bitburner-src/src/engine.jsx

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/**
* Game engine. Handles the main game loop as well as the main UI pages
*
* TODO: Separate UI functionality into its own component
*/
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import { convertTimeMsToTimeElapsedString, replaceAt } from "../utils/StringHelperFunctions";
import { Augmentations } from "./Augmentation/Augmentations";
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import { initAugmentations, installAugmentations } from "./Augmentation/AugmentationHelpers";
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import { onExport } from "./ExportBonus";
import { AugmentationsRoot } from "./Augmentation/ui/Root";
import { AugmentationNames } from "./Augmentation/data/AugmentationNames";
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import { initBitNodeMultipliers } from "./BitNode/BitNode";
import { Bladeburner } from "./Bladeburner/Bladeburner";
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import { CharacterOverview } from "./ui/React/CharacterOverview";
import { generateRandomContract } from "./CodingContractGenerator";
import { initCompanies } from "./Company/Companies";
import { Corporation } from "./Corporation/Corporation";
import { CONSTANTS } from "./Constants";
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import { DevMenuRoot } from "./DevMenu";
import { Factions, initFactions } from "./Faction/Factions";
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import { processPassiveFactionRepGain, inviteToFaction } from "./Faction/FactionHelpers";
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import { FactionList } from "./Faction/ui/FactionList";
import { Root as BladeburnerRoot } from "./Bladeburner/ui/Root";
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import { Root as GangRoot } from "./Gang/ui/Root";
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import { SidebarRoot } from "./Sidebar/ui/SidebarRoot";
import { CorporationRoot } from "./Corporation/ui/CorporationRoot";
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import { ResleeveRoot } from "./PersonObjects/Resleeving/ui/ResleeveRoot";
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import { GameOptionsRoot } from "./ui/React/GameOptionsRoot";
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import { Theme } from "./ui/React/Theme";
import { SleeveRoot } from "./PersonObjects/Sleeve/ui/SleeveRoot";
import { displayInfiltrationContent } from "./Infiltration/Helper";
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import {
getHackingWorkRepGain,
getFactionSecurityWorkRepGain,
getFactionFieldWorkRepGain,
} from "./PersonObjects/formulas/reputation";
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import { hasHacknetServers, processHacknetEarnings } from "./Hacknet/HacknetHelpers";
import { HacknetRoot } from "./Hacknet/ui/HacknetRoot";
import { iTutorialStart } from "./InteractiveTutorial";
import { LocationName } from "./Locations/data/LocationNames";
import { LocationRoot } from "./Locations/ui/Root";
import { checkForMessagesToSend, initMessages } from "./Message/MessageHelpers";
import { inMission, currMission } from "./Missions";
import { workerScripts } from "./Netscript/WorkerScripts";
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import { loadAllRunningScripts, updateOnlineScriptTimes } from "./NetscriptWorker";
import { Player } from "./Player";
import { prestigeAugmentation } from "./Prestige";
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import { ProgramsRoot } from "./Programs/ui/ProgramsRoot";
import { saveObject, loadGame } from "./SaveObject";
import { Root as ScriptEditorRoot } from "./ScriptEditor/ui/Root";
import { initForeignServers, AllServers } from "./Server/AllServers";
import { Settings } from "./Settings/Settings";
import { updateSourceFileFlags } from "./SourceFile/SourceFileFlags";
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import { initSpecialServerIps } from "./Server/SpecialServerIps";
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import { initSymbolToStockMap, processStockPrices, displayStockMarketContent } from "./StockMarket/StockMarket";
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import { MilestonesRoot } from "./Milestones/ui/MilestonesRoot";
import { Terminal, postVersion } from "./Terminal";
import { TutorialRoot } from "./Tutorial/ui/TutorialRoot";
import { Sleeve } from "./PersonObjects/Sleeve/Sleeve";
import { CharacterInfo } from "./ui/CharacterInfo";
import { Page, routing } from "./ui/navigationTracking";
import { Money } from "./ui/React/Money";
import { Hashes } from "./ui/React/Hashes";
import { Reputation } from "./ui/React/Reputation";
import { ActiveScriptsRoot } from "./ui/ActiveScripts/Root";
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import { MainMenuLinks } from "./ui/MainMenu/Links";
import { dialogBoxCreate } from "../utils/DialogBox";
import { exceptionAlert } from "../utils/helpers/exceptionAlert";
import { removeLoadingScreen } from "../utils/uiHelpers/removeLoadingScreen";
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import "./Exploits/tampering";
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import "./Exploits/unclickable";
import React from "react";
import ReactDOM from "react-dom";
const Engine = {
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// Clickable objects
Clickables: {
// Main menu buttons
saveMainMenuButton: null,
deleteMainMenuButton: null,
},
// Display objects
// TODO-Refactor this into its own component
Display: {
// Generic page that most react loads into.
