Compare commits

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84 Commits

Author SHA1 Message Date
danielyxie
433b399de9 v0.47.1 2019-06-28 09:28:08 -07:00
danielyxie
58d04c0cbb Updated documentation changelog 2019-06-27 00:01:46 -07:00
danielyxie
e3a74f23a1 ps and top Terminal commands now show script pid. Updated version and changelog 2019-06-27 00:01:06 -07:00
danielyxie
3a374de210 killWorkerScript() now takes an optional argument for whether to rerenderUI. This is used to batch UI updates on killall() 2019-06-24 22:48:54 -07:00
danielyxie
4cc6437408 Updated WorkerScript-related code for the workerScripts array->map change 2019-06-24 22:48:54 -07:00
danielyxie
821725cf4d Initial commit for converting workerScripts pool to Map data structure 2019-06-24 22:48:54 -07:00
danielyxie
931de230ae Minor rebalancing to stock market. Updated documentation and tests for recent changes 2019-06-11 00:18:14 -07:00
danielyxie
7301946236 Added and Updated Stock Market tests for the new changes 2019-06-09 21:23:48 -07:00
danielyxie
a15041da75 More rebalancing for stock market changes. Transactions now affect second-order forecast (very slightly) 2019-06-09 15:12:33 -07:00
danielyxie
00f8c0a51f Removed debug stuff for beta branch 2019-06-04 21:31:45 -07:00
danielyxie
63483837bc Fixed version in changelog 2019-06-03 23:10:10 -07:00
danielyxie
dc5f4e6694 Updated documentation for new Stock Market changes. More rebalancing for recent stock market changes 2019-06-03 23:05:25 -07:00
danielyxie
35f8a5115a Finished implementing player influencing on stock 2nd-order forecasts. Balanced recent stock market changes 2019-06-03 22:21:36 -07:00
danielyxie
8398fd47f0 Changed the way stock market cycles occur. Stock second-order forecast now changes normally like before 2019-06-02 23:29:56 -07:00
danielyxie
9d7c869c0a Merge branch 'dev' of https://github.com/danielyxie/bitburner into dev 2019-06-02 20:57:57 -07:00
danielyxie
74587f269e Updated changelog 2019-06-02 20:57:39 -07:00
danielyxie
6a3ffff3ad Merge pull request #630 from jaguilar/ns2_recompile_when_script_write
Recompile scripts when updated via ns.write
2019-06-02 20:56:21 -07:00
J
2f8eac07ee fix indentation 2019-06-02 23:53:07 -04:00
J
3eaefa01f9 Merge branch 'dev' into ns2_recompile_when_script_write 2019-06-02 23:50:57 -04:00
danielyxie
b250af913d Merge pull request #629 from jaguilar/ns2_recompile_stale_deps
recompile ns2 scripts if dependencies change
2019-06-02 20:46:32 -07:00
danielyxie
0b4968d148 Re-added the getStockPurchaseCost() and getStockSaleGain() functions so we don't break user scripts 2019-06-02 20:28:02 -07:00
J
8817d179c6 Merge branch 'dev' into ns2_recompile_stale_deps 2019-06-02 23:03:20 -04:00
James Aguilar
e5e3fec1a9 close dialog boxes on escape 2019-06-02 20:00:14 -07:00
Heikki Aitakangas
eecb0c0f01 Update script.module immediately, so we avoid accidentally evaling the same module several times 2019-06-02 19:58:01 -07:00
James Aguilar
d45689c7df use sequence numbers rather than timestamps for script expiration 2019-06-02 20:26:06 -04:00
James Aguilar
2201dfc371 fix typo 2019-06-02 15:40:13 -04:00
James Aguilar
3ef9042051 fix two cases where markUpdated was not properly called 2019-06-02 15:38:45 -04:00
James Aguilar
1236ad252b markUpdated() for Script 2019-06-02 15:32:35 -04:00
James Aguilar
65331ab22e recompile ns2 scripts if dependencies change 2019-06-02 15:21:08 -04:00
danielyxie
c485fdfa87 Removed stock market price movement. Now only forecast is influenced by big transactions 2019-05-22 19:12:06 -07:00
danielyxie
6effda29a9 Implemented second-order forecasts for stocks 2019-05-22 17:23:30 -07:00
danielyxie
7035154454 Merge branch 'master' of https://github.com/danielyxie/bitburner into dev 2019-05-20 14:45:30 -07:00
danielyxie
d7f3ab9177 Tempered the affect that stock market txs have on stock forecasts 2019-05-20 14:44:51 -07:00
danielyxie
3660dde75f Merge branch 'master' of https://github.com/danielyxie/bitburner into dev 2019-05-19 14:07:16 -07:00
danielyxie
99688b78c7 Temporary rebalancing for v0.47.0 2019-05-19 14:06:53 -07:00
danielyxie
6841f24932 Optimized Largest Prime factor coding contract solver. 2019-05-19 13:56:49 -07:00
Sotisi
9f94d0838a removed faulty else, was left prior by accident. 2019-05-17 15:54:36 -07:00
Sotisi
086fc67ecc Fixed O(n) runtime of "Find Largest Prime Factor" for high primes to 0(sqrt(n)). 2019-05-17 15:54:36 -07:00
danielyxie
a2551f98c2 Fixed documentation typos in v0.47.0 2019-05-17 15:51:28 -07:00
danielyxie
95c928afc9 Merge branch 'dev' of https://github.com/danielyxie/bitburner into dev 2019-05-17 13:51:48 -07:00
danielyxie
8a00e6e532 Merge pull request #614 from danielyxie/active-scripts-ui-and-implementation-rework
Active scripts ui and implementation rework
2019-05-17 13:50:55 -07:00
danielyxie
287a97aea6 Fixed merge conflcits with dev 2019-05-17 13:50:27 -07:00
danielyxie
664267bff0 Removed unused imports in engine 2019-05-17 13:47:35 -07:00
danielyxie
2597b33f81 Finished refactoring augmentations page UI to use react 2019-05-17 13:47:35 -07:00
danielyxie
9442b348e6 Refactored SourceFile-related code to TypeScript 2019-05-17 13:47:35 -07:00
danielyxie
3b7f9c9fb0 Fixed issues with Active Scripts UI. Implemented event emitter for Active Scripts UI 2019-05-17 13:41:16 -07:00
danielyxie
20ca7533b0 Merge pull request #612 from danielyxie/dev
v0.47.0
2019-05-17 13:09:04 -07:00
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
c1ec3c5eba Finished refactoring Active Scripts UI into React/TypeScript. Currently untested 2019-05-16 23:44:59 -07:00
danielyxie
42804b0cd3 Refactored 'workerScripts' array and killWorkerScript() fn to be their own modules in TypeScript 2019-05-15 23:05:36 -07:00
danielyxie
b1248521f3 Removed unused imports in engine 2019-05-15 00:37:11 -07:00
danielyxie
b744997c72 Finished refactoring augmentations page UI to use react 2019-05-15 00:15:07 -07:00
danielyxie
2d37409392 Refactored SourceFile-related code to TypeScript 2019-05-14 20:56:59 -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
186 changed files with 14542 additions and 7216 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

126
css/activescripts.scss Normal file
View File

@@ -0,0 +1,126 @@
@import "theme";
.active-scripts-list {
list-style-type: none;
}
#active-scripts-container {
position: fixed;
padding-top: 10px;
> p {
width: 70%;
margin: 6px;
padding: 4px;
}
.accordion-header {
> pre {
color: white;
}
}
}
.active-scripts-server-header {
background-color: #444;
font-size: $defaultFontSize * 1.25;
color: #fff;
margin: 6px 6px 0 6px;
padding: 6px;
cursor: pointer;
width: 60%;
text-align: left;
border: none;
outline: none;
&:after {
content: '\02795'; /* "plus" sign (+) */
font-size: $defaultFontSize * 0.8125;
color: #fff;
float: right;
margin-left: 5px;
}
&.active, &:hover {
background-color: #555;
}
}
.active-scripts-server-header.active {
&:after {
content: "\2796"; /* "minus" sign (-) */
font-size: $defaultFontSize * 0.8125;
color: #fff;
float: right;
margin-left: 5px;
}
&:hover {
background-color: #666;
}
}
.active-scripts-server-panel {
margin: 0 6px 6px 6px;
padding: 0 6px 6px 6px;
width: 55%;
margin-left: 5%;
display: none;
div, ul, ul > li {
background-color: #555;
}
}
.active-scripts-script-header {
background-color: #555;
border: none;
color: var(--my-font-color);
cursor: pointer;
display: block;
outline: none;
padding: 4px 25px 4px 10px;
position: relative;
text-align: left;
width: auto;
&:after {
content: '\02795'; /* "plus" sign (+) */
font-size: $defaultFontSize * 0.8125;
float: right;
margin-left: 5px;
color: transparent;
text-shadow: 0 0 0 var(--my-font-color);
position: absolute;
bottom: 4px;
}
&.active:after {
content: "\2796"; /* "minus" sign (-) */
}
&:hover,
&.active:hover {
background-color: #666;
}
&.active {
background-color: #555;
}
}
.active-scripts-script-panel {
background-color: #555;
display: none;
font-size: 14px;
margin-bottom: 6px;
padding: 0 18px;
width: auto;
pre, h2, ul, li {
background-color: #555;
width: auto;
color: #fff;
margin-left: 5%;
}
}

31
css/augmentations.scss Normal file
View File

@@ -0,0 +1,31 @@
/**
* Styling for the Augmentations UI. This is the page that displays all of the
* player's owned and purchased Augmentations and Source-Files. It also allows
* the player to install Augmentations
*/
@import "theme";
#augmentations-container {
position: fixed;
padding-top: 10px;
}
#augmentations-content {
> p {
font-size: $defaultFontSize * 0.875;
width: 70%;
}
}
.augmentations-list {
button,
div {
color: var(--my-font-color);
text-decoration: none;
}
button {
padding: 4px;
}
}

View File

@@ -18,126 +18,6 @@
position: fixed;
}
/* Active scripts */
.active-scripts-list {
list-style-type: none;
}
#active-scripts-container {
position: fixed;
padding-top: 10px;
}
#active-scripts-text,
#active-scripts-total-prod {
width: 70%;
margin: 6px;
padding: 4px;
}
.active-scripts-server-header {
background-color: #444;
font-size: $defaultFontSize * 1.25;
color: #fff;
margin: 6px 6px 0 6px;
padding: 6px;
cursor: pointer;
width: 60%;
text-align: left;
border: none;
outline: none;
}
.active-scripts-server-header.active,
.active-scripts-server-header:hover {
background-color: #555;
}
.active-scripts-server-header.active:hover {
background-color: #666;
}
.active-scripts-server-header:after {
content: '\02795'; /* "plus" sign (+) */
font-size: $defaultFontSize * 0.8125;
color: #fff;
float: right;
margin-left: 5px;
}
.active-scripts-server-header.active:after {
content: "\2796"; /* "minus" sign (-) */
font-size: $defaultFontSize * 0.8125;
color: #fff;
float: right;
margin-left: 5px;
}
.active-scripts-server-panel {
margin: 0 6px 6px 6px;
padding: 0 6px 6px 6px;
width: 55%;
margin-left: 5%;
display: none;
}
.active-scripts-server-panel div,
.active-scripts-server-panel ul,
.active-scripts-server-panel ul > li {
background-color: #555;
}
.active-scripts-script-header {
background-color: #555;
color: var(--my-font-color);
padding: 4px 25px 4px 10px;
cursor: pointer;
width: auto;
text-align: left;
border: none;
outline: none;
position: relative;
&:after {
content: '\02795'; /* "plus" sign (+) */
font-size: $defaultFontSize * 0.8125;
float: right;
margin-left: 5px;
color: transparent;
text-shadow: 0 0 0 var(--my-font-color);
position: absolute;
bottom: 4px;
}
&.active:after {
content: "\2796"; /* "minus" sign (-) */
}
&:hover,
&.active:hover {
background-color: #666;
}
&.active {
background-color: #555;
}
}
.active-scripts-script-panel {
padding: 0 18px;
background-color: #555;
width: auto;
display: none;
margin-bottom: 6px;
p, h2, ul, li {
background-color: #555;
width: auto;
color: #fff;
margin-left: 5%;
}
}
/* World */
#world-container {
position: fixed;
@@ -185,19 +65,6 @@
width: 70%;
}
#faction-donate-amount-txt,
#faction-donate-input {
padding: 6px;
margin: 6px;
display: inline-block;
color: var(--my-font-color);
background-color: #000;
}
#faction-donate-amount-txt {
width: 50%;
}
#faction-container p,
#faction-container pre {
padding: 4px 6px;
@@ -213,45 +80,12 @@
word-wrap: break-word; /* Internet Explorer 5.5+ */
}
/* Faction Augmentations */
#faction-augmentations-container {
position: fixed;
padding-top: 10px;
p, a, ul, h1 {
margin: 8px;
padding: 4px;
}
}
/* World */
#world-container li {
margin: 0 0 15px 0;
list-style-type: none;
}
/* Augmentations */
#augmentations-container {
position: fixed;
padding-top: 10px;
}
.augmentations-list {
button,
div {
color: var(--my-font-color);
text-decoration: none;
}
button {
padding: 2px 5px;
}
div {
padding: 6px;
}
}
/* Tutorial */
#tutorial-container {
position: fixed;

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 {

View File

@@ -243,8 +243,8 @@ a:visited {
/* Accordion menus (Header with collapsible panel) */
.accordion-header {
background-color: #444;
font-size: $defaultFontSize * 1.25;
color: #fff;
font-size: $defaultFontSize * 1.25;
margin: 6px 6px 0 6px;
padding: 4px 6px;
cursor: pointer;

