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Added documentation for Gang API. Added dev menu options for Gang mechanic
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@ -25,5 +25,6 @@ to reach out to the developer!
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Trade Information eXchange (TIX) API <netscriptixapi>
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Singularity Functions <netscriptsingularityfunctions>
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Bladeburner API <netscriptbladeburnerapi>
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Gang API <netscriptgangapi>
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Coding Contract API <netscriptcodingcontractapi>
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Miscellaneous <netscriptmisc>
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@ -509,7 +509,7 @@ getHackingMultipliers
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:RAM cost: 4 GB
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Returns an object containing the Player's hacking related multipliers. These multipliers are
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returned in fractional forms, not percentages (e.g. 1.5 instead of 150%). The object has the following structure::
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returned in decimal forms, not percentages (e.g. 1.5 instead of 150%). The object has the following structure::
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{
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chance: Player's hacking chance multiplier,
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@ -532,7 +532,7 @@ getHacknetMultipliers
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:RAM cost: 4 GB
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Returns an object containing the Player's hacknet related multipliers. These multipliers are
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returned in fractional forms, not percentages (e.g. 1.5 instead of 150%). The object has the following structure::
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returned in decimal forms, not percentages (e.g. 1.5 instead of 150%). The object has the following structure::
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{
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production: Player's hacknet production multiplier,
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222
doc/source/netscriptgangapi.rst
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222
doc/source/netscriptgangapi.rst
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@ -0,0 +1,222 @@
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Netscript Gang API
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==================
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Netscript provides the following API for interacting with the game's Gang mechanic.
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The Gang API is **not** immediately available to the player and must be unlocked
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later in the game
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**WARNING: This page contains spoilers for the game**
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The Gang API is unlocked in BitNode-2. Currently, BitNode-2 is the only location
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where the Gang mechanic is accessible. This may change in the future
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**Gang API functions must be accessed through the 'gang' namespace**
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In :ref:`netscript1`::
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gang.getMemberNames();
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gang.recruitMember("Fry");
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In :ref:`netscriptjs`::
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ns.gang.getMemberNames();
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ns.gang.recruitMember("Fry");
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getMemberNames
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--------------
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.. js:function:: getMemberNames()
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Get the names of all Gang members
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:returns: An array of the names of all Gang members as strings
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getGangInformation
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------------------
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.. js:function:: getGangInformation()
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Get general information about the gang
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:returns: An object with the gang information.
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The object has the following structure::
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{
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faction: Name of faction that the gang belongs to ("Slum Snakes", etc.)
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isHacking: Boolean indicating whether or not its a hacking gang
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moneyGainRate: Money earned per second
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power: Gang's power for territory warfare
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respect: Gang's respect
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respectGainRate: Respect earned per second
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territory: Amount of territory held. Returned in decimal form, not percentage
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territoryClashChance: Clash chance. Returned in decimal form, not percentage
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wantedLevel: Gang's wanted level
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wantedLevelGainRate: Wanted level gained/lost per second (negative for losses)
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}
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getMemberInformation
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--------------------
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.. js:function:: getMemberInformation(name)
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:param string name: Name of member
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Get stat and equipment-related information about a Gang Member
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:returns: An object with the gang member information.
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The object has the following structure::
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{
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agility: Agility stat
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agilityEquipMult: Agility multiplier from equipment. Decimal form
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agilityAscensionMult: Agility multiplier from ascension. Decimal form
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augmentation: Array of names of all owned Augmentations
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charisma: Charisma stat
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charismaEquipMult: Charisma multiplier from equipment. Decimal form
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charismaAscensionMult: Charisma multiplier from ascension. Decimal form
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defense: Defense stat
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defenseEquipMult: Defense multiplier from equipment. Decimal form
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defenseAscensionMult: Defense multiplier from ascension. Decimal form
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dexterity: Dexterity stat
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dexterityEquipMult: Dexterity multiplier from equipment. Decimal form
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dexterityAscensionMult: Dexterity multiplier from ascension. Decimal form
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equipment: Array of names of all owned Non-Augmentation Equipment
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hacking: Hacking stat
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hackingEquipMult: Hacking multiplier from equipment. Decimal form
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hackingAscensionMult: Hacking multiplier from ascension. Decimal form
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strength: Strength stat
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strengthEquipMult: Strength multiplier from equipment. Decimal form
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strengthAscensionMult: Strength multiplier from ascension. Decimal form
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task: Name of currently assigned task
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}
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canRecruitMember
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----------------
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.. js:function:: canRecruitMember()
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:returns: Boolean indicating whether a member can currently be recruited
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recruitMember
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-------------
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.. js:function:: recruitMember(name)
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:param string name: Name of member to recruit
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Attempt to recruit a new gang member.
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Possible reasons for failure:
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* Cannot currently recruit a new member
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* There already exists a member with the specified name
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:returns: True if the member was successfully recruited. False otherwise
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getTaskNames
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------------
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.. js:function:: getTaskNames()
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Get the name of all valid tasks that Gang members can be assigned to
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:returns: Array of strings of all task names
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setMemberTask
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-------------
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.. js:function:: setMemberTask(memberName, taskName)
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:param string memberName: Name of Gang member to assign
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:param string taskName: Task to assign
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Attempts to assign the specified Gang Member to the specified task.
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If an invalid task is specified, the Gang member will be set to idle ("Unassigned")
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:returns: True if the Gang Member was successfully assigned to the task. False otherwise
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getEquipmentNames
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-----------------
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.. js:function:: getEquipmentNames()
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Get the name of all possible equipment/upgrades you can purchase for your
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Gang Members. This includes Augmentations.