content: null,
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// Main menu content
terminalContent: null,
infiltrationContent: null,
workInProgressContent: null,
redPillContent: null,
cinematicTextContent: null,
missionContent: null,
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overview: null,
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},
indexedDb: undefined,
// Time variables (milliseconds unix epoch time)
_lastUpdate: new Date().getTime(),
_idleSpeed: 200, // Speed (in ms) at which the main loop is updated
loadTerminalContent: function () {
Engine.hideAllContent();
Engine.Display.terminalContent.style.display = "block";
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document.getElementById("terminal-input-td").scrollIntoView(false);
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routing.navigateTo(Page.Terminal);
MainMenuLinks.Terminal.classList.add("active");
},
loadCharacterContent: function () {
Engine.hideAllContent();
Engine.Display.content.style.display = "block";
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routing.navigateTo(Page.CharacterInfo);
ReactDOM.render(<CharacterInfo player={Player} />, Engine.Display.content);
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MainMenuLinks.Stats.classList.add("active");
},
loadScriptEditorContent: function (filename = "", code = "") {
Engine.hideAllContent();
Engine.Display.content.style.display = "block";
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routing.navigateTo(Page.ScriptEditor);
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MainMenuLinks.ScriptEditor.classList.add("active");
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ReactDOM.render(
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<ScriptEditorRoot filename={filename} code={code} player={Player} engine={this} />,
Engine.Display.content,
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);
},
loadActiveScriptsContent: function () {
Engine.hideAllContent();
Engine.Display.content.style.display = "block";
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routing.navigateTo(Page.ActiveScripts);
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MainMenuLinks.ActiveScripts.classList.add("active");
ReactDOM.render(<ActiveScriptsRoot p={Player} workerScripts={workerScripts} />, Engine.Display.content);
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},
loadHacknetNodesContent: function () {
Engine.hideAllContent();
Engine.Display.content.style.display = "block";
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routing.navigateTo(Page.HacknetNodes);
MainMenuLinks.HacknetNodes.classList.add("active");
ReactDOM.render(<HacknetRoot player={Player} />, Engine.Display.content);
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},
loadCreateProgramContent: function () {
Engine.hideAllContent();
Engine.Display.content.style.display = "block";
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routing.navigateTo(Page.CreateProgram);
MainMenuLinks.CreateProgram.classList.add("active");
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ReactDOM.render(<Theme><ProgramsRoot player={Player} /></Theme>, Engine.Display.content);
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},
loadFactionsContent: function () {
Engine.hideAllContent();
Engine.Display.content.style.display = "block";
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routing.navigateTo(Page.Factions);
MainMenuLinks.Factions.classList.add("active");
ReactDOM.render(<FactionList player={Player} engine={this} />, Engine.Display.content);
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},
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// TODO reactify
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loadFactionContent: function () {
Engine.hideAllContent();
Engine.Display.content.style.display = "block";
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routing.navigateTo(Page.Faction);
},
loadAugmentationsContent: function () {
Engine.hideAllContent();
Engine.Display.content.style.display = "block";
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routing.navigateTo(Page.Augmentations);
MainMenuLinks.Augmentations.classList.add("active");
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function backup() {
saveObject.exportGame();
onExport(Player);
}
ReactDOM.render(
<AugmentationsRoot exportGameFn={backup} installAugmentationsFn={installAugmentations} />,
Engine.Display.content,
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);
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},
loadMilestonesContent: function () {
Engine.hideAllContent();
Engine.Display.content.style.display = "block";
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routing.navigateTo(Page.Milestones);
MainMenuLinks.Milestones.classList.add("active");
ReactDOM.render(<MilestonesRoot player={Player} />, Engine.Display.content);
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},
loadTutorialContent: function () {
Engine.hideAllContent();