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],u[i]&&s.push(u[i][0]),u[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 r.push.apply(r,l||[]),o()}function o(){for(var n,t=0;t<r.length;t++){for(var o=r[t],e=!0,f=1;f<o.length;f++){var c=o[f];0!==u[c]&&(e=!1)}e&&(r.splice(t--,1),n=i(i.s=o[0]))}return n}var e={},u={1:0},r=[];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;r.push([361,0]),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){},352:function(n,t,o){},354:function(n,t,o){},356:function(n,t,o){},358:function(n,t,o){},361:function(n,t,o){"use strict";o.r(t);o(360),o(358),o(356),o(354),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)}});
//# 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 */
@@ -304,8 +261,8 @@ a:visited {
/* Accordion menus (Header with collapsible panel) */
.accordion-header {
background-color: #444;
font-size: 20px;
color: #fff;
font-size: 20px;
margin: 6px 6px 0 6px;
padding: 4px 6px;
cursor: pointer;
@@ -933,6 +890,147 @@ 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 */
.active-scripts-list {
list-style-type: none; }
#active-scripts-container {
position: fixed;
padding-top: 10px; }
#active-scripts-container > p {
width: 70%;
margin: 6px;
padding: 4px; }
#active-scripts-container .accordion-header > pre {
color: white; }
.active-scripts-server-header {
background-color: #444;
font-size: 20px;
color: #fff;
margin: 6px 6px 0 6px;
padding: 6px;
cursor: pointer;
width: 60%;
text-align: left;
border: none;
outline: none; }
.active-scripts-server-header:after {
content: '\2795';
/* "plus" sign (+) */
font-size: 13px;
color: #fff;
float: right;
margin-left: 5px; }
.active-scripts-server-header.active, .active-scripts-server-header:hover {
background-color: #555; }
.active-scripts-server-header.active:after {
content: "\2796";
/* "minus" sign (-) */
font-size: 13px;
color: #fff;
float: right;
margin-left: 5px; }
.active-scripts-server-header.active:hover {
background-color: #666; }
.active-scripts-server-panel {
margin: 0 6px 6px 6px;
padding: 0 6px 6px 6px;
width: 55%;
margin-left: 5%;
display: none; }
.active-scripts-server-panel div, .active-scripts-server-panel ul, .active-scripts-server-panel ul > li {
background-color: #555; }
.active-scripts-script-header {
background-color: #555;
border: none;
color: var(--my-font-color);
cursor: pointer;
display: block;
outline: none;
padding: 4px 25px 4px 10px;
position: relative;
text-align: left;
width: auto; }
.active-scripts-script-header:after {
content: '\2795';
/* "plus" sign (+) */
font-size: 13px;
float: right;
margin-left: 5px;
color: transparent;
text-shadow: 0 0 0 var(--my-font-color);
position: absolute;
bottom: 4px; }
.active-scripts-script-header.active:after {
content: "\2796";
/* "minus" sign (-) */ }
.active-scripts-script-header:hover, .active-scripts-script-header.active:hover {
background-color: #666; }
.active-scripts-script-header.active {
background-color: #555; }
.active-scripts-script-panel {
background-color: #555;
display: none;
font-size: 14px;
margin-bottom: 6px;
padding: 0 18px;
width: auto; }
.active-scripts-script-panel pre, .active-scripts-script-panel h2, .active-scripts-script-panel ul, .active-scripts-script-panel li {
background-color: #555;
width: auto;
color: #fff;
margin-left: 5%; }
/* COLORS */
/* Attributes */
/**
@@ -1007,107 +1105,6 @@ button {
padding-top: 10px;
position: fixed; }
/* Active scripts */
.active-scripts-list {
list-style-type: none; }
#active-scripts-container {
position: fixed;
padding-top: 10px; }
#active-scripts-text,
#active-scripts-total-prod {
width: 70%;
margin: 6px;
padding: 4px; }
.active-scripts-server-header {
background-color: #444;
font-size: 20px;
color: #fff;
margin: 6px 6px 0 6px;
padding: 6px;
cursor: pointer;
width: 60%;
text-align: left;
border: none;
outline: none; }
.active-scripts-server-header.active,
.active-scripts-server-header:hover {
background-color: #555; }
.active-scripts-server-header.active:hover {
background-color: #666; }
.active-scripts-server-header:after {
content: '\2795';
/* "plus" sign (+) */
font-size: 13px;
color: #fff;
float: right;
margin-left: 5px; }
.active-scripts-server-header.active:after {
content: "\2796";
/* "minus" sign (-) */
font-size: 13px;
color: #fff;
float: right;
margin-left: 5px; }
.active-scripts-server-panel {
margin: 0 6px 6px 6px;
padding: 0 6px 6px 6px;
width: 55%;
margin-left: 5%;
display: none; }
.active-scripts-server-panel div,
.active-scripts-server-panel ul,
.active-scripts-server-panel ul > li {
background-color: #555; }
.active-scripts-script-header {
background-color: #555;
color: var(--my-font-color);
padding: 4px 25px 4px 10px;
cursor: pointer;
width: auto;
text-align: left;
border: none;
outline: none;
position: relative; }
.active-scripts-script-header:after {
content: '\2795';
/* "plus" sign (+) */
font-size: 13px;
float: right;
margin-left: 5px;
color: transparent;
text-shadow: 0 0 0 var(--my-font-color);
position: absolute;
bottom: 4px; }
.active-scripts-script-header.active:after {
content: "\2796";
/* "minus" sign (-) */ }
.active-scripts-script-header:hover, .active-scripts-script-header.active:hover {
background-color: #666; }
.active-scripts-script-header.active {
background-color: #555; }
.active-scripts-script-panel {
padding: 0 18px;
background-color: #555;
width: auto;
display: none;
margin-bottom: 6px; }
.active-scripts-script-panel p, .active-scripts-script-panel h2, .active-scripts-script-panel ul, .active-scripts-script-panel li {
background-color: #555;
width: auto;
color: #fff;
margin-left: 5%; }
/* World */
#world-container {
position: fixed;
@@ -1147,17 +1144,6 @@ button {
margin: 6px;
width: 70%; }
#faction-donate-amount-txt,
#faction-donate-input {
padding: 6px;
margin: 6px;
display: inline-block;
color: var(--my-font-color);
background-color: #000; }
#faction-donate-amount-txt {
width: 50%; }
#faction-container p,
#faction-container pre {
padding: 4px 6px;
@@ -1176,35 +1162,11 @@ button {
word-wrap: break-word;
/* Internet Explorer 5.5+ */ }
/* Faction Augmentations */
#faction-augmentations-container {
position: fixed;
padding-top: 10px; }
#faction-augmentations-container p, #faction-augmentations-container a, #faction-augmentations-container ul, #faction-augmentations-container h1 {
margin: 8px;
padding: 4px; }
/* World */
#world-container li {
margin: 0 0 15px 0;
list-style-type: none; }
/* Augmentations */
#augmentations-container {
position: fixed;
padding-top: 10px; }
.augmentations-list button,
.augmentations-list div {
color: var(--my-font-color);
text-decoration: none; }
.augmentations-list button {
padding: 2px 5px; }
.augmentations-list div {
padding: 6px; }
/* Tutorial */
#tutorial-container {
position: fixed;
@@ -1286,6 +1248,29 @@ button {
display: inline;
width: 25%; }
/**
* Styling for the Augmentations UI. This is the page that displays all of the
* player's owned and purchased Augmentations and Source-Files. It also allows
* the player to install Augmentations
*/
/* COLORS */
/* Attributes */
#augmentations-container {
position: fixed;
padding-top: 10px; }
#augmentations-content > p {
font-size: 14px;
width: 70%; }
.augmentations-list button,
.augmentations-list div {
color: var(--my-font-color);
text-decoration: none; }
.augmentations-list button {
padding: 4px; }
/* COLORS */
/* Attributes */
/**
@@ -1313,25 +1298,30 @@ 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 +1331,28 @@ 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 +4871,4 @@ 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

@@ -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 +25,73 @@ 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.
Forecast & Second-Order Forecast
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
A stock's forecast is its likelihood of increasing or decreasing in value. The
forecast is typically represented by its probability of increasing in either
a decimal or percentage form. For example, a forecast of 70% means the stock
has a 70% chance of increasing and a 30% chance of decreasing.
A stock's second-order forecast is the target value that its forecast trends towards.
For example, if a stock has a forecast of 60% and a second-order forecast of 70%,
then the stock's forecast should slowly trend towards 70% over time. However, this is
determined by RNG so there is a chance that it may never reach 70%.
Both the forecast and the second-order forecast change over time.
A stock's forecast can be viewed after purchasing Four Sigma (4S) Market Data
access. This lets you see the forecast info on the Stock Market UI. If you also
purchase access to the 4S Market Data TIX API, then you can view a stock's forecast
using the :js:func:`getStockForecast` function.
A stock's second-order forecast is always hidden.
.. _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.
Transactions Influencing Stock Forecast
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Buying or selling a large number of shares
of a stock will influence that stock's forecast & second-order 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.
The effect that transactions have on a stock's second-order forecast is
significantly smaller than the effect on its 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 +132,77 @@ 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.
.. _gameplay_stock_market_player_actions_influencing_stock:
Player Actions Influencing Stocks
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
It is possible for your actions elsewhere in the game to influence the stock market.
Hacking
If a server has a corresponding stock (e.g. *foodnstuff* server -> FoodNStuff
stock), then hacking that server can decrease the stock's second-order
forecast. This causes the corresponding stock's forecast to trend downwards in value
over time.
This effect only occurs if you set the *stock* option to
true when calling the :js:func:`hack` function. The chance that hacking a
server will cause this effect is based on what percentage of the
server's total money you steal.
A single hack will have a minor
effect, but continuously hacking a server for lots of money over time
will have a noticeable effect in making the stock's forecast trend downwards.
Growing
If a server has a corresponding stock (e.g. *foodnstuff* server -> FoodNStuff
stock), then growing that server's money can increase the stock's
second-order forecast. This causes the corresponding stock's
forecast to trend upwards in value over time.
This effect only occurs if you set the *stock* option to true when calling the
:js:func:`grow` function. The chance that growing a server will cause this
effect is based on what percentage of the server's total money to add to it.
A single grow operation will have a minor effect, but continuously growing
a server for lots of money over time will have a noticeable effect in making
the stock's forecast trend upwards.
Working for a Company
If a company has a corresponding stock, then working for that company will
increase the corresponding stock's second-order forecast. This will
cause the stock's forecast to (slowly) trend upwards in value
over time.
The potency of this effect is based on how "effective" you are when you work
(i.e. its based on your stats and multipliers).
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 (i.e. the stock's forecast)
* Likelihood of forecast increasing or decreasing (i.e. the stock's second-order forecast)
* 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

@@ -3,11 +3,80 @@
Changelog
=========
v0.47.1 - 6/27/2019
-------------------
* Stock Market changes:
* Transactions no longer influence stock prices (but they still influence forecast)
* Changed the way stocks behave, particularly with regard to how the stock forecast occasionally "flips"
* Hacking & growing a server can potentially affect the way the corresponding stock's forecast changes
* Working for a company positively affects the way the corresponding stock's forecast changes
* Scripts now start/stop instantly
* Improved performance when starting up many copies of a new NetscriptJS script (by Ornedan)
* Improved performance when killing scripts
* Dialog boxes can now be closed with the ESC key (by jaguilar)
* NetscriptJS scripts should now be "re-compiled" if their dependencies change (by jaguilar)
* write() function should now properly cause NetscriptJS scripts to "re-compile" (by jaguilar)
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)
* Gang changes:
* Bug Fix: Gangs can no longer clash with themselve
* Bug Fix: Winning against another gang should properly reduce their power

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

@@ -27,6 +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 +1,16 @@
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.
* stock (*boolean*) - If true, the function can affect the stock market. See
:ref:`gameplay_stock_market_player_actions_influencing_stock`
:returns: The number by which the money on the server was multiplied for the growth
:RAM cost: 0.15 GB
@@ -19,3 +26,4 @@ grow() Netscript Function
Example::
grow("foodnstuff");
grow("foodnstuff", { threads: 5 }); // Only use 5 threads to grow

View File

@@ -1,9 +1,16 @@
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.
* stock (*boolean*) - If true, the function can affect the stock market. See
:ref:`gameplay_stock_market_player_actions_influencing_stock`
:returns: The amount of money stolen if the hack is successful, and zero otherwise
:RAM cost: 0.1 GB
@@ -20,3 +27,4 @@ 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

@@ -16,8 +16,6 @@ You can use the Singularity Functions in other BitNodes if and only if you have
Source-File 4 will open up additional Singularity Functions that you can use in other BitNodes. If your Source-File 4 is upgraded all the way to
level 3, then you will be able to access all of the Singularity Functions.
Note that Singularity Functions require twice as much RAM outside of BitNode-4
.. toctree::
:caption: Functions:

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 +1,14 @@
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>`
and commission fees.

View File

@@ -0,0 +1,14 @@
getStockSaleGain() Netscript Function
=====================================
.. js:function:: getStockSaleGain(sym, shares, posType)
:param string sym: Stock symbol
:param number shares: Number of shares to sell
: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>`
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>

1252
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",
@@ -44,12 +45,13 @@
"devDependencies": {
"@babel/core": "^7.3.4",
"@babel/preset-react": "^7.0.0",
"@types/chai": "^4.1.7",
"@types/mocha": "^5.2.7",
"babel-loader": "^8.0.5",
"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 +61,18 @@
"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 +111,15 @@
"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

