IPlayer } from "../IPlayer";
import { Augmentation } from "../../Augmentation/Augmentation";
import { Augmentations } from "../../Augmentation/Augmentations";
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
import { Faction } from "../../Faction/Faction";
import { Factions } from "../../Faction/Factions";
export function findSleevePurchasableAugs(sleeve: Sleeve, p: IPlayer): Augmentation[] {
// You can only purchase Augmentations that are actually available from
// your factions. I.e. you must be in a faction that has the Augmentation
// and you must also have enough rep in that faction in order to purchase it.
const ownedAugNames: string[] = sleeve.augmentations.map((e) => {return e.name});
const availableAugs: Augmentation[] = [];
// Helper function that helps filter out augs that are already owned
// and augs that aren't allowed for sleeves
function isAvailableForSleeve(aug: Augmentation): boolean {
if (aug.name === AugmentationNames.NeuroFluxGovernor) { return false; }
if (ownedAugNames.includes(aug.name)) { return false; }
if (availableAugs.includes(aug)) { return false; }
if (aug.isSpecial) { return false; }
return true;
}
// If player is in a gang, then we return all augs that the player
// has enough reputation for (since that gang offers all augs)
if (p.inGang()) {
const fac = p.getGangFaction();
for (const augName in Augmentations) {
const aug = Augmentations[augName];
if (!isAvailableForSleeve(aug)) { continue; }
if (fac.playerReputation > aug.baseRepRequirement) {
availableAugs.push(aug);
}
}
return availableAugs;
}
for (const facName of p.factions) {
if (facName === "Bladeburners") { continue; }
if (facName === "Netburners") { continue; }
const fac: Faction | null = Factions[facName];
if (fac == null) { continue; }
for (const augName of fac.augmentations) {
const aug: Augmentation = Augmentations[augName];
if (!isAvailableForSleeve(aug)) { continue; }
if (fac.playerReputation > aug.baseRepRequirement) {
availableAugs.push(aug);
}
}
}
return availableAugs;
}

View File

@@ -69,10 +69,10 @@ export class CovenantSleeveMemoryUpgrade extends React.Component<IProps, IState>
const cost = this.getPurchaseCost();
const purchaseBtnDisabled = !this.props.p.canAfford(cost);
let purchaseBtnText;
if (this.state.amt > maxMemory) {
purchaseBtnText = `Memory cannot exceed 100`;
} else if (isNaN(this.state.amt)) {
if (isNaN(this.state.amt)) {
purchaseBtnText = "Invalid value";
} else if (this.state.amt > maxMemory) {
purchaseBtnText = `Memory cannot exceed 100`;
} else {
purchaseBtnText = `Purchase ${this.state.amt} memory - ${numeralWrapper.formatMoney(cost)}`;
}
@@ -88,7 +88,7 @@ export class CovenantSleeveMemoryUpgrade extends React.Component<IProps, IState>
<label htmlFor={inputId}>
Amount of memory to purchase (must be an integer):
</label>
<input id={inputId} onChange={this.changePurchaseAmount} type={"number"} value={this.state.amt} />
<input id={inputId} onChange={this.changePurchaseAmount} type={"number"} value={isNaN(this.state.amt) ? this.state.amt.toString() : this.state.amt} />
<br />
<StdButton disabled={purchaseBtnDisabled} onClick={this.purchaseMemory} text={purchaseBtnText} />
</div>

3
src/Player.d.ts vendored Normal file
View File

@@ -0,0 +1,3 @@
import { IPlayer } from "./PersonObjects/IPlayer";
export declare let Player: IPlayer;