Engine.Display.content.style.display = "block";
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routing.navigateTo(Page.Tutorial);
MainMenuLinks.Tutorial.classList.add("active");
ReactDOM.render(<TutorialRoot />, Engine.Display.content);
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},
loadDevMenuContent: function () {
Engine.hideAllContent();
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if (process.env.NODE_ENV !== "development") {
throw new Error("Cannot create Dev Menu because you are not in a dev build");
}
Engine.Display.content.style.display = "block";
ReactDOM.render(<DevMenuRoot player={Player} engine={this} />, Engine.Display.content);
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routing.navigateTo(Page.DevMenu);
MainMenuLinks.DevMenu.classList.add("active");
},
loadLocationContent: function (initiallyInCity = true) {
Engine.hideAllContent();
Engine.Display.content.style.display = "block";
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routing.navigateTo(Page.Location);
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MainMenuLinks.City.classList.add("active");
ReactDOM.render(
<LocationRoot initiallyInCity={initiallyInCity} engine={Engine} p={Player} />,
Engine.Display.content,
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);
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},
loadTravelContent: function () {
// Same as loadLocationContent() except first set the location to the travel agency,
// and make sure that the 'City' main menu link doesnt become 'active'
Engine.hideAllContent();
Player.gotoLocation(LocationName.TravelAgency);
Engine.Display.content.style.display = "block";
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routing.navigateTo(Page.Location);
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MainMenuLinks.Travel.classList.add("active");
ReactDOM.render(<LocationRoot initiallyInCity={false} engine={Engine} p={Player} />, Engine.Display.content);
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},
loadJobContent: function () {
// Same as loadLocationContent(), except first set the location to the job.
// Make sure that the 'City' main menu link doesnt become 'active'
if (Player.companyName == "") {
dialogBoxCreate(
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"You do not currently have a job! You can visit various companies " + "in the city and try to find a job.",
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);
return;
}
Engine.hideAllContent();
Player.gotoLocation(Player.companyName);
Engine.Display.content.style.display = "block";
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routing.navigateTo(Page.Location);
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MainMenuLinks.Job.classList.add("active");
ReactDOM.render(<LocationRoot initiallyInCity={false} engine={Engine} p={Player} />, Engine.Display.content);
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},
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// TODO reactify
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loadWorkInProgressContent: function () {
Engine.hideAllContent();
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const mainMenu = document.getElementById("mainmenu-container");
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mainMenu.style.visibility = "hidden";
Engine.Display.workInProgressContent.style.display = "block";
routing.navigateTo(Page.WorkInProgress);
},
loadRedPillContent: function () {
Engine.hideAllContent();
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const mainMenu = document.getElementById("mainmenu-container");
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mainMenu.style.visibility = "hidden";
Engine.Display.redPillContent.style.display = "block";
routing.navigateTo(Page.RedPill);
},
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// TODO reactify
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loadCinematicTextContent: function () {
Engine.hideAllContent();
var mainMenu = document.getElementById("mainmenu-container");
mainMenu.style.visibility = "hidden";
Engine.Display.cinematicTextContent.style.display = "block";
routing.navigateTo(Page.CinematicText);
},
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// TODO reactify
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loadInfiltrationContent: function (name, difficulty, maxLevel) {
Engine.hideAllContent();
const mainMenu = document.getElementById("mainmenu-container");
mainMenu.style.visibility = "hidden";
Engine.Display.infiltrationContent.style.display = "block";
routing.navigateTo(Page.Infiltration);
displayInfiltrationContent(this, Player, name, difficulty, maxLevel);
},
loadStockMarketContent: function () {
Engine.hideAllContent();
Engine.Display.content.style.display = "block";
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routing.navigateTo(Page.StockMarket);
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MainMenuLinks.StockMarket.classList.add("active");
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displayStockMarketContent();
