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\t// install a JSONP callback for chunk loading\n \tfunction webpackJsonpCallback(data) {\n \t\tvar chunkIds = data[0];\n \t\tvar moreModules = data[1];\n \t\tvar executeModules = data[2];\n\n \t\t// add \"moreModules\" to the modules object,\n \t\t// then flag all \"chunkIds\" as loaded and fire callback\n \t\tvar moduleId, chunkId, i = 0, resolves = [];\n \t\tfor(;i < chunkIds.length; i++) {\n \t\t\tchunkId = chunkIds[i];\n \t\t\tif(Object.prototype.hasOwnProperty.call(installedChunks, chunkId) && installedChunks[chunkId]) {\n \t\t\t\tresolves.push(installedChunks[chunkId][0]);\n \t\t\t}\n \t\t\tinstalledChunks[chunkId] = 0;\n \t\t}\n \t\tfor(moduleId in moreModules) {\n \t\t\tif(Object.prototype.hasOwnProperty.call(moreModules, moduleId)) {\n \t\t\t\tmodules[moduleId] = moreModules[moduleId];\n \t\t\t}\n \t\t}\n \t\tif(parentJsonpFunction) parentJsonpFunction(data);\n\n \t\twhile(resolves.length) {\n \t\t\tresolves.shift()();\n \t\t}\n\n \t\t// add entry modules from loaded chunk to deferred list\n \t\tdeferredModules.push.apply(deferredModules, executeModules || []);\n\n \t\t// run deferred modules when all chunks ready\n \t\treturn checkDeferredModules();\n \t};\n \tfunction checkDeferredModules() {\n \t\tvar result;\n \t\tfor(var i = 0; i < deferredModules.length; i++) {\n \t\t\tvar deferredModule = deferredModules[i];\n \t\t\tvar fulfilled = true;\n \t\t\tfor(var j = 1; j < deferredModule.length; j++) {\n \t\t\t\tvar depId = deferredModule[j];\n \t\t\t\tif(installedChunks[depId] !== 0) fulfilled = false;\n \t\t\t}\n \t\t\tif(fulfilled) {\n \t\t\t\tdeferredModules.splice(i--, 1);\n \t\t\t\tresult = __webpack_require__(__webpack_require__.s = deferredModule[0]);\n \t\t\t}\n \t\t}\n\n \t\treturn result;\n \t}\n\n \t// The module cache\n \tvar installedModules = {};\n\n \t// object to store loaded and loading chunks\n \t// undefined = chunk not loaded, null = chunk preloaded/prefetched\n \t// Promise = chunk loading, 0 = chunk loaded\n \tvar installedChunks = {\n \t\t1: 0\n \t};\n\n \tvar deferredModules = [];\n\n \t// The require function\n \tfunction __webpack_require__(moduleId) {\n\n \t\t// Check if module is in cache\n \t\tif(installedModules[moduleId]) {\n \t\t\treturn installedModules[moduleId].exports;\n \t\t}\n \t\t// Create a new module (and put it into the cache)\n \t\tvar module = installedModules[moduleId] = {\n \t\t\ti: moduleId,\n \t\t\tl: false,\n \t\t\texports: {}\n \t\t};\n\n \t\t// Execute the module function\n \t\tmodules[moduleId].call(module.exports, module, module.exports, __webpack_require__);\n\n \t\t// Flag the module as loaded\n \t\tmodule.l = true;\n\n \t\t// Return the exports of the module\n \t\treturn module.exports;\n \t}\n\n\n \t// expose the modules object (__webpack_modules__)\n \t__webpack_require__.m = modules;\n\n \t// expose the module cache\n \t__webpack_require__.c = installedModules;\n\n \t// define getter function for harmony exports\n \t__webpack_require__.d = function(exports, name, getter) {\n \t\tif(!__webpack_require__.o(exports, name)) {\n \t\t\tObject.defineProperty(exports, name, { enumerable: true, get: getter });\n \t\t}\n \t};\n\n \t// define __esModule on exports\n \t__webpack_require__.r = function(exports) {\n \t\tif(typeof Symbol !== 'undefined' && Symbol.toStringTag) {\n \t\t\tObject.defineProperty(exports, Symbol.toStringTag, { value: 'Module' });\n \t\t}\n \t\tObject.defineProperty(exports, '__esModule', { value: true });\n \t};\n\n \t// create a fake namespace object\n \t// mode & 1: value is a module id, require it\n \t// mode & 2: merge all properties of value into the ns\n \t// mode & 4: return value when already ns object\n \t// mode & 8|1: behave like require\n \t__webpack_require__.t = function(value, mode) {\n \t\tif(mode & 1) value = __webpack_require__(value);\n \t\tif(mode & 8) return value;\n \t\tif((mode & 4) && typeof value === 'object' && value && value.__esModule) return value;\n \t\tvar ns = Object.create(null);\n \t\t__webpack_require__.r(ns);\n \t\tObject.defineProperty(ns, 'default', { enumerable: true, value: value });\n \t\tif(mode & 2 && typeof value != 'string') for(var key in value) __webpack_require__.d(ns, key, function(key) { return value[key]; }.bind(null, key));\n \t\treturn ns;\n \t};\n\n \t// getDefaultExport function for compatibility with non-harmony modules\n \t__webpack_require__.n = function(module) {\n \t\tvar getter = module && module.__esModule ?\n \t\t\tfunction getDefault() { return module['default']; } :\n \t\t\tfunction getModuleExports() { return module; };\n \t\t__webpack_require__.d(getter, 'a', getter);\n \t\treturn getter;\n \t};\n\n \t// Object.prototype.hasOwnProperty.call\n \t__webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); };\n\n \t// __webpack_public_path__\n \t__webpack_require__.p = \"\";\n\n \tvar jsonpArray = window[\"webpackJsonp\"] = window[\"webpackJsonp\"] || [];\n \tvar oldJsonpFunction = jsonpArray.push.bind(jsonpArray);\n \tjsonpArray.push = webpackJsonpCallback;\n \tjsonpArray = jsonpArray.slice();\n \tfor(var i = 0; i < jsonpArray.length; i++) webpackJsonpCallback(jsonpArray[i]);\n \tvar parentJsonpFunction = oldJsonpFunction;\n\n\n \t// add entry module to deferred list\n \tdeferredModules.push([1223,0]);\n \t// run deferred modules when ready\n \treturn checkDeferredModules();\n","import { Corporation } from \"./Corporation/Corporation\";\nimport { PlayerObject } from \"./PersonObjects/Player/PlayerObject\";\nimport { sanitizeExploits } from \"./Exploits/Exploit\";\n\nimport { Reviver } from \"./utils/JSONReviver\";\n\nimport Decimal from \"decimal.js\";\n\nexport let Player = new PlayerObject();\n\nexport function loadPlayer(saveString: string): void {\n Player = JSON.parse(saveString, Reviver);\n\n // Parse Decimal.js objects\n Player.money = new Decimal(Player.money);\n\n if (Player.corporation instanceof Corporation) {\n Player.corporation.funds = new Decimal(Player.corporation.funds);\n Player.corporation.revenue = new Decimal(Player.corporation.revenue);\n Player.corporation.expenses = new Decimal(Player.corporation.expenses);\n\n for (let i = 0; i < Player.corporation.divisions.length; ++i) {\n const ind = Player.corporation.divisions[i];\n ind.lastCycleRevenue = new Decimal(ind.lastCycleRevenue);\n ind.lastCycleExpenses = new Decimal(ind.lastCycleExpenses);\n ind.thisCycleRevenue = new Decimal(ind.thisCycleRevenue);\n ind.thisCycleExpenses = new Decimal(ind.thisCycleExpenses);\n }\n }\n\n Player.exploits = sanitizeExploits(Player.exploits);\n}\n","import numeral from \"numeral\";\nimport \"numeral/locales/bg\";\nimport \"numeral/locales/cs\";\nimport \"numeral/locales/da-dk\";\nimport \"numeral/locales/de\";\nimport \"numeral/locales/en-au\";\nimport \"numeral/locales/en-gb\";\nimport \"numeral/locales/es\";\nimport \"numeral/locales/fr\";\nimport \"numeral/locales/hu\";\nimport \"numeral/locales/it\";\nimport \"numeral/locales/lv\";\nimport \"numeral/locales/no\";\nimport \"numeral/locales/pl\";\nimport \"numeral/locales/ru\";\n\n/* eslint-disable class-methods-use-this */\n\nconst extraFormats = [1e15, 1e18, 1e21, 1e24, 1e27, 1e30];\nconst extraNotations = [\"q\", \"Q\", \"s\", \"S\", \"o\", \"n\"];\n\nclass NumeralFormatter {\n // Default Locale\n defaultLocale = \"en\";\n\n constructor() {\n this.defaultLocale = \"en\";\n }\n\n updateLocale(l: string): boolean {\n if (numeral.locale(l) == null) {\n console.warn(`Invalid locale for numeral: ${l}`);\n\n numeral.locale(this.defaultLocale);\n return false;\n }\n return true;\n }\n\n format(n: number, format: string): string {\n // numeraljs doesnt properly format numbers that are too big or too small\n if (Math.abs(n) < 1e-6) {\n n = 0;\n }\n const answer = numeral(n).format(format);\n if (answer === \"NaN\") {\n return `${n}`;\n }\n return answer;\n }\n\n formatBigNumber(n: number): string {\n return this.format(n, \"0.000a\");\n }\n\n // TODO: leverage numeral.js to do it. This function also implies you can\n // use this format in some text field but you can't. ( \"1t\" will parse but\n // \"1s\" will not)\n formatReallyBigNumber(n: number, decimalPlaces = 3): string {\n if (n === Infinity) return \"∞\";\n for (let i = 0; i < extraFormats.length; i++) {\n if (extraFormats[i] < n && n <= extraFormats[i] * 1000) {\n return this.format(n / extraFormats[i], \"0.\" + \"0\".repeat(decimalPlaces)) + extraNotations[i];\n }\n }\n if (Math.abs(n) < 1000) {\n return this.format(n, \"0.\" + \"0\".repeat(decimalPlaces));\n }\n const str = this.format(n, \"0.\" + \"0\".repeat(decimalPlaces) + \"a\");\n if (str === \"NaNt\") return this.format(n, \"0.\" + \" \".repeat(decimalPlaces) + \"e+0\");\n return str;\n }\n\n formatHp(n: number): string {\n if (n < 1e6) {\n return this.format(n, \"0,0\");\n }\n return this.formatReallyBigNumber(n);\n }\n\n formatMoney(n: number): string {\n return \"$\" + this.formatReallyBigNumber(n);\n }\n\n formatSkill(n: number): string {\n if (n < 1e15) {\n return this.format(n, \"0,0\");\n }\n return this.formatReallyBigNumber(n);\n }\n\n formatExp(n: number): string {\n return this.formatReallyBigNumber(n);\n }\n\n formatHashes(n: number): string {\n return this.formatReallyBigNumber(n);\n }\n\n formatReputation(n: number): string {\n return this.formatReallyBigNumber(n);\n }\n\n formatFavor(n: number): string {\n return this.format(n, \"0,0\");\n }\n\n formatRAM(n: number): string {\n return this.format(n, \"0.00\") + \"GB\";\n }\n\n formatPercentage(n: number, decimalPlaces = 2): string {\n const formatter: string = \"0.\" + \"0\".repeat(decimalPlaces) + \"%\";\n return this.format(n, formatter);\n }\n\n formatServerSecurity(n: number): string {\n return this.format(n, \"0,0.000\");\n }\n\n formatRespect(n: number): string {\n return this.formatReallyBigNumber(n, 5);\n }\n\n formatWanted(n: number): string {\n return this.formatReallyBigNumber(n, 5);\n }\n\n formatMultiplier(n: number): string {\n return this.format(n, \"0,0.00\");\n }\n\n formatSleeveShock(n: number): string {\n return this.format(n, \"0,0.000\");\n }\n\n formatSleeveSynchro(n: number): string {\n return this.format(n, \"0,0.000\");\n }\n\n formatSleeveMemory(n: number): string {\n return this.format(n, \"0\");\n }\n\n formatPopulation(n: number): string {\n return this.format(n, \"0.000a\");\n }\n\n formatStamina(n: number): string {\n return this.format(n, \"0.0\");\n }\n\n formatShares(n: number): string {\n if (n < 1000) {\n return this.format(n, \"0\");\n }\n return this.formatReallyBigNumber(n);\n }\n\n formatInfiltrationSecurity(n: number): string {\n return this.formatReallyBigNumber(n);\n }\n\n formatThreads(n: number): string {\n return this.format(n, \"0,0\");\n }\n\n parseMoney(s: string): number {\n // numeral library does not handle formats like 1e10 well (returns 110),\n // so if both return a valid number, return the biggest one\n const numeralValue = numeral(s).value();\n const parsed = parseFloat(s);\n if (isNaN(parsed) && numeralValue === null) {\n return NaN;\n } else if (isNaN(parsed)) {\n return numeralValue;\n } else if (numeralValue === null) {\n return parsed;\n } else {\n return Math.max(numeralValue, parsed);\n }\n }\n}\n\nexport const numeralWrapper = new NumeralFormatter();\n","/**\n * Generic Game Constants\n *\n * Constants for specific mechanics or features will NOT be here.\n */\nexport const CONSTANTS: {\n Version: string;\n _idleSpeed: number;\n MaxSkillLevel: number;\n MilliPerCycle: number;\n CorpFactionRepRequirement: number;\n BaseFocusBonus: number;\n BaseCostFor1GBOfRamHome: number;\n BaseCostFor1GBOfRamServer: number;\n TravelCost: number;\n BaseFavorToDonate: number;\n DonateMoneyToRepDivisor: number;\n FactionReputationToFavorBase: number;\n FactionReputationToFavorMult: number;\n CompanyReputationToFavorBase: number;\n CompanyReputationToFavorMult: number;\n NeuroFluxGovernorLevelMult: number;\n NumNetscriptPorts: number;\n HomeComputerMaxRam: number;\n ServerBaseGrowthRate: number;\n ServerMaxGrowthRate: number;\n ServerFortifyAmount: number;\n ServerWeakenAmount: number;\n PurchasedServerLimit: number;\n PurchasedServerMaxRam: number;\n MultipleAugMultiplier: number;\n TorRouterCost: number;\n InfiltrationBribeBaseAmount: number;\n InfiltrationMoneyValue: number;\n InfiltrationRepValue: number;\n InfiltrationExpPow: number;\n WSEAccountCost: number;\n TIXAPICost: number;\n MarketData4SCost: number;\n MarketDataTixApi4SCost: number;\n StockMarketCommission: number;\n HospitalCostPerHp: number;\n IntelligenceCrimeWeight: number;\n IntelligenceInfiltrationWeight: number;\n IntelligenceCrimeBaseExpGain: number;\n IntelligenceProgramBaseExpGain: number;\n IntelligenceTerminalHackBaseExpGain: number;\n IntelligenceSingFnBaseExpGain: number;\n IntelligenceClassBaseExpGain: number;\n IntelligenceHackingMissionBaseExpGain: number;\n HackingMissionRepToDiffConversion: number;\n HackingMissionRepToRewardConversion: number;\n HackingMissionSpamTimeIncrease: number;\n HackingMissionTransferAttackIncrease: number;\n HackingMissionMiscDefenseIncrease: number;\n HackingMissionDifficultyToHacking: number;\n HackingMissionHowToPlay: string;\n MillisecondsPer20Hours: number;\n GameCyclesPer20Hours: number;\n MillisecondsPer10Hours: number;\n GameCyclesPer10Hours: number;\n MillisecondsPer8Hours: number;\n GameCyclesPer8Hours: number;\n MillisecondsPer4Hours: number;\n GameCyclesPer4Hours: number;\n MillisecondsPer2Hours: number;\n GameCyclesPer2Hours: number;\n MillisecondsPerHour: number;\n GameCyclesPerHour: number;\n MillisecondsPerHalfHour: number;\n GameCyclesPerHalfHour: number;\n MillisecondsPerQuarterHour: number;\n GameCyclesPerQuarterHour: number;\n MillisecondsPerFiveMinutes: number;\n GameCyclesPerFiveMinutes: number;\n FactionWorkHacking: string;\n FactionWorkField: string;\n FactionWorkSecurity: string;\n WorkTypeCompany: string;\n WorkTypeCompanyPartTime: string;\n WorkTypeFaction: string;\n WorkTypeCreateProgram: string;\n WorkTypeStudyClass: string;\n WorkTypeCrime: string;\n ClassStudyComputerScience: string;\n ClassDataStructures: string;\n ClassNetworks: string;\n ClassAlgorithms: string;\n ClassManagement: string;\n ClassLeadership: string;\n ClassGymStrength: string;\n ClassGymDefense: string;\n ClassGymDexterity: string;\n ClassGymAgility: string;\n ClassDataStructuresBaseCost: number;\n ClassNetworksBaseCost: number;\n ClassAlgorithmsBaseCost: number;\n ClassManagementBaseCost: number;\n ClassLeadershipBaseCost: number;\n ClassGymBaseCost: number;\n ClassStudyComputerScienceBaseExp: number;\n ClassDataStructuresBaseExp: number;\n ClassNetworksBaseExp: number;\n ClassAlgorithmsBaseExp: number;\n ClassManagementBaseExp: number;\n ClassLeadershipBaseExp: number;\n CrimeShoplift: string;\n CrimeRobStore: string;\n CrimeMug: string;\n CrimeLarceny: string;\n CrimeDrugs: string;\n CrimeBondForgery: string;\n CrimeTraffickArms: string;\n CrimeHomicide: string;\n CrimeGrandTheftAuto: string;\n CrimeKidnap: string;\n CrimeAssassination: string;\n CrimeHeist: string;\n CodingContractBaseFactionRepGain: number;\n CodingContractBaseCompanyRepGain: number;\n CodingContractBaseMoneyGain: number;\n TotalNumBitNodes: number;\n LatestUpdate: string;\n} = {\n Version: \"0.54.0\",\n\n // Speed (in ms) at which the main loop is updated\n _idleSpeed: 200,\n\n /** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience\n * and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then\n * the player will have this level assuming no multipliers. Multipliers can cause skills to go above this.\n */\n MaxSkillLevel: 975,\n\n // Milliseconds per game cycle\n MilliPerCycle: 200,\n\n // How much reputation is needed to join a megacorporation's faction\n CorpFactionRepRequirement: 200e3,\n\n // Base RAM costs\n BaseCostFor1GBOfRamHome: 32000,\n BaseCostFor1GBOfRamServer: 55000, //1 GB of RAM\n\n // Cost to travel to another city\n TravelCost: 200e3,\n\n // Faction and Company favor-related things\n BaseFavorToDonate: 150,\n DonateMoneyToRepDivisor: 1e6,\n FactionReputationToFavorBase: 500,\n FactionReputationToFavorMult: 1.02,\n CompanyReputationToFavorBase: 500,\n CompanyReputationToFavorMult: 1.02,\n\n // NeuroFlux Governor Augmentation cost multiplier\n NeuroFluxGovernorLevelMult: 1.14,\n\n NumNetscriptPorts: 20,\n\n // Server-related constants\n HomeComputerMaxRam: 1073741824, // 2 ^ 30\n ServerBaseGrowthRate: 1.03, // Unadjusted Growth rate\n ServerMaxGrowthRate: 1.0035, // Maximum possible growth rate (max rate accounting for server security)\n ServerFortifyAmount: 0.002, // Amount by which server's security increases when its hacked/grown\n ServerWeakenAmount: 0.05, // Amount by which server's security decreases when weakened\n\n PurchasedServerLimit: 25,\n PurchasedServerMaxRam: 1048576, // 2^20\n\n // Augmentation Constants\n MultipleAugMultiplier: 1.9,\n\n // TOR Router\n TorRouterCost: 200e3,\n\n // Infiltration\n InfiltrationBribeBaseAmount: 100e3, //Amount per clearance level\n InfiltrationMoneyValue: 5e3, //Convert \"secret\" value to money\n InfiltrationRepValue: 1.4, //Convert \"secret\" value to faction reputation\n InfiltrationExpPow: 0.8,\n\n // Stock market\n WSEAccountCost: 200e6,\n TIXAPICost: 5e9,\n MarketData4SCost: 1e9,\n MarketDataTixApi4SCost: 25e9,\n StockMarketCommission: 100e3,\n\n // Hospital/Health\n HospitalCostPerHp: 100e3,\n\n // Intelligence-related constants\n IntelligenceCrimeWeight: 0.025, // Weight for how much int affects crime success rates\n IntelligenceInfiltrationWeight: 0.1, // Weight for how much int affects infiltration success rates\n IntelligenceCrimeBaseExpGain: 0.05,\n IntelligenceProgramBaseExpGain: 2.5, // Program required hack level divided by this to determine int exp gain\n IntelligenceTerminalHackBaseExpGain: 200, // Hacking exp divided by this to determine int exp gain\n IntelligenceSingFnBaseExpGain: 1.5,\n IntelligenceClassBaseExpGain: 0.01,\n IntelligenceHackingMissionBaseExpGain: 3, // Hacking Mission difficulty multiplied by this to get exp gain\n\n // Hacking Missions\n // TODO Move this into Hacking Mission implementation\n HackingMissionRepToDiffConversion: 10000, // Faction rep is divided by this to get mission difficulty\n HackingMissionRepToRewardConversion: 7, // Faction rep divided byt his to get mission rep reward\n HackingMissionSpamTimeIncrease: 25000, // How much time limit increase is gained when conquering a Spam Node (ms)\n HackingMissionTransferAttackIncrease: 1.05, // Multiplier by which the attack for all Core Nodes is increased when conquering a Transfer Node\n HackingMissionMiscDefenseIncrease: 1.05, // The amount by which every misc node's defense is multiplied when one is conquered\n HackingMissionDifficultyToHacking: 135, // Difficulty is multiplied by this to determine enemy's \"hacking\" level (to determine effects of scan/attack, etc)\n HackingMissionHowToPlay:\n \"Hacking missions are a minigame that, if won, will reward you with faction reputation.
\" +\n \"In this game you control a set of Nodes and use them to try and defeat an enemy. Your Nodes \" +\n \"are colored blue, while the enemy's are red. There are also other nodes on the map colored gray \" +\n \"that initially belong to neither you nor the enemy. The goal of the game is \" +\n \"to capture all of the enemy's Database nodes within the time limit. \" +\n \"If you fail to do this, you will lose.
\" +\n \"Each Node has three stats: Attack, Defense, and HP. There are five different actions that \" +\n \"a Node can take:
\" +\n \"Attack - Targets an enemy Node and lowers its HP. The effectiveness is determined by the owner's Attack, the Player's \" +\n \"hacking level, and the enemy's defense.
\" +\n \"Scan - Targets an enemy Node and lowers its Defense. The effectiveness is determined by the owner's Attack, the Player's hacking level, and the \" +\n \"enemy's defense.
\" +\n \"Weaken - Targets an enemy Node and lowers its Attack. The effectiveness is determined by the owner's Attack, the Player's hacking level, and the enemy's \" +\n \"defense.
