Merge pull request #443 from danielyxie/v0.40.3-patch-1

V0.40.3 patch 1
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danielyxie 2018-09-05 16:11:01 -05:00 committed by GitHub
commit 14e04f51ef
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11 changed files with 191 additions and 255 deletions

@ -493,32 +493,11 @@ let CONSTANTS = {
"World Stock Exchange account and TIX API Access<br>",
LatestUpdate:
"v0.40.2<br>" +
"------------------------------<br>" +
"* Bladeburner Changes:<br>" +
"*** Added getBonusTime(), getSkillUpgradeCost(), and getCity() Netscript functions to the API<br>" +
"*** Buffed the effects of many Bladeburner Augmentations<br>" +
"*** The Blade's Simulacrum Augmentation requires significantly less reputation but slightly more money<br>" +
"*** Slightly increased the amount of successes needed for a Contract/Operation in order to increase its max level<br>" +
"*** Increased the amount of money gained from Contracts by ~25%<br>" +
"*** Increased the base amount of rank gained from Operations by 10%<br>" +
"*** Significantly increased the 'randomness' in determining a Contract/Operation's initial count and rate of count increase<br>" +
"*** The number (count) of Operations should now increase significantly faster<br>" +
"*** There are now, on average, more Synthoid communities in a city<br>" +
"*** If automation is enabled (the feature in Bladeburner console), then switching to another action such as working for a company will now disable the automation<br>" +
"------------------------------<br>" +
"* Stock Market Changes:<br>" +
"***Added a watchlist filter feature to the UI that allows you to specify which stocks to show<br>" +
"***Added the Four Sigma (4S) Market Data feed, which provides volatility and price forecast information about stocks<br>" +
"***Added the 4S Market Data TIX API, which lets you access the aforementioned data through Netscript<br>" +
"------------------------------<br>" +
"* There is now a setting for enabling/disabling the popup that appears when you are hospitalized<br>" +
"* Bug Fix: Stock market should now be correctly initialized in BitNode-8 (by Kline-)<br>" +
"* Bug Fix: bladeburner.getCurrentAction() should now properly an 'Idle' object rather than null (by Kline-)<br>" +
"* Bug Fix: Bladeburner skill cost multiplier should now properly increase in BitNode-12 (by hydroflame)<br>" +
"* Bug Fix: 'document', 'hacknet', and 'window' keywords should no longer be counted multiple times in RAM calculations<br>" +
"* Bug Fix: Joining factions through Singularity functions should now prevent you from joining opposing factions<br>" +
"* Bug Fix: Four Sigma should no longer have two 'Speech Enhancement' Augmentations (by Kline-)<br>"
"v0.40.3<br>" +
"* b1t_flum3.exe program can now be created immediately at Hacking level 1 (rather than hacking level 5)<br>" +
"* UI improvements for the character overview panel and the left-hand menu (by mat-jaworski)<br>" +
"* Improved the introductory tutorial<br>"
}

@ -83,9 +83,9 @@ const Programs = {
time: CONSTANTS.MillisecondsPerQuarterHour,
}),
BitFlume: new Program("b1t_flum3.exe", {
level: 5,
level: 1,
tooltip:"This program creates a portal to the BitNode Nexus (allows you to restart and switch BitNodes)",
req: function() {return Player.sourceFiles.length > 0 && Player.hacking_skill >= 5},
req: function() {return Player.sourceFiles.length > 0 && Player.hacking_skill >= 1},
time: CONSTANTS.MillisecondsPerFiveMinutes / 5,
}),
// special because you can't create it.