},
loadGangContent: function () {
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if (!Player.inGang()) return;
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Engine.hideAllContent();
Engine.Display.content.style.display = "block";
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routing.navigateTo(Page.Gang);
MainMenuLinks.Gang.classList.add("active");
ReactDOM.render(<GangRoot engine={this} gang={Player.gang} player={Player} />, Engine.Display.content);
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},
loadMissionContent: function () {
Engine.hideAllContent();
document.getElementById("mainmenu-container").style.visibility = "hidden";
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document.getElementById("character-overview").style.visibility = "hidden";
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Engine.Display.missionContent.style.display = "block";
routing.navigateTo(Page.Mission);
},
loadCorporationContent: function () {
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if (!(Player.corporation instanceof Corporation)) return;
Engine.hideAllContent();
Engine.Display.content.style.display = "block";
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routing.navigateTo(Page.Corporation);
MainMenuLinks.Corporation.classList.add("active");
ReactDOM.render(<CorporationRoot corp={Player.corporation} player={Player} />, Engine.Display.content);
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},
loadBladeburnerContent: function () {
if (!(Player.bladeburner instanceof Bladeburner)) return;
Engine.hideAllContent();
Engine.Display.content.style.display = "block";
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routing.navigateTo(Page.Bladeburner);
MainMenuLinks.Bladeburner.classList.add("active");
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ReactDOM.render(
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<BladeburnerRoot bladeburner={Player.bladeburner} player={Player} engine={this} />,
Engine.Display.content,
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);
},
loadSleevesContent: function () {
Engine.hideAllContent();
Engine.Display.content.style.display = "block";
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routing.navigateTo(Page.Sleeves);
ReactDOM.render(<SleeveRoot player={Player} />, Engine.Display.content);
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},
loadResleevingContent: function () {
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Engine.hideAllContent();
routing.navigateTo(Page.Resleeves);
Engine.Display.content.style.display = "block";
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MainMenuLinks.City.classList.add("active");
ReactDOM.render(<ResleeveRoot player={Player} />, Engine.Display.content);
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},
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loadGameOptionsContent: function () {
Engine.hideAllContent();
routing.navigateTo(Page.GameOptions);
Engine.Display.content.style.display = "block";
MainMenuLinks.City.classList.add("active");
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ReactDOM.render(
<Theme>
<GameOptionsRoot
player={Player}
save={() => saveObject.saveGame(Engine.indexedDb)}
delete={() => saveObject.deleteGame(Engine.indexedDb)}
export={() => saveObject.exportGame()}
import={() => saveObject.importGame()}
forceKill={() => {
for (const hostname of Object.keys(AllServers)) {
AllServers[hostname].runningScripts = [];
}
dialogBoxCreate("Forcefully deleted all running scripts. Please save and refresh page.");
}}
softReset={() => {
dialogBoxCreate("Soft Reset!");
prestigeAugmentation();
}}
/>
</Theme>,
Engine.Display.content,
);
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},
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// Helper function that hides all content
hideAllContent: function () {
Engine.Display.terminalContent.style.display = "none";
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Engine.Display.content.style.display = "none";
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Engine.Display.content.scrollTop = 0;
ReactDOM.unmountComponentAtNode(Engine.Display.content);
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Engine.Display.infiltrationContent.style.display = "none";
ReactDOM.unmountComponentAtNode(Engine.Display.infiltrationContent);
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Engine.Display.workInProgressContent.style.display = "none";
Engine.Display.redPillContent.style.display = "none";
Engine.Display.cinematicTextContent.style.display = "none";
Engine.Display.missionContent.style.display = "none";
},
displayCharacterOverviewInfo: function () {
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ReactDOM.render(
<Theme>
<CharacterOverview player={Player} save={() => saveObject.saveGame(Engine.indexedDb)} />
</Theme>,
document.getElementById("character-overview"),
);
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},
// Main Game Loop
