Files
bitburner-src/src/CodingContract/ContractGenerator.ts
T

269 lines
10 KiB
TypeScript

import { CodingContract, CodingContractRewardType, ICodingContractReward } from "./Contract";
import { CodingContractTypes } from "./ContractTypes";
import { currentNodeMults } from "../BitNode/BitNodeMultipliers";
import { Factions } from "../Faction/Factions";
import { Player } from "@player";
import { CodingContractName } from "@enums";
import { GetServer, GetAllServers } from "../Server/AllServers";
import { SpecialServers } from "../Server/data/SpecialServers";
import { Server } from "../Server/Server";
import { BaseServer } from "../Server/BaseServer";
import { getRandomIntInclusive } from "../utils/helpers/getRandomIntInclusive";
import { ContractFilePath, resolveContractFilePath } from "../Paths/ContractFilePath";
import { clampNumber } from "../utils/helpers/clampNumber";
export function tryGeneratingRandomContract(numberOfTries: number): void {
/**
* We try to generate a contract every 10 minutes. 525600 is the number of tries in 10 years. There is no reason to
* support anything above that. We tested this number (525600) on a very old machine. It took only 300-350ms to
* loop 525600 times and generate ~9137 contracts on that machine.
*/
numberOfTries = clampNumber(Math.floor(numberOfTries), 0, 525600);
if (numberOfTries < 1) {
return;
}
let currentNumberOfContracts = GetAllServers().reduce((sum, server) => {
return sum + server.contracts.length;
}, 0);
for (let i = 0; i < numberOfTries; ++i) {
const random = Math.random();
/**
* When currentNumberOfContracts is small, the probability is ~0.25. 25% is the "reasonable" chance of getting a
* contract in normal situations (low currentNumberOfContracts). We have used this probability for a long time as a
* constant before we decide to switch to a new function that is based on currentNumberOfContracts.
*
* This function was chosen due to these characteristics:
* - The probability is exactly 0.25 if currentNumberOfContracts is 0.
* - The probability is ~0.25 if currentNumberOfContracts is small (near 0).
* - The probability approaches 0 when currentNumberOfContracts becomes unusually large:
* - If currentNumberOfContracts is 2500, the probability is 0.23861.
* - If currentNumberOfContracts is 5000, the probability is 0.12462.
* - If currentNumberOfContracts is 7500, the probability is 0.01176.
* - If currentNumberOfContracts is 10000, the probability is 0.0006129.
*
* With this function, we ensure that:
* - The player gets a reasonable amount of contracts in normal situations.
* - If the offline time is unusually large (being offline for years, editing save file, tampering function prototype,
* etc.), the game will not hang when it tries to generate contracts.
*
* These are some data for reference:
* - 1 month: ~1077 contracts.
* - 3 months: ~3157 contracts.
* - 6 months: ~5296 contracts.
* - 12 months: ~6678 contracts.
* - 2 years: ~7570 contracts.
* - 5 years: ~8504 contracts.
* - 10 years: ~9137 contracts.
* - 25 years: ~9936 contracts.
* - 50 years: ~10526 contracts.
*
* Those numbers mean: If the player does not have any contracts and is online (or loads a save file with equivalent
* offline time) for X months/years, they will have ~Y contracts.
*/
if (random > 100 / (399 + Math.exp(0.0012 * currentNumberOfContracts))) {
continue;
}
generateRandomContract();
++currentNumberOfContracts;
}
}
export function generateRandomContract(): void {
// First select a random problem type
const problemType = getRandomProblemType();
// Then select a random reward type. 'Money' will always be the last reward type
const reward = getRandomReward();
// Choose random server
const randServer = getRandomServer();
const contractFn = getRandomFilename(randServer, reward);
const contract = new CodingContract(contractFn, problemType, reward);
randServer.addContract(contract);
}
export function generateRandomContractOnHome(): void {
// First select a random problem type
const problemType = getRandomProblemType();
// Then select a random reward type. 'Money' will always be the last reward type
const reward = getRandomReward();
// Choose random server
const serv = Player.getHomeComputer();
const contractFn = getRandomFilename(serv, reward);
const contract = new CodingContract(contractFn, problemType, reward);
serv.addContract(contract);
}
export const generateDummyContract = (problemType: CodingContractName): string => {
if (!CodingContractTypes[problemType]) throw new Error(`Invalid problem type: '${problemType}'`);
const serv = Player.getHomeComputer();
const contractFn = getRandomFilename(serv);
const contract = new CodingContract(contractFn, problemType, null);
serv.addContract(contract);
return contractFn;
};
interface IGenerateContractParams {
