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Author SHA1 Message Date
Snarling
4f78fcab1b Resolve index files for script imports 2024-08-16 19:40:41 -04:00
414 changed files with 4142 additions and 8533 deletions

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@@ -7,7 +7,6 @@ node_modules/
dist
input
assets
coverage
doc
markdown
electron

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@@ -9,8 +9,8 @@ module.exports = {
"plugin:@typescript-eslint/recommended",
"plugin:react/recommended",
"plugin:react-hooks/recommended",
"plugin:@typescript-eslint/recommended-requiring-type-checking",
"plugin:@typescript-eslint/strict",
//"plugin:@typescript-eslint/recommended-requiring-type-checking",
//"plugin:@typescript-eslint/strict",
],
parser: "@typescript-eslint/parser",
parserOptions: {
@@ -34,26 +34,10 @@ module.exports = {
"@typescript-eslint/ban-ts-comment": "off",
"@typescript-eslint/no-explicit-any": "off",
"react/no-unescaped-entities": "off",
"@typescript-eslint/restrict-template-expressions": "off",
"@typescript-eslint/no-unsafe-enum-comparison": "off",
},
settings: {
react: {
version: "detect",
},
},
overrides: [
/**
* Some enums are subsets of other enums. For example, UniversityLocationName contains locations of 3 universities.
* With each member, we refer to the respective LocationName's member instead of using a literal string. This usage
* is okay, but it triggers the "prefer-literal-enum-member" rule. This rule is not useful in this case, so we
* suppress it in NetscriptDefinitions.d.ts.
*/
{
files: ["src/ScriptEditor/NetscriptDefinitions.d.ts"],
rules: {
"@typescript-eslint/prefer-literal-enum-member": ["off"],
},
},
],
};

1
.gitignore vendored
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@@ -3,7 +3,6 @@
.vscode
Changelog.txt
Netburner.txt
/coverage
/doc/build
/node_modules
/electron/node_modules

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@@ -3,7 +3,6 @@ package.json
dist
doc/build
doc/source
coverage
.build
.package
.app

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@@ -13,10 +13,9 @@ See the [frequently asked questions](./doc/FAQ.md) for more information . To dis
# Documentation
There are 2 types of documentation:
The game's official documentation can be found in-game.
- In-game documentation: It can be found in the Documentation tab. This is the best place to get up-to-date information. You can also read the web version at https://github.com/bitburner-official/bitburner-src/blob/stable/src/Documentation/doc/index.md.
- NS API documentation: It's generated from the [TypeScript definitions](./src/ScriptEditor/NetscriptDefinitions.d.ts). You can read it at https://github.com/bitburner-official/bitburner-src/blob/stable/markdown/bitburner.md.
The [in-game documentation](./markdown/bitburner.md) is generated from the [TypeScript definitions](./src/ScriptEditor/NetscriptDefinitions.d.ts).
Anyone is welcome to contribute to the documentation by editing the [source
files](/src/Documentation/doc) and then making a pull request with your contributions.

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@@ -1,12 +1,12 @@
{
"name": "bitburner",
"version": "2.7.0",
"version": "2.6.3",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "bitburner",
"version": "2.7.0",
"version": "2.6.3",
"dependencies": {
"electron-log": "^4.4.8",
"electron-store": "^8.1.0",

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@@ -1,6 +1,6 @@
{
"name": "bitburner",
"version": "2.7.0",
"version": "2.6.3",
"description": "A cyberpunk-themed programming incremental game",
"main": "main.js",
"author": "Daniel Xie, hydroflame, et al.",

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@@ -2,7 +2,7 @@ module.exports = {
roots: ["<rootDir>/src/", "<rootDir>/test/"],
moduleFileExtensions: ["ts", "tsx", "js", "jsx"],
transform: {
"^.+\\.(js|jsx|ts|tsx|cjs|mjs)$": "<rootDir>/test/jest/config/babelTransform.js",
"^.+\\.(js|jsx|ts|tsx)$": "babel-jest",
},
transformIgnorePatterns: ["node_modules/(?!react-markdown)/"],
testPathIgnorePatterns: [".cypress", "node_modules", "dist"],
@@ -15,7 +15,7 @@ module.exports = {
".*?raw$": "<rootDir>/test/__mocks__/fileMock.js",
"@player": "<rootDir>/src/Player",
"@enums": "<rootDir>/src/Enums",
"@nsdefs": "<rootDir>/src/ScriptEditor/NetscriptDefinitions.d.ts",
"@nsdefs": "<rootDir>/src/ScriptEditor/NetscriptDefinitions",
"^monaco-editor$": "<rootDir>/test/__mocks__/NullMock.js",
"^monaco-vim$": "<rootDir>/test/__mocks__/NullMock.js",
"/utils/Protections$": "<rootDir>/test/__mocks__/NullMock.js",

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@@ -4,8 +4,6 @@
## AutocompleteData.enums property
Netscript Enums
**Signature:**
```typescript

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@@ -1,13 +0,0 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [AutocompleteData](./bitburner.autocompletedata.md) &gt; [filename](./bitburner.autocompletedata.filename.md)
## AutocompleteData.filename property
The filename of the script about to be run
**Signature:**
```typescript
filename: string;
```

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@@ -4,8 +4,6 @@
## AutocompleteData.flags() method
Parses the flags schema on the already inputted flags
**Signature:**
```typescript

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@@ -1,13 +0,0 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [AutocompleteData](./bitburner.autocompletedata.md) &gt; [hostname](./bitburner.autocompletedata.hostname.md)
## AutocompleteData.hostname property
The hostname of the server the script would be running on
**Signature:**
```typescript
hostname: string;
```

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@@ -16,17 +16,14 @@ interface AutocompleteData
| Property | Modifiers | Type | Description |
| --- | --- | --- | --- |
| [enums](./bitburner.autocompletedata.enums.md) | | [NSEnums](./bitburner.nsenums.md) | Netscript Enums |
| [filename](./bitburner.autocompletedata.filename.md) | | string | The filename of the script about to be run |
| [hostname](./bitburner.autocompletedata.hostname.md) | | string | The hostname of the server the script would be running on |
| [processes](./bitburner.autocompletedata.processes.md) | | [ProcessInfo](./bitburner.processinfo.md)<!-- -->\[\] | The processes running on the host |
| [scripts](./bitburner.autocompletedata.scripts.md) | | string\[\] | All scripts on the current server |
| [servers](./bitburner.autocompletedata.servers.md) | | string\[\] | All server hostnames |
| [txts](./bitburner.autocompletedata.txts.md) | | string\[\] | All text files on the current server |
| [enums](./bitburner.autocompletedata.enums.md) | | [NSEnums](./bitburner.nsenums.md) | |
| [scripts](./bitburner.autocompletedata.scripts.md) | | string\[\] | |
| [servers](./bitburner.autocompletedata.servers.md) | | string\[\] | |
| [txts](./bitburner.autocompletedata.txts.md) | | string\[\] | |
## Methods
| Method | Description |
| --- | --- |
| [flags(schema)](./bitburner.autocompletedata.flags.md) | Parses the flags schema on the already inputted flags |
| [flags(schema)](./bitburner.autocompletedata.flags.md) | |

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@@ -1,13 +0,0 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [AutocompleteData](./bitburner.autocompletedata.md) &gt; [processes](./bitburner.autocompletedata.processes.md)
## AutocompleteData.processes property
The processes running on the host
**Signature:**
```typescript
processes: ProcessInfo[];
```

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@@ -4,8 +4,6 @@
## AutocompleteData.scripts property
All scripts on the current server
**Signature:**
```typescript

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@@ -4,8 +4,6 @@
## AutocompleteData.servers property
All server hostnames
**Signature:**
```typescript