idleTimer: function () {
// Get time difference
const _thisUpdate = new Date().getTime();
let diff = _thisUpdate - Engine._lastUpdate;
const offset = diff % Engine._idleSpeed;
// Divide this by cycle time to determine how many cycles have elapsed since last update
diff = Math.floor(diff / Engine._idleSpeed);
if (diff > 0) {
// Update the game engine by the calculated number of cycles
Engine._lastUpdate = _thisUpdate - offset;
Player.lastUpdate = _thisUpdate - offset;
Engine.updateGame(diff);
}
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window.requestAnimationFrame(Engine.idleTimer);
},
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updateGame: function (numCycles = 1) {
const time = numCycles * Engine._idleSpeed;
if (Player.totalPlaytime == null) {
Player.totalPlaytime = 0;
}
if (Player.playtimeSinceLastAug == null) {
Player.playtimeSinceLastAug = 0;
}
if (Player.playtimeSinceLastBitnode == null) {
Player.playtimeSinceLastBitnode = 0;
}
Player.totalPlaytime += time;
Player.playtimeSinceLastAug += time;
Player.playtimeSinceLastBitnode += time;
// Start Manual hack
if (Terminal.actionStarted === true) {
Engine._totalActionTime = Terminal.actionTime;
Engine._actionTimeLeft = Terminal.actionTime;
Engine._actionInProgress = true;
Engine._actionProgressBarCount = 1;
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Engine._actionProgressStr = "[ ]";
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Engine._actionTimeStr = "Time left: ";
Terminal.actionStarted = false;
}
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// Working
if (Player.isWorking) {
if (Player.workType == CONSTANTS.WorkTypeFaction) {
Player.workForFaction(numCycles);
} else if (Player.workType == CONSTANTS.WorkTypeCreateProgram) {
Player.createProgramWork(numCycles);
} else if (Player.workType == CONSTANTS.WorkTypeStudyClass) {
Player.takeClass(numCycles);
} else if (Player.workType == CONSTANTS.WorkTypeCrime) {
Player.commitCrime(numCycles);
} else if (Player.workType == CONSTANTS.WorkTypeCompanyPartTime) {
Player.workPartTime(numCycles);
} else {
Player.work(numCycles);
}
}
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// Update stock prices
if (Player.hasWseAccount) {
processStockPrices(numCycles);
}
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// Gang, if applicable
if (Player.inGang()) {
Player.gang.process(numCycles, Player);
}
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// Mission
if (inMission && currMission) {
currMission.process(numCycles);
}
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// Corporation
if (Player.corporation instanceof Corporation) {
// Stores cycles in a "buffer". Processed separately using Engine Counters
Player.corporation.storeCycles(numCycles);
}
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if (Player.bladeburner instanceof Bladeburner) {
Player.bladeburner.storeCycles(numCycles);
}
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// Sleeves
for (let i = 0; i < Player.sleeves.length; ++i) {
if (Player.sleeves[i] instanceof Sleeve) {
const expForOtherSleeves = Player.sleeves[i].process(Player, numCycles);
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// This sleeve earns experience for other sleeves
if (expForOtherSleeves == null) {
continue;
}
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for (let j = 0; j < Player.sleeves.length; ++j) {
if (j === i) {
continue;
}
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Player.sleeves[j].gainExperience(Player, expForOtherSleeves, numCycles, true);
}
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}
}
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// Counters
Engine.decrementAllCounters(numCycles);
Engine.checkCounters();
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// Manual hacks
if (Engine._actionInProgress == true) {
Engine.updateHackProgress(numCycles);
}
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// Update the running time of all active scripts
updateOnlineScriptTimes(numCycles);
// Hacknet Nodes
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processHacknetEarnings(Player, numCycles);
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},
/**
* Counters for the main event loop. Represent the number of game cycles that
* are required for something to happen. These counters are in game cycles,
* which is once every 200ms
*/
Counters: {
autoSaveCounter: 300,
updateSkillLevelsCounter: 10,
updateDisplays: 3,
updateDisplaysLong: 15,
updateActiveScriptsDisplay: 5,
createProgramNotifications: 10,
augmentationsNotifications: 10,
checkFactionInvitations: 100,
passiveFactionGrowth: 5,
messages: 150,
mechanicProcess: 5, // Processes certain mechanics (Corporation, Bladeburner)
contractGeneration: 3000, // Generate Coding Contracts
},
decrementAllCounters: function (numCycles = 1) {
for (var counter in Engine.Counters) {
if (Engine.Counters.hasOwnProperty(counter)) {
Engine.Counters[counter] = Engine.Counters[counter] - numCycles;
}
}
},
/**
* Checks if any counters are 0. If they are, executes whatever
