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https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-18 05:33:54 +01:00
Can now do things such as ctrl+c in Terminal without it auto focusing on the input. Implemented offline exp gain
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962b057ff8
commit
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@ -26,9 +26,9 @@ TESTING TODO:
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Scripts tab that shows script stats
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Seems to work, at least the basics (for online production)
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Tasks TODO:
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Script offline progress
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Tasks TODO:
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ctrl+C functionality for all running command like hack(), analyze(), and tail
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Scroll all the way down when something is post()ed
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Script logging functionality? Logs to internal "log file" (property of script itself)
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@ -66,6 +66,10 @@
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<a href="#" id="create-program-menu-link"> Create Program </a>
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</li>
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<li class="faction-tab" style="visibility:hidden">
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<a href="#" id="faction-menu-link"> Factions </a>
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</li>
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<li class="save-game-tab">
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<a href="#" id="save-game-link"> Save Game </a>
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</li>
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@ -226,15 +226,18 @@ function evaluate(exp, workerScript) {
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if (moneyGained <= 0) {moneyGained = 0;}
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server.moneyAvailable -= moneyGained;
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Player.money += moneyGained;
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Player.gainMoney(moneyGained);
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workerScript.scriptRef.onlineMoneyMade += moneyGained;
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Player.hacking_exp += expGainedOnSuccess;
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workerScript.scriptRef.onlineExpGained += expGainedOnSuccess;
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console.log("Script successfully hacked " + server.hostname + " for $" + moneyGained + " and " + expGainedOnSuccess + " exp");
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resolve("Hack success");
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} else {
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//Player only gains 25% exp for failure? TODO Can change this later to balance
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Player.hacking_exp += expGainedOnFailure;
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workerScript.scriptRef.onlineExpGained += expGainedOnFailure;
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console.log("Script unsuccessful to hack " + server.hostname + ". Gained " + expGainedOnFailure + "exp");
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resolve("Hack failure");
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}
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@ -69,6 +69,9 @@ function PlayerObject() {
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//Flag to let the engine know the player is starting a hack
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this.startAction = false;
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this.actionTime = 0;
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//Used to store the last update time.
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this.lastUpdate = new Date().getTime();
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};
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PlayerObject.prototype.init = function() {
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@ -167,6 +170,12 @@ PlayerObject.prototype.analyze = function() {
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this.startAction = true;
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}
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PlayerObject.prototype.gainMoney = function(money) {
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this.money += money;
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this.total_money += money;
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this.lifetime_money += money;
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}
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//Functions for saving and loading the Player data
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PlayerObject.prototype.toJSON = function() {
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return Generic_toJSON("PlayerObject", this);
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121
src/Script.js
121
src/Script.js
@ -71,24 +71,18 @@ function Script() {
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/* Properties to calculate offline progress. Only applies for infinitely looping scripts */
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//Time it takes to execute one iteration of the entire script
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//Each function takes CONSTANTS.CodeInstructionRunTime seconds,
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//plus hacking time plus and sleep commands
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this.executionTimeMillis = 0;
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//Number of instructions ("lines") in the code. Any call ending in a ;
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//is considered one instruction. Used to calculate executionTime
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//is considered one instruction. Used to calculate ramUsage
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this.numInstructions = 0;
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//Which servers are hacked in one iteration of the script. May contain duplicates
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this.serversHacked = [];
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//Stats to display on the Scripts menu, and used to determine offline progress
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this.offlineRunningTime = 0; //Seconds
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this.offlineMoneyMade = 0;
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this.offlineExpGained = 0;
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this.onlineRunningTime = 0; //Seconds
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this.onlineMoneyMade = 0;
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this.lastUpdate = 0;
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this.onlineExpGained = 0;
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};
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//Get the script data from the Script Editor and save it to the object
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@ -107,8 +101,13 @@ Script.prototype.saveScript = function() {
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//Calculate/update number of instructions, ram usage, execution time, etc.
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this.updateNumInstructions();
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this.updateRamUsage();
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this.updateExecutionTime();
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//Clear the stats when the script is updated
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this.offlineRunningTime = 0; //Seconds
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this.offlineMoneyMade = 0;
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this.onlineRunningTime = 0; //Seconds
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this.onlineMoneyMade = 0;
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this.lastUpdate = 0;
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}
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}
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@ -126,61 +125,6 @@ Script.prototype.updateRamUsage = function() {
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this.ramUsage = this.numInstructions * .2;
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}
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//Calculate the execution time of the script. This is used to calculate how much a script
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//generates when the user is offline
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//This is calculated based on the number of instructions and any calls to hack().