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@@ -4,8 +4,6 @@
## AutocompleteData.txts property
All text files on the current server
**Signature:**
```typescript

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@@ -1,13 +0,0 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [BaseTask](./bitburner.basetask.md) &gt; [cyclesWorked](./bitburner.basetask.cyclesworked.md)
## BaseTask.cyclesWorked property
The number of game engine cycles has passed since this task started. 1 engine cycle = 200ms.
**Signature:**
```typescript
cyclesWorked: number;
```

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@@ -1,20 +0,0 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [BaseTask](./bitburner.basetask.md)
## BaseTask interface
Base interface of all tasks.
**Signature:**
```typescript
export interface BaseTask
```
## Properties
| Property | Modifiers | Type | Description |
| --- | --- | --- | --- |
| [cyclesWorked](./bitburner.basetask.cyclesworked.md) | | number | The number of game engine cycles has passed since this task started. 1 engine cycle = 200ms. |

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@@ -4,7 +4,7 @@
## BitNodeMultipliers.CodingContractMoney property
Influences the amount of money gained from completing Coding Contracts.
Influences the amount of money gained from completing Coding Contracts
**Signature:**

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@@ -1,13 +0,0 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [BitNodeMultipliers](./bitburner.bitnodemultipliers.md) &gt; [CompanyWorkRepGain](./bitburner.bitnodemultipliers.companyworkrepgain.md)
## BitNodeMultipliers.CompanyWorkRepGain property
Influences how much rep the player gains when performing work for a company.
**Signature:**
```typescript
CompanyWorkRepGain: number;
```

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@@ -4,7 +4,7 @@
## BitNodeMultipliers.CorporationDivisions property
Influences the amount of divisions a corporation can have at the same time.
Influences the amount of divisions a corporation can have at the same time
**Signature:**

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@@ -4,7 +4,7 @@
## BitNodeMultipliers.CorporationSoftcap property
Influences profits from corporation dividends and selling shares.
Influences the money gain from dividends of corporations created by the player.
**Signature:**

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@@ -1,13 +0,0 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [BitNodeMultipliers](./bitburner.bitnodemultipliers.md) &gt; [CrimeSuccessRate](./bitburner.bitnodemultipliers.crimesuccessrate.md)
## BitNodeMultipliers.CrimeSuccessRate property
Influences the success chance of committing crimes
**Signature:**
```typescript
CrimeSuccessRate: number;
```

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@@ -4,7 +4,7 @@
## BitNodeMultipliers.FactionWorkRepGain property
Influences how much rep the player gains when performing work for a faction or donating to it.
Influences how much rep the player gains when performing work for a faction.
**Signature:**

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@@ -1,13 +0,0 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [BitNodeMultipliers](./bitburner.bitnodemultipliers.md) &gt; [GangUniqueAugs](./bitburner.bitnodemultipliers.ganguniqueaugs.md)
## BitNodeMultipliers.GangUniqueAugs property
Percentage of unique augs that the gang has.
**Signature:**
```typescript
GangUniqueAugs: number;
```

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@@ -1,13 +0,0 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [BitNodeMultipliers](./bitburner.bitnodemultipliers.md) &gt; [GoPower](./bitburner.bitnodemultipliers.gopower.md)
## BitNodeMultipliers.GoPower property
Percentage multiplier on the effect of the IPvGO rewards \*
**Signature:**
```typescript
GoPower: number;
```

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@@ -1,13 +0,0 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [BitNodeMultipliers](./bitburner.bitnodemultipliers.md) &gt; [HackingSpeedMultiplier](./bitburner.bitnodemultipliers.hackingspeedmultiplier.md)
## BitNodeMultipliers.HackingSpeedMultiplier property
Influences how quickly the player's hack(), grow() and weaken() calls run
**Signature:**
```typescript
HackingSpeedMultiplier: number;
```

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@@ -4,7 +4,7 @@
## BitNodeMultipliers.HacknetNodeMoney property
Influences how much money is produced by Hacknet Nodes. Influences the hash rate of Hacknet Servers (unlocked in BitNode-9)
Influences how much money is produced by Hacknet Nodes and the hash rate of Hacknet Servers (unlocked in BitNode-9)
**Signature:**

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@@ -23,31 +23,26 @@ interface BitNodeMultipliers
| [BladeburnerSkillCost](./bitburner.bitnodemultipliers.bladeburnerskillcost.md) | | number | Influences the cost of skill levels from Bladeburner. |
| [CharismaLevelMultiplier](./bitburner.bitnodemultipliers.charismalevelmultiplier.md) | | number | Influences how quickly the player's charisma level (not exp) scales |
| [ClassGymExpGain](./bitburner.bitnodemultipliers.classgymexpgain.md) | | number | Influences the experience gained for each ability when a player completes a class. |
| [CodingContractMoney](./bitburner.bitnodemultipliers.codingcontractmoney.md) | | number | Influences the amount of money gained from completing Coding Contracts. |
| [CodingContractMoney](./bitburner.bitnodemultipliers.codingcontractmoney.md) | | number | Influences the amount of money gained from completing Coding Contracts |
| [CompanyWorkExpGain](./bitburner.bitnodemultipliers.companyworkexpgain.md) | | number | Influences the experience gained for each ability when the player completes working their job. |
| [CompanyWorkMoney](./bitburner.bitnodemultipliers.companyworkmoney.md) | | number | Influences how much money the player earns when completing working their job. |
| [CompanyWorkRepGain](./bitburner.bitnodemultipliers.companyworkrepgain.md) | | number | Influences how much rep the player gains when performing work for a company. |
| [CorporationDivisions](./bitburner.bitnodemultipliers.corporationdivisions.md) | | number | Influences the amount of divisions a corporation can have at the same time. |
| [CorporationSoftcap](./bitburner.bitnodemultipliers.corporationsoftcap.md) | | number | Influences profits from corporation dividends and selling shares. |
| [CorporationDivisions](./bitburner.bitnodemultipliers.corporationdivisions.md) | | number | Influences the amount of divisions a corporation can have at the same time |
| [CorporationSoftcap](./bitburner.bitnodemultipliers.corporationsoftcap.md) | | number | Influences the money gain from dividends of corporations created by the player. |
| [CorporationValuation](./bitburner.bitnodemultipliers.corporationvaluation.md) | | number | Influences the valuation of corporations created by the player. |
| [CrimeExpGain](./bitburner.bitnodemultipliers.crimeexpgain.md) | | number | Influences the base experience gained for each ability when the player commits a crime. |
| [CrimeMoney](./bitburner.bitnodemultipliers.crimemoney.md) | | number | Influences the base money gained when the player commits a crime. |
| [CrimeSuccessRate](./bitburner.bitnodemultipliers.crimesuccessrate.md) | | number | Influences the success chance of committing crimes |
| [DaedalusAugsRequirement](./bitburner.bitnodemultipliers.daedalusaugsrequirement.md) | | number | Influences how many Augmentations you need in order to get invited to the Daedalus faction |
| [DefenseLevelMultiplier](./bitburner.bitnodemultipliers.defenselevelmultiplier.md) | | number | Influences how quickly the player's defense level (not exp) scales |
| [DexterityLevelMultiplier](./bitburner.bitnodemultipliers.dexteritylevelmultiplier.md) | | number | Influences how quickly the player's dexterity level (not exp) scales |
| [FactionPassiveRepGain](./bitburner.bitnodemultipliers.factionpassiverepgain.md) | | number | Influences how much rep the player gains in each faction simply by being a member. |
| [FactionWorkExpGain](./bitburner.bitnodemultipliers.factionworkexpgain.md) | | number | Influences the experience gained for each ability when the player completes work for a Faction. |
| [FactionWorkRepGain](./bitburner.bitnodemultipliers.factionworkrepgain.md) | | number | Influences how much rep the player gains when performing work for a faction or donating to it. |
| [FactionWorkRepGain](./bitburner.bitnodemultipliers.factionworkrepgain.md) | | number | Influences how much rep the player gains when performing work for a faction. |
| [FourSigmaMarketDataApiCost](./bitburner.bitnodemultipliers.foursigmamarketdataapicost.md) | | number | Influences how much it costs to unlock the stock market's 4S Market Data API |
| [FourSigmaMarketDataCost](./bitburner.bitnodemultipliers.foursigmamarketdatacost.md) | | number | Influences how much it costs to unlock the stock market's 4S Market Data (NOT API) |
| [GangSoftcap](./bitburner.bitnodemultipliers.gangsoftcap.md) | | number | Influences the respect gain and money gain of your gang. |
| [GangUniqueAugs](./bitburner.bitnodemultipliers.ganguniqueaugs.md) | | number | Percentage of unique augs that the gang has. |
| [GoPower](./bitburner.bitnodemultipliers.gopower.md) | | number | Percentage multiplier on the effect of the IPvGO rewards \* |
| [HackExpGain](./bitburner.bitnodemultipliers.hackexpgain.md) | | number | Influences the experienced gained when hacking a server. |
| [HackingLevelMultiplier](./bitburner.bitnodemultipliers.hackinglevelmultiplier.md) | | number | Influences how quickly the player's hacking level (not experience) scales |
| [HackingSpeedMultiplier](./bitburner.bitnodemultipliers.hackingspeedmultiplier.md) | | number | Influences how quickly the player's hack(), grow() and weaken() calls run |
| [HacknetNodeMoney](./bitburner.bitnodemultipliers.hacknetnodemoney.md) | | number | Influences how much money is produced by Hacknet Nodes. Influences the hash rate of Hacknet Servers (unlocked in BitNode-9) |
| [HacknetNodeMoney](./bitburner.bitnodemultipliers.hacknetnodemoney.md) | | number | Influences how much money is produced by Hacknet Nodes and the hash rate of Hacknet Servers (unlocked in BitNode-9) |
| [HomeComputerRamCost](./bitburner.bitnodemultipliers.homecomputerramcost.md) | | number | Influences how much money it costs to upgrade your home computer's RAM |
| [InfiltrationMoney](./bitburner.bitnodemultipliers.infiltrationmoney.md) | | number | Influences how much money is gained when the player infiltrates a company. |
| [InfiltrationRep](./bitburner.bitnodemultipliers.infiltrationrep.md) | | number | Influences how much rep the player can gain from factions when selling stolen documents and secrets |
@@ -55,17 +50,17 @@ interface BitNodeMultipliers
| [PurchasedServerCost](./bitburner.bitnodemultipliers.purchasedservercost.md) | | number | Influence how much it costs to purchase a server |
| [PurchasedServerLimit](./bitburner.bitnodemultipliers.purchasedserverlimit.md) | | number | Influences the maximum number of purchased servers you can have |
| [PurchasedServerMaxRam](./bitburner.bitnodemultipliers.purchasedservermaxram.md) | | number | Influences the maximum allowed RAM for a purchased server |
| [PurchasedServerSoftcap](./bitburner.bitnodemultipliers.purchasedserversoftcap.md) | | number | Influence how much it costs to purchase a server |
| [PurchasedServerSoftcap](./bitburner.bitnodemultipliers.purchasedserversoftcap.md) | | number | Influences cost of any purchased server at or above 128GB |
| [RepToDonateToFaction](./bitburner.bitnodemultipliers.reptodonatetofaction.md) | | number | Influences the minimum favor the player must have with a faction before they can donate to gain rep. |
| [ScriptHackMoney](./bitburner.bitnodemultipliers.scripthackmoney.md) | | number | Influences how much money can be stolen from a server when a script performs a hack against it. |
| [ScriptHackMoneyGain](./bitburner.bitnodemultipliers.scripthackmoneygain.md) | | number | The amount of money actually gained when a script hacks a server. This is different than the above because you can reduce the amount of money but not gain that same amount. |
| [ScriptHackMoney](./bitburner.bitnodemultipliers.scripthackmoney.md) | | number | Influences how much the money on a server can be reduced when a script performs a hack against it. |
| [ScriptHackMoneyGain](./bitburner.bitnodemultipliers.scripthackmoneygain.md) | | number | Influences how much of the money stolen by a scripted hack will be added to the player's money. |
| [ServerGrowthRate](./bitburner.bitnodemultipliers.servergrowthrate.md) | | number | Influences the growth percentage per cycle against a server. |
| [ServerMaxMoney](./bitburner.bitnodemultipliers.servermaxmoney.md) | | number | Influences the maximum money that a server can grow to. |
| [ServerStartingMoney](./bitburner.bitnodemultipliers.serverstartingmoney.md) | | number | Influences the initial money that a server starts with. |
| [ServerStartingSecurity](./bitburner.bitnodemultipliers.serverstartingsecurity.md) | | number | Influences the initial security level (hackDifficulty) of a server. |
| [ServerWeakenRate](./bitburner.bitnodemultipliers.serverweakenrate.md) | | number | Influences the weaken amount per invocation against a server. |
| [StaneksGiftExtraSize](./bitburner.bitnodemultipliers.staneksgiftextrasize.md) | | number | Influences the size of the gift. |
| [StaneksGiftPowerMultiplier](./bitburner.bitnodemultipliers.staneksgiftpowermultiplier.md) | | number | Influences the power of the gift. |
| [StaneksGiftExtraSize](./bitburner.bitnodemultipliers.staneksgiftextrasize.md) | | number | Influences the size of the gift |
| [StaneksGiftPowerMultiplier](./bitburner.bitnodemultipliers.staneksgiftpowermultiplier.md) | | number | Influences the power of the gift |
| [StrengthLevelMultiplier](./bitburner.bitnodemultipliers.strengthlevelmultiplier.md) | | number | Influences how quickly the player's strength level (not exp) scales |
| [WorldDaemonDifficulty](./bitburner.bitnodemultipliers.worlddaemondifficulty.md) | | number | Influences the hacking skill required to backdoor the world daemon. |

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## BitNodeMultipliers.PurchasedServerSoftcap property
Influence how much it costs to purchase a server
Influences cost of any purchased server at or above 128GB
**Signature:**

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@@ -4,7 +4,7 @@
## BitNodeMultipliers.ScriptHackMoney property
Influences how much money can be stolen from a server when a script performs a hack against it.
Influences how much the money on a server can be reduced when a script performs a hack against it.
**Signature:**

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@@ -4,7 +4,7 @@
## BitNodeMultipliers.ScriptHackMoneyGain property
The amount of money actually gained when a script hacks a server. This is different than the above because you can reduce the amount of money but not gain that same amount.
Influences how much of the money stolen by a scripted hack will be added to the player's money.
**Signature:**

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@@ -4,7 +4,7 @@
## BitNodeMultipliers.StaneksGiftExtraSize property
Influences the size of the gift.
Influences the size of the gift
**Signature:**

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@@ -4,7 +4,7 @@
## BitNodeMultipliers.StaneksGiftPowerMultiplier property
Influences the power of the gift.
Influences the power of the gift
**Signature:**

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@@ -9,18 +9,15 @@ Get whether an action is set to autolevel.
**Signature:**
```typescript
getActionAutolevel(
type: BladeburnerActionType | `${BladeburnerActionType}`,
name: BladeburnerActionName | `${BladeburnerActionName}`,
): boolean;
getActionAutolevel(type: string, name: string): boolean;
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| type | [BladeburnerActionType](./bitburner.bladeburneractiontype.md) \| \`${[BladeburnerActionType](./bitburner.bladeburneractiontype.md)<!-- -->}\` | Type of action. |
| name | [BladeburnerActionName](./bitburner.bladeburneractionname.md) \| \`${[BladeburnerActionName](./bitburner.bladeburneractionname.md)<!-- -->}\` | Name of action. Must be an exact match. |
| type | string | Type of action. |
| name | string | Name of action. Must be an exact match. |
**Returns:**