@@ -1,337 +0,0 @@
// TODO - Convert this to React
import { workerScripts, killWorkerScript } from "./NetscriptWorker";
import { Player } from "./Player";
import { getServer } from "./Server/ServerHelpers";
import { Page, routing } from "./ui/navigationTracking";
import { numeralWrapper } from "./ui/numeralFormat";
import { dialogBoxCreate } from "../utils/DialogBox";
import { logBoxCreate } from "../utils/LogBox";
import { convertTimeMsToTimeElapsedString } from "../utils/StringHelperFunctions";
import { arrayToString } from "../utils/helpers/arrayToString";
import { createProgressBarText } from "../utils/helpers/createProgressBarText";
import { exceptionAlert } from "../utils/helpers/exceptionAlert";
import { roundToTwo } from "../utils/helpers/roundToTwo";
import { createAccordionElement } from "../utils/uiHelpers/createAccordionElement";
import { createElement } from "../utils/uiHelpers/createElement";
import { getElementById } from "../utils/uiHelpers/getElementById";
import { removeChildrenFromElement } from "../utils/uiHelpers/removeChildrenFromElement";
import { removeElement } from "../utils/uiHelpers/removeElement";
/**
* {
* serverName: {
* header: Server Header Element
* panel: Server Panel List (ul) element
* scripts: {
* script id: Ref to Script information
* }
* }
* ...
*/
const ActiveScriptsUI = {};
const ActiveScriptsTasks = []; // Sequentially schedule the creation/deletion of UI elements
const getHeaderHtml = (server) => {
// TODO: calculate the longest hostname length rather than hard coding it
const longestHostnameLength = 18;
const paddedName = `${server.hostname}${" ".repeat(longestHostnameLength)}`.slice(0, Math.max(server.hostname.length, longestHostnameLength));
const barOptions = {
progress: server.ramUsed / server.maxRam,
totalTicks: 30
};
return `${paddedName} ${createProgressBarText(barOptions)}`.replace(/\s/g, '&nbsp;');
};
const updateHeaderHtml = (server) => {
const accordion = ActiveScriptsUI[server.hostname];
if (accordion === null || accordion === undefined) {
return;
}
// Convert it to a string, as that's how it's stored it will come out of the data attributes
const ramPercentage = '' + roundToTwo(server.ramUsed / server.maxRam);
if (accordion.header.dataset.ramPercentage !== ramPercentage) {
accordion.header.dataset.ramPercentage = ramPercentage;
accordion.header.innerHTML = getHeaderHtml(server);
}
}
function createActiveScriptsServerPanel(server) {
let hostname = server.hostname;
var activeScriptsList = document.getElementById("active-scripts-list");
let res = createAccordionElement({
hdrText: getHeaderHtml(server)
});
let li = res[0];
var hdr = res[1];
let panel = res[2];
if (ActiveScriptsUI[hostname] != null) {
console.log("WARNING: Tried to create already-existing Active Scripts Server panel. This is most likely fine. It probably means many scripts just got started up on a new server. Aborting");
return;
}
var panelScriptList = createElement("ul");
panel.appendChild(panelScriptList);
activeScriptsList.appendChild(li);
ActiveScriptsUI[hostname] = {
header: hdr,
panel: panel,
panelList: panelScriptList,
scripts: {}, // Holds references to li elements for each active script
scriptHdrs: {}, // Holds references to header elements for each active script
scriptStats: {}, // Holds references to the p elements containing text for each active script
};
return li;
}
/**
* Deletes the info for a particular server (Dropdown header + Panel with all info)
* in the Active Scripts page if it exists
*/
function deleteActiveScriptsServerPanel(server) {
let hostname = server.hostname;
if (ActiveScriptsUI[hostname] == null) {
console.log("WARNING: Tried to delete non-existent Active Scripts Server panel. Aborting");
return;
}
// Make sure it's empty
if (Object.keys(ActiveScriptsUI[hostname].scripts).length > 0) {
console.warn("Tried to delete Active Scripts Server panel that still has scripts. Aborting");
return;
}
removeElement(ActiveScriptsUI[hostname].panel);
removeElement(ActiveScriptsUI[hostname].header);
delete ActiveScriptsUI[hostname];
}
function addActiveScriptsItem(workerscript) {
var server = getServer(workerscript.serverIp);
if (server == null) {
console.warn("Invalid server IP for workerscript in addActiveScriptsItem()");
return;
}
let hostname = server.hostname;
ActiveScriptsTasks.push(function(workerscript, hostname) {
if (ActiveScriptsUI[hostname] == null) {
createActiveScriptsServerPanel(server);
}
// Create the unique identifier (key) for this script
var itemNameArray = ["active", "scripts", hostname, workerscript.name];
for (var i = 0; i < workerscript.args.length; ++i) {
itemNameArray.push(String(workerscript.args[i]));
}
var itemName = itemNameArray.join("-");
let res = createAccordionElement({hdrText:workerscript.name});
let li = res[0];
let hdr = res[1];
let panel = res[2];
hdr.classList.remove("accordion-header");
hdr.classList.add("active-scripts-script-header");
panel.classList.remove("accordion-panel");
panel.classList.add("active-scripts-script-panel");
/**
* Handle the constant elements on the panel that don't change after creation:
* Threads, args, kill/log button
*/
panel.appendChild(createElement("p", {
innerHTML: "Threads: " + workerscript.scriptRef.threads + "<br>" +
"Args: " + arrayToString(workerscript.args)
}));
var panelText = createElement("p", {
innerText: "Loading...",
fontSize: "14px",
});
panel.appendChild(panelText);
panel.appendChild(createElement("br"));
panel.appendChild(createElement("span", {
innerText: "Log",
class: "accordion-button",
margin: "4px",
padding: "4px",
clickListener: () => {
logBoxCreate(workerscript.scriptRef);
return false;
}
}));
panel.appendChild(createElement("span", {
innerText: "Kill Script",
class: "accordion-button",
margin: "4px",
padding: "4px",
clickListener: () => {
killWorkerScript(workerscript.scriptRef, workerscript.scriptRef.server);
dialogBoxCreate("Killing script, may take a few minutes to complete...");
return false;
}
}));
// Append element to list
ActiveScriptsUI[hostname]["panelList"].appendChild(li);
ActiveScriptsUI[hostname].scripts[itemName] = li;
ActiveScriptsUI[hostname].scriptHdrs[itemName] = hdr;
ActiveScriptsUI[hostname].scriptStats[itemName] = panelText;
}.bind(null, workerscript, hostname));
}
function deleteActiveScriptsItem(workerscript) {
ActiveScriptsTasks.push(function(workerscript) {
var server = getServer(workerscript.serverIp);
if (server == null) {
throw new Error("ERROR: Invalid server IP for workerscript. This most likely occurred because " +
"you tried to delete a large number of scripts and also deleted servers at the " +
"same time. It's not a big deal, just save and refresh the game.");
return;
}
let hostname = server.hostname;
if (ActiveScriptsUI[hostname] == null) {
console.log("ERROR: Trying to delete Active Script UI Element with a hostname that cant be found in ActiveScriptsUI: " + hostname);
return;
}
var itemNameArray = ["active", "scripts", server.hostname, workerscript.name];
for (var i = 0; i < workerscript.args.length; ++i) {
itemNameArray.push(String(workerscript.args[i]));
}
var itemName = itemNameArray.join("-");
let li = ActiveScriptsUI[hostname].scripts[itemName];
if (li == null) {
console.log("ERROR: Cannot find Active Script UI element for workerscript: ");
console.log(workerscript);
return;
}
removeElement(li);
delete ActiveScriptsUI[hostname].scripts[itemName];
delete ActiveScriptsUI[hostname].scriptHdrs[itemName];
delete ActiveScriptsUI[hostname].scriptStats[itemName];
if (Object.keys(ActiveScriptsUI[hostname].scripts).length === 0) {
deleteActiveScriptsServerPanel(server);
}
}.bind(null, workerscript));
}
function updateActiveScriptsItems(maxTasks=150) {
/**
* Run tasks that need to be done sequentially (adding items, creating/deleting server panels)
* We'll limit this to 150 at a time for performance (in case someone decides to start a
* bunch of scripts all at once...)
*/
const numTasks = Math.min(maxTasks, ActiveScriptsTasks.length);
for (let i = 0; i < numTasks; ++i) {
let task = ActiveScriptsTasks.shift();
try {
task();
} catch(e) {
exceptionAlert(e);
console.log(task);
}
}
if (!routing.isOn(Page.ActiveScripts)) { return; }
let total = 0;
for (var i = 0; i < workerScripts.length; ++i) {
try {
total += updateActiveScriptsItemContent(workerScripts[i]);
} catch(e) {
exceptionAlert(e);
}
}
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));
return total;
}
function updateActiveScriptsItemContent(workerscript) {
var server = getServer(workerscript.serverIp);
if (server == null) {
console.log("ERROR: Invalid server IP for workerscript in updateActiveScriptsItemContent().");
return;
}
let hostname = server.hostname;
if (ActiveScriptsUI[hostname] == null) {
return; // Hasn't been created yet. We'll skip it
}
updateHeaderHtml(server);
var itemNameArray = ["active", "scripts", server.hostname, workerscript.name];
for (var i = 0; i < workerscript.args.length; ++i) {
itemNameArray.push(String(workerscript.args[i]));
}
var itemName = itemNameArray.join("-");
if (ActiveScriptsUI[hostname].scriptStats[itemName] == null) {
return; // Hasn't been fully added yet. We'll skip it
}
var item = ActiveScriptsUI[hostname].scriptStats[itemName];
// Update the text if necessary. This fn returns the online $/s production
return updateActiveScriptsText(workerscript, item, itemName);
}
function updateActiveScriptsText(workerscript, item, itemName) {
var server = getServer(workerscript.serverIp);
if (server == null) {
console.log("ERROR: Invalid server IP for workerscript for updateActiveScriptsText()");
return;
}
let hostname = server.hostname;
if (ActiveScriptsUI[hostname] == null || ActiveScriptsUI[hostname].scriptHdrs[itemName] == null) {
console.log("ERROR: Trying to update Active Script UI Element with a hostname that cant be found in ActiveScriptsUI: " + hostname);
return;
}
updateHeaderHtml(server);
var onlineMps = workerscript.scriptRef.onlineMoneyMade / workerscript.scriptRef.onlineRunningTime;
// Only update if the item is visible
if (ActiveScriptsUI[hostname].header.classList.contains("active") === false) {return onlineMps;}
if (ActiveScriptsUI[hostname].scriptHdrs[itemName].classList.contains("active") === false) {return onlineMps;}
removeChildrenFromElement(item);
var onlineTime = "Online Time: " + convertTimeMsToTimeElapsedString(workerscript.scriptRef.onlineRunningTime * 1e3);
var offlineTime = "Offline Time: " + convertTimeMsToTimeElapsedString(workerscript.scriptRef.offlineRunningTime * 1e3);
// Online
var onlineTotalMoneyMade = "Total online production: " + numeralWrapper.formatMoney(workerscript.scriptRef.onlineMoneyMade);
var onlineTotalExpEarned = (Array(26).join(" ") + numeralWrapper.formatBigNumber(workerscript.scriptRef.onlineExpGained) + " hacking exp").replace( / /g, "&nbsp;");
var onlineMpsText = "Online production rate: " + numeralWrapper.formatMoney(onlineMps) + " / second";
var onlineEps = workerscript.scriptRef.onlineExpGained / workerscript.scriptRef.onlineRunningTime;
var onlineEpsText = (Array(25).join(" ") + numeralWrapper.formatBigNumber(onlineEps) + " hacking exp / second").replace( / /g, "&nbsp;");
// Offline
var offlineTotalMoneyMade = "Total offline production: " + numeralWrapper.formatMoney(workerscript.scriptRef.offlineMoneyMade);
var offlineTotalExpEarned = (Array(27).join(" ") + numeralWrapper.formatBigNumber(workerscript.scriptRef.offlineExpGained) + " hacking exp").replace( / /g, "&nbsp;");
var offlineMps = workerscript.scriptRef.offlineMoneyMade / workerscript.scriptRef.offlineRunningTime;
var offlineMpsText = "Offline production rate: " + numeralWrapper.formatMoney(offlineMps) + " / second";
var offlineEps = workerscript.scriptRef.offlineExpGained / workerscript.scriptRef.offlineRunningTime;
var offlineEpsText = (Array(26).join(" ") + numeralWrapper.formatBigNumber(offlineEps) + " hacking exp / second").replace( / /g, "&nbsp;");
item.innerHTML = onlineTime + "<br>" + offlineTime + "<br>" + onlineTotalMoneyMade + "<br>" + onlineTotalExpEarned + "<br>" +
onlineMpsText + "<br>" + onlineEpsText + "<br>" + offlineTotalMoneyMade + "<br>" + offlineTotalExpEarned + "<br>" +
offlineMpsText + "<br>" + offlineEpsText + "<br>";
return onlineMps;
}
export {addActiveScriptsItem, deleteActiveScriptsItem, updateActiveScriptsItems};

View File

@@ -1,34 +1,39 @@
import { Augmentation } from "./Augmentation";
import { Augmentations } from "./Augmentations";
import { PlayerOwnedAugmentation } from "./PlayerOwnedAugmentation";
import { AugmentationNames } from "./data/AugmentationNames";
import { Augmentation } from "./Augmentation";
import { Augmentations } from "./Augmentations";
import { PlayerOwnedAugmentation } from "./PlayerOwnedAugmentation";
import { AugmentationNames } from "./data/AugmentationNames";
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { CONSTANTS } from "../Constants";
import { Factions,
factionExists } from "../Faction/Factions";
import { hasBladeburnerSF } from "../NetscriptFunctions";
import { addWorkerScript } from "../NetscriptWorker";
import { Player } from "../Player";
import { prestigeAugmentation } from "../Prestige";
import { saveObject } from "../SaveObject";
import { RunningScript } from "../Script/RunningScript";
import { Script } from "../Script/Script";
import { Server } from "../Server/Server";
import { OwnedAugmentationsOrderSetting } from "../Settings/SettingEnums";
import { Settings } from "../Settings/Settings";
import { AugmentationsRoot } from "./ui/Root";
import { SourceFiles } from "../SourceFile";
import { dialogBoxCreate } from "../../utils/DialogBox";
import { createAccordionElement } from "../../utils/uiHelpers/createAccordionElement";
import { Reviver, Generic_toJSON,
Generic_fromJSON } from "../../utils/JSONReviver";
import { formatNumber } from "../../utils/StringHelperFunctions";
import { clearObject } from "../../utils/helpers/clearObject";
import { createElement } from "../../utils/uiHelpers/createElement";
import { isString } from "../../utils/helpers/isString";
import { removeChildrenFromElement } from "../../utils/uiHelpers/removeChildrenFromElement";
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { CONSTANTS } from "../Constants";
import { Factions, factionExists } from "../Faction/Factions";
import { addWorkerScript } from "../NetscriptWorker";
import { Player } from "../Player";
import { prestigeAugmentation } from "../Prestige";
import { saveObject } from "../SaveObject";
import { RunningScript } from "../Script/RunningScript";
import { Script } from "../Script/Script";
import { Server } from "../Server/Server";
import { OwnedAugmentationsOrderSetting } from "../Settings/SettingEnums";
import { Settings } from "../Settings/Settings";
import { Page, routing } from "../ui/navigationTracking";
import { dialogBoxCreate } from "../../utils/DialogBox";
import { createAccordionElement } from "../../utils/uiHelpers/createAccordionElement";
import {
Reviver,
Generic_toJSON,
Generic_fromJSON
} from "../../utils/JSONReviver";
import { formatNumber } from "../../utils/StringHelperFunctions";
import { clearObject } from "../../utils/helpers/clearObject";
import { createElement } from "../../utils/uiHelpers/createElement";
import { isString } from "../../utils/helpers/isString";
import { removeChildrenFromElement } from "../../utils/uiHelpers/removeChildrenFromElement";
import React from "react";
import ReactDOM from "react-dom";
function AddToAugmentations(aug) {
var name = aug.name;
@@ -2042,17 +2047,6 @@ function applyAugmentation(aug, reapply=false) {
}
}
/*
if (aug.name === AugmentationNames.NeuroFluxGovernor) {
for (var i = 0; i < Player.augmentations.length; ++i) {
if (Player.augmentations[i].name == AugmentationNames.NeuroFluxGovernor) {
//Already have this aug, just upgrade the level
return;
}
}
}
*/
// Push onto Player's Augmentation list
if (!reapply) {
var ownedAug = new PlayerOwnedAugmentation(aug.name);
@@ -2094,7 +2088,7 @@ function installAugmentations(cbScript=null) {
}
var runningScriptObj = new RunningScript(script, []); //No args
runningScriptObj.threads = 1; //Only 1 thread
home.runScript(runningScriptObj, Player);
home.runScript(runningScriptObj, Player.hacknet_node_money_mult);
addWorkerScript(runningScriptObj, home);
}
}
@@ -2105,225 +2099,30 @@ function augmentationExists(name) {
return Augmentations.hasOwnProperty(name);
}
//Used for testing balance
function giveAllAugmentations() {
for (var name in Augmentations) {
var aug = Augmentations[name];
if (aug == null) {continue;}
var ownedAug = new PlayerOwnedAugmentation(name);
Player.augmentations.push(ownedAug);
}
Player.reapplyAllAugmentations();
export function displayAugmentationsContent(contentEl) {
if (!routing.isOn(Page.Augmentations)) { return; }
if (!(contentEl instanceof HTMLElement)) { return; }
ReactDOM.render(
<AugmentationsRoot
exportGameFn={saveObject.exportGame.bind(saveObject)}
installAugmentationsFn={installAugmentations}
/>,
contentEl
);
}
function displayAugmentationsContent(contentEl) {
removeChildrenFromElement(contentEl);
contentEl.appendChild(createElement("h1", {
innerText:"Purchased Augmentations",
}));
export function isRepeatableAug(aug) {
const augName = (aug instanceof Augmentation) ? aug.name : aug;
contentEl.appendChild(createElement("pre", {
width:"70%", whiteSpace:"pre-wrap", display:"block",
innerText:"Below is a list of all Augmentations you have purchased but not yet installed. Click the button below to install them.\n" +
"WARNING: Installing your Augmentations resets most of your progress, including:\n\n" +
"Stats/Skill levels and Experience\n" +
"Money\n" +
"Scripts on every computer but your home computer\n" +
"Purchased servers\n" +
"Hacknet Nodes\n" +
"Faction/Company reputation\n" +
"Stocks\n" +
"Installing Augmentations lets you start over with the perks and benefits granted by all " +
"of the Augmentations you have ever installed. Also, you will keep any scripts and RAM/Core upgrades " +
"on your home computer (but you will lose all programs besides NUKE.exe)."
}));
if (augName === AugmentationNames.NeuroFluxGovernor) { return true; }
//Install Augmentations button
contentEl.appendChild(createElement("a", {
class:"a-link-button", innerText:"Install Augmentations",
tooltip:"'I never asked for this'",
clickListener:()=>{
installAugmentations();
return false;
}
}));
//Backup button
contentEl.appendChild(createElement("a", {
class:"a-link-button flashing-button", innerText:"Backup Save (Export)",
tooltip:"It's always a good idea to backup/export your save!",
clickListener:()=>{
saveObject.exportGame();
return false;
}
}));
//Purchased/queued augmentations list
var queuedAugmentationsList = createElement("ul", {class:"augmentations-list"});
for (var i = 0; i < Player.queuedAugmentations.length; ++i) {
var augName = Player.queuedAugmentations[i].name;
var aug = Augmentations[augName];
var displayName = augName;
if (augName === AugmentationNames.NeuroFluxGovernor) {
displayName += " - Level " + (Player.queuedAugmentations[i].level);
}
var accordion = createAccordionElement({hdrText:displayName, panelText:aug.info});
queuedAugmentationsList.appendChild(accordion[0]);
}
contentEl.appendChild(queuedAugmentationsList);
//Installed augmentations list
contentEl.appendChild(createElement("h1", {
innerText:"Installed Augmentations", marginTop:"8px",
}));
contentEl.appendChild(createElement("p", {
width:"70%", whiteSpace:"pre-wrap",
innerText:"List of all Augmentations (including Source Files) that have been " +
"installed. You have gained the effects of these Augmentations."
}));
var augmentationsList = createElement("ul", {class:"augmentations-list"});
//Expand/Collapse All buttons
contentEl.appendChild(createElement("a", {
class:"a-link-button", fontSize:"14px", innerText:"Expand All", display:"inline-block",
clickListener:()=>{
var allHeaders = augmentationsList.getElementsByClassName("accordion-header");
for (var i = 0; i < allHeaders.length; ++i) {
if (!allHeaders[i].classList.contains("active")) {allHeaders[i].click();}
}
}
}));
contentEl.appendChild(createElement("a", {
class:"a-link-button", fontSize:"14px", innerText:"Collapse All", display:"inline-block",
clickListener:()=>{
var allHeaders = augmentationsList.getElementsByClassName("accordion-header");
for (var i = 0; i < allHeaders.length; ++i) {
if (allHeaders[i].classList.contains("active")) {allHeaders[i].click();}
}
}
}));
//Sort Buttons
const sortInOrderButton = createElement("a", {
class:"a-link-button", fontSize:"14px", innerText:"Sort in Order",
tooltip:"Sorts the Augmentations alphabetically and Source Files in numerical order (1, 2, 3,...)",
clickListener:()=>{
removeChildrenFromElement(augmentationsList);
//Create a copy of Player's Source Files and augs array and sort them
var sourceFiles = Player.sourceFiles.slice();
var augs = Player.augmentations.slice();
sourceFiles.sort((sf1, sf2)=>{
return sf1.n - sf2.n;
});
augs.sort((aug1, aug2)=>{
return aug1.name <= aug2.name ? -1 : 1;
});
displaySourceFiles(augmentationsList, sourceFiles);
displayAugmentations(augmentationsList, augs);
Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.Alphabetically;
}
});
contentEl.appendChild(sortInOrderButton);
const sortByAcquirementTimeButton = createElement("a", {
class:"a-link-button", fontSize:"14px", innerText:"Sort by Acquirement Time",
tooltip:"Sorts the Augmentations and Source Files based on when you acquired them (same as default)",
clickListener:()=>{
removeChildrenFromElement(augmentationsList);
displaySourceFiles(augmentationsList, Player.sourceFiles);
displayAugmentations(augmentationsList, Player.augmentations);
Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.AcquirementTime;
}
});
contentEl.appendChild(sortByAcquirementTimeButton);
if (Settings.OwnedAugmentationsOrder === OwnedAugmentationsOrderSetting.Alphabetically) {
sortInOrderButton.click();
} else {
sortByAcquirementTimeButton.click();
}
contentEl.appendChild(augmentationsList);
// Display multiplier information at the bottom
contentEl.appendChild(createElement("p", {
display: "block",
innerHTML:
`<br><br><strong><u>Total Multipliers:</u></strong><br>` +
'Hacking Chance multiplier: ' + formatNumber(Player.hacking_chance_mult * 100, 2) + '%<br>' +
'Hacking Speed multiplier: ' + formatNumber(Player.hacking_speed_mult * 100, 2) + '%<br>' +
'Hacking Money multiplier: ' + formatNumber(Player.hacking_money_mult * 100, 2) + '%<br>' +
'Hacking Growth multiplier: ' + formatNumber(Player.hacking_grow_mult * 100, 2) + '%<br><br>' +
'Hacking Level multiplier: ' + formatNumber(Player.hacking_mult * 100, 2) + '%<br>' +
'Hacking Experience multiplier: ' + formatNumber(Player.hacking_exp_mult * 100, 2) + '%<br><br>' +
'Strength Level multiplier: ' + formatNumber(Player.strength_mult * 100, 2) + '%<br>' +
'Strength Experience multiplier: ' + formatNumber(Player.strength_exp_mult * 100, 2) + '%<br><br>' +
'Defense Level multiplier: ' + formatNumber(Player.defense_mult * 100, 2) + '%<br>' +
'Defense Experience multiplier: ' + formatNumber(Player.defense_exp_mult * 100, 2) + '%<br><br>' +
'Dexterity Level multiplier: ' + formatNumber(Player.dexterity_mult * 100, 2) + '%<br>' +
'Dexterity Experience multiplier: ' + formatNumber(Player.dexterity_exp_mult * 100, 2) + '%<br><br>' +
'Agility Level multiplier: ' + formatNumber(Player.agility_mult * 100, 2) + '%<br>' +
'Agility Experience multiplier: ' + formatNumber(Player.agility_exp_mult * 100, 2) + '%<br><br>' +
'Charisma Level multiplier: ' + formatNumber(Player.charisma_mult * 100, 2) + '%<br>' +
'Charisma Experience multiplier: ' + formatNumber(Player.charisma_exp_mult * 100, 2) + '%<br><br>' +
'Hacknet Node production multiplier: ' + formatNumber(Player.hacknet_node_money_mult * 100, 2) + '%<br>' +
'Hacknet Node purchase cost multiplier: ' + formatNumber(Player.hacknet_node_purchase_cost_mult * 100, 2) + '%<br>' +
'Hacknet Node RAM upgrade cost multiplier: ' + formatNumber(Player.hacknet_node_ram_cost_mult * 100, 2) + '%<br>' +
'Hacknet Node Core purchase cost multiplier: ' + formatNumber(Player.hacknet_node_core_cost_mult * 100, 2) + '%<br>' +
'Hacknet Node level upgrade cost multiplier: ' + formatNumber(Player.hacknet_node_level_cost_mult * 100, 2) + '%<br><br>' +
'Company reputation gain multiplier: ' + formatNumber(Player.company_rep_mult * 100, 2) + '%<br>' +
'Faction reputation gain multiplier: ' + formatNumber(Player.faction_rep_mult * 100, 2) + '%<br>' +
'Salary multiplier: ' + formatNumber(Player.work_money_mult * 100, 2) + '%<br>' +
'Crime success multiplier: ' + formatNumber(Player.crime_success_mult * 100, 2) + '%<br>' +
'Crime money multiplier: ' + formatNumber(Player.crime_money_mult * 100, 2) + '%<br><br><br>',
}))
return false;
}
//Creates the accordion elements to display Augmentations
// @listElement - List DOM element to append accordion elements to
// @augs - Array of Augmentation objects
function displayAugmentations(listElement, augs) {
for (var i = 0; i < augs.length; ++i) {
var augName = augs[i].name;
var aug = Augmentations[augName];
var displayName = augName;
if (augName === AugmentationNames.NeuroFluxGovernor) {
displayName += " - Level " + (augs[i].level);
}
var accordion = createAccordionElement({hdrText:displayName, panelText:aug.info});
listElement.appendChild(accordion[0]);
}
}
//Creates the accordion elements to display Source Files
// @listElement - List DOM element to append accordion elements to
// @sourceFiles - Array of Source File objects
function displaySourceFiles(listElement, sourceFiles) {
for (var i = 0; i < sourceFiles.length; ++i) {
var srcFileKey = "SourceFile" + sourceFiles[i].n;
var sourceFileObject = SourceFiles[srcFileKey];
if (sourceFileObject == null) {
console.log("ERROR: Invalid source file number: " + sourceFiles[i].n);
continue;
}
const maxLevel = sourceFiles[i].n == 12 ? "∞" : "3";
var accordion = createAccordionElement({
hdrText:sourceFileObject.name + "<br>" + "Level " + (sourceFiles[i].lvl) + " / "+maxLevel,
panelText:sourceFileObject.info
});
listElement.appendChild(accordion[0]);
}
}
export {installAugmentations,
initAugmentations, applyAugmentation, augmentationExists,
displayAugmentationsContent};
export {
installAugmentations,
initAugmentations,
applyAugmentation,
augmentationExists,
};