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:returns: Array of strings of the names of all Equpiment/Augmentations
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getEquipmentCost
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----------------
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.. js:function:: getEquipmentCost(equipName)
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:param string equipName: Name of equipment
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Get the amount of money it takes to purchase a piece of Equipment or an Augmentation.
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If an invalid Equipment/Augmentation is specified, this function will return Infinity.
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:returns: Cost to purchase the specified Equipment/Augmentation (number). Infinity
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for invalid arguments
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purchaseEquipment
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-----------------
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.. js:function:: purchaseEquipment(memberName, equipName)
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:param string memberName: Name of Gang member to purchase the equipment for
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:param string equipName: Name of Equipment/Augmentation to purchase
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Attempt to purchase the specified Equipment/Augmentation for the specified
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Gang member.
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:returns: True if the equipment was successfully purchased. False otherwise
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ascendMember
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------------
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.. js:function:: ascendMember(name)
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:param string name: Name of member to ascend
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Ascend the specified Gang Member.
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:returns: An object with info about the ascension results.
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The object has the following structure::
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{
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respect: Amount of respect lost from ascending
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hack: Hacking multiplier gained from ascending. Decimal form
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str: Strength multiplier gained from ascending. Decimal form
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def: Defense multiplier gained from ascending. Decimal form
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dex: Dexterity multiplier gained from ascending. Decimal form
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agi: Agility multiplier gained from ascending. Decimal form
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cha: Charisma multiplier gained from ascending. Decimal form
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}
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setTerritoryWarfare
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-------------------
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.. js:function:: setTerritoryWarfare(engage)
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:param bool engage: Whether or not to engage in territory warfare
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Set whether or not the gang should engage in territory warfare
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getBonusTime
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------------
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.. js:function:: getBonusTime()
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Returns the amount of accumulated "bonus time" (seconds) for the Gang mechanic.
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"Bonus time" is accumulated when the game is offline or if the game is
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inactive in the browser.
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"Bonus time" makes the game progress faster, up to 10x the normal speed.
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:returns: Bonus time for the Gang mechanic in seconds
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@ -316,12 +316,7 @@ export function createDevMenu() {
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innerText: "Connect to server",
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});
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// Add everything to container, then append to main menu
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const devMenuContainer = createElement("div", {
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class: "generic-menupage-container",
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id: devMenuContainerId,
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});
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// Bladeburner
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const bladeburnerHeader = createElement("h2", {innerText: "Bladeburner"});
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const bladeburnerGainRankInput = createElement("input", {
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@ -343,8 +338,38 @@ export function createDevMenu() {
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},
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display: "block",
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innerText: "Gain Bladeburner Rank",
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});
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// Gang
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const gangHeader = createElement("h2", {innerText: "Gang"});
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const gangStoredCyclesInput = createElement("input", {
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class: "text-input",
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display: "block",
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placeholder: "# Cycles to add",
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type: "number",
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});
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const gangAddStoredCycles = createElement("button", {
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class: "std-button",
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clickListener: () => {
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try {
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const cycles = parseInt(gangStoredCyclesInput.value);
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Player.gang.storedCycles += cycles;
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} catch(e) {
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exceptionAlert(`Failed to add stored cycles to gang mechanic: ${e}`);
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}
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},
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display: "block",
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innerText: "Add cycles to Gang mechanic",
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})
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// Add everything to container, then append to main menu
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const devMenuContainer = createElement("div", {
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class: "generic-menupage-container",
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id: devMenuContainerId,
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});
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devMenuContainer.appendChild(devMenuText);
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devMenuContainer.appendChild(genericHeader);
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devMenuContainer.appendChild(addMoney);
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@ -393,6 +418,9 @@ export function createDevMenu() {
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devMenuContainer.appendChild(bladeburnerHeader);
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devMenuContainer.appendChild(bladeburnerGainRankInput);
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devMenuContainer.appendChild(bladeburnerGainRankButton);
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devMenuContainer.appendChild(gangHeader);
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devMenuContainer.appendChild(gangStoredCyclesInput);
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devMenuContainer.appendChild(gangAddStoredCycles);
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const entireGameContainer = document.getElementById("entire-game-container");
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if (entireGameContainer == null) {
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15
src/Gang.js
15
src/Gang.js
@ -269,10 +269,16 @@ Gang.prototype.processTerritoryAndPowerGains = function(numCycles=1) {
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if (name == gangName) {
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AllGangs[name].power += this.calculatePower();
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} else {
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// Adjust these parameters as necessary
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const additiveGain = 0.5 * Math.random() * AllGangs[name].territory;
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AllGangs[name].power += (additiveGain);
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AllGangs[name].power *= 1.009;
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// All NPC gangs get random power gains
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const gainRoll = Math.random();
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if (gainRoll < 0.5) {
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// Multiplicative gain (50% chance)
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AllGangs[name].power *= 1.008;
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} else {
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// Additive gain (50% chance)
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const additiveGain = 0.5 * gainRoll * AllGangs[name].territory;
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AllGangs[name].power += (additiveGain);
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}
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}
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}
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}
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@ -470,6 +476,7 @@ Gang.prototype.ascendMember = function(memberObj, workerScript) {
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if (routing.isOn(Page.Gang)) {
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this.displayGangMemberList();
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}
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return res;
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} catch(e) {
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if (workerScript == null) {
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exceptionAlert(e);
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@ -3593,7 +3593,7 @@ function NetscriptFunctions(workerScript) {
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agility: member.agi,
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agilityEquipMult: member.agi_mult,
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agilityAscensionMult: member.agi_asc_mult,
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augmentation: member.augmentations.slice(),
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augmentations: member.augmentations.slice(),
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charisma: member.cha,
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charismaEquipMult: member.cha_mult,
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charismaAscensionMult: member.cha_asc_mult,
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