\" +\n \"Fortify - Raises the Node's Defense. The effectiveness is determined by your hacking level.
\" +\n \"Overflow - Raises the Node's Attack but lowers its Defense. The effectiveness is determined by your hacking level.
\" +\n \"Note that when determining the effectiveness of the above actions, the TOTAL Attack or Defense of the team is used, not just the \" +\n \"Attack/Defense of the individual Node that is performing the action.
\" +\n \"To capture a Node, you must lower its HP down to 0.
\" +\n \"There are six different types of Nodes:
\" +\n \"CPU Core - These are your main Nodes that are used to perform actions. Capable of performing every action
\" +\n \"Firewall - Nodes with high defense. These Nodes can 'Fortify'
\" +\n \"Database - A special type of Node. The player's objective is to conquer all of the enemy's Database Nodes within \" +\n \"the time limit. These Nodes cannot perform any actions
\" +\n \"Spam - Conquering one of these Nodes will slow the enemy's trace, giving the player additional time to complete \" +\n \"the mission. These Nodes cannot perform any actions
\" +\n \"Transfer - Conquering one of these nodes will increase the Attack of all of your CPU Cores by a small fixed percentage. \" +\n \"These Nodes are capable of performing every action except the 'Attack' action
\" +\n \"Shield - Nodes with high defense. These Nodes can 'Fortify'
\" +\n \"To assign an action to a Node, you must first select one of your Nodes. This can be done by simply clicking on it. Double-clicking \" +\n \"a node will select all of your Nodes of the same type (e.g. select all CPU Core Nodes or all Transfer Nodes). Note that only Nodes \" +\n \"that can perform actions (CPU Core, Transfer, Shield, Firewall) can be selected. Selected Nodes will be denoted with a white highlight. After selecting a Node or multiple Nodes, \" +\n \"select its action using the Action Buttons near the top of the screen. Every action also has a corresponding keyboard \" +\n \"shortcut.
\" +\n \"For certain actions such as attacking, scanning, and weakening, the Node performing the action must have a target. To target \" +\n \"another node, simply click-and-drag from the 'source' Node to a target. A Node can only have one target, and you can target \" +\n \"any Node that is adjacent to one of your Nodes (immediately above, below, or to the side. NOT diagonal). Furthermore, only CPU Cores and Transfer Nodes \" +\n \"can target, since they are the only ones that can perform the related actions. To remove a target, you can simply click on the line that represents \" +\n \"the connection between one of your Nodes and its target. Alternatively, you can select the 'source' Node and click the 'Drop Connection' button, \" +\n \"or press 'd'.
\" +\n \"Other Notes:
\" +\n \"-Whenever a miscellenaous Node (not owned by the player or enemy) is conquered, the defense of all remaining miscellaneous Nodes that \" +\n \"are not actively being targeted will increase by a fixed percentage.
\" +\n \"-Whenever a Node is conquered, its stats are significantly reduced
\" +\n \"-Miscellaneous Nodes slowly raise their defense over time
\" +\n \"-Nodes slowly regenerate health over time.\",\n\n // Time-related constants\n MillisecondsPer20Hours: 72000000,\n GameCyclesPer20Hours: 72000000 / 200,\n\n MillisecondsPer10Hours: 36000000,\n GameCyclesPer10Hours: 36000000 / 200,\n\n MillisecondsPer8Hours: 28800000,\n GameCyclesPer8Hours: 28800000 / 200,\n\n MillisecondsPer4Hours: 14400000,\n GameCyclesPer4Hours: 14400000 / 200,\n\n MillisecondsPer2Hours: 7200000,\n GameCyclesPer2Hours: 7200000 / 200,\n\n MillisecondsPerHour: 3600000,\n GameCyclesPerHour: 3600000 / 200,\n\n MillisecondsPerHalfHour: 1800000,\n GameCyclesPerHalfHour: 1800000 / 200,\n\n MillisecondsPerQuarterHour: 900000,\n GameCyclesPerQuarterHour: 900000 / 200,\n\n MillisecondsPerFiveMinutes: 300000,\n GameCyclesPerFiveMinutes: 300000 / 200,\n\n // Player Work & Action\n BaseFocusBonus: 0.8,\n FactionWorkHacking: \"Faction Hacking Work\",\n FactionWorkField: \"Faction Field Work\",\n FactionWorkSecurity: \"Faction Security Work\",\n\n WorkTypeCompany: \"Working for Company\",\n WorkTypeCompanyPartTime: \"Working for Company part-time\",\n WorkTypeFaction: \"Working for Faction\",\n WorkTypeCreateProgram: \"Working on Create a Program\",\n WorkTypeStudyClass: \"Studying or Taking a class at university\",\n WorkTypeCrime: \"Committing a crime\",\n\n ClassStudyComputerScience: \"studying Computer Science\",\n ClassDataStructures: \"taking a Data Structures course\",\n ClassNetworks: \"taking a Networks course\",\n ClassAlgorithms: \"taking an Algorithms course\",\n ClassManagement: \"taking a Management course\",\n ClassLeadership: \"taking a Leadership course\",\n ClassGymStrength: \"training your strength at a gym\",\n ClassGymDefense: \"training your defense at a gym\",\n ClassGymDexterity: \"training your dexterity at a gym\",\n ClassGymAgility: \"training your agility at a gym\",\n\n ClassDataStructuresBaseCost: 40,\n ClassNetworksBaseCost: 80,\n ClassAlgorithmsBaseCost: 320,\n ClassManagementBaseCost: 160,\n ClassLeadershipBaseCost: 320,\n ClassGymBaseCost: 120,\n\n ClassStudyComputerScienceBaseExp: 0.5,\n ClassDataStructuresBaseExp: 1,\n ClassNetworksBaseExp: 2,\n ClassAlgorithmsBaseExp: 4,\n ClassManagementBaseExp: 2,\n ClassLeadershipBaseExp: 4,\n\n CrimeShoplift: \"shoplift\",\n CrimeRobStore: \"rob a store\",\n CrimeMug: \"mug someone\",\n CrimeLarceny: \"commit larceny\",\n CrimeDrugs: \"deal drugs\",\n CrimeBondForgery: \"forge corporate bonds\",\n CrimeTraffickArms: \"traffick illegal arms\",\n CrimeHomicide: \"commit homicide\",\n CrimeGrandTheftAuto: \"commit grand theft auto\",\n CrimeKidnap: \"kidnap someone for ransom\",\n CrimeAssassination: \"assassinate a high-profile target\",\n CrimeHeist: \"pull off the ultimate heist\",\n\n // Coding Contract\n // TODO: Move this into Coding contract implementation?\n CodingContractBaseFactionRepGain: 2500,\n CodingContractBaseCompanyRepGain: 4000,\n CodingContractBaseMoneyGain: 75e6,\n\n // BitNode/Source-File related stuff\n TotalNumBitNodes: 24,\n\n LatestUpdate: `\n v0.54.0 - 2021-09-20 One big react node (hydroflame & community)\n -------------------------------------------\n\n ** UI **\n\n * The UI is now completely(ish) in react and I'm starting to implement\n Material-UI everywhere. This will help make the game feel more consistent.\n * Major help from (@threehams)\n * New Terminal\n * New Active Scripts page\n * New sidebar.\n * New Character overview\n * New tutorial\n * New options page\n * New create program page (@Nolshine)\n\n ** Netscript ** \n\n * Add companyName to getPlayer\n\n ** Factions **\n\n * Megacorp factions are no longer removed when installing.\n\n ** Corporation **\n\n * All research tooltips are always visible.\n * Smart supply is enabled by default if purchased (@Nolshine)\n\n ** Misc. **\n\n * Fix \"Game saved\" animation. (@Nolshine)\n * Update commitCrime documentation (@Tryneus)\n * Fix logbox scrolling weird (@Nolshine)\n * Fix weird scrolling in corporations (@BartKoppelmans)\n * Fix typo (@BartKoppelmans & @Nolshine)\n * Delete game now has a confirmation modal (@Nolshine)\n * Fix issue where skills would not get properly updated when entering new\n BN. (@Nolshine)\n * Convert create gang to popup (@vmesecher)\n * Fixed a bug that prevented travel to Sector-12 and New Tokyo when not using\n ASCII art.\n * nerf noodle bar\n`,\n\n /*\n\n\n*/\n};\n","import { IMap } from \"../../types\";\n\nexport const AugmentationNames: IMap = {\n Targeting1: \"Augmented Targeting I\",\n Targeting2: \"Augmented Targeting II\",\n Targeting3: \"Augmented Targeting III\",\n SyntheticHeart: \"Synthetic Heart\",\n SynfibrilMuscle: \"Synfibril Muscle\",\n CombatRib1: \"Combat Rib I\",\n CombatRib2: \"Combat Rib II\",\n CombatRib3: \"Combat Rib III\",\n NanofiberWeave: \"Nanofiber Weave\",\n SubdermalArmor: \"NEMEAN Subdermal Weave\",\n WiredReflexes: \"Wired Reflexes\",\n GrapheneBoneLacings: \"Graphene Bone Lacings\",\n BionicSpine: \"Bionic Spine\",\n GrapheneBionicSpine: \"Graphene Bionic Spine Upgrade\",\n BionicLegs: \"Bionic Legs\",\n GrapheneBionicLegs: \"Graphene Bionic Legs Upgrade\",\n SpeechProcessor: \"Speech Processor Implant\",\n TITN41Injection: \"TITN-41 Gene-Modification Injection\",\n EnhancedSocialInteractionImplant: \"Enhanced Social Interaction Implant\",\n BitWire: \"BitWire\",\n ArtificialBioNeuralNetwork: \"Artificial Bio-neural Network Implant\",\n ArtificialSynapticPotentiation: \"Artificial Synaptic Potentiation\",\n EnhancedMyelinSheathing: \"Enhanced Myelin Sheathing\",\n SynapticEnhancement: \"Synaptic Enhancement Implant\",\n NeuralRetentionEnhancement: \"Neural-Retention Enhancement\",\n DataJack: \"DataJack\",\n ENM: \"Embedded Netburner Module\",\n ENMCore: \"Embedded Netburner Module Core Implant\",\n ENMCoreV2: \"Embedded Netburner Module Core V2 Upgrade\",\n ENMCoreV3: \"Embedded Netburner Module Core V3 Upgrade\",\n ENMAnalyzeEngine: \"Embedded Netburner Module Analyze Engine\",\n ENMDMA: \"Embedded Netburner Module Direct Memory Access Upgrade\",\n Neuralstimulator: \"Neuralstimulator\",\n NeuralAccelerator: \"Neural Accelerator\",\n CranialSignalProcessorsG1: \"Cranial Signal Processors - Gen I\",\n CranialSignalProcessorsG2: \"Cranial Signal Processors - Gen II\",\n CranialSignalProcessorsG3: \"Cranial Signal Processors - Gen III\",\n CranialSignalProcessorsG4: \"Cranial Signal Processors - Gen IV\",\n CranialSignalProcessorsG5: \"Cranial Signal Processors - Gen V\",\n NeuronalDensification: \"Neuronal Densification\",\n NeuroreceptorManager: \"Neuroreceptor Management Implant\",\n NuoptimalInjectorImplant: \"Nuoptimal Nootropic Injector Implant\",\n SpeechEnhancement: \"Speech Enhancement\",\n FocusWire: \"FocusWire\",\n PCDNI: \"PC Direct-Neural Interface\",\n PCDNIOptimizer: \"PC Direct-Neural Interface Optimization Submodule\",\n PCDNINeuralNetwork: \"PC Direct-Neural Interface NeuroNet Injector\",\n PCMatrix: \"PCMatrix\",\n ADRPheromone1: \"ADR-V1 Pheromone Gene\",\n ADRPheromone2: \"ADR-V2 Pheromone Gene\",\n ShadowsSimulacrum: \"The Shadow's Simulacrum\",\n HacknetNodeCPUUpload: \"Hacknet Node CPU Architecture Neural-Upload\",\n HacknetNodeCacheUpload: \"Hacknet Node Cache Architecture Neural-Upload\",\n HacknetNodeNICUpload: \"Hacknet Node NIC Architecture Neural-Upload\",\n HacknetNodeKernelDNI: \"Hacknet Node Kernel Direct-Neural Interface\",\n HacknetNodeCoreDNI: \"Hacknet Node Core Direct-Neural Interface\",\n NeuroFluxGovernor: \"NeuroFlux Governor\",\n Neurotrainer1: \"Neurotrainer I\",\n Neurotrainer2: \"Neurotrainer II\",\n Neurotrainer3: \"Neurotrainer III\",\n Hypersight: \"HyperSight Corneal Implant\",\n LuminCloaking1: \"LuminCloaking-V1 Skin Implant\",\n LuminCloaking2: \"LuminCloaking-V2 Skin Implant\",\n HemoRecirculator: \"HemoRecirculator\",\n SmartSonar: \"SmartSonar Implant\",\n PowerRecirculator: \"Power Recirculation Core\",\n QLink: \"QLink\",\n TheRedPill: \"The Red Pill\",\n SPTN97: \"SPTN-97 Gene Modification\",\n HiveMind: \"ECorp HVMind Implant\",\n CordiARCReactor: \"CordiARC Fusion Reactor\",\n SmartJaw: \"SmartJaw\",\n Neotra: \"Neotra\",\n Xanipher: \"Xanipher\",\n nextSENS: \"nextSENS Gene Modification\",\n OmniTekInfoLoad: \"OmniTek InfoLoad\",\n PhotosyntheticCells: \"Photosynthetic Cells\",\n Neurolink: \"BitRunners Neurolink\",\n TheBlackHand: \"The Black Hand\",\n UnstableCircadianModulator: \"Unstable Circadian Modulator\",\n CRTX42AA: \"CRTX42-AA Gene Modification\",\n Neuregen: \"Neuregen Gene Modification\",\n CashRoot: \"CashRoot Starter Kit\",\n NutriGen: \"NutriGen Implant\",\n INFRARet: \"INFRARET Enhancement\",\n DermaForce: \"DermaForce Particle Barrier\",\n GrapheneBrachiBlades: \"Graphene BranchiBlades Upgrade\",\n GrapheneBionicArms: \"Graphene Bionic Arms Upgrade\",\n BrachiBlades: \"BrachiBlades\",\n BionicArms: \"Bionic Arms\",\n SNA: \"Social Negotiation Assistant (S.N.A)\",\n HydroflameLeftArm: \"Hydroflame Left Arm\",\n EsperEyewear: \"EsperTech Bladeburner Eyewear\",\n EMS4Recombination: \"EMS-4 Recombination\",\n OrionShoulder: \"ORION-MKIV Shoulder\",\n HyperionV1: \"Hyperion Plasma Cannon V1\",\n HyperionV2: \"Hyperion Plasma Cannon V2\",\n GolemSerum: \"GOLEM Serum\",\n VangelisVirus: \"Vangelis Virus\",\n VangelisVirus3: \"Vangelis Virus 3.0\",\n INTERLINKED: \"I.N.T.E.R.L.I.N.K.E.D\",\n BladeRunner: \"Blade's Runners\",\n BladeArmor: \"BLADE-51b Tesla Armor\",\n BladeArmorPowerCells: \"BLADE-51b Tesla Armor: Power Cells Upgrade\",\n BladeArmorEnergyShielding: \"BLADE-51b Tesla Armor: Energy Shielding Upgrade\",\n BladeArmorUnibeam: \"BLADE-51b Tesla Armor: Unibeam Upgrade\",\n BladeArmorOmnibeam: \"BLADE-51b Tesla Armor: Omnibeam Upgrade\",\n BladeArmorIPU: \"BLADE-51b Tesla Armor: IPU Upgrade\",\n BladesSimulacrum: \"The Blade's Simulacrum\",\n\n //Wasteland Augs\n //PepBoy: \"P.E.P-Boy\", Plasma Energy Projection System\n //PepBoyForceField Generates plasma force fields\n //PepBoyBlasts Generate high density plasma concussive blasts\n //PepBoyDataStorage STore more data on pep boy,\n};\n","/**\n * Bitnode multipliers influence the difficulty of different aspects of the game.\n * Each Bitnode has a different theme/strategy to achieving the end goal, so these multipliers will can help drive the\n * player toward the intended strategy. Unless they really want to play the long, slow game of waiting...\n */\ninterface IBitNodeMultipliers {\n /**\n * Influences how quickly the player's agility level (not exp) scales\n */\n AgilityLevelMultiplier: number;\n\n /**\n * Influences the base cost to purchase an augmentation.\n */\n AugmentationMoneyCost: number;\n\n /**\n * Influences the base rep the player must have with a faction to purchase an augmentation.\n */\n AugmentationRepCost: number;\n\n /**\n * Influences how quickly the player can gain rank within Bladeburner.\n */\n BladeburnerRank: number;\n\n /**\n * Influences the cost of skill levels from Bladeburner.\n */\n BladeburnerSkillCost: number;\n\n /**\n * Influences how quickly the player's charisma level (not exp) scales\n */\n CharismaLevelMultiplier: number;\n\n /**\n * Influences the experience gained for each ability when a player completes a class.\n */\n ClassGymExpGain: number;\n\n /**\n * Influences the amount of money gained from completing Coding Contracts\n **/\n CodingContractMoney: number;\n\n /**\n * Influences the experience gained for each ability when the player completes working their job.\n */\n CompanyWorkExpGain: number;\n\n /**\n * Influences how much money the player earns when completing working their job.\n */\n CompanyWorkMoney: number;\n\n /**\n * Influences the valuation of corporations created by the player.\n */\n CorporationValuation: number;\n\n /**\n * Influences the base experience gained for each ability when the player commits a crime.\n */\n CrimeExpGain: number;\n\n /**\n * Influences the base money gained when the player commits a crime.\n */\n CrimeMoney: number;\n\n /**\n * Influences how many Augmentations you need in order to get invited to the Daedalus faction\n */\n DaedalusAugsRequirement: number;\n\n /**\n * Influences how quickly the player's defense level (not exp) scales\n */\n DefenseLevelMultiplier: number;\n\n /**\n * Influences how quickly the player's dexterity level (not exp) scales\n */\n DexterityLevelMultiplier: number;\n\n /**\n * Influences how much rep the player gains in each faction simply by being a member.\n */\n FactionPassiveRepGain: number;\n\n /**\n * Influences the experience gained for each ability when the player completes work for a Faction.\n */\n FactionWorkExpGain: number;\n\n /**\n * Influences how much rep the player gains when performing work for a faction.\n */\n FactionWorkRepGain: number;\n\n /**\n * Influences how much it costs to unlock the stock market's 4S Market Data API\n */\n FourSigmaMarketDataApiCost: number;\n\n /**\n * Influences how much it costs to unlock the stock market's 4S Market Data (NOT API)\n */\n FourSigmaMarketDataCost: number;\n\n /**\n * Influences how much negative karma is required to create a gang in this bitnode.\n */\n GangKarmaRequirement: number;\n\n /**\n * Influences the experienced gained when hacking a server.\n */\n HackExpGain: number;\n\n /**\n * Influences how quickly the player's hacking level (not experience) scales\n */\n HackingLevelMultiplier: number;\n\n /**\n * Influences how much money is produced by Hacknet Nodes.\n * Influeces the hash rate of Hacknet Servers (unlocked in BitNode-9)\n */\n HacknetNodeMoney: number;\n\n /**\n * Influences how much money it costs to upgrade your home computer's RAM\n */\n HomeComputerRamCost: number;\n\n /**\n * Influences how much money is gained when the player infiltrates a company.\n */\n InfiltrationMoney: number;\n\n /**\n * Influences how much rep the player can gain from factions when selling stolen documents and secrets\n */\n InfiltrationRep: number;\n\n /**\n * Influences how much money can be stolen from a server when the player performs a hack against it through\n * the Terminal.\n */\n ManualHackMoney: number;\n\n /**\n * Influence how much it costs to purchase a server\n */\n PurchasedServerCost: number;\n\n /**\n * Influences the maximum number of purchased servers you can have\n */\n PurchasedServerLimit: number;\n\n /**\n * Influences the maximum allowed RAM for a purchased server\n */\n PurchasedServerMaxRam: number;\n /**\n * Influences the minimum favor the player must have with a faction before they can donate to gain rep.\n */\n RepToDonateToFaction: number;\n\n /**\n * Influences how much money can be stolen from a server when a script performs a hack against it.\n */\n ScriptHackMoney: number;\n\n /**\n * The amount of money actually gained when script hack a server. This is\n * different than the above because you can reduce the amount of money but\n * not gain that same amount.\n */\n ScriptHackMoneyGain: number;\n\n /**\n * Influences the growth percentage per cycle against a server.\n */\n ServerGrowthRate: number;\n\n /**\n * Influences the maxmimum money that a server can grow to.\n */\n ServerMaxMoney: number;\n\n /**\n * Influences the initial money that a server starts with.\n */\n ServerStartingMoney: number;\n\n /**\n * Influences the initial security level (hackDifficulty) of a server.\n */\n ServerStartingSecurity: number;\n\n /**\n * Influences the weaken amount per invocation against a server.\n */\n ServerWeakenRate: number;\n\n /**\n * Influences how quickly the player's strength level (not exp) scales\n */\n StrengthLevelMultiplier: number;\n\n // Index signature\n [key: string]: number;\n}\n\n/**\n * The multipliers that are influenced by current Bitnode progression.