.. _netscript_bladeburnerapi: Netscript Bladeburner API ========================= Netscript provides the following API for interacting with the game's Bladeburner mechanic. The Bladeburner API is **not** immediately available to the player and must be unlocked later in the game **WARNING: This page contains spoilers for the game** The Bladeburner API is unlocked in BitNode-7. If you are in BitNode-7, you will automatically gain access to this API. Otherwise, you must have Source-File 7 in order to use this API in other BitNodes **Bladeburner API functions must be accessed through the 'bladeburner' namespace** In :ref:`netscript1`:: bladeburner.getContractNames(); bladeburner.startAction("general", "Training"); In :ref:`netscriptjs`:: ns.bladeburner.getContractNames(); ns.bladeburner.startAction("general", "Training"); .. toctree:: :caption: Functions: getContractNames() getOperationNames() getBlackOpNames() getGeneralActionNames() getSkillNames() startAction() stopBladeburnerAction() getCurrentAction() getActionTime() getActionEstimatedSuccessChance() getActionRepGain() getActionCountRemaining() getActionMaxLevel() getActionCurrentLevel() getActionAutolevel() setActionAutolevel() setActionLevel() getRank() getBlackOpRank() getSkillPoints() getSkillLevel() getSkillUpgradeCost() upgradeSkill() getTeamSize() setTeamSize() getCityEstimatedPopulation() getCityEstimatedCommunities() getCityChaos() getCity() switchCity() getStamina() joinBladeburnerFaction() joinBladeburnerDivision() getBonusTime() .. _bladeburner_action_types: Bladeburner Action Types ------------------------ Several functions in the Bladeburner API require you to specify an action using its type and name. The following are valid values when specifying the action's type: **Contracts** * contract * contracts * contr **Operations** * operation * operations * op * ops **Black Ops** * blackoperation * black operation * black operations * black op * black ops * blackop * blackops **General Actions (Training, Field Analysis, Recruitment)** * general * general action * gen Examples -------- **Basic example usage**:: tprint(bladeburner.getContractNames()); tprint(bladeburner.getOperationNames()); tprint(bladeburner.getBlackOpNames()); tprint(bladeburner.getGeneralActionNames()); tprint(bladeburner.getSkillNames()); tprint(bladeburner.getActionTime("contract", "Tracking")); tprint("Rank: " + bladeburner.getRank()); tprint("Skill Points: " + bladeburner.getSkillPoints()); tprint("Cloak Skill Level: " + bladeburner.getSkillLevel("Cloak")); tprint("Trying to upgradeSkill: " + bladeburner.upgradeSkill("Cloak")); tprint("Skill Points remaining: " + bladeburner.getSkillPoints()); tprint("Trying to switch to a nonexistent city: " + bladeburner.switchCity("lskgns")); var chongqing = "Chongqing"; tprint("Trying to switch to Chongqing: " + bladeburner.switchCity(chongqing)); tprint("Chongqing chaos: " + bladeburner.getCityChaos(chongqing)); tprint("Chongqing estimated pop: " + bladeburner.getCityEstimatedPopulation(chongqing)); tprint("Chonqging estimated communities: " + bladeburner.getCityEstimatedCommunities(chongqing)); **Bladeburner handler example**. Note that this avoids the need of using the *bladeburner* namespace identifier by attaching the Bladeburner API functions to an object:: const FIELD_ANALYSIS_INTERVAL = 10; //Number of minutes between field analysis states const FIELD_ANALYSIS_DURATION = 5; //Duration in minutes function BladeburnerHandler(ns, params) { //Netscript environment becomes part of the instance this.ns = ns; //Netscript bladeburner API becomes part of this instance for (var bladeburnerFn in ns.bladeburner) { this[bladeburnerFn] = ns.bladeburner[bladeburnerFn]; } this.fieldAnalysis = { inProgress: params.startFieldAnalysis ? true : false, cyclesRemaining: params.startFieldAnalysis ? FIELD_ANALYSIS_DURATION : 0, cyclesSince: params.startFieldAnalysis ? FIELD_ANALYSIS_INTERVAL : 0, } } BladeburnerHandler.prototype.getStaminaPercentage = function() { var res = this.getStamina(); return 100 * (res[0] / res[1]); } BladeburnerHandler.prototype.hasSimulacrum = function() { var augs = this.ns.getOwnedAugmentations(); return augs.includes("The Blade's Simulacrum"); } BladeburnerHandler.prototype.handle = function() { //If we're doing something else manually (without Simlacrum), //it overrides Bladeburner stuff if (!this.hasSimulacrum() && this.ns.isBusy()) { this.ns.print("Idling bc player is busy with some other action"); return; } if (this.fieldAnalysis.inProgress) { --(this.fieldAnalysis.cyclesRemaining); if (this.fieldAnalysis.cyclesRemaining < 0) { this.fieldAnalysis.inProgress = false; this.fieldAnalysis.cyclesSince = 0; return this.handle(); } else { this.startAction("general", "Field Analysis"); this.ns.print("handler is doing field analyis for " + (this.fieldAnalysis.cyclesRemaining+1) + " more mins"); return 31; //Field Analysis Time + 1 } } else { ++(this.fieldAnalysis.cyclesSince); if (this.fieldAnalysis.cyclesSince > FIELD_ANALYSIS_INTERVAL) { this.fieldAnalysis.inProgress = true; this.fieldAnalysis.cyclesRemaining = FIELD_ANALYSIS_DURATION; return this.handle(); } } this.stopBladeburnerAction(); var staminaPerc = this.getStaminaPercentage(); if (staminaPerc < 55) { this.ns.print("handler is starting training due to low stamina percentage"); this.startAction("general", "Training"); return 31; //Training time + 1 } else { var action = this.chooseAction(); this.ns.print("handler chose " + action.name + " " + action.type + " through chooseAction()"); this.startAction(action.type, action.name); return (this.getActionTime(action.type, action.name) + 1); } } BladeburnerHandler.prototype.chooseAction = function() { //Array of all Operations var ops = this.getOperationNames(); //Sort Operations in order of increasing success chance ops.sort((a, b)=>{ return this.getActionEstimatedSuccessChance("operation", a) - this.getActionEstimatedSuccessChance("operation", b); }); //Loop through until you find one with 99+% success chance for (let i = 0; i < ops.length; ++i) { let successChance = this.getActionEstimatedSuccessChance("operation", ops[i]); let count = this.getActionCountRemaining("operation", ops[i]); if (successChance >= 0.99 && count > 10) { return {type: "operation", name: ops[i]}; } } //Repeat for Contracts var contracts = this.getContractNames(); contracts.sort((a, b)=>{ return this.getActionEstimatedSuccessChance("contract", a) - this.getActionEstimatedSuccessChance("contract", b); }); for (let i = 0; i < contracts.length; ++i) { let successChance = this.getActionEstimatedSuccessChance("contract", contracts[i]); let count = this.getActionCountRemaining("contract", contracts[i]); if (successChance >= 0.80 && count > 10) { return {type: "contract", name: contracts[i]}; } } return {type:"general", name:"Training"}; } BladeburnerHandler.prototype.process = async function() { await this.ns.sleep(this.handle() * 1000); } export async function main(ns) { //Check if Bladeburner is available. This'll throw a runtime error if it's not ns.bladeburner.getContractNames(); var startFieldAnalysis = true; if (ns.args.length >= 1 && ns.args[0] == "false") { startFieldAnalysis = false; } var handler = new BladeburnerHandler(ns, { startFieldAnalysis: startFieldAnalysis }); while(true) { await handler.process(); } }