View File

@@ -16,14 +16,10 @@ import { Faction } from "./Faction/Faction";
import { Factions, initFactions } from "./Faction/Factions";
import { joinFaction } from "./Faction/FactionHelpers";
import { deleteGangDisplayContent } from "./Gang";
import { updateHashManagerCapacity } from "./Hacknet/HacknetHelpers";
import { Message } from "./Message/Message";
import { initMessages, Messages } from "./Message/MessageHelpers";
import { initSingularitySFFlags, hasWallStreetSF } from "./NetscriptFunctions";
import {
WorkerScript,
workerScripts,
prestigeWorkerScripts
} from "./NetscriptWorker";
import { prestigeWorkerScripts } from "./NetscriptWorker";
import { Player } from "./Player";
import {
@@ -45,10 +41,9 @@ import {
SpecialServerNames
} from "./Server/SpecialServerIps";
import {
deleteStockMarket,
initStockMarket,
initSymbolToStockMap,
stockMarketContentCreated,
setStockMarketContentCreated
} from "./StockMarket/StockMarket";
import { Terminal, postNetburnerText } from "./Terminal";
@@ -102,7 +97,7 @@ function prestigeAugmentation() {
}
if (augmentationExists(AugmentationNames.CashRoot) &&
Augmentations[AugmentationNames.CashRoot].owned) {
Player.setMoney(new Decimal(1000000));
Player.setMoney(1e6);
homeComp.programs.push(Programs.BruteSSHProgram.name);
}
@@ -153,7 +148,7 @@ function prestigeAugmentation() {
// BitNode 8: Ghost of Wall Street
if (Player.bitNodeN === 8) {Player.money = new Decimal(BitNode8StartingMoney);}
if (Player.bitNodeN === 8 || hasWallStreetSF) {
if (Player.bitNodeN === 8 || SourceFileFlags[8] > 0) {
Player.hasWseAccount = true;
Player.hasTixApiAccess = true;
}
@@ -163,13 +158,6 @@ function prestigeAugmentation() {
initStockMarket();
initSymbolToStockMap();
}
setStockMarketContentCreated(false);
var stockMarketList = document.getElementById("stock-market-list");
while(stockMarketList.firstChild) {
stockMarketList.removeChild(stockMarketList.firstChild);
}
var watchlist = document.getElementById("stock-market-watchlist-filter");
watchlist.value = ""; // Reset watchlist filter
// Refresh Main Menu (the 'World' menu, specifically)
document.getElementById("world-menu-header").click();
@@ -265,9 +253,6 @@ function prestigeSourceFile() {
Terminal.resetTerminalInput();
Engine.loadTerminalContent();
// Reinitialize Bit Node flags
initSingularitySFFlags();
// BitNode 3: Corporatocracy
if (Player.bitNodeN === 3) {
homeComp.messages.push("corporation-management-handbook.lit");
@@ -321,7 +306,7 @@ function prestigeSourceFile() {
// BitNode 8: Ghost of Wall Street
if (Player.bitNodeN === 8) {Player.money = new Decimal(BitNode8StartingMoney);}
if (Player.bitNodeN === 8 || hasWallStreetSF) {
if (Player.bitNodeN === 8 || SourceFileFlags[8] > 0) {
Player.hasWseAccount = true;
Player.hasTixApiAccess = true;
}
@@ -335,11 +320,8 @@ function prestigeSourceFile() {
if (Player.hasWseAccount) {
initStockMarket();
initSymbolToStockMap();
}
setStockMarketContentCreated(false);
var stockMarketList = document.getElementById("stock-market-list");
while(stockMarketList.firstChild) {
stockMarketList.removeChild(stockMarketList.firstChild);
} else {
deleteStockMarket();
}
if (Player.inGang()) { Player.gang.clearUI(); }
@@ -354,9 +336,9 @@ function prestigeSourceFile() {
hserver.level = 100;
hserver.cores = 10;
hserver.cache = 5;
hserver.updateHashRate(Player);
hserver.updateHashRate(Player.hacknet_node_money_mult);
hserver.updateHashCapacity();
Player.hashManager.updateCapacity(Player);
updateHashManagerCapacity();
}
// Refresh Main Menu (the 'World' menu, specifically)

View File

@@ -18,14 +18,15 @@ import {
processHacknetEarnings
} from "./Hacknet/HacknetHelpers";
import { loadMessages, initMessages, Messages } from "./Message/MessageHelpers";
import { loadAllRunningScripts } from "./NetscriptWorker";
import { Player, loadPlayer } from "./Player";
import { loadAllRunningScripts } from "./Script/ScriptHelpers";
import { AllServers, loadAllServers } from "./Server/AllServers";
import { Settings } from "./Settings/Settings";
import {
loadSpecialServerIps,
SpecialServerIps
} from "./Server/SpecialServerIps";
import { SourceFileFlags } from "./SourceFile/SourceFileFlags";
import { loadStockMarket, StockMarket } from "./StockMarket/StockMarket";
import { createStatusText } from "./ui/createStatusText";
@@ -204,27 +205,33 @@ function loadGame(saveString) {
try {
loadAliases(saveObj.AliasesSave);
} catch(e) {
console.warn(`Could not load Aliases from save`);
loadAliases("");
}
} else {
console.warn(`Save file did not contain an Aliases property`);
loadAliases("");
}
if (saveObj.hasOwnProperty("GlobalAliasesSave")) {
try {
loadGlobalAliases(saveObj.GlobalAliasesSave);
} catch(e) {
console.warn(`Could not load GlobalAliases from save`);
loadGlobalAliases("");
}
} else {
console.warn(`Save file did not contain a GlobalAliases property`);
loadGlobalAliases("");
}
if (saveObj.hasOwnProperty("MessagesSave")) {
try {
loadMessages(saveObj.MessagesSave);
} catch(e) {
console.warn(`Could not load Messages from save`);
initMessages();
}
} else {
console.warn(`Save file did not contain a Messages property`);
initMessages();
}
if (saveObj.hasOwnProperty("StockMarketSave")) {
@@ -535,23 +542,12 @@ function loadImportedGame(saveObj, saveString) {
}
BitburnerSaveObject.prototype.exportGame = function() {
this.PlayerSave = JSON.stringify(Player);
this.AllServersSave = JSON.stringify(AllServers);
this.CompaniesSave = JSON.stringify(Companies);
this.FactionsSave = JSON.stringify(Factions);
this.SpecialServerIpsSave = JSON.stringify(SpecialServerIps);
this.AliasesSave = JSON.stringify(Aliases);
this.GlobalAliasesSave = JSON.stringify(GlobalAliases);
this.MessagesSave = JSON.stringify(Messages);
this.StockMarketSave = JSON.stringify(StockMarket);
this.SettingsSave = JSON.stringify(Settings);
this.VersionSave = JSON.stringify(CONSTANTS.Version);
if (Player.inGang()) {
this.AllGangsSave = JSON.stringify(AllGangs);
}
const saveString = this.getSaveString();
var saveString = btoa(unescape(encodeURIComponent(JSON.stringify(this))));
var filename = "bitburnerSave.json";
// Save file name is based on current timestamp and BitNode
const epochTime = Math.round(Date.now() / 1000);
const bn = Player.bitNodeN;
const filename = `bitburnerSave_BN${bn}x${SourceFileFlags[bn]}_${epochTime}.json`;
var file = new Blob([saveString], {type: 'text/plain'});
if (window.navigator.msSaveOrOpenBlob) {// IE10+
window.navigator.msSaveOrOpenBlob(file, filename);
@@ -559,7 +555,7 @@ BitburnerSaveObject.prototype.exportGame = function() {
var a = document.createElement("a"),
url = URL.createObjectURL(file);
a.href = url;
a.download = "bitburnerSave.json";
a.download = filename;
document.body.appendChild(a);
a.click();
setTimeoutRef(function() {

