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synced 2024-12-24 07:02:26 +01:00
Fixed documentation typos in v0.47.0
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@ -16,8 +16,6 @@ You can use the Singularity Functions in other BitNodes if and only if you have
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Source-File 4 will open up additional Singularity Functions that you can use in other BitNodes. If your Source-File 4 is upgraded all the way to
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level 3, then you will be able to access all of the Singularity Functions.
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Note that Singularity Functions require twice as much RAM outside of BitNode-4
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.. toctree::
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:caption: Functions:
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@ -4,7 +4,7 @@ getStockSaleGain() Netscript Function
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.. js:function:: getStockSaleGain(sym, shares, posType)
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:param string sym: Stock symbol
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:param number shares: Number of shares to purchase
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:param number shares: Number of shares to sell
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:param string posType: Specifies whether the order is a "Long" or "Short" position.
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The values "L" or "S" can also be used.
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:RAM cost: 2 GB
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@ -1,3 +1,13 @@
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/**
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* Generic helper/utility functions for the Hacknet mechanic:
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* - Purchase nodes/upgrades
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* - Calculating maximum number of upgrades
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* - Processing Hacknet earnings
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* - Updating Hash Manager capacity
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* - Purchasing hash upgrades
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*
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* TODO Should probably split the different types of functions into their own modules
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*/
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import {
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HacknetNode,
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BaseCostForHacknetNode,
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@ -26,7 +36,7 @@ import {
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ITutorial
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} from "../InteractiveTutorial";
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import { Player } from "../Player";
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import { AddToAllServers, AllServers } from "../Server/AllServers";
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import { AllServers } from "../Server/AllServers";
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import { GetServerByHostname } from "../Server/ServerHelpers";
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import { SourceFileFlags } from "../SourceFile/SourceFileFlags";
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import { Page, routing } from "../ui/navigationTracking";
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@ -115,7 +125,7 @@ export function getCostOfNextHacknetServer() {
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return BaseCostForHacknetServer * Math.pow(mult, numOwned) * Player.hacknet_node_purchase_cost_mult;
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}
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//Calculate the maximum number of times the Player can afford to upgrade a Hacknet Node
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// Calculate the maximum number of times the Player can afford to upgrade a Hacknet Node's level
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export function getMaxNumberLevelUpgrades(nodeObj, maxLevel) {
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if (maxLevel == null) {
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throw new Error(`getMaxNumberLevelUpgrades() called without maxLevel arg`);
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@ -149,6 +159,7 @@ export function getMaxNumberLevelUpgrades(nodeObj, maxLevel) {
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return 0;
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}
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// Calculate the maximum number of times the Player can afford to upgrade a Hacknet Node's RAM
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export function getMaxNumberRamUpgrades(nodeObj, maxLevel) {
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if (maxLevel == null) {
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throw new Error(`getMaxNumberRamUpgrades() called without maxLevel arg`);
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@ -177,6 +188,7 @@ export function getMaxNumberRamUpgrades(nodeObj, maxLevel) {
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return 0;
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}
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// Calculate the maximum number of times the Player can afford to upgrade a Hacknet Node's cores
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export function getMaxNumberCoreUpgrades(nodeObj, maxLevel) {
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if (maxLevel == null) {
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throw new Error(`getMaxNumberCoreUpgrades() called without maxLevel arg`);
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@ -193,7 +205,7 @@ export function getMaxNumberCoreUpgrades(nodeObj, maxLevel) {
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return levelsToMax;
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}
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//Use a binary search to find the max possible number of upgrades
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// Use a binary search to find the max possible number of upgrades
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while (min <= max) {
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let curr = (min + max) / 2 | 0;
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if (curr != maxLevel &&
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@ -212,6 +224,7 @@ export function getMaxNumberCoreUpgrades(nodeObj, maxLevel) {
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return 0;
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}
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// Calculate the maximum number of times the Player can afford to upgrade a Hacknet Node's cache
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export function getMaxNumberCacheUpgrades(nodeObj, maxLevel) {
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if (maxLevel == null) {
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throw new Error(`getMaxNumberCacheUpgrades() called without maxLevel arg`);
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@ -176,33 +176,28 @@ export class HacknetServer extends BaseServer implements IHacknetNode {
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return totalCost;
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}
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// Process this Hacknet Server in the game loop.
