bitburner-src/src/Constants.ts

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2019-03-25 04:03:24 +01:00
/**
* Generic Game Constants
*
* Constants for specific mechanics or features will NOT be here.
*/
import { IMap } from "./types";
export let CONSTANTS: IMap<any> = {
Version: "0.50.0",
/** 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,
// How much reputation is needed to join a megacorporation's faction
CorpFactionRepRequirement: 200e3,
// Base RAM costs
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BaseCostFor1GBOfRamHome: 32000,
BaseCostFor1GBOfRamServer: 55000, //1 GB of RAM
// Cost to travel to another city
TravelCost: 200e3,
// Faction and Company favor-related things
BaseFavorToDonate: 150,
DonateMoneyToRepDivisor: 1e6,
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FactionReputationToFavorBase: 500,
FactionReputationToFavorMult: 1.02,
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CompanyReputationToFavorBase: 500,
CompanyReputationToFavorMult: 1.02,
// NeuroFlux Governor Augmentation cost multiplier
NeuroFluxGovernorLevelMult: 1.14,
NumNetscriptPorts: 20,
// Server-related constants
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HomeComputerMaxRam: 1073741824, // 2 ^ 30
ServerBaseGrowthRate: 1.03, // Unadjusted Growth rate
ServerMaxGrowthRate: 1.0035, // Maximum possible growth rate (max rate accounting for server security)
ServerFortifyAmount: 0.002, // Amount by which server's security increases when its hacked/grown
ServerWeakenAmount: 0.05, // Amount by which server's security decreases when weakened
PurchasedServerLimit: 25,
PurchasedServerMaxRam: 1048576, // 2^20
// Augmentation Constants
AugmentationCostMultiplier: 5, // Used for balancing costs without having to readjust every Augmentation cost
AugmentationRepMultiplier: 2.5, // Used for balancing rep cost without having to readjust every value
MultipleAugMultiplier: 1.9,
// TOR Router
TorRouterCost: 200e3,
// Infiltration
InfiltrationBribeBaseAmount: 100e3, //Amount per clearance level
InfiltrationMoneyValue: 5e3, //Convert "secret" value to money
InfiltrationRepValue: 1.4, //Convert "secret" value to faction reputation
InfiltrationExpPow: 0.8,
// Stock market
WSEAccountCost: 200e6,
TIXAPICost: 5e9,
MarketData4SCost: 1e9,
MarketDataTixApi4SCost: 25e9,
StockMarketCommission: 100e3,
// Hospital/Health
HospitalCostPerHp: 100e3,
// Intelligence-related constants
IntelligenceCrimeWeight: 0.025, // Weight for how much int affects crime success rates
IntelligenceInfiltrationWeight: 0.1, // Weight for how much int affects infiltration success rates
IntelligenceCrimeBaseExpGain: 0.05,
IntelligenceProgramBaseExpGain: 2.5, // Program required hack level divided by this to determine int exp gain
IntelligenceTerminalHackBaseExpGain: 200, // Hacking exp divided by this to determine int exp gain
IntelligenceSingFnBaseExpGain: 1.5,
IntelligenceClassBaseExpGain: 0.01,
IntelligenceHackingMissionBaseExpGain: 3, // Hacking Mission difficulty multiplied by this to get exp gain
// Hacking Missions
// TODO Move this into Hacking Mission implementation
HackingMissionRepToDiffConversion: 10000, // Faction rep is divided by this to get mission difficulty
HackingMissionRepToRewardConversion: 7, // Faction rep divided byt his to get mission rep reward
HackingMissionSpamTimeIncrease: 25000, // How much time limit increase is gained when conquering a Spam Node (ms)
HackingMissionTransferAttackIncrease: 1.05, // Multiplier by which the attack for all Core Nodes is increased when conquering a Transfer Node
HackingMissionMiscDefenseIncrease: 1.05, // The amount by which every misc node's defense is multiplied when one is conquered
HackingMissionDifficultyToHacking: 135, // Difficulty is multiplied by this to determine enemy's "hacking" level (to determine effects of scan/attack, etc)
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HackingMissionHowToPlay: "Hacking missions are a minigame that, if won, will reward you with faction reputation.<br><br>" +
"In this game you control a set of Nodes and use them to try and defeat an enemy. Your Nodes " +
"are colored blue, while the enemy's are red. There are also other nodes on the map colored gray " +
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"that initially belong to neither you nor the enemy. The goal of the game is " +
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"to capture all of the enemy's Database nodes within the time limit. " +
"If you fail to do this, you will lose.<br><br>" +
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"Each Node has three stats: Attack, Defense, and HP. There are five different actions that " +
"a Node can take:<br><br> " +
"Attack - Targets an enemy Node and lowers its HP. The effectiveness is determined by the owner's Attack, the Player's " +
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"hacking level, and the enemy's defense.<br><br>" +
"Scan - Targets an enemy Node and lowers its Defense. The effectiveness is determined by the owner's Attack, the Player's hacking level, and the " +
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"enemy's defense.<br><br>" +
"Weaken - Targets an enemy Node and lowers its Attack. The effectiveness is determined by the owner's Attack, the Player's hacking level, and the enemy's " +
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"defense.<br><br>" +
"Fortify - Raises the Node's Defense. The effectiveness is determined by your hacking level.<br><br>" +
"Overflow - Raises the Node's Attack but lowers its Defense. The effectiveness is determined by your hacking level.<br><br>" +
"Note that when determining the effectiveness of the above actions, the TOTAL Attack or Defense of the team is used, not just the " +
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"Attack/Defense of the individual Node that is performing the action.<br><br>" +
"To capture a Node, you must lower its HP down to 0.<br><br>" +
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"There are six different types of Nodes:<br><br>" +
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"CPU Core - These are your main Nodes that are used to perform actions. Capable of performing every action<br><br>" +
"Firewall - Nodes with high defense. These Nodes can 'Fortify'<br><br>" +
