bitburner-src/src/SaveObject.tsx

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import { loadAliases, loadGlobalAliases, Aliases, GlobalAliases } from "./Alias";
import { Companies, loadCompanies } from "./Company/Companies";
import { CONSTANTS } from "./Constants";
import { Factions, loadFactions } from "./Faction/Factions";
import { loadAllGangs, AllGangs } from "./Gang/AllGangs";
import { loadMessages, initMessages, Messages } from "./Message/MessageHelpers";
import { Player, loadPlayer } from "./Player";
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import { saveAllServers, loadAllServers } from "./Server/AllServers";
import { Settings } from "./Settings/Settings";
import { SourceFileFlags } from "./SourceFile/SourceFileFlags";
import { loadStockMarket, StockMarket } from "./StockMarket/StockMarket";
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import { GameSavedEvents } from "./ui/React/Snackbar";
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import * as ExportBonus from "./ExportBonus";
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import { dialogBoxCreate } from "./ui/React/DialogBox";
import { Reviver, Generic_toJSON, Generic_fromJSON } from "./utils/JSONReviver";
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import { save } from "./db";
/* SaveObject.js
* Defines the object used to save/load games
*/
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class BitburnerSaveObject {
PlayerSave = "";
AllServersSave = "";
CompaniesSave = "";
FactionsSave = "";
AliasesSave = "";
GlobalAliasesSave = "";
MessagesSave = "";
StockMarketSave = "";
SettingsSave = "";
VersionSave = "";
AllGangsSave = "";
LastExportBonus = "";
getSaveString(): string {
this.PlayerSave = JSON.stringify(Player);
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this.AllServersSave = saveAllServers();
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this.CompaniesSave = JSON.stringify(Companies);
this.FactionsSave = JSON.stringify(Factions);
this.AliasesSave = JSON.stringify(Aliases);
this.GlobalAliasesSave = JSON.stringify(GlobalAliases);
this.MessagesSave = JSON.stringify(Messages);
this.StockMarketSave = JSON.stringify(StockMarket);
this.SettingsSave = JSON.stringify(Settings);
this.VersionSave = JSON.stringify(CONSTANTS.Version);
this.LastExportBonus = JSON.stringify(ExportBonus.LastExportBonus);
if (Player.inGang()) {
this.AllGangsSave = JSON.stringify(AllGangs);
}
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const saveString = btoa(unescape(encodeURIComponent(JSON.stringify(this))));
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return saveString;
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}
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saveGame(): void {
const saveString = this.getSaveString();
save(saveString)
.then(() => GameSavedEvents.emit())
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.catch((err) => console.error(err));
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}
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exportGame(): void {
const saveString = this.getSaveString();
// Save file name is based on current timestamp and BitNode
const epochTime = Math.round(Date.now() / 1000);
const bn = Player.bitNodeN;
const filename = `bitburnerSave_BN${bn}x${SourceFileFlags[bn]}_${epochTime}.json`;
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const file = new Blob([saveString], { type: "text/plain" });
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const navigator = window.navigator as any;
if (navigator.msSaveOrOpenBlob) {
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// IE10+
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navigator.msSaveOrOpenBlob(file, filename);
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} else {
// Others
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const a = document.createElement("a"),
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url = URL.createObjectURL(file);
a.href = url;
a.download = filename;
document.body.appendChild(a);
a.click();
setTimeout(function () {
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document.body.removeChild(a);
window.URL.revokeObjectURL(url);
}, 0);
}
}
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toJSON(): any {
return Generic_toJSON("BitburnerSaveObject", this);
}
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static fromJSON(value: { data: any }): BitburnerSaveObject {
return Generic_fromJSON(BitburnerSaveObject, value.data);
}
}
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// Makes necessary changes to the loaded/imported data to ensure
// the game stills works with new versions
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function evaluateVersionCompatibility(ver: string): void {
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// We have to do this because ts won't let us otherwise
const anyPlayer = Player as any;
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// This version refactored the Company/job-related code
if (ver <= "0.41.2") {
// Player's company position is now a string
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if (anyPlayer.companyPosition != null && typeof anyPlayer.companyPosition !== "string") {
anyPlayer.companyPosition = anyPlayer.companyPosition.data.positionName;
if (anyPlayer.companyPosition == null) {
anyPlayer.companyPosition = "";
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}
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}
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// The "companyName" property of all Companies is renamed to "name"
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for (const companyName in Companies) {
const company: any = Companies[companyName];
if (company.name == 0 && company.companyName != null) {
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company.name = company.companyName;
}
if (company.companyPositions instanceof Array) {
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const pos: any = {};
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for (let i = 0; i < company.companyPositions.length; ++i) {
