bitburner-src/src/Server/Server.ts

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// Class representing a single generic Server
// TODO This import is a circular import. Try to fix it in the future
import { GetServerByHostname } from "./ServerHelpers";
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import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { CodingContract } from "../CodingContracts";
import { Message } from "../Message/Message";
import { RunningScript } from "../Script/RunningScript";
import { Script } from "../Script/Script";
import { isScriptFilename } from "../Script/ScriptHelpersTS";
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import { TextFile } from "../TextFile";
import { createRandomIp } from "../../utils/IPAddress";
import { Generic_fromJSON,
Generic_toJSON,
Reviver } from "../../utils/JSONReviver";
interface IConstructorParams {
adminRights?: boolean;
hackDifficulty?: number;
hostname: string;
ip?: string;
isConnectedTo?: boolean;
maxRam?: number;
moneyAvailable?: number;
numOpenPortsRequired?: number;
organizationName?: string;
purchasedByPlayer?: boolean;
requiredHackingSkill?: number;
serverGrowth?: number;
}
export class Server {
// Initializes a Server Object from a JSON save state
static fromJSON(value: any): Server {
return Generic_fromJSON(Server, value.data);
}
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// Initial server security level
// (i.e. security level when the server was created)
baseDifficulty: number = 1;
// Coding Contract files on this server
contracts: CodingContract[] = [];
// How many CPU cores this server has. Maximum of 8.
// Currently, this only affects hacking missions
cpuCores: number = 1;
// Flag indicating whether the FTP port is open
ftpPortOpen: boolean = false;
// Server Security Level
hackDifficulty: number = 1;
// Flag indicating whether player has admin/root access to this server
hasAdminRights: boolean = false;
// Hostname. Must be unique
hostname: string = "";
// Flag indicating whether HTTP Port is open
httpPortOpen: boolean = false;
// IP Address. Must be unique
ip: string = "";
// Flag indicating whether player is curently connected to this server
isConnectedTo: boolean = false;
// Flag indicating whether this server has been manually hacked (ie.
// hacked through Terminal) by the player
manuallyHacked: boolean = false;
// RAM (GB) available on this server
maxRam: number = 0;
// Message files AND Literature files on this Server
// For Literature files, this array contains only the filename (string)
// For Messages, it contains the actual Message object
// TODO Separate literature files into its own property
messages: (Message | string)[] = [];
// Minimum server security level that this server can be weakened to
minDifficulty: number = 1;
// How much money currently resides on the server and can be hacked
moneyAvailable: number = 0;
// Maximum amount of money that this server can hold
moneyMax: number = 0;
// Number of open ports required in order to gain admin/root access
numOpenPortsRequired: number = 5;
// How many ports are currently opened on the server
openPortCount: number = 0;
// Name of company/faction/etc. that this server belongs to.
// Optional, not applicable to all Servers
organizationName: string = "";
// Programs on this servers. Contains only the names of the programs
programs: string[] = [];
// Flag indicating wehther this is a purchased server
purchasedByPlayer: boolean = false;
// RAM (GB) used. i.e. unavailable RAM
ramUsed: number = 0;
// Hacking level required to hack this server
requiredHackingSkill: number = 1;
// RunningScript files on this server
runningScripts: RunningScript[] = [];
// Script files on this Server
scripts: Script[] = [];
// Parameter that affects how effectively this server's money can
// be increased using the grow() Netscript function
serverGrowth: number = 1;
// Contains the IP Addresses of all servers that are immediately
// reachable from this one
serversOnNetwork: string[] = [];
// Flag indicating whether SMTP Port is open
smtpPortOpen: boolean = false;
// Flag indicating whether SQL Port is open
sqlPortOpen: boolean = false;
// Flag indicating whether the SSH Port is open
sshPortOpen: boolean = false;
// Text files on this server
textFiles: TextFile[] = [];
constructor(params: IConstructorParams={hostname: "", ip: createRandomIp() }) {
/* Properties */
//Connection information
this.ip = params.ip ? params.ip : createRandomIp();
var hostname = params.hostname;
var i = 0;
var suffix = "";
while (GetServerByHostname(hostname+suffix) != null) {
//Server already exists
suffix = "-" + i;
++i;
}
this.hostname = hostname + suffix;
this.organizationName = params.organizationName != null ? params.organizationName : "";
this.isConnectedTo = params.isConnectedTo != null ? params.isConnectedTo : false;
//Access information
this.hasAdminRights = params.adminRights != null ? params.adminRights : false;
this.purchasedByPlayer = params.purchasedByPlayer != null ? params.purchasedByPlayer : false;
