2019-01-20 23:57:38 +01:00
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.. _netscript_bladeburnerapi:
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2018-06-25 21:07:03 +02:00
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Netscript Bladeburner API
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=========================
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Netscript provides the following API for interacting with the game's Bladeburner mechanic.
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2018-09-23 02:25:48 +02:00
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The Bladeburner API is **not** immediately available to the player and must be unlocked
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2018-06-25 21:07:03 +02:00
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later in the game
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2019-03-18 06:04:12 +01:00
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.. warning:: This page contains spoilers for the game
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2018-06-25 21:07:03 +02:00
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The Bladeburner API is unlocked in BitNode-7. If you are in BitNode-7, you will
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automatically gain access to this API. Otherwise, you must have Source-File 7 in
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order to use this API in other BitNodes
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2018-09-23 02:25:48 +02:00
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**Bladeburner API functions must be accessed through the 'bladeburner' namespace**
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2018-06-25 21:07:03 +02:00
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2018-09-23 02:25:48 +02:00
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In :ref:`netscript1`::
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bladeburner.getContractNames();
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bladeburner.startAction("general", "Training");
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In :ref:`netscriptjs`::
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ns.bladeburner.getContractNames();
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ns.bladeburner.startAction("general", "Training");
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2019-03-03 04:08:54 +01:00
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.. toctree::
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:caption: Functions:
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getContractNames() <bladeburnerapi/getContractNames>
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getOperationNames() <bladeburnerapi/getOperationNames>
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getBlackOpNames() <bladeburnerapi/getBlackOpNames>
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getGeneralActionNames() <bladeburnerapi/getGeneralActionNames>
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getSkillNames() <bladeburnerapi/getSkillNames>
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startAction() <bladeburnerapi/startAction>
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stopBladeburnerAction() <bladeburnerapi/stopBladeburnerAction>
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getCurrentAction() <bladeburnerapi/getCurrentAction>
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getActionTime() <bladeburnerapi/getActionTime>
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getActionEstimatedSuccessChance() <bladeburnerapi/getActionEstimatedSuccessChance>
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getActionRepGain() <bladeburnerapi/getActionRepGain>
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getActionCountRemaining() <bladeburnerapi/getActionCountRemaining>
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getActionMaxLevel() <bladeburnerapi/getActionMaxLevel>
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getActionCurrentLevel() <bladeburnerapi/getActionCurrentLevel>
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getActionAutolevel() <bladeburnerapi/getActionAutolevel>
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setActionAutolevel() <bladeburnerapi/setActionAutolevel>
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setActionLevel() <bladeburnerapi/setActionLevel>
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getRank() <bladeburnerapi/getRank>
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getBlackOpRank() <bladeburnerapi/getBlackOpRank>
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getSkillPoints() <bladeburnerapi/getSkillPoints>
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getSkillLevel() <bladeburnerapi/getSkillLevel>
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getSkillUpgradeCost() <bladeburnerapi/getSkillUpgradeCost>
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upgradeSkill() <bladeburnerapi/upgradeSkill>
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getTeamSize() <bladeburnerapi/getTeamSize>
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setTeamSize() <bladeburnerapi/setTeamSize>
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getCityEstimatedPopulation() <bladeburnerapi/getCityEstimatedPopulation>
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getCityEstimatedCommunities() <bladeburnerapi/getCityEstimatedCommunities>
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getCityChaos() <bladeburnerapi/getCityChaos>
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getCity() <bladeburnerapi/getCity>
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switchCity() <bladeburnerapi/switchCity>
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getStamina() <bladeburnerapi/getStamina>
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joinBladeburnerFaction() <bladeburnerapi/joinBladeburnerFaction>
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joinBladeburnerDivision() <bladeburnerapi/joinBladeburnerDivision>
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getBonusTime() <bladeburnerapi/getBonusTime>
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2018-06-25 21:07:03 +02:00
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.. _bladeburner_action_types:
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Bladeburner Action Types
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------------------------
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Several functions in the Bladeburner API require you to specify an action using
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its type and name. The following are valid values when specifying the action's type:
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**Contracts**
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* contract
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* contracts
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* contr
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**Operations**
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* operation
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* operations
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* op
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* ops
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**Black Ops**
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* blackoperation
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* black operation
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* black operations
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* black op
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* black ops
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* blackop
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* blackops
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**General Actions (Training, Field Analysis, Recruitment)**
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* general
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* general action
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* gen
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Examples
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--------
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**Basic example usage**::
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tprint(bladeburner.getContractNames());
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tprint(bladeburner.getOperationNames());
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tprint(bladeburner.getBlackOpNames());
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tprint(bladeburner.getGeneralActionNames());
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tprint(bladeburner.getSkillNames());
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tprint(bladeburner.getActionTime("contract", "Tracking"));
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tprint("Rank: " + bladeburner.getRank());
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tprint("Skill Points: " + bladeburner.getSkillPoints());
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tprint("Cloak Skill Level: " + bladeburner.getSkillLevel("Cloak"));
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tprint("Trying to upgradeSkill: " + bladeburner.upgradeSkill("Cloak"));
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tprint("Skill Points remaining: " + bladeburner.getSkillPoints());
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tprint("Trying to switch to a nonexistent city: " + bladeburner.switchCity("lskgns"));
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var chongqing = "Chongqing";
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tprint("Trying to switch to Chongqing: " + bladeburner.switchCity(chongqing));
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tprint("Chongqing chaos: " + bladeburner.getCityChaos(chongqing));
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tprint("Chongqing estimated pop: " + bladeburner.getCityEstimatedPopulation(chongqing));
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tprint("Chonqging estimated communities: " + bladeburner.getCityEstimatedCommunities(chongqing));