\n */\n// tslint:disable-next-line:variable-name\nexport const BitNodeMultipliers: IBitNodeMultipliers = {\n HackingLevelMultiplier: 1,\n StrengthLevelMultiplier: 1,\n DefenseLevelMultiplier: 1,\n DexterityLevelMultiplier: 1,\n AgilityLevelMultiplier: 1,\n CharismaLevelMultiplier: 1,\n\n ServerGrowthRate: 1,\n ServerMaxMoney: 1,\n ServerStartingMoney: 1,\n ServerStartingSecurity: 1,\n ServerWeakenRate: 1,\n\n HomeComputerRamCost: 1,\n\n PurchasedServerCost: 1,\n PurchasedServerLimit: 1,\n PurchasedServerMaxRam: 1,\n\n CompanyWorkMoney: 1,\n CrimeMoney: 1,\n HacknetNodeMoney: 1,\n ManualHackMoney: 1,\n ScriptHackMoney: 1,\n ScriptHackMoneyGain: 1,\n CodingContractMoney: 1,\n\n ClassGymExpGain: 1,\n CompanyWorkExpGain: 1,\n CrimeExpGain: 1,\n FactionWorkExpGain: 1,\n HackExpGain: 1,\n\n FactionPassiveRepGain: 1,\n FactionWorkRepGain: 1,\n RepToDonateToFaction: 1,\n\n AugmentationMoneyCost: 1,\n AugmentationRepCost: 1,\n\n InfiltrationMoney: 1,\n InfiltrationRep: 1,\n\n FourSigmaMarketDataCost: 1,\n FourSigmaMarketDataApiCost: 1,\n\n CorporationValuation: 1,\n\n BladeburnerRank: 1,\n BladeburnerSkillCost: 1,\n\n DaedalusAugsRequirement: 1,\n GangKarmaRequirement: 1,\n};\n","/**\n * Names of all locations\n */\nexport enum LocationName {\n // Cities\n Aevum = \"Aevum\",\n Chongqing = \"Chongqing\",\n Ishima = \"Ishima\",\n NewTokyo = \"New Tokyo\",\n Sector12 = \"Sector-12\",\n Volhaven = \"Volhaven\",\n\n // Aevum Locations\n AevumAeroCorp = \"AeroCorp\",\n AevumBachmanAndAssociates = \"Bachman & Associates\",\n AevumClarkeIncorporated = \"Clarke Incorporated\",\n AevumCrushFitnessGym = \"Crush Fitness Gym\",\n AevumECorp = \"ECorp\",\n AevumFulcrumTechnologies = \"Fulcrum Technologies\",\n AevumGalacticCybersystems = \"Galactic Cybersystems\",\n AevumNetLinkTechnologies = \"NetLink Technologies\",\n AevumPolice = \"Aevum Police Headquarters\",\n AevumRhoConstruction = \"Rho Construction\",\n AevumSnapFitnessGym = \"Snap Fitness Gym\",\n AevumSummitUniversity = \"Summit University\",\n AevumWatchdogSecurity = \"Watchdog Security\",\n AevumCasino = \"Iker Molina Casino\",\n\n // Chongqing locations\n ChongqingKuaiGongInternational = \"KuaiGong International\",\n ChongqingSolarisSpaceSystems = \"Solaris Space Systems\",\n\n // Sector 12\n Sector12AlphaEnterprises = \"Alpha Enterprises\",\n Sector12BladeIndustries = \"Blade Industries\",\n Sector12CIA = \"Central Intelligence Agency\",\n Sector12CarmichaelSecurity = \"Carmichael Security\",\n Sector12CityHall = \"Sector-12 City Hall\",\n Sector12DeltaOne = \"DeltaOne\",\n Sector12FoodNStuff = \"FoodNStuff\",\n Sector12FourSigma = \"Four Sigma\",\n Sector12IcarusMicrosystems = \"Icarus Microsystems\",\n Sector12IronGym = \"Iron Gym\",\n Sector12JoesGuns = \"Joe's Guns\",\n Sector12MegaCorp = \"MegaCorp\",\n Sector12NSA = \"National Security Agency\",\n Sector12PowerhouseGym = \"Powerhouse Gym\",\n Sector12RothmanUniversity = \"Rothman University\",\n Sector12UniversalEnergy = \"Universal Energy\",\n\n // New Tokyo\n NewTokyoDefComm = \"DefComm\",\n NewTokyoGlobalPharmaceuticals = \"Global Pharmaceuticals\",\n NewTokyoNoodleBar = \"Noodle Bar\",\n NewTokyoVitaLife = \"VitaLife\",\n\n // Ishima\n IshimaNovaMedical = \"Nova Medical\",\n IshimaOmegaSoftware = \"Omega Software\",\n IshimaStormTechnologies = \"Storm Technologies\",\n\n // Volhaven\n VolhavenCompuTek = \"CompuTek\",\n VolhavenHeliosLabs = \"Helios Labs\",\n VolhavenLexoCorp = \"LexoCorp\",\n VolhavenMilleniumFitnessGym = \"Millenium Fitness Gym\",\n VolhavenNWO = \"NWO\",\n VolhavenOmniTekIncorporated = \"OmniTek Incorporated\",\n VolhavenOmniaCybersystems = \"Omnia Cybersystems\",\n VolhavenSysCoreSecurities = \"SysCore Securities\",\n VolhavenZBInstituteOfTechnology = \"ZB Institute of Technology\",\n\n // Generic locations\n Hospital = \"Hospital\",\n Slums = \"The Slums\",\n TravelAgency = \"Travel Agency\",\n WorldStockExchange = \"World Stock Exchange\",\n\n // Default name for Location objects\n Void = \"The Void\",\n}\n","import { AlertEvents } from \"./AlertManager\";\n\nimport React from \"react\";\nimport { jsx } from \"@emotion/react\";\n\nexport function dialogBoxCreate(txt: string | JSX.Element): void {\n if (typeof txt !== \"string\") {\n AlertEvents.emit(txt);\n } else {\n AlertEvents.emit();\n }\n}\n","import { IMap } from \"../types\";\n\n// TODO remember to update RamCalculations.js and WorkerScript.js\n\n// RAM costs for Netscript functions\nexport const RamCostConstants: IMap = {\n ScriptBaseRamCost: 1.6,\n ScriptDomRamCost: 25,\n ScriptHackRamCost: 0.1,\n ScriptHackAnalyzeRamCost: 1,\n ScriptGrowRamCost: 0.15,\n ScriptGrowthAnalyzeRamCost: 1,\n ScriptWeakenRamCost: 0.15,\n ScriptScanRamCost: 0.2,\n ScriptPortProgramRamCost: 0.05,\n ScriptRunRamCost: 1.0,\n ScriptExecRamCost: 1.3,\n ScriptSpawnRamCost: 2.0,\n ScriptScpRamCost: 0.6,\n ScriptKillRamCost: 0.5,\n ScriptHasRootAccessRamCost: 0.05,\n ScriptGetHostnameRamCost: 0.05,\n ScriptGetHackingLevelRamCost: 0.05,\n ScriptGetMultipliersRamCost: 4.0,\n ScriptGetServerRamCost: 0.1,\n ScriptGetServerMaxRam: 0.05,\n ScriptGetServerUsedRam: 0.05,\n ScriptFileExistsRamCost: 0.1,\n ScriptIsRunningRamCost: 0.1,\n ScriptHacknetNodesRamCost: 4.0,\n ScriptHNUpgLevelRamCost: 0.4,\n ScriptHNUpgRamRamCost: 0.6,\n ScriptHNUpgCoreRamCost: 0.8,\n ScriptGetStockRamCost: 2.0,\n ScriptBuySellStockRamCost: 2.5,\n ScriptGetPurchaseServerRamCost: 0.25,\n ScriptPurchaseServerRamCost: 2.25,\n ScriptGetPurchasedServerLimit: 0.05,\n ScriptGetPurchasedServerMaxRam: 0.05,\n ScriptRoundRamCost: 0.05,\n ScriptReadWriteRamCost: 1.0,\n ScriptArbScriptRamCost: 1.0,\n ScriptGetScriptRamCost: 0.1,\n ScriptGetRunningScriptRamCost: 0.3,\n ScriptGetHackTimeRamCost: 0.05,\n ScriptGetFavorToDonate: 0.1,\n ScriptCodingContractBaseRamCost: 10,\n ScriptSleeveBaseRamCost: 4,\n\n ScriptSingularityFn1RamCost: 2,\n ScriptSingularityFn2RamCost: 3,\n ScriptSingularityFn3RamCost: 5,\n\n ScriptGangApiBaseRamCost: 4,\n\n ScriptBladeburnerApiBaseRamCost: 4,\n};\n\nexport const RamCosts: IMap = {\n hacknet: {\n numNodes: () => 0,\n purchaseNode: () => 0,\n getPurchaseNodeCost: () => 0,\n getNodeStats: () => 0,\n upgradeLevel: () => 0,\n upgradeRam: () => 0,\n upgradeCore: () => 0,\n upgradeCache: () => 0,\n getLevelUpgradeCost: () => 0,\n getRamUpgradeCost: () => 0,\n getCoreUpgradeCost: () => 0,\n getCacheUpgradeCost: () => 0,\n numHashes: () => 0,\n hashCost: () => 0,\n spendHashes: () => 0,\n },\n sprintf: () => 0,\n vsprintf: () => 0,\n scan: () => RamCostConstants.ScriptScanRamCost,\n hack: () => RamCostConstants.ScriptHackRamCost,\n hackAnalyzeThreads: () => RamCostConstants.ScriptHackAnalyzeRamCost,\n hackAnalyzePercent: () => RamCostConstants.ScriptHackAnalyzeRamCost,\n hackChance: () => RamCostConstants.ScriptHackAnalyzeRamCost,\n sleep: () => 0,\n grow: () => RamCostConstants.ScriptGrowRamCost,\n growthAnalyze: () => RamCostConstants.ScriptGrowthAnalyzeRamCost,\n weaken: () => RamCostConstants.ScriptWeakenRamCost,\n print: () => 0,\n tprint: () => 0,\n clearLog: () => 0,\n disableLog: () => 0,\n enableLog: () => 0,\n isLogEnabled: () => 0,\n getScriptLogs: () => 0,\n nuke: () => RamCostConstants.ScriptPortProgramRamCost,\n brutessh: () => RamCostConstants.ScriptPortProgramRamCost,\n ftpcrack: () => RamCostConstants.ScriptPortProgramRamCost,\n relaysmtp: () => RamCostConstants.ScriptPortProgramRamCost,\n httpworm: () => RamCostConstants.ScriptPortProgramRamCost,\n sqlinject: () => RamCostConstants.ScriptPortProgramRamCost,\n run: () => RamCostConstants.ScriptRunRamCost,\n exec: () => RamCostConstants.ScriptExecRamCost,\n spawn: () => RamCostConstants.ScriptSpawnRamCost,\n kill: () => RamCostConstants.ScriptKillRamCost,\n killall: () => RamCostConstants.ScriptKillRamCost,\n exit: () => 0,\n scp: () => RamCostConstants.ScriptScpRamCost,\n ls: () => RamCostConstants.ScriptScanRamCost,\n ps: () => RamCostConstants.ScriptScanRamCost,\n hasRootAccess: () => RamCostConstants.ScriptHasRootAccessRamCost,\n getIp: () => RamCostConstants.ScriptGetHostnameRamCost,\n getHostname: () => RamCostConstants.ScriptGetHostnameRamCost,\n getHackingLevel: () => RamCostConstants.ScriptGetHackingLevelRamCost,\n getHackingMultipliers: () => RamCostConstants.ScriptGetMultipliersRamCost,\n getHacknetMultipliers: () => RamCostConstants.ScriptGetMultipliersRamCost,\n getBitNodeMultipliers: () => RamCostConstants.ScriptGetMultipliersRamCost,\n getServer: () => RamCostConstants.ScriptGetMultipliersRamCost / 2,\n getServerMoneyAvailable: () => RamCostConstants.ScriptGetServerRamCost,\n getServerSecurityLevel: () => RamCostConstants.ScriptGetServerRamCost,\n getServerBaseSecurityLevel: () => RamCostConstants.ScriptGetServerRamCost,\n getServerMinSecurityLevel: () => RamCostConstants.ScriptGetServerRamCost,\n getServerRequiredHackingLevel: () => RamCostConstants.ScriptGetServerRamCost,\n getServerMaxMoney: () => RamCostConstants.ScriptGetServerRamCost,\n getServerGrowth: () => RamCostConstants.ScriptGetServerRamCost,\n getServerNumPortsRequired: () => RamCostConstants.ScriptGetServerRamCost,\n getServerRam: () => RamCostConstants.ScriptGetServerRamCost,\n getServerMaxRam: () => RamCostConstants.ScriptGetServerMaxRam,\n getServerUsedRam: () => RamCostConstants.ScriptGetServerUsedRam,\n serverExists: () => RamCostConstants.ScriptGetServerRamCost,\n fileExists: () => RamCostConstants.ScriptFileExistsRamCost,\n isRunning: () => RamCostConstants.ScriptIsRunningRamCost,\n getStockSymbols: () => RamCostConstants.ScriptGetStockRamCost,\n getStockPrice: () => RamCostConstants.ScriptGetStockRamCost,\n getStockAskPrice: () => RamCostConstants.ScriptGetStockRamCost,\n getStockBidPrice: () => RamCostConstants.ScriptGetStockRamCost,\n getStockPosition: () => RamCostConstants.ScriptGetStockRamCost,\n getStockMaxShares: () => RamCostConstants.ScriptGetStockRamCost,\n getStockPurchaseCost: () => RamCostConstants.ScriptGetStockRamCost,\n getStockSaleGain: () => RamCostConstants.ScriptGetStockRamCost,\n buyStock: () => RamCostConstants.ScriptBuySellStockRamCost,\n sellStock: () => RamCostConstants.ScriptBuySellStockRamCost,\n shortStock: () => RamCostConstants.ScriptBuySellStockRamCost,\n sellShort: () => RamCostConstants.ScriptBuySellStockRamCost,\n placeOrder: () => RamCostConstants.ScriptBuySellStockRamCost,\n cancelOrder: () => RamCostConstants.ScriptBuySellStockRamCost,\n getOrders: () => RamCostConstants.ScriptBuySellStockRamCost,\n getStockVolatility: () => RamCostConstants.ScriptBuySellStockRamCost,\n getStockForecast: () => RamCostConstants.ScriptBuySellStockRamCost,\n purchase4SMarketData: () => RamCostConstants.ScriptBuySellStockRamCost,\n purchase4SMarketDataTixApi: () => RamCostConstants.ScriptBuySellStockRamCost,\n getPurchasedServerLimit: () => RamCostConstants.ScriptGetPurchasedServerLimit,\n getPurchasedServerMaxRam: () => RamCostConstants.ScriptGetPurchasedServerMaxRam,\n getPurchasedServerCost: () => RamCostConstants.ScriptGetPurchaseServerRamCost,\n purchaseServer: () => RamCostConstants.ScriptPurchaseServerRamCost,\n deleteServer: () => RamCostConstants.ScriptPurchaseServerRamCost,\n getPurchasedServers: () => RamCostConstants.ScriptPurchaseServerRamCost,\n write: () => RamCostConstants.ScriptReadWriteRamCost,\n tryWrite: () => RamCostConstants.ScriptReadWriteRamCost,\n read: () => RamCostConstants.ScriptReadWriteRamCost,\n peek: () => RamCostConstants.ScriptReadWriteRamCost,\n clear: () => RamCostConstants.ScriptReadWriteRamCost,\n getPortHandle: () => RamCostConstants.ScriptReadWriteRamCost * 10,\n rm: () => RamCostConstants.ScriptReadWriteRamCost,\n scriptRunning: () => RamCostConstants.ScriptArbScriptRamCost,\n scriptKill: () => RamCostConstants.ScriptArbScriptRamCost,\n getScriptName: () => 0,\n getScriptRam: () => RamCostConstants.ScriptGetScriptRamCost,\n getHackTime: () => RamCostConstants.ScriptGetHackTimeRamCost,\n getGrowTime: () => RamCostConstants.ScriptGetHackTimeRamCost,\n getWeakenTime: () => RamCostConstants.ScriptGetHackTimeRamCost,\n getScriptIncome: () => RamCostConstants.ScriptGetScriptRamCost,\n getScriptExpGain: () => RamCostConstants.ScriptGetScriptRamCost,\n getRunningScript: () => RamCostConstants.ScriptGetRunningScriptRamCost,\n nFormat: () => 0,\n getTimeSinceLastAug: () => RamCostConstants.ScriptGetHackTimeRamCost,\n prompt: () => 0,\n wget: () => 0,\n getFavorToDonate: () => RamCostConstants.ScriptGetFavorToDonate,\n\n // Singularity Functions\n universityCourse: () => RamCostConstants.ScriptSingularityFn1RamCost,\n gymWorkout: () => RamCostConstants.ScriptSingularityFn1RamCost,\n travelToCity: () => RamCostConstants.ScriptSingularityFn1RamCost,\n purchaseTor: () => RamCostConstants.ScriptSingularityFn1RamCost,\n purchaseProgram: () => RamCostConstants.ScriptSingularityFn1RamCost,\n getCurrentServer: () => RamCostConstants.ScriptSingularityFn1RamCost,\n connect: () => RamCostConstants.ScriptSingularityFn1RamCost,\n manualHack: () => RamCostConstants.ScriptSingularityFn1RamCost,\n installBackdoor: () => RamCostConstants.ScriptSingularityFn1RamCost,\n getStats: () => RamCostConstants.ScriptSingularityFn1RamCost / 4,\n getCharacterInformation: () => RamCostConstants.ScriptSingularityFn1RamCost / 4,\n getPlayer: () => RamCostConstants.ScriptSingularityFn1RamCost / 4,\n hospitalize: () => RamCostConstants.ScriptSingularityFn1RamCost / 4,\n isBusy: () => RamCostConstants.ScriptSingularityFn1RamCost / 4,\n stopAction: () => RamCostConstants.ScriptSingularityFn1RamCost / 2,\n upgradeHomeRam: () => RamCostConstants.ScriptSingularityFn2RamCost,\n getUpgradeHomeRamCost: () => RamCostConstants.ScriptSingularityFn2RamCost / 2,\n workForCompany: () => RamCostConstants.ScriptSingularityFn2RamCost,\n applyToCompany: () => RamCostConstants.ScriptSingularityFn2RamCost,\n getCompanyRep: () => RamCostConstants.ScriptSingularityFn2RamCost / 3,\n getCompanyFavor: () => RamCostConstants.ScriptSingularityFn2RamCost / 3,\n getCompanyFavorGain: () => RamCostConstants.ScriptSingularityFn2RamCost / 4,\n checkFactionInvitations: () => RamCostConstants.ScriptSingularityFn2RamCost,\n joinFaction: () => RamCostConstants.ScriptSingularityFn2RamCost,\n workForFaction: () => RamCostConstants.ScriptSingularityFn2RamCost,\n getFactionRep: () => RamCostConstants.ScriptSingularityFn2RamCost / 3,\n getFactionFavor: () => RamCostConstants.ScriptSingularityFn2RamCost / 3,\n getFactionFavorGain: () => RamCostConstants.ScriptSingularityFn2RamCost / 4,\n donateToFaction: () => RamCostConstants.ScriptSingularityFn3RamCost,\n createProgram: () => RamCostConstants.ScriptSingularityFn3RamCost,\n commitCrime: () => RamCostConstants.ScriptSingularityFn3RamCost,\n getCrimeChance: () => RamCostConstants.ScriptSingularityFn3RamCost,\n getCrimeStats: () => RamCostConstants.ScriptSingularityFn3RamCost,\n getOwnedAugmentations: () => RamCostConstants.ScriptSingularityFn3RamCost,\n getOwnedSourceFiles: () => RamCostConstants.ScriptSingularityFn3RamCost,\n getAugmentationsFromFaction: () => RamCostConstants.ScriptSingularityFn3RamCost,\n getAugmentationCost: () => RamCostConstants.ScriptSingularityFn3RamCost,\n getAugmentationPrereq: () => RamCostConstants.ScriptSingularityFn3RamCost,\n getAugmentationPrice: () => RamCostConstants.ScriptSingularityFn3RamCost / 2,\n getAugmentationRepReq: () => RamCostConstants.ScriptSingularityFn3RamCost / 2,\n getAugmentationStats: () => RamCostConstants.ScriptSingularityFn3RamCost,\n purchaseAugmentation: () => RamCostConstants.ScriptSingularityFn3RamCost,\n softReset: () => RamCostConstants.ScriptSingularityFn3RamCost,\n installAugmentations: () => RamCostConstants.ScriptSingularityFn3RamCost,\n\n // Gang API\n gang: {\n createGang: () => RamCostConstants.ScriptGangApiBaseRamCost / 4,\n inGang: () => RamCostConstants.ScriptGangApiBaseRamCost / 4,\n getMemberNames: () => RamCostConstants.ScriptGangApiBaseRamCost / 4,\n getGangInformation: () => RamCostConstants.ScriptGangApiBaseRamCost / 2,\n getOtherGangInformation: () => RamCostConstants.ScriptGangApiBaseRamCost / 2,\n getMemberInformation: () => RamCostConstants.ScriptGangApiBaseRamCost / 2,\n canRecruitMember: () => RamCostConstants.ScriptGangApiBaseRamCost / 4,\n recruitMember: () => RamCostConstants.ScriptGangApiBaseRamCost / 2,\n getTaskNames: () => RamCostConstants.ScriptGangApiBaseRamCost / 4,\n getTaskStats: () => RamCostConstants.ScriptGangApiBaseRamCost / 4,\n setMemberTask: () => RamCostConstants.ScriptGangApiBaseRamCost / 2,\n getEquipmentNames: () => RamCostConstants.ScriptGangApiBaseRamCost / 4,\n getEquipmentCost: () => RamCostConstants.ScriptGangApiBaseRamCost / 2,\n getEquipmentType: () => RamCostConstants.ScriptGangApiBaseRamCost / 2,\n getEquipmentStats: () => RamCostConstants.ScriptGangApiBaseRamCost / 2,\n purchaseEquipment: () => RamCostConstants.ScriptGangApiBaseRamCost,\n ascendMember: () => RamCostConstants.ScriptGangApiBaseRamCost,\n setTerritoryWarfare: () => RamCostConstants.ScriptGangApiBaseRamCost / 2,\n getChanceToWinClash: () => RamCostConstants.ScriptGangApiBaseRamCost,\n getBonusTime: () => 0,\n },\n\n // Bladeburner API\n bladeburner: {\n getContractNames: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost / 10,\n getOperationNames: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost / 10,\n getBlackOpNames: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost / 10,\n getBlackOpRank: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost / 2,\n getGeneralActionNames: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost / 10,\n getSkillNames: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost / 10,\n startAction: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n stopBladeburnerAction: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost / 2,\n getCurrentAction: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost / 4,\n getActionTime: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n getActionEstimatedSuccessChance: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n getActionRepGain: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n getActionCountRemaining: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n getActionMaxLevel: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n getActionCurrentLevel: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n getActionAutolevel: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n setActionAutolevel: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n setActionLevel: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n getRank: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n getSkillPoints: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n getSkillLevel: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n getSkillUpgradeCost: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n upgradeSkill: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n getTeamSize: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n setTeamSize: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n getCityEstimatedPopulation: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n getCityEstimatedCommunities: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n getCityChaos: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n getCity: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n switchCity: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n getStamina: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n joinBladeburnerFaction: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n joinBladeburnerDivision: () => RamCostConstants.ScriptBladeburnerApiBaseRamCost,\n getBonusTime: () => 0,\n },\n\n // Coding Contract API\n codingcontract: {\n attempt: () => RamCostConstants.ScriptCodingContractBaseRamCost,\n getContractType: () => RamCostConstants.ScriptCodingContractBaseRamCost / 2,\n getData: () => RamCostConstants.ScriptCodingContractBaseRamCost / 2,\n getDescription: () => RamCostConstants.ScriptCodingContractBaseRamCost / 2,\n getNumTriesRemaining: () => RamCostConstants.ScriptCodingContractBaseRamCost / 5,\n },\n\n // Duplicate Sleeve API\n sleeve: {\n getNumSleeves: () => RamCostConstants.ScriptSleeveBaseRamCost,\n setToShockRecovery: () => RamCostConstants.ScriptSleeveBaseRamCost,\n setToSynchronize: () => RamCostConstants.ScriptSleeveBaseRamCost,\n setToCommitCrime: () => RamCostConstants.ScriptSleeveBaseRamCost,\n setToUniversityCourse: () => RamCostConstants.ScriptSleeveBaseRamCost,\n travel: () => RamCostConstants.ScriptSleeveBaseRamCost,\n setToCompanyWork: () => RamCostConstants.ScriptSleeveBaseRamCost,\n setToFactionWork: () => RamCostConstants.ScriptSleeveBaseRamCost,\n setToGymWorkout: () => RamCostConstants.ScriptSleeveBaseRamCost,\n getSleeveStats: () => RamCostConstants.ScriptSleeveBaseRamCost,\n getTask: () => RamCostConstants.ScriptSleeveBaseRamCost,\n getInformation: () => RamCostConstants.ScriptSleeveBaseRamCost,\n getSleeveAugmentations: () => RamCostConstants.ScriptSleeveBaseRamCost,\n getSleevePurchasableAugs: () => RamCostConstants.ScriptSleeveBaseRamCost,\n purchaseSleeveAug: () => RamCostConstants.ScriptSleeveBaseRamCost,\n },\n\n heart: {\n // Easter egg function\n break: () => 0,\n },\n};\n\nexport function getRamCost(...args: string[]): number {\n if (args.length === 0) {\n console.warn(`No arguments passed to getRamCost()`);\n return 0;\n }\n\n let curr = RamCosts[args[0]];\n for (let i = 1; i < args.length; ++i) {\n if (curr == null) {\n console.warn(`Invalid function passed to getRamCost: ${args}`);\n return 0;\n }\n\n const currType = typeof curr;\n if (currType === \"function\" || currType === \"number\") {\n break;\n }\n\n curr = curr[args[i]];\n }\n\n const currType = typeof curr;\n if (currType === \"function\") {\n return curr();\n }\n\n if (currType === \"number\") {\n return curr;\n }\n\n console.warn(`Unexpected type (${currType}) for value [${args}]`);\n return 0;\n}\n","import { ISelfInitializer, ISelfLoading } from \"../types\";\nimport { OwnedAugmentationsOrderSetting, PurchaseAugmentationsOrderSetting } from \"./SettingEnums\";\n\n/**\n * Represents the default settings the player could customize.