90
src/Hacking.js Normal file

@ -0,0 +1,90 @@
import { BitNodeMultipliers } from "./BitNodeMultipliers";
import { Player } from "./Player";
import { Server } from "./Server";
/**
* Returns the chance the player has to successfully hack a server
*/
export function calculateHackingChance(server) {
const hackFactor = 1.75;
const intFactor = 0.2;
const difficultyMult = (100 - server.hackDifficulty) / 100;
const skillMult = (hackFactor * Player.hacking_skill) + (intFactor * Player.intelligence);
const skillChance = (skillMult - server.requiredHackingSkill) / skillMult;
const chance = skillChance * difficultyMult * Player.hacking_chance_mult;
if (chance > 1) { return 1; }
if (chance < 0) { return 0; }
return chance;
}
/**
* Returns the amount of hacking experience the player will gain upon
* successfully hacking a server
*/
export function calculateHackingExpGain(server) {
const baseExpGain = 3;
const diffFactor = 0.3;
if (server.baseDifficulty == null) {
server.baseDifficulty = server.hackDifficulty;
}
var expGain = baseExpGain;
expGain += (server.baseDifficulty * Player.hacking_exp_mult * diffFactor);
return expGain * BitNodeMultipliers.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) {
// Adjust if needed for balancing. This is the divisor for the final calculation
const balanceFactor = 240;
const difficultyMult = (100 - server.hackDifficulty) / 100;
const skillMult = (Player.hacking_skill - (server.requiredHackingSkill - 1)) / Player.hacking_skill;
const percentMoneyHacked = difficultyMult * skillMult * Player.hacking_money_mult / balanceFactor;
if (percentMoneyHacked < 0) { return 0; }
if (percentMoneyHacked > 1) { return 1; }
return percentMoneyHacked * BitNodeMultipliers.ScriptHackMoney;
}
/**
* Returns time it takes to complete a hack on a server, in seconds
*/
export function calculateHackingTime(server) {
const difficultyMult = server.requiredHackingSkill * server.hackDifficulty;
const baseDiff = 500;
const baseSkill = 50;
const diffFactor = 2.5;
const intFactor = 0.1;
var skillFactor = (diffFactor * difficultyMult + baseDiff);
// tslint:disable-next-line
skillFactor /= (Player.hacking_skill + baseSkill + (intFactor * Player.intelligence));
const hackTimeMultiplier = 5;
const hackingTime = hackTimeMultiplier * skillFactor / Player.hacking_speed_mult;
return hackingTime;
}
/**
* Returns time it takes to complete a grow operation on a server, in seconds
*/
export function calculateGrowTime(server) {
const growTimeMultiplier = 3.2; // Relative to hacking time. 16/5 = 3.2
return growTimeMultiplier * calculateHackingTime(server);
}
/**
* Returns time it takes to complete a weaken operation on a server, in seconds
*/
export function calculateWeakenTime(server) {
const weakenTimeMultiplier = 4; // Relative to hacking time
return weakenTimeMultiplier * calculateHackingTime(server);
}

@ -1,7 +1,6 @@
import {Engine} from "./engine";
import {Player} from "./Player";
import {Settings} from "./Settings";
import {Terminal} from "./Terminal";
import {clearEventListeners} from "../utils/uiHelpers/clearEventListeners";
import {createElement} from "../utils/uiHelpers/createElement";
import {createPopup} from "../utils/uiHelpers/createPopup";
@ -62,7 +61,6 @@ function iTutorialStart() {
}
Engine.loadTerminalContent();
Terminal.resetTerminalInput();
//Don't autosave during this interactive tutorial
Engine.Counters.autoSaveCounter = Infinity;

@ -911,61 +911,5 @@ function isScriptErrorMessage(msg) {
return true;
}
//The same as Player's calculateHackingChance() function but takes in the server as an argument
function scriptCalculateHackingChance(server) {
var difficultyMult = (100 - server.hackDifficulty) / 100;
var skillMult = (1.75 * Player.hacking_skill) + (0.2 * Player.intelligence);
var skillChance = (skillMult - server.requiredHackingSkill) / skillMult;
var chance = skillChance * difficultyMult * Player.hacking_chance_mult;
if (chance > 1) {return 1;}
if (chance < 0) {return 0;}
else {return chance;}
}
//The same as Player's calculateHackingTime() function but takes in the server as an argument
function scriptCalculateHackingTime(server) {
var difficultyMult = server.requiredHackingSkill * server.hackDifficulty;