View File

@@ -0,0 +1,42 @@
/**
* React Component for displaying a list of the player's installed Augmentations
* on the Augmentations UI
*/
import * as React from "react";
import { Player } from "../../Player";
import { Augmentations } from "../../Augmentation/Augmentations";
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
import { Settings } from "../../Settings/Settings";
import { OwnedAugmentationsOrderSetting } from "../../Settings/SettingEnums";
import { AugmentationAccordion } from "../../ui/React/AugmentationAccordion";
export function InstalledAugmentations(): React.ReactElement {
const sourceAugs = Player.augmentations.slice();
if (Settings.OwnedAugmentationsOrder === OwnedAugmentationsOrderSetting.Alphabetically) {
sourceAugs.sort((aug1, aug2) => {
return aug1.name <= aug2.name ? -1 : 1;
});
}
const augs = sourceAugs.map((e) => {
const aug = Augmentations[e.name];
let level = null;
if (e.name === AugmentationNames.NeuroFluxGovernor) {
level = e.level;
}
return (
<li key={e.name}>
<AugmentationAccordion aug={aug} level={level} />
</li>
)
});
return (
<>{augs}</>
)
}

View File

@@ -0,0 +1,107 @@
/**
* React Component for displaying all of the player's installed Augmentations and
* Source-Files.
*
* It also contains 'configuration' buttons that allow you to change how the
* Augs/SF's are displayed
*/
import * as React from "react";
import { InstalledAugmentations } from "./InstalledAugmentations";
import { ListConfiguration } from "./ListConfiguration";
import { OwnedSourceFiles } from "./OwnedSourceFiles";
import { Settings } from "../../Settings/Settings";
import { OwnedAugmentationsOrderSetting } from "../../Settings/SettingEnums";
type IProps = {}
type IState = {
rerenderFlag: boolean;
}
export class InstalledAugmentationsAndSourceFiles extends React.Component<IProps, IState> {
listRef: React.RefObject<HTMLUListElement>;
constructor(props: IProps) {
super(props);
this.state = {
rerenderFlag: false,
}
this.collapseAllHeaders = this.collapseAllHeaders.bind(this);
this.expandAllHeaders = this.expandAllHeaders.bind(this);
this.sortByAcquirementTime = this.sortByAcquirementTime.bind(this);
this.sortInOrder = this.sortInOrder.bind(this);
this.listRef = React.createRef();
}
collapseAllHeaders() {
const ul = this.listRef.current;
if (ul == null) { return; }
const tickers = ul.getElementsByClassName("accordion-header");
for (let i = 0; i < tickers.length; ++i) {
const ticker = tickers[i];
if (!(ticker instanceof HTMLButtonElement)) {
continue;
}
if (ticker.classList.contains("active")) {
ticker.click();
}
}
}
expandAllHeaders() {
const ul = this.listRef.current;
if (ul == null) { return; }
const tickers = ul.getElementsByClassName("accordion-header");
for (let i = 0; i < tickers.length; ++i) {
const ticker = tickers[i];
if (!(ticker instanceof HTMLButtonElement)) {
continue;
}
if (!ticker.classList.contains("active")) {
ticker.click();
}
}
}
rerender() {
this.setState((prevState) => {
return {
rerenderFlag: !prevState.rerenderFlag,
}
});
}
sortByAcquirementTime() {
Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.AcquirementTime;
this.rerender();
}
sortInOrder() {
Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.Alphabetically
this.rerender();
}
render() {
return (
<>
<ListConfiguration
collapseAllButtonsFn={this.collapseAllHeaders}
expandAllButtonsFn={this.expandAllHeaders}
sortByAcquirementTimeFn={this.sortByAcquirementTime}
sortInOrderFn={this.sortInOrder}
/>
<ul className="augmentations-list" ref={this.listRef}>
<OwnedSourceFiles />
<InstalledAugmentations />
</ul>
</>
)
}
}

View File

@@ -0,0 +1,39 @@
/**
* React Component for configuring the way installed augmentations and
* Source-Files are displayed in the Augmentations UI
*/
import * as React from "react";
import { StdButton } from "../../ui/React/StdButton";
type IProps = {
collapseAllButtonsFn: () => void;
expandAllButtonsFn: () => void;
sortByAcquirementTimeFn: () => void;
sortInOrderFn: () => void;
}
export function ListConfiguration(props: IProps): React.ReactElement {
return (
<>
<StdButton
onClick={props.expandAllButtonsFn}
text="Expand All"
/>
<StdButton
onClick={props.collapseAllButtonsFn}
text="Collapse All"
/>
<StdButton
onClick={props.sortInOrderFn}
text="Sort in Order"
tooltip="Sorts the Augmentations alphabetically and Source-Files in numeral order"
/>
<StdButton
onClick={props.sortByAcquirementTimeFn}
text="Sort by Acquirement Time"
tooltip="Sorts the Augmentations and Source-Files based on when you acquired them (same as default)"
/>
</>
)
}

View File

@@ -0,0 +1,41 @@
/**
* React Component for displaying a list of the player's Source-Files
* on the Augmentations UI
*/
import * as React from "react";
import { Player } from "../../Player";
import { Settings } from "../../Settings/Settings";
import { OwnedAugmentationsOrderSetting } from "../../Settings/SettingEnums";
import { SourceFiles } from "../../SourceFile/SourceFiles";
import { SourceFileAccordion } from "../../ui/React/SourceFileAccordion";
export function OwnedSourceFiles(): React.ReactElement {
const sourceSfs = Player.sourceFiles.slice();
if (Settings.OwnedAugmentationsOrder === OwnedAugmentationsOrderSetting.Alphabetically) {
sourceSfs.sort((sf1, sf2) => {
return sf1.n - sf2.n;
});
}
const sfs = sourceSfs.map((e) => {
const srcFileKey = "SourceFile" + e.n;
const sfObj = SourceFiles[srcFileKey];
if (sfObj == null) {
console.error(`Invalid source file number: ${e.n}`);
return null;
}
return (
<li key={e.n}>
<SourceFileAccordion level={e.lvl} sf={sfObj} />
</li>
)
});
return (
<>{sfs}</>
);
}

View File

@@ -0,0 +1,96 @@
/**
* React component for displaying the player's multipliers on the Augmentation UI page
*/
import * as React from "react";
import { Player } from "../../Player";
import { numeralWrapper } from "../../ui/numeralFormat";
export function PlayerMultipliers(): React.ReactElement {
return (
<>
<p><strong><u>Total Multipliers:</u></strong></p>
<pre>
{'Hacking Chance multiplier: ' + numeralWrapper.formatPercentage(Player.hacking_chance_mult)}
</pre>
<pre>
{'Hacking Speed multiplier: ' + numeralWrapper.formatPercentage(Player.hacking_speed_mult)}
</pre>
<pre>
{'Hacking Money multiplier: ' + numeralWrapper.formatPercentage(Player.hacking_money_mult)}
</pre>
<pre>
{'Hacking Growth multiplier: ' + numeralWrapper.formatPercentage(Player.hacking_grow_mult)}
</pre><br />
<pre>
{'Hacking Level multiplier: ' + numeralWrapper.formatPercentage(Player.hacking_mult)}
</pre>
<pre>
{'Hacking Experience multiplier: ' + numeralWrapper.formatPercentage(Player.hacking_exp_mult)}
</pre>
<br />
<pre>
{'Strength Level multiplier: ' + numeralWrapper.formatPercentage(Player.strength_mult)}
</pre>
<pre>
{'Strength Experience multiplier: ' + numeralWrapper.formatPercentage(Player.strength_exp_mult)}
</pre>
<br />
<pre>
{'Defense Level multiplier: ' + numeralWrapper.formatPercentage(Player.defense_mult)}
</pre>
<pre>
{'Defense Experience multiplier: ' + numeralWrapper.formatPercentage(Player.defense_exp_mult)}
</pre><br />
<pre>
{'Dexterity Level multiplier: ' + numeralWrapper.formatPercentage(Player.dexterity_mult)}
</pre>
<pre>
{'Dexterity Experience multiplier: ' + numeralWrapper.formatPercentage(Player.dexterity_exp_mult)}
</pre><br />
<pre>
{'Agility Level multiplier: ' + numeralWrapper.formatPercentage(Player.agility_mult)}
</pre>
<pre>
{'Agility Experience multiplier: ' + numeralWrapper.formatPercentage(Player.agility_exp_mult)}
</pre><br />
<pre>
{'Charisma Level multiplier: ' + numeralWrapper.formatPercentage(Player.charisma_mult)}
</pre>
<pre>
{'Charisma Experience multiplier: ' + numeralWrapper.formatPercentage(Player.charisma_exp_mult)}
</pre><br />
<pre>
{'Hacknet Node production multiplier: ' + numeralWrapper.formatPercentage(Player.hacknet_node_money_mult)}
</pre>
<pre>
{'Hacknet Node purchase cost multiplier: ' + numeralWrapper.formatPercentage(Player.hacknet_node_purchase_cost_mult)}
</pre>
<pre>
{'Hacknet Node RAM upgrade cost multiplier: ' + numeralWrapper.formatPercentage(Player.hacknet_node_ram_cost_mult)}
</pre>
<pre>
{'Hacknet Node Core purchase cost multiplier: ' + numeralWrapper.formatPercentage(Player.hacknet_node_core_cost_mult)}
</pre>
<pre>
{'Hacknet Node level upgrade cost multiplier: ' + numeralWrapper.formatPercentage(Player.hacknet_node_level_cost_mult)}
</pre><br />
<pre>
{'Company reputation gain multiplier: ' + numeralWrapper.formatPercentage(Player.company_rep_mult)}
</pre>
<pre>
{'Faction reputation gain multiplier: ' + numeralWrapper.formatPercentage(Player.faction_rep_mult)}
</pre>
<pre>
{'Salary multiplier: ' + numeralWrapper.formatPercentage(Player.work_money_mult)}
</pre><br />
<pre>
{'Crime success multiplier: ' + numeralWrapper.formatPercentage(Player.crime_success_mult)}
</pre>
<pre>
{'Crime money multiplier: ' + numeralWrapper.formatPercentage(Player.crime_money_mult)}
</pre>
</>
)
}