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**Bladeburner handler example**. Note that this avoids the need of using the *bladeburner* namespace
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identifier by attaching the Bladeburner API functions to an object::
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const FIELD_ANALYSIS_INTERVAL = 10; //Number of minutes between field analysis states
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const FIELD_ANALYSIS_DURATION = 5; //Duration in minutes
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function BladeburnerHandler(ns, params) {
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//Netscript environment becomes part of the instance
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this.ns = ns;
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//Netscript bladeburner API becomes part of this instance
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for (var bladeburnerFn in ns.bladeburner) {
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this[bladeburnerFn] = ns.bladeburner[bladeburnerFn];
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}
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this.fieldAnalysis = {
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inProgress: params.startFieldAnalysis ? true : false,
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cyclesRemaining: params.startFieldAnalysis ? FIELD_ANALYSIS_DURATION : 0,
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cyclesSince: params.startFieldAnalysis ? FIELD_ANALYSIS_INTERVAL : 0,
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}
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}
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2018-07-04 04:12:46 +02:00
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2018-06-25 21:07:03 +02:00
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BladeburnerHandler.prototype.getStaminaPercentage = function() {
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var res = this.getStamina();
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return 100 * (res[0] / res[1]);
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}
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BladeburnerHandler.prototype.hasSimulacrum = function() {
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var augs = this.ns.getOwnedAugmentations();
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return augs.includes("The Blade's Simulacrum");
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}
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BladeburnerHandler.prototype.handle = function() {
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//If we're doing something else manually (without Simlacrum),
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//it overrides Bladeburner stuff
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if (!this.hasSimulacrum() && this.ns.isBusy()) {
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this.ns.print("Idling bc player is busy with some other action");
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return;
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}
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if (this.fieldAnalysis.inProgress) {
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--(this.fieldAnalysis.cyclesRemaining);
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if (this.fieldAnalysis.cyclesRemaining < 0) {
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this.fieldAnalysis.inProgress = false;
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this.fieldAnalysis.cyclesSince = 0;
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return this.handle();
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} else {
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this.startAction("general", "Field Analysis");
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this.ns.print("handler is doing field analyis for " +
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(this.fieldAnalysis.cyclesRemaining+1) + " more mins");
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return 31; //Field Analysis Time + 1
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}
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} else {
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++(this.fieldAnalysis.cyclesSince);
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if (this.fieldAnalysis.cyclesSince > FIELD_ANALYSIS_INTERVAL) {
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this.fieldAnalysis.inProgress = true;
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this.fieldAnalysis.cyclesRemaining = FIELD_ANALYSIS_DURATION;
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return this.handle();
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}
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}
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this.stopBladeburnerAction();
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var staminaPerc = this.getStaminaPercentage();
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if (staminaPerc < 55) {
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this.ns.print("handler is starting training due to low stamina percentage");
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this.startAction("general", "Training");
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return 31; //Training time + 1
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} else {
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var action = this.chooseAction();
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this.ns.print("handler chose " + action.name + " " + action.type + " through chooseAction()");
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this.startAction(action.type, action.name);
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return (this.getActionTime(action.type, action.name) + 1);
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}
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}
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BladeburnerHandler.prototype.chooseAction = function() {
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//Array of all Operations
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var ops = this.getOperationNames();
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//Sort Operations in order of increasing success chance
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ops.sort((a, b)=>{
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return this.getActionEstimatedSuccessChance("operation", a) -
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this.getActionEstimatedSuccessChance("operation", b);
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});
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//Loop through until you find one with 99+% success chance
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for (let i = 0; i < ops.length; ++i) {
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let successChance = this.getActionEstimatedSuccessChance("operation", ops[i]);
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let count = this.getActionCountRemaining("operation", ops[i]);
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if (successChance >= 0.99 && count > 10) {
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return {type: "operation", name: ops[i]};
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}
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}
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//Repeat for Contracts
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var contracts = this.getContractNames();
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contracts.sort((a, b)=>{
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return this.getActionEstimatedSuccessChance("contract", a) -
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this.getActionEstimatedSuccessChance("contract", b);
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});
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for (let i = 0; i < contracts.length; ++i) {
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let successChance = this.getActionEstimatedSuccessChance("contract", contracts[i]);
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let count = this.getActionCountRemaining("contract", contracts[i]);
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if (successChance >= 0.80 && count > 10) {
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return {type: "contract", name: contracts[i]};
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}
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}
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return {type:"general", name:"Training"};
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}
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BladeburnerHandler.prototype.process = async function() {
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await this.ns.sleep(this.handle() * 1000);
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}
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2018-07-04 04:12:46 +02:00
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export async function main(ns) {
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//Check if Bladeburner is available. This'll throw a runtime error if it's not
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ns.bladeburner.getContractNames();
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var startFieldAnalysis = true;
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if (ns.args.length >= 1 && ns.args[0] == "false") {
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startFieldAnalysis = false;
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}
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var handler = new BladeburnerHandler(ns, {
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startFieldAnalysis: startFieldAnalysis
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});
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while(true) {
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await handler.process();
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}
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}
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