var skillFactor = (2.5 * difficultyMult + 500) / (Player.hacking_skill + 50 + (0.1 * Player.intelligence));
var hackingTime = 5 * skillFactor / Player.hacking_speed_mult; //This is in seconds
return hackingTime;
}
//The same as Player's calculateExpGain() function but takes in the server as an argument
function scriptCalculateExpGain(server) {
if (server.baseDifficulty == null) {
server.baseDifficulty = server.hackDifficulty;
}
return (server.baseDifficulty * Player.hacking_exp_mult * 0.3 + 3) * BitNodeMultipliers.HackExpGain;
}
//The same as Player's calculatePercentMoneyHacked() function but takes in the server as an argument
function scriptCalculatePercentMoneyHacked(server) {
var difficultyMult = (100 - server.hackDifficulty) / 100;
var skillMult = (Player.hacking_skill - (server.requiredHackingSkill - 1)) / Player.hacking_skill;
var percentMoneyHacked = difficultyMult * skillMult * Player.hacking_money_mult / 240;
if (percentMoneyHacked < 0) {return 0;}
if (percentMoneyHacked > 1) {return 1;}
return percentMoneyHacked * BitNodeMultipliers.ScriptHackMoney;
}
//Amount of time to execute grow() in milliseconds
function scriptCalculateGrowTime(server) {
var difficultyMult = server.requiredHackingSkill * server.hackDifficulty;
var skillFactor = (2.5 * difficultyMult + 500) / (Player.hacking_skill + 50 + (0.1 * Player.intelligence));
var growTime = 16 * skillFactor / Player.hacking_speed_mult; //This is in seconds
return growTime * 1000;
}
//Amount of time to execute weaken() in milliseconds
function scriptCalculateWeakenTime(server) {
var difficultyMult = server.requiredHackingSkill * server.hackDifficulty;
var skillFactor = (2.5 * difficultyMult + 500) / (Player.hacking_skill + 50 + (0.1 * Player.intelligence));
var weakenTime = 20 * skillFactor / Player.hacking_speed_mult; //This is in seconds
return weakenTime * 1000;
}
export {makeRuntimeRejectMsg, netscriptDelay, runScriptFromScript,
scriptCalculateHackingChance, scriptCalculateHackingTime,
scriptCalculateExpGain, scriptCalculatePercentMoneyHacked,
scriptCalculateGrowTime, scriptCalculateWeakenTime, evaluate,
export {makeRuntimeRejectMsg, netscriptDelay, runScriptFromScript, evaluate,
isScriptErrorMessage, killNetscriptDelay, evaluateImport};

@ -13,6 +13,12 @@ import {Companies, Company, CompanyPosition,
import {CONSTANTS} from "./Constants";
import {Programs} from "./CreateProgram";
import {DarkWebItems} from "./DarkWeb";
import {calculateHackingChance,
calculateHackingExpGain,
calculatePercentMoneyHacked,
calculateHackingTime,
calculateGrowTime,
calculateWeakenTime} from "./Hacking";
import {AllGangs} from "./Gang";
import {Factions, Faction, joinFaction,
factionExists, purchaseAugmentation} from "./Faction";
@ -42,10 +48,8 @@ import {unknownBladeburnerActionErrorMessage,
checkBladeburnerAccess} from "./NetscriptBladeburner.js";
import {WorkerScript, workerScripts,
killWorkerScript, NetscriptPorts} from "./NetscriptWorker";
import {makeRuntimeRejectMsg, netscriptDelay, runScriptFromScript,
scriptCalculateHackingChance, scriptCalculateHackingTime,
scriptCalculateExpGain, scriptCalculatePercentMoneyHacked,
scriptCalculateGrowTime, scriptCalculateWeakenTime} from "./NetscriptEvaluator";
import {makeRuntimeRejectMsg, netscriptDelay,
runScriptFromScript} from "./NetscriptEvaluator";
import {NetscriptPort} from "./NetscriptPort";
import Decimal from "decimal.js";
@ -292,7 +296,7 @@ function NetscriptFunctions(workerScript) {
}
//Calculate the hacking time
var hackingTime = scriptCalculateHackingTime(server); //This is in seconds
var hackingTime = calculateHackingTime(server); //This is in seconds
//No root access or skill level too low
if (server.hasAdminRights == false) {
@ -310,12 +314,12 @@ function NetscriptFunctions(workerScript) {
}
return netscriptDelay(hackingTime * 1000, workerScript).then(function() {
if (workerScript.env.stopFlag) {return Promise.reject(workerScript);}
var hackChance = scriptCalculateHackingChance(server);
var hackChance = calculateHackingChance(server);
var rand = Math.random();
var expGainedOnSuccess = scriptCalculateExpGain(server) * threads;
var expGainedOnSuccess = calculateHackingExpGain(server) * threads;
var expGainedOnFailure = (expGainedOnSuccess / 4);
if (rand < hackChance) { //Success!