View File

@@ -0,0 +1,32 @@
/**
* React component for displaying all of the player's purchased (but not installed)
* Augmentations on the Augmentations UI.
*/
import * as React from "react";
import { Augmentations } from "../../Augmentation/Augmentations";
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
import { Player } from "../../Player";
import { AugmentationAccordion } from "../../ui/React/AugmentationAccordion";
export function PurchasedAugmentations(): React.ReactElement {
const augs: React.ReactElement[] = [];
for (const ownedAug of Player.queuedAugmentations) {
const aug = Augmentations[ownedAug.name];
let level = null;
if (ownedAug.name === AugmentationNames.NeuroFluxGovernor) {
level = ownedAug.level;
}
augs.push(
<li key={`${ownedAug.name}${ownedAug.level}`}>
<AugmentationAccordion aug={aug} level={level} />
</li>
)
}
return (
<ul className="augmentations-list">{augs}</ul>
)
}

View File

@@ -0,0 +1,83 @@
/**
* Root React component for the Augmentations UI page that display all of your
* owned and purchased Augmentations and Source-Files.
*/
import * as React from "react";
import { InstalledAugmentationsAndSourceFiles } from "./InstalledAugmentationsAndSourceFiles";
import { PlayerMultipliers } from "./PlayerMultipliers";
import { PurchasedAugmentations } from "./PurchasedAugmentations";
import { Player } from "../../Player";
import { StdButton } from "../../ui/React/StdButton";
type IProps = {
exportGameFn: () => void;
installAugmentationsFn: () => void;
}
type IState = {
}
export class AugmentationsRoot extends React.Component<IProps, IState> {
constructor(props: IProps) {
super(props);
}
render() {
return (
<div id="augmentations-content">
<h1>Purchased Augmentations</h1>
<p>
Below is a list of all Augmentations you have purchased but not
yet installed. Click the button below to install them.
</p>
<p>
WARNING: Installing your Augmentations resets most of your progress,
including:
</p><br />
<p>- Stats/Skill levels and Experience</p>
<p>- Money</p>
<p>- Scripts on every computer but your home computer</p>
<p>- Purchased servers</p>
<p>- Hacknet Nodes</p>
<p>- Faction/Company reputation</p>
<p>- Stocks</p><br />
<p>
Installing Augmentations lets you start over with the perks and
benefits granted by all of the Augmentations you have ever
installed. Also, you will keep any scripts and RAM/Core upgrades
on your home computer (but you will lose all programs besides
NUKE.exe)
</p>
<StdButton
onClick={this.props.installAugmentationsFn}
text="Install Augmentations"
tooltip="'I never asked for this'"
/>
<StdButton
addClasses="flashing-button"
onClick={this.props.exportGameFn}
text="Backup Save (Export)"
tooltip="It's always a good idea to backup/export your save!"
/>
<PurchasedAugmentations />
<h1>Installed Augmentations</h1>
<p>
{
`List of all Augmentations ${Player.sourceFiles.length > 0 ? "and Source Files " : ""} ` +
`that have been installed. You have gained the effects of these.`
}
</p>
<InstalledAugmentationsAndSourceFiles />
<br /> <br />
<PlayerMultipliers />
</div>
)
}
}

View File

@@ -25,235 +25,232 @@ class BitNode {
}
export let BitNodes: IMap<BitNode> = {};
export const BitNodes: IMap<BitNode> = {};
export function initBitNodes() {
BitNodes = {};
BitNodes["BitNode1"] = new BitNode(1, "Source Genesis", "The original BitNode",
"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.<br><br>" +
"This is the first BitNode that you play through. It has no special " +
"modifications or mechanics.<br><br>" +
"Destroying this BitNode will give you Source-File 1, or if you already have " +
"this Source-File it will upgrade its level up to a maximum of 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:<br><br>" +
"Level 1: 16%<br>" +
"Level 2: 24%<br>" +
"Level 3: 28%");
BitNodes["BitNode2"] = new BitNode(2, "Rise of the Underworld", "From the shadows, they rose", //Gangs
"From the shadows, they rose.<br><br>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.<br><br>" +
"In this BitNode:<br><br>" +
"Your hacking level is reduced by 20%<br>" +
"The growth rate and maximum amount of money available on servers are significantly decreased<br>" +
"The amount of money gained from crimes and Infiltration is tripled<br>" +
"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<br>" +
"Every Augmentation in the game will be available through the Factions listed above<br>" +
"For every Faction NOT listed above, reputation gains are halved<br>" +
"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. " +
"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>" +
"Level 3: 42%");
BitNodes["BitNode3"] = new BitNode(3, "Corporatocracy", "The Price of Civilization",
"Our greatest illusion is that a healthy society can revolve around a " +
"single-minded pursuit of wealth.<br><br>" +
"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.<br><br>" +
"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: <br><br>" +
"The price and reputation cost of all Augmentations is tripled<br>" +
"The starting and maximum amount of money on servers is reduced by 75%<br>" +
"Server growth rate is reduced by 80%<br>" +
"You now only need 75 favour with a faction in order to donate to it, rather than 150<br><br>" +
"Destroying this BitNode will give you Source-File 3, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 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:<br>" +
"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 " +
"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>" +
"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.<br><br>" +
"Destroying this BitNode will give you Source-File 4, or if you already have this Source-File it will " +
"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, " +
"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>" +
"In this BitNode:<br><br>" +
"The base security level of servers is doubled<br>" +
"The starting money on servers is halved, but the maximum money remains the same<br>" +
"Most methods of earning money now give significantly less<br>" +
"Infiltration gives 50% more reputation and money<br>" +
"Corporations have 50% lower valuations and are therefore less profitable<br>" +
"Augmentations are more expensive<br>" +
"Hacking experience gain rates are reduced<br><br>" +
"Destroying this BitNode will give you Source-File 5, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 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. <br><br>" +
"In addition, this Source-File will unlock the getBitNodeMultipliers() Netscript function, " +
"and will also raise all of your hacking-related multipliers by:<br><br>" +
"Level 1: 8%<br>" +
"Level 2: 12%<br>" +
"Level 3: 14%");
BitNodes["BitNode6"] = new BitNode(6, "Bladeburners", "Like Tears in Rain",
"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.<br><br>" +
"In this BitNode you will be able to access the Bladeburner Division at the NSA, which provides a new mechanic " +
"for progression. Furthermore:<br><br>" +
"Hacking and Hacknet Nodes will be less profitable<br>" +
"Your hacking level is reduced by 65%<br>" +
"Hacking experience gain from scripts is reduced by 75%<br>" +
"Corporations have 80% lower valuations and are therefore less profitable<br>" +
"Working for companies is 50% less profitable<br>" +
"Crimes and Infiltration are 25% less profitable<br><br>" +
"Destroying this BitNode will give you Source-File 6, 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 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:<br><br>" +
"Level 1: 8%<br>" +
"Level 2: 12%<br>" +
"Level 3: 14%");
BitNodes["BitNode7"] = new BitNode(7, "Bladeburners 2079", "More human than humans",
"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.<br><br>" +
"In this BitNode you will be able to access the Bladeburner API, which allows you to access Bladeburner " +
"functionality through Netscript. Furthermore: <br><br>" +
"The rank you gain from Bladeburner contracts/operations is reduced by 40%<br>" +
"Bladeburner skills cost twice as many skill points<br>" +
"Augmentations are 3x more expensive<br>" +
"Hacking and Hacknet Nodes will be significantly less profitable<br>" +
"Your hacking level is reduced by 65%<br>" +
"Hacking experience gain from scripts is reduced by 75%<br>" +
"Corporations have 80% lower valuations and are therefore less profitable<br>" +
"Working for companies is 50% less profitable<br>" +
"Crimes and Infiltration are 25% less profitable<br><br>" +
"Destroying this BitNode will give you Source-File 7, 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 access the Bladeburner Netscript API in other " +
"BitNodes. In addition, this Source-File will increase all of your Bladeburner multipliers by:<br><br>" +
"Level 1: 8%<br>" +
"Level 2: 12%<br>" +
"Level 3: 14%");
BitNodes["BitNode8"] = new BitNode(8, "Ghost of Wall Street", "Money never sleeps",
"You are trying to make a name for yourself as an up-and-coming hedge fund manager on Wall Street.<br><br>" +
"In this BitNode:<br><br>" +
"You start with $250 million<br>" +
"The only way to earn money is by trading on the stock market<br>" +
"You start with a WSE membership and access to the TIX API<br>" +
"You are able to short stocks and place different types of orders (limit/stop)<br>" +
"You can immediately donate to factions to gain reputation<br><br>" +
"Destroying this BitNode will give you Source-File 8, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 3. This Source-File grants the following benefits:<br><br>" +
"Level 1: Permanent access to WSE and TIX API<br>" +
"Level 2: Ability to short stocks in other BitNodes<br>" +
"Level 3: Ability to use limit/stop orders in other BitNodes<br><br>" +
"This Source-File also increases your hacking growth multipliers by: " +
"<br>Level 1: 12%<br>Level 2: 18%<br>Level 3: 21%");
BitNodes["BitNode9"] = new BitNode(9, "Hacktocracy", "Hacknet Unleashed",
"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.<br><br>" +
"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.<br><br>" +
"In this BitNode:<br><br>" +
"Your stats are significantly decreased<br>" +
"You cannnot purchase additional servers<br>" +
"Hacking is significantly less profitable<br><br>" +
"Destroying this BitNode will give you Source-File 9, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 3. This Source-File grants the following benefits:<br><br>" +
"Level 1: Permanently unlocks the Hacknet Server in other BitNodes<br>" +
"Level 2: You start with 128GB of RAM on your home computer when entering a new BitNode<br>" +
"Level 3: Grants a highly-upgraded Hacknet Server when entering a new BitNode<br><br>" +
"(Note that the Level 3 effect of this Source-File only applies when entering a new BitNode, NOT " +
"when installing Augmentations)");
BitNodes["BitNode10"] = new BitNode(10, "Digital Carbon", "Your body is not who you are",
"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.<br><br>" +
"This BitNode unlocks Sleeve technology. Sleeve technology allows you to:<br><br>" +
"1. Re-sleeve: Purchase and transfer your consciousness into a new body<br>" +
"2. Duplicate Sleeves: Duplicate your consciousness into Synthoids, allowing you to perform different tasks synchronously<br><br>" +
"In this BitNode:<br><br>" +
"Your stats are significantly decreased<br>" +
"All methods of gaining money are half as profitable (except Stock Market)<br>" +
"Purchased servers are more expensive, have less max RAM, and a lower maximum limit<br>" +
"Augmentations are 5x as expensive and require twice as much reputation<br><br>" +
"Destroying this BitNode will give you Source-File 10, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 3. This Source-File unlocks Sleeve technology in other BitNodes. " +
"Each level of this Source-File also grants you a Duplicate Sleeve");
BitNodes["BitNode11"] = new BitNode(11, "The Big Crash", "Okay. Sell it all.",
"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.<br><br>" +
"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.<br><br>" +
"In this BitNode:<br><br>" +
"Your hacking stat and experience gain are halved<br>" +
"The starting and maximum amount of money available on servers is significantly decreased<br>" +
"The growth rate of servers is significantly reduced<br>" +
"Weakening a server is twice as effective<br>" +
"Company wages are decreased by 50%<br>" +
"Corporation valuations are 99% lower and are therefore significantly less profitable<br>" +
"Hacknet Node production is significantly decreased<br>" +
"Crime and Infiltration are more lucrative<br>" +
"Augmentations are twice as expensive<br><br>" +
"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:<br><br>" +
"Level 1: 32%<br>" +
"Level 2: 48%<br>" +
"Level 3: 56%");
BitNodes["BitNode12"] = new BitNode(12, "The Recursion", "Repeat.",
"To iterate is human, to recurse divine.<br><br>" +
"Every time this BitNode is destroyed, it becomes slightly harder. Destroying this BitNode will give your Souce-File 12, or " +
"if you already have this Source-File it will upgrade its level. There is no maximum level for Source-File 12. 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)");
//Books: Frontera, Shiner
BitNodes["BitNode13"] = new BitNode(13, "fOS", "COMING SOON"); //Unlocks the new game mode and the rest of the BitNodes
BitNodes["BitNode14"] = new BitNode(14, "", "COMING SOON");
BitNodes["BitNode15"] = new BitNode(15, "", "COMING SOON");
BitNodes["BitNode16"] = new BitNode(16, "", "COMING SOON");
BitNodes["BitNode17"] = new BitNode(17, "", "COMING SOON");
BitNodes["BitNode18"] = new BitNode(18, "", "COMING SOON");
BitNodes["BitNode19"] = new BitNode(19, "", "COMING SOON");
BitNodes["BitNode20"] = new BitNode(20, "", "COMING SOON");
BitNodes["BitNode21"] = new BitNode(21, "", "COMING SOON");
BitNodes["BitNode22"] = new BitNode(22, "", "COMING SOON");
BitNodes["BitNode23"] = new BitNode(23, "", "COMING SOON");
BitNodes["BitNode24"] = new BitNode(24, "", "COMING SOON");
}
BitNodes["BitNode1"] = new BitNode(1, "Source Genesis", "The original BitNode",
"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.<br><br>" +
"This is the first BitNode that you play through. It has no special " +
"modifications or mechanics.<br><br>" +
"Destroying this BitNode will give you Source-File 1, or if you already have " +
"this Source-File it will upgrade its level up to a maximum of 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:<br><br>" +
"Level 1: 16%<br>" +
"Level 2: 24%<br>" +
"Level 3: 28%");
BitNodes["BitNode2"] = new BitNode(2, "Rise of the Underworld", "From the shadows, they rose", //Gangs
"From the shadows, they rose.<br><br>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.<br><br>" +
"In this BitNode:<br><br>" +
"Your hacking level is reduced by 20%<br>" +
"The growth rate and maximum amount of money available on servers are significantly decreased<br>" +
"The amount of money gained from crimes and Infiltration is tripled<br>" +
"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<br>" +
"Every Augmentation in the game will be available through the Factions listed above<br>" +
"For every Faction NOT listed above, reputation gains are halved<br>" +
"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. " +
"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>" +
"Level 3: 42%");
BitNodes["BitNode3"] = new BitNode(3, "Corporatocracy", "The Price of Civilization",
"Our greatest illusion is that a healthy society can revolve around a " +
"single-minded pursuit of wealth.<br><br>" +
"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.<br><br>" +
"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: <br><br>" +
"The price and reputation cost of all Augmentations is tripled<br>" +
"The starting and maximum amount of money on servers is reduced by 75%<br>" +
"Server growth rate is reduced by 80%<br>" +
"You now only need 75 favour with a faction in order to donate to it, rather than 150<br><br>" +
"Destroying this BitNode will give you Source-File 3, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 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:<br>" +
"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 " +
"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>" +
"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.<br><br>" +
"Destroying this BitNode will give you Source-File 4, or if you already have this Source-File it will " +
"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, " +
"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>" +
"In this BitNode:<br><br>" +
"The base security level of servers is doubled<br>" +
"The starting money on servers is halved, but the maximum money remains the same<br>" +
"Most methods of earning money now give significantly less<br>" +
"Infiltration gives 50% more reputation and money<br>" +
"Corporations have 50% lower valuations and are therefore less profitable<br>" +
"Augmentations are more expensive<br>" +
"Hacking experience gain rates are reduced<br><br>" +
"Destroying this BitNode will give you Source-File 5, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 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. <br><br>" +
"In addition, this Source-File will unlock the getBitNodeMultipliers() Netscript function, " +
"and will also raise all of your hacking-related multipliers by:<br><br>" +
"Level 1: 8%<br>" +
"Level 2: 12%<br>" +
"Level 3: 14%");
BitNodes["BitNode6"] = new BitNode(6, "Bladeburners", "Like Tears in Rain",
"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.<br><br>" +
"In this BitNode you will be able to access the Bladeburner Division at the NSA, which provides a new mechanic " +
"for progression. Furthermore:<br><br>" +
"Hacking and Hacknet Nodes will be less profitable<br>" +
"Your hacking level is reduced by 65%<br>" +
"Hacking experience gain from scripts is reduced by 75%<br>" +
"Corporations have 80% lower valuations and are therefore less profitable<br>" +
"Working for companies is 50% less profitable<br>" +
"Crimes and Infiltration are 25% less profitable<br><br>" +
"Destroying this BitNode will give you Source-File 6, 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 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:<br><br>" +
"Level 1: 8%<br>" +
"Level 2: 12%<br>" +
"Level 3: 14%");
BitNodes["BitNode7"] = new BitNode(7, "Bladeburners 2079", "More human than humans",
"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.<br><br>" +
"In this BitNode you will be able to access the Bladeburner API, which allows you to access Bladeburner " +
"functionality through Netscript. Furthermore: <br><br>" +
"The rank you gain from Bladeburner contracts/operations is reduced by 40%<br>" +
"Bladeburner skills cost twice as many skill points<br>" +
"Augmentations are 3x more expensive<br>" +
"Hacking and Hacknet Nodes will be significantly less profitable<br>" +
"Your hacking level is reduced by 65%<br>" +
"Hacking experience gain from scripts is reduced by 75%<br>" +
"Corporations have 80% lower valuations and are therefore less profitable<br>" +
"Working for companies is 50% less profitable<br>" +
"Crimes and Infiltration are 25% less profitable<br><br>" +
"Destroying this BitNode will give you Source-File 7, 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 access the Bladeburner Netscript API in other " +
"BitNodes. In addition, this Source-File will increase all of your Bladeburner multipliers by:<br><br>" +
"Level 1: 8%<br>" +
"Level 2: 12%<br>" +
"Level 3: 14%");
BitNodes["BitNode8"] = new BitNode(8, "Ghost of Wall Street", "Money never sleeps",
"You are trying to make a name for yourself as an up-and-coming hedge fund manager on Wall Street.<br><br>" +
"In this BitNode:<br><br>" +
"You start with $250 million<br>" +
"The only way to earn money is by trading on the stock market<br>" +
"You start with a WSE membership and access to the TIX API<br>" +
"You are able to short stocks and place different types of orders (limit/stop)<br>" +
"You can immediately donate to factions to gain reputation<br><br>" +
"Destroying this BitNode will give you Source-File 8, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 3. This Source-File grants the following benefits:<br><br>" +
"Level 1: Permanent access to WSE and TIX API<br>" +
"Level 2: Ability to short stocks in other BitNodes<br>" +
"Level 3: Ability to use limit/stop orders in other BitNodes<br><br>" +
"This Source-File also increases your hacking growth multipliers by: " +
"<br>Level 1: 12%<br>Level 2: 18%<br>Level 3: 21%");
BitNodes["BitNode9"] = new BitNode(9, "Hacktocracy", "Hacknet Unleashed",
"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.<br><br>" +
"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.<br><br>" +
"In this BitNode:<br><br>" +
"Your stats are significantly decreased<br>" +
"You cannnot purchase additional servers<br>" +
"Hacking is significantly less profitable<br><br>" +
"Destroying this BitNode will give you Source-File 9, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 3. This Source-File grants the following benefits:<br><br>" +
"Level 1: Permanently unlocks the Hacknet Server in other BitNodes<br>" +
"Level 2: You start with 128GB of RAM on your home computer when entering a new BitNode<br>" +
"Level 3: Grants a highly-upgraded Hacknet Server when entering a new BitNode<br><br>" +
"(Note that the Level 3 effect of this Source-File only applies when entering a new BitNode, NOT " +
"when installing Augmentations)");
BitNodes["BitNode10"] = new BitNode(10, "Digital Carbon", "Your body is not who you are",
"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.<br><br>" +
"This BitNode unlocks Sleeve technology. Sleeve technology allows you to:<br><br>" +
"1. Re-sleeve: Purchase and transfer your consciousness into a new body<br>" +
"2. Duplicate Sleeves: Duplicate your consciousness into Synthoids, allowing you to perform different tasks synchronously<br><br>" +
"In this BitNode:<br><br>" +
"Your stats are significantly decreased<br>" +
"All methods of gaining money are half as profitable (except Stock Market)<br>" +
"Purchased servers are more expensive, have less max RAM, and a lower maximum limit<br>" +
"Augmentations are 5x as expensive and require twice as much reputation<br><br>" +
"Destroying this BitNode will give you Source-File 10, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 3. This Source-File unlocks Sleeve technology in other BitNodes. " +
"Each level of this Source-File also grants you a Duplicate Sleeve");
BitNodes["BitNode11"] = new BitNode(11, "The Big Crash", "Okay. Sell it all.",
"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.<br><br>" +
"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.<br><br>" +
"In this BitNode:<br><br>" +
"Your hacking stat and experience gain are halved<br>" +
"The starting and maximum amount of money available on servers is significantly decreased<br>" +
"The growth rate of servers is significantly reduced<br>" +
"Weakening a server is twice as effective<br>" +
"Company wages are decreased by 50%<br>" +
"Corporation valuations are 99% lower and are therefore significantly less profitable<br>" +
"Hacknet Node production is significantly decreased<br>" +
"Crime and Infiltration are more lucrative<br>" +
"Augmentations are twice as expensive<br><br>" +
"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:<br><br>" +
"Level 1: 32%<br>" +
"Level 2: 48%<br>" +
"Level 3: 56%");
BitNodes["BitNode12"] = new BitNode(12, "The Recursion", "Repeat.",
"To iterate is human, to recurse divine.<br><br>" +
"Every time this BitNode is destroyed, it becomes slightly harder. Destroying this BitNode will give your Souce-File 12, or " +
"if you already have this Source-File it will upgrade its level. There is no maximum level for Source-File 12. 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)");
// Books: Frontera, Shiner
BitNodes["BitNode13"] = new BitNode(13, "fOS", "COMING SOON"); //Unlocks the new game mode and the rest of the BitNodes
BitNodes["BitNode14"] = new BitNode(14, "", "COMING SOON");
BitNodes["BitNode15"] = new BitNode(15, "", "COMING SOON");
BitNodes["BitNode16"] = new BitNode(16, "", "COMING SOON");
BitNodes["BitNode17"] = new BitNode(17, "", "COMING SOON");
BitNodes["BitNode18"] = new BitNode(18, "", "COMING SOON");
BitNodes["BitNode19"] = new BitNode(19, "", "COMING SOON");
BitNodes["BitNode20"] = new BitNode(20, "", "COMING SOON");
BitNodes["BitNode21"] = new BitNode(21, "", "COMING SOON");
BitNodes["BitNode22"] = new BitNode(22, "", "COMING SOON");
BitNodes["BitNode23"] = new BitNode(23, "", "COMING SOON");
BitNodes["BitNode24"] = new BitNode(24, "", "COMING SOON");
export function initBitNodeMultipliers(p: IPlayer) {
if (p.bitNodeN == null) {