View File

@@ -0,0 +1,5 @@
export enum RamCalculationErrorCode {
SyntaxError = -1,
ImportError = -2,
URLImportError = -3,
}

View File

@@ -1 +1,3 @@
export declare function calculateRamUsage(codeCopy: string): number;
import { Script } from "./Script";
export declare function calculateRamUsage(codeCopy: string, otherScripts: Script[]): number;

View File

@@ -1,11 +1,10 @@
// Calculate a script's RAM usage
const walk = require("acorn/dist/walk"); // Importing this doesn't work for some reason.
import * as walk from "acorn-walk";
import { CONSTANTS } from "../Constants";
import {evaluateImport} from "../NetscriptEvaluator";
import { WorkerScript } from "../NetscriptWorker";
import { Player } from "../Player";
import {parse, Node} from "../../utils/acorn";
import { RamCalculationErrorCode } from "./RamCalculationErrorCodes";
import { RamCosts, RamCostConstants } from "../Netscript/RamCostGenerator";
import { parse, Node } from "../../utils/acorn";
// These special strings are used to reference the presence of a given logical
// construct within a user script.
@@ -19,7 +18,7 @@ const memCheckGlobalKey = ".__GLOBAL__";
// Calcluates the amount of RAM a script uses. Uses parsing and AST walking only,
// rather than NetscriptEvaluator. This is useful because NetscriptJS code does
// not work under NetscriptEvaluator.
async function parseOnlyRamCalculate(server, code, workerScript) {
async function parseOnlyRamCalculate(otherScripts, code, workerScript) {
try {
// Maps dependent identifiers to their dependencies.
//
@@ -74,14 +73,27 @@ async function parseOnlyRamCalculate(server, code, workerScript) {
}
} catch(e) {
console.error(`Error dynamically importing module from ${nextModule} for RAM calculations: ${e}`);
return -1;
return RamCalculationErrorCode.URLImportError;
}
} else {
const script = server.getScript(nextModule.startsWith("./") ? nextModule.slice(2) : nextModule);
if (!script) {
console.warn("Invalid script");
return -1; // No such script on the server.
if (!Array.isArray(otherScripts)) {
console.warn(`parseOnlyRamCalculate() not called with array of scripts`);
return RamCalculationErrorCode.ImportError;
}
let script = null;
let fn = nextModule.startsWith("./") ? nextModule.slice(2) : nextModule;
for (const s of otherScripts) {
if (s.filename === fn) {
script = s;
break;
}
}
if (script == null) {
return RamCalculationErrorCode.ImportError; // No such script on the server
}
code = script.code;
}
@@ -90,7 +102,7 @@ async function parseOnlyRamCalculate(server, code, workerScript) {
// Finally, walk the reference map and generate a ram cost. The initial set of keys to scan
// are those that start with __SPECIAL_INITIAL_MODULE__.
let ram = CONSTANTS.ScriptBaseRamCost;
let ram = RamCostConstants.ScriptBaseRamCost;
const unresolvedRefs = Object.keys(dependencyMap).filter(s => s.startsWith(initialModule));
const resolvedRefs = new Set();
while (unresolvedRefs.length > 0) {
@@ -98,13 +110,13 @@ async function parseOnlyRamCalculate(server, code, workerScript) {
// Check if this is one of the special keys, and add the appropriate ram cost if so.
if (ref === "hacknet" && !resolvedRefs.has("hacknet")) {
ram += CONSTANTS.ScriptHacknetNodesRamCost;
ram += RamCostConstants.ScriptHacknetNodesRamCost;
}
if (ref === "document" && !resolvedRefs.has("document")) {
ram += CONSTANTS.ScriptDomRamCost;
ram += RamCostConstants.ScriptDomRamCost;
}
if (ref === "window" && !resolvedRefs.has("window")) {
ram += CONSTANTS.ScriptDomRamCost;
ram += RamCostConstants.ScriptDomRamCost;
}
resolvedRefs.add(ref);
@@ -124,9 +136,8 @@ async function parseOnlyRamCalculate(server, code, workerScript) {
}
}
// Check if this ident is a function in the workerscript env. If it is, then we need to
// get its RAM cost. We do this by calling it, which works because the running script
// is in checkingRam mode.
// Check if this identifier is a function in the workerscript env.
// If it is, then we need to get its RAM cost.
//
// TODO it would be simpler to just reference a dictionary.
try {
@@ -152,8 +163,15 @@ async function parseOnlyRamCalculate(server, code, workerScript) {
}
}
//Special logic for namespaces (Bladeburner, CodingCOntract)
var func;
// Only count each function once
if (workerScript.loadedFns[ref]) {
continue;
} else {
workerScript.loadedFns[ref] = true;
}
// This accounts for namespaces (Bladeburner, CodingCOntract)
let func;
if (ref in workerScript.env.vars.bladeburner) {
func = workerScript.env.vars.bladeburner[ref];
} else if (ref in workerScript.env.vars.codingcontract) {
@@ -163,7 +181,7 @@ async function parseOnlyRamCalculate(server, code, workerScript) {