const percentHacked = scriptCalculatePercentMoneyHacked(server);
const percentHacked = calculatePercentMoneyHacked(server);
let maxThreadNeeded = Math.ceil(1/percentHacked*(server.moneyAvailable/server.moneyMax));
if (isNaN(maxThreadNeeded)) {
//Server has a 'max money' of 0 (probably).
@ -390,18 +394,18 @@ function NetscriptFunctions(workerScript) {
throw makeRuntimeRejectMsg(workerScript, "Cannot grow this server (" + server.hostname + ") because user does not have root access");
}
var growTime = scriptCalculateGrowTime(server);
var growTime = calculateGrowTime(server);
if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.grow == null) {
workerScript.scriptRef.log("Executing grow() on server " + server.hostname + " in " + formatNumber(growTime/1000, 3) + " seconds (t=" + threads + ")");
workerScript.scriptRef.log("Executing grow() on server " + server.hostname + " in " + formatNumber(growTime, 3) + " seconds (t=" + threads + ")");
}
return netscriptDelay(growTime, workerScript).then(function() {
return netscriptDelay(growTime * 1000, workerScript).then(function() {
if (workerScript.env.stopFlag) {return Promise.reject(workerScript);}
const moneyBefore = server.moneyAvailable;
server.moneyAvailable += (1 * threads); //It can be grown even if it has no money
var growthPercentage = processSingleServerGrowth(server, 450 * threads);
const moneyAfter = server.moneyAvailable;
workerScript.scriptRef.recordGrow(server.ip, threads);
var expGain = scriptCalculateExpGain(server) * threads;
var expGain = calculateHackingExpGain(server) * threads;
if (growthPercentage == 1) {
expGain = 0;
}
@ -437,16 +441,16 @@ function NetscriptFunctions(workerScript) {
throw makeRuntimeRejectMsg(workerScript, "Cannot weaken this server (" + server.hostname + ") because user does not have root access");
}
var weakenTime = scriptCalculateWeakenTime(server);
var weakenTime = calculateWeakenTime(server);
if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.weaken == null) {
workerScript.scriptRef.log("Executing weaken() on server " + server.hostname + " in " +
formatNumber(weakenTime/1000, 3) + " seconds (t=" + threads + ")");
formatNumber(weakenTime, 3) + " seconds (t=" + threads + ")");
}
return netscriptDelay(weakenTime, workerScript).then(function() {
return netscriptDelay(weakenTime * 1000, workerScript).then(function() {
if (workerScript.env.stopFlag) {return Promise.reject(workerScript);}
server.weaken(CONSTANTS.ServerWeakenAmount * threads);
workerScript.scriptRef.recordWeaken(server.ip, threads);
var expGain = scriptCalculateExpGain(server) * threads;
var expGain = calculateHackingExpGain(server) * threads;
if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.weaken == null) {
workerScript.scriptRef.log("Server security level on " + server.hostname + " weakened to " + server.hackDifficulty +
". Gained " + formatNumber(expGain, 4) + " hacking exp (t=" + threads + ")");
@ -2057,7 +2061,7 @@ function NetscriptFunctions(workerScript) {
workerScript.scriptRef.log("getHackTime() failed. Invalid IP or hostname passed in: " + ip);
throw makeRuntimeRejectMsg(workerScript, "getHackTime() failed. Invalid IP or hostname passed in: " + ip);
}
return scriptCalculateHackingTime(server); //Returns seconds
return calculateHackingTime(server); //Returns seconds
},
getGrowTime : function(ip) {
if (workerScript.checkingRam) {
@ -2069,7 +2073,7 @@ function NetscriptFunctions(workerScript) {
workerScript.scriptRef.log("getGrowTime() failed. Invalid IP or hostname passed in: " + ip);
throw makeRuntimeRejectMsg(workerScript, "getGrowTime() failed. Invalid IP or hostname passed in: " + ip);
}
return scriptCalculateGrowTime(server) / 1000; //Returns seconds
return calculateGrowTime(server); //Returns seconds
},
getWeakenTime : function(ip) {
if (workerScript.checkingRam) {
@ -2081,7 +2085,7 @@ function NetscriptFunctions(workerScript) {
workerScript.scriptRef.log("getWeakenTime() failed. Invalid IP or hostname passed in: " + ip);
throw makeRuntimeRejectMsg(workerScript, "getWeakenTime() failed. Invalid IP or hostname passed in: " + ip);
