bitburner-src/src/Hacking.ts

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import { currentNodeMults } from "./BitNode/BitNodeMultipliers";
import { Person as IPerson } from "@nsdefs";
import { calculateIntelligenceBonus } from "./PersonObjects/formulas/intelligence";
import { Server as IServer } from "@nsdefs";
import { clampNumber } from "./utils/helpers/clampNumber";
/** Returns the chance the person has to successfully hack a server */
export function calculateHackingChance(server: IServer, person: IPerson): number {
const hackDifficulty = server.hackDifficulty ?? 100;
const requiredHackingSkill = server.requiredHackingSkill ?? 1e9;
// Unrooted or unhackable server
if (!server.hasAdminRights || hackDifficulty >= 100) return 0;
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const hackFactor = 1.75;
const difficultyMult = (100 - hackDifficulty) / 100;
const skillMult = clampNumber(hackFactor * person.skills.hacking, 1);
const skillChance = (skillMult - requiredHackingSkill) / skillMult;
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const chance =
skillChance *
difficultyMult *
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person.mults.hacking_chance *
calculateIntelligenceBonus(person.skills.intelligence, 1);
return clampNumber(chance, 0, 1);
}
/**
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* Returns the amount of hacking experience the person will gain upon
* successfully hacking a server
*/
export function calculateHackingExpGain(server: IServer, person: IPerson): number {
const baseDifficulty = server.baseDifficulty;
if (!baseDifficulty) return 0;
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const baseExpGain = 3;
const diffFactor = 0.3;
let expGain = baseExpGain;
expGain += baseDifficulty * diffFactor;
return expGain * person.mults.hacking_exp * currentNodeMults.HackExpGain;
}
/**
* Returns the percentage of money that will be stolen from a server if
* it is successfully hacked (returns the decimal form, not the actual percent value)
*/
export function calculatePercentMoneyHacked(server: IServer, person: IPerson): number {
const hackDifficulty = server.hackDifficulty ?? 100;
if (hackDifficulty >= 100) return 0;
const requiredHackingSkill = server.requiredHackingSkill ?? 1e9;
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// Adjust if needed for balancing. This is the divisor for the final calculation
const balanceFactor = 240;
const difficultyMult = (100 - hackDifficulty) / 100;
const skillMult = (person.skills.hacking - (requiredHackingSkill - 1)) / person.skills.hacking;
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const percentMoneyHacked =
(difficultyMult * skillMult * person.mults.hacking_money * currentNodeMults.ScriptHackMoney) / balanceFactor;
return Math.min(1, Math.max(percentMoneyHacked, 0));
}
/** Returns time it takes to complete a hack on a server, in seconds */
export function calculateHackingTime(server: IServer, person: IPerson): number {
const { hackDifficulty, requiredHackingSkill } = server;
if (typeof hackDifficulty !== "number" || typeof requiredHackingSkill !== "number") return Infinity;
const difficultyMult = requiredHackingSkill * hackDifficulty;
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const baseDiff = 500;
const baseSkill = 50;
const diffFactor = 2.5;
let skillFactor = diffFactor * difficultyMult + baseDiff;
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skillFactor /= person.skills.hacking + baseSkill;
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const hackTimeMultiplier = 5;
const hackingTime =
(hackTimeMultiplier * skillFactor) /
(person.mults.hacking_speed *
currentNodeMults.HackingSpeedMultiplier *
calculateIntelligenceBonus(person.skills.intelligence, 1));
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return hackingTime;
}
/** Returns time it takes to complete a grow operation on a server, in seconds */
export function calculateGrowTime(server: IServer, person: IPerson): number {
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const growTimeMultiplier = 3.2; // Relative to hacking time. 16/5 = 3.2
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return growTimeMultiplier * calculateHackingTime(server, person);
}
/** Returns time it takes to complete a weaken operation on a server, in seconds */
export function calculateWeakenTime(server: IServer, person: IPerson): number {
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const weakenTimeMultiplier = 4; // Relative to hacking time
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return weakenTimeMultiplier * calculateHackingTime(server, person);
}