} else if (ref in workerScript.env.vars.sleeve) {
func = workerScript.env.vars.sleeve[ref];
} else {
func = workerScript.env.get(ref);
func = workerScript.env.vars[ref];
}
ram += applyFuncRam(func);
} catch (error) {continue;}
@@ -174,7 +192,7 @@ async function parseOnlyRamCalculate(server, code, workerScript) {
// console.info("parse or eval error: ", error);
// This is not unexpected. The user may be editing a script, and it may be in
// a transitory invalid state.
return -1;
return RamCalculationErrorCode.SyntaxError;
}
}
@@ -248,36 +266,6 @@ function parseOnlyCalculateDeps(code, currentModule) {
}
}
//Spread syntax not supported in Edge yet, use Object.assign
/*
walk.recursive(ast, {key: globalKey}, {
ImportDeclaration: (node, st, walkDeeper) => {
const importModuleName = node.source.value;
additionalModules.push(importModuleName);
// This module's global scope refers to that module's global scope, no matter how we
// import it.
dependencyMap[st.key].add(importModuleName + memCheckGlobalKey);
for (let i = 0; i < node.specifiers.length; ++i) {
const spec = node.specifiers[i];
if (spec.imported !== undefined && spec.local !== undefined) {
// We depend on specific things.
internalToExternal[spec.local.name] = importModuleName + "." + spec.imported.name;
} else {
// We depend on everything.
dependencyMap[st.key].add(importModuleName + ".*");
}
}
},
FunctionDeclaration: (node, st, walkDeeper) => {
// Don't use walkDeeper, because we are changing the visitor set.
const key = currentModule + "." + node.id.name;
walk.recursive(node, {key: key}, commonVisitors());
},
...commonVisitors()
});
*/
walk.recursive(ast, {key: globalKey}, Object.assign({
ImportDeclaration: (node, st, walkDeeper) => {
const importModuleName = node.source.value;
@@ -308,104 +296,23 @@ function parseOnlyCalculateDeps(code, currentModule) {
return {dependencyMap: dependencyMap, additionalModules: additionalModules};
}
export async function calculateRamUsage(codeCopy) {
//Create a temporary/mock WorkerScript and an AST from the code
var currServ = Player.getCurrentServer();
var workerScript = new WorkerScript({
filename:"foo",
scriptRef: {code:""},
args:[],
getCode: function() { return ""; }
});
workerScript.checkingRam = true; //Netscript functions will return RAM usage
workerScript.serverIp = currServ.ip;
export async function calculateRamUsage(codeCopy, otherScripts) {
// We don't need a real WorkerScript for this. Just an object that keeps
// track of whatever's needed for RAM calculations
const workerScript = {
loadedFns: {},
env: {
vars: RamCosts,
}
}
try {
return await parseOnlyRamCalculate(currServ, codeCopy, workerScript);
return await parseOnlyRamCalculate(otherScripts, codeCopy, workerScript);
} catch (e) {
console.log("Failed to parse ram using new method. Falling back.", e);
console.error(`Failed to parse script for RAM calculations:`);
console.error(e);
return RamCalculationErrorCode.SyntaxError;
}
// Try the old way.
try {
var ast = parse(codeCopy, {sourceType:"module"});
} catch(e) {
return -1;
}
//Search through AST, scanning for any 'Identifier' nodes for functions, or While/For/If nodes
var queue = [], ramUsage = CONSTANTS.ScriptBaseRamCost;
var whileUsed = false, forUsed = false, ifUsed = false;
queue.push(ast);
while (queue.length != 0) {
var exp = queue.shift();
switch (exp.type) {
case "ImportDeclaration":
//Gets an array of all imported functions as AST expressions
//and pushes them on the queue.
var res = evaluateImport(exp, workerScript, true);
for (var i = 0; i < res.length; ++i) {
queue.push(res[i]);
}
break;
case "BlockStatement":
case "Program":
for (var i = 0; i < exp.body.length; ++i) {
if (exp.body[i] instanceof Node) {
queue.push(exp.body[i]);
}
}
break;
case "WhileStatement":
if (!whileUsed) {
ramUsage += CONSTANTS.ScriptWhileRamCost;
whileUsed = true;
}
break;
case "ForStatement":
if (!forUsed) {
ramUsage += CONSTANTS.ScriptForRamCost;
forUsed = true;
}
break;
case "IfStatement":
if (!ifUsed) {
ramUsage += CONSTANTS.ScriptIfRamCost;
ifUsed = true;
}
break;
case "Identifier":
if (exp.name in workerScript.env.vars) {
var func = workerScript.env.get(exp.name);
if (typeof func === "function") {
try {
var res = func.apply(null, []);
if (typeof res === "number") {
ramUsage += res;
}
} catch(e) {
console.log("ERROR applying function: " + e);
}
}
}
break;
default:
break;
}
for (var prop in exp) {
if (exp.hasOwnProperty(prop)) {
if (exp[prop] instanceof Node) {
queue.push(exp[prop]);
}
}
}
}
//Special case: hacknetnodes array
if (codeCopy.includes("hacknet")) {
ramUsage += CONSTANTS.ScriptHacknetNodesRamCost;
}
return ramUsage;
return RamCalculationErrorCode.SyntaxError;
}