problemType?: CodingContractName;
server?: string;
fn?: ContractFilePath;
}
export function generateContract(params: IGenerateContractParams): void {
// Problem Type
let problemType;
const problemTypes = Object.keys(CodingContractTypes);
if (params.problemType && problemTypes.includes(params.problemType)) {
problemType = params.problemType;
} else {
problemType = getRandomProblemType();
}
// Reward Type - This is always random for now
const reward = getRandomReward();
// Server
let server;
if (params.server != null) {
server = GetServer(params.server);
if (server == null) {
server = getRandomServer();
}
} else {
server = getRandomServer();
}
const filename = params.fn ? params.fn : getRandomFilename(server, reward);
const contract = new CodingContract(filename, problemType, reward);
server.addContract(contract);
}
// Ensures that a contract's reward type is valid
function sanitizeRewardType(rewardType: CodingContractRewardType): CodingContractRewardType {
let type = rewardType; // Create copy
const factionsThatAllowHacking = Player.factions.filter((fac) => {
try {
return Factions[fac].getInfo().offerHackingWork;
} catch (e) {
console.error("Error when trying to filter Hacking Factions for Coding Contract Generation", e);
return false;
}
});
if (type === CodingContractRewardType.FactionReputation && factionsThatAllowHacking.length === 0) {
type = CodingContractRewardType.CompanyReputation;
}
if (type === CodingContractRewardType.FactionReputationAll && factionsThatAllowHacking.length === 0) {
type = CodingContractRewardType.CompanyReputation;
}
if (type === CodingContractRewardType.CompanyReputation && Object.keys(Player.jobs).length === 0) {
type = CodingContractRewardType.Money;
}
return type;
}
function getRandomProblemType(): CodingContractName {
const problemTypes = Object.values(CodingContractName);
const randIndex = getRandomIntInclusive(0, problemTypes.length - 1);
return problemTypes[randIndex];
}
function getRandomReward(): ICodingContractReward {
// Don't offer money reward by default if BN multiplier is 0 (e.g. BN8)
const rewardTypeUpperBound =
currentNodeMults.CodingContractMoney === 0 ? CodingContractRewardType.Money - 1 : CodingContractRewardType.Money;
const rewardType = sanitizeRewardType(getRandomIntInclusive(0, rewardTypeUpperBound));
// Add additional information based on the reward type
const factionsThatAllowHacking = Player.factions.filter((fac) => Factions[fac].getInfo().offerHackingWork);
switch (rewardType) {
case CodingContractRewardType.FactionReputation: {
// Get a random faction that player is a part of. That
// faction must allow hacking contracts
const numFactions = factionsThatAllowHacking.length;
// This check is unnecessary because sanitizeRewardType ensures that it won't happen. However, I'll still leave
// it here, just in case somebody else changes sanitizeRewardType without taking account of this check.
if (numFactions > 0) {
const randFaction = factionsThatAllowHacking[getRandomIntInclusive(0, numFactions - 1)];
return { type: rewardType, name: randFaction };
}
return { type: CodingContractRewardType.Money };
}
case CodingContractRewardType.CompanyReputation: {
const allJobs = Object.keys(Player.jobs);
// This check is also unnecessary. Check the comment above.
if (allJobs.length > 0) {
return {
type: CodingContractRewardType.CompanyReputation,
name: allJobs[getRandomIntInclusive(0, allJobs.length - 1)],
};
}
return { type: CodingContractRewardType.Money };
}
default:
return { type: rewardType };
}
}
function getRandomServer(): BaseServer {
const servers = GetAllServers().filter((server: BaseServer) => server.serversOnNetwork.length !== 0);
let randIndex = getRandomIntInclusive(0, servers.length - 1);
let randServer = servers[randIndex];
// 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 instanceof Server &&
!randServer.purchasedByPlayer &&
randServer.hostname !== SpecialServers.WorldDaemon
) {
break;
}
randIndex = getRandomIntInclusive(0, servers.length - 1);
randServer = servers[randIndex];
}
return randServer;
}
function getRandomFilename(
server: BaseServer,
reward: ICodingContractReward = { type: CodingContractRewardType.Money },
): ContractFilePath {
let contractFn = `contract-${getRandomIntInclusive(0, 1e6)}`;
for (let i = 0; i < 1000; ++i) {
if (
server.contracts.filter((c: CodingContract) => {
return c.fn === contractFn;
}).length <= 0
) {
break;
}
contractFn = `contract-${getRandomIntInclusive(0, 1e6)}`;
}
if ("name" in reward) {
// Only alphanumeric characters in the reward name.
contractFn += `-${reward.name.replace(/[^a-zA-Z0-9]/g, "")}`;
}
contractFn += ".cct";
const validatedPath = resolveContractFilePath(contractFn);
if (!validatedPath) throw new Error(`Generated contract path could not be validated: ${contractFn}`);
return validatedPath;
}