bitburner-src/src/Constants.ts

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2019-03-25 04:03:24 +01:00
/**
* Generic Game Constants
*
* Constants for specific mechanics or features will NOT be here.
*/
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export const CONSTANTS: {
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VersionString: string;
VersionNumber: number;
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_idleSpeed: number;
MaxSkillLevel: number;
MilliPerCycle: number;
CorpFactionRepRequirement: number;
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BaseFocusBonus: number;
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BaseCostFor1GBOfRamHome: number;
BaseCostFor1GBOfRamServer: number;
TravelCost: number;
BaseFavorToDonate: number;
DonateMoneyToRepDivisor: number;
FactionReputationToFavorBase: number;
FactionReputationToFavorMult: number;
CompanyReputationToFavorBase: number;
CompanyReputationToFavorMult: number;
NeuroFluxGovernorLevelMult: number;
NumNetscriptPorts: number;
HomeComputerMaxRam: number;
ServerBaseGrowthRate: number;
ServerMaxGrowthRate: number;
ServerFortifyAmount: number;
ServerWeakenAmount: number;
PurchasedServerLimit: number;
PurchasedServerMaxRam: number;
MultipleAugMultiplier: number;
TorRouterCost: number;
WSEAccountCost: number;
TIXAPICost: number;
MarketData4SCost: number;
MarketDataTixApi4SCost: number;
StockMarketCommission: number;
HospitalCostPerHp: number;
IntelligenceCrimeWeight: number;
IntelligenceInfiltrationWeight: number;
IntelligenceCrimeBaseExpGain: number;
IntelligenceProgramBaseExpGain: number;
IntelligenceTerminalHackBaseExpGain: number;
IntelligenceSingFnBaseExpGain: number;
IntelligenceClassBaseExpGain: number;
MillisecondsPer20Hours: number;
GameCyclesPer20Hours: number;
MillisecondsPer10Hours: number;
GameCyclesPer10Hours: number;
MillisecondsPer8Hours: number;
GameCyclesPer8Hours: number;
MillisecondsPer4Hours: number;
GameCyclesPer4Hours: number;
MillisecondsPer2Hours: number;
GameCyclesPer2Hours: number;
MillisecondsPerHour: number;
GameCyclesPerHour: number;
MillisecondsPerHalfHour: number;
GameCyclesPerHalfHour: number;
MillisecondsPerQuarterHour: number;
GameCyclesPerQuarterHour: number;
MillisecondsPerFiveMinutes: number;
GameCyclesPerFiveMinutes: number;
FactionWorkHacking: string;
FactionWorkField: string;
FactionWorkSecurity: string;
WorkTypeCompany: string;
WorkTypeCompanyPartTime: string;
WorkTypeFaction: string;
WorkTypeCreateProgram: string;
WorkTypeStudyClass: string;
WorkTypeCrime: string;
ClassStudyComputerScience: string;
ClassDataStructures: string;
ClassNetworks: string;
ClassAlgorithms: string;
ClassManagement: string;
ClassLeadership: string;
ClassGymStrength: string;
ClassGymDefense: string;
ClassGymDexterity: string;
ClassGymAgility: string;
ClassDataStructuresBaseCost: number;
ClassNetworksBaseCost: number;
ClassAlgorithmsBaseCost: number;
ClassManagementBaseCost: number;
ClassLeadershipBaseCost: number;
ClassGymBaseCost: number;
ClassStudyComputerScienceBaseExp: number;
ClassDataStructuresBaseExp: number;
ClassNetworksBaseExp: number;
ClassAlgorithmsBaseExp: number;
ClassManagementBaseExp: number;
ClassLeadershipBaseExp: number;
CrimeShoplift: string;
CrimeRobStore: string;
CrimeMug: string;
CrimeLarceny: string;
CrimeDrugs: string;
CrimeBondForgery: string;
CrimeTraffickArms: string;
CrimeHomicide: string;
CrimeGrandTheftAuto: string;
CrimeKidnap: string;
CrimeAssassination: string;
CrimeHeist: string;
CodingContractBaseFactionRepGain: number;
CodingContractBaseCompanyRepGain: number;
CodingContractBaseMoneyGain: number;
TotalNumBitNodes: number;
LatestUpdate: string;
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} = {
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VersionString: "1.4.0",
VersionNumber: 10,
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// Speed (in ms) at which the main loop is updated
_idleSpeed: 200,
/** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
* and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
* the player will have this level assuming no multipliers. Multipliers can cause skills to go above this.