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@@ -9,18 +9,15 @@ Get action count remaining.
**Signature:**
```typescript
getActionCountRemaining(
type: BladeburnerActionType | `${BladeburnerActionType}`,
name: BladeburnerActionName | `${BladeburnerActionName}`,
): number;
getActionCountRemaining(type: string, name: string): number;
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| type | [BladeburnerActionType](./bitburner.bladeburneractiontype.md) \| \`${[BladeburnerActionType](./bitburner.bladeburneractiontype.md)<!-- -->}\` | Type of action. |
| name | [BladeburnerActionName](./bitburner.bladeburneractionname.md) \| \`${[BladeburnerActionName](./bitburner.bladeburneractionname.md)<!-- -->}\` | Name of action. Must be an exact match. |
| type | string | Type of action. |
| name | string | Name of action. Must be an exact match. |
**Returns:**

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@@ -9,18 +9,15 @@ Get the current level of an action.
**Signature:**
```typescript
getActionCurrentLevel(
type: BladeburnerActionType | `${BladeburnerActionType}`,
name: BladeburnerActionName | `${BladeburnerActionName}`,
): number;
getActionCurrentLevel(type: string, name: string): number;
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| type | [BladeburnerActionType](./bitburner.bladeburneractiontype.md) \| \`${[BladeburnerActionType](./bitburner.bladeburneractiontype.md)<!-- -->}\` | Type of action. |
| name | [BladeburnerActionName](./bitburner.bladeburneractionname.md) \| \`${[BladeburnerActionName](./bitburner.bladeburneractionname.md)<!-- -->}\` | Name of action. Must be an exact match. |
| type | string | Type of action. |
| name | string | Name of action. Must be an exact match. |
**Returns:**

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@@ -9,19 +9,15 @@ Get estimate success chance of an action.
**Signature:**
```typescript
getActionEstimatedSuccessChance(
type: BladeburnerActionType | `${BladeburnerActionType}`,
name: BladeburnerActionName | `${BladeburnerActionName}`,
sleeveNumber?: number,
): [number, number];
getActionEstimatedSuccessChance(type: string, name: string, sleeveNumber?: number): [number, number];
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| type | [BladeburnerActionType](./bitburner.bladeburneractiontype.md) \| \`${[BladeburnerActionType](./bitburner.bladeburneractiontype.md)<!-- -->}\` | Type of action. |
| name | [BladeburnerActionName](./bitburner.bladeburneractionname.md) \| \`${[BladeburnerActionName](./bitburner.bladeburneractionname.md)<!-- -->}\` | Name of action. Must be an exact match. |
| type | string | Type of action. |
| name | string | Name of action. Must be an exact match. |
| sleeveNumber | number | _(Optional)_ Optional. Index of the sleeve to retrieve information. |
**Returns:**

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@@ -9,18 +9,15 @@ Get the maximum level of an action.
**Signature:**
```typescript
getActionMaxLevel(
type: BladeburnerActionType | `${BladeburnerActionType}`,
name: BladeburnerActionName | `${BladeburnerActionName}`,
): number;
getActionMaxLevel(type: string, name: string): number;
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| type | [BladeburnerActionType](./bitburner.bladeburneractiontype.md) \| \`${[BladeburnerActionType](./bitburner.bladeburneractiontype.md)<!-- -->}\` | Type of action. |
| name | [BladeburnerActionName](./bitburner.bladeburneractionname.md) \| \`${[BladeburnerActionName](./bitburner.bladeburneractionname.md)<!-- -->}\` | Name of action. Must be an exact match. |
| type | string | Type of action. |
| name | string | Name of action. Must be an exact match. |
**Returns:**

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@@ -9,19 +9,15 @@ Get the reputation gain of an action.
**Signature:**
```typescript
getActionRepGain(
type: BladeburnerActionType | `${BladeburnerActionType}`,
name: BladeburnerActionName | `${BladeburnerActionName}`,
level?: number,
): number;
getActionRepGain(type: string, name: string, level?: number): number;
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| type | [BladeburnerActionType](./bitburner.bladeburneractiontype.md) \| \`${[BladeburnerActionType](./bitburner.bladeburneractiontype.md)<!-- -->}\` | Type of action. |
| name | [BladeburnerActionName](./bitburner.bladeburneractionname.md) \| \`${[BladeburnerActionName](./bitburner.bladeburneractionname.md)<!-- -->}\` | Name of action. Must be an exact match. |
| type | string | Type of action. |
| name | string | Name of action. Must be an exact match. |
| level | number | _(Optional)_ Optional number. Action level at which to calculate the gain. Will be the action's current level if not given. |
**Returns:**

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@@ -9,18 +9,15 @@ Get action successes.
**Signature:**
```typescript
getActionSuccesses(
type: BladeburnerActionType | `${BladeburnerActionType}`,
name: BladeburnerActionName | `${BladeburnerActionName}`,
): number;
getActionSuccesses(type: string, name: string): number;
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| type | [BladeburnerActionType](./bitburner.bladeburneractiontype.md) \| \`${[BladeburnerActionType](./bitburner.bladeburneractiontype.md)<!-- -->}\` | Type of action. |
| name | [BladeburnerActionName](./bitburner.bladeburneractionname.md) \| \`${[BladeburnerActionName](./bitburner.bladeburneractionname.md)<!-- -->}\` | Name of action. Must be an exact match. |
| type | string | Type of action. |
| name | string | Name of action. Must be an exact match. |
**Returns:**

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@@ -9,18 +9,15 @@ Get the time to complete an action.
**Signature:**
```typescript
getActionTime(
type: BladeburnerActionType | `${BladeburnerActionType}`,
name: BladeburnerActionName | `${BladeburnerActionName}`,
): number;
getActionTime(type: string, name: string): number;
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| type | [BladeburnerActionType](./bitburner.bladeburneractiontype.md) \| \`${[BladeburnerActionType](./bitburner.bladeburneractiontype.md)<!-- -->}\` | Type of action. |
| name | [BladeburnerActionName](./bitburner.bladeburneractionname.md) \| \`${[BladeburnerActionName](./bitburner.bladeburneractionname.md)<!-- -->}\` | Name of action. Must be an exact match. |
| type | string | Type of action. |
| name | string | Name of action. Must be an exact match. |
**Returns:**

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@@ -9,17 +9,17 @@ List all black ops.
**Signature:**
```typescript
getBlackOpNames(): BladeburnerBlackOpName[];
getBlackOpNames(): string[];
```
**Returns:**
[BladeburnerBlackOpName](./bitburner.bladeburnerblackopname.md)<!-- -->\[\]
string\[\]
Array of strings containing the names of all Bladeburner Black Ops.
## Remarks
RAM cost: 0 GB
RAM cost: 0.4 GB
Returns an array of strings containing the names of all Bladeburner Black Ops.

View File

@@ -9,14 +9,14 @@ Get black op required rank.
**Signature:**
```typescript
getBlackOpRank(name: BladeburnerBlackOpName): number;
getBlackOpRank(name: string): number;
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| name | [BladeburnerBlackOpName](./bitburner.bladeburnerblackopname.md) | Name of BlackOp. Must be an exact match. |
| name | string | Name of BlackOp. Must be an exact match. |
**Returns:**

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@@ -9,17 +9,17 @@ List all contracts.
**Signature:**
```typescript
getContractNames(): BladeburnerContractName[];
getContractNames(): string[];
```
**Returns:**
[BladeburnerContractName](./bitburner.bladeburnercontractname.md)<!-- -->\[\]
string\[\]
Array of strings containing the names of all Bladeburner contracts.
## Remarks
RAM cost: 0 GB
RAM cost: 0.4 GB
Returns an array of strings containing the names of all Bladeburner contracts.

View File

@@ -9,17 +9,17 @@ List all general actions.
**Signature:**
```typescript
getGeneralActionNames(): BladeburnerGeneralActionName[];
getGeneralActionNames(): string[];
```
**Returns:**
[BladeburnerGeneralActionName](./bitburner.bladeburnergeneralactionname.md)<!-- -->\[\]
string\[\]
Array of strings containing the names of all general Bladeburner actions.
## Remarks
RAM cost: 0 GB
RAM cost: 0.4 GB
Returns an array of strings containing the names of all general Bladeburner actions.