pos[company.companyPositions[i]] = true;
}
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company.companyPositions = pos;
}
}
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}
// This version allowed players to hold multiple jobs
if (ver < "0.43.0") {
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if (anyPlayer.companyName !== "" && anyPlayer.companyPosition != null && anyPlayer.companyPosition !== "") {
anyPlayer.jobs[anyPlayer.companyName] = anyPlayer.companyPosition;
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}
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delete anyPlayer.companyPosition;
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}
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if (ver < "0.56.0") {
for (const q of anyPlayer.queuedAugmentations) {
if (q.name === "Graphene BranchiBlades Upgrade") {
q.name = "Graphene BrachiBlades Upgrade";
}
}
for (const q of anyPlayer.augmentations) {
if (q.name === "Graphene BranchiBlades Upgrade") {
q.name = "Graphene BrachiBlades Upgrade";
}
}
}
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if (ver < "0.56.1") {
if (anyPlayer.bladeburner === 0) {
anyPlayer.bladeburner = null;
}
if (anyPlayer.gang === 0) {
anyPlayer.gang = null;
}
if (anyPlayer.corporation === 0) {
anyPlayer.corporation = null;
}
}
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}
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function loadGame(saveString: string): boolean {
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if (!saveString) return false;
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saveString = decodeURIComponent(escape(atob(saveString)));
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const saveObj = JSON.parse(saveString, Reviver);
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loadPlayer(saveObj.PlayerSave);
loadAllServers(saveObj.AllServersSave);
loadCompanies(saveObj.CompaniesSave);
loadFactions(saveObj.FactionsSave);
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if (saveObj.hasOwnProperty("AliasesSave")) {
try {
loadAliases(saveObj.AliasesSave);
} catch (e) {
console.warn(`Could not load Aliases from save`);
loadAliases("");
}
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} else {
console.warn(`Save file did not contain an Aliases property`);
loadAliases("");
}
if (saveObj.hasOwnProperty("GlobalAliasesSave")) {
try {
loadGlobalAliases(saveObj.GlobalAliasesSave);
} catch (e) {
console.warn(`Could not load GlobalAliases from save`);
loadGlobalAliases("");
}
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} else {
console.warn(`Save file did not contain a GlobalAliases property`);
loadGlobalAliases("");
}
if (saveObj.hasOwnProperty("MessagesSave")) {
try {
loadMessages(saveObj.MessagesSave);
} catch (e) {
console.warn(`Could not load Messages from save`);
initMessages();
}
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} else {
console.warn(`Save file did not contain a Messages property`);
initMessages();
}
if (saveObj.hasOwnProperty("StockMarketSave")) {
try {
loadStockMarket(saveObj.StockMarketSave);
} catch (e) {
loadStockMarket("");
}
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} else {
loadStockMarket("");
}
if (saveObj.hasOwnProperty("SettingsSave")) {
try {
Settings.load(saveObj.SettingsSave);
} catch (e) {
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console.error("ERROR: Failed to parse Settings. Re-initing default values");
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Settings.init();
}
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} else {
Settings.init();
}
if (saveObj.hasOwnProperty("LastExportBonus")) {
try {
ExportBonus.setLastExportBonus(JSON.parse(saveObj.LastExportBonus));
} catch (err) {
ExportBonus.setLastExportBonus(new Date().getTime());
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console.error("ERROR: Failed to parse last export bonus Settings " + err);
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}
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}
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if (Player.inGang() && saveObj.hasOwnProperty("AllGangsSave")) {
try {
loadAllGangs(saveObj.AllGangsSave);
} catch (e) {
console.error("ERROR: Failed to parse AllGangsSave: " + e);
}
}
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if (saveObj.hasOwnProperty("VersionSave")) {
try {
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const ver = JSON.parse(saveObj.VersionSave, Reviver);
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evaluateVersionCompatibility(ver);
if (window.location.href.toLowerCase().includes("bitburner-beta")) {
// Beta branch, always show changes
createBetaUpdateText();
} else if (ver != CONSTANTS.Version) {
createNewUpdateText();
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}
} catch (e) {
createNewUpdateText();
}
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} else {
createNewUpdateText();
}
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return true;
}
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function createNewUpdateText(): void {
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dialogBoxCreate(
"New update!<br>" +
"Please report any bugs/issues through the github repository " +
"or the Bitburner subreddit (reddit.com/r/bitburner).<br><br>" +
CONSTANTS.LatestUpdate,
);
}
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function createBetaUpdateText(): void {
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dialogBoxCreate(
"You are playing on the beta environment! This branch of the game " +
"features the latest developments in the game. This version may be unstable.<br>" +
"Please report any bugs/issues through the github repository (https://github.com/danielyxie/bitburner/issues) " +
"or the Bitburner subreddit (reddit.com/r/bitburner).<br><br>" +
CONSTANTS.LatestUpdate,
);
}
Reviver.constructors.BitburnerSaveObject = BitburnerSaveObject;
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export { saveObject, loadGame };
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const saveObject = new BitburnerSaveObject();