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//Every instruction takes a flat time of X seconds (defined in Constants.js)
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//Every hack instructions takes an ADDITIONAl time of however long it takes to hack that server
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Script.prototype.updateExecutionTime = function() {
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//TODO Maybe do this based on the average production/s of the script( which I'm adding in
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//as a property)
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/*
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var executionTime = 0;
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//Ever instruction takes CONSTANTS.CodeOfflineExecutionTime seconds
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console.log("numInstructions: " + this.numInstructions.toString());
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executionTime += (this.numInstrutions * CONSTANTS.CodeOfflineExecutionTime);
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console.log("ExecutionTime after taking into account instructions: " + executionTime.toString());
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//Search the code's text for every occurrence of hack()
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hackIndices = getIndicesOf('hack("', this.code, true);
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for (var i = 0; i < hackIndices.length; ++i) {
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//Get the full hack() call substring
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var startIndex = hackIndices[i];
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console.log("startIndex: " + startIndex.toString());
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var endIndex = startIndex;
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while (this.code.substr(endIndex, 2) != ");") {
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console.log("endIndex: " + endIndex.toString());
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++endIndex;
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if (endIndex == this.code.length - 1) {
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//Bad code...
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console.log("Could not find ending to hack call");
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return;
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}
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}
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++endIndex; // This puts endIndex at the semicolon
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var hackCall = this.code.substring(startIndex, endIndex);
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console.log("hackCall: " + hackCall);
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var argument = hackCall.match(/"([^']+)"/)[1]; //Extract the argument, which must be btw 2 quotes
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//Check if its an ip or a hostname. Then get the server and calculate hack time accordingly
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var server = null;
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if (isValidIPAddress(argument)) {
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server = AllServers[argument];
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} else {
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server = GetServerByHostname(argument);
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}
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console.log("Server hostname: " + server.hostname);
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executionTime += scriptCalculateHackingTime(server);
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}
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this.executionTimeMillis = executionTime * 1000;
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console.log("Script calculated to have an offline execution time of " + executionTime.toString() + "seconds");
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*/
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}
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Script.prototype.toJSON = function() {
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return Generic_toJSON("Script", this);
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}
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@ -209,8 +153,53 @@ loadAllRunningScripts = function() {
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var script = server.getScript(server.runningScripts[j]);
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if (script == null) {continue;}
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addWorkerScript(script, server);
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//Offline production
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scriptCalculateOfflineProduction(script);
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}
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}
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}
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console.log("Loaded " + count.toString() + " running scripts");
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}
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scriptCalculateOfflineProduction = function(script) {
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//The Player object stores the last update time from when we were online
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var thisUpdate = new Date().getTime();
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var lastUpdate = Player.lastUpdate;
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var timePassed = (thisUpdate - lastUpdate) / 1000; //Seconds
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console.log("Offline for " + timePassed.toString() + " seconds");
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//Calculate the "confidence" rating of the script's true production. This is based
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//entirely off of time. We will arbitrarily say that if a script has been running for
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//120 minutes (7200 sec) then we are completely confident in its ability
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var confidence = (script.onlineRunningTime) / 7200;
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if (confidence >= 1) {confidence = 1;}
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console.log("onlineRunningTime: " + script.onlineRunningTime.toString());
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console.log("Confidence: " + confidence.toString());
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//A script's offline production will always be at most half of its online production.
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var production = (1/2) * (script.onlineMoneyMade / script.onlineRunningTime) * timePassed;
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production *= confidence;
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var expGain = (1/2) * (script.onlineExpGained / script.onlineRunningTime) * timePassed;
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expGain *= confidence;
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//Account for production in Player and server
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Player.gainMoney(production);
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Player.hacking_exp += expGain;
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var server = AllServers[script.server];
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server.moneyAvailable -= production;
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if (server.moneyAvailable < 0) {server.moneyAvailable = 0;}
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//Update script stats
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script.offlineMoneyMade += production;
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script.offlineRunningTime += timePassed;
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script.offlineExpGained += expGain;
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//TODO EXP
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//DEBUG
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var serverName = AllServers[script.server].hostname;
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console.log(script.filename + " from server " + serverName + " generated $" + production.toString() + " while offline");
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}
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@ -16,7 +16,7 @@ var hackProgressPost = function(input) {
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}
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var postNetburnerText = function() {
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post("Netburner v1.0");
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post("Netburner v0.1");
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}
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//Defines what happens when enter is pressed (keycode 13)
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@ -37,14 +37,29 @@ $(document).keyup(function(event) {
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});
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//Keep terminal in focus