View File

@@ -9,11 +9,11 @@ Get an object with the name and rank requirement of the next BlackOp that can be
**Signature:**
```typescript
getNextBlackOp(): { name: BladeburnerBlackOpName; rank: number } | null;
getNextBlackOp(): { name: string; rank: number } | null;
```
**Returns:**
{ name: [BladeburnerBlackOpName](./bitburner.bladeburnerblackopname.md)<!-- -->; rank: number } \| null
{ name: string; rank: number } \| null
An object with the `.name` and `.rank` properties of the available BlackOp, or `null`<!-- -->.

View File

@@ -9,17 +9,17 @@ List all operations.
**Signature:**
```typescript
getOperationNames(): BladeburnerOperationName[];
getOperationNames(): string[];
```
**Returns:**
[BladeburnerOperationName](./bitburner.bladeburneroperationname.md)<!-- -->\[\]
string\[\]
Array of strings containing the names of all Bladeburner operations.
## Remarks
RAM cost: 0 GB
RAM cost: 0.4 GB
Returns an array of strings containing the names of all Bladeburner operations.

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@@ -9,14 +9,14 @@ Get skill level.
**Signature:**
```typescript
getSkillLevel(skillName: BladeburnerSkillName | `${BladeburnerSkillName}`): number;
getSkillLevel(skillName: string): number;
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| skillName | [BladeburnerSkillName](./bitburner.bladeburnerskillname.md) \| \`${[BladeburnerSkillName](./bitburner.bladeburnerskillname.md)<!-- -->}\` | Name of skill. Case-sensitive and must be an exact match. |
| skillName | string | Name of skill. Case-sensitive and must be an exact match. |
**Returns:**

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@@ -9,17 +9,17 @@ List all skills.
**Signature:**
```typescript
getSkillNames(): BladeburnerSkillName[];
getSkillNames(): string[];
```
**Returns:**
[BladeburnerSkillName](./bitburner.bladeburnerskillname.md)<!-- -->\[\]
string\[\]
Array of strings containing the names of all general Bladeburner skills.
## Remarks
RAM cost: 0 GB
RAM cost: 0.4 GB
Returns an array of strings containing the names of all general Bladeburner skills.

View File

@@ -9,14 +9,14 @@ Get cost to upgrade skill.
**Signature:**
```typescript
getSkillUpgradeCost(skillName: BladeburnerSkillName | `${BladeburnerSkillName}`, count?: number): number;
getSkillUpgradeCost(skillName: string, count?: number): number;
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| skillName | [BladeburnerSkillName](./bitburner.bladeburnerskillname.md) \| \`${[BladeburnerSkillName](./bitburner.bladeburnerskillname.md)<!-- -->}\` | Name of skill. Case-sensitive and must be an exact match. |
| skillName | string | Name of skill. Case-sensitive and must be an exact match. |
| count | number | _(Optional)_ Number of times to upgrade the skill. Defaults to 1 if not specified. |
**Returns:**
@@ -31,11 +31,5 @@ RAM cost: 4 GB
This function returns the number of skill points needed to upgrade the specified skill the specified number of times.
The function may return 0 or Infinity in special cases:
- Return 0 if the current skill level is too high and the specified count is too small. In normal situations, you don't need to worry about this case. It only happens when involved numbers surpass Number.MAX\_SAFE\_INTEGER and be affected by the floating-point inaccuracy.
- Return Infinity if the sum of the current level and count exceeds the maximum level.
[skillMaxUpgradeCount](./bitburner.bladeburnerformulas.skillmaxupgradecount.md) is the inverse function of this one.
The function returns Infinity if the sum of the current level and count exceeds the maximum level.

View File

@@ -9,18 +9,15 @@ Get team size.
**Signature:**
```typescript
getTeamSize(
type?: BladeburnerActionType | `${BladeburnerActionType}`,
name?: BladeburnerActionName | `${BladeburnerActionName}`,
): number;
getTeamSize(type?: string, name?: string): number;
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| type | [BladeburnerActionType](./bitburner.bladeburneractiontype.md) \| \`${[BladeburnerActionType](./bitburner.bladeburneractiontype.md)<!-- -->}\` | _(Optional)_ Type of action. |
| name | [BladeburnerActionName](./bitburner.bladeburneractionname.md) \| \`${[BladeburnerActionName](./bitburner.bladeburneractionname.md)<!-- -->}\` | _(Optional)_ Name of action. Must be an exact match. |
| type | string | _(Optional)_ Type of action. |
| name | string | _(Optional)_ Name of action. Must be an exact match. |
**Returns:**

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@@ -9,19 +9,15 @@ Set an action autolevel.
**Signature:**
```typescript
setActionAutolevel(
type: BladeburnerActionType | `${BladeburnerActionType}`,
name: BladeburnerActionName | `${BladeburnerActionName}`,
autoLevel: boolean,
): void;
setActionAutolevel(type: string, name: string, autoLevel: boolean): void;
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| type | [BladeburnerActionType](./bitburner.bladeburneractiontype.md) \| \`${[BladeburnerActionType](./bitburner.bladeburneractiontype.md)<!-- -->}\` | Type of action. |
| name | [BladeburnerActionName](./bitburner.bladeburneractionname.md) \| \`${[BladeburnerActionName](./bitburner.bladeburneractionname.md)<!-- -->}\` | Name of action. Must be an exact match. |
| type | string | Type of action. |
| name | string | Name of action. Must be an exact match. |
| autoLevel | boolean | Whether or not to autolevel this action |
**Returns:**

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@@ -9,19 +9,15 @@ Set the level of an action.
**Signature:**
```typescript
setActionLevel(
type: BladeburnerActionType | `${BladeburnerActionType}`,
name: BladeburnerActionName | `${BladeburnerActionName}`,
level: number,
): void;
setActionLevel(type: string, name: string, level: number): void;
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| type | [BladeburnerActionType](./bitburner.bladeburneractiontype.md) \| \`${[BladeburnerActionType](./bitburner.bladeburneractiontype.md)<!-- -->}\` | Type of action. |
| name | [BladeburnerActionName](./bitburner.bladeburneractionname.md) \| \`${[BladeburnerActionName](./bitburner.bladeburneractionname.md)<!-- -->}\` | Name of action. Must be an exact match. |
| type | string | Type of action. |
| name | string | Name of action. Must be an exact match. |
| level | number | Level to set this action to. |
**Returns:**

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@@ -9,20 +9,16 @@ Set team size.
**Signature:**
```typescript
setTeamSize(
type: BladeburnerActionType | `${BladeburnerActionType}`,
name: BladeburnerActionName | `${BladeburnerActionName}`,
size: number,
): number;
setTeamSize(type: string, name: string, size: number): number;
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| type | [BladeburnerActionType](./bitburner.bladeburneractiontype.md) \| \`${[BladeburnerActionType](./bitburner.bladeburneractiontype.md)<!-- -->}\` | Type of action. |
| name | [BladeburnerActionName](./bitburner.bladeburneractionname.md) \| \`${[BladeburnerActionName](./bitburner.bladeburneractionname.md)<!-- -->}\` | Name of action. Must be an exact match. |
| size | number | Number of team members to set. Must be a non-negative integer. |
| type | string | Type of action. |
| name | string | Name of action. Must be an exact match. |
| size | number | Number of team members to set. Will be converted using Math.round(). |
**Returns:**

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@@ -9,18 +9,15 @@ Start an action.
**Signature:**
```typescript
startAction(
type: BladeburnerActionType | `${BladeburnerActionType}`,
name: BladeburnerActionName | `${BladeburnerActionName}`,
): boolean;
startAction(type: string, name: string): boolean;
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| type | [BladeburnerActionType](./bitburner.bladeburneractiontype.md) \| \`${[BladeburnerActionType](./bitburner.bladeburneractiontype.md)<!-- -->}\` | Type of action. |
| name | [BladeburnerActionName](./bitburner.bladeburneractionname.md) \| \`${[BladeburnerActionName](./bitburner.bladeburneractionname.md)<!-- -->}\` | Name of action. Must be an exact match |
| type | string | Type of action. |
| name | string | Name of action. Must be an exact match |
**Returns:**

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@@ -9,14 +9,14 @@ Upgrade skill.
**Signature:**
```typescript
upgradeSkill(skillName: BladeburnerSkillName | `${BladeburnerSkillName}`, count?: number): boolean;
upgradeSkill(skillName: string, count?: number): boolean;
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| skillName | [BladeburnerSkillName](./bitburner.bladeburnerskillname.md) \| \`${[BladeburnerSkillName](./bitburner.bladeburnerskillname.md)<!-- -->}\` | Name of skill to be upgraded. Case-sensitive and must be an exact match. |
| skillName | string | Name of skill to be upgraded. Case-sensitive and must be an exact match. |
| count | number | _(Optional)_ Number of times to upgrade the skill. Defaults to 1 if not specified. |
**Returns:**

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@@ -1,18 +0,0 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [BladeburnerActionName](./bitburner.bladeburneractionname.md)
## BladeburnerActionName type
**Signature:**
```typescript
export type BladeburnerActionName =
| BladeburnerGeneralActionName
| BladeburnerContractName
| BladeburnerOperationName
| BladeburnerBlackOpName;
```
**References:** [BladeburnerGeneralActionName](./bitburner.bladeburnergeneralactionname.md)<!-- -->, [BladeburnerContractName](./bitburner.bladeburnercontractname.md)<!-- -->, [BladeburnerOperationName](./bitburner.bladeburneroperationname.md)<!-- -->, [BladeburnerBlackOpName](./bitburner.bladeburnerblackopname.md)

View File

@@ -1,23 +0,0 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [BladeburnerActionType](./bitburner.bladeburneractiontype.md)
## BladeburnerActionType enum
Action types of Bladeburner
**Signature:**
```typescript
declare enum BladeburnerActionType
```
## Enumeration Members
| Member | Value | Description |
| --- | --- | --- |
| BlackOp | <code>&quot;Black Operations&quot;</code> | |
| Contract | <code>&quot;Contracts&quot;</code> | |
| General | <code>&quot;General&quot;</code> | |
| Operation | <code>&quot;Operations&quot;</code> | |

