bitburner-src/src/Server.js

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import {BitNodeMultipliers} from "./BitNodeMultipliers";
import {CONSTANTS} from "./Constants";
import {Programs} from "./CreateProgram";
import {Player} from "./Player";
import {SpecialServerIps} from "./SpecialServerIps";
import {getRandomInt} from "../utils/helpers/getRandomInt";
import {createRandomIp, ipExists} from "../utils/IPAddress";
import {serverMetadata} from "./data/servers";
import {Reviver, Generic_toJSON,
Generic_fromJSON} from "../utils/JSONReviver";
import {isValidIPAddress} from "../utils/helpers/isValidIPAddress";
function Server(params={ip:createRandomIp(), hostname:""}) {
/* 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;
this.manuallyHacked = false; //Flag that tracks whether or not the server has been hacked at least once
//RAM, CPU speed and Scripts
this.maxRam = params.maxRam != null ? params.maxRam : 0; //GB
this.ramUsed = 0;
this.cpuCores = 1; //Max of 8, affects hacking times and Hacking Mission starting Cores
this.scripts = [];
this.runningScripts = []; //Stores RunningScript objects
this.programs = [];
this.messages = [];
this.textFiles = [];
this.dir = 0; //new Directory(this, null, ""); TODO
/* 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()
//The IP's of all servers reachable from this one (what shows up if you run scan/netstat)
// NOTE: Only contains IP and not the Server objects themselves
this.serversOnNetwork = [];
//Port information, required for porthacking servers to get admin rights
this.numOpenPortsRequired = params.numOpenPortsRequired != null ? params.numOpenPortsRequired : 5;
this.sshPortOpen = false; //Port 22
this.ftpPortOpen = false; //Port 21
this.smtpPortOpen = false; //Port 25
this.httpPortOpen = false; //Port 80
this.sqlPortOpen = false; //Port 1433
this.openPortCount = 0;
};
Server.prototype.setMaxRam = function(ram) {
this.maxRam = ram;
}
//The serverOnNetwork array holds the IP of all the servers. This function
//returns the actual Server objects
Server.prototype.getServerOnNetwork = function(i) {
if (i > this.serversOnNetwork.length) {
console.log("Tried to get server on network that was out of range");
return;
}
return AllServers[this.serversOnNetwork[i]];
}
//Given the name of the script, returns the corresponding
//script object on the server (if it exists)
Server.prototype.getScript = function(scriptName) {
for (var i = 0; i < this.scripts.length; i++) {
if (this.scripts[i].filename == scriptName) {
return this.scripts[i];
}
}
return null;
}
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Server.prototype.capDifficulty = function() {
if (this.hackDifficulty < this.minDifficulty) {this.hackDifficulty = this.minDifficulty;}
if (this.hackDifficulty < 1) {this.hackDifficulty = 1;}
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//Place some arbitrarily limit that realistically should never happen unless someone is
//screwing around with the game
if (this.hackDifficulty > 1000000) {this.hackDifficulty = 1000000;}
}
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//Strengthens a server's security level (difficulty) by the specified amount
Server.prototype.fortify = function(amt) {
this.hackDifficulty += amt;
this.capDifficulty();
}
Server.prototype.weaken = function(amt) {
this.hackDifficulty -= (amt * BitNodeMultipliers.ServerWeakenRate);
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this.capDifficulty();
}
//Functions for loading and saving a Server
Server.prototype.toJSON = function() {
return Generic_toJSON("Server", this);
}
Server.fromJSON = function(value) {
return Generic_fromJSON(Server, value.data);
}
Reviver.constructors.Server = Server;
function initForeignServers() {
/* Create a randomized network for all the foreign servers */
//Groupings for creating a randomized network
const networkLayers = [];
for (let i = 0; i < 15; i++) {
networkLayers.push([]);
}
// Essentially any property that is of type 'number | IMinMaxRange'
const propertiesToPatternMatch = [
"hackDifficulty",
"moneyAvailable",
"requiredHackingSkill",
"serverGrowth"
];
const toNumber = (value) => {
switch (typeof value) {
case 'number':
return value;
case 'object':
return getRandomInt(value.min, value.max);
default:
throw Error(`Do not know how to convert the type '${typeof value}' to a number`);
}
}
for (const metadata of serverMetadata) {
const serverParams = {
hostname: metadata.hostname,
ip: createRandomIp(),
maxRam: metadata.maxRam || 0,
numOpenPortsRequired: metadata.numOpenPortsRequired,
organizationName: metadata.organizationName
};
for (const prop of propertiesToPatternMatch) {
if (metadata[prop] !== undefined) {
serverParams[prop] = toNumber(metadata[prop]);
}
}
const server = new Server(serverParams);
for (const filename of (metadata.literature || [])) {
server.messages.push(filename);
}
if (metadata.specialName !== undefined) {
SpecialServerIps.addIp(metadata.specialName, server.ip);
}
AddToAllServers(server);
if (metadata.networkLayer !== undefined) {
networkLayers[metadata.networkLayer - 1].push(server);
}
}
/* Create a randomized network for all the foreign servers */
const linkComputers = (server1, server2) => {
server1.serversOnNetwork.push(server2.ip);
server2.serversOnNetwork.push(server1.ip);
};
const getRandomArrayItem = (arr) => arr[Math.floor(Math.random() * arr.length)];
const linkNetworkLayers = (network1, selectServer) => {
for (const server of network1) {
linkComputers(server, selectServer());
}
};
// Connect the first tier of servers to the player's home computer
linkNetworkLayers(networkLayers[0], () => Player.getHomeComputer());
for (let i = 1; i < networkLayers.length; i++) {