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terminalCtrlPressed = false;
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$(document).ready(function() {
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if (Engine.currentPage == Engine.Page.Terminal) {
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$('.terminal-input').focus();
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}
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});
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$(document).keydown(function() {
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$(document).keydown(function(e) {
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if (Engine.currentPage == Engine.Page.Terminal) {
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$('.terminal-input').focus();
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if (e.which == 17) {
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terminalCtrlPressed = true;
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} else if (terminalCtrlPressed == true) {
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//Don't focus
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} else {
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$('.terminal-input').focus();
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terminalCtrlPressed = false;
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}
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}
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})
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$(document).keyup(function(e) {
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if (Engine.currentPage == Engine.Page.Terminal) {
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if (e.which == 17) {
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terminalCtrlPressed = false;
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}
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}
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})
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@ -79,7 +94,7 @@ var Terminal = {
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if (moneyGained <= 0) {moneyGained = 0;}
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Player.getCurrentServer().moneyAvailable -= moneyGained;
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Player.money += moneyGained;
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Player.gainMoney(moneyGained);
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Player.hacking_exp += expGainedOnSuccess;
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@ -154,7 +154,7 @@ var Engine = {
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/* Display character info */
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displayCharacterInfo: function() {
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Engine.Display.characterInfo.innerHTML = 'Money: $' + Player.money + '<br><br>' +
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Engine.Display.characterInfo.innerHTML = 'Money: $' + Player.money.toFixed(2) + '<br><br>' +
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'Hacking Level: ' + Player.hacking_skill + '<br><br>' +
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'Strength: ' + Player.strength + '<br><br>' +
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'Defense: ' + Player.defense + '<br><br>' +
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@ -162,7 +162,7 @@ var Engine = {
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'Agility: ' + Player.agility + '<br><br>' +
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'Charisma: ' + Player.charisma + '<br><br>' +
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'Servers owned: ' + Player.purchasedServers.length + '<br><br>' +
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'Hacking Experience: ' + Player.hacking_exp + '<br><br>';
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'Hacking Experience: ' + Player.hacking_exp.toFixed(4) + '<br><br>';
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},
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/* Functions used to update information on the Active Scripts page */
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@ -170,7 +170,6 @@ var Engine = {
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//Creates and adds the <li> object for a given workerScript
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addActiveScriptsItem: function(workerscript) {
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console.log("addActiveScriptsItem called");
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var item = document.createElement("li");
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Engine.createActiveScriptsText(workerscript, item);
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@ -217,17 +216,22 @@ var Engine = {
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//Server ip/hostname
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var hostname = workerscript.getServer().hostname;
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var serverIpHostname = "Server: " + hostname + "(" + workerscript.serverIp + ")";
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var serverIpHostname = "Server: " + hostname + " (" + workerscript.serverIp + ")";
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//Online money/s
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//Online
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var onlineMps = workerscript.scriptRef.onlineMoneyMade / workerscript.scriptRef.onlineRunningTime;
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var onlineMpsText = "Online production: $" + onlineMps.toFixed(2) + "/second";
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var onlineEps = workerscript.scriptRef.onlineExpGained / workerscript.scriptRef.onlineRunningTime;
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var onlineEpsText = (Array(20).join(" ") + onlineEps.toFixed(4) + " exp/second").replace( / /g, " ");
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//Offline money/s
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//Offline
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var offlineMps = workerscript.scriptRef.offlineMoneyMade / workerscript.scriptRef.offlineRunningTime;
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var offlineMpsText = "Offline production: $" + offlineMps.toFixed(2) + "/second";
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var offlineEps = workerscript.scriptRef.offlineExpGained / workerscript.scriptRef.offlineRunningTime;
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var offlineEpsText = (Array(21).join(" ") + offlineEps.toFixed(4) + " exp/second").replace( / /g, " ");
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itemText.innerHTML = serverIpHostname + "<br>" + onlineMpsText + "<br>" + offlineMpsText + "<br>";
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itemText.innerHTML = serverIpHostname + "<br>" + onlineMpsText + "<br>" + onlineEpsText + "<br>" +
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offlineMpsText + "<br>" + offlineEpsText + "<br>";
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item.appendChild(itemText);
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},
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@ -246,6 +250,7 @@ var Engine = {
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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 - offset;
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Player.lastUpdate = _thisUpdate - offset;
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}
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window.requestAnimationFrame(Engine.idleTimer);
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@ -272,8 +277,6 @@ var Engine = {
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//Update the running time of all active scripts
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updateOnlineScriptTimes(numCycles);
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},
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//Counters for the main event loop. Represent the number of game cycles are required
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@ -360,7 +363,7 @@ var Engine = {
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if (Engine.loadSave()) {
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console.log("Loaded game from save");
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CompanyPositions.init();
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loadAllRunningScripts();
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loadAllRunningScripts(); //This also takes care of offline production
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} else {
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//No save found, start new game
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console.log("Initializing new game");
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@ -397,9 +400,6 @@ var Engine = {
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//Active scripts list
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Engine.ActiveScriptsList = document.getElementById("active-scripts-list");
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Engine.Clickables.saveMainMenuButton = document.getElementById("save-game-link");
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Engine.Clickables.saveMainMenuButton.addEventListener("click", function() {
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Engine.saveGame();
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