//RAM, CPU speed and Scripts
this.maxRam = params.maxRam != null ? params.maxRam : 0; //GB
/* Hacking information (only valid for "foreign" aka non-purchased servers) */
this.requiredHackingSkill = params.requiredHackingSkill != null ? params.requiredHackingSkill : 1;
this.moneyAvailable = params.moneyAvailable != null ? params.moneyAvailable * BitNodeMultipliers.ServerStartingMoney : 0;
this.moneyMax = 25 * this.moneyAvailable * BitNodeMultipliers.ServerMaxMoney;
//Hack Difficulty is synonymous with server security. Base Difficulty = Starting difficulty
this.hackDifficulty = params.hackDifficulty != null ? params.hackDifficulty * BitNodeMultipliers.ServerStartingSecurity : 1;
this.baseDifficulty = this.hackDifficulty;
this.minDifficulty = Math.max(1, Math.round(this.hackDifficulty / 3));
this.serverGrowth = params.serverGrowth != null ? params.serverGrowth : 1; //Integer from 0 to 100. Affects money increase from grow()
//Port information, required for porthacking servers to get admin rights
this.numOpenPortsRequired = params.numOpenPortsRequired != null ? params.numOpenPortsRequired : 5;
};
setMaxRam(ram: number): void {
this.maxRam = ram;
}
// Given the name of the script, returns the corresponding
// script object on the server (if it exists)
getScript(scriptName: string): Script | null {
for (let i = 0; i < this.scripts.length; i++) {
if (this.scripts[i].filename === scriptName) {
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return this.scripts[i];
}
}
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return null;
}
// Ensures that the server's difficulty (server security) doesn't get too high
capDifficulty(): void {
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if (this.hackDifficulty < this.minDifficulty) {this.hackDifficulty = this.minDifficulty;}
if (this.hackDifficulty < 1) {this.hackDifficulty = 1;}
// Place some arbitrarily limit that realistically should never happen unless someone is
// screwing around with the game
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if (this.hackDifficulty > 1000000) {this.hackDifficulty = 1000000;}
}
// Strengthens a server's security level (difficulty) by the specified amount
fortify(amt: number): void {
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this.hackDifficulty += amt;
this.capDifficulty();
}
// Lowers the server's security level (difficulty) by the specified amount)
weaken(amt: number): void {
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this.hackDifficulty -= (amt * BitNodeMultipliers.ServerWeakenRate);
this.capDifficulty();
}
// Write to a script file
// Overwrites existing files. Creates new files if the script does not eixst
writeToScriptFile(fn: string, code: string) {
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var ret = {success: false, overwritten: false};
if (!isScriptFilename(fn)) { return ret; }
//Check if the script already exists, and overwrite it if it does
for (let i = 0; i < this.scripts.length; ++i) {
if (fn === this.scripts[i].filename) {
let script = this.scripts[i];
script.code = code;
script.updateRamUsage();
script.module = "";
ret.overwritten = true;
ret.success = true;
return ret;
}
}
//Otherwise, create a new script
const newScript = new Script();
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newScript.filename = fn;
newScript.code = code;
newScript.updateRamUsage();
newScript.server = this.ip;
this.scripts.push(newScript);
ret.success = true;
return ret;
}
// Write to a text file
// Overwrites existing files. Creates new files if the text file does not exist
writeToTextFile(fn: string, txt: string) {
var ret = { success: false, overwritten: false };
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if (!fn.endsWith("txt")) { return ret; }
//Check if the text file already exists, and overwrite if it does
for (let i = 0; i < this.textFiles.length; ++i) {
if (this.textFiles[i].fn === fn) {
ret.overwritten = true;
this.textFiles[i].text = txt;
ret.success = true;
return ret;
}
}
//Otherwise create a new text file
var newFile = new TextFile(fn, txt);
this.textFiles.push(newFile);
ret.success = true;
return ret;
}
addContract(contract: CodingContract) {
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this.contracts.push(contract);
}
removeContract(contract: CodingContract) {
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if (contract instanceof CodingContract) {
this.contracts = this.contracts.filter((c) => {
return c.fn !== contract.fn;
});
} else {
this.contracts = this.contracts.filter((c) => {
return c.fn !== contract;
});
}
}
getContract(contractName: string) {
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for (const contract of this.contracts) {
if (contract.fn === contractName) {
return contract;
}
}
return null;
}
// Serialize the current object to a JSON save state
toJSON(): any {
return Generic_toJSON("Server", this);
}
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}
Reviver.constructors.Server = Server;