2019-03-25 04:03:24 +01:00
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/**
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* Generic Game Constants
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*
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* Constants for specific mechanics or features will NOT be here.
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*/
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2021-09-04 20:09:57 +02:00
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export const CONSTANTS: {
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2021-11-03 03:49:46 +01:00
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VersionString: string;
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VersionNumber: number;
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2021-09-05 01:09:30 +02:00
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_idleSpeed: number;
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MaxSkillLevel: number;
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MilliPerCycle: number;
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CorpFactionRepRequirement: number;
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2021-09-27 03:11:49 +02:00
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BaseFocusBonus: number;
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2021-09-05 01:09:30 +02:00
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BaseCostFor1GBOfRamHome: number;
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BaseCostFor1GBOfRamServer: number;
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TravelCost: number;
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BaseFavorToDonate: number;
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DonateMoneyToRepDivisor: number;
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FactionReputationToFavorBase: number;
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FactionReputationToFavorMult: number;
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CompanyReputationToFavorBase: number;
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CompanyReputationToFavorMult: number;
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NeuroFluxGovernorLevelMult: number;
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NumNetscriptPorts: number;
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HomeComputerMaxRam: number;
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ServerBaseGrowthRate: number;
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ServerMaxGrowthRate: number;
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ServerFortifyAmount: number;
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ServerWeakenAmount: number;
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PurchasedServerLimit: number;
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PurchasedServerMaxRam: number;
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MultipleAugMultiplier: number;
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TorRouterCost: number;
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WSEAccountCost: number;
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TIXAPICost: number;
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MarketData4SCost: number;
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MarketDataTixApi4SCost: number;
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StockMarketCommission: number;
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HospitalCostPerHp: number;
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IntelligenceCrimeWeight: number;
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IntelligenceInfiltrationWeight: number;
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IntelligenceCrimeBaseExpGain: number;
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IntelligenceProgramBaseExpGain: number;
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2022-03-29 20:09:17 +02:00
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IntelligenceGraftBaseExpGain: number;
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2021-09-05 01:09:30 +02:00
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IntelligenceTerminalHackBaseExpGain: number;
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IntelligenceSingFnBaseExpGain: number;
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IntelligenceClassBaseExpGain: number;
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MillisecondsPer20Hours: number;
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GameCyclesPer20Hours: number;
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MillisecondsPer10Hours: number;
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GameCyclesPer10Hours: number;
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MillisecondsPer8Hours: number;
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GameCyclesPer8Hours: number;
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MillisecondsPer4Hours: number;
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GameCyclesPer4Hours: number;
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MillisecondsPer2Hours: number;
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GameCyclesPer2Hours: number;
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MillisecondsPerHour: number;
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GameCyclesPerHour: number;
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MillisecondsPerHalfHour: number;
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GameCyclesPerHalfHour: number;
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MillisecondsPerQuarterHour: number;
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GameCyclesPerQuarterHour: number;
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MillisecondsPerFiveMinutes: number;
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GameCyclesPerFiveMinutes: number;
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ClassDataStructuresBaseCost: number;
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ClassNetworksBaseCost: number;
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ClassAlgorithmsBaseCost: number;
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ClassManagementBaseCost: number;
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ClassLeadershipBaseCost: number;
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ClassGymBaseCost: number;
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ClassStudyComputerScienceBaseExp: number;
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ClassDataStructuresBaseExp: number;
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ClassNetworksBaseExp: number;
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ClassAlgorithmsBaseExp: number;
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ClassManagementBaseExp: number;
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ClassLeadershipBaseExp: number;
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CodingContractBaseFactionRepGain: number;
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CodingContractBaseCompanyRepGain: number;
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CodingContractBaseMoneyGain: number;
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2022-03-29 20:09:17 +02:00
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AugmentationGraftingCostMult: number;
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AugmentationGraftingTimeBase: number;
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2022-04-22 21:30:49 +02:00
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SoACostMult: number;
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SoARepMult: number;
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2022-03-19 19:15:31 +01:00
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EntropyEffect: number;
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2021-09-05 01:09:30 +02:00
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TotalNumBitNodes: number;
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2022-05-07 23:43:45 +02:00
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InfiniteLoopLimit: number;
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2022-04-14 21:17:46 +02:00
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Donations: number; // number of blood/plasma/palette donation the dev have verified., boosts NFG
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2021-09-05 01:09:30 +02:00
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LatestUpdate: string;
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2021-09-04 20:09:57 +02:00
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} = {
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2022-12-01 22:07:46 +01:00
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VersionString: "2.2.0",
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VersionNumber: 27,
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2021-09-05 01:09:30 +02:00
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// Speed (in ms) at which the main loop is updated
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_idleSpeed: 200,
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/** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
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* and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
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* the player will have this level assuming no multipliers. Multipliers can cause skills to go above this.