\n */\ninterface IDefaultSettings {\n /**\n * How many servers per page\n */\n ActiveScriptsServerPageSize: number;\n /**\n * How many scripts per page\n */\n ActiveScriptsScriptPageSize: number;\n /**\n * How often the game should autosave the player's progress, in seconds.\n */\n AutosaveInterval: number;\n\n /**\n * How many milliseconds between execution points for Netscript 1 statements.\n */\n CodeInstructionRunTime: number;\n\n /**\n * Render city as list of buttons.\n */\n DisableASCIIArt: boolean;\n\n /**\n * Whether global keyboard shortcuts should be recognized throughout the game.\n */\n DisableHotkeys: boolean;\n\n /**\n * Whether text effects such as corruption should be visible.\n */\n DisableTextEffects: boolean;\n\n /**\n * Enable bash hotkeys\n */\n EnableBashHotkeys: boolean;\n\n /**\n * Enable timestamps\n */\n EnableTimestamps: boolean;\n\n /**\n * Locale used for display numbers\n */\n Locale: string;\n\n /**\n * Limit the number of log entries for each script being executed on each server.\n */\n MaxLogCapacity: number;\n\n /**\n * Limit how many entries can be written to a Netscript Port before entries start to get pushed out.\n */\n MaxPortCapacity: number;\n\n /**\n * Limit the number of entries in the terminal.\n */\n MaxTerminalCapacity: number;\n\n /**\n * Whether the player should be asked to confirm purchasing each and every augmentation.\n */\n SuppressBuyAugmentationConfirmation: boolean;\n\n /**\n * Whether the user should be prompted to join each faction via a dialog box.\n */\n SuppressFactionInvites: boolean;\n\n /**\n * Whether to show a popup message when player is hospitalized from taking too much damage\n */\n SuppressHospitalizationPopup: boolean;\n\n /**\n * Whether the user should be shown a dialog box whenever they receive a new message file.\n */\n SuppressMessages: boolean;\n\n /**\n * Whether the user should be asked to confirm travelling between cities.\n */\n SuppressTravelConfirmation: boolean;\n\n /**\n * Whether the user should be displayed a popup message when his Bladeburner actions are cancelled.\n */\n SuppressBladeburnerPopup: boolean;\n\n /*\n * Theme colors\n */\n theme: {\n [key: string]: string | undefined;\n primarylight: string;\n primary: string;\n primarydark: string;\n errorlight: string;\n error: string;\n errordark: string;\n secondarylight: string;\n secondary: string;\n secondarydark: string;\n warninglight: string;\n warning: string;\n warningdark: string;\n infolight: string;\n info: string;\n infodark: string;\n welllight: string;\n well: string;\n white: string;\n black: string;\n hp: string;\n money: string;\n hack: string;\n combat: string;\n cha: string;\n int: string;\n rep: string;\n disabled: string;\n };\n}\n\n/**\n * Represents all possible settings the player wants to customize to their play style.\n */\ninterface ISettings extends IDefaultSettings {\n /**\n * What order the player's owned Augmentations/Source Files should be displayed in\n */\n OwnedAugmentationsOrder: OwnedAugmentationsOrderSetting;\n\n /**\n * What order the Augmentations should be displayed in when purchasing from a Faction\n */\n PurchaseAugmentationsOrder: PurchaseAugmentationsOrderSetting;\n\n MonacoTheme: string;\n\n MonacoInsertSpaces: boolean;\n}\n\nexport const defaultSettings: IDefaultSettings = {\n ActiveScriptsServerPageSize: 10,\n ActiveScriptsScriptPageSize: 10,\n AutosaveInterval: 60,\n CodeInstructionRunTime: 50,\n DisableASCIIArt: false,\n DisableHotkeys: false,\n DisableTextEffects: false,\n EnableBashHotkeys: false,\n EnableTimestamps: false,\n Locale: \"en\",\n MaxLogCapacity: 50,\n MaxPortCapacity: 50,\n MaxTerminalCapacity: 200,\n SuppressBuyAugmentationConfirmation: false,\n SuppressFactionInvites: false,\n SuppressHospitalizationPopup: false,\n SuppressMessages: false,\n SuppressTravelConfirmation: false,\n SuppressBladeburnerPopup: false,\n\n theme: {\n primarylight: \"#0f0\",\n primary: \"#0c0\",\n primarydark: \"#090\",\n errorlight: \"#f00\",\n error: \"#c00\",\n errordark: \"#900\",\n secondarylight: \"#AAA\",\n secondary: \"#888\",\n secondarydark: \"#666\",\n warninglight: \"#ff0\",\n warning: \"#cc0\",\n warningdark: \"#990\",\n infolight: \"#69f\",\n info: \"#36c\",\n infodark: \"#039\",\n welllight: \"#444\",\n well: \"#222\",\n white: \"#fff\",\n black: \"#000\",\n hp: \"#dd3434\",\n money: \"#ffd700\",\n hack: \"#adff2f\",\n combat: \"#faffdf\",\n cha: \"#a671d1\",\n int: \"#6495ed\",\n rep: \"#faffdf\",\n disabled: \"#66cfbc\",\n },\n};\n\n/**\n * The current options the player has customized to their play style.\n */\n// tslint:disable-next-line:variable-name\nexport const Settings: ISettings & ISelfInitializer & ISelfLoading = {\n ActiveScriptsServerPageSize: defaultSettings.ActiveScriptsServerPageSize,\n ActiveScriptsScriptPageSize: defaultSettings.ActiveScriptsScriptPageSize,\n AutosaveInterval: defaultSettings.AutosaveInterval,\n CodeInstructionRunTime: 25,\n DisableASCIIArt: defaultSettings.DisableASCIIArt,\n DisableHotkeys: defaultSettings.DisableHotkeys,\n DisableTextEffects: defaultSettings.DisableTextEffects,\n EnableBashHotkeys: defaultSettings.EnableBashHotkeys,\n EnableTimestamps: defaultSettings.EnableTimestamps,\n Locale: \"en\",\n MaxLogCapacity: defaultSettings.MaxLogCapacity,\n MaxPortCapacity: defaultSettings.MaxPortCapacity,\n MaxTerminalCapacity: defaultSettings.MaxTerminalCapacity,\n OwnedAugmentationsOrder: OwnedAugmentationsOrderSetting.AcquirementTime,\n PurchaseAugmentationsOrder: PurchaseAugmentationsOrderSetting.Default,\n SuppressBuyAugmentationConfirmation: defaultSettings.SuppressBuyAugmentationConfirmation,\n SuppressFactionInvites: defaultSettings.SuppressFactionInvites,\n SuppressHospitalizationPopup: defaultSettings.SuppressHospitalizationPopup,\n SuppressMessages: defaultSettings.SuppressMessages,\n SuppressTravelConfirmation: defaultSettings.SuppressTravelConfirmation,\n SuppressBladeburnerPopup: defaultSettings.SuppressBladeburnerPopup,\n MonacoTheme: \"vs-dark\",\n MonacoInsertSpaces: false,\n\n theme: {\n primarylight: defaultSettings.theme.primarylight,\n primary: defaultSettings.theme.primary,\n primarydark: defaultSettings.theme.primarydark,\n errorlight: defaultSettings.theme.errorlight,\n error: defaultSettings.theme.error,\n errordark: defaultSettings.theme.errordark,\n secondarylight: defaultSettings.theme.secondarylight,\n secondary: defaultSettings.theme.secondary,\n secondarydark: defaultSettings.theme.secondarydark,\n warninglight: defaultSettings.theme.warninglight,\n warning: defaultSettings.theme.warning,\n warningdark: defaultSettings.theme.warningdark,\n infolight: defaultSettings.theme.infolight,\n info: defaultSettings.theme.info,\n infodark: defaultSettings.theme.infodark,\n welllight: defaultSettings.theme.welllight,\n well: defaultSettings.theme.well,\n white: defaultSettings.theme.white,\n black: defaultSettings.theme.black,\n hp: defaultSettings.theme.hp,\n money: defaultSettings.theme.money,\n hack: defaultSettings.theme.hack,\n combat: defaultSettings.theme.combat,\n cha: defaultSettings.theme.cha,\n int: defaultSettings.theme.int,\n rep: defaultSettings.theme.rep,\n disabled: defaultSettings.theme.disabled,\n },\n init() {\n Object.assign(Settings, defaultSettings);\n },\n load(saveString: string) {\n Object.assign(Settings, JSON.parse(saveString));\n },\n};\n","import * as React from \"react\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { Theme } from \"@mui/material/styles\";\nimport makeStyles from \"@mui/styles/makeStyles\";\nimport createStyles from \"@mui/styles/createStyles\";\n\nconst useStyles = makeStyles((theme: Theme) =>\n createStyles({\n unbuyable: {\n color: theme.palette.action.disabled,\n },\n money: {\n color: theme.colors.money,\n },\n }),\n);\n\ninterface IProps {\n money: number | string;\n player?: IPlayer;\n}\nexport function Money(props: IProps): React.ReactElement {\n const classes = useStyles();\n if (props.player !== undefined) {\n if (typeof props.money !== \"number\") throw new Error(\"if player if provided, money should be number, contact dev\");\n if (!props.player.canAfford(props.money))\n return {numeralWrapper.formatMoney(props.money)};\n }\n return (\n \n {typeof props.money === \"number\" ? numeralWrapper.formatMoney(props.money) : props.money}\n \n );\n}\n","import { EqualityFunc } from \"../types\";\nimport { isString } from \"./helpers/isString\";\n\n// Netburner String helper functions\n\n// Replaces the character at an index with a new character\nfunction replaceAt(base: string, index: number, character: string): string {\n return base.substr(0, index) + character + base.substr(index + character.length);\n}\n\n/*\nConverts a date representing time in milliseconds to a string with the format H hours M minutes and S seconds\ne.g. 10000 -> \"10 seconds\"\n 120000 -> \"2 minutes and 0 seconds\"\n*/\nfunction convertTimeMsToTimeElapsedString(time: number, showMilli = false): string {\n time = Math.floor(time);\n const millisecondsPerSecond = 1000;\n const secondPerMinute = 60;\n const minutesPerHours = 60;\n const secondPerHours: number = secondPerMinute * minutesPerHours;\n const hoursPerDays = 24;\n const secondPerDay: number = secondPerHours * hoursPerDays;\n\n // Convert ms to seconds, since we only have second-level precision\n const totalSeconds: number = Math.floor(time / millisecondsPerSecond);\n\n const days: number = Math.floor(totalSeconds / secondPerDay);\n const secTruncDays: number = totalSeconds % secondPerDay;\n\n const hours: number = Math.floor(secTruncDays / secondPerHours);\n const secTruncHours: number = secTruncDays % secondPerHours;\n\n const minutes: number = Math.floor(secTruncHours / secondPerMinute);\n const secTruncMinutes: number = secTruncHours % secondPerMinute;\n\n const milliTruncSec: string = (() => {\n let str = `${time % millisecondsPerSecond}`;\n while (str.length < 3) str = \"0\" + str;\n return str;\n })();\n\n const seconds: string = showMilli ? `${secTruncMinutes}.${milliTruncSec}` : `${secTruncMinutes}`;\n\n let res = \"\";\n if (days > 0) {\n res += `${days} days `;\n }\n if (hours > 0) {\n res += `${hours} hours `;\n }\n if (minutes > 0) {\n res += `${minutes} minutes `;\n }\n res += `${seconds} seconds`;\n\n return res;\n}\n\n// Finds the longest common starting substring in a set of strings\nfunction longestCommonStart(strings: string[]): string {\n if (!containsAllStrings(strings)) {\n return \"\";\n }\n if (strings.length === 0) {\n return \"\";\n }\n\n const A: string[] = strings.concat().sort();\n const a1: string = A[0];\n const a2: string = A[A.length - 1];\n const L: number = a1.length;\n let i = 0;\n const areEqualCaseInsensitive: EqualityFunc = (a: string, b: string) => a.toUpperCase() === b.toUpperCase();\n while (i < L && areEqualCaseInsensitive(a1.charAt(i), a2.charAt(i))) {\n i++;\n }\n\n return a1.substring(0, i);\n}\n\n// Returns whether an array contains entirely of string objects\nfunction containsAllStrings(arr: string[]): boolean {\n return arr.every(isString);\n}\n\n// Formats a number with commas and a specific number of decimal digits\nfunction formatNumber(num: number, numFractionDigits = 0): string {\n return num.toLocaleString(undefined, {\n maximumFractionDigits: numFractionDigits,\n minimumFractionDigits: numFractionDigits,\n });\n}\n\n// Checks if a string contains HTML elements\nfunction isHTML(str: string): boolean {\n const element: HTMLDivElement = document.createElement(\"div\");\n element.innerHTML = str;\n const c: NodeListOf = element.childNodes;\n for (let i: number = c.length - 1; i >= 0; i--) {\n if (c[i].nodeType === 1) {\n return true;\n }\n }\n\n return false;\n}\n\n// Generates a random alphanumeric string with N characters\nfunction generateRandomString(n: number): string {\n let str = \"\";\n const chars = \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789\";\n\n for (let i = 0; i < n; i++) {\n str += chars.charAt(Math.floor(Math.random() * chars.length));\n }\n\n return str;\n}\n\nexport {\n convertTimeMsToTimeElapsedString,\n longestCommonStart,\n containsAllStrings,\n formatNumber,\n isHTML,\n generateRandomString,\n replaceAt,\n};\n","import { Augmentation } from \"./Augmentation\";\nimport { IMap } from \"../types\";\n\nexport const Augmentations: IMap = {};\n","/* Generic Reviver, toJSON, and fromJSON functions used for saving and loading objects */\n\nexport interface IReviverValue {\n ctor: string;\n data: any;\n}\n\n// A generic \"smart reviver\" function.\n// Looks for object values with a `ctor` property and\n// a `data` property. If it finds them, and finds a matching\n// constructor that has a `fromJSON` property on it, it hands\n// off to that `fromJSON` fuunction, passing in the value.\nexport function Reviver(key: string, value: IReviverValue | null): any {\n if (value == null) {\n console.log(\"Reviver WRONGLY called with key: \" + key + \", and value: \" + value);\n return 0;\n }\n\n if (typeof value === \"object\" && typeof value.ctor === \"string\" && typeof value.data !== \"undefined\") {\n // Compatibility for version v0.43.1\n // TODO Remove this eventually\n if (value.ctor === \"AllServersMap\") {\n console.log(\"Converting AllServersMap for v0.43.1\");\n return value.data;\n }\n\n const ctor = Reviver.constructors[value.ctor];\n\n if (typeof ctor === \"function\" && typeof ctor.fromJSON === \"function\") {\n return ctor.fromJSON(value);\n }\n }\n return value;\n}\n\n// eslint-disable-next-line @typescript-eslint/no-namespace\nexport namespace Reviver {\n export const constructors: { [key: string]: any } = {};\n}\n\n// A generic \"toJSON\" function that creates the data expected\n// by Reviver.\n// `ctorName` The name of the constructor to use to revive it\n// `obj` The object being serialized\n// `keys` (Optional) Array of the properties to serialize,\n// if not given then all of the objects \"own\" properties\n// that don't have function values will be serialized.\n// (Note: If you list a property in `keys`, it will be serialized\n// regardless of whether it's an \"own\" property.)\n// Returns: The structure (which will then be turned into a string\n// as part of the JSON.stringify algorithm)\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\nexport function Generic_toJSON(ctorName: string, obj: any, keys?: string[]): IReviverValue {\n if (!keys) {\n keys = Object.keys(obj); // Only \"own\" properties are included\n }\n\n const data: any = {};\n for (let index = 0; index < keys.length; ++index) {\n const key = keys[index];\n data[key] = obj[key];\n }\n return { ctor: ctorName, data: data };\n}\n\n// A generic \"fromJSON\" function for use with Reviver: Just calls the\n// constructor function with no arguments, then applies all of the\n// key/value pairs from the raw data to the instance. Only useful for\n// constructors that can be reasonably called without arguments!\n// `ctor` The constructor to call\n// `data` The data to apply\n// Returns: The object\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\nexport function Generic_fromJSON(ctor: new () => T, data: any): T {\n const obj: any = new ctor();\n for (const name in data) {\n obj[name] = data[name];\n }\n return obj;\n}\n","/**\n * All possible Cities in the game. Names only, not actual \"City\" object\n * Implemented as an enum for typing purposes\n */\nexport enum CityName {\n Aevum = \"Aevum\",\n Chongqing = \"Chongqing\",\n Ishima = \"Ishima\",\n NewTokyo = \"New Tokyo\",\n Sector12 = \"Sector-12\",\n Volhaven = \"Volhaven\",\n}\n","/**\n * Gets a random integer bounded by the values passed in.\n * @param min The minimum value in the range.\n * @param max The maximum value in the range.\n */\nexport function getRandomInt(min: number, max: number): number {\n const lower: number = Math.min(min, max);\n const upper: number = Math.max(min, max);\n\n return Math.floor(Math.random() * (upper - lower + 1)) + lower;\n}\n","/**\n * Initialization and manipulation of the Factions object, which stores data\n * about all Factions in the game\n */\nimport { Faction } from \"./Faction\";\nimport { FactionInfos } from \"./FactionInfo\";\n\nimport { IMap } from \"../types\";\n\nimport { Reviver } from \"../utils/JSONReviver\";\n\nexport let Factions: IMap = {};\n\nexport function loadFactions(saveString: string): void {\n Factions = JSON.parse(saveString, Reviver);\n // safety check for when we load older save file that don't have newer factions\n for (const faction of Object.keys(Factions)) {\n try {\n Factions[faction].getInfo();\n } catch (err) {\n console.error(\"deleting \" + faction);\n delete Factions[faction];\n }\n }\n}\n\nexport function AddToFactions(faction: Faction): void {\n const name: string = faction.name;\n Factions[name] = faction;\n}\n\nexport function factionExists(name: string): boolean {\n return Factions.hasOwnProperty(name);\n}\n\nexport function initFactions(): void {\n for (const name in FactionInfos) {\n resetFaction(new Faction(name));\n }\n}\n\n//Resets a faction during (re-)initialization. Saves the favor in the new\n//Faction object and deletes the old Faction Object from \"Factions\". Then\n//reinserts the new Faction object\nexport function resetFaction(newFactionObject: Faction): void {\n if (!(newFactionObject instanceof Faction)) {\n throw new Error(\"Invalid argument 'newFactionObject' passed into resetFaction()\");\n }\n const factionName: string = newFactionObject.name;\n if (factionExists(factionName)) {\n newFactionObject.favor = Factions[factionName].favor;\n delete Factions[factionName];\n }\n AddToFactions(newFactionObject);\n}\n","// Defs for job titles, stored in arrays and categorized by job \"type\"\n\nexport const SoftwareCompanyPositions: string[] = [\n \"Software Engineering Intern\",\n \"Junior Software Engineer\",\n \"Senior Software Engineer\",\n \"Lead Software Developer\",\n \"Head of Software\",\n \"Head of Engineering\",\n \"Vice President of Technology\",\n \"Chief Technology Officer\",\n];\n\nexport const ITCompanyPositions: string[] = [\"IT Intern\", \"IT Analyst\", \"IT Manager\", \"Systems Administrator\"];\n\nexport const SecurityEngineerCompanyPositions: string[] = [\"Security Engineer\"];\n\nexport const NetworkEngineerCompanyPositions: string[] = [\"Network Engineer\", \"Network Administrator\"];\n\nexport const BusinessCompanyPositions: string[] = [\n \"Business Intern\",\n \"Business Analyst\",\n \"Business Manager\",\n \"Operations Manager\",\n \"Chief Financial Officer\",\n \"Chief Executive Officer\",\n];\n\nexport const SecurityCompanyPositions: string[] = [\n \"Police Officer\",\n \"Police Chief\",\n \"Security Guard\",\n \"Security Officer\",\n \"Security Supervisor\",\n \"Head of Security\",\n];\n\nexport const AgentCompanyPositions: string[] = [\"Field Agent\", \"Secret Agent\", \"Special Operative\"];\n\nexport const MiscCompanyPositions: string[] = [\"Waiter\", \"Employee\"];\n\nexport const SoftwareConsultantCompanyPositions: string[] = [\"Software Consultant\", \"Senior Software Consultant\"];\n\nexport const BusinessConsultantCompanyPositions: string[] = [\"Business Consultant\", \"Senior Business Consultant\"];\n\nexport const PartTimeCompanyPositions: string[] = [\"Part-time Waiter\", \"Part-time Employee\"];\n","import React, { useContext } from \"react\";\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\nimport { IRouter } from \"./Router\";\n\nexport const Context: {\n Player: React.Context;\n Router: React.Context;\n} = {\n Player: React.createContext({} as IPlayer),\n Router: React.createContext({} as IRouter),\n};\n\nexport const use: {\n Player: () => IPlayer;\n Router: () => IRouter;\n} = {\n Player: () => useContext(Context.Player),\n Router: () => useContext(Context.Router),\n};\n","import { Faction } from \"../Faction/Faction\";\nimport { Location } from \"../Locations/Location\";\n\n/**\n * The full-screen page the player is currently be on.