View File

@@ -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: "0.46.3",
Version: "0.47.1",
/** 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
@@ -275,35 +221,18 @@ export let CONSTANTS: IMap<any> = {
LatestUpdate:
`
v0.46.3
* 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
v0.47.1
* Stock Market changes:
** Transactions no longer influence stock prices (but they still influence forecast)
** Changed the way stocks behave, particularly with regard to how the stock forecast occasionally "flips"
** Hacking & growing a server can potentially affect the way the corresponding stock's forecast changes
** Working for a company positively affects the way the corresponding stock's forecast changes
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
* 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
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
* Scripts now start/stop instantly
* Improved performance when starting up many copies of a new NetscriptJS script (by Ornedan)
* Improved performance when killing scripts
* Dialog boxes can now be closed with the ESC key (by jaguilar)
* NetscriptJS scripts should now be "re-compiled" if their dependencies change (by jaguilar)
* write() function should now properly cause NetscriptJS scripts to "re-compile" (by jaguilar)
`
}

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

@@ -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 " +
@@ -51,8 +65,8 @@ export class Info extends React.Component<IProps, any> {
<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

@@ -279,7 +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);
}
}

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

@@ -0,0 +1,4 @@
/**
* Utility functions for calculating the maximum number of Hacknet upgrades the player
* can purchase for a Node with his/her current money
*/

View File

@@ -1,35 +1,51 @@
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";
/**
* Generic helper/utility functions for the Hacknet mechanic:
* - Purchase nodes/upgrades
* - Calculating maximum number of upgrades
* - Processing Hacknet earnings
* - Updating Hash Manager capacity
* - Purchasing hash upgrades
*
* TODO Should probably split the different types of functions into their own modules
*/
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 { 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 +82,7 @@ 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 +95,7 @@ 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);
@@ -110,32 +125,32 @@ export function getCostOfNextHacknetServer() {
return BaseCostForHacknetServer * Math.pow(mult, numOwned) * Player.hacknet_node_purchase_cost_mult;
}
//Calculate the maximum number of times the Player can afford to upgrade a Hacknet Node
// Calculate the maximum number of times the Player can afford to upgrade a Hacknet Node's level
export function getMaxNumberLevelUpgrades(nodeObj, maxLevel) {
if (maxLevel == null) {
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);
@@ -144,12 +159,13 @@ export function getMaxNumberLevelUpgrades(nodeObj, maxLevel) {
return 0;
}
// Calculate the maximum number of times the Player can afford to upgrade a Hacknet Node's RAM
export function getMaxNumberRamUpgrades(nodeObj, maxLevel) {
if (maxLevel == null) {
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;
}
@@ -159,45 +175,46 @@ 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;
}
}
return 0;
}
// Calculate the maximum number of times the Player can afford to upgrade a Hacknet Node's cores
export function getMaxNumberCoreUpgrades(nodeObj, maxLevel) {
if (maxLevel == null) {
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;
}
//Use a binary search to find the max possible number of upgrades
// Use a binary search to find the max possible number of upgrades
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);
@@ -207,6 +224,7 @@ export function getMaxNumberCoreUpgrades(nodeObj, maxLevel) {
return 0;
}
// Calculate the maximum number of times the Player can afford to upgrade a Hacknet Node's cache
export function getMaxNumberCacheUpgrades(nodeObj, maxLevel) {
if (maxLevel == null) {
throw new Error(`getMaxNumberCacheUpgrades() called without maxLevel arg`);
@@ -242,7 +260,136 @@ 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 +441,10 @@ 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 +453,37 @@ 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`);

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;
@@ -175,149 +171,48 @@ export class HacknetServer extends BaseServer implements IHacknetNode {
currentRam *= 2;
++numUpgrades;
}
totalCost *= p.hacknet_node_ram_cost_mult;
totalCost *= costMult;
return totalCost;
}
// Process this Hacknet Server in the game loop.
// Returns the number of hashes generated
// Process this Hacknet Server in the game loop. Returns the number of hashes generated
process(numCycles: number=1): number {
const seconds = numCycles * CONSTANTS.MilliPerCycle / 1000;
return this.hashRate * seconds;
}
// 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;
}
/**
* Whenever a script is run, we must update this server's hash rate
*/
runScript(script: RunningScript, p?: IPlayer): void {
// Whenever a script is run, we must update this server's hash rate
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 +220,7 @@ 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 +228,7 @@ 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

@@ -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

@@ -2,46 +2,53 @@
* 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
* If settings are configured to suppress this popup, just instantly travel
* Create a pop-up box that lets the player confirm traveling to a different city.
* If settings are configured to suppress this popup, just instantly travel.
* The actual "Travel" implementation is implemented in the UI, and is passed in
* as an argument
* as an argument.
* @param {CityName} destination - City that the player is traveling to
* @param {Function} travelFn - Function that changes the player's state for traveling
*/
type TravelFunction = (to: CityName) => void;
export function createTravelPopup(destination: CityName, travelFn: TravelFunction) {
export function createTravelPopup(destination: CityName, travelFn: TravelFunction): void {
const cost = CONSTANTS.TravelCost;
if (Settings.SuppressTravelConfirmation) {
@@ -75,10 +82,10 @@ export function createTravelPopup(destination: CityName, travelFn: TravelFunctio
/**
* Create a pop-up box that lets the player purchase a server.
* @param ram - Amount of RAM (GB) on server
* @param p - Player object
* @param {number} ram - Amount of RAM (GB) on server
* @param {IPlayer} p - Player object
*/
export function createPurchaseServerPopup(ram: number, p: IPlayer) {
export function createPurchaseServerPopup(ram: number, p: IPlayer): void {
const cost = getPurchaseServerCost(ram);
if (cost === Infinity) {
dialogBoxCreate("Something went wrong when trying to purchase this server. Please contact developer");
@@ -106,6 +113,7 @@ export function createPurchaseServerPopup(ram: number, p: IPlayer) {
/**
* Create a popup that lets the player start a Corporation
* @param {IPlayer} p - Player object
*/
export function createStartCorporationPopup(p: IPlayer) {
if (!p.canAccessCorporation() || p.hasCorporation()) { return; }
@@ -167,8 +175,10 @@ export function createStartCorporationPopup(p: IPlayer) {
if (worldHeader instanceof HTMLElement) {
worldHeader.click(); worldHeader.click();
}
dialogBoxCreate("Congratulations! You just started your own corporation with government seed money. " +
"You can visit and manage your company in the City");
dialogBoxCreate(
"Congratulations! You just started your own corporation with government seed money. " +
"You can visit and manage your company in the City"
);
removeElementById(popupId);
return false;
}
@@ -182,21 +192,23 @@ export function createStartCorporationPopup(p: IPlayer) {
/**
* Create a popup that lets the player upgrade the cores on his/her home computer
* @param p - Player object
* @param {IPlayer} p - Player object
*/
export function createUpgradeHomeCoresPopup(p: IPlayer) {
const currentCores = p.getHomeComputer().cpuCores;
if (currentCores >= 8) { return; } // Max of 8 cores
//Cost of purchasing another cost is found by indexing this array with number of current cores
const allCosts = [0,
10e9, // 1->2 Cores - 10 bn
250e9, // 2->3 Cores - 250 bn
5e12, // 3->4 Cores - 5 trillion
100e12, // 4->5 Cores - 100 trillion
1e15, // 5->6 Cores - 1 quadrillion
20e15, // 6->7 Cores - 20 quadrillion
200e15]; // 7->8 Cores - 200 quadrillion
// Cost of purchasing another cost is found by indexing this array with number of current cores
const allCosts = [
0,
10e9,
250e9,
5e12,
100e12,
1e15,
20e15,
200e15
];
const cost: number = allCosts[currentCores];
const yesBtn = yesNoBoxGetYesButton();
@@ -210,8 +222,10 @@ export function createUpgradeHomeCoresPopup(p: IPlayer) {
} else {
p.loseMoney(cost);
p.getHomeComputer().cpuCores++;
dialogBoxCreate("You purchased an additional CPU Core for your home computer! It now has " +
p.getHomeComputer().cpuCores + " cores.");
dialogBoxCreate(
"You purchased an additional CPU Core for your home computer! It now has " +
p.getHomeComputer().cpuCores + " cores."
);
}
yesNoBoxClose();
});
@@ -221,15 +235,17 @@ export function createUpgradeHomeCoresPopup(p: IPlayer) {
yesNoBoxClose();
});
yesNoBoxCreate("Would you like to purchase an additional CPU Core for your home computer? Each CPU Core " +
"lets you start with an additional Core Node in Hacking Missions.<br><br>" +
"Purchasing an additional core (for a total of " + (p.getHomeComputer().cpuCores + 1) + ") will " +
"cost " + numeralWrapper.formatMoney(cost));
yesNoBoxCreate(
"Would you like to purchase an additional CPU Core for your home computer? Each CPU Core " +
"lets you start with an additional Core Node in Hacking Missions.<br><br>" +
"Purchasing an additional core (for a total of " + (p.getHomeComputer().cpuCores + 1) + ") will " +
"cost " + numeralWrapper.formatMoney(cost)
);
}
/**
* Create a popup that lets the player upgrade the RAM on his/her home computer
* @param p - Player object
* @param {IPlayer} p - Player object
*/
export function createUpgradeHomeRamPopup(p: IPlayer) {
const cost: number = p.getUpgradeHomeRamCost();
@@ -250,15 +266,17 @@ export function createUpgradeHomeRamPopup(p: IPlayer) {
yesNoBoxClose();
});
yesNoBoxCreate("Would you like to purchase additional RAM for your home computer? <br><br>" +
"This will upgrade your RAM from " + ram + "GB to " + ram*2 + "GB. <br><br>" +
"This will cost " + numeralWrapper.format(cost, '$0.000a'));
yesNoBoxCreate(
"Would you like to purchase additional RAM for your home computer? <br><br>" +
"This will upgrade your RAM from " + ram + "GB to " + ram*2 + "GB. <br><br>" +
"This will cost " + numeralWrapper.format(cost, '$0.000a')
);
}
/**
* Attempt to purchase a TOR router
* @param p - Player object
* @param {IPlayer} p - Player object
*/
export function purchaseTorRouter(p: IPlayer) {
if (p.hasTorRouter()) {
@@ -271,8 +289,8 @@ export function purchaseTorRouter(p: IPlayer) {
}
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);
@@ -280,7 +298,9 @@ export function purchaseTorRouter(p: IPlayer) {
p.getHomeComputer().serversOnNetwork.push(darkweb.ip);
darkweb.serversOnNetwork.push(p.getHomeComputer().ip);
dialogBoxCreate("You have purchased a Tor router!<br>" +
"You now have access to the dark web from your home computer<br>" +
"Use the scan/scan-analyze commands to search for the dark web connection.");
dialogBoxCreate(
"You have purchased a Tor router!<br>" +
"You now have access to the dark web from your home computer<br>" +
"Use the scan/scan-analyze commands to search for the dark web connection."
);
}

