bitburner-src/src/Constants.ts

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/**
* 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;
isDevBranch: boolean;
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VersionNumber: number;
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MaxSkillLevel: number;
MilliPerCycle: number;
OfflineHackingIncome: number;
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CorpFactionRepRequirement: number;
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BaseFocusBonus: number;
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TravelCost: number;
BaseFavorToDonate: number;
DonateMoneyToRepDivisor: number;
NeuroFluxGovernorLevelMult: number;
NumNetscriptPorts: number;
MultipleAugMultiplier: number;
TorRouterCost: number;
HospitalCostPerHp: number;
IntelligenceCrimeWeight: number;
IntelligenceCrimeBaseExpGain: number;
IntelligenceProgramBaseExpGain: number;
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IntelligenceGraftBaseExpGain: number;
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IntelligenceSingFnBaseExpGain: 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;
CodingContractBaseFactionRepGain: number;
CodingContractBaseCompanyRepGain: number;
CodingContractBaseMoneyGain: number;
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AugmentationGraftingCostMult: number;
AugmentationGraftingTimeBase: number;
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SoACostMult: number;
SoARepMult: number;
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EntropyEffect: number;
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Donations: number; // number of blood/plasma/palette donation the dev have verified., boosts NFG
CompanyRequiredReputationMultiplier: number; // Only use this if a backdoor is installed in the company's server
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LatestUpdate: string;
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} = {
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VersionString: "2.6.2dev",
isDevBranch: true,
VersionNumber: 39,
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/** 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,
// Multiplier for hacking income earned from offline scripts
OfflineHackingIncome: 0.75,
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// How much reputation is needed to join a megacorporation's faction
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CorpFactionRepRequirement: 400e3,
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// Cost to travel to another city
TravelCost: 200e3,
// Faction and Company favor-related things
BaseFavorToDonate: 150,
DonateMoneyToRepDivisor: 1e6,
// NeuroFlux Governor Augmentation cost multiplier
NeuroFluxGovernorLevelMult: 1.14,
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NumNetscriptPorts: Number.MAX_SAFE_INTEGER,
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// Augmentation Constants
MultipleAugMultiplier: 1.9,
// TOR Router
TorRouterCost: 200e3,
// Hospital/Health
HospitalCostPerHp: 100e3,
// Intelligence-related constants
IntelligenceCrimeWeight: 0.025, // Weight for how much int affects crime 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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IntelligenceGraftBaseExpGain: 0.05,
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IntelligenceSingFnBaseExpGain: 1.5,
// 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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// Coding Contract
// TODO: Move this into Coding contract implementation?
CodingContractBaseFactionRepGain: 2500,
CodingContractBaseCompanyRepGain: 4000,
CodingContractBaseMoneyGain: 75e6,
// Augmentation grafting multipliers
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AugmentationGraftingCostMult: 3,
AugmentationGraftingTimeBase: 3600000,
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// SoA mults
SoACostMult: 7,
SoARepMult: 1.3,
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// Value raised to the number of entropy stacks, then multiplied to player multipliers
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EntropyEffect: 0.98,
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Donations: 151,
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CompanyRequiredReputationMultiplier: 0.75,
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// Also update doc/source/changelog.rst
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LatestUpdate: `
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## v2.6.2 dev - Last update 4 June 2024
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See 2.6.1 changelog at https://github.com/bitburner-official/bitburner-src/blob/v2.6.1/src/Documentation/doc/changelog.md
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### CHANGES
- Hotfix (also backported to 2.6.1): Fixed an issue with invalid format on steam cloud save (@catloversg)
- Augmentations: Adjusted handling of augmentations that affect starting money or programs (@jjclark1982)
- Coding Contracts: Improved the performance of the All Valid Math Expressions contract checker (@yichizhng)
- Coding Contracts: Simplified the Shortest Path contract checker (@gmcew)
- Coding Contracts: Clarification on HammingCodes: Encoded Binary to Integer description (@gmcew)
- Faction: Fixed some edge cases around Favor overflow (@catloversg)
- Faction Invites: Code refactoring, all available invites are sent at once (@catloversg)
- Faction UI: show which skills are relevant for each type of Faction work (@gmcew)
- Font: Embedded the JetBrains Mono font as "JetBrainsMono" (@catloversg)
- Go: Support playing manually as white against your own scripts (@ficocelliguy)
- Go: Save a full game history to prevent repeat moves (@ficocelliguy)
- Infiltration: Updated Slash game text to be less confusing (@catloversg)
- Netscript API docs: Fixed some invalid usage issues + general type improvements (@catloversg, @ficocelliguy)
- Programs UI: Changed time elapsed display to time left (@TheAimMan)
- Servers: Game servers can now start with more than 1 core (@TheAimMan)
- Scripts: Relative imports should now work correctly (@Caldwell-74)
- Script Editor: Improved detection of possible infinite loops (@G4mingJon4s)
- Script Editor: should now remember cursor location when switching tabs or game pages (@catloversg)
- Skill XP: Fix an issue where in some cases, too much experience was needed to raise a skill from 1 to 2 (@catloversg)
- Terminal: Improved autocompletion code for mixed case strings (@yichizhng)
- Codebase: Partial migration away from outdated mui/styles (@Caldwell-74)
### SPOILER CHANGES
- Bladeburner: Added a button to stop the current action (@Kelenius)
- Bladeburner UI: Display Black Operations in the expected order (@catloversg)
- Corporation: Allow mass discarding products by selling for 0 (@gmcew)
- Grafting: Fixed a spacing issue (@Sphyxis)
- Grafting/Hacknet: Fixed an issue that could cause hacknet node production to be inaccurrate when combined with Grafting (@catloversg)
- Grafting: Fixed an issue that could cause inaccurate HP after Grafting (@catloversg)
- Hashnet: Clarified effect of hacknet multipliers in in documentation (@catloversg)
- Sleeve: Sleeve travel can no longer be performed if the player has insufficient funds (@gmcew)
- Sleeve: Added a missing availability check when installing augmentations on Sleeves (@yichizhng)
- Sleeve API: Fix an issue in ns.sleeve.setToBladeburnerAction that prevented setting sleeves to contract work (@Sphyxis)
### OTHER
- Nerf noodle bar
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`,
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};