* is necessary and then resets the counter
*/
checkCounters: function () {
if (Engine.Counters.autoSaveCounter <= 0) {
if (Settings.AutosaveInterval == null) {
Settings.AutosaveInterval = 60;
}
if (Settings.AutosaveInterval === 0) {
Engine.Counters.autoSaveCounter = Infinity;
} else {
Engine.Counters.autoSaveCounter = Settings.AutosaveInterval * 5;
saveObject.saveGame(Engine.indexedDb);
}
}
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if (Engine.Counters.checkFactionInvitations <= 0) {
const invitedFactions = Player.checkForFactionInvitations();
if (invitedFactions.length > 0) {
const randFaction = invitedFactions[Math.floor(Math.random() * invitedFactions.length)];
inviteToFaction(randFaction);
}
Engine.Counters.checkFactionInvitations = 100;
}
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if (Engine.Counters.passiveFactionGrowth <= 0) {
var adjustedCycles = Math.floor(5 - Engine.Counters.passiveFactionGrowth);
processPassiveFactionRepGain(adjustedCycles);
Engine.Counters.passiveFactionGrowth = 5;
}
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if (Engine.Counters.messages <= 0) {
checkForMessagesToSend();
if (Augmentations[AugmentationNames.TheRedPill].owned) {
Engine.Counters.messages = 4500; // 15 minutes for Red pill message
} else {
Engine.Counters.messages = 150;
}
}
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if (Engine.Counters.mechanicProcess <= 0) {
if (Player.corporation instanceof Corporation) {
Player.corporation.process(Player);
}
if (Player.bladeburner instanceof Bladeburner) {
try {
Player.bladeburner.process(Player);
} catch (e) {
exceptionAlert("Exception caught in Bladeburner.process(): " + e);
}
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}
Engine.Counters.mechanicProcess = 5;
}
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if (Engine.Counters.contractGeneration <= 0) {
// X% chance of a contract being generated
if (Math.random() <= 0.25) {
generateRandomContract();
}
Engine.Counters.contractGeneration = 3000;
}
},
// Calculates the hack progress for a manual (non-scripted) hack and updates the progress bar/time accordingly
// TODO Refactor this into Terminal module
_totalActionTime: 0,
_actionTimeLeft: 0,
_actionTimeStr: "Time left: ",
_actionProgressStr: "[ ]",
_actionProgressBarCount: 1,
_actionInProgress: false,
updateHackProgress: function (numCycles = 1) {
var timeElapsedMilli = numCycles * Engine._idleSpeed;
Engine._actionTimeLeft -= timeElapsedMilli / 1000; // Substract idle speed (ms)
Engine._actionTimeLeft = Math.max(Engine._actionTimeLeft, 0);
// Calculate percent filled
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var percent = Math.round((1 - Engine._actionTimeLeft / Engine._totalActionTime) * 100);
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// Update progress bar
while (Engine._actionProgressBarCount * 2 <= percent) {
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Engine._actionProgressStr = replaceAt(Engine._actionProgressStr, Engine._actionProgressBarCount, "|");
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Engine._actionProgressBarCount += 1;
}
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// Update hack time remaining
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Engine._actionTimeStr = "Time left: " + Math.max(0, Math.round(Engine._actionTimeLeft)).toString() + "s";
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document.getElementById("hack-progress").innerHTML = Engine._actionTimeStr;
// Dynamically update progress bar
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document.getElementById("hack-progress-bar").innerHTML = Engine._actionProgressStr.replace(/ /g, "&nbsp;");
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// Once percent is 100, the hack is completed
if (percent >= 100) {
Engine._actionInProgress = false;
Terminal.finishAction();
}
},
/**
* Used in game when clicking on a main menu header (NOT used for initialization)
* @param open {boolean} Whether header is being opened or closed
* @param elems {HTMLElement[]} li Elements under header
* @param links {HTMLElement[]} a elements under header
*/
toggleMainMenuHeader: function (open, elems, links) {
for (var i = 0; i < elems.length; ++i) {
if (open) {
elems[i].style.opacity = 1;
elems[i].style.maxHeight = elems[i].scrollHeight + "px";
} else {
elems[i].style.opacity = 0;
elems[i].style.maxHeight = null;
}
}
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for (var i = 0; i < links.length; ++i) {
if (open) {
links[i].style.opacity = 1;
links[i].style.maxHeight = links[i].scrollHeight + "px";
links[i].style.pointerEvents = "auto";
} else {
links[i].style.opacity = 0;
links[i].style.maxHeight = null;
links[i].style.pointerEvents = "none";
}
}
},
load: function (saveString) {
// Load game from save or create new game
if (loadGame(saveString)) {
initBitNodeMultipliers(Player);
Engine.setDisplayElements(); // Sets variables for important DOM elements
Engine.init(); // Initialize buttons, work, etc.