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*/
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MaxSkillLevel: 975,
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// Milliseconds per game cycle
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MilliPerCycle: 200,
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// How much reputation is needed to join a megacorporation's faction
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2022-07-19 19:09:56 +02:00
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CorpFactionRepRequirement: 400e3,
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2021-09-05 01:09:30 +02:00
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// Base RAM costs
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BaseCostFor1GBOfRamHome: 32000,
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BaseCostFor1GBOfRamServer: 55000, //1 GB of RAM
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// Cost to travel to another city
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TravelCost: 200e3,
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// Faction and Company favor-related things
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BaseFavorToDonate: 150,
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DonateMoneyToRepDivisor: 1e6,
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FactionReputationToFavorBase: 500,
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FactionReputationToFavorMult: 1.02,
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CompanyReputationToFavorBase: 500,
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CompanyReputationToFavorMult: 1.02,
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// NeuroFlux Governor Augmentation cost multiplier
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NeuroFluxGovernorLevelMult: 1.14,
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2022-09-01 16:33:31 +02:00
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NumNetscriptPorts: Number.MAX_SAFE_INTEGER,
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2021-09-05 01:09:30 +02:00
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// Server-related constants
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HomeComputerMaxRam: 1073741824, // 2 ^ 30
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ServerBaseGrowthRate: 1.03, // Unadjusted Growth rate
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ServerMaxGrowthRate: 1.0035, // Maximum possible growth rate (max rate accounting for server security)
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ServerFortifyAmount: 0.002, // Amount by which server's security increases when its hacked/grown
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ServerWeakenAmount: 0.05, // Amount by which server's security decreases when weakened
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PurchasedServerLimit: 25,
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PurchasedServerMaxRam: 1048576, // 2^20
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// Augmentation Constants
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MultipleAugMultiplier: 1.9,
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// TOR Router
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TorRouterCost: 200e3,
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// Stock market
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WSEAccountCost: 200e6,
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TIXAPICost: 5e9,
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MarketData4SCost: 1e9,
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MarketDataTixApi4SCost: 25e9,
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StockMarketCommission: 100e3,
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// Hospital/Health
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HospitalCostPerHp: 100e3,
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// Intelligence-related constants
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IntelligenceCrimeWeight: 0.025, // Weight for how much int affects crime success rates
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IntelligenceInfiltrationWeight: 0.1, // Weight for how much int affects infiltration success rates
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IntelligenceCrimeBaseExpGain: 0.05,
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2021-10-30 02:27:20 +02:00
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IntelligenceProgramBaseExpGain: 0.1, // Program required hack level divided by this to determine int exp gain
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2022-03-29 20:09:17 +02:00
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IntelligenceGraftBaseExpGain: 0.05,
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2021-09-05 01:09:30 +02:00
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IntelligenceTerminalHackBaseExpGain: 200, // Hacking exp divided by this to determine int exp gain
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IntelligenceSingFnBaseExpGain: 1.5,
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IntelligenceClassBaseExpGain: 0.01,
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// Time-related constants
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MillisecondsPer20Hours: 72000000,
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GameCyclesPer20Hours: 72000000 / 200,
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MillisecondsPer10Hours: 36000000,
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GameCyclesPer10Hours: 36000000 / 200,
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MillisecondsPer8Hours: 28800000,
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GameCyclesPer8Hours: 28800000 / 200,
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MillisecondsPer4Hours: 14400000,
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GameCyclesPer4Hours: 14400000 / 200,
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MillisecondsPer2Hours: 7200000,
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GameCyclesPer2Hours: 7200000 / 200,
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MillisecondsPerHour: 3600000,