}
return scriptCalculateWeakenTime(server) / 1000; //Returns seconds
return calculateWeakenTime(server); //Returns seconds
},
getScriptIncome : function(scriptname, ip) {
if (workerScript.checkingRam) {

@ -119,11 +119,6 @@ function PlayerObject() {
this.crime_money_mult = 1;
this.crime_success_mult = 1;
//Flag to let the engine know the player is starting an action
// Current actions: hack, analyze
this.startAction = false;
this.actionTime = 0;
//Flags/variables for working (Company, Faction, Creating Program, Taking Class)
this.isWorking = false;
this.workType = "";
@ -265,9 +260,6 @@ PlayerObject.prototype.prestigeAugmentation = function() {
this.queuedAugmentations = [];
this.startAction = false;
this.actionTime = 0;
this.isWorking = false;
this.currentWorkFactionName = "";
this.currentWorkFactionDescription = "";
@ -349,9 +341,6 @@ PlayerObject.prototype.prestigeSourceFile = function() {
this.queuedAugmentations = [];
this.augmentations = [];
this.startAction = false;
this.actionTime = 0;
this.isWorking = false;
this.currentWorkFactionName = "";
this.currentWorkFactionDescription = "";
@ -498,72 +487,6 @@ PlayerObject.prototype.resetMultipliers = function() {
this.bladeburner_success_chance_mult = 1;
}
//Calculates the chance of hacking a server
//The formula is:
// (2 * hacking_chance_multiplier * hacking_skill - requiredLevel) 100 - difficulty
// ----------------------------------------------------------- * -----------------
// (2 * hacking_chance_multiplier * hacking_skill) 100
PlayerObject.prototype.calculateHackingChance = function() {
var difficultyMult = (100 - this.getCurrentServer().hackDifficulty) / 100;
var skillMult = (1.75 * this.hacking_skill) + (0.2 * this.intelligence);
var skillChance = (skillMult - this.getCurrentServer().requiredHackingSkill) / skillMult;
var chance = skillChance * difficultyMult * this.hacking_chance_mult;
if (chance > 1) {return 1;}
if (chance < 0) {return 0;}
return chance;
}
//Calculate the time it takes to hack a server in seconds. Returns the time
//The formula is:
// (2.5 * requiredLevel * difficulty + 200)
// ----------------------------------- * hacking_speed_multiplier
// hacking_skill + 100
PlayerObject.prototype.calculateHackingTime = function() {
var difficultyMult = this.getCurrentServer().requiredHackingSkill * this.getCurrentServer().hackDifficulty;
var skillFactor = (2.5 * difficultyMult + 200) / (this.hacking_skill + 100 + (0.1 * this.intelligence));
return 5 * skillFactor / this.hacking_speed_mult;
}
//Calculates the PERCENTAGE of a server's money that the player will hack from the server if successful
//The formula is:
// (hacking_skill - (requiredLevel-1)) 100 - difficulty
// --------------------------------------* ----------------------- * hacking_money_multiplier
// hacking_skill 100
PlayerObject.prototype.calculatePercentMoneyHacked = function() {
var difficultyMult = (100 - this.getCurrentServer().hackDifficulty) / 100;
var skillMult = (this.hacking_skill - (this.getCurrentServer().requiredHackingSkill - 1)) / this.hacking_skill;
var percentMoneyHacked = difficultyMult * skillMult * this.hacking_money_mult / 240;
console.log("Percent money hacked calculated to be: " + percentMoneyHacked);
if (percentMoneyHacked < 0) {return 0;}
if (percentMoneyHacked > 1) {return 1;}
return percentMoneyHacked * BitNodeMultipliers.ManualHackMoney;
}
//Returns how much EXP the player gains on a successful hack
//The formula is:
// difficulty * requiredLevel * hacking_multiplier
PlayerObject.prototype.calculateExpGain = function() {
var s = this.getCurrentServer();
if (s.baseDifficulty == null) {
s.baseDifficulty = s.hackDifficulty;
}
return (s.baseDifficulty * this.hacking_exp_mult * 0.3 + 3) * BitNodeMultipliers.HackExpGain;
}
//Hack/Analyze a server. Return the amount of time the hack will take. This lets the Terminal object know how long to disable itself for
//This assumes that the server being hacked is not purchased by the player, that the player's hacking skill is greater than the
//required hacking skill and that the player has admin rights.
