mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-21 23:23:51 +01:00
fix a bunch of small v2 related bugs
This commit is contained in:
parent
5d2b81053d
commit
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@ -30,6 +30,7 @@ secrets that you've been searching for.
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Tools & Resources <toolsandresources>
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Changelog <changelog>
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v1.0.0 script migration guide <v1.0.0_migration.rst>
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v2.0.0 script migration guide <v2.0.0_migration.rst>
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404 <404.rst>
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Donate <https://paypal.me/danielyxie>
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93
doc/source/v2.0.0_migration.rst
Normal file
93
doc/source/v2.0.0_migration.rst
Normal file
@ -0,0 +1,93 @@
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v2.0.0 Migration Guide
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======================
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In v2.0.0 a few more API have been broken.
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Working
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-------
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Working has been rebuilt from the grounds up. The motivation for that change is that all
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different types of work all required different cached variables on the main Player object.
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This caused a lot of bugs and crashes. It's been reworked in such a way as to prevent bugs
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and make it nearly trivial to add new kinds of work.
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All work type give their reward immediately. No need to stop work to bank rewards like reputation.
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Faction and Company work no longer have a time limit.
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Company work no longer reduces rep gain by half for quitting early.
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Company faction require 400k rep to join (from 200k)
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Backdooring company server reduces faction requirement to 300k.
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All types of work generally no longer keep track of cumulative gains like exp and reputation since it's applied instantly.
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commitCrime
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-----------
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crime now loops, meaning after finishing one shoplift you start the next one with no input. While the signature
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has not changed its behavior has. It also has a new 'focus' parameters.
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getPlayer
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---------
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The following work-related fields are not longer included:
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* workChaExpGained
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* currentWorkFactionName
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* workDexExpGained
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* workHackExpGained
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* createProgramReqLvl
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* workStrExpGained
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* companyName
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* crimeType
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* workRepGained
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* workChaExpGainRate
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* workType
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* workStrExpGainRate
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* isWorking
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* workRepGainRate
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* workDefExpGained
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* currentWorkFactionDescription
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* workHackExpGainRate
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* workAgiExpGainRate
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* workDexExpGainRate
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* workMoneyGained
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* workMoneyLossRate
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* workMoneyGainRate
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* createProgramName
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* workDefExpGainRate
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* workAgiExpGained
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* className
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The reason for that is that these fields are all, in one way or another, included in the new work field 'currentWork'.
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Some of these values are also irrelevant.
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'currentWork' will be one of many different kind of value. For example when creating a program it will have a programName field.
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One field that all kinds of work have in common is 'type' which denotes the current kind of work.
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All fields ending in _mult have been moved to the 'mults' struct.
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For example: getPlayer().hacking_skill_mult is now getPlayer().mults.hacking_skill
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workForCompany
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--------------
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The argument 'companyName' is now not-optional.
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getScriptIncome & getScriptExpGain
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----------------------------------
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Those 2 functions used to have a call where no arguments would return the total for all scripts. This caused weird signature.
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If you want to get the total income/exp for all scripts used the new getTotalScriptIncome / getTotalScriptExpGain instead.
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scp
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---
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scp has it's 2 last argument reversed, the signature is now scp(files, destination, optional_source)
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Singularity
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-----------
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A while ago top level singularity function were deprecated in favor of the singularity namespace.
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This means calls like 'ns.connect' need to be changed to 'ns.singularity.connect'
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stock.buy and stock.sell
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------------------------
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These 2 functions were renamed to stock.buyStock and stock.sellStock because 'buy' and 'sell'
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are very common tokens that would trick the ram calculation.
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10
src/Alias.ts
10
src/Alias.ts
@ -36,16 +36,18 @@ export function printAliases(): void {
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// Returns true if successful, false otherwise
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export function parseAliasDeclaration(dec: string, global = false): boolean {
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const re = /^([\w|!%,@-]+)=(("(.+)")|('(.+)'))$/;
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console.log(dec);
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const re = /^([\w|!%,@-]+)=(.+)$/;
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const matches = dec.match(re);
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if (matches == null || matches.length != 7) {
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console.log(matches);
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if (matches == null || matches.length != 3) {
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return false;
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}
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if (global) {
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addGlobalAlias(matches[1], matches[4] || matches[6]);
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addGlobalAlias(matches[1], matches[2]);
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} else {
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addAlias(matches[1], matches[4] || matches[6]);
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addAlias(matches[1], matches[2]);
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}
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return true;
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}
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@ -107,12 +107,7 @@ export const CurrentOptionsPage = (props: IProps): React.ReactElement => {
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step={25}
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min={0}
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max={500}
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tooltip={
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<>
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The maximum number of lines a script's logs can hold. Setting this too high can cause the game to use a
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lot of memory if you have many scripts running.