\n * These pages are mutually exclusive.\n */\nexport enum Page {\n ActiveScripts,\n Augmentations,\n BitVerse,\n Bladeburner,\n City,\n Corporation,\n CreateProgram,\n CreateScript,\n DevMenu,\n Faction,\n Factions,\n Gang,\n Hacknet,\n Infiltration,\n Job,\n Milestones,\n Options,\n Resleeves,\n Sleeves,\n Stats,\n StockMarket,\n Terminal,\n Travel,\n Tutorial,\n Work,\n BladeburnerCinematic,\n Location,\n HackingMission,\n Loading,\n}\n\n/**\n * This class keeps track of player navigation/routing within the game.\n */\nexport interface IRouter {\n // toCinematicText(): void;\n // toInfiltration(): void;\n // toMission(): void;\n // toRedPill(): void;\n // toworkInProgress(): void;\n page(): Page;\n toActiveScripts(): void;\n toAugmentations(): void;\n toBitVerse(flume: boolean, quick: boolean): void;\n toBladeburner(): void;\n toStats(): void;\n toCity(): void; // travel ? city ?\n toCorporation(): void;\n toCreateProgram(): void;\n toDevMenu(): void;\n toFaction(faction?: Faction): void; // faction name\n toFactions(): void;\n toGameOptions(): void;\n toGang(): void;\n toHacknetNodes(): void;\n toInfiltration(location: Location): void;\n toJob(): void;\n toMilestones(): void;\n toResleeves(): void;\n toScriptEditor(filename?: string, code?: string): void;\n toSleeves(): void;\n toStockMarket(): void;\n toTerminal(): void;\n toTravel(): void;\n toTutorial(): void;\n toWork(): void;\n toBladeburnerCinematic(): void;\n toLocation(location: Location): void;\n toHackingMission(faction: Faction): void;\n}\n","// Class definition for a single Augmentation object\nimport * as React from \"react\";\nimport { IMap } from \"../types\";\n\nimport { BitNodeMultipliers } from \"../BitNode/BitNodeMultipliers\";\nimport { Faction } from \"../Faction/Faction\";\nimport { Factions } from \"../Faction/Factions\";\nimport { numeralWrapper } from \"../ui/numeralFormat\";\nimport { Money } from \"../ui/React/Money\";\n\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\n\nexport interface IConstructorParams {\n info: string | JSX.Element;\n stats?: JSX.Element | null;\n isSpecial?: boolean;\n moneyCost: number;\n name: string;\n prereqs?: string[];\n repCost: number;\n\n hacking_mult?: number;\n strength_mult?: number;\n defense_mult?: number;\n dexterity_mult?: number;\n agility_mult?: number;\n charisma_mult?: number;\n hacking_exp_mult?: number;\n strength_exp_mult?: number;\n defense_exp_mult?: number;\n dexterity_exp_mult?: number;\n agility_exp_mult?: number;\n charisma_exp_mult?: number;\n hacking_chance_mult?: number;\n hacking_speed_mult?: number;\n hacking_money_mult?: number;\n hacking_grow_mult?: number;\n company_rep_mult?: number;\n faction_rep_mult?: number;\n crime_money_mult?: number;\n crime_success_mult?: number;\n work_money_mult?: number;\n hacknet_node_money_mult?: number;\n hacknet_node_purchase_cost_mult?: number;\n hacknet_node_ram_cost_mult?: number;\n hacknet_node_core_cost_mult?: number;\n hacknet_node_level_cost_mult?: number;\n bladeburner_max_stamina_mult?: number;\n bladeburner_stamina_gain_mult?: number;\n bladeburner_analysis_mult?: number;\n bladeburner_success_chance_mult?: number;\n\n startingMoney?: number;\n programs?: string[];\n}\n\nfunction generateStatsDescription(mults: IMap, programs?: string[], startingMoney?: number): JSX.Element {\n const f = (x: number, decimals = 0): string => {\n // look, I don't know how to make a \"smart decimals\"\n // todo, make it smarter\n if (x === 1.0777 - 1) return \"7.77%\";\n if (x === 1.777 - 1) return \"77.7%\";\n return numeralWrapper.formatPercentage(x, decimals);\n };\n let desc = <>Effects:>;\n\n if (\n mults.hacking_mult &&\n mults.hacking_mult == mults.strength_mult &&\n mults.hacking_mult == mults.defense_mult &&\n mults.hacking_mult == mults.dexterity_mult &&\n mults.hacking_mult == mults.agility_mult &&\n mults.hacking_mult == mults.charisma_mult\n ) {\n desc = (\n <>\n {desc}\n +{f(mults.hacking_mult - 1)} all skills\n >\n );\n } else {\n if (mults.hacking_mult)\n desc = (\n <>\n {desc}\n +{f(mults.hacking_mult - 1)} hacking skill\n >\n );\n\n if (\n mults.strength_mult &&\n mults.strength_mult == mults.defense_mult &&\n mults.strength_mult == mults.dexterity_mult &&\n mults.strength_mult == mults.agility_mult\n ) {\n desc = (\n <>\n {desc}\n +{f(mults.strength_mult - 1)} combat skills\n >\n );\n } else {\n if (mults.strength_mult)\n desc = (\n <>\n {desc}\n +{f(mults.strength_mult - 1)} strength skill\n >\n );\n if (mults.defense_mult)\n desc = (\n <>\n {desc}\n +{f(mults.defense_mult - 1)} defense skill\n >\n );\n if (mults.dexterity_mult)\n desc = (\n <>\n {desc}\n +{f(mults.dexterity_mult - 1)} dexterity skill\n >\n );\n if (mults.agility_mult)\n desc = (\n <>\n {desc}\n +{f(mults.agility_mult - 1)} agility skill\n >\n );\n }\n if (mults.charisma_mult)\n desc = (\n <>\n {desc}\n +{f(mults.charisma_mult - 1)} Charisma skill\n >\n );\n }\n\n if (\n mults.hacking_exp_mult &&\n mults.hacking_exp_mult === mults.strength_exp_mult &&\n mults.hacking_exp_mult === mults.defense_exp_mult &&\n mults.hacking_exp_mult === mults.dexterity_exp_mult &&\n mults.hacking_exp_mult === mults.agility_exp_mult &&\n mults.hacking_exp_mult === mults.charisma_exp_mult\n ) {\n desc = (\n <>\n {desc}\n +{f(mults.hacking_exp_mult - 1)} exp for all skills\n >\n );\n } else {\n if (mults.hacking_exp_mult)\n desc = (\n <>\n {desc}\n +{f(mults.hacking_exp_mult - 1)} hacking exp\n >\n );\n\n if (\n mults.strength_exp_mult &&\n mults.strength_exp_mult === mults.defense_exp_mult &&\n mults.strength_exp_mult === mults.dexterity_exp_mult &&\n mults.strength_exp_mult === mults.agility_exp_mult\n ) {\n desc = (\n <>\n {desc}\n +{f(mults.strength_exp_mult - 1)} combat exp\n >\n );\n } else {\n if (mults.strength_exp_mult)\n desc = (\n <>\n {desc}\n +{f(mults.strength_exp_mult - 1)} strength exp\n >\n );\n if (mults.defense_exp_mult)\n desc = (\n <>\n {desc}\n +{f(mults.defense_exp_mult - 1)} defense exp\n >\n );\n if (mults.dexterity_exp_mult)\n desc = (\n <>\n {desc}\n +{f(mults.dexterity_exp_mult - 1)} dexterity exp\n >\n );\n if (mults.agility_exp_mult)\n desc = (\n <>\n {desc}\n +{f(mults.agility_exp_mult - 1)} agility exp\n >\n );\n }\n if (mults.charisma_exp_mult)\n desc = (\n <>\n {desc}\n +{f(mults.charisma_exp_mult - 1)} charisma exp\n >\n );\n }\n\n if (mults.hacking_speed_mult)\n desc = (\n <>\n {desc}\n +{f(mults.hacking_speed_mult - 1)} faster hack(), grow(), and weaken()\n >\n );\n if (mults.hacking_chance_mult)\n desc = (\n <>\n {desc}\n +{f(mults.hacking_chance_mult - 1)} hack() success chance\n >\n );\n if (mults.hacking_money_mult)\n desc = (\n <>\n {desc}\n +{f(mults.hacking_money_mult - 1)} hack() power\n >\n );\n if (mults.hacking_grow_mult)\n desc = (\n <>\n {desc}\n +{f(mults.hacking_grow_mult - 1)} grow() power\n >\n );\n\n if (mults.faction_rep_mult && mults.faction_rep_mult === mults.company_rep_mult) {\n desc = (\n <>\n {desc}\n +{f(mults.faction_rep_mult - 1)} reputation from factions and companies\n >\n );\n } else {\n if (mults.faction_rep_mult)\n desc = (\n <>\n {desc}\n +{f(mults.faction_rep_mult - 1)} reputation from factions\n >\n );\n if (mults.company_rep_mult)\n desc = (\n <>\n {desc}\n +{f(mults.company_rep_mult - 1)} reputation from companies\n >\n );\n }\n\n if (mults.crime_money_mult)\n desc = (\n <>\n {desc}\n +{f(mults.crime_money_mult - 1)} crime money\n >\n );\n if (mults.crime_success_mult)\n desc = (\n <>\n {desc}\n +{f(mults.crime_success_mult - 1)} crime success rate\n >\n );\n if (mults.work_money_mult)\n desc = (\n <>\n {desc}\n +{f(mults.work_money_mult - 1)} work money\n >\n );\n\n if (mults.hacknet_node_money_mult)\n desc = (\n <>\n {desc}\n +{f(mults.hacknet_node_money_mult - 1)} hacknet production\n >\n );\n if (mults.hacknet_node_purchase_cost_mult)\n desc = (\n <>\n {desc}\n -{f(-(mults.hacknet_node_purchase_cost_mult - 1))} hacknet nodes cost\n >\n );\n if (mults.hacknet_node_level_cost_mult)\n desc = (\n <>\n {desc}\n -{f(-(mults.hacknet_node_level_cost_mult - 1))} hacknet nodes upgrade cost\n >\n );\n\n if (mults.bladeburner_max_stamina_mult)\n desc = (\n <>\n {desc}\n +{f(mults.bladeburner_max_stamina_mult - 1)} Bladeburner Max Stamina\n >\n );\n if (mults.bladeburner_stamina_gain_mult)\n desc = (\n <>\n {desc}\n +{f(mults.bladeburner_stamina_gain_mult - 1)} Bladeburner Stamina gain\n >\n );\n if (mults.bladeburner_analysis_mult)\n desc = (\n <>\n {desc}\n +{f(mults.bladeburner_analysis_mult - 1)} Bladeburner Field Analysis effectiveness\n >\n );\n if (mults.bladeburner_success_chance_mult)\n desc = (\n <>\n {desc}\n +{f(mults.bladeburner_success_chance_mult - 1)} Bladeburner Contracts and Operations success chance\n >\n );\n\n if (startingMoney)\n desc = (\n <>\n {desc}\n \n Start with after installing Augmentations.\n >\n );\n\n if (programs)\n desc = (\n <>\n {desc}\n \n Start with {programs.join(\" and \")} after installing Augmentations.\n >\n );\n return desc;\n}\n\nexport class Augmentation {\n // How much money this costs to buy\n baseCost = 0;\n\n // How much faction reputation is required to unlock this\n baseRepRequirement = 0;\n\n // Description of what this Aug is and what it does\n info: string | JSX.Element;\n\n // Description of the stats, often autogenerated, sometimes manually written.\n stats: JSX.Element | null;\n\n // Any Augmentation not immediately available in BitNode-1 is special (e.g. Bladeburner augs)\n isSpecial = false;\n\n // Augmentation level - for repeatable Augs like NeuroFlux Governor\n level = 0;\n\n // Name of Augmentation\n name = \"\";\n\n // Whether the player owns this Augmentation\n owned = false;\n\n // Array of names of all prerequisites\n prereqs: string[] = [];\n\n // Multipliers given by this Augmentation. Must match the property name in\n // The Player/Person classes\n mults: IMap = {};\n\n // Initial cost. Doesn't change when you purchase multiple Augmentation\n startingCost = 0;\n\n constructor(\n params: IConstructorParams = {\n info: \"\",\n moneyCost: 0,\n name: \"\",\n repCost: 0,\n },\n ) {\n this.name = params.name;\n this.info = params.info;\n this.prereqs = params.prereqs ? params.prereqs : [];\n\n this.baseRepRequirement = params.repCost * BitNodeMultipliers.AugmentationRepCost;\n this.baseCost = params.moneyCost * BitNodeMultipliers.AugmentationMoneyCost;\n this.startingCost = this.baseCost;\n\n if (params.isSpecial) {\n this.isSpecial = true;\n }\n\n this.level = 0;\n\n // Set multipliers\n if (params.hacking_mult) {\n this.mults.hacking_mult = params.hacking_mult;\n }\n if (params.strength_mult) {\n this.mults.strength_mult = params.strength_mult;\n }\n if (params.defense_mult) {\n this.mults.defense_mult = params.defense_mult;\n }\n if (params.dexterity_mult) {\n this.mults.dexterity_mult = params.dexterity_mult;\n }\n if (params.agility_mult) {\n this.mults.agility_mult = params.agility_mult;\n }\n if (params.charisma_mult) {\n this.mults.charisma_mult = params.charisma_mult;\n }\n if (params.hacking_exp_mult) {\n this.mults.hacking_exp_mult = params.hacking_exp_mult;\n }\n if (params.strength_exp_mult) {\n this.mults.strength_exp_mult = params.strength_exp_mult;\n }\n if (params.defense_exp_mult) {\n this.mults.defense_exp_mult = params.defense_exp_mult;\n }\n if (params.dexterity_exp_mult) {\n this.mults.dexterity_exp_mult = params.dexterity_exp_mult;\n }\n if (params.agility_exp_mult) {\n this.mults.agility_exp_mult = params.agility_exp_mult;\n }\n if (params.charisma_exp_mult) {\n this.mults.charisma_exp_mult = params.charisma_exp_mult;\n }\n if (params.hacking_chance_mult) {\n this.mults.hacking_chance_mult = params.hacking_chance_mult;\n }\n if (params.hacking_speed_mult) {\n this.mults.hacking_speed_mult = params.hacking_speed_mult;\n }\n if (params.hacking_money_mult) {\n this.mults.hacking_money_mult = params.hacking_money_mult;\n }\n if (params.hacking_grow_mult) {\n this.mults.hacking_grow_mult = params.hacking_grow_mult;\n }\n if (params.company_rep_mult) {\n this.mults.company_rep_mult = params.company_rep_mult;\n }\n if (params.faction_rep_mult) {\n this.mults.faction_rep_mult = params.faction_rep_mult;\n }\n if (params.crime_money_mult) {\n this.mults.crime_money_mult = params.crime_money_mult;\n }\n if (params.crime_success_mult) {\n this.mults.crime_success_mult = params.crime_success_mult;\n }\n if (params.work_money_mult) {\n this.mults.work_money_mult = params.work_money_mult;\n }\n if (params.hacknet_node_money_mult) {\n this.mults.hacknet_node_money_mult = params.hacknet_node_money_mult;\n }\n if (params.hacknet_node_purchase_cost_mult) {\n this.mults.hacknet_node_purchase_cost_mult = params.hacknet_node_purchase_cost_mult;\n }\n if (params.hacknet_node_ram_cost_mult) {\n this.mults.hacknet_node_ram_cost_mult = params.hacknet_node_ram_cost_mult;\n }\n if (params.hacknet_node_core_cost_mult) {\n this.mults.hacknet_node_core_cost_mult = params.hacknet_node_core_cost_mult;\n }\n if (params.hacknet_node_level_cost_mult) {\n this.mults.hacknet_node_level_cost_mult = params.hacknet_node_level_cost_mult;\n }\n if (params.bladeburner_max_stamina_mult) {\n this.mults.bladeburner_max_stamina_mult = params.bladeburner_max_stamina_mult;\n }\n if (params.bladeburner_stamina_gain_mult) {\n this.mults.bladeburner_stamina_gain_mult = params.bladeburner_stamina_gain_mult;\n }\n if (params.bladeburner_analysis_mult) {\n this.mults.bladeburner_analysis_mult = params.bladeburner_analysis_mult;\n }\n if (params.bladeburner_success_chance_mult) {\n this.mults.bladeburner_success_chance_mult = params.bladeburner_success_chance_mult;\n }\n\n if (params.stats === undefined)\n this.stats = generateStatsDescription(this.mults, params.programs, params.startingMoney);\n else this.stats = params.stats;\n }\n\n // Adds this Augmentation to the specified Factions\n addToFactions(factionList: string[]): void {\n for (let i = 0; i < factionList.length; ++i) {\n const faction: Faction | null = Factions[factionList[i]];\n if (faction == null) {\n console.warn(`In Augmentation.addToFactions(), could not find faction with this name: ${factionList[i]}`);\n continue;\n }\n faction.augmentations.push(this.name);\n }\n }\n\n // Adds this Augmentation to all Factions\n addToAllFactions(): void {\n for (const fac in Factions) {\n if (Factions.hasOwnProperty(fac)) {\n const facObj: Faction | null = Factions[fac];\n if (facObj == null) {\n console.warn(`Invalid Faction object in addToAllFactions(). Key value: ${fac}`);\n continue;\n }\n facObj.augmentations.push(this.name);\n }\n }\n }\n\n // Serialize the current object to a JSON save state.\n toJSON(): any {\n return Generic_toJSON(\"Augmentation\", this);\n }\n\n // Initiatizes a Augmentation object from a JSON save state.\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Augmentation {\n return Generic_fromJSON(Augmentation, value.data);\n }\n}\n\nReviver.constructors.Augmentation = Augmentation;\n","import { Server } from \"./Server\";\nimport { SpecialServerIps } from \"./SpecialServerIps\";\nimport { serverMetadata } from \"./data/servers\";\n\nimport { HacknetServer } from \"../Hacknet/HacknetServer\";\n\nimport { IMap } from \"../types\";\nimport { createRandomIp } from \"../utils/IPAddress\";\nimport { getRandomInt } from \"../utils/helpers/getRandomInt\";\nimport { Reviver } from \"../utils/JSONReviver\";\n\n/**\n * Map of all Servers that exist in the game\n * Key (string) = IP\n * Value = Server object\n */\nexport let AllServers: IMap = {};\n\nexport function ipExists(ip: string): boolean {\n return AllServers[ip] != null;\n}\n\nexport function createUniqueRandomIp(): string {\n const ip = createRandomIp();\n\n // If the Ip already exists, recurse to create a new one\n if (ipExists(ip)) {\n return createRandomIp();\n }\n\n return ip;\n}\n\n// Saftely add a Server to the AllServers map\nexport function AddToAllServers(server: Server | HacknetServer): void {\n const serverIp = server.ip;\n if (ipExists(serverIp)) {\n console.warn(`IP of server that's being added: ${serverIp}`);\n console.warn(`Hostname of the server thats being added: ${server.hostname}`);\n console.warn(`The server that already has this IP is: ${AllServers[serverIp].hostname}`);\n throw new Error(\"Error: Trying to add a server with an existing IP\");\n }\n\n AllServers[serverIp] = server;\n}\n\ninterface IServerParams {\n hackDifficulty?: number;\n hostname: string;\n ip: string;\n maxRam?: number;\n moneyAvailable?: number;\n numOpenPortsRequired: number;\n organizationName: string;\n requiredHackingSkill?: number;\n serverGrowth?: number;\n\n [key: string]: any;\n}\n\nexport function initForeignServers(homeComputer: Server): void {\n /* Create a randomized network for all the foreign servers */\n //Groupings for creating a randomized network\n const networkLayers: Server[][] = [];\n for (let i = 0; i < 15; i++) {\n networkLayers.push([]);\n }\n\n // Essentially any property that is of type 'number | IMinMaxRange'\n const propertiesToPatternMatch: string[] = [\n \"hackDifficulty\",\n \"moneyAvailable\",\n \"requiredHackingSkill\",\n \"serverGrowth\",\n ];\n\n const toNumber = (value: any): any => {\n switch (typeof value) {\n case \"number\":\n return value;\n case \"object\":\n return getRandomInt(value.min, value.max);\n default:\n throw Error(`Do not know how to convert the type '${typeof value}' to a number`);\n }\n };\n\n for (const metadata of serverMetadata) {\n const serverParams: IServerParams = {\n hostname: metadata.hostname,\n ip: createUniqueRandomIp(),\n numOpenPortsRequired: metadata.numOpenPortsRequired,\n organizationName: metadata.organizationName,\n };\n\n if (metadata.maxRamExponent !== undefined) {\n serverParams.maxRam = Math.pow(2, toNumber(metadata.maxRamExponent));\n }\n\n for (const prop of propertiesToPatternMatch) {\n if (metadata[prop] !== undefined) {\n serverParams[prop] = toNumber(metadata[prop]);\n }\n }\n\n const server = new Server(serverParams);\n for (const filename of metadata.literature || []) {\n server.messages.push(filename);\n }\n\n if (metadata.specialName !== undefined) {\n SpecialServerIps.addIp(metadata.specialName, server.ip);\n }\n\n AddToAllServers(server);\n if (metadata.networkLayer !