View File

@@ -1,16 +1,17 @@
// Class representing a Script instance that is actively running.
// A Script can have multiple active instances
import { Script } from "./Script";
import { FconfSettings } from "../Fconf/FconfSettings";
import { AllServers } from "../Server/AllServers";
import { Settings } from "../Settings/Settings";
import { IMap } from "../types";
import { post } from "../ui/postToTerminal";
import { Script } from "./Script";
import { FconfSettings } from "../Fconf/FconfSettings";
import { Settings } from "../Settings/Settings";
import { IMap } from "../types";
import { post } from "../ui/postToTerminal";
import { Generic_fromJSON,
Generic_toJSON,
Reviver } from "../../utils/JSONReviver";
import { getTimestamp } from "../../utils/helpers/getTimestamp";
import {
Generic_fromJSON,
Generic_toJSON,
Reviver
} from "../../utils/JSONReviver";
import { getTimestamp } from "../../utils/helpers/getTimestamp";
export class RunningScript {
// Initializes a RunningScript Object from a JSON save state
@@ -73,35 +74,6 @@ export class RunningScript {
this.ramUsage = script.ramUsage;
}
getCode(): string {
const server = AllServers[this.server];
if (server == null) { return ""; }
for (let i = 0; i < server.scripts.length; ++i) {
if (server.scripts[i].filename === this.filename) {
return server.scripts[i].code;
}
}
return "";
}
getRamUsage(): number {
if (this.ramUsage != null && this.ramUsage > 0) { return this.ramUsage; } // Use cached value
const server = AllServers[this.server];
if (server == null) { return 0; }
for (let i = 0; i < server.scripts.length; ++i) {
if (server.scripts[i].filename === this.filename) {
// Cache the ram usage for the next call
this.ramUsage = server.scripts[i].ramUsage;
return this.ramUsage;
}
}
return 0;
}
log(txt: string): void {
if (this.logs.length > Settings.MaxLogCapacity) {
//Delete first element and add new log entry to the end.

View File

@@ -0,0 +1,20 @@
import { AllServers } from "../Server/AllServers";
import { RunningScript } from "./RunningScript";
export function getRamUsageFromRunningScript(script: RunningScript): number {
if (script.ramUsage != null && script.ramUsage > 0) {
return script.ramUsage; // Use cached value
}
const server = AllServers[script.server];
if (server == null) { return 0; }
for (let i = 0; i < server.scripts.length; ++i) {
if (server.scripts[i].filename === script.filename) {
// Cache the ram usage for the next call
script.ramUsage = server.scripts[i].ramUsage;
return script.ramUsage;
}
}
return 0;
}

View File

@@ -2,14 +2,14 @@
// This does NOT represent a script that is actively running and
// being evaluated. See RunningScript for that
import { calculateRamUsage } from "./RamCalculations";
import { IPlayer } from "../PersonObjects/IPlayer";
import { Page,
routing } from "../ui/navigationTracking";
import { Page, routing } from "../ui/navigationTracking";
import { setTimeoutRef } from "../utils/SetTimeoutRef";
import { Generic_fromJSON,
Generic_toJSON,
Reviver } from "../../utils/JSONReviver";
import {
Generic_fromJSON,
Generic_toJSON,
Reviver
} from "../../utils/JSONReviver";
import { roundToTwo } from "../../utils/helpers/roundToTwo";
export class Script {
@@ -35,13 +35,13 @@ export class Script {
server: string = "";
constructor(fn: string = "", code: string = "", server: string = "") {
constructor(fn: string="", code: string="", server: string="", otherScripts: Script[]=[]) {
this.filename = fn;
this.code = code;
this.ramUsage = 0;
this.server = server; // IP of server this script is on
this.module = "";
if (this.code !== "") {this.updateRamUsage();}
if (this.code !== "") { this.updateRamUsage(otherScripts); }
};
download(): void {
@@ -64,7 +64,7 @@ export class Script {
}
// Save a script FROM THE SCRIPT EDITOR
saveScript(code: string, p: IPlayer): void {
saveScript(code: string, serverIp: string, otherScripts: Script[]): void {
if (routing.isOn(Page.ScriptEditor)) {
//Update code and filename
this.code = code.replace(/^\s+|\s+$/g, '');
@@ -77,22 +77,19 @@ export class Script {
this.filename = filenameElem!.value;
// Server
this.server = p.currentServer;
this.server = serverIp;
//Calculate/update ram usage, execution time, etc.
this.updateRamUsage();
this.updateRamUsage(otherScripts);
this.module = "";
}
}
// Updates the script's RAM usage based on its code
async updateRamUsage() {
// TODO Commented this out because I think its unnecessary
// DOuble check/Test
// var codeCopy = this.code.repeat(1);
var res = await calculateRamUsage(this.code);
if (res !== -1) {
async updateRamUsage(otherScripts: Script[]) {
var res = await calculateRamUsage(this.code, otherScripts);
if (res > 0) {
this.ramUsage = roundToTwo(res);
}
}