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</>
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}
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tooltip={<>The maximum number of recently killed scripts the game will keep.</>}
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/>
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<OptionsSlider
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label="Netscript log size"
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@ -84,7 +84,6 @@ import {
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Infiltration as IInfiltration,
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RunningScript as IRunningScript,
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RecentScript as IRecentScript,
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SourceFileLvl,
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BasicHGWOptions,
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ProcessInfo,
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HackingMultipliers,
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@ -2470,6 +2469,7 @@ export function NetscriptFunctions(workerScript: WorkerScript): NS {
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inBladeburner: Player.inBladeburner(),
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hasCorporation: Player.hasCorporation(),
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entropy: Player.entropy,
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currentWork: Player.currentWork,
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};
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Object.assign(data.jobs, Player.jobs);
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return data;
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@ -11,7 +11,6 @@ import { LocationName } from "../../../Locations/data/LocationNames";
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import { Locations } from "../../../Locations/Locations";
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import { PurchaseAugmentationsOrderSetting } from "../../../Settings/SettingEnums";
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import { Settings } from "../../../Settings/Settings";
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import { IMap } from "../../../types";
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import { use } from "../../../ui/Context";
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import { ConfirmationModal } from "../../../ui/React/ConfirmationModal";
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import { Money } from "../../../ui/React/Money";
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@ -20,7 +19,15 @@ import { IPlayer } from "../../IPlayer";
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import { GraftableAugmentation } from "../GraftableAugmentation";
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import { calculateGraftingTimeWithBonus, getGraftingAvailableAugs } from "../GraftingHelpers";
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export const GraftableAugmentations: IMap<GraftableAugmentation> = {};
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export const GraftableAugmentations = (): Record<string, GraftableAugmentation> => {
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const gAugs: Record<string, GraftableAugmentation> = {};
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for (const aug of Object.values(StaticAugmentations)) {
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const name = aug.name;
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const graftableAug = new GraftableAugmentation(aug);
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gAugs[name] = graftableAug;
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}
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return gAugs;
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};
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const canGraft = (player: IPlayer, aug: GraftableAugmentation): boolean => {
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if (player.money < aug.cost) {
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@ -56,11 +63,7 @@ export const GraftingRoot = (): React.ReactElement => {
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const player = use.Player();
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const router = use.Router();
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for (const aug of Object.values(StaticAugmentations)) {
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const name = aug.name;
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const graftableAug = new GraftableAugmentation(aug);
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GraftableAugmentations[name] = graftableAug;
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}
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const graftableAugmentations = useState(GraftableAugmentations())[0];
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const [selectedAug, setSelectedAug] = useState(getGraftingAvailableAugs(player)[0]);
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const [graftOpen, setGraftOpen] = useState(false);
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@ -75,7 +78,7 @@ export const GraftingRoot = (): React.ReactElement => {
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const augs = getGraftingAvailableAugs(player);
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switch (Settings.PurchaseAugmentationsOrder) {
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case PurchaseAugmentationsOrderSetting.Cost:
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return augs.sort((a, b) => GraftableAugmentations[a].cost - GraftableAugmentations[b].cost);
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return augs.sort((a, b) => graftableAugmentations[a].cost - graftableAugmentations[b].cost);
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default:
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return augs;
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}
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@ -126,7 +129,7 @@ export const GraftingRoot = (): React.ReactElement => {
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<ListItemButton key={i + 1} onClick={() => setSelectedAug(k)} selected={selectedAug === k}>
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<Typography
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sx={{
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color: canGraft(player, GraftableAugmentations[k])
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color: canGraft(player, graftableAugmentations[k])
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? Settings.theme.primary
