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Merge branch 'master' into dev
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@ -106,7 +106,7 @@ Check how much RAM a script requires to run with n threads
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**nano [script]**
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Create/Edit a script. The name of the script must end with a valid
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extension: .script, .js, or .ns
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extension: .script, or .js
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**ps**
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@ -425,7 +425,7 @@ nano
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$ nano [filename]
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Opens up the specified file in the Text Editor. Only scripts (.script, .ns, .js) and
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Opens up the specified file in the Text Editor. Only scripts (.script, .js) and
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text files (.txt) can be edited. If the file does not already exist, then a new
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empty file will be created.
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@ -595,7 +595,7 @@ wget
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$ wget [url] [target file]
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Retrieves data from a url and downloads it to a file on the current server.
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The data can only be downloaded to a script (.script, .ns, .js) or a text file
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The data can only be downloaded to a script (.script, .js) or a text file
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(.txt). If the target file already exists, it will be overwritten by this command.
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Note that will not be possible to download data from many websites because they
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@ -7,7 +7,7 @@ autocomplete() Netscript Function
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:RAM cost: 0 GB
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:param Object data: general data about the game you might want to autocomplete.
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:param string[] args: current arguments. Minus `run script.ns`
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:param string[] args: current arguments. Minus `run script.js`
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data is an object with the following properties::
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@ -34,6 +34,6 @@ autocomplete() Netscript Function
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.. code-block:: bash
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$ run demo.ns mega\t
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$ run demo.js mega\t
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// results in
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$ run demo.ns megacorp
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$ run demo.js megacorp
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@ -21,11 +21,11 @@ As of the time of writing this, a few browsers do not support `dynamic import <h
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How to use ns2
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----------------------
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Working with ns2 scripts is the same as ns1 scripts. The only difference
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is that ns2 scripts use the ".ns" or ".js" extension rather than ".script". E.g.::
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is that ns2 scripts use the ".js" extension rather than ".script". E.g.::
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$ nano foo.ns
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$ run foo.ns -t 100 arg1 arg2 arg3
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exec("foo.ns", "purchasedServer1", "100", "randomArg");
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$ nano foo.js
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$ run foo.js -t 100 arg1 arg2 arg3
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exec("foo.js", "purchasedServer1", "100", "randomArg");
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The caveat when using ns2 to write scripts is that your code must be
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asynchronous. Furthermore, instead of using the global scope and executing your code
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@ -66,9 +66,9 @@ Here is a summary of all rules you need to follow when writing Netscript JS code
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* **Do not write any infinite loops without using a** :code:`sleep` **or one of the timed Netscript functions like** :code:`hack`. Doing so will freeze your game.
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* Any global variable declared in a ns2 script is shared between all instances of that
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script. For example, assume you write a script *foo.ns* and declared a global variable like so::
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script. For example, assume you write a script *foo.js* and declared a global variable like so::
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//foo.ns
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//foo.js
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let globalVariable;
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export async function main(ns) {
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@ -79,15 +79,15 @@ Here is a summary of all rules you need to follow when writing Netscript JS code
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}
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}
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Then, you ran multiple instances of *foo.ns*::
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Then, you ran multiple instances of *foo.js*::
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$ run foo.ns 1
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$ run foo.ns 1 2 3
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$ run foo.ns 1 2 3 4 5
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$ run foo.js 1
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$ run foo.js 1 2 3
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$ run foo.js 1 2 3 4 5
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Then all three instances of foo.ns will share the same instance of :code:`globalVariable`.
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Then all three instances of foo.js will share the same instance of :code:`globalVariable`.
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(In this example, the value of :code:`globalVariable` will be set to 5 because the
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last instance of *foo.ns* to run has 5 arguments. This means that all three instances of
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last instance of *foo.js* to run has 5 arguments. This means that all three instances of
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the script will repeatedly print the value 5).
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These global variables can be thought of as `C++ static class members <https://www.tutorialspoint.com/cplusplus/cpp_static_members.htm>`_,
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@ -117,7 +117,7 @@ early-hack-template.script
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}
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}
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early-hack-template.ns
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early-hack-template.js
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.. code-block:: javascript
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@ -151,8 +151,8 @@ You may have noticed that every new ns2 file will contains the following comment
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* @param {NS} ns
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**/
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This comment is used to help the text editor autocomplete functions in the Netscript API. You can enabling it by pressing ctrl+space after `ns.`
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This comment is used to help the text editor autocomplete functions in the Netscript API. You can enable it by pressing ctrl+space after `ns.`
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.. image:: autocomplete.png
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The comment can be safely removed but it is recommended to keep it as it will help you.
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The comment can be safely removed but it is recommended to keep it as it will help you.
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