PlayerObject.prototype.hack = function() {
this.actionTime = this.calculateHackingTime();
console.log("Hacking time: " + this.actionTime);
this.startAction = true; //Set the startAction flag so the engine starts the hacking process
}
PlayerObject.prototype.analyze = function() {
this.actionTime = 1;
this.startAction = true;
}
PlayerObject.prototype.hasProgram = function(programName) {
var home = Player.getHomeComputer();
if (home == null) {return false;}

@ -10,14 +10,17 @@ import {executeDarkwebTerminalCommand,
import {Engine} from "./engine";
import {FconfSettings, parseFconfSettings,
createFconf} from "./Fconf";
import {calculateHackingChance,
calculateHackingExpGain,
calculatePercentMoneyHacked,
calculateHackingTime,
calculateGrowTime,
calculateWeakenTime} from "./Hacking";
import {TerminalHelpText, HelpTexts} from "./HelpText";
import {iTutorialNextStep, iTutorialSteps,
ITutorial} from "./InteractiveTutorial";
import {showLiterature} from "./Literature";
import {showMessage, Message} from "./Message";
import {scriptCalculateHackingTime,
scriptCalculateGrowTime,
scriptCalculateWeakenTime} from "./NetscriptEvaluator";
import {killWorkerScript, addWorkerScript} from "./NetscriptWorker";
import numeral from "numeral/min/numeral.min";
import {Player} from "./Player";
@ -514,6 +517,8 @@ let Terminal = {
//Flags to determine whether the player is currently running a hack or an analyze
hackFlag: false,
analyzeFlag: false,
actionStarted: false,
actionTime: 0,
commandHistory: [],
commandHistoryIndex: 0,
@ -619,6 +624,32 @@ let Terminal = {
}
},
startHack: function() {
Terminal.hackFlag = true;
//Hacking through Terminal should be faster than hacking through a script
Terminal.actionTime = calculateHackingTime(Player.getCurrentServer()) / 4;
Terminal.startAction();
},
startAnalyze: function() {
Terminal.analyzeFlag = true;
Terminal.actionTime = 1;
post("Analyzing system...");
Terminal.startAction();
},
startAction: function() {
Terminal.actionStarted = true;
hackProgressPost("Time left:");
hackProgressBarPost("[");
//Disable terminal
document.getElementById("terminal-input-td").innerHTML = '<input type="text" class="terminal-input"/>';
$('input[class=terminal-input]').prop('disabled', true);
},
finishAction: function(cancelled = false) {
if (Terminal.hackFlag) {
Terminal.finishHack(cancelled);
@ -633,10 +664,10 @@ let Terminal = {
var server = Player.getCurrentServer();
//Calculate whether hack was successful
var hackChance = Player.calculateHackingChance();
var hackChance = calculateHackingChance(server);
var rand = Math.random();
console.log("Hack success chance: " + hackChance + ", rand: " + rand);
var expGainedOnSuccess = Player.calculateExpGain();
var expGainedOnSuccess = calculateHackingExpGain(server);
var expGainedOnFailure = (expGainedOnSuccess / 4);
if (rand < hackChance) { //Success!