*/
MaxSkillLevel: 975,
// Milliseconds per game cycle
MilliPerCycle: 200,
// How much reputation is needed to join a megacorporation's faction
CorpFactionRepRequirement: 200e3,
// Base RAM costs
BaseCostFor1GBOfRamHome: 32000,
BaseCostFor1GBOfRamServer: 55000, //1 GB of RAM
// Cost to travel to another city
TravelCost: 200e3,
// Faction and Company favor-related things
BaseFavorToDonate: 150,
DonateMoneyToRepDivisor: 1e6,
FactionReputationToFavorBase: 500,
FactionReputationToFavorMult: 1.02,
CompanyReputationToFavorBase: 500,
CompanyReputationToFavorMult: 1.02,
// NeuroFlux Governor Augmentation cost multiplier
NeuroFluxGovernorLevelMult: 1.14,
NumNetscriptPorts: 20,
// Server-related constants
HomeComputerMaxRam: 1073741824, // 2 ^ 30
ServerBaseGrowthRate: 1.03, // Unadjusted Growth rate
ServerMaxGrowthRate: 1.0035, // Maximum possible growth rate (max rate accounting for server security)
ServerFortifyAmount: 0.002, // Amount by which server's security increases when its hacked/grown
ServerWeakenAmount: 0.05, // Amount by which server's security decreases when weakened
PurchasedServerLimit: 25,
PurchasedServerMaxRam: 1048576, // 2^20
// Augmentation Constants
MultipleAugMultiplier: 1.9,
// TOR Router
TorRouterCost: 200e3,
// Stock market
WSEAccountCost: 200e6,
TIXAPICost: 5e9,
MarketData4SCost: 1e9,
MarketDataTixApi4SCost: 25e9,
StockMarketCommission: 100e3,
// Hospital/Health
HospitalCostPerHp: 100e3,
// Intelligence-related constants
IntelligenceCrimeWeight: 0.025, // Weight for how much int affects crime success rates
IntelligenceInfiltrationWeight: 0.1, // Weight for how much int affects infiltration success rates
IntelligenceCrimeBaseExpGain: 0.05,
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IntelligenceProgramBaseExpGain: 0.1, // Program required hack level divided by this to determine int exp gain
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IntelligenceTerminalHackBaseExpGain: 200, // Hacking exp divided by this to determine int exp gain
IntelligenceSingFnBaseExpGain: 1.5,
IntelligenceClassBaseExpGain: 0.01,
// Time-related constants
MillisecondsPer20Hours: 72000000,
GameCyclesPer20Hours: 72000000 / 200,
MillisecondsPer10Hours: 36000000,
GameCyclesPer10Hours: 36000000 / 200,
MillisecondsPer8Hours: 28800000,
GameCyclesPer8Hours: 28800000 / 200,
MillisecondsPer4Hours: 14400000,
GameCyclesPer4Hours: 14400000 / 200,
MillisecondsPer2Hours: 7200000,
GameCyclesPer2Hours: 7200000 / 200,
MillisecondsPerHour: 3600000,
GameCyclesPerHour: 3600000 / 200,
MillisecondsPerHalfHour: 1800000,
GameCyclesPerHalfHour: 1800000 / 200,
MillisecondsPerQuarterHour: 900000,
GameCyclesPerQuarterHour: 900000 / 200,
MillisecondsPerFiveMinutes: 300000,
GameCyclesPerFiveMinutes: 300000 / 200,
// Player Work & Action
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BaseFocusBonus: 0.8,
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FactionWorkHacking: "Faction Hacking Work",
FactionWorkField: "Faction Field Work",
FactionWorkSecurity: "Faction Security Work",
WorkTypeCompany: "Working for Company",
WorkTypeCompanyPartTime: "Working for Company part-time",
WorkTypeFaction: "Working for Faction",