linkNetworkLayers(networkLayers[i], () => getRandomArrayItem(networkLayers[i - 1]));
}
}
function numCycleForGrowth(server, growth) {
let ajdGrowthRate = 1 + (CONSTANTS.ServerBaseGrowthRate - 1) / server.hackDifficulty;
if(ajdGrowthRate > CONSTANTS.ServerMaxGrowthRate) {
ajdGrowthRate = CONSTANTS.ServerMaxGrowthRate;
}
const serverGrowthPercentage = server.serverGrowth / 100;
const cycles = Math.log(growth)/(Math.log(ajdGrowthRate)*Player.hacking_grow_mult*serverGrowthPercentage);
return cycles;
}
//Applied server growth for a single server. Returns the percentage growth
function processSingleServerGrowth(server, numCycles) {
//Server growth processed once every 450 game cycles
const numServerGrowthCycles = Math.max(Math.floor(numCycles / 450), 0);
//Get adjusted growth rate, which accounts for server security
const growthRate = CONSTANTS.ServerBaseGrowthRate;
var adjGrowthRate = 1 + (growthRate - 1) / server.hackDifficulty;
if (adjGrowthRate > CONSTANTS.ServerMaxGrowthRate) {adjGrowthRate = CONSTANTS.ServerMaxGrowthRate;}
//Calculate adjusted server growth rate based on parameters
const serverGrowthPercentage = server.serverGrowth / 100;
const numServerGrowthCyclesAdjusted = numServerGrowthCycles * serverGrowthPercentage * BitNodeMultipliers.ServerGrowthRate;
//Apply serverGrowth for the calculated number of growth cycles
var serverGrowth = Math.pow(adjGrowthRate, numServerGrowthCyclesAdjusted * Player.hacking_grow_mult);
if (serverGrowth < 1) {
console.log("WARN: serverGrowth calculated to be less than 1");
serverGrowth = 1;
}
const oldMoneyAvailable = server.moneyAvailable;
server.moneyAvailable *= serverGrowth;
// in case of data corruption
if (server.moneyMax && isNaN(server.moneyAvailable)) {
server.moneyAvailable = server.moneyMax;
}
// cap at max
if (server.moneyMax && server.moneyAvailable > server.moneyMax) {
server.moneyAvailable = server.moneyMax;
}
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// if there was any growth at all, increase security
if(oldMoneyAvailable !== server.moneyAvailable) {
//Growing increases server security twice as much as hacking
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let usedCycles = numCycleForGrowth(server, server.moneyAvailable / oldMoneyAvailable);
usedCycles = Math.max(0, usedCycles);
server.fortify(2 * CONSTANTS.ServerFortifyAmount * Math.ceil(usedCycles));
}
return server.moneyAvailable / oldMoneyAvailable;
}
function prestigeHomeComputer(homeComp) {
homeComp.programs.length = 0; //Remove programs
homeComp.runningScripts = [];
homeComp.serversOnNetwork = [];
homeComp.isConnectedTo = true;
homeComp.ramUsed = 0;
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homeComp.programs.push(Programs.NukeProgram.name);
//Update RAM usage on all scripts
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homeComp.scripts.forEach(function(script) {
script.updateRamUsage();
});
homeComp.messages.length = 0; //Remove .lit and .msg files
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homeComp.messages.push("hackers-starting-handbook.lit");
}
//List of all servers that exist in the game, indexed by their ip
let AllServers = {};
function prestigeAllServers() {
for (var member in AllServers) {
delete AllServers[member];
}
AllServers = {};
}
function loadAllServers(saveString) {
AllServers = JSON.parse(saveString, Reviver);
}
function SizeOfAllServers() {
var size = 0, key;
for (key in AllServers) {
if (AllServers.hasOwnProperty(key)) size++;
}
return size;
}
//Add a server onto the map of all servers in the game
function AddToAllServers(server) {
var serverIp = server.ip;
if (ipExists(serverIp)) {
console.log("IP of server that's being added: " + serverIp);
console.log("Hostname of the server thats being added: " + server.hostname);
console.log("The server that already has this IP is: " + AllServers[serverIp].hostname);
throw new Error("Error: Trying to add a server with an existing IP");
return;
}
AllServers[serverIp] = server;
}
//Returns server object with corresponding hostname
// Relatively slow, would rather not use this a lot
function GetServerByHostname(hostname) {
for (var ip in AllServers) {
if (AllServers.hasOwnProperty(ip)) {
if (AllServers[ip].hostname == hostname) {
return AllServers[ip];
}
}
}
return null;
}
//Get server by IP or hostname. Returns null if invalid
function getServer(s) {
if (!isValidIPAddress(s)) {
return GetServerByHostname(s);
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}
if(AllServers[s] !== undefined) {
return AllServers[s];
}
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return null;
}
//Debugging tool
function PrintAllServers() {
for (var ip in AllServers) {
if (AllServers.hasOwnProperty(ip)) {
console.log("Ip: " + ip + ", hostname: " + AllServers[ip].hostname);
}
}
}
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// Directory object (folders)
function Directory(server, parent, name) {
this.s = server; //Ref to server
this.p = parent; //Ref to parent directory
this.c = []; //Subdirs
this.n = name;
this.d = parent.d + 1; //We'll only have a maximum depth of 3 or something
this.scrs = []; //Holds references to the scripts in server.scripts
this.pgms = [];
this.msgs = [];
}
Directory.prototype.createSubdir = function(name) {
var subdir = new Directory(this.s, this, name);
}
Directory.prototype.getPath = function(name) {
var res = [];
var i = this;
while (i !== null) {
res.unshift(i.n, "/");
i = i.parent;
}
res.unshift("/");
return res.join("");
}
export {Server, AllServers, getServer, GetServerByHostname, loadAllServers,
AddToAllServers, processSingleServerGrowth, initForeignServers,
prestigeAllServers, prestigeHomeComputer};