== undefined) {\n networkLayers[toNumber(metadata.networkLayer) - 1].push(server);\n }\n }\n\n /* Create a randomized network for all the foreign servers */\n const linkComputers = (server1: Server, server2: Server): void => {\n server1.serversOnNetwork.push(server2.ip);\n server2.serversOnNetwork.push(server1.ip);\n };\n\n const getRandomArrayItem = (arr: any[]): any => arr[Math.floor(Math.random() * arr.length)];\n\n const linkNetworkLayers = (network1: Server[], selectServer: () => Server): void => {\n for (const server of network1) {\n linkComputers(server, selectServer());\n }\n };\n\n // Connect the first tier of servers to the player's home computer\n linkNetworkLayers(networkLayers[0], () => homeComputer);\n for (let i = 1; i < networkLayers.length; i++) {\n linkNetworkLayers(networkLayers[i], () => getRandomArrayItem(networkLayers[i - 1]));\n }\n}\n\nexport function prestigeAllServers(): void {\n for (const member in AllServers) {\n delete AllServers[member];\n }\n AllServers = {};\n}\n\nexport function loadAllServers(saveString: string): void {\n AllServers = JSON.parse(saveString, Reviver);\n}\n","export const HacknetNodeConstants: {\n // Constants for Hacknet Node production\n MoneyGainPerLevel: number;\n\n // Constants for Hacknet Node purchase/upgrade costs\n BaseCost: number;\n LevelBaseCost: number;\n RamBaseCost: number;\n CoreBaseCost: number;\n\n PurchaseNextMult: number;\n UpgradeLevelMult: number;\n UpgradeRamMult: number;\n UpgradeCoreMult: number;\n\n // Constants for max upgrade levels for Hacknet Nodes\n MaxLevel: number;\n MaxRam: number;\n MaxCores: number;\n} = {\n MoneyGainPerLevel: 1.6,\n\n BaseCost: 1000,\n LevelBaseCost: 1,\n RamBaseCost: 30e3,\n CoreBaseCost: 500e3,\n\n PurchaseNextMult: 1.85,\n UpgradeLevelMult: 1.04,\n UpgradeRamMult: 1.28,\n UpgradeCoreMult: 1.48,\n\n MaxLevel: 200,\n MaxRam: 64,\n MaxCores: 16,\n};\n\nexport const PurchaseMultipliers: {\n [key: string]: number | \"MAX\" | undefined;\n x1: number;\n x5: number;\n x10: number;\n MAX: \"MAX\";\n} = {\n x1: 1,\n x5: 5,\n x10: 10,\n MAX: \"MAX\",\n};\n\nexport const HacknetServerConstants: {\n // Constants for Hacknet Server stats/production\n HashesPerLevel: number;\n\n // Constants for Hacknet Server purchase/upgrade costs\n BaseCost: number;\n RamBaseCost: number;\n CoreBaseCost: number;\n CacheBaseCost: number;\n\n PurchaseMult: number; // Multiplier for puchasing an additional Hacknet Server\n UpgradeLevelMult: number; // Multiplier for cost when upgrading level\n UpgradeRamMult: number; // Multiplier for cost when upgrading RAM\n UpgradeCoreMult: number; // Multiplier for cost when buying another core\n UpgradeCacheMult: number; // Multiplier for cost when upgrading cache\n MaxServers: number; // Max number of Hacknet Servers you can own\n\n // Constants for max upgrade levels for Hacknet Server\n MaxLevel: number;\n MaxRam: number;\n MaxCores: number;\n MaxCache: number;\n} = {\n HashesPerLevel: 0.001,\n\n BaseCost: 50e3,\n RamBaseCost: 200e3,\n CoreBaseCost: 1e6,\n CacheBaseCost: 10e6,\n\n PurchaseMult: 3.2,\n UpgradeLevelMult: 1.1,\n UpgradeRamMult: 1.4,\n UpgradeCoreMult: 1.55,\n UpgradeCacheMult: 1.85,\n\n MaxServers: 20,\n\n MaxLevel: 300,\n MaxRam: 8192,\n MaxCores: 128,\n MaxCache: 15,\n};\n","// Action Identifier enum\nexport const ActionTypes: {\n [key: string]: number;\n Idle: number;\n Contract: number;\n Operation: number;\n BlackOp: number;\n BlackOperation: number;\n Training: number;\n Recruitment: number;\n FieldAnalysis: number;\n \"Field Analysis\": number;\n Diplomacy: number;\n \"Hyperbolic Regeneration Chamber\": number;\n} = {\n Idle: 1,\n Contract: 2,\n Operation: 3,\n BlackOp: 4,\n BlackOperation: 4,\n Training: 5,\n Recruitment: 6,\n FieldAnalysis: 7,\n \"Field Analysis\": 7,\n Diplomacy: 8,\n \"Hyperbolic Regeneration Chamber\": 9,\n};\n","import { Player } from \"./Player\";\n\nimport { LiteratureNames } from \"./Literature/data/LiteratureNames\";\n\nimport { ITutorialEvents } from \"./ui/InteractiveTutorial/ITutorialEvents\";\n\n// Ordered array of keys to Interactive Tutorial Steps\nenum iTutorialSteps {\n Start,\n GoToCharacterPage, // Click on 'Stats' page\n CharacterPage, // Introduction to 'Stats' page\n CharacterGoToTerminalPage, // Go back to Terminal\n TerminalIntro, // Introduction to Terminal\n TerminalHelp, // Using 'help' Terminal command\n TerminalLs, // Using 'ls' Terminal command\n TerminalScan, // Using 'scan' Terminal command\n TerminalScanAnalyze1, // Using 'scan-analyze' Terminal command\n TerminalScanAnalyze2, // Using 'scan-analyze 3' Terminal command\n TerminalConnect, // Connecting to n00dles\n TerminalAnalyze, // Analyzing n00dles\n TerminalNuke, // NUKE n00dles\n TerminalManualHack, // Hack n00dles\n TerminalHackingMechanics, // Explanation of hacking mechanics\n TerminalGoHome, // Go home before creating a script.\n TerminalCreateScript, // Create a script using 'nano'\n TerminalTypeScript, // Script Editor page - Type script and then save & close\n TerminalFree, // Using 'Free' Terminal command\n TerminalRunScript, // Running script using 'run' Terminal command\n TerminalGoToActiveScriptsPage,\n ActiveScriptsPage,\n ActiveScriptsToTerminal,\n TerminalTailScript,\n GoToHacknetNodesPage,\n HacknetNodesIntroduction,\n HacknetNodesGoToWorldPage,\n WorldDescription,\n TutorialPageInfo,\n End,\n}\n\nconst ITutorial: {\n currStep: iTutorialSteps;\n isRunning: boolean;\n stepIsDone: {\n [iTutorialSteps.Start]: boolean;\n [iTutorialSteps.GoToCharacterPage]: boolean;\n [iTutorialSteps.CharacterPage]: boolean;\n [iTutorialSteps.CharacterGoToTerminalPage]: boolean;\n [iTutorialSteps.TerminalIntro]: boolean;\n [iTutorialSteps.TerminalHelp]: boolean;\n [iTutorialSteps.TerminalLs]: boolean;\n [iTutorialSteps.TerminalScan]: boolean;\n [iTutorialSteps.TerminalScanAnalyze1]: boolean;\n [iTutorialSteps.TerminalScanAnalyze2]: boolean;\n [iTutorialSteps.TerminalConnect]: boolean;\n [iTutorialSteps.TerminalAnalyze]: boolean;\n [iTutorialSteps.TerminalNuke]: boolean;\n [iTutorialSteps.TerminalManualHack]: boolean;\n [iTutorialSteps.TerminalHackingMechanics]: boolean;\n [iTutorialSteps.TerminalGoHome]: boolean;\n [iTutorialSteps.TerminalCreateScript]: boolean;\n [iTutorialSteps.TerminalTypeScript]: boolean;\n [iTutorialSteps.TerminalFree]: boolean;\n [iTutorialSteps.TerminalRunScript]: boolean;\n [iTutorialSteps.TerminalGoToActiveScriptsPage]: boolean;\n [iTutorialSteps.ActiveScriptsPage]: boolean;\n [iTutorialSteps.ActiveScriptsToTerminal]: boolean;\n [iTutorialSteps.TerminalTailScript]: boolean;\n [iTutorialSteps.GoToHacknetNodesPage]: boolean;\n [iTutorialSteps.HacknetNodesIntroduction]: boolean;\n [iTutorialSteps.HacknetNodesGoToWorldPage]: boolean;\n [iTutorialSteps.WorldDescription]: boolean;\n [iTutorialSteps.TutorialPageInfo]: boolean;\n [iTutorialSteps.End]: boolean;\n };\n} = {\n currStep: iTutorialSteps.Start,\n isRunning: false,\n\n // Keeps track of whether each step has been done\n stepIsDone: {\n [iTutorialSteps.Start]: false,\n [iTutorialSteps.GoToCharacterPage]: false,\n [iTutorialSteps.CharacterPage]: false,\n [iTutorialSteps.CharacterGoToTerminalPage]: false,\n [iTutorialSteps.TerminalIntro]: false,\n [iTutorialSteps.TerminalHelp]: false,\n [iTutorialSteps.TerminalLs]: false,\n [iTutorialSteps.TerminalScan]: false,\n [iTutorialSteps.TerminalScanAnalyze1]: false,\n [iTutorialSteps.TerminalScanAnalyze2]: false,\n [iTutorialSteps.TerminalConnect]: false,\n [iTutorialSteps.TerminalAnalyze]: false,\n [iTutorialSteps.TerminalNuke]: false,\n [iTutorialSteps.TerminalManualHack]: false,\n [iTutorialSteps.TerminalHackingMechanics]: false,\n [iTutorialSteps.TerminalGoHome]: false,\n [iTutorialSteps.TerminalCreateScript]: false,\n [iTutorialSteps.TerminalTypeScript]: false,\n [iTutorialSteps.TerminalFree]: false,\n [iTutorialSteps.TerminalRunScript]: false,\n [iTutorialSteps.TerminalGoToActiveScriptsPage]: false,\n [iTutorialSteps.ActiveScriptsPage]: false,\n [iTutorialSteps.ActiveScriptsToTerminal]: false,\n [iTutorialSteps.TerminalTailScript]: false,\n [iTutorialSteps.GoToHacknetNodesPage]: false,\n [iTutorialSteps.HacknetNodesIntroduction]: false,\n [iTutorialSteps.HacknetNodesGoToWorldPage]: false,\n [iTutorialSteps.WorldDescription]: false,\n [iTutorialSteps.TutorialPageInfo]: false,\n [iTutorialSteps.End]: false,\n },\n};\n\nfunction iTutorialStart(): void {\n ITutorial.isRunning = true;\n}\n\n// Go to the next step and evaluate it\nfunction iTutorialNextStep(): void {\n ITutorial.stepIsDone[ITutorial.currStep] = true;\n if (ITutorial.currStep < iTutorialSteps.End) {\n ITutorial.currStep += 1;\n }\n if (ITutorial.currStep === iTutorialSteps.End) iTutorialEnd();\n ITutorialEvents.emit();\n}\n\n// Go to previous step and evaluate\nfunction iTutorialPrevStep(): void {\n if (ITutorial.currStep > iTutorialSteps.Start) {\n ITutorial.currStep -= 1;\n }\n ITutorialEvents.emit();\n}\n\nfunction iTutorialEnd(): void {\n ITutorial.isRunning = false;\n\n Player.getHomeComputer().messages.push(LiteratureNames.HackersStartingHandbook);\n ITutorialEvents.emit();\n}\n\nexport { iTutorialSteps, iTutorialEnd, iTutorialStart, iTutorialNextStep, ITutorial, iTutorialPrevStep };\n","const CyclesPerMarketCycle = 50;\nconst AllCorporationStates = [\"START\", \"PURCHASE\", \"PRODUCTION\", \"SALE\", \"EXPORT\"];\nexport const CorporationConstants: {\n INITIALSHARES: number;\n SHARESPERPRICEUPDATE: number;\n IssueNewSharesCooldown: number;\n SellSharesCooldown: number;\n CyclesPerMarketCycle: number;\n CyclesPerIndustryStateCycle: number;\n SecsPerMarketCycle: number;\n Cities: string[];\n WarehouseInitialCost: number;\n WarehouseInitialSize: number;\n WarehouseUpgradeBaseCost: number;\n OfficeInitialCost: number;\n OfficeInitialSize: number;\n OfficeUpgradeBaseCost: number;\n BribeThreshold: number;\n BribeToRepRatio: number;\n ProductProductionCostRatio: number;\n DividendMaxPercentage: number;\n EmployeeSalaryMultiplier: number;\n CyclesPerEmployeeRaise: number;\n EmployeeRaiseAmount: number;\n BaseMaxProducts: number;\n AllCorporationStates: string[];\n AllMaterials: string[];\n} = {\n INITIALSHARES: 1e9, //Total number of shares you have at your company\n SHARESPERPRICEUPDATE: 1e6, //When selling large number of shares, price is dynamically updated for every batch of this amount\n IssueNewSharesCooldown: 216e3, // 12 Hour in terms of game cycles\n SellSharesCooldown: 18e3, // 1 Hour in terms of game cycles\n\n CyclesPerMarketCycle: CyclesPerMarketCycle,\n CyclesPerIndustryStateCycle: CyclesPerMarketCycle / AllCorporationStates.length,\n SecsPerMarketCycle: CyclesPerMarketCycle / 5,\n\n Cities: [\"Aevum\", \"Chongqing\", \"Sector-12\", \"New Tokyo\", \"Ishima\", \"Volhaven\"],\n\n WarehouseInitialCost: 5e9, //Initial purchase cost of warehouse\n WarehouseInitialSize: 100,\n WarehouseUpgradeBaseCost: 1e9,\n\n OfficeInitialCost: 4e9,\n OfficeInitialSize: 3,\n OfficeUpgradeBaseCost: 1e9,\n\n BribeThreshold: 100e12, //Money needed to be able to bribe for faction rep\n BribeToRepRatio: 1e9, //Bribe Value divided by this = rep gain\n\n ProductProductionCostRatio: 5, //Ratio of material cost of a product to its production cost\n\n DividendMaxPercentage: 0.5,\n\n EmployeeSalaryMultiplier: 3, // Employee stats multiplied by this to determine initial salary\n CyclesPerEmployeeRaise: 400, // All employees get a raise every X market cycles\n EmployeeRaiseAmount: 50, // Employee salary increases by this (additive)\n\n BaseMaxProducts: 3, // Initial value for maximum number of products allowed\n AllCorporationStates: AllCorporationStates,\n AllMaterials: [\n \"Water\",\n \"Energy\",\n \"Food\",\n \"Plants\",\n \"Metal\",\n \"Hardware\",\n \"Chemicals\",\n \"Drugs\",\n \"Robots\",\n \"AI Cores\",\n \"Real Estate\",\n ],\n};\n","import React from \"react\";\nimport { TableCell as MuiTableCell, TableCellProps, Table as MuiTable, TableProps } from \"@mui/material\";\n\nimport makeStyles from \"@mui/styles/makeStyles\";\n\nconst useStyles = makeStyles({\n root: {\n borderBottom: \"none\",\n },\n small: {\n width: \"1px\",\n },\n});\n\nexport const TableCell: React.FC = (props: TableCellProps) => {\n return (\n \n );\n};\n\nexport const Table: React.FC = (props: TableProps) => {\n return (\n \n );\n};\n","import React, { useContext } from \"react\";\nimport { ICorporation } from \"../ICorporation\";\nimport { IIndustry } from \"../IIndustry\";\n\nexport const Context: {\n Corporation: React.Context;\n Division: React.Context;\n} = {\n Corporation: React.createContext({} as ICorporation),\n Division: React.createContext({} as IIndustry),\n};\n\nexport const useCorporation = () => useContext(Context.Corporation);\nexport const useDivision = () => useContext(Context.Division);\n","import React from \"react\";\nimport { Theme } from \"@mui/material\";\nimport makeStyles from \"@mui/styles/makeStyles\";\nimport createStyles from \"@mui/styles/createStyles\";\nimport M from \"@mui/material/Modal\";\nimport Fade from \"@mui/material/Fade\";\nimport Box from \"@mui/material/Box\";\n\nconst useStyles = makeStyles((theme: Theme) =>\n createStyles({\n modal: {\n display: \"flex\",\n alignItems: \"center\",\n justifyContent: \"center\",\n },\n paper: {\n backgroundColor: theme.palette.background.default,\n border: \"2px solid \" + theme.palette.primary.main,\n boxShadow: `0px 3px 5px -1px ${theme.palette.primary.dark},0px 5px 8px 0px ${theme.palette.primary.dark},0px 1px 14px 0px ${theme.palette.primary.dark}`,\n padding: 2,\n maxWidth: \"80%\",\n maxHeight: \"80%\",\n overflow: \"auto\",\n \"&::-webkit-scrollbar\": {\n // webkit\n display: \"none\",\n },\n scrollbarWidth: \"none\", // firefox\n },\n }),\n);\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n children: React.ReactNode;\n}\n\nexport const Modal = (props: IProps): React.ReactElement => {\n const classes = useStyles();\n return (\n \n \n
\n {props.children}\n
\n \n \n );\n};\n","import { AllServers, createUniqueRandomIp, ipExists } from \"./AllServers\";\nimport { Server, IConstructorParams } from \"./Server\";\nimport { BaseServer } from \"./BaseServer\";\nimport { calculateServerGrowth } from \"./formulas/grow\";\n\nimport { BitNodeMultipliers } from \"../BitNode/BitNodeMultipliers\";\nimport { CONSTANTS } from \"../Constants\";\nimport { HacknetServer } from \"../Hacknet/HacknetServer\";\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\nimport { Programs } from \"../Programs/Programs\";\nimport { LiteratureNames } from \"../Literature/data/LiteratureNames\";\n\nimport { isValidNumber } from \"../utils/helpers/isValidNumber\";\nimport { isValidIPAddress } from \"../utils/helpers/isValidIPAddress\";\n\n/**\n * Constructs a new server, while also ensuring that the new server\n * does not have a duplicate hostname/ip.\n */\nexport function safetlyCreateUniqueServer(params: IConstructorParams): Server {\n if (params.ip != null && ipExists(params.ip)) {\n params.ip = createUniqueRandomIp();\n }\n\n if (GetServerByHostname(params.hostname) != null) {\n // Use a for loop to ensure that we don't get suck in an infinite loop somehow\n let hostname: string = params.hostname;\n for (let i = 0; i < 200; ++i) {\n hostname = `${params.hostname}-${i}`;\n if (GetServerByHostname(hostname) == null) {\n break;\n }\n }\n params.hostname = hostname;\n }\n\n return new Server(params);\n}\n\n/**\n * Returns the number of \"growth cycles\" needed to grow the specified server by the\n * specified amount.\n * @param server - Server being grown\n * @param growth - How much the server is being grown by, in DECIMAL form (e.g. 1.5 rather than 50)\n * @param p - Reference to Player object\n * @returns Number of \"growth cycles\" needed\n */\nexport function numCycleForGrowth(server: Server, growth: number, p: IPlayer): number {\n let ajdGrowthRate = 1 + (CONSTANTS.ServerBaseGrowthRate - 1) / server.hackDifficulty;\n if (ajdGrowthRate > CONSTANTS.ServerMaxGrowthRate) {\n ajdGrowthRate = CONSTANTS.ServerMaxGrowthRate;\n }\n\n const serverGrowthPercentage = server.serverGrowth / 100;\n\n const cycles =\n Math.log(growth) /\n (Math.log(ajdGrowthRate) * p.hacking_grow_mult * serverGrowthPercentage * BitNodeMultipliers.ServerGrowthRate);\n\n return cycles;\n}\n\n//Applied server growth for a single server. Returns the percentage growth\nexport function processSingleServerGrowth(server: Server, threads: number, p: IPlayer, cores = 1): number {\n let serverGrowth = calculateServerGrowth(server, threads, p, cores);\n if (serverGrowth < 1) {\n console.warn(\"serverGrowth calculated to be less than 1\");\n serverGrowth = 1;\n }\n\n const oldMoneyAvailable = server.moneyAvailable;\n server.moneyAvailable *= serverGrowth;\n\n // in case of data corruption\n if (isValidNumber(server.moneyMax) && isNaN(server.moneyAvailable)) {\n server.moneyAvailable = server.moneyMax;\n }\n\n // cap at max\n if (isValidNumber(server.moneyMax) && server.moneyAvailable > server.moneyMax) {\n server.moneyAvailable = server.moneyMax;\n }\n\n // if there was any growth at all, increase security\n if (oldMoneyAvailable !== server.moneyAvailable) {\n //Growing increases server security twice as much as hacking\n let usedCycles = numCycleForGrowth(server, server.moneyAvailable / oldMoneyAvailable, p);\n usedCycles = Math.max(0, usedCycles);\n server.fortify(2 * CONSTANTS.ServerFortifyAmount * Math.ceil(usedCycles));\n }\n return server.moneyAvailable / oldMoneyAvailable;\n}\n\nexport function prestigeHomeComputer(homeComp: Server): void {\n const hasBitflume = homeComp.programs.includes(Programs.BitFlume.name);\n\n homeComp.programs.length = 0; //Remove programs\n homeComp.runningScripts = [];\n homeComp.serversOnNetwork = [];\n homeComp.isConnectedTo = true;\n homeComp.ramUsed = 0;\n homeComp.programs.push(Programs.NukeProgram.name);\n if (hasBitflume) {\n homeComp.programs.push(Programs.BitFlume.name);\n }\n\n //Update RAM usage on all scripts\n homeComp.scripts.forEach(function (script) {\n script.updateRamUsage(homeComp.scripts);\n });\n\n homeComp.messages.length = 0; //Remove .lit and .msg files\n homeComp.messages.push(LiteratureNames.HackersStartingHandbook);\n}\n\n//Returns server object with corresponding hostname\n// Relatively slow, would rather not use this a lot\nexport function GetServerByHostname(hostname: string): Server | HacknetServer | null {\n for (const ip in AllServers) {\n if (AllServers.hasOwnProperty(ip)) {\n if (AllServers[ip].hostname == hostname) {\n return AllServers[ip];\n }\n }\n }\n\n return null;\n}\n\n//Get server by IP or hostname. Returns null if invalid\nexport function getServer(s: string): Server | HacknetServer | null {\n if (!isValidIPAddress(s)) {\n return GetServerByHostname(s);\n }\n if (AllServers[s] !== undefined) {\n return AllServers[s];\n }\n\n return null;\n}\n\n// Returns the i-th server on the specified server's network\n// A Server's serverOnNetwork property holds only the IPs. This function returns\n// the actual Server object\nexport function getServerOnNetwork(server: BaseServer, i: number): Server | HacknetServer | null {\n if (i > server.serversOnNetwork.length) {\n console.error(\"Tried to get server on network that was out of range\");\n return null;\n }\n\n return AllServers[server.serversOnNetwork[i]];\n}\n\nexport function isBackdoorInstalled(server: Server | HacknetServer): boolean {\n if (\"backdoorInstalled\" in server) {\n return server.backdoorInstalled;\n }\n return false;\n}\n","import { IPlayer } from \"../IPlayer\";\nimport { Augmentations } from \"../../Augmentation/Augmentations\";\nimport { applyAugmentation } from \"../../Augmentation/AugmentationHelpers\";\nimport { PlayerOwnedAugmentation } from \"../../Augmentation/PlayerOwnedAugmentation\";\nimport { AugmentationNames } from \"../../Augmentation/data/AugmentationNames\";\nimport { BitNodeMultipliers } from \"../../BitNode/BitNodeMultipliers\";\nimport { CodingContractRewardType, ICodingContractReward } from \"../../CodingContracts\";\nimport { Company } from \"../../Company/Company\";\nimport { Companies } from \"../../Company/Companies\";\nimport { getNextCompanyPositionHelper } from \"../../Company/GetNextCompanyPosition\";\nimport { getJobRequirementText } from \"../../Company/GetJobRequirementText\";\nimport { CompanyPositions } from \"../../Company/CompanyPositions\";\nimport { CompanyPosition } from \"../../Company/CompanyPosition\";\nimport * as posNames from \"../../Company/data/companypositionnames\";\nimport { CONSTANTS } from \"../../Constants\";\nimport { Programs } from \"../../Programs/Programs\";\nimport { determineCrimeSuccess } from \"../../Crime/CrimeHelpers\";\nimport { Crimes } from \"../../Crime/Crimes\";\nimport { Exploit } from \"../../Exploits/Exploit\";\nimport { Faction } from \"../../Faction/Faction\";\nimport { Factions } from \"../../Faction/Factions\";\nimport { resetGangs } from \"../../Gang/AllGangs\";\nimport { Cities } from \"../../Locations/Cities\";\nimport { Locations } from \"../../Locations/Locations\";\nimport { CityName } from \"../../Locations/data/CityNames\";\nimport { LocationName } from \"../../Locations/data/LocationNames\";\nimport { Sleeve } from \"../../PersonObjects/Sleeve/Sleeve\";\nimport { calculateSkill as calculateSkillF } from \"../formulas/skill\";\nimport { calculateIntelligenceBonus } from \"../formulas/intelligence\";\nimport {\n getHackingWorkRepGain,\n getFactionSecurityWorkRepGain,\n getFactionFieldWorkRepGain,\n} from \"../formulas/reputation\";\nimport { AllServers, AddToAllServers, createUniqueRandomIp } from \"../../Server/AllServers\";\nimport { Server } from \"../../Server/Server\";\nimport { safetlyCreateUniqueServer } from \"../../Server/ServerHelpers\";\nimport { Settings } from \"../../Settings/Settings\";\nimport { SpecialServerIps, SpecialServerNames } from \"../../Server/SpecialServerIps\";\nimport { applySourceFile } from \"../../SourceFile/applySourceFile\";\nimport { applyExploit } from \"../../Exploits/applyExploits\";\nimport { SourceFiles } from \"../../SourceFile/SourceFiles\";\nimport { SourceFileFlags } from \"../../SourceFile/SourceFileFlags\";\nimport { influenceStockThroughCompanyWork } from \"../../StockMarket/PlayerInfluencing\";\nimport { getHospitalizationCost } from \"../../Hospital/Hospital\";\nimport { WorkerScript } from \"../../Netscript/WorkerScript\";\n\nimport Decimal from \"decimal.js\";\n\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { IRouter } from \"../../ui/Router\";\nimport { MoneySourceTracker } from \"../../utils/MoneySourceTracker\";\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport { convertTimeMsToTimeElapsedString } from \"../../utils/StringHelperFunctions\";\n\nimport { Reputation } from \"../../ui/React/Reputation\";\nimport { Money } from \"../../ui/React/Money\";\n\nimport React from \"react\";\n\nexport function init(this: IPlayer): void {\n /* Initialize Player's home computer */\n const t_homeComp = safetlyCreateUniqueServer({\n adminRights: true,\n hostname: \"home\",\n ip: createUniqueRandomIp(),\n isConnectedTo: true,\n maxRam: 8,\n organizationName: \"Home PC\",\n purchasedByPlayer: true,\n });\n this.homeComputer = t_homeComp.ip;\n this.currentServer = t_homeComp.ip;\n AddToAllServers(t_homeComp);\n\n this.getHomeComputer().programs.push(Programs.NukeProgram.name);\n}\n\nexport function prestigeAugmentation(this: IPlayer): void {\n const homeComp = this.getHomeComputer();\n this.currentServer = homeComp.ip;\n this.homeComputer = homeComp.ip;\n\n this.numPeopleKilled = 0;\n this.karma = 0;\n\n //Reset stats\n this.hacking_skill = 1;\n\n this.strength = 1;\n this.defense = 1;\n this.dexterity = 1;\n this.agility = 1;\n\n this.charisma = 1;\n\n this.hacking_exp = 0;\n this.strength_exp = 0;\n this.defense_exp = 0;\n this.dexterity_exp = 0;\n this.agility_exp = 0;\n this.charisma_exp = 0;\n\n this.money = new Decimal(1000);\n\n this.city = CityName.Sector12;\n this.location = LocationName.TravelAgency;\n\n this.companyName = \"\";\n this.jobs = {};\n\n this.purchasedServers = [];\n\n this.factions = [];\n this.factionInvitations = [];\n\n this.queuedAugmentations = [];\n\n this.resleeves = [];\n\n const numSleeves = Math.min(3, SourceFileFlags[10] + (this.bitNodeN === 10 ? 