if (SpecialServerIps[SpecialServerNames.WorldDaemon] &&
@ -648,7 +679,7 @@ let Terminal = {
return;
}
server.manuallyHacked = true;
var moneyGained = Player.calculatePercentMoneyHacked();
var moneyGained = calculatePercentMoneyHacked(server);
moneyGained = Math.floor(server.moneyAvailable * moneyGained);
if (moneyGained <= 0) {moneyGained = 0;} //Safety check
@ -679,43 +710,44 @@ let Terminal = {
finishAnalyze: function(cancelled = false) {
if (cancelled == false) {
post(Player.getCurrentServer().hostname + ": ");
post("Organization name: " + Player.getCurrentServer().organizationName);
let currServ = Player.getCurrentServer();
post(currServ.hostname + ": ");
post("Organization name: " + currServ.organizationName);
var rootAccess = "";
if (Player.getCurrentServer().hasAdminRights) {rootAccess = "YES";}
if (currServ.hasAdminRights) {rootAccess = "YES";}
else {rootAccess = "NO";}
post("Root Access: " + rootAccess);
post("Required hacking skill: " + Player.getCurrentServer().requiredHackingSkill);
post("Estimated server security level: " + formatNumber(addOffset(Player.getCurrentServer().hackDifficulty, 5), 3));
post("Estimated chance to hack: " + formatNumber(addOffset(Player.calculateHackingChance() * 100, 5), 2) + "%");
post("Estimated time to hack: " + formatNumber(addOffset(Player.calculateHackingTime(), 5), 3) + " seconds");
post("Estimated total money available on server: $" + formatNumber(addOffset(Player.getCurrentServer().moneyAvailable, 5), 2));
post("Required number of open ports for NUKE: " + Player.getCurrentServer().numOpenPortsRequired);
if (Player.getCurrentServer().sshPortOpen) {
post("Required hacking skill: " + currServ.requiredHackingSkill);
post("Server security level: " + formatNumber(currServ.hackDifficulty, 3));
post("Chance to hack: " + formatNumber(calculateHackingChance(currServ) * 100, 2) + "%");
post("Time to hack: " + formatNumber(calculateHackingTime(currServ), 3) + " seconds");
post("Total money available on server: $" + formatNumber(currServ.moneyAvailable, 2));
post("Required number of open ports for NUKE: " + currServ.numOpenPortsRequired);
if (currServ.sshPortOpen) {
post("SSH port: Open")
} else {
post("SSH port: Closed")
}
if (Player.getCurrentServer().ftpPortOpen) {
if (currServ.ftpPortOpen) {
post("FTP port: Open")
} else {
post("FTP port: Closed")
}
if (Player.getCurrentServer().smtpPortOpen) {
if (currServ.smtpPortOpen) {
post("SMTP port: Open")
} else {
post("SMTP port: Closed")
}
if (Player.getCurrentServer().httpPortOpen) {
if (currServ.httpPortOpen) {
post("HTTP port: Open")
} else {
post("HTTP port: Closed")
}
if (Player.getCurrentServer().sqlPortOpen) {
if (currServ.sqlPortOpen) {
post("SQL port: Open")
} else {
post("SQL port: Closed")
@ -815,17 +847,7 @@ let Terminal = {
if (commandArray.length != 1) {
post("Incorrect usage of analyze command. Usage: analyze"); return;
}
//Analyze the current server for information
Terminal.analyzeFlag = true;
post("Analyzing system...");
hackProgressPost("Time left:");
hackProgressBarPost("[");
Player.analyze();
//Disable terminal
//Terminal.resetTerminalInput();
document.getElementById("terminal-input-td").innerHTML = '<input type="text" class="terminal-input"/>';
$('input[class=terminal-input]').prop('disabled', true);
Terminal.startAnalyze();
iTutorialNextStep();
} else {
post("Bad command. Please follow the tutorial");
@ -841,15 +863,7 @@ let Terminal = {
break;
case iTutorialSteps.TerminalManualHack:
if (commandArray.length == 1 && commandArray[0] == "hack") {
Terminal.hackFlag = true;
hackProgressPost("Time left:");
hackProgressBarPost("[");
Player.hack();
//Disable terminal