View File

@@ -1,33 +1,39 @@
import { Script } from "./Script";
import { Script } from "./Script";
import { calculateRamUsage } from "./RamCalculations";
import { isScriptFilename } from "./ScriptHelpersTS";
import { RamCalculationErrorCode } from "./RamCalculationErrorCodes";
import { calculateRamUsage } from "./RamCalculations";
import { isScriptFilename } from "./ScriptHelpersTS";
import {CONSTANTS} from "../Constants";
import {Engine} from "../engine";
import { parseFconfSettings } from "../Fconf/Fconf";
import { FconfSettings } from "../Fconf/FconfSettings";
import {iTutorialSteps, iTutorialNextStep,
ITutorial} from "../InteractiveTutorial";
import { addWorkerScript } from "../NetscriptWorker";
import { Player } from "../Player";
import { AceEditor } from "../ScriptEditor/Ace";
import { CodeMirrorEditor } from "../ScriptEditor/CodeMirror";
import { AllServers } from "../Server/AllServers";
import { processSingleServerGrowth } from "../Server/ServerHelpers";
import { Settings } from "../Settings/Settings";
import { EditorSetting } from "../Settings/SettingEnums";
import { isValidFilePath } from "../Terminal/DirectoryHelpers";
import {TextFile} from "../TextFile";
import {CONSTANTS} from "../Constants";
import {Engine} from "../engine";
import { parseFconfSettings } from "../Fconf/Fconf";
import { FconfSettings } from "../Fconf/FconfSettings";
import {
iTutorialSteps,
iTutorialNextStep,
ITutorial
} from "../InteractiveTutorial";
import { Player } from "../Player";
import { AceEditor } from "../ScriptEditor/Ace";
import { CodeMirrorEditor } from "../ScriptEditor/CodeMirror";
import { AllServers } from "../Server/AllServers";
import { processSingleServerGrowth } from "../Server/ServerHelpers";
import { Settings } from "../Settings/Settings";
import { EditorSetting } from "../Settings/SettingEnums";
import { isValidFilePath } from "../Terminal/DirectoryHelpers";
import { TextFile } from "../TextFile";
import {Page, routing} from "../ui/navigationTracking";
import {numeralWrapper} from "../ui/numeralFormat";
import { Page, routing } from "../ui/navigationTracking";
import { numeralWrapper } from "../ui/numeralFormat";
import {dialogBoxCreate} from "../../utils/DialogBox";
import {Reviver, Generic_toJSON,
Generic_fromJSON} from "../../utils/JSONReviver";
import {compareArrays} from "../../utils/helpers/compareArrays";
import {createElement} from "../../utils/uiHelpers/createElement";
import { dialogBoxCreate } from "../../utils/DialogBox";
import {
Reviver,
Generic_toJSON,
Generic_fromJSON
} from "../../utils/JSONReviver";
import { compareArrays } from "../../utils/helpers/compareArrays";
import { createElement } from "../../utils/uiHelpers/createElement";
var scriptEditorRamCheck = null, scriptEditorRamText = null;
export function scriptEditorInit() {
@@ -127,20 +133,22 @@ export function scriptEditorInit() {
editorSelector.onchange = () => {
const opt = editorSelector.value;
switch (opt) {
case EditorSetting.Ace:
case EditorSetting.Ace: {
const codeMirrorCode = CodeMirrorEditor.getCode();
const codeMirrorFn = CodeMirrorEditor.getFilename();
AceEditor.create();
CodeMirrorEditor.setInvisible();
AceEditor.openScript(codeMirrorFn, codeMirrorCode);
break;
case EditorSetting.CodeMirror:
}
case EditorSetting.CodeMirror: {
const aceCode = AceEditor.getCode();
const aceFn = AceEditor.getFilename();
CodeMirrorEditor.create();
AceEditor.setInvisible();
CodeMirrorEditor.openScript(aceFn, aceCode);
break;
}
default:
console.error(`Unrecognized Editor Setting: ${opt}`);
return;
@@ -182,11 +190,23 @@ export async function updateScriptEditorContent() {
}
var codeCopy = code.repeat(1);
var ramUsage = await calculateRamUsage(codeCopy);
if (ramUsage !== -1) {
var ramUsage = await calculateRamUsage(codeCopy, Player.getCurrentServer().scripts);
if (ramUsage > 0) {
scriptEditorRamText.innerText = "RAM: " + numeralWrapper.format(ramUsage, '0.00') + " GB";
} else {
scriptEditorRamText.innerText = "RAM: Syntax Error";
switch (ramUsage) {
case RamCalculationErrorCode.ImportError:
scriptEditorRamText.innerText = "RAM: Import Error";
break;
case RamCalculationErrorCode.URLImportError:
scriptEditorRamText.innerText = "RAM: HTTP Import Error";
break;