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GameCyclesPerHour: 3600000 / 200,
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MillisecondsPerHalfHour: 1800000,
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GameCyclesPerHalfHour: 1800000 / 200,
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MillisecondsPerQuarterHour: 900000,
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GameCyclesPerQuarterHour: 900000 / 200,
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MillisecondsPerFiveMinutes: 300000,
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GameCyclesPerFiveMinutes: 300000 / 200,
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// Player Work & Action
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2021-09-27 03:11:49 +02:00
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BaseFocusBonus: 0.8,
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2021-09-05 01:09:30 +02:00
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ClassDataStructuresBaseCost: 40,
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ClassNetworksBaseCost: 80,
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ClassAlgorithmsBaseCost: 320,
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ClassManagementBaseCost: 160,
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ClassLeadershipBaseCost: 320,
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ClassGymBaseCost: 120,
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ClassStudyComputerScienceBaseExp: 0.5,
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ClassDataStructuresBaseExp: 1,
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ClassNetworksBaseExp: 2,
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ClassAlgorithmsBaseExp: 4,
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ClassManagementBaseExp: 2,
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ClassLeadershipBaseExp: 4,
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// Coding Contract
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// TODO: Move this into Coding contract implementation?
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CodingContractBaseFactionRepGain: 2500,
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CodingContractBaseCompanyRepGain: 4000,
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CodingContractBaseMoneyGain: 75e6,
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2022-04-11 18:07:15 +02:00
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// Augmentation grafting multipliers
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2022-03-29 20:09:17 +02:00
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AugmentationGraftingCostMult: 3,
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AugmentationGraftingTimeBase: 3600000,
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2022-03-19 19:15:31 +01:00
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2022-04-22 21:30:49 +02:00
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// SoA mults
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SoACostMult: 7,
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SoARepMult: 1.3,
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2022-03-27 21:40:24 +02:00
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// Value raised to the number of entropy stacks, then multiplied to player multipliers
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2022-03-29 20:09:17 +02:00
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EntropyEffect: 0.98,
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2022-03-19 17:03:18 +01:00
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2021-09-05 01:09:30 +02:00
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// BitNode/Source-File related stuff
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TotalNumBitNodes: 24,
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2022-05-24 22:57:25 +02:00
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InfiniteLoopLimit: 2000,
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2022-05-07 23:43:45 +02:00
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2022-12-09 21:46:56 +01:00
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Donations: 41,
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2022-04-14 21:17:46 +02:00
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2021-09-05 01:09:30 +02:00
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LatestUpdate: `
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2022-12-01 22:07:46 +01:00
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v2.2.0 - 2022-12-01
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BREAKING CHANGES:
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* ns.codingcontract.attempt no longer returns a boolean, it returns empty string on failure or the reward string
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on success, so comparing the result directly to true/false will no longer work. The result can still be used as
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a condition directly.
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* (NS2 only) ns functions use the this value from ns: if you move the function to its own variable off of ns, it
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needs to be bound to ns. e.g.:
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const tprint = ns.tprint.bind(ns);
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* ns.formulas.work.classGains removed, replaced with ns.formulas.work.universityGains and ns.formulas.work.gymGains
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* ns.sleeve.getSleeveStats and ns.sleeve.getSleeveInformation removed, ns.sleeve.getSleeve added and the returned
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sleeve can be used with formulas API the same way the getPlayer return can be.
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DEVELOPMENT
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* Development repo moved to https://github.com/bitburner-official/bitburner-src
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* Dev version available on web at https://bitburner-official.github.io/bitburner-src/
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* Development is active again for non-bugfix.