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// Returns the number of hashes generated
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// Process this Hacknet Server in the game loop. Returns the number of hashes generated
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process(numCycles: number=1): number {
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const seconds = numCycles * CONSTANTS.MilliPerCycle / 1000;
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return this.hashRate * seconds;
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}
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// Returns a boolean indicating whether the cache was successfully upgraded
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upgradeCache(levels: number): void {
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this.cache = Math.min(HacknetServerMaxCache, Math.round(this.cache + levels));
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this.updateHashCapacity();
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}
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// Returns a boolean indicating whether the number of cores was successfully upgraded
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upgradeCore(levels: number, prodMult: number): void {
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this.cores = Math.min(HacknetServerMaxCores, Math.round(this.cores + levels));
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this.updateHashRate(prodMult);
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}
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// Returns a boolean indicating whether the level was successfully upgraded
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upgradeLevel(levels: number, prodMult: number): void {
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this.level = Math.min(HacknetServerMaxLevel, Math.round(this.level + levels));
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this.updateHashRate(prodMult);
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}
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// Returns a boolean indicating whether the RAM was successfully upgraded
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upgradeRam(levels: number, prodMult: number): boolean {
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for (let i = 0; i < levels; ++i) {
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this.maxRam *= 2;
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@ -213,9 +208,7 @@ export class HacknetServer extends BaseServer implements IHacknetNode {
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return true;
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}
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/**
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* Whenever a script is run, we must update this server's hash rate
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*/
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// Whenever a script is run, we must update this server's hash rate
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runScript(script: RunningScript, prodMult?: number): void {
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super.runScript(script);
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if (prodMult != null && typeof prodMult === "number") {
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@ -40,13 +40,15 @@ import { createPopupCloseButton } from "../../utils/uiHelpers/createPopupCloseBu
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import { removeElementById } from "../../utils/uiHelpers/removeElementById";
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/**
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* Create a pop-up box that lets the player confirm traveling to a different city
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* If settings are configured to suppress this popup, just instantly travel
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* Create a pop-up box that lets the player confirm traveling to a different city.
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* If settings are configured to suppress this popup, just instantly travel.
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* The actual "Travel" implementation is implemented in the UI, and is passed in
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* as an argument
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* as an argument.
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* @param {CityName} destination - City that the player is traveling to
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* @param {Function} travelFn - Function that changes the player's state for traveling
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*/
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type TravelFunction = (to: CityName) => void;
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export function createTravelPopup(destination: CityName, travelFn: TravelFunction) {
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export function createTravelPopup(destination: CityName, travelFn: TravelFunction): void {
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const cost = CONSTANTS.TravelCost;
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if (Settings.SuppressTravelConfirmation) {
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@ -80,10 +82,10 @@ export function createTravelPopup(destination: CityName, travelFn: TravelFunctio
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/**
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* Create a pop-up box that lets the player purchase a server.