1 : 0)) + this.sleevesFromCovenant;\n if (this.sleeves.length > numSleeves) this.sleeves.length = numSleeves;\n for (let i = this.sleeves.length; i < numSleeves; i++) {\n this.sleeves.push(new Sleeve(this));\n }\n\n for (let i = 0; i < this.sleeves.length; ++i) {\n if (this.sleeves[i] instanceof Sleeve) {\n if (this.sleeves[i].shock >= 100) {\n this.sleeves[i].synchronize(this);\n } else {\n this.sleeves[i].shockRecovery(this);\n }\n }\n }\n\n this.isWorking = false;\n this.currentWorkFactionName = \"\";\n this.currentWorkFactionDescription = \"\";\n this.createProgramName = \"\";\n this.className = \"\";\n this.crimeType = \"\";\n\n this.workHackExpGainRate = 0;\n this.workStrExpGainRate = 0;\n this.workDefExpGainRate = 0;\n this.workDexExpGainRate = 0;\n this.workAgiExpGainRate = 0;\n this.workChaExpGainRate = 0;\n this.workRepGainRate = 0;\n this.workMoneyGainRate = 0;\n\n this.workHackExpGained = 0;\n this.workStrExpGained = 0;\n this.workDefExpGained = 0;\n this.workDexExpGained = 0;\n this.workAgiExpGained = 0;\n this.workChaExpGained = 0;\n this.workRepGained = 0;\n this.workMoneyGained = 0;\n\n this.timeWorked = 0;\n\n this.lastUpdate = new Date().getTime();\n\n // Statistics Trackers\n this.playtimeSinceLastAug = 0;\n this.scriptProdSinceLastAug = 0;\n this.moneySourceA.reset();\n\n this.hacknetNodes.length = 0;\n this.hashManager.prestige();\n\n // Reapply augs, re-calculate skills and reset HP\n this.reapplyAllAugmentations(true);\n this.hp = this.max_hp;\n}\n\nexport function prestigeSourceFile(this: IPlayer): void {\n this.prestigeAugmentation();\n // Duplicate sleeves are reset to level 1 every Bit Node (but the number of sleeves you have persists)\n for (let i = 0; i < this.sleeves.length; ++i) {\n if (this.sleeves[i] instanceof Sleeve) {\n this.sleeves[i].prestige(this);\n } else {\n this.sleeves[i] = new Sleeve(this);\n }\n }\n\n if (this.bitNodeN === 10) {\n for (let i = 0; i < this.sleeves.length; i++) {\n this.sleeves[i].shock = Math.max(25, this.sleeves[i].shock);\n this.sleeves[i].sync = Math.max(25, this.sleeves[i].sync);\n }\n }\n\n this.timeWorked = 0;\n\n // Gang\n this.gang = null;\n resetGangs();\n\n // Reset Stock market\n this.hasWseAccount = false;\n this.hasTixApiAccess = false;\n this.has4SData = false;\n this.has4SDataTixApi = false;\n\n // BitNode 3: Corporatocracy\n this.corporation = null;\n\n this.moneySourceB.reset();\n this.playtimeSinceLastBitnode = 0;\n this.augmentations = [];\n}\n\nexport function receiveInvite(this: IPlayer, factionName: string): void {\n if (this.factionInvitations.includes(factionName) || this.factions.includes(factionName)) {\n return;\n }\n this.factionInvitations.push(factionName);\n}\n\n//Calculates skill level based on experience. The same formula will be used for every skill\nexport function calculateSkill(this: IPlayer, exp: number, mult = 1): number {\n return calculateSkillF(exp, mult);\n}\n\nexport function updateSkillLevels(this: IPlayer): void {\n this.hacking_skill = Math.max(\n 1,\n Math.floor(this.calculateSkill(this.hacking_exp, this.hacking_mult * BitNodeMultipliers.HackingLevelMultiplier)),\n );\n this.strength = Math.max(\n 1,\n Math.floor(this.calculateSkill(this.strength_exp, this.strength_mult * BitNodeMultipliers.StrengthLevelMultiplier)),\n );\n this.defense = Math.max(\n 1,\n Math.floor(this.calculateSkill(this.defense_exp, this.defense_mult * BitNodeMultipliers.DefenseLevelMultiplier)),\n );\n this.dexterity = Math.max(\n 1,\n Math.floor(\n this.calculateSkill(this.dexterity_exp, this.dexterity_mult * BitNodeMultipliers.DexterityLevelMultiplier),\n ),\n );\n this.agility = Math.max(\n 1,\n Math.floor(this.calculateSkill(this.agility_exp, this.agility_mult * BitNodeMultipliers.AgilityLevelMultiplier)),\n );\n this.charisma = Math.max(\n 1,\n Math.floor(this.calculateSkill(this.charisma_exp, this.charisma_mult * BitNodeMultipliers.CharismaLevelMultiplier)),\n );\n\n if (this.intelligence > 0) {\n this.intelligence = Math.floor(this.calculateSkill(this.intelligence_exp));\n } else {\n this.intelligence = 0;\n }\n\n const ratio = this.hp / this.max_hp;\n this.max_hp = Math.floor(10 + this.defense / 10);\n this.hp = Math.round(this.max_hp * ratio);\n}\n\nexport function resetMultipliers(this: IPlayer): void {\n this.hacking_chance_mult = 1;\n this.hacking_speed_mult = 1;\n this.hacking_money_mult = 1;\n this.hacking_grow_mult = 1;\n\n this.hacking_mult = 1;\n this.strength_mult = 1;\n this.defense_mult = 1;\n this.dexterity_mult = 1;\n this.agility_mult = 1;\n this.charisma_mult = 1;\n\n this.hacking_exp_mult = 1;\n this.strength_exp_mult = 1;\n this.defense_exp_mult = 1;\n this.dexterity_exp_mult = 1;\n this.agility_exp_mult = 1;\n this.charisma_exp_mult = 1;\n\n this.company_rep_mult = 1;\n this.faction_rep_mult = 1;\n\n this.crime_money_mult = 1;\n this.crime_success_mult = 1;\n\n this.hacknet_node_money_mult = 1;\n this.hacknet_node_purchase_cost_mult = 1;\n this.hacknet_node_ram_cost_mult = 1;\n this.hacknet_node_core_cost_mult = 1;\n this.hacknet_node_level_cost_mult = 1;\n\n this.work_money_mult = 1;\n\n this.bladeburner_max_stamina_mult = 1;\n this.bladeburner_stamina_gain_mult = 1;\n this.bladeburner_analysis_mult = 1;\n this.bladeburner_success_chance_mult = 1;\n}\n\nexport function hasProgram(this: IPlayer, programName: string): boolean {\n const home = this.getHomeComputer();\n if (home == null) {\n return false;\n }\n\n for (let i = 0; i < home.programs.length; ++i) {\n if (programName.toLowerCase() == home.programs[i].toLowerCase()) {\n return true;\n }\n }\n return false;\n}\n\nexport function setMoney(this: IPlayer, money: number): void {\n if (isNaN(money)) {\n console.error(\"NaN passed into Player.setMoney()\");\n return;\n }\n this.money = new Decimal(money);\n}\n\nexport function gainMoney(this: IPlayer, money: number): void {\n if (isNaN(money)) {\n console.error(\"NaN passed into Player.gainMoney()\");\n return;\n }\n this.money = this.money.plus(money);\n}\n\nexport function loseMoney(this: IPlayer, money: number): void {\n if (isNaN(money)) {\n console.error(\"NaN passed into Player.loseMoney()\");\n return;\n }\n if (this.money.eq(Infinity) && money === Infinity) return;\n this.money = this.money.minus(money);\n}\n\nexport function canAfford(this: IPlayer, cost: number): boolean {\n if (isNaN(cost)) {\n console.error(`NaN passed into Player.canAfford()`);\n return false;\n }\n return this.money.gte(cost);\n}\n\nexport function recordMoneySource(this: IPlayer, amt: number, source: string): void {\n if (!(this.moneySourceA instanceof MoneySourceTracker)) {\n console.warn(`Player.moneySourceA was not properly initialized. Resetting`);\n this.moneySourceA = new MoneySourceTracker();\n }\n if (!(this.moneySourceB instanceof MoneySourceTracker)) {\n console.warn(`Player.moneySourceB was not properly initialized. Resetting`);\n this.moneySourceB = new MoneySourceTracker();\n }\n this.moneySourceA.record(amt, source);\n this.moneySourceB.record(amt, source);\n}\n\nexport function gainHackingExp(this: IPlayer, exp: number): void {\n if (isNaN(exp)) {\n console.error(\"ERR: NaN passed into Player.gainHackingExp()\");\n return;\n }\n this.hacking_exp += exp;\n if (this.hacking_exp < 0) {\n this.hacking_exp = 0;\n }\n\n this.hacking_skill = calculateSkillF(this.hacking_exp, this.hacking_mult * BitNodeMultipliers.HackingLevelMultiplier);\n}\n\nexport function gainStrengthExp(this: IPlayer, exp: number): void {\n if (isNaN(exp)) {\n console.error(\"ERR: NaN passed into Player.gainStrengthExp()\");\n return;\n }\n this.strength_exp += exp;\n if (this.strength_exp < 0) {\n this.strength_exp = 0;\n }\n\n this.strength = calculateSkillF(this.strength_exp, this.strength_mult * BitNodeMultipliers.StrengthLevelMultiplier);\n}\n\nexport function gainDefenseExp(this: IPlayer, exp: number): void {\n if (isNaN(exp)) {\n console.error(\"ERR: NaN passed into player.gainDefenseExp()\");\n return;\n }\n this.defense_exp += exp;\n if (this.defense_exp < 0) {\n this.defense_exp = 0;\n }\n\n this.defense = calculateSkillF(this.defense_exp, this.defense_mult * BitNodeMultipliers.DefenseLevelMultiplier);\n}\n\nexport function gainDexterityExp(this: IPlayer, exp: number): void {\n if (isNaN(exp)) {\n console.error(\"ERR: NaN passed into Player.gainDexterityExp()\");\n return;\n }\n this.dexterity_exp += exp;\n if (this.dexterity_exp < 0) {\n this.dexterity_exp = 0;\n }\n\n this.dexterity = calculateSkillF(\n this.dexterity_exp,\n this.dexterity_mult * BitNodeMultipliers.DexterityLevelMultiplier,\n );\n}\n\nexport function gainAgilityExp(this: IPlayer, exp: number): void {\n if (isNaN(exp)) {\n console.error(\"ERR: NaN passed into Player.gainAgilityExp()\");\n return;\n }\n this.agility_exp += exp;\n if (this.agility_exp < 0) {\n this.agility_exp = 0;\n }\n\n this.agility = calculateSkillF(this.agility_exp, this.agility_mult * BitNodeMultipliers.AgilityLevelMultiplier);\n}\n\nexport function gainCharismaExp(this: IPlayer, exp: number): void {\n if (isNaN(exp)) {\n console.error(\"ERR: NaN passed into Player.gainCharismaExp()\");\n return;\n }\n this.charisma_exp += exp;\n if (this.charisma_exp < 0) {\n this.charisma_exp = 0;\n }\n\n this.charisma = calculateSkillF(this.charisma_exp, this.charisma_mult * BitNodeMultipliers.CharismaLevelMultiplier);\n}\n\nexport function gainIntelligenceExp(this: IPlayer, exp: number): void {\n if (isNaN(exp)) {\n console.error(\"ERROR: NaN passed into Player.gainIntelligenceExp()\");\n return;\n }\n if (SourceFileFlags[5] > 0 || this.intelligence > 0) {\n this.intelligence_exp += exp;\n }\n}\n\n//Given a string expression like \"str\" or \"strength\", returns the given stat\nexport function queryStatFromString(this: IPlayer, str: string): number {\n const tempStr = str.toLowerCase();\n if (tempStr.includes(\"hack\")) {\n return this.hacking_skill;\n }\n if (tempStr.includes(\"str\")) {\n return this.strength;\n }\n if (tempStr.includes(\"def\")) {\n return this.defense;\n }\n if (tempStr.includes(\"dex\")) {\n return this.dexterity;\n }\n if (tempStr.includes(\"agi\")) {\n return this.agility;\n }\n if (tempStr.includes(\"cha\")) {\n return this.charisma;\n }\n if (tempStr.includes(\"int\")) {\n return this.intelligence;\n }\n return 0;\n}\n\n/******* Working functions *******/\nexport function resetWorkStatus(this: IPlayer, generalType?: string, group?: string, workType?: string): void {\n if (this.workType !== CONSTANTS.WorkTypeFaction && generalType === this.workType && group === this.companyName)\n return;\n if (generalType === this.workType && group === this.currentWorkFactionName && workType === this.factionWorkType)\n return;\n if (this.isWorking) this.singularityStopWork();\n this.workHackExpGainRate = 0;\n this.workStrExpGainRate = 0;\n this.workDefExpGainRate = 0;\n this.workDexExpGainRate = 0;\n this.workAgiExpGainRate = 0;\n this.workChaExpGainRate = 0;\n this.workRepGainRate = 0;\n this.workMoneyGainRate = 0;\n this.workMoneyLossRate = 0;\n\n this.workHackExpGained = 0;\n this.workStrExpGained = 0;\n this.workDefExpGained = 0;\n this.workDexExpGained = 0;\n this.workAgiExpGained = 0;\n this.workChaExpGained = 0;\n this.workRepGained = 0;\n this.workMoneyGained = 0;\n\n this.timeWorked = 0;\n this.timeWorkedCreateProgram = 0;\n\n this.currentWorkFactionName = \"\";\n this.currentWorkFactionDescription = \"\";\n this.createProgramName = \"\";\n this.className = \"\";\n}\n\nexport function processWorkEarnings(this: IPlayer, numCycles = 1): void {\n let focusBonus = 1;\n if (!this.hasAugmentation(AugmentationNames[\"NeuroreceptorManager\"])) {\n focusBonus = this.focus ? 1 : CONSTANTS.BaseFocusBonus;\n }\n const hackExpGain = focusBonus * this.workHackExpGainRate * numCycles;\n const strExpGain = focusBonus * this.workStrExpGainRate * numCycles;\n const defExpGain = focusBonus * this.workDefExpGainRate * numCycles;\n const dexExpGain = focusBonus * this.workDexExpGainRate * numCycles;\n const agiExpGain = focusBonus * this.workAgiExpGainRate * numCycles;\n const chaExpGain = focusBonus * this.workChaExpGainRate * numCycles;\n const moneyGain = (this.workMoneyGainRate - this.workMoneyLossRate) * numCycles;\n\n this.gainHackingExp(hackExpGain);\n this.gainStrengthExp(strExpGain);\n this.gainDefenseExp(defExpGain);\n this.gainDexterityExp(dexExpGain);\n this.gainAgilityExp(agiExpGain);\n this.gainCharismaExp(chaExpGain);\n this.gainMoney(moneyGain);\n if (this.className) {\n this.recordMoneySource(moneyGain, \"class\");\n } else {\n this.recordMoneySource(moneyGain, \"work\");\n }\n this.workHackExpGained += hackExpGain;\n this.workStrExpGained += strExpGain;\n this.workDefExpGained += defExpGain;\n this.workDexExpGained += dexExpGain;\n this.workAgiExpGained += agiExpGain;\n this.workChaExpGained += chaExpGain;\n this.workRepGained += focusBonus * this.workRepGainRate * numCycles;\n this.workMoneyGained += focusBonus * this.workMoneyGainRate * numCycles;\n this.workMoneyGained -= focusBonus * this.workMoneyLossRate * numCycles;\n}\n\n/* Working for Company */\nexport function startWork(this: IPlayer, router: IRouter, companyName: string): void {\n this.resetWorkStatus(CONSTANTS.WorkTypeCompany, companyName);\n this.isWorking = true;\n this.focus = true;\n this.companyName = companyName;\n this.workType = CONSTANTS.WorkTypeCompany;\n\n this.workHackExpGainRate = this.getWorkHackExpGain();\n this.workStrExpGainRate = this.getWorkStrExpGain();\n this.workDefExpGainRate = this.getWorkDefExpGain();\n this.workDexExpGainRate = this.getWorkDexExpGain();\n this.workAgiExpGainRate = this.getWorkAgiExpGain();\n this.workChaExpGainRate = this.getWorkChaExpGain();\n this.workRepGainRate = this.getWorkRepGain();\n this.workMoneyGainRate = this.getWorkMoneyGain();\n\n this.timeNeededToCompleteWork = CONSTANTS.MillisecondsPer8Hours;\n router.toWork();\n}\n\nexport function cancelationPenalty(this: IPlayer): number {\n const specialIp = SpecialServerIps[this.companyName];\n if (typeof specialIp === \"string\" && specialIp !== \"\") {\n const server = AllServers[specialIp];\n if (server instanceof Server) {\n if (server && server.backdoorInstalled) return 0.75;\n }\n }\n return 0.5;\n}\n\nexport function work(this: IPlayer, numCycles: number): boolean {\n // Cap the number of cycles being processed to whatever would put you at\n // the work time limit (8 hours)\n let overMax = false;\n if (this.timeWorked + CONSTANTS._idleSpeed * numCycles >= CONSTANTS.MillisecondsPer8Hours) {\n overMax = true;\n numCycles = Math.round((CONSTANTS.MillisecondsPer8Hours - this.timeWorked) / CONSTANTS._idleSpeed);\n }\n this.timeWorked += CONSTANTS._idleSpeed * numCycles;\n\n this.workRepGainRate = this.getWorkRepGain();\n this.processWorkEarnings(numCycles);\n\n const comp = Companies[this.companyName];\n influenceStockThroughCompanyWork(comp, this.workRepGainRate, numCycles);\n\n // If timeWorked == 8 hours, then finish. You can only gain 8 hours worth of exp and money\n if (overMax || this.timeWorked >= CONSTANTS.MillisecondsPer8Hours) {\n this.finishWork(false);\n return true;\n }\n return false;\n}\n\nexport function finishWork(this: IPlayer, cancelled: boolean, sing = false): string {\n //Since the work was cancelled early, player only gains half of what they've earned so far\n if (cancelled) {\n this.workRepGained *= this.cancelationPenalty();\n }\n\n const company = Companies[this.companyName];\n company.playerReputation += this.workRepGained;\n\n this.updateSkillLevels();\n\n let content = (\n <>\n You earned a total of: \n \n \n reputation for the company \n {numeralWrapper.formatExp(this.workHackExpGained)} hacking exp \n {numeralWrapper.formatExp(this.workStrExpGained)} strength exp \n {numeralWrapper.formatExp(this.workDefExpGained)} defense exp \n {numeralWrapper.formatExp(this.workDexExpGained)} dexterity exp \n {numeralWrapper.formatExp(this.workAgiExpGained)} agility exp \n {numeralWrapper.formatExp(this.workChaExpGained)} charisma exp\n \n >\n );\n\n if (cancelled) {\n content = (\n <>\n You worked a short shift of {convertTimeMsToTimeElapsedString(this.timeWorked)} \n \n Since you cancelled your work early, you only gained half of the reputation you earned. \n \n {content}\n >\n );\n } else {\n content = (\n <>\n You worked a full shift of 8 hours! \n \n {content}\n >\n );\n }\n if (!sing) {\n dialogBoxCreate(content);\n }\n\n this.isWorking = false;\n\n this.resetWorkStatus();\n if (sing) {\n const res =\n \"You worked a short shift of \" +\n convertTimeMsToTimeElapsedString(this.timeWorked) +\n \" and \" +\n \"earned $\" +\n numeralWrapper.formatMoney(this.workMoneyGained) +\n \", \" +\n numeralWrapper.formatReputation(this.workRepGained) +\n \" reputation, \" +\n numeralWrapper.formatExp(this.workHackExpGained) +\n \" hacking exp, \" +\n numeralWrapper.formatExp(this.workStrExpGained) +\n \" strength exp, \" +\n numeralWrapper.formatExp(this.workDefExpGained) +\n \" defense exp, \" +\n numeralWrapper.formatExp(this.workDexExpGained) +\n \" dexterity exp, \" +\n numeralWrapper.formatExp(this.workAgiExpGained) +\n \" agility exp, and \" +\n numeralWrapper.formatExp(this.workChaExpGained) +\n \" charisma exp.