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";
import { createRandomIp,
ipExists } 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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// Saftely add a Server to the AllServers map
export function AddToAllServers(server: Server | HacknetServer): void {
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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");
}
AllServers[serverIp] = server;
}
interface IServerParams {
hackDifficulty?: number;
hostname: string;
ip: string;
maxRam?: number;
moneyAvailable?: number;
numOpenPortsRequired: number;
organizationName: string;
requiredHackingSkill?: number;
serverGrowth?: number;
[key: string]: any;
}
export function initForeignServers(homeComputer: Server) {
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/* Create a randomized network for all the foreign servers */
//Groupings for creating a randomized network
const networkLayers: Server[][] = [];
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for (let i = 0; i < 15; i++) {
networkLayers.push([]);
}
// Essentially any property that is of type 'number | IMinMaxRange'
const propertiesToPatternMatch: string[] = [
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"hackDifficulty",
"moneyAvailable",
"requiredHackingSkill",
"serverGrowth"
];
const toNumber = (value: any) => {
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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: IServerParams = {
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hostname: metadata.hostname,
ip: createRandomIp(),
numOpenPortsRequired: metadata.numOpenPortsRequired,
organizationName: metadata.organizationName
};
if (metadata.maxRamExponent !== undefined) {
serverParams.maxRam = Math.pow(2, toNumber(metadata.maxRamExponent));
}
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[toNumber(metadata.networkLayer) - 1].push(server);
}
}
/* Create a randomized network for all the foreign servers */
const linkComputers = (server1: Server, server2: Server) => {
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server1.serversOnNetwork.push(server2.ip);
server2.serversOnNetwork.push(server1.ip);
};
const getRandomArrayItem = (arr: any[]) => arr[Math.floor(Math.random() * arr.length)];
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const linkNetworkLayers = (network1: Server[], selectServer: () => Server) => {
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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);
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for (let i = 1; i < networkLayers.length; i++) {
linkNetworkLayers(networkLayers[i], () => getRandomArrayItem(networkLayers[i - 1]));
}
}
export function prestigeAllServers() {
for (var member in AllServers) {
delete AllServers[member];
}
AllServers = {};
}
export function loadAllServers(saveString: string) {
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AllServers = JSON.parse(saveString, Reviver);
}