updateSourceFileFlags(Player);
initAugmentations(); // Also calls Player.reapplyAllAugmentations()
Player.reapplyAllSourceFiles();
if (Player.hasWseAccount) {
initSymbolToStockMap();
}
// Calculate the number of cycles have elapsed while offline
Engine._lastUpdate = new Date().getTime();
const lastUpdate = Player.lastUpdate;
const timeOffline = Engine._lastUpdate - lastUpdate;
const numCyclesOffline = Math.floor(timeOffline / Engine._idleSpeed);
let offlineReputation = 0;
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const offlineHackingIncome = (Player.moneySourceA.hacking / Player.playtimeSinceLastAug) * timeOffline * 0.75;
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Player.gainMoney(offlineHackingIncome);
// Process offline progress
loadAllRunningScripts(); // This also takes care of offline production for those scripts
if (Player.isWorking) {
Player.focus = true;
if (Player.workType == CONSTANTS.WorkTypeFaction) {
Player.workForFaction(numCyclesOffline);
} else if (Player.workType == CONSTANTS.WorkTypeCreateProgram) {
Player.createProgramWork(numCyclesOffline);
} else if (Player.workType == CONSTANTS.WorkTypeStudyClass) {
Player.takeClass(numCyclesOffline);
} else if (Player.workType == CONSTANTS.WorkTypeCrime) {
Player.commitCrime(numCyclesOffline);
} else if (Player.workType == CONSTANTS.WorkTypeCompanyPartTime) {
Player.workPartTime(numCyclesOffline);
} else {
Player.work(numCyclesOffline);
}
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} else {
for (let i = 0; i < Player.factions.length; i++) {
const facName = Player.factions[i];
if (!Factions.hasOwnProperty(facName)) continue;
const faction = Factions[facName];
if (!faction.isMember) continue;
// No rep for special factions.
const info = faction.getInfo();
if (!info.offersWork()) continue;
// No rep for gangs.
if (Player.getGangName() === facName) continue;
const hRep = getHackingWorkRepGain(Player, faction);
const sRep = getFactionSecurityWorkRepGain(Player, faction);
const fRep = getFactionFieldWorkRepGain(Player, faction);
// can be infinite, doesn't matter.
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const reputationRate = Math.max(hRep, sRep, fRep) / Player.factions.length;
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const rep = reputationRate * numCyclesOffline;
faction.playerReputation += rep;
offlineReputation += rep;
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}
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}
// Hacknet Nodes offline progress
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var offlineProductionFromHacknetNodes = processHacknetEarnings(Player, numCyclesOffline);
const hacknetProdInfo = hasHacknetServers(Player) ? (
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<>{Hashes(offlineProductionFromHacknetNodes)} hashes</>
) : (
<Money money={offlineProductionFromHacknetNodes} />
);
// Passive faction rep gain offline
processPassiveFactionRepGain(numCyclesOffline);
// Stock Market offline progress
if (Player.hasWseAccount) {
processStockPrices(numCyclesOffline);
}
// Gang progress for BitNode 2
if (Player.inGang()) {
Player.gang.process(numCyclesOffline, Player);
}
// Corporation offline progress
if (Player.corporation instanceof Corporation) {
Player.corporation.storeCycles(numCyclesOffline);
}
// Bladeburner offline progress
if (Player.bladeburner instanceof Bladeburner) {
Player.bladeburner.storeCycles(numCyclesOffline);
}
// Sleeves offline progress
for (let i = 0; i < Player.sleeves.length; ++i) {
if (Player.sleeves[i] instanceof Sleeve) {
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const expForOtherSleeves = Player.sleeves[i].process(Player, numCyclesOffline);
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// This sleeve earns experience for other sleeves
if (expForOtherSleeves == null) {
continue;
}
for (let j = 0; j < Player.sleeves.length; ++j) {
if (j === i) {
continue;
}
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Player.sleeves[j].gainExperience(Player, expForOtherSleeves, numCyclesOffline, true);
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}
}
}
// Update total playtime
var time = numCyclesOffline * Engine._idleSpeed;
if (Player.totalPlaytime == null) {
Player.totalPlaytime = 0;
}
if (Player.playtimeSinceLastAug == null) {
Player.playtimeSinceLastAug = 0;
}
if (Player.playtimeSinceLastBitnode == null) {
Player.playtimeSinceLastBitnode = 0;
}
Player.totalPlaytime += time;
Player.playtimeSinceLastAug += time;
Player.playtimeSinceLastBitnode += time;
Player.lastUpdate = Engine._lastUpdate;
Engine.start(); // Run main game loop and Scripts loop
removeLoadingScreen();
const timeOfflineString = convertTimeMsToTimeElapsedString(time);
dialogBoxCreate(
<>
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Offline for {timeOfflineString}. While you were offline, your scripts generated{" "}
<Money money={offlineHackingIncome} />, your Hacknet Nodes generated {hacknetProdInfo} and you gained{" "}
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{Reputation(offlineReputation)} divided amongst your factions.