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@@ -1,16 +0,0 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [BladeburnerActionTypeForSleeve](./bitburner.bladeburneractiontypeforsleeve.md)
## BladeburnerActionTypeForSleeve type
**Signature:**
```typescript
export type BladeburnerActionTypeForSleeve =
| Exclude<BladeburnerGeneralActionName, BladeburnerGeneralActionName.InciteViolence>
| SpecialBladeburnerActionTypeForSleeve;
```
**References:** [BladeburnerGeneralActionName](./bitburner.bladeburnergeneralactionname.md)<!-- -->, [BladeburnerGeneralActionName.InciteViolence](./bitburner.bladeburnergeneralactionname.md)<!-- -->, [SpecialBladeburnerActionTypeForSleeve](./bitburner.specialbladeburneractiontypeforsleeve.md)

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@@ -1,40 +0,0 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [BladeburnerBlackOpName](./bitburner.bladeburnerblackopname.md)
## BladeburnerBlackOpName enum
Black Operation names of Bladeburner
**Signature:**
```typescript
declare enum BladeburnerBlackOpName
```
## Enumeration Members
| Member | Value | Description |
| --- | --- | --- |
| OperationAnnihilus | <code>&quot;Operation Annihilus&quot;</code> | |
| OperationArchangel | <code>&quot;Operation Archangel&quot;</code> | |
| OperationAres | <code>&quot;Operation Ares&quot;</code> | |
| OperationCenturion | <code>&quot;Operation Centurion&quot;</code> | |
| OperationDaedalus | <code>&quot;Operation Daedalus&quot;</code> | |
| OperationDeckard | <code>&quot;Operation Deckard&quot;</code> | |
| OperationHyron | <code>&quot;Operation Hyron&quot;</code> | |
| OperationIonStorm | <code>&quot;Operation Ion Storm&quot;</code> | |
| OperationJuggernaut | <code>&quot;Operation Juggernaut&quot;</code> | |
| OperationK | <code>&quot;Operation K&quot;</code> | |
| OperationMorpheus | <code>&quot;Operation Morpheus&quot;</code> | |
| OperationRedDragon | <code>&quot;Operation Red Dragon&quot;</code> | |
| OperationShoulderOfOrion | <code>&quot;Operation Shoulder of Orion&quot;</code> | |
| OperationTitan | <code>&quot;Operation Titan&quot;</code> | |
| OperationTyphoon | <code>&quot;Operation Typhoon&quot;</code> | |
| OperationTyrell | <code>&quot;Operation Tyrell&quot;</code> | |
| OperationUltron | <code>&quot;Operation Ultron&quot;</code> | |
| OperationVindictus | <code>&quot;Operation Vindictus&quot;</code> | |
| OperationWallace | <code>&quot;Operation Wallace&quot;</code> | |
| OperationX | <code>&quot;Operation X&quot;</code> | |
| OperationZero | <code>&quot;Operation Zero&quot;</code> | |

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@@ -1,22 +0,0 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [BladeburnerContractName](./bitburner.bladeburnercontractname.md)
## BladeburnerContractName enum
Contract names of Bladeburner
**Signature:**
```typescript
declare enum BladeburnerContractName
```
## Enumeration Members
| Member | Value | Description |
| --- | --- | --- |
| BountyHunter | <code>&quot;Bounty Hunter&quot;</code> | |
| Retirement | <code>&quot;Retirement&quot;</code> | |
| Tracking | <code>&quot;Tracking&quot;</code> | |

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@@ -9,18 +9,14 @@ Calculate the number of times that you can upgrade a skill.
**Signature:**
```typescript
skillMaxUpgradeCount(
name: BladeburnerSkillName | `${BladeburnerSkillName}`,
level: number,
skillPoints: number,
): number;
skillMaxUpgradeCount(name: string, level: number, skillPoints: number): number;
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| name | [BladeburnerSkillName](./bitburner.bladeburnerskillname.md) \| \`${[BladeburnerSkillName](./bitburner.bladeburnerskillname.md)<!-- -->}\` | Skill name. It's case-sensitive and must be an exact match. |
| name | string | Skill name. It's case-sensitive and must be an exact match. |
| level | number | Skill level. It must be a non-negative number. |
| skillPoints | number | Number of skill points to upgrade the skill. It must be a positive number. |

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@@ -1,25 +0,0 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [BladeburnerGeneralActionName](./bitburner.bladeburnergeneralactionname.md)
## BladeburnerGeneralActionName enum
General action names of Bladeburner
**Signature:**
```typescript
declare enum BladeburnerGeneralActionName
```
## Enumeration Members
| Member | Value | Description |
| --- | --- | --- |
| Diplomacy | <code>&quot;Diplomacy&quot;</code> | |
| FieldAnalysis | <code>&quot;Field Analysis&quot;</code> | |
| HyperbolicRegen | <code>&quot;Hyperbolic Regeneration Chamber&quot;</code> | |
| InciteViolence | <code>&quot;Incite Violence&quot;</code> | |
| Recruitment | <code>&quot;Recruitment&quot;</code> | |
| Training | <code>&quot;Training&quot;</code> | |

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@@ -1,25 +0,0 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [BladeburnerOperationName](./bitburner.bladeburneroperationname.md)
## BladeburnerOperationName enum
Operation names of Bladeburner
**Signature:**
```typescript
declare enum BladeburnerOperationName
```
## Enumeration Members
| Member | Value | Description |
| --- | --- | --- |
| Assassination | <code>&quot;Assassination&quot;</code> | |
| Investigation | <code>&quot;Investigation&quot;</code> | |
| Raid | <code>&quot;Raid&quot;</code> | |
| StealthRetirement | <code>&quot;Stealth Retirement Operation&quot;</code> | |
| Sting | <code>&quot;Sting Operation&quot;</code> | |
| Undercover | <code>&quot;Undercover Operation&quot;</code> | |

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@@ -1,31 +0,0 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [BladeburnerSkillName](./bitburner.bladeburnerskillname.md)
## BladeburnerSkillName enum
Skill names type of Bladeburner
**Signature:**
```typescript
declare enum BladeburnerSkillName
```
## Enumeration Members
| Member | Value | Description |
| --- | --- | --- |
| BladesIntuition | <code>&quot;Blade's Intuition&quot;</code> | |
| Cloak | <code>&quot;Cloak&quot;</code> | |
| CybersEdge | <code>&quot;Cyber's Edge&quot;</code> | |
| Datamancer | <code>&quot;Datamancer&quot;</code> | |
| DigitalObserver | <code>&quot;Digital Observer&quot;</code> | |
| EvasiveSystem | <code>&quot;Evasive System&quot;</code> | |
| HandsOfMidas | <code>&quot;Hands of Midas&quot;</code> | |
| Hyperdrive | <code>&quot;Hyperdrive&quot;</code> | |
| Overclock | <code>&quot;Overclock&quot;</code> | |
| Reaper | <code>&quot;Reaper&quot;</code> | |
| ShortCircuit | <code>&quot;Short-Circuit&quot;</code> | |
| Tracer | <code>&quot;Tracer&quot;</code> | |

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@@ -17,5 +17,5 @@ string\[\]
## Remarks
RAM cost: 0 GB
RAM cost: 2 GB

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@@ -0,0 +1,11 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [CompanyWorkTask](./bitburner.companyworktask.md) &gt; [cyclesWorked](./bitburner.companyworktask.cyclesworked.md)
## CompanyWorkTask.cyclesWorked property
**Signature:**
```typescript
cyclesWorked: number;
```

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@@ -9,9 +9,8 @@ Company Work
**Signature:**
```typescript
export interface CompanyWorkTask extends BaseTask
export interface CompanyWorkTask
```
**Extends:** [BaseTask](./bitburner.basetask.md)
## Remarks
@@ -22,5 +21,6 @@ An object representing the current work for a company
| Property | Modifiers | Type | Description |
| --- | --- | --- | --- |
| [companyName](./bitburner.companyworktask.companyname.md) | | [CompanyName](./bitburner.companyname.md) | |
| [cyclesWorked](./bitburner.companyworktask.cyclesworked.md) | | number | |
| [type](./bitburner.companyworktask.type.md) | | "COMPANY" | |

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@@ -4,11 +4,7 @@
## Corporation.bribe() method
Bribe a faction. You must satisfy these conditions:
- The corporation valuation must be greater than or equal to a threshold. You can use [getCorporation](./bitburner.corporation.getcorporation.md) and [getConstants](./bitburner.corporation.getconstants.md) to get this information.
- The specified faction must offer at least 1 type of work. You can use [getFactionWorkTypes](./bitburner.singularity.getfactionworktypes.md) to get the list of work types of a faction.
Bribe a faction.
**Signature:**

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@@ -1,30 +0,0 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [Corporation](./bitburner.corporation.md) &gt; [canCreateCorporation](./bitburner.corporation.cancreatecorporation.md)
## Corporation.canCreateCorporation() method
Return whether the player can create a corporation. Does not require API access.
**Signature:**
```typescript
canCreateCorporation(selfFund: boolean): CreatingCorporationCheckResult;
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| selfFund | boolean | true if you want to self-fund, false otherwise |
**Returns:**
[CreatingCorporationCheckResult](./bitburner.creatingcorporationcheckresult.md)
Result of the check
## Remarks
RAM cost: 0 GB

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@@ -4,11 +4,7 @@
## Corporation.createCorporation() method
Create a Corporation. You should use [canCreateCorporation](./bitburner.corporation.cancreatecorporation.md) to check if you are unsure you can do it, because it throws an error in these cases:
- Use seed money outside BitNode 3.
- Be in a BitNode that has CorporationSoftcap (a BitNode modifier) less than 0.15.
Create a Corporation.
**Signature:**
@@ -20,7 +16,7 @@ createCorporation(corporationName: string, selfFund: boolean): boolean;
| Parameter | Type | Description |
| --- | --- | --- |
| corporationName | string | Name of the corporation. It must be a non-empty string. |
| corporationName | string | Name of the corporation |
| selfFund | boolean | If you want to self-fund. Defaults to true, false will only work in BitNode 3. |
**Returns:**
@@ -33,3 +29,9 @@ true if created and false if not
RAM cost: 20 GB
This function throws an error if:
- Try to self-fund outside BitNode 3.
- Be in a BitNode that has CorporationSoftcap (a BN modifier) less than 0.15. Use [getBitNodeMultipliers](./bitburner.ns.getbitnodemultipliers.md) to get the value of this modifier.