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: Settings.theme.disabled,
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}}
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@ -143,11 +146,11 @@ export const GraftingRoot = (): React.ReactElement => {
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<Button
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onClick={() => setGraftOpen(true)}
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sx={{ width: "100%" }}
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disabled={!canGraft(player, GraftableAugmentations[selectedAug])}
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disabled={!canGraft(player, graftableAugmentations[selectedAug])}
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>
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Graft Augmentation (
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<Typography>
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<Money money={GraftableAugmentations[selectedAug].cost} player={player} />
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<Money money={graftableAugmentations[selectedAug].cost} player={player} />
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</Typography>
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)
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</Button>
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@ -183,7 +186,7 @@ export const GraftingRoot = (): React.ReactElement => {
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<Typography color={Settings.theme.info}>
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<b>Time to Graft:</b>{" "}
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{convertTimeMsToTimeElapsedString(
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calculateGraftingTimeWithBonus(player, GraftableAugmentations[selectedAug]),
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calculateGraftingTimeWithBonus(player, graftableAugmentations[selectedAug]),
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)}
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{/* Use formula so the displayed creation time is accurate to player bonus */}
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</Typography>
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2
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
2
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
@ -4471,7 +4471,7 @@ export interface NS {
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readonly infiltration: Infiltration;
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/**
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* Namespace for corporation functions.
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* RAM cost: 0 GB
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* RAM cost: 1022.4 GB
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*/
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readonly corporation: Corporation;
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@ -51,7 +51,7 @@ export function buyStock(
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}
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if (stock == null || isNaN(shares)) {
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if (workerScript) {
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workerScript.log("stock.buy", () => `Invalid arguments: stock='${stock}' shares='${shares}'`);
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workerScript.log("stock.buyStock", () => `Invalid arguments: stock='${stock}' shares='${shares}'`);
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} else if (opts.suppressDialog !== true) {
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dialogBoxCreate("Failed to buy stock. This may be a bug, contact developer");
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}
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@ -67,7 +67,7 @@ export function buyStock(
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if (Player.money < totalPrice) {
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if (workerScript) {
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workerScript.log(
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"stock.buy",
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"stock.buyStock",
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() =>
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`You do not have enough money to purchase this position. You need ${numeralWrapper.formatMoney(totalPrice)}.`,
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);
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@ -86,7 +86,7 @@ export function buyStock(
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if (shares + stock.playerShares + stock.playerShortShares > stock.maxShares) {
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if (workerScript) {
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workerScript.log(
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"stock.buy",
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"stock.buyStock",
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() =>
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`Purchasing '${shares + stock.playerShares + stock.playerShortShares}' shares would exceed ${
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stock.symbol
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@ -119,7 +119,7 @@ export function buyStock(
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} for ${numeralWrapper.formatMoney(totalPrice)}. Paid ${numeralWrapper.formatMoney(
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CONSTANTS.StockMarketCommission,
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)} in commission fees.`;
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workerScript.log("stock.buy", () => resultTxt);
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workerScript.log("stock.buyStock", () => resultTxt);
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} else if (opts.suppressDialog !== true) {
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dialogBoxCreate(
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<>
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@ -149,7 +149,7 @@ export function sellStock(
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// Sanitize/Validate arguments
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if (stock == null || shares < 0 || isNaN(shares)) {
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if (workerScript) {
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workerScript.log("stock.sell", () => `Invalid arguments: stock='${stock}' shares='${shares}'`);
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workerScript.log("stock.sellStock", () => `Invalid arguments: stock='${stock}' shares='${shares}'`);