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* @param ram - Amount of RAM (GB) on server
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* @param p - Player object
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* @param {number} ram - Amount of RAM (GB) on server
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* @param {IPlayer} p - Player object
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*/
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export function createPurchaseServerPopup(ram: number, p: IPlayer) {
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export function createPurchaseServerPopup(ram: number, p: IPlayer): void {
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const cost = getPurchaseServerCost(ram);
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if (cost === Infinity) {
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dialogBoxCreate("Something went wrong when trying to purchase this server. Please contact developer");
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@ -111,6 +113,7 @@ export function createPurchaseServerPopup(ram: number, p: IPlayer) {
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/**
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* Create a popup that lets the player start a Corporation
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* @param {IPlayer} p - Player object
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*/
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export function createStartCorporationPopup(p: IPlayer) {
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if (!p.canAccessCorporation() || p.hasCorporation()) { return; }
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@ -172,8 +175,10 @@ export function createStartCorporationPopup(p: IPlayer) {
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if (worldHeader instanceof HTMLElement) {
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worldHeader.click(); worldHeader.click();
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}
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dialogBoxCreate("Congratulations! You just started your own corporation with government seed money. " +
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"You can visit and manage your company in the City");
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dialogBoxCreate(
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"Congratulations! You just started your own corporation with government seed money. " +
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"You can visit and manage your company in the City"
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);
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removeElementById(popupId);
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return false;
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}
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@ -187,21 +192,23 @@ export function createStartCorporationPopup(p: IPlayer) {
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/**
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* Create a popup that lets the player upgrade the cores on his/her home computer
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* @param p - Player object
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* @param {IPlayer} p - Player object
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*/
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export function createUpgradeHomeCoresPopup(p: IPlayer) {
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const currentCores = p.getHomeComputer().cpuCores;
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if (currentCores >= 8) { return; } // Max of 8 cores
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//Cost of purchasing another cost is found by indexing this array with number of current cores
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const allCosts = [0,
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10e9, // 1->2 Cores - 10 bn
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250e9, // 2->3 Cores - 250 bn
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5e12, // 3->4 Cores - 5 trillion
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100e12, // 4->5 Cores - 100 trillion
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1e15, // 5->6 Cores - 1 quadrillion
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20e15, // 6->7 Cores - 20 quadrillion
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200e15]; // 7->8 Cores - 200 quadrillion
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// Cost of purchasing another cost is found by indexing this array with number of current cores
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const allCosts = [
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0,
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10e9,
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250e9,
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5e12,
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100e12,
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1e15,
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20e15,
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200e15
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];
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const cost: number = allCosts[currentCores];
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const yesBtn = yesNoBoxGetYesButton();
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@ -215,8 +222,10 @@ export function createUpgradeHomeCoresPopup(p: IPlayer) {
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} else {
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p.loseMoney(cost);
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p.getHomeComputer().cpuCores++;
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dialogBoxCreate("You purchased an additional CPU Core for your home computer! It now has " +
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p.getHomeComputer().cpuCores + " cores.");
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dialogBoxCreate(
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"You purchased an additional CPU Core for your home computer! It now has " +
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p.getHomeComputer().cpuCores + " cores."
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);
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}
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yesNoBoxClose();
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});
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@ -226,15 +235,17 @@ export function createUpgradeHomeCoresPopup(p: IPlayer) {
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yesNoBoxClose();
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});
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yesNoBoxCreate("Would you like to purchase an additional CPU Core for your home computer? Each CPU Core " +
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yesNoBoxCreate(
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"Would you like to purchase an additional CPU Core for your home computer? Each CPU Core " +
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"lets you start with an additional Core Node in Hacking Missions.<br><br>" +
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"Purchasing an additional core (for a total of " + (p.getHomeComputer().cpuCores + 1) + ") will " +
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"cost " + numeralWrapper.formatMoney(cost));
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"cost " + numeralWrapper.formatMoney(cost)
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);
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}
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/**
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* Create a popup that lets the player upgrade the RAM on his/her home computer
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* @param p - Player object
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* @param {IPlayer} p - Player object
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*/
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export function createUpgradeHomeRamPopup(p: IPlayer) {
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const cost: number = p.getUpgradeHomeRamCost();
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@ -255,15 +266,17 @@ export function createUpgradeHomeRamPopup(p: IPlayer) {
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yesNoBoxClose();
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});
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yesNoBoxCreate("Would you like to purchase additional RAM for your home computer? <br><br>" +
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yesNoBoxCreate(
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"Would you like to purchase additional RAM for your home computer? <br><br>" +
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"This will upgrade your RAM from " + ram + "GB to " + ram*2 + "GB. <br><br>" +
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"This will cost " + numeralWrapper.format(cost, '$0.000a'));
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"This will cost " + numeralWrapper.format(cost, '$0.000a')
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);
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}
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/**
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* Attempt to purchase a TOR router
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* @param p - Player object
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* @param {IPlayer} p - Player object
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*/
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export function purchaseTorRouter(p: IPlayer) {
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if (p.hasTorRouter()) {
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@ -285,7 +298,9 @@ export function purchaseTorRouter(p: IPlayer) {
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p.getHomeComputer().serversOnNetwork.push(darkweb.ip);
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darkweb.serversOnNetwork.push(p.getHomeComputer().ip);
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dialogBoxCreate("You have purchased a Tor router!<br>" +
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dialogBoxCreate(
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"You have purchased a Tor router!<br>" +
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"You now have access to the dark web from your home computer<br>" +
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"Use the scan/scan-analyze commands to search for the dark web connection.");
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"Use the scan/scan-analyze commands to search for the dark web connection."