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@@ -4,7 +4,7 @@
## Corporation.hasCorporation() method
Return whether the player has a corporation. Does not require API access.
Returns whether the player has a corporation. Does not require API access.
**Signature:**

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@@ -18,10 +18,9 @@ export interface Corporation extends WarehouseAPI, OfficeAPI
| Method | Description |
| --- | --- |
| [acceptInvestmentOffer()](./bitburner.corporation.acceptinvestmentoffer.md) | Accept the investment offer. The value of offer is based on current corporation valuation. |
| [bribe(factionName, amountCash)](./bitburner.corporation.bribe.md) | <p>Bribe a faction. You must satisfy these conditions:</p><p>- The corporation valuation must be greater than or equal to a threshold. You can use [getCorporation](./bitburner.corporation.getcorporation.md) and [getConstants](./bitburner.corporation.getconstants.md) to get this information.</p><p>- The specified faction must offer at least 1 type of work. You can use [getFactionWorkTypes](./bitburner.singularity.getfactionworktypes.md) to get the list of work types of a faction.</p> |
| [bribe(factionName, amountCash)](./bitburner.corporation.bribe.md) | Bribe a faction. |
| [buyBackShares(amount)](./bitburner.corporation.buybackshares.md) | Buyback shares. Spend money from the player's wallet to transfer shares from public traders to the CEO. |
| [canCreateCorporation(selfFund)](./bitburner.corporation.cancreatecorporation.md) | Return whether the player can create a corporation. Does not require API access. |
| [createCorporation(corporationName, selfFund)](./bitburner.corporation.createcorporation.md) | <p>Create a Corporation. You should use [canCreateCorporation](./bitburner.corporation.cancreatecorporation.md) to check if you are unsure you can do it, because it throws an error in these cases:</p><p>- Use seed money outside BitNode 3.</p><p>- Be in a BitNode that has CorporationSoftcap (a BitNode modifier) less than 0.15.</p> |
| [createCorporation(corporationName, selfFund)](./bitburner.corporation.createcorporation.md) | Create a Corporation. |
| [expandCity(divisionName, city)](./bitburner.corporation.expandcity.md) | Expand to a new city. |
| [expandIndustry(industryType, divisionName)](./bitburner.corporation.expandindustry.md) | Expand to a new industry. |
| [getBonusTime()](./bitburner.corporation.getbonustime.md) | Get bonus time. Bonus time is accumulated when the game is offline or if the game is inactive in the browser. Bonus time makes the corporation progress faster. |
@@ -35,7 +34,7 @@ export interface Corporation extends WarehouseAPI, OfficeAPI
| [getUpgradeLevel(upgradeName)](./bitburner.corporation.getupgradelevel.md) | Get the level of a levelable upgrade. |
| [getUpgradeLevelCost(upgradeName)](./bitburner.corporation.getupgradelevelcost.md) | Get the cost to unlock the next level of a levelable upgrade. |
| [goPublic(numShares)](./bitburner.corporation.gopublic.md) | Go public. |
| [hasCorporation()](./bitburner.corporation.hascorporation.md) | Return whether the player has a corporation. Does not require API access. |
| [hasCorporation()](./bitburner.corporation.hascorporation.md) | Returns whether the player has a corporation. Does not require API access. |
| [hasUnlock(upgradeName)](./bitburner.corporation.hasunlock.md) | Check if you have a one-time unlockable upgrade. |
| [issueDividends(rate)](./bitburner.corporation.issuedividends.md) | Issue dividends. |
| [issueNewShares(amount)](./bitburner.corporation.issuenewshares.md) | Issue new shares. |

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@@ -34,5 +34,4 @@ interface CorporationInfo
| [sharePrice](./bitburner.corporationinfo.shareprice.md) | | number | Price of the shares |
| [shareSaleCooldown](./bitburner.corporationinfo.sharesalecooldown.md) | | number | Cooldown until shares can be sold again |
| [totalShares](./bitburner.corporationinfo.totalshares.md) | | number | Total number of shares issued by this corporation. |
| [valuation](./bitburner.corporationinfo.valuation.md) | | number | Corporation valuation |

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@@ -1,13 +0,0 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [CorporationInfo](./bitburner.corporationinfo.md) &gt; [valuation](./bitburner.corporationinfo.valuation.md)
## CorporationInfo.valuation property
Corporation valuation
**Signature:**
```typescript
valuation: number;
```

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@@ -0,0 +1,11 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [CreateProgramWorkTask](./bitburner.createprogramworktask.md) &gt; [cyclesWorked](./bitburner.createprogramworktask.cyclesworked.md)
## CreateProgramWorkTask.cyclesWorked property
**Signature:**
```typescript
cyclesWorked: number;
```

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@@ -9,9 +9,8 @@ Create Program
**Signature:**
```typescript
export interface CreateProgramWorkTask extends BaseTask
export interface CreateProgramWorkTask
```
**Extends:** [BaseTask](./bitburner.basetask.md)
## Remarks
@@ -21,6 +20,7 @@ An object representing the status of the program being created
| Property | Modifiers | Type | Description |
| --- | --- | --- | --- |
| [cyclesWorked](./bitburner.createprogramworktask.cyclesworked.md) | | number | |
| [programName](./bitburner.createprogramworktask.programname.md) | | string | |
| [type](./bitburner.createprogramworktask.type.md) | | "CREATE\_PROGRAM" | |

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@@ -1,23 +0,0 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [CreatingCorporationCheckResult](./bitburner.creatingcorporationcheckresult.md)
## CreatingCorporationCheckResult enum
**Signature:**
```typescript
declare enum CreatingCorporationCheckResult
```
## Enumeration Members
| Member | Value | Description |
| --- | --- | --- |
| CorporationExists | <code>&quot;CorporationExists&quot;</code> | |
| DisabledBySoftCap | <code>&quot;DisabledBySoftCap&quot;</code> | |
| NoSf3OrDisabled | <code>&quot;NoSf3OrDisabled&quot;</code> | |
| Success | <code>&quot;Success&quot;</code> | |
| UseSeedMoneyOutsideBN3 | <code>&quot;UseSeedMoneyOutsideBN3&quot;</code> | |

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@@ -0,0 +1,11 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [CrimeTask](./bitburner.crimetask.md) &gt; [cyclesWorked](./bitburner.crimetask.cyclesworked.md)
## CrimeTask.cyclesWorked property
**Signature:**
```typescript
cyclesWorked: number;
```

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@@ -9,9 +9,8 @@ Crime
**Signature:**
```typescript
export interface CrimeTask extends BaseTask
export interface CrimeTask
```
**Extends:** [BaseTask](./bitburner.basetask.md)
## Remarks
@@ -22,5 +21,6 @@ An object representing the crime being committed
| Property | Modifiers | Type | Description |
| --- | --- | --- | --- |
| [crimeType](./bitburner.crimetask.crimetype.md) | | [CrimeType](./bitburner.crimetype.md) | |
| [cyclesWorked](./bitburner.crimetask.cyclesworked.md) | | number | |
| [type](./bitburner.crimetask.type.md) | | "CRIME" | |

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@@ -0,0 +1,11 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [FactionWorkTask](./bitburner.factionworktask.md) &gt; [cyclesWorked](./bitburner.factionworktask.cyclesworked.md)
## FactionWorkTask.cyclesWorked property
**Signature:**
```typescript
cyclesWorked: number;
```

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@@ -9,9 +9,8 @@ Faction Work
**Signature:**
```typescript
export interface FactionWorkTask extends BaseTask
export interface FactionWorkTask
```
**Extends:** [BaseTask](./bitburner.basetask.md)
## Remarks
@@ -21,6 +20,7 @@ An object representing the current work for a faction
| Property | Modifiers | Type | Description |
| --- | --- | --- | --- |
| [cyclesWorked](./bitburner.factionworktask.cyclesworked.md) | | number | |
| [factionName](./bitburner.factionworktask.factionname.md) | | string | |
| [factionWorkType](./bitburner.factionworktask.factionworktype.md) | | [FactionWorkType](./bitburner.factionworktype.md) | |
| [type](./bitburner.factionworktask.type.md) | | "FACTION" | |

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@@ -19,7 +19,7 @@ Names of all Equipments/Augmentations.
## Remarks
RAM cost: 0 GB
RAM cost: 1 GB
Get the name of all possible equipment/upgrades you can purchase for your Gang Members. This includes Augmentations.

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@@ -19,7 +19,7 @@ All valid tasks that Gang members can be assigned to.
## Remarks
RAM cost: 0 GB
RAM cost: 1 GB
Get the name of all valid tasks that Gang members can be assigned to.

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@@ -8,8 +8,15 @@ Retrieves a simplified version of the board state. "X" represents black pieces,
For example, a 5x5 board might look like this:
\[<br/> "XX.O.",<br/> "X..OO",<br/> ".XO..",<br/> "XXO.\#",<br/> ".XO.\#",<br/> \]
```js
[
"XX.O.",
"X..OO",
".XO..",
"XXO.#",
".XO.#",
]
```
Each string represents a vertical column on the board, and each character in the string represents a point.
Traditional notation for Go is e.g. "B,1" referring to second ("B") column, first rank. This is the equivalent of index \[1\]\[0\].

View File

@@ -8,7 +8,15 @@ Returns all the prior moves in the current game, as an array of simple board sta
For example, a single 5x5 prior move board might look like this:
\[<br/> "XX.O.",<br/> "X..OO",<br/> ".XO..",<br/> "XXO.\#",<br/> ".XO.\#",<br/> \]
```js
[
"XX.O.",
"X..OO",
".XO..",
"XXO.#",
".XO.#",
]
```
**Signature:**

