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limit fortifying to the amount of hck thread you needed to drain the server
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@ -239,8 +239,9 @@ function NetscriptFunctions(workerScript) {
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var expGainedOnSuccess = scriptCalculateExpGain(server) * threads;
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var expGainedOnFailure = (expGainedOnSuccess / 4);
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if (rand < hackChance) { //Success!
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var moneyGained = scriptCalculatePercentMoneyHacked(server);
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moneyGained = Math.floor(server.moneyAvailable * moneyGained) * threads;
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const percentHacked = scriptCalculatePercentMoneyHacked(server);
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const maxThreadNeeded = Math.ceil(1/percentHacked*(server.moneyAvailable/server.moneyMax))
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let moneyGained = Math.floor(server.moneyAvailable * percentHacked) * threads;
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//Over-the-top safety checks
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if (moneyGained <= 0) {
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@ -260,7 +261,7 @@ function NetscriptFunctions(workerScript) {
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if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.hack == null) {
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workerScript.scriptRef.log("Script SUCCESSFULLY hacked " + server.hostname + " for $" + formatNumber(moneyGained, 2) + " and " + formatNumber(expGainedOnSuccess, 4) + " exp (t=" + threads + ")");
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}
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server.fortify(CONSTANTS.ServerFortifyAmount * threads);
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server.fortify(CONSTANTS.ServerFortifyAmount * Math.min(threads, maxThreadNeeded));
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return Promise.resolve(moneyGained);
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} else {
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//Player only gains 25% exp for failure?
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