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);
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}
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@ -1,4 +1,10 @@
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// Calculate a script's RAM usage
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/**
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* Implements RAM Calculation functionality.
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*
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* Uses the acorn.js library to parse a script's code into an AST and
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* recursively walk through that AST, calculating RAM usage along
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* the way
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*/
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import * as walk from "acorn-walk";
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import { RamCalculationErrorCode } from "./RamCalculationErrorCodes";
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@ -15,19 +21,26 @@ const specialReferenceWHILE = "__SPECIAL_referenceWhile";
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// The global scope of a script is registered under this key during parsing.
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const memCheckGlobalKey = ".__GLOBAL__";
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// Calcluates the amount of RAM a script uses. Uses parsing and AST walking only,
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// rather than NetscriptEvaluator. This is useful because NetscriptJS code does
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// not work under NetscriptEvaluator.
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/**
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* Parses code into an AST and walks through it recursively to calculate
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* RAM usage. Also accounts for imported modules.
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* @param {Script[]} otherScripts - All other scripts on the server. Used to account for imported scripts
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* @param {string} codeCopy - The code being parsed
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* @param {WorkerScript} workerScript - Object containing RAM costs of Netscript functions. Also used to
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* keep track of what functions have/havent been accounted for
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*/
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async function parseOnlyRamCalculate(otherScripts, code, workerScript) {
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try {
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// Maps dependent identifiers to their dependencies.
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//
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// The initial identifier is __SPECIAL_INITIAL_MODULE__.__GLOBAL__.
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// It depends on all the functions declared in the module, all the global scopes
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// of its imports, and any identifiers referenced in this global scope. Each
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// function depends on all the identifiers referenced internally.
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// We walk the dependency graph to calculate RAM usage, given that some identifiers
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// reference Netscript functions which have a RAM cost.
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/**
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* Maps dependent identifiers to their dependencies.
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*
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* The initial identifier is __SPECIAL_INITIAL_MODULE__.__GLOBAL__.
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* It depends on all the functions declared in the module, all the global scopes
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* of its imports, and any identifiers referenced in this global scope. Each
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* function depends on all the identifiers referenced internally.
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* We walk the dependency graph to calculate RAM usage, given that some identifiers
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* reference Netscript functions which have a RAM cost.
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*/
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let dependencyMap = {};
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// Scripts we've parsed.
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@ -48,19 +61,20 @@ async function parseOnlyRamCalculate(otherScripts, code, workerScript) {
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}
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}
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// Splice all the references in.
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//Spread syntax not supported in edge, use Object.assign instead
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//dependencyMap = {...dependencyMap, ...result.dependencyMap};
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// Splice all the references in
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dependencyMap = Object.assign(dependencyMap, result.dependencyMap);
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}
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// Parse the initial module, which is the "main" script that is being run
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const initialModule = "__SPECIAL_INITIAL_MODULE__";
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parseCode(code, initialModule);
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// Process additional modules, which occurs if the "main" script has any imports
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while (parseQueue.length > 0) {
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// Get the code from the server.
