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https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-20 05:05:47 +01:00
Implemented server growth (might need rebalancing). No wwhen a script is killed it is properly removed from the Active Scripts tab
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11
README.md
11
README.md
@ -28,12 +28,21 @@ TESTING TODO:
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Seems to work, at least the basics (for online production)
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Seems to work, at least the basics (for online production)
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Script offline progress
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Script offline progress
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Delete a script from Active scripts when the WorkerScript is deleted
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Seems to work
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Server growth
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Implemented but it might need to be balance/formula readjusted
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Tasks TODO:
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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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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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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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Script logging functionality? Logs to internal "log file" (property of script itself)
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Tutorial and help
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Tutorial and help
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Server growth
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Secret Servers
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Purchasing Servers
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Hack time formula needs rebalancing I think
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Hack time formula needs rebalancing I think
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@ -19,6 +19,7 @@ Faction.prototype.setAugmentations = function(augs) {
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}
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}
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}
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}
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Factions = {}
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Factions = {
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Factions = {
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//TODO Saving this for later, IShima is a kinda cool name maybe use it for something
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//TODO Saving this for later, IShima is a kinda cool name maybe use it for something
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//Endgame
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//Endgame
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@ -105,6 +105,9 @@ function runScriptsLoop() {
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//Delete script from workerScripts
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//Delete script from workerScripts
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workerScripts.splice(i, 1);
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workerScripts.splice(i, 1);
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//Delete script from Active Scripts
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Engine.deleteActiveScriptsItem(i);
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}
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}
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}
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}
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@ -197,8 +197,6 @@ scriptCalculateOfflineProduction = function(script) {
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script.offlineRunningTime += timePassed;
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script.offlineRunningTime += timePassed;
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script.offlineExpGained += expGain;
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script.offlineExpGained += expGain;
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//TODO EXP
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//DEBUG
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//DEBUG
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var serverName = AllServers[script.server].hostname;
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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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console.log(script.filename + " from server " + serverName + " generated $" + production.toString() + " while offline");
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@ -32,11 +32,11 @@ function Server() {
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//Total money available on this server. How much of this you hack will be determined
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//Total money available on this server. How much of this you hack will be determined
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//by a formula related to hacking skill. The money available on a server will steadily increase
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//by a formula related to hacking skill. The money available on a server will steadily increase
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//over time, and it will decrease when you hack it
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//over time, and it will decrease when you hack it
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this.moneyAvailable = 500;
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this.moneyAvailable = 0;
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//Parameters used in formulas that dictate how moneyAvailable and requiredHackingSkill change.
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//Parameters used in formulas that dictate how moneyAvailable and requiredHackingSkill change.
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this.hackDifficulty = 1; //Affects hack success rate and how the requiredHackingSkill increases over time (1-100)
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this.hackDifficulty = 1; //Affects hack success rate and how the requiredHackingSkill increases over time (1-100)
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this.serverGrowth = 1; //Affects how the moneyAvailable increases (1-100)
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this.serverGrowth = 0; //Affects how the moneyAvailable increases (0-100)
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this.timesHacked = 0;
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this.timesHacked = 0;
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//The IP's of all servers reachable from this one (what shows up if you run scan/netstat)
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//The IP's of all servers reachable from this one (what shows up if you run scan/netstat)
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@ -111,11 +111,8 @@ Server.fromJSON = function(value) {
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Reviver.constructors.Server = Server;
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Reviver.constructors.Server = Server;
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//world_daemon: new Server(), //Final server for 2nd tier prestige. Discover that the world is a simulation
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//world_daemon: new Server(), //Final server for 2nd tier prestige. Discover that the world is a simulation
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/* Initialization. Called only when loading a new game( no save file) */
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/* Initialization. Called only when loading a new game( no save file) */
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initForeignServers = function() {
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initForeignServers = function() {
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//MegaCorporations
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//MegaCorporations
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@ -607,6 +604,29 @@ initForeignServers = function() {
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}
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}
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},
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},
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//Server growth
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processServerGrowth = function(numCycles) {