</>,
);
} else {
// No save found, start new game
initBitNodeMultipliers(Player);
initSpecialServerIps();
Engine.setDisplayElements(); // Sets variables for important DOM elements
Engine.start(); // Run main game loop and Scripts loop
Player.init();
initForeignServers(Player.getHomeComputer());
initCompanies();
initFactions();
initAugmentations();
initMessages();
updateSourceFileFlags(Player);
// Start interactive tutorial
iTutorialStart();
removeLoadingScreen();
}
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ReactDOM.render(<SidebarRoot engine={this} player={Player} />, document.getElementById("sidebar"));
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// Initialize labels on game settings
Terminal.resetTerminalInput();
},
setDisplayElements: function () {
Engine.Display.content = document.getElementById("generic-react-container");
Engine.Display.content.style.display = "none";
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// Content elements
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Engine.Display.terminalContent = document.getElementById("terminal-container");
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routing.navigateTo(Page.Terminal);
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Engine.Display.missionContent = document.getElementById("mission-container");
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Engine.Display.missionContent.style.display = "none";
// Work In Progress
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Engine.Display.workInProgressContent = document.getElementById("work-in-progress-container");
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Engine.Display.workInProgressContent.style.display = "none";
// Red Pill / Hack World Daemon
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Engine.Display.redPillContent = document.getElementById("red-pill-container");
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Engine.Display.redPillContent.style.display = "none";
Engine.Display.infiltrationContent = document.getElementById("infiltration-container");
Engine.Display.infiltrationContent.style.display = "none";
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// Cinematic Text
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Engine.Display.cinematicTextContent = document.getElementById("cinematic-text-container");
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Engine.Display.cinematicTextContent.style.display = "none";
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Engine.Display.overview = document.getElementById("character-overview");
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},
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// Initialization
init: function () {
// Message at the top of terminal
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postVersion();
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// Player was working cancel button
if (Player.isWorking) {
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var cancelButton = document.getElementById("work-in-progress-cancel-button");
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cancelButton.addEventListener("click", function () {
if (Player.workType == CONSTANTS.WorkTypeFaction) {
Player.finishFactionWork(true);
} else if (Player.workType == CONSTANTS.WorkTypeCreateProgram) {
Player.finishCreateProgramWork(true);
} else if (Player.workType == CONSTANTS.WorkTypeStudyClass) {
Player.finishClass();
} else if (Player.workType == CONSTANTS.WorkTypeCrime) {
Player.finishCrime(true);
} else if (Player.workType == CONSTANTS.WorkTypeCompanyPartTime) {
Player.finishWorkPartTime();
} else {
Player.finishWork(true);
}
});
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const focusButton = document.getElementById("work-in-progress-something-else-button");
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focusButton.style.visibility = "hidden";
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const focusable = [CONSTANTS.WorkTypeFaction, CONSTANTS.WorkTypeCompanyPartTime, CONSTANTS.WorkTypeCompany];
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if (focusable.includes(Player.workType)) {
focusButton.style.visibility = "visible";
focusButton.addEventListener("click", function () {
Player.stopFocusing();
});
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}
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Engine.loadWorkInProgressContent();
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Engine.displayCharacterOverviewInfo();
}
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},
start: function () {
// Run main loop
Engine.idleTimer();
},
};
var indexedDbRequest;
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window.onload = function () {
if (!window.indexedDB) {
return Engine.load(null); // Will try to load from localstorage
}
/**
* DB is called bitburnerSave
* Object store is called savestring
* key for the Object store is called save
*/
indexedDbRequest = window.indexedDB.open("bitburnerSave", 1);
indexedDbRequest.onerror = function (e) {
console.error("Error opening indexedDB: ");
console.error(e);
return Engine.load(null); // Try to load from localstorage
};
indexedDbRequest.onsuccess = function (e) {
Engine.indexedDb = e.target.result;
var transaction = Engine.indexedDb.transaction(["savestring"]);
var objectStore = transaction.objectStore("savestring");
var request = objectStore.get("save");
request.onerror = function (e) {
console.error("Error in Database request to get savestring: " + e);
return Engine.load(null); // Try to load from localstorage
};
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request.onsuccess = function () {
Engine.load(request.result);
};
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};
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indexedDbRequest.onupgradeneeded = function (e) {
const db = e.target.result;
db.createObjectStore("savestring");
};
};
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export { Engine };