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const nextModule = parseQueue.shift();
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// Additional modules can either be imported from the web (in which case we use
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// a dynamic import), or from other in-game scripts
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let code;
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if (nextModule.startsWith("https://") || nextModule.startsWith("http://")) {
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try {
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@ -136,10 +150,8 @@ async function parseOnlyRamCalculate(otherScripts, code, workerScript) {
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}
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}
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// Check if this identifier is a function in the workerscript env.
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// Check if this identifier is a function in the workerScript environment.
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// If it is, then we need to get its RAM cost.
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//
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// TODO it would be simpler to just reference a dictionary.
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try {
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function applyFuncRam(func) {
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if (typeof func === "function") {
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@ -170,7 +182,7 @@ async function parseOnlyRamCalculate(otherScripts, code, workerScript) {
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workerScript.loadedFns[ref] = true;
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}
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// This accounts for namespaces (Bladeburner, CodingCOntract)
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// This accounts for namespaces (Bladeburner, CodingCpntract, etc.)
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let func;
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if (ref in workerScript.env.vars.bladeburner) {
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func = workerScript.env.vars.bladeburner[ref];
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@ -196,9 +208,12 @@ async function parseOnlyRamCalculate(otherScripts, code, workerScript) {
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}
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}
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// Parses one script and calculates its ram usage, for the global scope and each function.
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// Returns a cost map and a dependencyMap for the module. Returns a reference map to be joined
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// onto the main reference map, and a list of modules that need to be parsed.
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/**
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* Helper function that parses a single script. It returns a map of all dependencies,
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* which are items in the code's AST that potentially need to be evaluated
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* for RAM usage calculations. It also returns an array of additional modules
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* that need to be parsed (i.e. are 'import'ed scripts).
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*/
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function parseOnlyCalculateDeps(code, currentModule) {
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const ast = parse(code, {sourceType:"module", ecmaVersion: 8});
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@ -296,6 +311,12 @@ function parseOnlyCalculateDeps(code, currentModule) {
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return {dependencyMap: dependencyMap, additionalModules: additionalModules};
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}
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/**
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* Calculate's a scripts RAM Usage
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* @param {string} codeCopy - The script's code
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* @param {Script[]} otherScripts - All other scripts on the server.
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* Used to account for imported scripts
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*/
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export async function calculateRamUsage(codeCopy, otherScripts) {
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// We don't need a real WorkerScript for this. Just an object that keeps
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// track of whatever's needed for RAM calculations
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|
@ -69,22 +69,20 @@ export class RunningScript {
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if (script == null) { return; }
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this.filename = script.filename;
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this.args = args;
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this.server = script.server; //IP Address only
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this.server = script.server;
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this.ramUsage = script.ramUsage;
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}
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log(txt: string): void {
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if (this.logs.length > Settings.MaxLogCapacity) {
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//Delete first element and add new log entry to the end.
|
||||
//TODO Eventually it might be better to replace this with circular array
|
||||
//to improve performance
|
||||
this.logs.shift();
|
||||
}
|
||||
|
||||
let logEntry = txt;
|
||||
if (FconfSettings.ENABLE_TIMESTAMPS) {
|
||||
logEntry = "[" + getTimestamp() + "] " + logEntry;
|
||||
}
|
||||
|
||||
this.logs.push(logEntry);
|
||||
this.logUpd = true;
|
||||
}
|
||||
|
@ -57,7 +57,7 @@ export function buyStock(stock: Stock, shares: number, workerScript: WorkerScrip
|
||||
if (totalPrice == null) { return false; }
|
||||
if (Player.money.lt(totalPrice)) {
|
||||
if (tixApi) {
|
||||
workerScript!.log(`ERROR: buyStock() failed because you do not have enough money to purchase this potiion. You need ${numeralWrapper.formatMoney(totalPrice)}`);
|
||||
workerScript!.log(`ERROR: buyStock() failed because you do not have enough money to purchase this position. You need ${numeralWrapper.formatMoney(totalPrice)}`);
|
||||
} else if (opts.suppressDialog !== true) {
|
||||
dialogBoxCreate(`You do not have enough money to purchase this. You need ${numeralWrapper.formatMoney(totalPrice)}`);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user