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https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-18 12:15:44 +01:00
Fixed some bugs, began adding a Script class
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parent
8d87b74eaf
commit
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13
index.html
13
index.html
@ -10,7 +10,12 @@
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the Google CDN (Content Delivery Network). -->
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<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.1.1/jquery.min.js"></script>
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<script src="src/netscript/InputStream.js"></script>
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<script src="src/netscript/Tokenizer.js"></script>
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<script src="src/netscript/Parser.js"></script>
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<script src="src/netscript/Environment.js"></script>
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<script src="src/netscript/Evaluator.js"></script>
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<script src="src/Constants.js"></script>
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<script src="src/Server.js"></script>
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<script src="src/Player.js"></script>
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@ -18,11 +23,7 @@
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<script src="src/Company.js"></script>
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<script src="src/Terminal.js"></script>
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<script src="src/netscript/InputStream.js"></script>
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<script src="src/netscript/Tokenizer.js"></script>
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<script src="src/netscript/Parser.js"></script>
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<script src="src/netscript/Environment.js"></script>
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<script src="src/netscript/Evaluator.js"></script>
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<script src="src/engine.js"></script>
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</head>
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@ -51,7 +51,7 @@ function evaluate(exp, env) {
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cond = evaluate(exp.cond, env);
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}
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//TODO Return somethin?
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//TODO I don't think I need to return anything..but I might be wrong
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break;
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case "while":
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cond = evaluate(exp.cond, env);
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@ -61,7 +61,7 @@ function evaluate(exp, env) {
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cond = evaluate(exp.cond, env);
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}
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//TODO DO i need to return anything?
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//TODO I don't think I need to return anything..but I might be wrong
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break;
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case "prog":
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var val = false;
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@ -85,7 +85,7 @@ function evaluate(exp, env) {
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} else if (exp.func.value == "sleep") {
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console.log("Execute sleep()");
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} else if (exp.func.value == "print") {
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console.log(evaluate(exp.args[0], env));
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post(evaluate(exp.args[0], env).toString());
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}
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break;
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@ -104,8 +104,12 @@ function Tokenizer(input) {
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return str;
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}
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function read_string() {
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return { type: "str", value: read_escaped('"') };
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function read_string(ch) {
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if (ch == '"') {
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return { type: "str", value: read_escaped('"') };
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} else if (ch == '\'') {
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return { type: "str", value: read_escaped('\'') };
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}
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}
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//Only supports single-line comments right now
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@ -130,7 +134,7 @@ function Tokenizer(input) {
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return read_next();
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}
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if (ch == '"') return read_string();
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if (ch == '"' || ch == '\'') return read_string(ch);
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if (is_digit(ch)) return read_number();
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if (is_id_start(ch)) return read_ident();
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if (is_punc(ch)) return {
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42
src/Script.js
Normal file
42
src/Script.js
Normal file
@ -0,0 +1,42 @@
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/* Script.js
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* Script object
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*/
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function Script() {
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//Function queue that holds the next functions to be
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//executed in this script. A function from this queue
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//is executed every second (this may change)
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this.functionQueue = [];
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this.code = "";
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this.ramUsage = 0;
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}
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//Execute the next function in the Script's function queue
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Script.prototype.executeNext() {
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if (this.functionQueue.length <= 0) {return;}
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//Shift the next element off ths function queue and then execute it
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(this.functionQueue.shift())();
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}
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/* Wrapper object that wraps a function with its arguments.
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* These objects are pushed onto a Script object's function queue.
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* The functions can be called with the standard () operator
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*
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* Example:
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* //Define the function
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* var fooFunc = function(a1, a2, a3) {
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* return a1 + a2 + a3;
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* }
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* //Wrap the function in the wrapper object
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* var fooObj = functionObject(fooFunc, this, [2, 3, 4]);
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* //Call the function
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* fooObj();
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*
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*/
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function functionObject = function(fn, context, params) {
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return function() {
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fn.apply(context, params);
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}
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}
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@ -13,7 +13,7 @@ function Server() {
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this.purchasedByPlayer = false;
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//RAM, CPU speed and Scripts
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this.maxRam = 1; //GB
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this.maxRam = 1; //GB
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this.ramUsed = 0;
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this.cpuSpeed = 1; //MHz
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@ -119,6 +119,12 @@ var Terminal = {
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post("SQL port: Closed")
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}
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Terminal.analyzeFlag = false;
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//Rename the progress bar so that the next hacks dont trigger it. Re-enable terminal
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$("#hack-progress-bar").attr('id', "old-hack-progress-bar");
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$("#hack-progress").attr('id', "old-hack-progress");
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document.getElementById("terminal-input-td").innerHTML = '$ <input type="text" class="terminal-input"/>';
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$('input[class=terminal-input]').prop('disabled', false);
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},
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executeCommand: function(command) {
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@ -292,10 +298,11 @@ var Terminal = {
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case "test":
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//TODO
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//TESTED: print, for loops
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//UNTESTED:
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//TESTED: print, for loops, while loops, prog,
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// basic ops, var, assign all seem fine
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//UNTESTED: if, elif, else
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var code = "i = 0; while (i < 100000000000) {print(i); i = i+1;}";
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var code = "i = 0; while (i <= 20) {print(i); i = i+2; hack(); sleep();}";
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var ast = Parser(Tokenizer(InputStream(code)));
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console.log("Printing AST below")
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console.log(ast);
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@ -38,10 +38,8 @@ var Engine = {
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},
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//Time variables (milliseconds unix epoch time)
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_timeThen: new Date().getTime(),
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_timeNow: new Date().getTime(),
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_lastUpdate: new Date().getTime(),
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_ticks: 0, //Total ticks
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_idleSpeed: 200, //Speed (in ms) at which the main loop is updated
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//Display a status update text
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@ -121,22 +119,24 @@ var Engine = {
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/* Main Event Loop */
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idleTimer: function() {
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//Get time difference
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Engine._timeNow = new Date().getTime();
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var timeDifference = Engine._timeNow - Engine._timeThen - Engine._ticks;
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var _thisUpdate = new Date().getTime();
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var diff = _thisUpdate - Engine._lastUpdate;
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//Divide this by cycle time to determine how many cycles have elapsed since last update
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diff = Math.round(diff / Engine._idleSpeed);
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if (diff > 0) {
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//Update the game engine by the calculated number of cycles
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Engine.updateGame(diff);
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Engine._lastUpdate = _thisUpdate;
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}
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while (timeDifference >= Engine._idleSpeed) {
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//Engine.Display.hacking_skill.innerHTML = Player.hacking_skill;
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//Update timeDifference based on the idle speed
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timeDifference -= Engine._idleSpeed;
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//Update the total tick counter
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Engine._ticks += Engine._idleSpeed;
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}
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var idleTime = Engine._idleSpeed - timeDifference;
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//Manual hack
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window.requestAnimationFrame(Engine.idleTimer);
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},
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//TODO Account for numCycles in Code, hasn't been done yet
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updateGame: function(numCycles = 1) {
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//Manual hack
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if (Player.startAction == true) {
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Engine._totalActionTime = Player.actionTime;
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Engine._actionTimeLeft = Player.actionTime;
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@ -150,13 +150,7 @@ var Engine = {
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}
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Engine.updateHackProgress();
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// Once that entire "while loop" has run, we call the IdleTimer
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// function again, but this time with a timeout (delay) of
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// _idleSpeed minus timeDifference
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setTimeout(Engine.idleTimer, idleTime);
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},
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},
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/* Calculates the hack progress for a manual (non-scripted) hack and updates the progress bar/time accordingly */
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_totalActionTime: 0,
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