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@@ -23,13 +23,33 @@ export interface Go
| Method | Description |
| --- | --- |
| [getBoardState()](./bitburner.go.getboardstate.md) | <p>Retrieves a simplified version of the board state. "X" represents black pieces, "O" white, and "." empty points. "\#" are dead nodes that are not part of the subnet. (They are not territory nor open nodes.)</p><p>For example, a 5x5 board might look like this:</p><p>\[<br/> "XX.O.",<br/> "X..OO",<br/> ".XO..",<br/> "XXO.\#",<br/> ".XO.\#",<br/> \]</p><p>Each string represents a vertical column on the board, and each character in the string represents a point.</p><p>Traditional notation for Go is e.g. "B,1" referring to second ("B") column, first rank. This is the equivalent of index \[1\]\[0\].</p><p>Note that the \[0\]\[0\] point is shown on the bottom-left on the visual board (as is traditional), and each string represents a vertical column on the board. In other words, the printed example above can be understood to be rotated 90 degrees clockwise compared to the board UI as shown in the IPvGO subnet tab.</p> |
| [getBoardState()](./bitburner.go.getboardstate.md) | <p>Retrieves a simplified version of the board state. "X" represents black pieces, "O" white, and "." empty points. "\#" are dead nodes that are not part of the subnet. (They are not territory nor open nodes.)</p><p>For example, a 5x5 board might look like this:</p>
```js
[
"XX.O.",
"X..OO",
".XO..",
"XXO.#",
".XO.#",
]
```
<p>Each string represents a vertical column on the board, and each character in the string represents a point.</p><p>Traditional notation for Go is e.g. "B,1" referring to second ("B") column, first rank. This is the equivalent of index \[1\]\[0\].</p><p>Note that the \[0\]\[0\] point is shown on the bottom-left on the visual board (as is traditional), and each string represents a vertical column on the board. In other words, the printed example above can be understood to be rotated 90 degrees clockwise compared to the board UI as shown in the IPvGO subnet tab.</p> |
| [getCurrentPlayer()](./bitburner.go.getcurrentplayer.md) | Returns the color of the current player, or 'None' if the game is over. |
| [getGameState()](./bitburner.go.getgamestate.md) | Gets the status of the current game. Shows the current player, current score, and the previous move coordinates. Previous move coordinates will be \[-1, -1\] for a pass, or if there are no prior moves. |
| [getMoveHistory()](./bitburner.go.getmovehistory.md) | <p>Returns all the prior moves in the current game, as an array of simple board states.</p><p>For example, a single 5x5 prior move board might look like this:</p><p>\[<br/> "XX.O.",<br/> "X..OO",<br/> ".XO..",<br/> "XXO.\#",<br/> ".XO.\#",<br/> \]</p> |
| [getMoveHistory()](./bitburner.go.getmovehistory.md) | <p>Returns all the prior moves in the current game, as an array of simple board states.</p><p>For example, a single 5x5 prior move board might look like this:</p>
```js
[
"XX.O.",
"X..OO",
".XO..",
"XXO.#",
".XO.#",
]
```
|
| [getOpponent()](./bitburner.go.getopponent.md) | Returns the name of the opponent faction in the current subnet. |
| [makeMove(x, y)](./bitburner.go.makemove.md) | Make a move on the IPvGO subnet game board, and await the opponent's response. x:0 y:0 represents the bottom-left corner of the board in the UI. |
| [opponentNextTurn(logOpponentMove)](./bitburner.go.opponentnextturn.md) | Returns a promise that resolves with the success or failure state of your last move, and the AI's response, if applicable. x:0 y:0 represents the bottom-left corner of the board in the UI. |
| [passTurn()](./bitburner.go.passturn.md) | <p>Pass the player's turn rather than making a move, and await the opponent's response. This ends the game if the opponent passed on the previous turn, or if the opponent passes on their following turn.</p><p>This can also be used if you pick up the game in a state where the opponent needs to play next. For example: if BitBurner was closed while waiting for the opponent to make a move, you may need to call passTurn() to get them to play their move on game start.</p> |
| [resetBoardState(opponent, boardSize)](./bitburner.go.resetboardstate.md) | <p>Gets new IPvGO subnet with the specified size owned by the listed faction, ready for the player to make a move. This will reset your win streak if the current game is not complete and you have already made moves.</p><p>Note that some factions will have a few routers already on the subnet after a reset.</p><p>opponent is "Netburners" or "Slum Snakes" or "The Black Hand" or "Tetrads" or "Daedalus" or "Illuminati" or "????????????" or "No AI",</p> |
| [resetBoardState(opponent, boardSize)](./bitburner.go.resetboardstate.md) | <p>Gets new IPvGO subnet with the specified size owned by the listed faction, ready for the player to make a move. This will reset your win streak if the current game is not complete and you have already made moves.</p><p>Note that some factions will have a few routers on the subnet at this state.</p><p>opponent is "Netburners" or "Slum Snakes" or "The Black Hand" or "Tetrads" or "Daedalus" or "Illuminati" or "????????????" or "No AI",</p> |

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@@ -6,7 +6,7 @@
Gets new IPvGO subnet with the specified size owned by the listed faction, ready for the player to make a move. This will reset your win streak if the current game is not complete and you have already made moves.
Note that some factions will have a few routers already on the subnet after a reset.
Note that some factions will have a few routers on the subnet at this state.
opponent is "Netburners" or "Slum Snakes" or "The Black Hand" or "Tetrads" or "Daedalus" or "Illuminati" or "????????????" or "No AI",

View File

@@ -6,24 +6,25 @@
Returns an ID for each point. All points that share an ID are part of the same network (or "chain"). Empty points are also given chain IDs to represent continuous empty space. Dead nodes are given the value `null.`
Takes an optional boardState argument; by default uses the current board state.
The data from getChains() can be used with the data from getBoardState() to see which player (or empty) each chain is
For example, a 5x5 board might look like this. There is a large chain \#1 on the left side, smaller chains 2 and 3 on the right, and a large chain 0 taking up the center of the board. <pre lang="javascript"> \[ \[ 0,0,0,3,4\], \[ 1,0,0,3,3\], \[ 1,1,0,0,0\], \[null,1,0,2,2\], \[null,1,0,2,5\], \] </pre>
For example, a 5x5 board might look like this. There is a large chain \#1 on the left side, smaller chains 2 and 3 on the right, and a large chain 0 taking up the center of the board.
```js
[
[ 0,0,0,3,4],
[ 1,0,0,3,3],
[ 1,1,0,0,0],
[null,1,0,2,2],
[null,1,0,2,5],
]
```
**Signature:**
```typescript
getChains(boardState?: string[]): (number | null)[][];
getChains(): (number | null)[][];
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| boardState | string\[\] | _(Optional)_ |
**Returns:**
(number \| null)\[\]\[\]

View File

@@ -4,26 +4,27 @@
## GoAnalysis.getControlledEmptyNodes() method
Returns 'X' for black, 'O' for white, or '?' for each empty point to indicate which player controls that empty point. If no single player fully encircles the empty space, it is shown as contested with '?'. "\#" are dead nodes that are not part of the subnet.
Takes an optional boardState argument; by default uses the current board state.
Returns 'X', 'O', or '?' for each empty point to indicate which player controls that empty point. If no single player fully encircles the empty space, it is shown as contested with '?'. "\#" are dead nodes that are not part of the subnet.
Filled points of any color are indicated with '.'
In this example, white encircles some space in the top-left, black encircles some in the top-right, and between their routers is contested space in the center: <pre lang="javascript"> \[ "OO..?", "OO.?.", "O.?.X", ".?.XX", "?..X\#", \] </pre>
In this example, white encircles some space in the top-left, black encircles some in the top-right, and between their routers is contested space in the center:
```js
[
"OO..?",
"OO.?.",
"O.?.X",
".?.XX",
"?..X#",
]
```
**Signature:**
```typescript
getControlledEmptyNodes(boardState?: string[]): string[];
getControlledEmptyNodes(): string[];
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| boardState | string\[\] | _(Optional)_ |
**Returns:**
string\[\]

View File

@@ -6,22 +6,23 @@
Returns a number for each point, representing how many open nodes its network/chain is connected to. Empty nodes and dead nodes are shown as -1 liberties.
Takes an optional boardState argument; by default uses the current board state.
For example, a 5x5 board might look like this. The chain in the top-left touches 5 total empty nodes, and the one in the center touches four. The group in the bottom-right only has one liberty; it is in danger of being captured!
For example, a 5x5 board might look like this. The chain in the top-left touches 5 total empty nodes, and the one in the center touches four. The group in the bottom-right only has one liberty; it is in danger of being captured! <pre lang="javascript"> \[ \[-1, 5,-1,-1, 2\], \[ 5, 5,-1,-1,-1\], \[-1,-1, 4,-1,-1\], \[ 3,-1,-1, 3, 1\], \[ 3,-1,-1, 3, 1\], \] </pre>
```js
[
[-1, 5,-1,-1, 2],
[ 5, 5,-1,-1,-1],
[-1,-1, 4,-1,-1],
[ 3,-1,-1, 3, 1],
[ 3,-1,-1, 3, 1],
]
```
**Signature:**
```typescript
getLiberties(boardState?: string[]): number[][];
getLiberties(): number[][];
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| boardState | string\[\] | _(Optional)_ |
**Returns:**
number\[\]\[\]

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@@ -8,7 +8,19 @@ Displays the game history, captured nodes, and gained bonuses for each opponent
The details are keyed by opponent name, in this structure:
<pre lang="javascript"> { <OpponentName>: { wins: number, losses: number, winStreak: number, highestWinStreak: number, favor: number, bonusPercent: number, bonusDescription: string, } } </pre>
```js
{
<OpponentName>: {
wins: number,
losses: number,
winStreak: number,
highestWinStreak: number,
favor: number,
bonusPercent: number,
bonusDescription: string,
}
}
```
**Signature:**

View File

@@ -4,7 +4,7 @@
## GoAnalysis.getValidMoves() method
Shows if each point on the board is a valid move for the player. By default, analyzes the current board state. Takes an optional boardState (and an optional prior-move boardState, if desired) to analyze a custom board.
Shows if each point on the board is a valid move for the player.
The true/false validity of each move can be retrieved via the X and Y coordinates of the move. `const validMoves = ns.go.analysis.getValidMoves();`
@@ -12,21 +12,11 @@ The true/false validity of each move can be retrieved via the X and Y coordinate
Note that the \[0\]\[0\] point is shown on the bottom-left on the visual board (as is traditional), and each string represents a vertical column on the board. In other words, the printed example above can be understood to be rotated 90 degrees clockwise compared to the board UI as shown in the IPvGO subnet tab.
Also note that, when given a custom board state, only one prior move can be analyzed. This means that the superko rules (no duplicate board states in the full game history) is not supported; you will have to implement your own analysis for that.
**Signature:**
```typescript
getValidMoves(boardState?: string[], priorBoardState?: string[]): boolean[][];
getValidMoves(): boolean[][];
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| boardState | string\[\] | _(Optional)_ |
| priorBoardState | string\[\] | _(Optional)_ |
**Returns:**
boolean\[\]\[\]