case RamCalculationErrorCode.SyntaxError:
default:
scriptEditorRamText.innerText = "RAM: Syntax Error";
break;
}
}
}
@@ -229,15 +249,15 @@ function saveAndCloseScriptEditor() {
let s = Player.getCurrentServer();
for (var i = 0; i < s.scripts.length; i++) {
if (filename == s.scripts[i].filename) {
s.scripts[i].saveScript(getCurrentEditor().getCode(), Player);
s.scripts[i].saveScript(getCurrentEditor().getCode(), Player.currentServer, Player.getCurrentServer().scripts);
Engine.loadTerminalContent();
return iTutorialNextStep();
}
}
//If the current script does NOT exist, create a new one
// If the current script does NOT exist, create a new one
let script = new Script();
script.saveScript(getCurrentEditor().getCode(), Player);
script.saveScript(getCurrentEditor().getCode(), Player.currentServer, Player.getCurrentServer().scripts);
s.scripts.push(script);
return iTutorialNextStep();
@@ -265,7 +285,7 @@ function saveAndCloseScriptEditor() {
//If the current script already exists on the server, overwrite it
for (var i = 0; i < s.scripts.length; i++) {
if (filename == s.scripts[i].filename) {
s.scripts[i].saveScript(getCurrentEditor().getCode(), Player);
s.scripts[i].saveScript(getCurrentEditor().getCode(), Player.currentServer, Player.getCurrentServer().scripts);
Engine.loadTerminalContent();
return;
}
@@ -273,7 +293,7 @@ function saveAndCloseScriptEditor() {
//If the current script does NOT exist, create a new one
const script = new Script();
script.saveScript(getCurrentEditor().getCode(), Player);
script.saveScript(getCurrentEditor().getCode(), Player.currentServer, Player.getCurrentServer().scripts);
s.scripts.push(script);
} else if (filename.endsWith(".txt")) {
for (var i = 0; i < s.textFiles.length; ++i) {
@@ -293,42 +313,7 @@ function saveAndCloseScriptEditor() {
Engine.loadTerminalContent();
}
//Called when the game is loaded. Loads all running scripts (from all servers)
//into worker scripts so that they will start running
export function loadAllRunningScripts() {
var total = 0;
let skipScriptLoad = (window.location.href.toLowerCase().indexOf("?noscripts") !== -1);
if (skipScriptLoad) { console.info("Skipping the load of any scripts during startup"); }
for (var property in AllServers) {
if (AllServers.hasOwnProperty(property)) {
var server = AllServers[property];
//Reset each server's RAM usage to 0
server.ramUsed = 0;
//Reset modules on all scripts
for (var i = 0; i < server.scripts.length; ++i) {
server.scripts[i].module = "";
}
if (skipScriptLoad) {
//Start game with no scripts
server.runningScripts.length = 0;
} else {
for (var j = 0; j < server.runningScripts.length; ++j) {
addWorkerScript(server.runningScripts[j], server);
//Offline production
total += scriptCalculateOfflineProduction(server.runningScripts[j]);
}
}
}
}
return total;
}
function scriptCalculateOfflineProduction(runningScriptObj) {
export function scriptCalculateOfflineProduction(runningScriptObj) {
//The Player object stores the last update time from when we were online
var thisUpdate = new Date().getTime();
var lastUpdate = Player.lastUpdate;
@@ -424,7 +409,7 @@ function scriptCalculateOfflineProduction(runningScriptObj) {
//designated server, and false otherwise
export function findRunningScript(filename, args, server) {
for (var i = 0; i < server.runningScripts.length; ++i) {
if (server.runningScripts[i].filename == filename &&
if (server.runningScripts[i].filename === filename &&
compareArrays(server.runningScripts[i].args, args)) {
return server.runningScripts[i];
}

View File

@@ -95,6 +95,7 @@ let NetscriptFunctions =
// TIX API
"getStockPrice|getStockPosition|getStockSymbols|getStockMaxShares|" +
"getStockAskPrice|getStockBidPrice|getStockPurchaseCost|getStockSaleGain|" +
"buyStock|sellStock|shortStock|sellShort|" +
"placeOrder|cancelOrder|getOrders|getStockVolatility|getStockForecast|" +
"purchase4SMarketData|purchase4SMarketDataTixApi|" +

View File

@@ -60,8 +60,6 @@ import 'codemirror/theme/xq-light.css';
import 'codemirror/theme/yeti.css';
import 'codemirror/theme/zenburn.css';
import "../../css/codemirror-overrides.scss";
import CodeMirror from "codemirror/lib/codemirror.js";
import "codemirror/mode/javascript/javascript.js";
import "./CodeMirrorNetscriptMode";