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"Database - A special type of Node. The player's objective is to conquer all of the enemy's Database Nodes within " +
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"the time limit. These Nodes cannot perform any actions<br><br>" +
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"Spam - Conquering one of these Nodes will slow the enemy's trace, giving the player additional time to complete " +
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"the mission. These Nodes cannot perform any actions<br><br>" +
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"Transfer - Conquering one of these nodes will increase the Attack of all of your CPU Cores by a small fixed percentage. " +
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"These Nodes are capable of performing every action except the 'Attack' action<br><br>" +
"Shield - Nodes with high defense. These Nodes can 'Fortify'<br><br>" +
"To assign an action to a Node, you must first select one of your Nodes. This can be done by simply clicking on it. Double-clicking " +
"a node will select all of your Nodes of the same type (e.g. select all CPU Core Nodes or all Transfer Nodes). Note that only Nodes " +
"that can perform actions (CPU Core, Transfer, Shield, Firewall) can be selected. Selected Nodes will be denoted with a white highlight. After selecting a Node or multiple Nodes, " +
"select its action using the Action Buttons near the top of the screen. Every action also has a corresponding keyboard " +
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"shortcut.<br><br>" +
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"For certain actions such as attacking, scanning, and weakening, the Node performing the action must have a target. To target " +
"another node, simply click-and-drag from the 'source' Node to a target. A Node can only have one target, and you can target " +
"any Node that is adjacent to one of your Nodes (immediately above, below, or to the side. NOT diagonal). Furthermore, only CPU Cores and Transfer Nodes " +
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"can target, since they are the only ones that can perform the related actions. To remove a target, you can simply click on the line that represents " +
"the connection between one of your Nodes and its target. Alternatively, you can select the 'source' Node and click the 'Drop Connection' button, " +
"or press 'd'.<br><br>" +
"Other Notes:<br><br>" +
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"-Whenever a miscellenaous Node (not owned by the player or enemy) is conquered, the defense of all remaining miscellaneous Nodes that " +
"are not actively being targeted will increase by a fixed percentage.<br><br>" +
"-Whenever a Node is conquered, its stats are significantly reduced<br><br>" +
"-Miscellaneous Nodes slowly raise their defense over time<br><br>" +
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"-Nodes slowly regenerate health over time.",
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// Time-related constants
MillisecondsPer20Hours: 72000000,
GameCyclesPer20Hours: 72000000 / 200,
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MillisecondsPer10Hours: 36000000,
GameCyclesPer10Hours: 36000000 / 200,
MillisecondsPer8Hours: 28800000,
GameCyclesPer8Hours: 28800000 / 200,
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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
FactionWorkHacking: "Faction Hacking Work",
FactionWorkField: "Faction Field Work",
FactionWorkSecurity: "Faction Security Work",
WorkTypeCompany: "Working for Company",
WorkTypeCompanyPartTime: "Working for Company part-time",
WorkTypeFaction: "Working for Faction",
WorkTypeCreateProgram: "Working on Create a Program",
WorkTypeStudyClass: "Studying or Taking a class at university",
WorkTypeCrime: "Committing a crime",
ClassStudyComputerScience: "studying Computer Science",
ClassDataStructures: "taking a Data Structures course",
ClassNetworks: "taking a Networks course",
ClassAlgorithms: "taking an Algorithms course",
ClassManagement: "taking a Management course",
ClassLeadership: "taking a Leadership course",
ClassGymStrength: "training your strength at a gym",
ClassGymDefense: "training your defense at a gym",
ClassGymDexterity: "training your dexterity at a gym",
ClassGymAgility: "training your agility at a gym",
ClassDataStructuresBaseCost: 40,
ClassNetworksBaseCost: 80,
ClassAlgorithmsBaseCost: 320,
ClassManagementBaseCost: 160,
ClassLeadershipBaseCost: 320,
ClassGymBaseCost: 120,
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ClassStudyComputerScienceBaseExp: 0.5,
ClassDataStructuresBaseExp: 1,
ClassNetworksBaseExp: 2,
ClassAlgorithmsBaseExp: 4,
ClassManagementBaseExp: 2,
ClassLeadershipBaseExp: 4,
CrimeShoplift: "shoplift",
CrimeRobStore: "rob a store",
CrimeMug: "mug someone",
CrimeLarceny: "commit larceny",
CrimeDrugs: "deal drugs",
CrimeBondForgery: "forge corporate bonds",
CrimeTraffickArms: "traffick illegal arms",
CrimeHomicide: "commit homicide",
CrimeGrandTheftAuto: "commit grand theft auto",
CrimeKidnap: "kidnap someone for ransom",
CrimeAssassination: "assassinate a high-profile target",
CrimeHeist: "pull off the ultimate heist",
// Coding Contract
// TODO Move this into Coding contract impelmentation?
CodingContractBaseFactionRepGain: 2500,
CodingContractBaseCompanyRepGain: 4000,
CodingContractBaseMoneyGain: 75e6,
// BitNode/Source-File related stuff
TotalNumBitNodes: 24,
LatestUpdate:
`
v0.50.0 - 2021-03-20 Intelligence (hydroflame)
-------
Intelligence
* int exp gain and effect has been reworked. It is now much more easy to
acquire and far more powerful. The goal here is to feel like players have
another tool in their arsenal.
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Factions
* Hacking factions no longer have hacking level requirements since their associated servers do.
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Misc.
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* Sleeve styling.
* number formatting
* remove wiki button in Hacking Missions.
* Fix NaN displayed when very very large numbers are reached.
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`
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}