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} else if (opts.suppressDialog !== true) {
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dialogBoxCreate(
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"Failed to sell stock. This is probably due to an invalid quantity. Otherwise, this may be a bug, contact developer",
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@ -195,7 +195,7 @@ export function sellStock(
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const resultTxt =
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`Sold ${numeralWrapper.formatShares(shares)} shares of ${stock.symbol}. ` +
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`After commissions, you gained a total of ${numeralWrapper.formatMoney(gains)}.`;
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workerScript.log("stock.sell", () => resultTxt);
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workerScript.log("stock.sellStock", () => resultTxt);
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} else if (opts.suppressDialog !== true) {
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dialogBoxCreate(
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<>
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@ -7,6 +7,7 @@ import { IPlayer } from "../PersonObjects/IPlayer";
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import { dialogBoxCreate } from "../ui/React/DialogBox";
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import { CrimeType } from "../utils/WorkType";
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import { Work, WorkType } from "./Work";
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import { newWorkStats, scaleWorkStats, WorkStats } from "./WorkStats";
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interface CrimeWorkParams {
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crimeType: CrimeType;
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@ -42,14 +43,22 @@ export class CrimeWork extends Work {
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return false;
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}
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earnings(): WorkStats {
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const crime = this.getCrime();
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return newWorkStats({
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money: crime.money,
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hackExp: crime.hacking_exp * 2,
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strExp: crime.strength_exp * 2,
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defExp: crime.defense_exp * 2,
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dexExp: crime.dexterity_exp * 2,
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agiExp: crime.agility_exp * 2,
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chaExp: crime.charisma_exp * 2,
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intExp: crime.intelligence_exp * 2,
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});
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}
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commit(player: IPlayer): void {
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let crime = null;
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for (const i of Object.keys(Crimes)) {
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if (Crimes[i].type == this.crimeType) {
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crime = Crimes[i];
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break;
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}
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}
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const crime = this.getCrime();
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if (crime == null) {
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dialogBoxCreate(
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`ERR: Unrecognized crime type (${this.crimeType}). This is probably a bug please contact the developer`,
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@ -59,33 +68,23 @@ export class CrimeWork extends Work {
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const focusPenalty = player.focusPenalty();
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// exp times 2 because were trying to maintain the same numbers as before the conversion
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// Technically the definition of Crimes should have the success numbers and failure should divide by 4
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let hackExp = crime.hacking_exp * 2;
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let StrExp = crime.strength_exp * 2;
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let DefExp = crime.defense_exp * 2;
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let DexExp = crime.dexterity_exp * 2;
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let AgiExp = crime.agility_exp * 2;
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let ChaExp = crime.charisma_exp * 2;
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let gains = scaleWorkStats(this.earnings(), focusPenalty);
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let karma = crime.karma;
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const success = determineCrimeSuccess(player, crime.type);
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if (success) {
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player.gainMoney(crime.money * focusPenalty, "crime");
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player.gainMoney(gains.money, "crime");
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player.numPeopleKilled += crime.kills;
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player.gainIntelligenceExp(crime.intelligence_exp * focusPenalty);
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player.gainIntelligenceExp(gains.intExp);
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} else {
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hackExp /= 4;
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StrExp /= 4;
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DefExp /= 4;
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DexExp /= 4;
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AgiExp /= 4;
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ChaExp /= 4;
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gains = scaleWorkStats(gains, 0.25);
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karma /= 4;
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}
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player.gainHackingExp(hackExp * focusPenalty);
