bitburner-src/src/Server/AllServers.ts

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import { Server } from "./Server";
import { SpecialServerIps } from "./SpecialServerIps";
import { serverMetadata } from "./data/servers";
import { HacknetServer } from "../Hacknet/HacknetServer";
import { IMap } from "../types";
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import { createRandomIp } from "../utils/IPAddress";
import { getRandomInt } from "../utils/helpers/getRandomInt";
import { Reviver } from "../utils/JSONReviver";
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/**
* Map of all Servers that exist in the game
* Key (string) = IP
* Value = Server object
*/
export let AllServers: IMap<Server | HacknetServer> = {};
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export function ipExists(ip: string): boolean {
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return AllServers[ip] != null;
}
export function createUniqueRandomIp(): string {
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const ip = createRandomIp();
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// If the Ip already exists, recurse to create a new one
if (ipExists(ip)) {
return createRandomIp();
}
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return ip;
}
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// Saftely add a Server to the AllServers map
export function AddToAllServers(server: Server | HacknetServer): void {
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const serverIp = server.ip;
if (ipExists(serverIp)) {
console.warn(`IP of server that's being added: ${serverIp}`);
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console.warn(`Hostname of the server thats being added: ${server.hostname}`);
console.warn(`The server that already has this IP is: ${AllServers[serverIp].hostname}`);
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throw new Error("Error: Trying to add a server with an existing IP");
}
AllServers[serverIp] = server;
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}
interface IServerParams {
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hackDifficulty?: number;
hostname: string;
ip: string;
maxRam?: number;
moneyAvailable?: number;
numOpenPortsRequired: number;
organizationName: string;
requiredHackingSkill?: number;
serverGrowth?: number;
[key: string]: any;
}
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export function initForeignServers(homeComputer: Server): void {
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/* Create a randomized network for all the foreign servers */
//Groupings for creating a randomized network
const networkLayers: Server[][] = [];
for (let i = 0; i < 15; i++) {
networkLayers.push([]);
}
// Essentially any property that is of type 'number | IMinMaxRange'
const propertiesToPatternMatch: string[] = [
"hackDifficulty",
"moneyAvailable",
"requiredHackingSkill",
"serverGrowth",
];
const toNumber = (value: any): any => {
switch (typeof value) {
case "number":
return value;
case "object":
return getRandomInt(value.min, value.max);
default:
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throw Error(`Do not know how to convert the type '${typeof value}' to a number`);
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}
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};
for (const metadata of serverMetadata) {
const serverParams: IServerParams = {
hostname: metadata.hostname,
ip: createUniqueRandomIp(),
numOpenPortsRequired: metadata.numOpenPortsRequired,
organizationName: metadata.organizationName,
};
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if (metadata.maxRamExponent !== undefined) {
serverParams.maxRam = Math.pow(2, toNumber(metadata.maxRamExponent));
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}
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for (const prop of propertiesToPatternMatch) {
if (metadata[prop] !== undefined) {
serverParams[prop] = toNumber(metadata[prop]);
}
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}
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const server = new Server(serverParams);
for (const filename of metadata.literature || []) {
server.messages.push(filename);
}
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if (metadata.specialName !== undefined) {
SpecialServerIps.addIp(metadata.specialName, server.ip);
}
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AddToAllServers(server);
if (metadata.networkLayer !== undefined) {
networkLayers[toNumber(metadata.networkLayer) - 1].push(server);
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}
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}
/* Create a randomized network for all the foreign servers */
const linkComputers = (server1: Server, server2: Server): void => {
server1.serversOnNetwork.push(server2.ip);
server2.serversOnNetwork.push(server1.ip);
};
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const getRandomArrayItem = (arr: any[]): any => arr[Math.floor(Math.random() * arr.length)];
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const linkNetworkLayers = (network1: Server[], selectServer: () => Server): void => {
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for (const server of network1) {
linkComputers(server, selectServer());
}
};
// Connect the first tier of servers to the player's home computer
linkNetworkLayers(networkLayers[0], () => homeComputer);
for (let i = 1; i < networkLayers.length; i++) {
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linkNetworkLayers(networkLayers[i], () => getRandomArrayItem(networkLayers[i - 1]));
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}
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}
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export function prestigeAllServers(): void {
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for (const member in AllServers) {
delete AllServers[member];
}
AllServers = {};
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}
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export function loadAllServers(saveString: string): void {
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AllServers = JSON.parse(saveString, Reviver);
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console.log(AllServers);
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}