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 +1,194 @@
/**
* 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;
/**
* Holds the Promise resolve() function for when the script is "blocked" by an async op
*/
delayResolve?: () => void;
/**
* 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 = "";
/**
* Process ID. Must be an integer. Used for efficient script
* killing and removal.
*/
pid: number;
/**
* 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, pid: number, nsFuncsGenerator?: (ws: WorkerScript) => object) {
this.name = runningScriptObj.filename;
this.serverIp = runningScriptObj.server;
const sanitizedPid = Math.round(pid);
if (typeof sanitizedPid !== "number" || isNaN(sanitizedPid)) {
throw new Error(`Invalid PID when constructing WorkerScript: ${pid}`);
}
this.pid = sanitizedPid;
runningScriptObj.pid = sanitizedPid;
// 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

@@ -0,0 +1,6 @@
/**
* Event emitter that triggers when scripts are started/stopped
*/
import { EventEmitter } from "../utils/EventEmitter";
export const WorkerScriptStartStopEventEmitter = new EventEmitter();

View File

@@ -0,0 +1,6 @@
/**
* Global pool of all active scripts (scripts that are currently running)
*/
import { WorkerScript } from "./WorkerScript";
export const workerScripts: Map<number, WorkerScript> = new Map();

View File

@@ -0,0 +1,136 @@
/**
* Stops an actively-running script (represented by a WorkerScript object)
* and removes it from the global pool of active scripts.
*/
import { WorkerScript } from "./WorkerScript";
import { workerScripts } from "./WorkerScripts";
import { WorkerScriptStartStopEventEmitter } from "./WorkerScriptStartStopEventEmitter";
import { RunningScript } from "../Script/RunningScript";
import { AllServers } from "../Server/AllServers";
import { compareArrays } from "../../utils/helpers/compareArrays";
import { roundToTwo } from "../../utils/helpers/roundToTwo";
export function killWorkerScript(runningScriptObj: RunningScript, serverIp: string, rerenderUi: boolean): boolean;
export function killWorkerScript(workerScript: WorkerScript): boolean;
export function killWorkerScript(pid: number): boolean;
export function killWorkerScript(script: RunningScript | WorkerScript | number, serverIp?: string, rerenderUi?: boolean): boolean {
if (rerenderUi == null || typeof rerenderUi !== "boolean") {
rerenderUi = true;
}
if (script instanceof WorkerScript) {
stopAndCleanUpWorkerScript(script);
return true;
} else if (script instanceof RunningScript && typeof serverIp === "string") {
// Try to kill by PID
const res = killWorkerScriptByPid(script.pid, rerenderUi);
if (res) { return res; }
// If for some reason that doesn't work, we'll try the old way
for (const ws of workerScripts.values()) {
if (ws.name == script.filename && ws.serverIp == serverIp &&
compareArrays(ws.args, script.args)) {
stopAndCleanUpWorkerScript(ws, rerenderUi);
return true;
}
}
return false;
} else if (typeof script === "number") {
return killWorkerScriptByPid(script, rerenderUi);
} else {
console.error(`killWorkerScript() called with invalid argument:`);
console.error(script);
return false;
}
}
function killWorkerScriptByPid(pid: number, rerenderUi: boolean=true): boolean {
const ws = workerScripts.get(pid);
if (ws instanceof WorkerScript) {
stopAndCleanUpWorkerScript(ws, rerenderUi);
return true;
}
return false;
}
function stopAndCleanUpWorkerScript(workerScript: WorkerScript, rerenderUi: boolean=true): void {
workerScript.env.stopFlag = true;
killNetscriptDelay(workerScript);
removeWorkerScript(workerScript, rerenderUi);
}
/**
* Helper function that removes the script being killed from the global pool.
* Also handles other cleanup-time operations
*
* @param {WorkerScript | number} - Identifier for WorkerScript. Either the object itself, or
* its index in the global workerScripts array
*/
function removeWorkerScript(workerScript: WorkerScript, rerenderUi: boolean=true): void {
if (workerScript instanceof WorkerScript) {
const ip = workerScript.serverIp;
const name = workerScript.name;
// Get the server on which the script runs
const server = AllServers[ip];
if (server == null) {
console.error(`Could not find server on which this script is running: ${ip}`);
return;
}
// Recalculate ram used on that server
server.ramUsed = roundToTwo(server.ramUsed - workerScript.ramUsage);
if (server.ramUsed < 0) {
console.warn(`Server RAM usage went negative (if it's due to floating pt imprecision, it's okay): ${server.ramUsed}`);
server.ramUsed = 0;
}
// Delete the RunningScript object from that server
for (let i = 0; i < server.runningScripts.length; ++i) {
const runningScript = server.runningScripts[i];
if (runningScript.filename === name && compareArrays(runningScript.args, workerScript.args)) {
server.runningScripts.splice(i, 1);
break;
}
}
// Delete script from global pool (workerScripts)
const res = workerScripts.delete(workerScript.pid);
if (!res) {
console.warn(`removeWorkerScript() called with WorkerScript that wasn't in the global map:`);
console.warn(workerScript);
}
if (rerenderUi) {
WorkerScriptStartStopEventEmitter.emitEvent();
}
} else {
console.error(`Invalid argument passed into removeWorkerScript():`);
console.error(workerScript);
return;
}
}
/**
* Helper function that interrupts a script's delay if it is in the middle of a
* timed, blocked operation (like hack(), sleep(), etc.). This allows scripts to
* be killed immediately even if they're in the middle of one of those long operations
*/
function killNetscriptDelay(workerScript: WorkerScript) {
if (workerScript instanceof WorkerScript) {
if (workerScript.delay) {
clearTimeout(workerScript.delay);
if (workerScript.delayResolve) {
workerScript.delayResolve();
}
}
}
}

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

@@ -1,141 +1,9 @@
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 { 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) {
clearTimeout(workerScript.delay);
workerScript.delayResolve();
}
}
}
export function netscriptDelay(time, workerScript) {
return new Promise(function(resolve, reject) {
workerScript.delay = setTimeoutRef(() => {
@@ -155,60 +23,22 @@ 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

@@ -1,10 +1,22 @@
import { makeRuntimeRejectMsg } from "./NetscriptEvaluator";
import { Script } from "./Script/Script";
// Makes a blob that contains the code of a given script.
export function makeScriptBlob(code) {
return new Blob([code], {type: "text/javascript"});
}
class ScriptUrl {
/**
* @param {string} filename
* @param {string} url
*/
constructor(filename, url) {
this.filename = filename;
this.url = url;
}
}
// Begin executing a user JS script, and return a promise that resolves
// or rejects when the script finishes.
// - script is a script to execute (see Script.js). We depend only on .filename and .code.
@@ -15,9 +27,9 @@ export function makeScriptBlob(code) {
// running the main function of the script.
export async function executeJSScript(scripts = [], workerScript) {
let loadedModule;
let urlStack = null;
let urls = null;
let script = workerScript.getScript();
if (script.module === "") {
if (shouldCompile(script, scripts)) {
// The URL at the top is the one we want to import. It will
// recursively import all the other modules in the urlStack.
//
@@ -25,10 +37,11 @@ export async function executeJSScript(scripts = [], workerScript) {
// but not really behaves like import. Particularly, it cannot
// load fully dynamic content. So we hide the import from webpack
// by placing it inside an eval call.
urlStack = _getScriptUrls(script, scripts, []);
script.module = await eval('import(urlStack[urlStack.length - 1])');
urls = _getScriptUrls(script, scripts, []);
script.module = new Promise(resolve => resolve(eval('import(urls[urls.length - 1].url)')));
script.dependencies = urls.map(u => u.filename);
}
loadedModule = script.module;
loadedModule = await script.module;
let ns = workerScript.env.vars;
@@ -41,12 +54,31 @@ export async function executeJSScript(scripts = [], workerScript) {
return loadedModule.main(ns);
} finally {
// Revoke the generated URLs
if (urlStack != null) {
for (const url in urlStack) URL.revokeObjectURL(url);
if (urls != null) {
for (const b in urls) URL.revokeObjectURL(b.url);
}
};
}
/** Returns whether we should compile the script parameter.
*
* @param {Script} script
* @param {Script[]} scripts
*/
function shouldCompile(script, scripts) {
if (script.module === "") return true;
return script.dependencies.some(dep => {
const depScript = scripts.find(s => s.filename == dep);
// If the script is not present on the server, we should recompile, if only to get any necessary
// compilation errors.
if (!depScript) return true;
const depIsMoreRecent = depScript.moduleSequenceNumber > script.moduleSequenceNumber
return depIsMoreRecent;
});
}
// Gets a stack of blob urls, the top/right-most element being
// the blob url for the named script on the named server.
//
@@ -58,8 +90,18 @@ export async function executeJSScript(scripts = [], workerScript) {
// different parts of the tree. That hasn't presented any problem with during
// testing, but it might be an idea for the future. Would require a topo-sort
// then url-izing from leaf-most to root-most.
/**
* @param {Script} script
* @param {Script[]} scripts
* @param {Script[]} seen
* @returns {ScriptUrl[]} All of the compiled scripts, with the final one
* in the list containing the blob corresponding to
* the script parameter.
*/
// BUG: apparently seen is never consulted. Oops.
export function _getScriptUrls(script, scripts, seen) {
// Inspired by: https://stackoverflow.com/a/43834063/91401
/** @type {ScriptUrl[]} */
const urlStack = [];
seen.push(script);
try {
@@ -86,7 +128,7 @@ export function _getScriptUrls(script, scripts, seen) {
// The top url in the stack is the replacement import file for this script.
urlStack.push(...urls);
return [prefix, urls[urls.length - 1], suffix].join('');
return [prefix, urls[urls.length - 1].url, suffix].join('');
}
);
@@ -96,7 +138,7 @@ export function _getScriptUrls(script, scripts, seen) {
// If we successfully transformed the code, create a blob url for it and
// push that URL onto the top of the stack.
urlStack.push(URL.createObjectURL(makeScriptBlob(transformedCode)));
urlStack.push(new ScriptUrl(script.filename, URL.createObjectURL(makeScriptBlob(transformedCode))));
return urlStack;
} catch (err) {
// If there is an error, we need to clean up the URLs.