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player.gainStrengthExp(StrExp * focusPenalty);
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player.gainDefenseExp(DefExp * focusPenalty);
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player.gainDexterityExp(DexExp * focusPenalty);
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player.gainAgilityExp(AgiExp * focusPenalty);
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player.gainCharismaExp(ChaExp * focusPenalty);
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player.gainHackingExp(gains.hackExp);
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player.gainStrengthExp(gains.strExp);
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player.gainDefenseExp(gains.defExp);
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player.gainDexterityExp(gains.dexExp);
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player.gainAgilityExp(gains.agiExp);
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player.gainCharismaExp(gains.chaExp);
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player.karma -= karma * focusPenalty;
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}
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|
@ -27,8 +27,8 @@ export class GraftingWork extends Work {
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super(WorkType.GRAFTING, params?.singularity ?? true);
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this.unitCompleted = 0;
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this.augmentation = params?.augmentation ?? AugmentationNames.Targeting1;
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if (params?.player) params.player.loseMoney(GraftableAugmentations[this.augmentation].cost, "augmentations");
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const gAugs = GraftableAugmentations();
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if (params?.player) params.player.loseMoney(gAugs[this.augmentation].cost, "augmentations");
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}
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unitNeeded(): number {
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|
@ -48,7 +48,7 @@ interface IWorkInfo {
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stopTooltip?: string | React.ReactElement;
|
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}
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export function ExpRows(rate: WorkStats): React.ReactElement[] {
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function ExpRows(rate: WorkStats): React.ReactElement[] {
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return [
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rate.hackExp > 0 ? (
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<StatsRow
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@ -119,6 +119,77 @@ export function ExpRows(rate: WorkStats): React.ReactElement[] {
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];
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}
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function CrimeExpRows(rate: WorkStats): React.ReactElement[] {
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return [
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rate.hackExp > 0 ? (
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<StatsRow
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name="Hacking Exp"
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color={Settings.theme.hack}
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data={{
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||||
content: `${numeralWrapper.formatExp(rate.hackExp * CYCLES_PER_SEC)}`,
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}}
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/>
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) : (
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||||
<></>
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),
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rate.strExp > 0 ? (
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<StatsRow
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name="Strength Exp"
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color={Settings.theme.combat}
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data={{
|
||||
content: `${numeralWrapper.formatExp(rate.strExp * CYCLES_PER_SEC)}`,
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}}
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/>
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) : (
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||||
<></>
|
||||
),
|
||||
rate.defExp > 0 ? (
|
||||
<StatsRow
|
||||
name="Defense Exp"
|
||||
color={Settings.theme.combat}
|
||||
data={{
|
||||
content: `${numeralWrapper.formatExp(rate.defExp * CYCLES_PER_SEC)}`,
|
||||
}}
|
||||
/>
|
||||
) : (
|
||||
<></>
|
||||
),
|
||||
rate.dexExp > 0 ? (
|
||||
<StatsRow
|
||||
name="Dexterity Exp"
|
||||
color={Settings.theme.combat}
|
||||
data={{
|
||||
content: `${numeralWrapper.formatExp(rate.dexExp * CYCLES_PER_SEC)}`,
|
||||
}}
|
||||
/>
|
||||
) : (
|
||||
<></>
|
||||
),
|
||||
rate.agiExp > 0 ? (
|
||||
<StatsRow
|
||||
name="Agility Exp"
|
||||
color={Settings.theme.combat}
|
||||
data={{
|
||||
content: `${numeralWrapper.formatExp(rate.agiExp * CYCLES_PER_SEC)}`,
|
||||
}}
|
||||
/>
|
||||
) : (
|
||||
<></>
|
||||
),
|
||||
rate.chaExp > 0 ? (
|
||||
<StatsRow
|
||||
name="Charisma Exp"
|
||||
color={Settings.theme.cha}
|
||||
data={{
|
||||
content: `${numeralWrapper.formatExp(rate.chaExp * CYCLES_PER_SEC)}`,
|
||||
}}
|
||||
/>
|
||||
) : (
|
||||
<></>
|
||||
),
|
||||
];
|
||||
}
|
||||
|
||||
export function WorkInProgressRoot(): React.ReactElement {
|
||||
const setRerender = useState(false)[1];
|
||||
function rerender(): void {
|
||||
@ -149,7 +220,7 @@ export function WorkInProgressRoot(): React.ReactElement {
|
||||
if (isCrimeWork(player.currentWork)) {
|
||||
const crime = player.currentWork.getCrime();
|
||||
const completion = (player.currentWork.unitCompleted / crime.time) * 100;
|
||||
|
||||
const gains = player.currentWork.earnings();
|
||||
workInfo = {
|
||||
buttons: {
|
||||
cancel: () => {
|
||||
@ -163,6 +234,15 @@ export function WorkInProgressRoot(): React.ReactElement {
|
||||
},
|
||||
title: `You are attempting to ${crime.type}`,
|
||||
|
||||
gains: [
|
||||
<Typography>Gains (on success)</Typography>,
|
||||
<StatsRow name="Money:" color={Settings.theme.money}>
|
||||
<Typography>
|
||||
<Money money={gains.money} />
|
||||
</Typography>
|
||||
</StatsRow>,
|
||||
...CrimeExpRows(gains),
|
||||
],
|
||||
progress: {
|
||||
remaining: crime.time - player.currentWork.unitCompleted,
|
||||
percentage: completion,
|
||||
|
Loading…
Reference in New Issue
Block a user