//Terminal.resetTerminalInput();
document.getElementById("terminal-input-td").innerHTML = '<input type="text" class="terminal-input"/>';
$('input[class=terminal-input]').prop('disabled', true);
Terminal.startHack();
iTutorialNextStep();
} else {post("Bad command. Please follow the tutorial");}
break;
@ -920,17 +934,7 @@ let Terminal = {
if (commandArray.length != 1) {
post("Incorrect usage of analyze command. Usage: analyze"); return;
}
//Analyze the current server for information
Terminal.analyzeFlag = true;
post("Analyzing system...");
hackProgressPost("Time left:");
hackProgressBarPost("[");
Player.analyze();
//Disable terminal
//Terminal.resetTerminalInput();
document.getElementById("terminal-input-td").innerHTML = '<input type="text" class="terminal-input"/>';
$('input[class=terminal-input]').prop('disabled', true);
Terminal.startAnalyze();
break;
case "buy":
if (SpecialServerIps.hasOwnProperty("Darkweb Server")) {
@ -1083,15 +1087,7 @@ let Terminal = {
} else if (Player.getCurrentServer().requiredHackingSkill > Player.hacking_skill) {
post("Your hacking skill is not high enough to attempt hacking this machine. Try analyzing the machine to determine the required hacking skill");
} else {
Terminal.hackFlag = true;
hackProgressPost("Time left:");
hackProgressBarPost("[");
Player.hack();
//Disable terminal
//Terminal.resetTerminalInput();
document.getElementById("terminal-input-td").innerHTML = '<input type="text" class="terminal-input"/>';
$('input[class=terminal-input]').prop('disabled', true);
Terminal.startHack();
}
break;
case "help":
@ -1891,9 +1887,9 @@ let Terminal = {
post("Server base security level: " + targetServer.baseDifficulty);
post("Server current security level: " + targetServer.hackDifficulty);
post("Server growth rate: " + targetServer.serverGrowth);
post("Netscript hack() execution time: " + formatNumber(scriptCalculateHackingTime(targetServer), 1) + "s");
post("Netscript grow() execution time: " + formatNumber(scriptCalculateGrowTime(targetServer)/1000, 1) + "s");
post("Netscript weaken() execution time: " + formatNumber(scriptCalculateWeakenTime(targetServer)/1000, 1) + "s");
post("Netscript hack() execution time: " + formatNumber(calculateHackingTime(targetServer), 1) + "s");
post("Netscript grow() execution time: " + formatNumber(calculateGrowTime(targetServer), 1) + "s");
post("Netscript weaken() execution time: " + formatNumber(calculateWeakenTime(targetServer), 1) + "s");
};
programHandlers[Programs.AutoLink.name] = () => {
post("This executable cannot be run.");

@ -923,14 +923,14 @@ let Engine = {
Player.playtimeSinceLastBitnode += time;
//Start Manual hack
if (Player.startAction == true) {
Engine._totalActionTime = Player.actionTime;
Engine._actionTimeLeft = Player.actionTime;
if (Terminal.actionStarted === true) {
Engine._totalActionTime = Terminal.actionTime;
Engine._actionTimeLeft = Terminal.actionTime;
Engine._actionInProgress = true;
Engine._actionProgressBarCount = 1;
Engine._actionProgressStr = "[ ]";
Engine._actionTimeStr = "Time left: ";
Player.startAction = false;
Terminal.actionStarted = false;
}
//Working

@ -48,6 +48,7 @@
"ignore-params",
"ignore-properties"
],
"no-magic-numbers": [true, -1, 0, 1, 2, 10, 100],
"no-null-keyword": false,
"no-unsafe-any": false,
"object-literal-key-quotes": [
@ -59,6 +60,7 @@
"allow-declarations",
"allow-named-functions"
],
"triple-equals": [true, "allow-null-check", "allow-undefined-check"],
"typedef": [
true,
"call-signatures",

@ -1,5 +1,5 @@
/**
* Formats the current time (to the minute).
* Returns a MM/DD HH:MM timestamp for the current time
*/
export function getTimestamp() {
const d: Date = new Date();