View File

@@ -1,21 +1,29 @@
import {
addActiveScriptsItem,
deleteActiveScriptsItem,
updateActiveScriptsItems
} from "./ActiveScriptsUI";
/**
* Functions for handling WorkerScripts, which are the underlying mechanism
* that allows for scripts to run
*/
import { killWorkerScript } from "./Netscript/killWorkerScript";
import { WorkerScript } from "./Netscript/WorkerScript";
import { workerScripts } from "./Netscript/WorkerScripts";
import { WorkerScriptStartStopEventEmitter } from "./Netscript/WorkerScriptStartStopEventEmitter";
import { CONSTANTS } from "./Constants";
import { Engine } from "./engine";
import { Interpreter } from "./JSInterpreter";
import { Environment } from "./NetscriptEnvironment";
import {
evaluate,
isScriptErrorMessage,
makeRuntimeRejectMsg,
killNetscriptDelay
} from "./NetscriptEvaluator";
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";
@@ -29,85 +37,21 @@ 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 = [];
var NetscriptPorts = [];
// Netscript Ports are instantiated here
export const NetscriptPorts = [];
for (var i = 0; i < CONSTANTS.NumNetscriptPorts; ++i) {
NetscriptPorts.push(new NetscriptPort());
}
function prestigeWorkerScripts() {
for (var i = 0; i < workerScripts.length; ++i) {
deleteActiveScriptsItem(workerScripts[i]);
workerScripts[i].env.stopFlag = true;
export function prestigeWorkerScripts() {
for (const ws of workerScripts.values()) {
ws.env.stopFlag = true;
}
updateActiveScriptsItems(5000); //Force UI to update
workerScripts.length = 0;
WorkerScriptStartStopEventEmitter.emitEvent();
workerScripts.clear();
}
// JS script promises need a little massaging to have the same guarantees as netscript
@@ -192,7 +136,7 @@ function startNetscript2Script(workerScript) {
}
function startNetscript1Script(workerScript) {
var code = workerScript.code;
const code = workerScript.code;
workerScript.running = true;
//Process imports
@@ -219,8 +163,15 @@ 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 +283,7 @@ 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 +299,10 @@ 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 +317,7 @@ 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 +329,7 @@ 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 +400,7 @@ 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
@@ -456,177 +408,251 @@ function processNetscript1Imports(code, workerScript) {
return res;
}
//Loop through workerScripts and run every script that is not currently running
function runScriptsLoop() {
var scriptDeleted = false;
/**
* Find and return the next availble PID for a script
*/
let pidCounter = 1;
function generateNextPid() {
let tempCounter = pidCounter;
//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--) {
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;
// Cap the number of search iterations at some arbitrary value to avoid
// infinite loops. We'll assume that players wont have 1mil+ running scripts
let found = false;
for (let i = 0; i < 1e6;) {
if (!workerScripts.has(tempCounter + i)) {
found = true;
tempCounter = tempCounter + i;
break;
}
//recalculate ram used
AllServers[ip].ramUsed = 0;
for(let j = 0; j < workerScripts.length; j++) {
if(workerScripts[j].serverIp !== ip) {
continue
}
if(j === i) { // not this one
continue
}
AllServers[ip].ramUsed += workerScripts[j].ramUsage;
}
//Delete script from Active Scripts
deleteActiveScriptsItem(workerScripts[i]);
for (var 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);
break;
}
}
//Delete script from workerScripts
workerScripts.splice(i, 1);
if (i === Number.MAX_SAFE_INTEGER - 1) {
i = 1;
} else {
++i;
}
}
if (scriptDeleted) {updateActiveScriptsItems();} //Force Update
if (found) {
pidCounter = tempCounter + 1;
if (pidCounter >= Number.MAX_SAFE_INTEGER) {
pidCounter = 1;
}
//Run any scripts that haven't been started
for (var 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")) {
p = startNetscript2Script(workerScripts[i]);
} else {
p = startNetscript1Script(workerScripts[i]);
if (!(p instanceof Promise)) { continue; }
}
//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;
w.env.stopFlag = true;
w.scriptRef.log("Script finished running");
}).catch(function(w) {
if (w instanceof Error) {
dialogBoxCreate("Script runtime unknown error. This is a bug please contact game developer");
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
console.log("Script returning with value: " + w[1]);
//TODO maybe do something with this in the future
return;
} else if (w instanceof WorkerScript) {
if (isScriptErrorMessage(w.errorMessage)) {
var errorTextArray = w.errorMessage.split("|");
if (errorTextArray.length != 4) {
console.log("ERROR: Something wrong with Error text in evaluator...");
console.log("Error text: " + errorText);
return;
}
var serverIp = errorTextArray[1];
var scriptName = errorTextArray[2];
var errorMsg = errorTextArray[3];
dialogBoxCreate("Script runtime error: <br>Server Ip: " + serverIp +
"<br>Script name: " + scriptName +
"<br>Args:" + arrayToString(w.args) + "<br>" + errorMsg);
w.scriptRef.log("Script crashed with runtime error");
} else {
w.scriptRef.log("Script killed");
}
w.running = false;
w.env.stopFlag = true;
} else if (isScriptErrorMessage(w)) {
dialogBoxCreate("Script runtime unknown error. This is a bug please contact game developer");
console.log("ERROR: Evaluating workerscript returns only error message rather than WorkerScript object. THIS SHOULDN'T HAPPEN: " + w.toString());
return;
} else {
dialogBoxCreate("An unknown script died for an unknown reason. This is a bug please contact game dev");
console.log(w);
}
});
}
}
setTimeoutRef(runScriptsLoop, 6000);
return tempCounter;
} else {
return -1;
}
}
//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) {
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;
}
/**
* Start a script
*
* Given a RunningScript object, constructs a corresponding WorkerScript,
* adds it to the global 'workerScripts' pool, and begins executing it.
* @param {RunningScript} runningScriptObj - Script that's being run
* @param {Server} server - Server on which the script is to be run
*/
export function addWorkerScript(runningScriptObj, server) {
const filename = runningScriptObj.filename;
//Queues a script to be run
function addWorkerScript(runningScriptObj, server) {
var filename = runningScriptObj.filename;
//Update server's ram usage
var threads = 1;
// Update server's ram usage
let threads = 1;
if (runningScriptObj.threads && !isNaN(runningScriptObj.threads)) {
threads = runningScriptObj.threads;
} else {
runningScriptObj.threads = 1;
}
var ramUsage = roundToTwo(runningScriptObj.getRamUsage() * threads);
var ramAvailable = server.maxRam - server.ramUsed;
const ramUsage = roundToTwo(getRamUsageFromRunningScript(runningScriptObj) * threads);
const ramAvailable = server.maxRam - server.ramUsed;
if (ramUsage > ramAvailable) {
dialogBoxCreate("Not enough RAM to run script " + runningScriptObj.filename + " with args " +
arrayToString(runningScriptObj.args) + ". This likely occurred because you re-loaded " +
"the game and the script's RAM usage increased (either because of an update to the game or " +
"your changes to the script.)");
dialogBoxCreate(
`Not enough RAM to run script ${runningScriptObj.filename} with args ` +
`${arrayToString(runningScriptObj.args)}. This likely occurred because you re-loaded ` +
`the game and the script's RAM usage increased (either because of an update to the game or ` +
`your changes to the script.)`
);
return;
}
server.ramUsed = roundToTwo(server.ramUsed + ramUsage);
//Create the WorkerScript
var s = new WorkerScript(runningScriptObj);
// Get the pid
const pid = generateNextPid();
if (pid === -1) {
throw new Error(
`Failed to start script because could not find available PID. This is most ` +
`because you have too many scripts running.`
);
}
// Create the WorkerScript. NOTE: WorkerScript ctor will set the underlying
// RunningScript's PID as well
const s = new WorkerScript(runningScriptObj, pid, NetscriptFunctions);
s.ramUsage = ramUsage;
//Add the WorkerScript to the Active Scripts list
addActiveScriptsItem(s);
// Start the script's execution
let p = null; // Script's resulting promise
if (s.name.endsWith(".js") || s.name.endsWith(".ns")) {
p = startNetscript2Script(s);
} else {
p = startNetscript1Script(s);
if (!(p instanceof Promise)) { return; }
}
//Add the WorkerScript
workerScripts.push(s);
// 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");
killWorkerScript(s);
w.scriptRef.log("Script finished running");
}).catch(function(w) {
if (w instanceof Error) {
dialogBoxCreate("Script runtime unknown error. This is a bug please contact game developer");
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
console.log("Script returning with value: " + w[1]);
// TODO maybe do something with this in the future
return;
} else if (w instanceof WorkerScript) {
if (isScriptErrorMessage(w.errorMessage)) {
var errorTextArray = w.errorMessage.split("|");
if (errorTextArray.length != 4) {
console.log("ERROR: Something wrong with Error text in evaluator...");
console.log("Error text: " + errorText);
return;
}
var serverIp = errorTextArray[1];
var scriptName = errorTextArray[2];
var errorMsg = errorTextArray[3];
dialogBoxCreate("Script runtime error: <br>Server Ip: " + serverIp +
"<br>Script name: " + scriptName +
"<br>Args:" + arrayToString(w.args) + "<br>" + errorMsg);
w.scriptRef.log("Script crashed with runtime error");
} else {
w.scriptRef.log("Script killed");
return; // Already killed, so stop here
}
w.running = false;
w.env.stopFlag = true;
} else if (isScriptErrorMessage(w)) {
dialogBoxCreate("Script runtime unknown error. This is a bug please contact game developer");
console.log("ERROR: Evaluating workerscript returns only error message rather than WorkerScript object. THIS SHOULDN'T HAPPEN: " + w.toString());
return;
} else {
dialogBoxCreate("An unknown script died for an unknown reason. This is a bug please contact game dev");
console.log(w);
}
killWorkerScript(s);
});
// Add the WorkerScript to the global pool
workerScripts.set(pid, s);
WorkerScriptStartStopEventEmitter.emitEvent();
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;
}
for (const ws of workerScripts.values()) {
ws.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].markUpdated();
}
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[];
@@ -97,6 +101,10 @@ export interface IPlayer {
work_money_mult: number;
crime_success_mult: number;
crime_money_mult: number;
bladeburner_max_stamina_mult: number;
bladeburner_stamina_gain_mult: number;
bladeburner_analysis_mult: number;
bladeburner_success_chance_mult: number;
// Methods
applyForAgentJob(sing?: boolean): boolean | void;
@@ -126,12 +134,14 @@ 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;
@@ -141,6 +151,7 @@ export interface IPlayer {
reapplyAllSourceFiles(): void;
regenerateHp(amt: number): void;
recordMoneySource(amt: number, source: string): void;
setMoney(amt: number): void;
startBladeburner(p: object): void;
startClass(costMult: number, expMult: number, className: string): void;
startCorporation(corpName: string, additionalShares?: number): void;

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 +1,71 @@
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 { applySourceFile } from "../../SourceFile/applySourceFile";
import { SourceFiles } from "../../SourceFile/SourceFiles";
import { SourceFileFlags } from "../../SourceFile/SourceFileFlags";
import { influenceStockThroughCompanyWork } from "../../StockMarket/PlayerInfluencing";
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 +161,7 @@ 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 +221,11 @@ 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 +256,7 @@ 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 +366,24 @@ 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 +473,7 @@ 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;
}
}
@@ -562,8 +581,8 @@ export function startWork(companyName) {
}
export function work(numCycles) {
//Cap the number of cycles being processed to whatever would put you at
//the work time limit (8 hours)
// Cap the number of cycles being processed to whatever would put you at
// the work time limit (8 hours)
var overMax = false;
if (this.timeWorked + (Engine._idleSpeed * numCycles) >= CONSTANTS.MillisecondsPer8Hours) {
overMax = true;
@@ -571,21 +590,24 @@ export function work(numCycles) {
}
this.timeWorked += Engine._idleSpeed * numCycles;
this.workRepGainRate = this.getWorkRepGain();
this.workRepGainRate = this.getWorkRepGain();
this.processWorkEarnings(numCycles);
//If timeWorked == 8 hours, then finish. You can only gain 8 hours worth of exp and money
// If timeWorked == 8 hours, then finish. You can only gain 8 hours worth of exp and money
if (overMax || this.timeWorked >= CONSTANTS.MillisecondsPer8Hours) {
return this.finishWork(false);
}
var comp = Companies[this.companyName], companyRep = "0";
const comp = Companies[this.companyName];
let companyRep = "0";
if (comp == null || !(comp instanceof Company)) {
console.error(`Could not find Company: ${this.companyName}`);
} else {
companyRep = comp.playerReputation;
}
influenceStockThroughCompanyWork(comp, this.workRepGainRate, numCycles);
const position = this.jobs[this.companyName];
var txt = document.getElementById("work-in-progress-text");
@@ -943,7 +965,7 @@ 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 +1577,9 @@ 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";
@@ -884,32 +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; }
if (facName === "Netburners") { 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;
}

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

@@ -1,4 +1,3 @@
import { deleteActiveScriptsItem } from "./ActiveScriptsUI";
import { Augmentations } from "./Augmentation/Augmentations";
import {
augmentationExists,
@@ -16,14 +15,10 @@ 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 +40,9 @@ import {
SpecialServerNames
} from "./Server/SpecialServerIps";
import {
deleteStockMarket,
initStockMarket,
initSymbolToStockMap,
stockMarketContentCreated,
setStockMarketContentCreated
} from "./StockMarket/StockMarket";
import { Terminal, postNetburnerText } from "./Terminal";
@@ -102,7 +96,7 @@ 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 +147,7 @@ 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 +157,6 @@ 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 +252,6 @@ 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 +305,7 @@ 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 +319,8 @@ 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 +335,9 @@ 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

@@ -5,7 +5,7 @@ import { BitNodes } from "./BitNode/BitNode";
import { Engine } from "./engine";
import { Player } from "./Player";
import { prestigeSourceFile } from "./Prestige";
import { SourceFiles, SourceFile } from "./SourceFile";
import { SourceFiles } from "./SourceFile/SourceFiles";
import { PlayerOwnedSourceFile } from "./SourceFile/PlayerOwnedSourceFile";
import { Terminal } from "./Terminal";
import { setTimeoutRef } from "./utils/SetTimeoutRef";
@@ -20,9 +20,6 @@ import {
import { clearEventListeners } from "../utils/uiHelpers/clearEventListeners";
import { removeChildrenFromElement } from "../utils/uiHelpers/removeChildrenFromElement";
// Returns promise
function writeRedPillLine(line) {
return new Promise(function(resolve, reject) {

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 +1,16 @@
// Calculate a script's RAM usage
const walk = require("acorn/dist/walk"); // Importing this doesn't work for some reason.
/**
* Implements RAM Calculation functionality.
*
* Uses the acorn.js library to parse a script's code into an AST and
* recursively walk through that AST, calculating RAM usage along
* the way
*/
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.
@@ -16,19 +21,26 @@ const specialReferenceWHILE = "__SPECIAL_referenceWhile";
// The global scope of a script is registered under this key during parsing.
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) {
/**
* Parses code into an AST and walks through it recursively to calculate
* RAM usage. Also accounts for imported modules.
* @param {Script[]} otherScripts - All other scripts on the server. Used to account for imported scripts
* @param {string} codeCopy - The code being parsed
* @param {WorkerScript} workerScript - Object containing RAM costs of Netscript functions. Also used to
* keep track of what functions have/havent been accounted for
*/
async function parseOnlyRamCalculate(otherScripts, code, workerScript) {
try {
// Maps dependent identifiers to their dependencies.
//
// The initial identifier is __SPECIAL_INITIAL_MODULE__.__GLOBAL__.
// It depends on all the functions declared in the module, all the global scopes
// of its imports, and any identifiers referenced in this global scope. Each
// function depends on all the identifiers referenced internally.
// We walk the dependency graph to calculate RAM usage, given that some identifiers
// reference Netscript functions which have a RAM cost.
/**
* Maps dependent identifiers to their dependencies.
*
* The initial identifier is __SPECIAL_INITIAL_MODULE__.__GLOBAL__.
* It depends on all the functions declared in the module, all the global scopes
* of its imports, and any identifiers referenced in this global scope. Each
* function depends on all the identifiers referenced internally.
* We walk the dependency graph to calculate RAM usage, given that some identifiers
* reference Netscript functions which have a RAM cost.
*/
let dependencyMap = {};
// Scripts we've parsed.
@@ -49,19 +61,20 @@ async function parseOnlyRamCalculate(server, code, workerScript) {
}
}
// Splice all the references in.
//Spread syntax not supported in edge, use Object.assign instead
//dependencyMap = {...dependencyMap, ...result.dependencyMap};
// Splice all the references in
dependencyMap = Object.assign(dependencyMap, result.dependencyMap);
}
// Parse the initial module, which is the "main" script that is being run
const initialModule = "__SPECIAL_INITIAL_MODULE__";
parseCode(code, initialModule);
// Process additional modules, which occurs if the "main" script has any imports
while (parseQueue.length > 0) {
// Get the code from the server.
const nextModule = parseQueue.shift();
// Additional modules can either be imported from the web (in which case we use
// a dynamic import), or from other in-game scripts
let code;
if (nextModule.startsWith("https://") || nextModule.startsWith("http://")) {
try {
@@ -74,14 +87,27 @@ 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 +116,7 @@ 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 +124,13 @@ 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);
@@ -124,11 +150,8 @@ 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.
//
// TODO it would be simpler to just reference a dictionary.
// Check if this identifier is a function in the workerScript environment.
// If it is, then we need to get its RAM cost.
try {
function applyFuncRam(func) {
if (typeof func === "function") {
@@ -152,8 +175,15 @@ 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, CodingCpntract, etc.)
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 +193,7 @@ 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;}
@@ -174,13 +204,16 @@ 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;
}
}
// Parses one script and calculates its ram usage, for the global scope and each function.
// Returns a cost map and a dependencyMap for the module. Returns a reference map to be joined
// onto the main reference map, and a list of modules that need to be parsed.
/**
* Helper function that parses a single script. It returns a map of all dependencies,
* which are items in the code's AST that potentially need to be evaluated
* for RAM usage calculations. It also returns an array of additional modules
* that need to be parsed (i.e. are 'import'ed scripts).
*/
function parseOnlyCalculateDeps(code, currentModule) {
const ast = parse(code, {sourceType:"module", ecmaVersion: 8});
@@ -248,36 +281,6 @@ 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 +311,29 @@ 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;
/**
* Calculate's a scripts RAM Usage
* @param {string} codeCopy - The script's code
* @param {Script[]} otherScripts - All other scripts on the server.
* Used to account for imported scripts
*/
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 +1,19 @@
// 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";
/**
* 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 { 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
@@ -21,10 +24,8 @@ export class RunningScript {
// Script arguments
args: any[] = [];
// Holds a map of servers hacked, where server = key and the value for each
// server is an array of four numbers. The four numbers represent:
// [MoneyStolen, NumTimesHacked, NumTimesGrown, NumTimesWeaken]
// This data is used for offline progress
// Map of [key: server ip] -> Hacking data. Used for offline progress calculations.
// Hacking data format: [MoneyStolen, NumTimesHacked, NumTimesGrown, NumTimesWeaken]
dataMap: IMap<number[]> = {};
// Script filename
@@ -55,6 +56,9 @@ export class RunningScript {
// Number of seconds that this script has been running online
onlineRunningTime: number = 0.01;
// Process ID. Must be an integer and equals the PID of corresponding WorkerScript
pid: number = -1;
// How much RAM this script uses for ONE thread
ramUsage: number = 0;
@@ -68,51 +72,20 @@ export class RunningScript {
if (script == null) { return; }
this.filename = script.filename;
this.args = args;
this.server = script.server; //IP Address only
this.server = script.server;
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.
//TODO Eventually it might be better to replace this with circular array
//to improve performance
this.logs.shift();
}
let logEntry = txt;
if (FconfSettings.ENABLE_TIMESTAMPS) {
logEntry = "[" + getTimestamp() + "] " + logEntry;
}
this.logs.push(logEntry);
this.logUpd = true;
}

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;
}

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