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var numServerGrowthCycles = Math.max(Math.floor(numCycles / 450), 0);
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for (var ip in AllServers) {
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if (AllServers.hasOwnProperty(ip)) {
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var server = AllServers[ip];
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//Get the number of server growth cycles that will be applied based on the
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//server's serverGrowth property
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var serverGrowthPercentage = server.serverGrowth / 100;
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var numServerGrowthCyclesAdjusted = numServerGrowthCycles * serverGrowthPercentage;
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//Apply serverGrowth for the calculated number of growth cycles
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var serverGrowth = Math.pow(1.0001, numServerGrowthCyclesAdjusted);
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console.log("serverGrowth ratio: " + serverGrowth);
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server.moneyAvailable *= serverGrowth;
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}
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}
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console.log("Server growth processed for " + numServerGrowthCycles + " cycles");
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},
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//List of all servers that exist in the game, indexed by their ip
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//List of all servers that exist in the game, indexed by their ip
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AllServers = {};
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AllServers = {};
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@ -637,7 +657,7 @@ GetServerByHostname = function(hostname) {
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for (var ip in AllServers) {
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for (var ip in AllServers) {
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if (AllServers.hasOwnProperty(ip)) {
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if (AllServers.hasOwnProperty(ip)) {
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if (AllServers[ip].hostname == hostname) {
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if (AllServers[ip].hostname == hostname) {
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return AllServers[i];
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return AllServers[ip];
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}
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}
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}
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}
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}
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}
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@ -181,6 +181,16 @@ var Engine = {
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Engine.ActiveScriptsList.appendChild(item);
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Engine.ActiveScriptsList.appendChild(item);
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},
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},
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deleteActiveScriptsItem: function(i) {
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var list = Engine.ActiveScriptsList.querySelectorAll('#active-scripts-list li');
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if (i >= list.length) {
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throw new Error("Trying to delete an out-of-range Active Scripts item");
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}
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var li = list[i];
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li.parentNode.removeChild(li);
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},
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//Update the ActiveScriptsItems array
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//Update the ActiveScriptsItems array
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updateActiveScriptsItems: function() {
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updateActiveScriptsItems: function() {
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for (var i = 0; i < workerScripts.length; ++i) {
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for (var i = 0; i < workerScripts.length; ++i) {
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@ -285,6 +295,7 @@ var Engine = {
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autoSaveCounter: 300, //Autosave every minute
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autoSaveCounter: 300, //Autosave every minute
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updateSkillLevelsCounter: 10, //Only update skill levels every 2 seconds. Might improve performance
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updateSkillLevelsCounter: 10, //Only update skill levels every 2 seconds. Might improve performance
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updateDisplays: 10, //Update displays such as Active Scripts display and character display
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updateDisplays: 10, //Update displays such as Active Scripts display and character display
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serverGrowth: 450, //Process server growth every minute and a half
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},
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},
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decrementAllCounters: function(numCycles = 1) {
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decrementAllCounters: function(numCycles = 1) {
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@ -317,6 +328,12 @@ var Engine = {
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Engine.Counters.updateDisplays = 10;
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Engine.Counters.updateDisplays = 10;
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}
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}
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if (Engine.Counters.serverGrowth <= 0) {
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var numCycles = Math.floor((450 - Engine.Counters.serverGrowth));
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processServerGrowth(numCycles);
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Engine.Counters.serverGrowth = 450;
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}
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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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/* Calculates the hack progress for a manual (non-scripted) hack and updates the progress bar/time accordingly */
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@ -363,7 +380,14 @@ var Engine = {
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if (Engine.loadSave()) {
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if (Engine.loadSave()) {
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console.log("Loaded game from save");
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console.log("Loaded game from save");
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CompanyPositions.init();
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CompanyPositions.init();
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loadAllRunningScripts(); //This also takes care of offline production
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//Calculate the number of cycles have elapsed while offline
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var thisUpdate = new Date().getTime();
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var lastUpdate = Player.lastUpdate;
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var numCyclesOffline = Math.floor((thisUpdate - lastUpdate) / Engine._idleSpeed);
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processServerGrowth(numCyclesOffline); //Should be done before offline production for scripts
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loadAllRunningScripts(); //This also takes care of offline production for those scripts
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} else {
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} else {
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//No save found, start new game
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//No save found, start new game
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console.log("Initializing new game");
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console.log("Initializing new game");
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