WorkTypeCreateProgram: "Working on Create a Program",
WorkTypeStudyClass: "Studying or Taking a class at university",
WorkTypeCrime: "Committing a crime",
ClassStudyComputerScience: "studying Computer Science",
ClassDataStructures: "taking a Data Structures course",
ClassNetworks: "taking a Networks course",
ClassAlgorithms: "taking an Algorithms course",
ClassManagement: "taking a Management course",
ClassLeadership: "taking a Leadership course",
ClassGymStrength: "training your strength at a gym",
ClassGymDefense: "training your defense at a gym",
ClassGymDexterity: "training your dexterity at a gym",
ClassGymAgility: "training your agility at a gym",
ClassDataStructuresBaseCost: 40,
ClassNetworksBaseCost: 80,
ClassAlgorithmsBaseCost: 320,
ClassManagementBaseCost: 160,
ClassLeadershipBaseCost: 320,
ClassGymBaseCost: 120,
ClassStudyComputerScienceBaseExp: 0.5,
ClassDataStructuresBaseExp: 1,
ClassNetworksBaseExp: 2,
ClassAlgorithmsBaseExp: 4,
ClassManagementBaseExp: 2,
ClassLeadershipBaseExp: 4,
CrimeShoplift: "shoplift",
CrimeRobStore: "rob a store",
CrimeMug: "mug someone",
CrimeLarceny: "commit larceny",
CrimeDrugs: "deal drugs",
CrimeBondForgery: "forge corporate bonds",
CrimeTraffickArms: "traffick illegal arms",
CrimeHomicide: "commit homicide",
CrimeGrandTheftAuto: "commit grand theft auto",
CrimeKidnap: "kidnap someone for ransom",
CrimeAssassination: "assassinate a high-profile target",
CrimeHeist: "pull off the ultimate heist",
// Coding Contract
// TODO: Move this into Coding contract implementation?
CodingContractBaseFactionRepGain: 2500,
CodingContractBaseCompanyRepGain: 4000,
CodingContractBaseMoneyGain: 75e6,
// BitNode/Source-File related stuff
TotalNumBitNodes: 24,
LatestUpdate: `
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v1.5.0 - Steam Cloud integration
--------------------------------
** Misc. **
* The file API now allows GET and DELETE (@lordducky)
* Fix bug with async.
* Update documentation / typo (@lethern, @Meowdoleon, @JohnnyUrosevic, @JosephDavidTalbot,
@pd, @lethern, @lordducky, @zeddrak, @fearnlj01, @reasonablytall)
* Fix bug with corp API (@pigalot)
* background now matches game primary color (@nickofolas)
* page title contains version (@MartinFourier)
* Major text editor improvements (@nickofolas)
* Force achievement calculation on BN completion (@SagePtr)
* Cleanup in repository (@MartinFourier)
* Several improvements to the electron version (@MartinFourier)
* Add 'printf' ns function (@Ninetailed)
* Display bonus time on sleeve page (@MartinFourier)
* Several UI improvements (@nickofolas, @smolgumball)
* Fix bug with casino roulette (@jamie-mac)
* Remove blob caching.
* Fix formulas access check (@Ornedan)
* Fix bug in exp calculation (@qcorradi)
* Fix NaN comparison (@qcorradi)
* Terminal history persists in savefile (@MartinFourier)
* Fix travelToCity with bad argument (@SlyCedix)
* Fix aug display in alpha (@Dominik Winter)
* Add smart supply func to corp API (@pd)
* Fix tests (@jamie-mac)
* Nerf noodle bar.
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`,
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};