View File

@@ -16,9 +16,53 @@ export interface GoAnalysis
| Method | Description |
| --- | --- |
| [getChains(boardState)](./bitburner.goanalysis.getchains.md) | <p>Returns an ID for each point. All points that share an ID are part of the same network (or "chain"). Empty points are also given chain IDs to represent continuous empty space. Dead nodes are given the value <code>null.</code></p><p>Takes an optional boardState argument; by default uses the current board state.</p><p>The data from getChains() can be used with the data from getBoardState() to see which player (or empty) each chain is</p><p>For example, a 5x5 board might look like this. There is a large chain \#1 on the left side, smaller chains 2 and 3 on the right, and a large chain 0 taking up the center of the board. <pre lang="javascript"> \[ \[ 0,0,0,3,4\], \[ 1,0,0,3,3\], \[ 1,1,0,0,0\], \[null,1,0,2,2\], \[null,1,0,2,5\], \] </pre></p> |
| [getControlledEmptyNodes(boardState)](./bitburner.goanalysis.getcontrolledemptynodes.md) | <p>Returns 'X' for black, 'O' for white, or '?' for each empty point to indicate which player controls that empty point. If no single player fully encircles the empty space, it is shown as contested with '?'. "\#" are dead nodes that are not part of the subnet.</p><p>Takes an optional boardState argument; by default uses the current board state.</p><p>Filled points of any color are indicated with '.'</p><p>In this example, white encircles some space in the top-left, black encircles some in the top-right, and between their routers is contested space in the center: <pre lang="javascript"> \[ "OO..?", "OO.?.", "O.?.X", ".?.XX", "?..X\#", \] </pre></p> |
| [getLiberties(boardState)](./bitburner.goanalysis.getliberties.md) | <p>Returns a number for each point, representing how many open nodes its network/chain is connected to. Empty nodes and dead nodes are shown as -1 liberties.</p><p>Takes an optional boardState argument; by default uses the current board state.</p><p>For example, a 5x5 board might look like this. The chain in the top-left touches 5 total empty nodes, and the one in the center touches four. The group in the bottom-right only has one liberty; it is in danger of being captured! <pre lang="javascript"> \[ \[-1, 5,-1,-1, 2\], \[ 5, 5,-1,-1,-1\], \[-1,-1, 4,-1,-1\], \[ 3,-1,-1, 3, 1\], \[ 3,-1,-1, 3, 1\], \] </pre></p> |
| [getStats()](./bitburner.goanalysis.getstats.md) | <p>Displays the game history, captured nodes, and gained bonuses for each opponent you have played against.</p><p>The details are keyed by opponent name, in this structure:</p><p><pre lang="javascript"> { <OpponentName>: { wins: number, losses: number, winStreak: number, highestWinStreak: number, favor: number, bonusPercent: number, bonusDescription: string, } } </pre></p> |
| [getValidMoves(boardState, priorBoardState)](./bitburner.goanalysis.getvalidmoves.md) | <p>Shows if each point on the board is a valid move for the player. By default, analyzes the current board state. Takes an optional boardState (and an optional prior-move boardState, if desired) to analyze a custom board.</p><p>The true/false validity of each move can be retrieved via the X and Y coordinates of the move. <code>const validMoves = ns.go.analysis.getValidMoves();</code></p><p><code>const moveIsValid = validMoves[x][y];</code></p><p>Note that the \[0\]\[0\] point is shown on the bottom-left on the visual board (as is traditional), and each string represents a vertical column on the board. In other words, the printed example above can be understood to be rotated 90 degrees clockwise compared to the board UI as shown in the IPvGO subnet tab.</p><p>Also note that, when given a custom board state, only one prior move can be analyzed. This means that the superko rules (no duplicate board states in the full game history) is not supported; you will have to implement your own analysis for that.</p> |
| [getChains()](./bitburner.goanalysis.getchains.md) | <p>Returns an ID for each point. All points that share an ID are part of the same network (or "chain"). Empty points are also given chain IDs to represent continuous empty space. Dead nodes are given the value <code>null.</code></p><p>The data from getChains() can be used with the data from getBoardState() to see which player (or empty) each chain is</p><p>For example, a 5x5 board might look like this. There is a large chain \#1 on the left side, smaller chains 2 and 3 on the right, and a large chain 0 taking up the center of the board.</p>
```js
[
[ 0,0,0,3,4],
[ 1,0,0,3,3],
[ 1,1,0,0,0],
[null,1,0,2,2],
[null,1,0,2,5],
]
```
|
| [getControlledEmptyNodes()](./bitburner.goanalysis.getcontrolledemptynodes.md) | <p>Returns 'X', 'O', or '?' for each empty point to indicate which player controls that empty point. If no single player fully encircles the empty space, it is shown as contested with '?'. "\#" are dead nodes that are not part of the subnet.</p><p>Filled points of any color are indicated with '.'</p><p>In this example, white encircles some space in the top-left, black encircles some in the top-right, and between their routers is contested space in the center:</p>
```js
[
"OO..?",
"OO.?.",
"O.?.X",
".?.XX",
"?..X#",
]
```
|
| [getLiberties()](./bitburner.goanalysis.getliberties.md) | <p>Returns a number for each point, representing how many open nodes its network/chain is connected to. Empty nodes and dead nodes are shown as -1 liberties.</p><p>For example, a 5x5 board might look like this. The chain in the top-left touches 5 total empty nodes, and the one in the center touches four. The group in the bottom-right only has one liberty; it is in danger of being captured!</p>
```js
[
[-1, 5,-1,-1, 2],
[ 5, 5,-1,-1,-1],
[-1,-1, 4,-1,-1],
[ 3,-1,-1, 3, 1],
[ 3,-1,-1, 3, 1],
]
```
|
| [getStats()](./bitburner.goanalysis.getstats.md) | <p>Displays the game history, captured nodes, and gained bonuses for each opponent you have played against.</p><p>The details are keyed by opponent name, in this structure:</p>
```js
{
<OpponentName>: {
wins: number,
losses: number,
winStreak: number,
highestWinStreak: number,
favor: number,
bonusPercent: number,
bonusDescription: string,
}
}
```
|
| [getValidMoves()](./bitburner.goanalysis.getvalidmoves.md) | <p>Shows if each point on the board is a valid move for the player.</p><p>The true/false validity of each move can be retrieved via the X and Y coordinates of the move. <code>const validMoves = ns.go.analysis.getValidMoves();</code></p><p><code>const moveIsValid = validMoves[x][y];</code></p><p>Note that the \[0\]\[0\] point is shown on the bottom-left on the visual board (as is traditional), and each string represents a vertical column on the board. In other words, the printed example above can be understood to be rotated 90 degrees clockwise compared to the board UI as shown in the IPvGO subnet tab.</p> |

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@@ -1,21 +0,0 @@
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [GoCheat](./bitburner.gocheat.md) &gt; [getCheatCount](./bitburner.gocheat.getcheatcount.md)
## GoCheat.getCheatCount() method
Returns the number of times you've attempted to cheat in the current game.
**Signature:**
```typescript
getCheatCount(): number;
```
**Returns:**
number
## Remarks
RAM cost: 1 GB Requires BitNode 14.2 to use

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@@ -4,22 +4,15 @@
## GoCheat.getCheatSuccessChance() method
Returns your chance of successfully playing one of the special moves in the ns.go.cheat API. Scales up with your crime success rate stat. Scales down with the number of times you've attempted to cheat in the current game.
Returns your chance of successfully playing one of the special moves in the ns.go.cheat API. Scales with your crime success rate stat.
Warning: if you fail to play a cheat move, your turn will be skipped. After your first cheat attempt, if you fail, there is a small (\~10%) chance you will instantly be ejected from the subnet.
**Signature:**
```typescript
getCheatSuccessChance(cheatCount?: number): number;
getCheatSuccessChance(): number;
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| cheatCount | number | _(Optional)_ Optional override for the number of cheats already attempted. Defaults to the number of cheats attempted in the current game. |
**Returns:**
number

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@@ -17,8 +17,7 @@ export interface GoCheat
| Method | Description |
| --- | --- |
| [destroyNode(x, y)](./bitburner.gocheat.destroynode.md) | <p>Attempts to destroy an empty node, leaving an offline dead space that does not count as territory or provide open node access to adjacent routers.</p><p>Success chance can be seen via ns.go.getCheatSuccessChance()</p><p>Warning: if you fail to play a cheat move, your turn will be skipped. After your first cheat attempt, if you fail, there is a small (\~10%) chance you will instantly be ejected from the subnet.</p> |
| [getCheatCount()](./bitburner.gocheat.getcheatcount.md) | Returns the number of times you've attempted to cheat in the current game. |
| [getCheatSuccessChance(cheatCount)](./bitburner.gocheat.getcheatsuccesschance.md) | <p>Returns your chance of successfully playing one of the special moves in the ns.go.cheat API. Scales up with your crime success rate stat. Scales down with the number of times you've attempted to cheat in the current game.</p><p>Warning: if you fail to play a cheat move, your turn will be skipped. After your first cheat attempt, if you fail, there is a small (\~10%) chance you will instantly be ejected from the subnet.</p> |
| [getCheatSuccessChance()](./bitburner.gocheat.getcheatsuccesschance.md) | <p>Returns your chance of successfully playing one of the special moves in the ns.go.cheat API. Scales with your crime success rate stat.</p><p>Warning: if you fail to play a cheat move, your turn will be skipped. After your first cheat attempt, if you fail, there is a small (\~10%) chance you will instantly be ejected from the subnet.</p> |
| [playTwoMoves(x1, y1, x2, y2)](./bitburner.gocheat.playtwomoves.md) | <p>Attempts to place two routers at once on empty nodes. Note that this ignores other move restrictions, so you can suicide your own routers if they have no access to empty ports and do not capture any enemy routers.</p><p>Success chance can be seen via ns.go.getCheatSuccessChance()</p><p>Warning: if you fail to play a cheat move, your turn will be skipped. After your first cheat attempt, if you fail, there is a small (\~10%) chance you will instantly be ejected from the subnet.</p> |
| [removeRouter(x, y)](./bitburner.gocheat.removerouter.md) | <p>Attempts to remove an existing router, leaving an empty node behind.</p><p>Success chance can be seen via ns.go.getCheatSuccessChance()</p><p>Warning: if you fail to play a cheat move, your turn will be skipped. After your first cheat attempt, if you fail, there is a small (\~10%) chance you will instantly be ejected from the subnet.</p> |
| [repairOfflineNode(x, y)](./bitburner.gocheat.repairofflinenode.md) | <p>Attempts to repair an offline node, leaving an empty playable node behind.</p><p>Success chance can be seen via ns.go.getCheatSuccessChance()</p><p>Warning: if you fail to play a cheat move, your turn will be skipped. After your first cheat attempt, if you fail, there is a small (\~10%) chance you will instantly be ejected from the subnet.</p> |

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@@ -4,8 +4,6 @@
## GraftingTask.completion property
This promise resolves when the task is complete.
**Signature:**
```typescript

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