bitburner-src/src/CodingContractGenerator.ts

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import {
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CodingContract,
CodingContractRewardType,
CodingContractTypes,
ICodingContractReward,
} from "./CodingContracts";
import { Factions } from "./Faction/Factions";
import { Player } from "./Player";
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import { GetAllServers } from "./Server/AllServers";
import { getServer } from "./Server/ServerHelpers";
import { SpecialServerNames } from "./Server/SpecialServerIps";
import { Server } from "./Server/Server";
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import { BaseServer } from "./Server/BaseServer";
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import { getRandomInt } from "./utils/helpers/getRandomInt";
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export function generateRandomContract(): void {
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// First select a random problem type
const problemType = getRandomProblemType();
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// Then select a random reward type. 'Money' will always be the last reward type
const reward = getRandomReward();
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// Choose random server
const randServer = getRandomServer();
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const contractFn = getRandomFilename(randServer, reward);
const contract = new CodingContract(contractFn, problemType, reward);
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randServer.addContract(contract);
}
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export function generateRandomContractOnHome(): void {
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// First select a random problem type
const problemType = getRandomProblemType();
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// Then select a random reward type. 'Money' will always be the last reward type
const reward = getRandomReward();
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// Choose random server
const serv = Player.getHomeComputer();
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const contractFn = getRandomFilename(serv, reward);
const contract = new CodingContract(contractFn, problemType, reward);
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serv.addContract(contract);
}
export interface IGenerateContractParams {
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problemType?: string;
server?: string;
fn?: string;
}
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export function generateContract(params: IGenerateContractParams): void {
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// Problem Type
let problemType;
const problemTypes = Object.keys(CodingContractTypes);
if (params.problemType != null && problemTypes.includes(params.problemType)) {
problemType = params.problemType;
} else {
problemType = getRandomProblemType();
}
// Reward Type - This is always random for now
const reward = getRandomReward();
// Server
let server;
if (params.server != null) {
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server = getServer(params.server);
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if (server == null) {
server = getRandomServer();
}
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} else {
server = getRandomServer();
}
// Filename
let fn;
if (params.fn != null) {
fn = params.fn;
} else {
fn = getRandomFilename(server, reward);
}
const contract = new CodingContract(fn, problemType, reward);
server.addContract(contract);
}
// Ensures that a contract's reward type is valid
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function sanitizeRewardType(rewardType: CodingContractRewardType): CodingContractRewardType {
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let type = rewardType; // Create copy
const factionsThatAllowHacking = Player.factions.filter((fac) => {
try {
return Factions[fac].getInfo().offerHackingWork;
} catch (e) {
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console.error(`Error when trying to filter Hacking Factions for Coding Contract Generation: ${e}`);
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return false;
}
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});
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if (type === CodingContractRewardType.FactionReputation && factionsThatAllowHacking.length === 0) {
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type = CodingContractRewardType.CompanyReputation;
}
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if (type === CodingContractRewardType.FactionReputationAll && factionsThatAllowHacking.length === 0) {
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type = CodingContractRewardType.CompanyReputation;
}
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if (type === CodingContractRewardType.CompanyReputation && Object.keys(Player.jobs).length === 0) {
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type = CodingContractRewardType.Money;
}
return type;
}
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function getRandomProblemType(): string {
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const problemTypes = Object.keys(CodingContractTypes);
const randIndex = getRandomInt(0, problemTypes.length - 1);
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return problemTypes[randIndex];
}
function getRandomReward(): ICodingContractReward {
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const reward: ICodingContractReward = {
name: "",
type: getRandomInt(0, CodingContractRewardType.Money),
};
reward.type = sanitizeRewardType(reward.type);
// Add additional information based on the reward type
const factionsThatAllowHacking = Player.factions.filter((fac) => {
try {
return Factions[fac].getInfo().offerHackingWork;
} catch (e) {
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console.error(`Error when trying to filter Hacking Factions for Coding Contract Generation: ${e}`);
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return false;
}
});
switch (reward.type) {
case CodingContractRewardType.FactionReputation: {
// Get a random faction that player is a part of. That
// faction must allow hacking contracts
const numFactions = factionsThatAllowHacking.length;
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const randFaction = factionsThatAllowHacking[getRandomInt(0, numFactions - 1)];
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reward.name = randFaction;
break;
}
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case CodingContractRewardType.CompanyReputation: {
const allJobs = Object.keys(Player.jobs);
if (allJobs.length > 0) {
reward.name = allJobs[getRandomInt(0, allJobs.length - 1)];
} else {
reward.type = CodingContractRewardType.Money;
}
break;
}
default:
break;
}
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return reward;
}
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function getRandomServer(): BaseServer {
const servers = GetAllServers();
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let randIndex = getRandomInt(0, servers.length - 1);
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let randServer = servers[randIndex];
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// An infinite loop shouldn't ever happen, but to be safe we'll use
// a for loop with a limited number of tries
for (let i = 0; i < 200; ++i) {
if (
randServer instanceof Server &&
!randServer.purchasedByPlayer &&
randServer.hostname !== SpecialServerNames.WorldDaemon
) {
break;
}
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randIndex = getRandomInt(0, servers.length - 1);
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randServer = servers[randIndex];
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}
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return randServer;
}
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function getRandomFilename(server: BaseServer, reward: ICodingContractReward): string {
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let contractFn = `contract-${getRandomInt(0, 1e6)}`;
for (let i = 0; i < 1000; ++i) {
if (
server.contracts.filter((c: CodingContract) => {
return c.fn === contractFn;
}).length <= 0
) {
break;
}
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contractFn = `contract-${getRandomInt(0, 1e6)}`;
}
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if (reward.name) {
contractFn += `-${reward.name.replace(/\s/g, "")}`;
}
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return contractFn;
}