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* A bunch of fixes and setup related to moving to a new repo (@hydroflame)
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NETSCRIPT
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* Faster API wrapping on script launch. (by @d0sboots & @Snarling)
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* Expose more enums for player use under ns.enums (by @Snarling)
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* tFormat: Fix display for negative time (by @Snarling)
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CODING CONTRACT
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* ns.codingcontract.attempt always returns a string (by @Snarling)
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FORMULAS
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* ns.formulas.work.classGains removed, replaced with ns.formulas.work.universityGains and
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ns.formulas.work.gymGains (@Snarling)
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* Add ns.formulas.work.companyGains function (by @AlexeyKozhemiakin)
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PORTS
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* added portHandle.nextWrite() (by @LJNeon)
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* Make ns.writePort synchronous (by @Snarling)
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2022-09-23 21:00:20 +02:00
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SLEEVE
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2022-12-01 22:07:46 +01:00
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* ns.sleeve.getSleeve added. getPlayer and getSleeve can both be used for formulas. (by @Snarling)
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STOCK
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* ns.stock.getOrganization added for getting org from stock symbol (by @SamuraiNinjaGuy)
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SCRIPTS
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* Fixed bug where zombie scripts could be created after a soft reset (by @Snarling)
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SCRIPT LOGS
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* Add ctrl-a support for selecting all text in tail window (by @Snarling)
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CORPORATION
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* Remove corp employees as objects (by @Kelenius)
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* Happiness/Energy/Morale trend down even for productive corps (by @Snarling)
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* Typo fixes in modals to sell materials and products (by @quacksouls)
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* Reworked MP formula validation to prevent possible save corruption on invalid entry (by @Snarling)
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* Internal reorganization of Industry data (by @Snarling)
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* Added check to material buy amount (by @G4mingJon4s)
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* Check there is room to make a new product before opening popup. (by @G4mingJon4s)
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* Fix typos in research descriptions (by @quacksouls)
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SLEEVE
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* Fixed inconsistencies in how sleeve work rewards are handled. (by @Snarling)
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* Fix bug that prevented selecting some crimes from UI. (by @Snarling)
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* Internally shock starts at 100 and lowers to 0. Previously this was backwards.
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STOCKMARKET
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* Fix broken initializer when manually buying WSE access (by @Snarling)
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TERMINAL
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* Connect command will connect to player owned servers from anywhere. (by @Snarling)
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UI
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* Fix keyboard shortcuts for other keyboard layouts (by @d0sboots)
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* Fixed spacing of text in Trade for reputation button after Infiltration (by @PyroGenesis)
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* Fix spacing on ANSI background escape codes (by @Snarling)
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* Fix several instances where newlines were not being displayed properly (by @quacksouls)
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* SoftResetButton.tsx Tooltip changed to make more sense (by @rai68)
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* GANG: Fix Gang UI to correctly report the bonus time multiplier as 25x (by @TheMas3212)
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DOC
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* Fix incorrect examples for grow (by @quacksouls)
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* Updated limitMaterialProduction() and limitProductProduction() documentation to mention removing limits. (by @PyroGenesis)
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* Add ns documentation for possible sleeve tasks (by @Snarling)
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* Update documentation for workForFaction and workForCompany (by @quacksouls)
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* Improve CCT documentation for HammingCodes (by @quacksouls)
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* cleanup in doc of Netscript functions (by @quacksouls)
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* Various other doc fixes (by @quacksouls)
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* Update documentation for ns.args (by @Snarling)
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* De-uglify ns.print examples (by @LJNeon)
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MISC
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* Some error handling streamlining (by @Snarling)
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* fix: check both ts and js source now (by @Tanimodori)
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* chore: sync version in package-lock.json (by @Tanimodori)
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* Better safety when loading game for multiple save corruption issues (by @Snarling)
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* Nerf Noodle bar
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STATS
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* Fix logic for increasing HP based on defense skill levels (by @mattgarretson)
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TUTORIAL
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* Fix Ram Text (by @jaculler)
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INFILTRATION
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* Fix SlashGame scaling. (by @Snarling)`,
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2021-09-05 01:09:30 +02:00
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};
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