View File

@@ -153,9 +153,13 @@ CodeMirror.defineMode("netscript", function(config, parserConfig) {
// Netscript TIX API
"getStockPrice": atom,
"getStockAskPrice": atom,
"getStockBidPrice": atom,
"getStockPosition": atom,
"getStockSymbols": atom,
"getStockMaxShares": atom,
"getStockPurchaseCost": atom,
"getStockSaleGain": atom,
"buyStock": atom,
"sellStock": atom,
"shortStock": atom,

View File

@@ -5,25 +5,42 @@ import { serverMetadata } from "./data/servers";
import { HacknetServer } from "../Hacknet/HacknetServer";
import { IMap } from "../types";
import { createRandomIp,
ipExists } from "../../utils/IPAddress";
import { createRandomIp } from "../../utils/IPAddress";
import { getRandomInt } from "../../utils/helpers/getRandomInt";
import { Reviver } from "../../utils/JSONReviver";
// Map of all Servers that exist in the game
// Key (string) = IP
// Value = Server object
/**
* Map of all Servers that exist in the game
* Key (string) = IP
* Value = Server object
*/
export let AllServers: IMap<Server | HacknetServer> = {};
export function ipExists(ip: string) {
return (AllServers[ip] != null);
}
export function createUniqueRandomIp(): string {
const ip = createRandomIp();
// If the Ip already exists, recurse to create a new one
if (ipExists(ip)) {
return createRandomIp();
}
return ip;
}
// Saftely add a Server to the AllServers map
export function AddToAllServers(server: Server | HacknetServer): void {
var serverIp = server.ip;
if (ipExists(serverIp)) {
console.log("IP of server that's being added: " + serverIp);
console.log("Hostname of the server thats being added: " + server.hostname);
console.log("The server that already has this IP is: " + AllServers[serverIp].hostname);
console.warn(`IP of server that's being added: ${serverIp}`);
console.warn(`Hostname of the server thats being added: ${server.hostname}`);
console.warn(`The server that already has this IP is: ${AllServers[serverIp].hostname}`);
throw new Error("Error: Trying to add a server with an existing IP");
}
AllServers[serverIp] = server;
}
@@ -71,7 +88,7 @@ export function initForeignServers(homeComputer: Server) {
for (const metadata of serverMetadata) {
const serverParams: IServerParams = {
hostname: metadata.hostname,
ip: createRandomIp(),
ip: createUniqueRandomIp(),
numOpenPortsRequired: metadata.numOpenPortsRequired,
organizationName: metadata.organizationName
};

View File

@@ -5,6 +5,7 @@ import { CodingContract } from "../CodingContracts";
import { Message } from "../Message/Message";
import { RunningScript } from "../Script/RunningScript";
import { Script } from "../Script/Script";
import { isValidFilePath } from "../Terminal/DirectoryHelpers";
import { TextFile } from "../TextFile";
import { IReturnStatus } from "../types";
@@ -223,15 +224,15 @@ export class BaseServer {
* Overwrites existing files. Creates new files if the script does not eixst
*/
writeToScriptFile(fn: string, code: string) {
var ret = {success: false, overwritten: false};
if (!isScriptFilename(fn)) { return ret; }
var ret = { success: false, overwritten: false };
if (!isValidFilePath(fn) || !isScriptFilename(fn)) { return ret; }
//Check if the script already exists, and overwrite it if it does
// Check if the script already exists, and overwrite it if it does
for (let i = 0; i < this.scripts.length; ++i) {
if (fn === this.scripts[i].filename) {
let script = this.scripts[i];
script.code = code;
script.updateRamUsage();
script.updateRamUsage(this.scripts);
script.module = "";
ret.overwritten = true;
ret.success = true;
@@ -239,12 +240,8 @@ export class BaseServer {
}
}
//Otherwise, create a new script
const newScript = new Script();
newScript.filename = fn;
newScript.code = code;
newScript.updateRamUsage();
newScript.server = this.ip;
// Otherwise, create a new script
const newScript = new Script(fn, code, this.ip, this.scripts);
this.scripts.push(newScript);
ret.success = true;
return ret;
@@ -254,9 +251,9 @@ export class BaseServer {
// Overwrites existing files. Creates new files if the text file does not exist
writeToTextFile(fn: string, txt: string) {
var ret = { success: false, overwritten: false };
if (!fn.endsWith("txt")) { return ret; }
if (!isValidFilePath(fn) || !fn.endsWith("txt")) { return ret; }
//Check if the text file already exists, and overwrite if it does
// Check if the text file already exists, and overwrite if it does
for (let i = 0; i < this.textFiles.length; ++i) {
if (this.textFiles[i].fn === fn) {
ret.overwritten = true;
@@ -266,7 +263,7 @@ export class BaseServer {
}
}
//Otherwise create a new text file
// Otherwise create a new text file
var newFile = new TextFile(fn, txt);
this.textFiles.push(newFile);
ret.success = true;

Some files were not shown because too many files have changed in this diff Show More