\";\n\n return res;\n }\n\n return \"\";\n}\n\nexport function startWorkPartTime(this: IPlayer, router: IRouter, companyName: string): void {\n this.resetWorkStatus(CONSTANTS.WorkTypeCompanyPartTime, companyName);\n this.isWorking = true;\n this.focus = true;\n this.companyName = companyName;\n this.workType = CONSTANTS.WorkTypeCompanyPartTime;\n\n this.workHackExpGainRate = this.getWorkHackExpGain();\n this.workStrExpGainRate = this.getWorkStrExpGain();\n this.workDefExpGainRate = this.getWorkDefExpGain();\n this.workDexExpGainRate = this.getWorkDexExpGain();\n this.workAgiExpGainRate = this.getWorkAgiExpGain();\n this.workChaExpGainRate = this.getWorkChaExpGain();\n this.workRepGainRate = this.getWorkRepGain();\n this.workMoneyGainRate = this.getWorkMoneyGain();\n\n this.timeNeededToCompleteWork = CONSTANTS.MillisecondsPer8Hours;\n router.toWork();\n}\n\nexport function workPartTime(this: IPlayer, numCycles: number): boolean {\n //Cap the number of cycles being processed to whatever would put you at the\n //work time limit (8 hours)\n let overMax = false;\n if (this.timeWorked + CONSTANTS._idleSpeed * numCycles >= CONSTANTS.MillisecondsPer8Hours) {\n overMax = true;\n numCycles = Math.round((CONSTANTS.MillisecondsPer8Hours - this.timeWorked) / CONSTANTS._idleSpeed);\n }\n this.timeWorked += CONSTANTS._idleSpeed * numCycles;\n\n this.workRepGainRate = this.getWorkRepGain();\n this.processWorkEarnings(numCycles);\n\n //If timeWorked == 8 hours, then finish. You can only gain 8 hours worth of exp and money\n if (overMax || this.timeWorked >= CONSTANTS.MillisecondsPer8Hours) {\n this.finishWorkPartTime();\n return true;\n }\n return false;\n}\n\nexport function finishWorkPartTime(this: IPlayer, sing = false): string {\n const company = Companies[this.companyName];\n company.playerReputation += this.workRepGained;\n\n this.updateSkillLevels();\n\n const content = (\n <>\n You worked for {convertTimeMsToTimeElapsedString(this.timeWorked)}\n \n \n You earned a total of: \n \n \n reputation for the company \n {numeralWrapper.formatExp(this.workHackExpGained)} hacking exp \n {numeralWrapper.formatExp(this.workStrExpGained)} strength exp \n {numeralWrapper.formatExp(this.workDefExpGained)} defense exp \n {numeralWrapper.formatExp(this.workDexExpGained)} dexterity exp \n {numeralWrapper.formatExp(this.workAgiExpGained)} agility exp \n {numeralWrapper.formatExp(this.workChaExpGained)} charisma exp\n \n >\n );\n if (!sing) {\n dialogBoxCreate(content);\n }\n\n this.isWorking = false;\n this.resetWorkStatus();\n\n if (sing) {\n const res =\n \"You worked for \" +\n convertTimeMsToTimeElapsedString(this.timeWorked) +\n \" and \" +\n \"earned a total of \" +\n \"$\" +\n numeralWrapper.formatMoney(this.workMoneyGained) +\n \", \" +\n numeralWrapper.formatReputation(this.workRepGained) +\n \" reputation, \" +\n numeralWrapper.formatExp(this.workHackExpGained) +\n \" hacking exp, \" +\n numeralWrapper.formatExp(this.workStrExpGained) +\n \" strength exp, \" +\n numeralWrapper.formatExp(this.workDefExpGained) +\n \" defense exp, \" +\n numeralWrapper.formatExp(this.workDexExpGained) +\n \" dexterity exp, \" +\n numeralWrapper.formatExp(this.workAgiExpGained) +\n \" agility exp, and \" +\n numeralWrapper.formatExp(this.workChaExpGained) +\n \" charisma exp\";\n return res;\n }\n return \"\";\n}\n\nexport function startFocusing(this: IPlayer): void {\n this.focus = true;\n}\n\nexport function stopFocusing(this: IPlayer): void {\n this.focus = false;\n}\n\n/* Working for Faction */\nexport function startFactionWork(this: IPlayer, router: IRouter, faction: Faction): void {\n //Update reputation gain rate to account for faction favor\n let favorMult = 1 + faction.favor / 100;\n if (isNaN(favorMult)) {\n favorMult = 1;\n }\n this.workRepGainRate *= favorMult;\n this.workRepGainRate *= BitNodeMultipliers.FactionWorkRepGain;\n\n this.isWorking = true;\n this.focus = true;\n this.workType = CONSTANTS.WorkTypeFaction;\n this.currentWorkFactionName = faction.name;\n\n this.timeNeededToCompleteWork = CONSTANTS.MillisecondsPer20Hours;\n router.toWork();\n}\n\nexport function startFactionHackWork(this: IPlayer, router: IRouter, faction: Faction): void {\n this.resetWorkStatus(CONSTANTS.WorkTypeFaction, faction.name, CONSTANTS.FactionWorkHacking);\n\n this.workHackExpGainRate = 0.15 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.workRepGainRate =\n ((this.hacking_skill + this.intelligence) / CONSTANTS.MaxSkillLevel) *\n this.faction_rep_mult *\n this.getIntelligenceBonus(0.5);\n\n this.factionWorkType = CONSTANTS.FactionWorkHacking;\n this.currentWorkFactionDescription = \"carrying out hacking contracts\";\n\n this.startFactionWork(router, faction);\n}\n\nexport function startFactionFieldWork(this: IPlayer, router: IRouter, faction: Faction): void {\n this.resetWorkStatus(CONSTANTS.WorkTypeFaction, faction.name, CONSTANTS.FactionWorkField);\n\n this.workHackExpGainRate = 0.1 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.workStrExpGainRate = 0.1 * this.strength_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.workDefExpGainRate = 0.1 * this.defense_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.workDexExpGainRate = 0.1 * this.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.workAgiExpGainRate = 0.1 * this.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.workChaExpGainRate = 0.1 * this.charisma_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.workRepGainRate = getFactionFieldWorkRepGain(this, faction);\n\n this.factionWorkType = CONSTANTS.FactionWorkField;\n this.currentWorkFactionDescription = \"carrying out field missions\";\n\n this.startFactionWork(router, faction);\n}\n\nexport function startFactionSecurityWork(this: IPlayer, router: IRouter, faction: Faction): void {\n this.resetWorkStatus(CONSTANTS.WorkTypeFaction, faction.name, CONSTANTS.FactionWorkSecurity);\n\n this.workHackExpGainRate = 0.05 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.workStrExpGainRate = 0.15 * this.strength_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.workDefExpGainRate = 0.15 * this.defense_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.workDexExpGainRate = 0.15 * this.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.workAgiExpGainRate = 0.15 * this.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.workChaExpGainRate = 0.0 * this.charisma_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.workRepGainRate = getFactionSecurityWorkRepGain(this, faction);\n\n this.factionWorkType = CONSTANTS.FactionWorkSecurity;\n this.currentWorkFactionDescription = \"performing security detail\";\n\n this.startFactionWork(router, faction);\n}\n\nexport function workForFaction(this: IPlayer, numCycles: number): boolean {\n const faction = Factions[this.currentWorkFactionName];\n\n //Constantly update the rep gain rate\n switch (this.factionWorkType) {\n case CONSTANTS.FactionWorkHacking:\n this.workRepGainRate = getHackingWorkRepGain(this, faction);\n break;\n case CONSTANTS.FactionWorkField:\n this.workRepGainRate = getFactionFieldWorkRepGain(this, faction);\n break;\n case CONSTANTS.FactionWorkSecurity:\n this.workRepGainRate = getFactionSecurityWorkRepGain(this, faction);\n break;\n default:\n break;\n }\n\n //Cap the number of cycles being processed to whatever would put you at limit (20 hours)\n let overMax = false;\n if (this.timeWorked + CONSTANTS._idleSpeed * numCycles >= CONSTANTS.MillisecondsPer20Hours) {\n overMax = true;\n numCycles = Math.round((CONSTANTS.MillisecondsPer20Hours - this.timeWorked) / CONSTANTS._idleSpeed);\n }\n this.timeWorked += CONSTANTS._idleSpeed * numCycles;\n\n this.processWorkEarnings(numCycles);\n\n //If timeWorked == 20 hours, then finish. You can only work for the faction for 20 hours\n if (overMax || this.timeWorked >= CONSTANTS.MillisecondsPer20Hours) {\n this.finishFactionWork(false);\n return true;\n }\n return false;\n}\n\nexport function finishFactionWork(this: IPlayer, cancelled: boolean, sing = false): string {\n const faction = Factions[this.currentWorkFactionName];\n faction.playerReputation += this.workRepGained;\n\n this.updateSkillLevels();\n\n if (!sing) {\n dialogBoxCreate(\n <>\n You worked for your faction {faction.name} for a total of {convertTimeMsToTimeElapsedString(this.timeWorked)}{\" \"}\n \n \n You earned a total of: \n \n \n reputation for the faction \n {numeralWrapper.formatExp(this.workHackExpGained)} hacking exp \n {numeralWrapper.formatExp(this.workStrExpGained)} strength exp \n {numeralWrapper.formatExp(this.workDefExpGained)} defense exp \n {numeralWrapper.formatExp(this.workDexExpGained)} dexterity exp \n {numeralWrapper.formatExp(this.workAgiExpGained)} agility exp \n {numeralWrapper.formatExp(this.workChaExpGained)} charisma exp\n \n >,\n );\n }\n\n this.isWorking = false;\n this.resetWorkStatus();\n if (sing) {\n const res =\n \"You worked for your faction \" +\n faction.name +\n \" for a total of \" +\n convertTimeMsToTimeElapsedString(this.timeWorked) +\n \". \" +\n \"You earned \" +\n numeralWrapper.formatReputation(this.workRepGained) +\n \" rep, \" +\n numeralWrapper.formatExp(this.workHackExpGained) +\n \" hacking exp, \" +\n numeralWrapper.formatExp(this.workStrExpGained) +\n \" str exp, \" +\n numeralWrapper.formatExp(this.workDefExpGained) +\n \" def exp, \" +\n numeralWrapper.formatExp(this.workDexExpGained) +\n \" dex exp, \" +\n numeralWrapper.formatExp(this.workAgiExpGained) +\n \" agi exp, and \" +\n numeralWrapper.formatExp(this.workChaExpGained) +\n \" cha exp.\";\n\n return res;\n }\n return \"\";\n}\n\n//Money gained per game cycle\nexport function getWorkMoneyGain(this: IPlayer): number {\n // If player has SF-11, calculate salary multiplier from favor\n let bn11Mult = 1;\n const company = Companies[this.companyName];\n if (SourceFileFlags[11] > 0) {\n bn11Mult = 1 + company.favor / 100;\n }\n\n // Get base salary\n const companyPositionName = this.jobs[this.companyName];\n const companyPosition = CompanyPositions[companyPositionName];\n if (companyPosition == null) {\n console.error(`Could not find CompanyPosition object for ${companyPositionName}. Work salary will be 0`);\n return 0;\n }\n\n return (\n companyPosition.baseSalary *\n company.salaryMultiplier *\n this.work_money_mult *\n BitNodeMultipliers.CompanyWorkMoney *\n bn11Mult\n );\n}\n\n//Hack exp gained per game cycle\nexport function getWorkHackExpGain(this: IPlayer): number {\n const company = Companies[this.companyName];\n const companyPositionName = this.jobs[this.companyName];\n const companyPosition = CompanyPositions[companyPositionName];\n if (company == null || companyPosition == null) {\n console.error(\n [\n `Could not find Company object for ${this.companyName}`,\n `or CompanyPosition object for ${companyPositionName}.`,\n `Work hack exp gain will be 0`,\n ].join(\" \"),\n );\n return 0;\n }\n\n return (\n companyPosition.hackingExpGain *\n company.expMultiplier *\n this.hacking_exp_mult *\n BitNodeMultipliers.CompanyWorkExpGain\n );\n}\n\n//Str exp gained per game cycle\nexport function getWorkStrExpGain(this: IPlayer): number {\n const company = Companies[this.companyName];\n const companyPositionName = this.jobs[this.companyName];\n const companyPosition = CompanyPositions[companyPositionName];\n if (company == null || companyPosition == null) {\n console.error(\n [\n `Could not find Company object for ${this.companyName}`,\n `or CompanyPosition object for ${companyPositionName}.`,\n `Work str exp gain will be 0`,\n ].join(\" \"),\n );\n return 0;\n }\n\n return (\n companyPosition.strengthExpGain *\n company.expMultiplier *\n this.strength_exp_mult *\n BitNodeMultipliers.CompanyWorkExpGain\n );\n}\n\n//Def exp gained per game cycle\nexport function getWorkDefExpGain(this: IPlayer): number {\n const company = Companies[this.companyName];\n const companyPositionName = this.jobs[this.companyName];\n const companyPosition = CompanyPositions[companyPositionName];\n if (company == null || companyPosition == null) {\n console.error(\n [\n `Could not find Company object for ${this.companyName}`,\n `or CompanyPosition object for ${companyPositionName}.`,\n `Work def exp gain will be 0`,\n ].join(\" \"),\n );\n return 0;\n }\n\n return (\n companyPosition.defenseExpGain *\n company.expMultiplier *\n this.defense_exp_mult *\n BitNodeMultipliers.CompanyWorkExpGain\n );\n}\n\n//Dex exp gained per game cycle\nexport function getWorkDexExpGain(this: IPlayer): number {\n const company = Companies[this.companyName];\n const companyPositionName = this.jobs[this.companyName];\n const companyPosition = CompanyPositions[companyPositionName];\n if (company == null || companyPosition == null) {\n console.error(\n [\n `Could not find Company object for ${this.companyName}`,\n `or CompanyPosition object for ${companyPositionName}.`,\n `Work dex exp gain will be 0`,\n ].join(\" \"),\n );\n return 0;\n }\n\n return (\n companyPosition.dexterityExpGain *\n company.expMultiplier *\n this.dexterity_exp_mult *\n BitNodeMultipliers.CompanyWorkExpGain\n );\n}\n\n//Agi exp gained per game cycle\nexport function getWorkAgiExpGain(this: IPlayer): number {\n const company = Companies[this.companyName];\n const companyPositionName = this.jobs[this.companyName];\n const companyPosition = CompanyPositions[companyPositionName];\n if (company == null || companyPosition == null) {\n console.error(\n [\n `Could not find Company object for ${this.companyName}`,\n `or CompanyPosition object for ${companyPositionName}.`,\n `Work agi exp gain will be 0`,\n ].join(\" \"),\n );\n return 0;\n }\n\n return (\n companyPosition.agilityExpGain *\n company.expMultiplier *\n this.agility_exp_mult *\n BitNodeMultipliers.CompanyWorkExpGain\n );\n}\n\n//Charisma exp gained per game cycle\nexport function getWorkChaExpGain(this: IPlayer): number {\n const company = Companies[this.companyName];\n const companyPositionName = this.jobs[this.companyName];\n const companyPosition = CompanyPositions[companyPositionName];\n if (company == null || companyPosition == null) {\n console.error(\n [\n `Could not find Company object for ${this.companyName}`,\n `or CompanyPosition object for ${companyPositionName}.`,\n `Work cha exp gain will be 0`,\n ].join(\" \"),\n );\n return 0;\n }\n\n return (\n companyPosition.charismaExpGain *\n company.expMultiplier *\n this.charisma_exp_mult *\n BitNodeMultipliers.CompanyWorkExpGain\n );\n}\n\n//Reputation gained per game cycle\nexport function getWorkRepGain(this: IPlayer): number {\n const company = Companies[this.companyName];\n const companyPositionName = this.jobs[this.companyName];\n const companyPosition = CompanyPositions[companyPositionName];\n if (company == null || companyPosition == null) {\n console.error(\n [\n `Could not find Company object for ${this.companyName}`,\n `or CompanyPosition object for ${companyPositionName}.`,\n `Work rep gain will be 0`,\n ].join(\" \"),\n );\n return 0;\n }\n\n let jobPerformance = companyPosition.calculateJobPerformance(\n this.hacking_skill,\n this.strength,\n this.defense,\n this.dexterity,\n this.agility,\n this.charisma,\n );\n\n //Intelligence provides a flat bonus to job performance\n jobPerformance += this.intelligence / CONSTANTS.MaxSkillLevel;\n\n //Update reputation gain rate to account for company favor\n let favorMult = 1 + company.favor / 100;\n if (isNaN(favorMult)) {\n favorMult = 1;\n }\n return jobPerformance * this.company_rep_mult * favorMult;\n}\n\n// export function getFactionSecurityWorkRepGain(this: IPlayer) {\n// var t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel +\n// this.strength / CONSTANTS.MaxSkillLevel +\n// this.defense / CONSTANTS.MaxSkillLevel +\n// this.dexterity / CONSTANTS.MaxSkillLevel +\n// this.agility / CONSTANTS.MaxSkillLevel) / 4.5;\n// return t * this.faction_rep_mult;\n// }\n\n// export function getFactionFieldWorkRepGain(this: IPlayer) {\n// var t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel +\n// this.strength / CONSTANTS.MaxSkillLevel +\n// this.defense / CONSTANTS.MaxSkillLevel +\n// this.dexterity / CONSTANTS.MaxSkillLevel +\n// this.agility / CONSTANTS.MaxSkillLevel +\n// this.charisma / CONSTANTS.MaxSkillLevel +\n// this.intelligence / CONSTANTS.MaxSkillLevel) / 5.5;\n// return t * this.faction_rep_mult;\n// }\n\n/* Creating a Program */\nexport function startCreateProgramWork(\n this: IPlayer,\n router: IRouter,\n programName: string,\n time: number,\n reqLevel: number,\n): void {\n this.resetWorkStatus();\n this.isWorking = true;\n this.focus = true;\n this.workType = CONSTANTS.WorkTypeCreateProgram;\n\n //Time needed to complete work affected by hacking skill (linearly based on\n //ratio of (your skill - required level) to MAX skill)\n //var timeMultiplier = (CONSTANTS.MaxSkillLevel - (this.hacking_skill - reqLevel)) / CONSTANTS.MaxSkillLevel;\n //if (timeMultiplier > 1) {timeMultiplier = 1;}\n //if (timeMultiplier < 0.01) {timeMultiplier = 0.01;}\n this.createProgramReqLvl = reqLevel;\n\n this.timeNeededToCompleteWork = time;\n //Check for incomplete program\n for (let i = 0; i < this.getHomeComputer().programs.length; ++i) {\n const programFile = this.getHomeComputer().programs[i];\n if (programFile.startsWith(programName) && programFile.endsWith(\"%-INC\")) {\n const res = programFile.split(\"-\");\n if (res.length != 3) {\n break;\n }\n const percComplete = Number(res[1].slice(0, -1));\n if (isNaN(percComplete) || percComplete < 0 || percComplete >= 100) {\n break;\n }\n this.timeWorkedCreateProgram = (percComplete / 100) * this.timeNeededToCompleteWork;\n this.getHomeComputer().programs.splice(i, 1);\n }\n }\n\n this.createProgramName = programName;\n router.toWork();\n}\n\nexport function createProgramWork(this: IPlayer, numCycles: number): boolean {\n //Higher hacking skill will allow you to create programs faster\n const reqLvl = this.createProgramReqLvl;\n let skillMult = (this.hacking_skill / reqLvl) * this.getIntelligenceBonus(3); //This should always be greater than 1;\n skillMult = 1 + (skillMult - 1) / 5; //The divider constant can be adjusted as necessary\n\n //Skill multiplier directly applied to \"time worked\"\n this.timeWorked += CONSTANTS._idleSpeed * numCycles;\n this.timeWorkedCreateProgram += CONSTANTS._idleSpeed * numCycles * skillMult;\n\n if (this.timeWorkedCreateProgram >= this.timeNeededToCompleteWork) {\n this.finishCreateProgramWork(false);\n return true;\n }\n return false;\n}\n\nexport function finishCreateProgramWork(this: IPlayer, cancelled: boolean): string {\n const programName = this.createProgramName;\n if (cancelled === false) {\n dialogBoxCreate(\n \"You've finished creating \" + programName + \"! \" + \"The new program can be found on your home computer.\",\n );\n\n this.getHomeComputer().programs.push(programName);\n } else {\n const perc = (Math.floor((this.timeWorkedCreateProgram / this.timeNeededToCompleteWork) * 10000) / 100).toString();\n const incompleteName = programName + \"-\" + perc + \"%-INC\";\n this.getHomeComputer().programs.push(incompleteName);\n }\n\n if (!cancelled) {\n this.gainIntelligenceExp(this.createProgramReqLvl / CONSTANTS.IntelligenceProgramBaseExpGain);\n }\n\n this.isWorking = false;\n\n this.resetWorkStatus();\n return \"You've finished creating \" + programName + \"! The new program can be found on your home computer.\";\n}\n\n/* Studying/Taking Classes */\nexport function startClass(this: IPlayer, router: IRouter, costMult: number, expMult: number, className: string): void {\n this.resetWorkStatus();\n this.isWorking = true;\n this.focus = true;\n this.workType = CONSTANTS.WorkTypeStudyClass;\n\n this.className = className;\n\n const gameCPS = 1000 / CONSTANTS._idleSpeed;\n\n //Find cost and exp gain per game cycle\n let cost = 0;\n let hackExp = 0,\n strExp = 0,\n defExp = 0,\n dexExp = 0,\n agiExp = 0,\n chaExp = 0;\n const hashManager = this.hashManager;\n switch (className) {\n case CONSTANTS.ClassStudyComputerScience:\n hackExp = ((CONSTANTS.ClassStudyComputerScienceBaseExp * expMult) / gameCPS) * hashManager.getStudyMult();\n break;\n case CONSTANTS.ClassDataStructures:\n cost = (CONSTANTS.ClassDataStructuresBaseCost * costMult) / gameCPS;\n hackExp = ((CONSTANTS.ClassDataStructuresBaseExp * expMult) / gameCPS) * hashManager.getStudyMult();\n break;\n case CONSTANTS.ClassNetworks:\n cost = (CONSTANTS.ClassNetworksBaseCost * costMult) / gameCPS;\n hackExp = ((CONSTANTS.ClassNetworksBaseExp * expMult) / gameCPS) * hashManager.getStudyMult();\n break;\n case CONSTANTS.ClassAlgorithms:\n cost = (CONSTANTS.ClassAlgorithmsBaseCost * costMult) / gameCPS;\n hackExp = ((CONSTANTS.ClassAlgorithmsBaseExp * expMult) / gameCPS) * hashManager.getStudyMult();\n break;\n case CONSTANTS.ClassManagement:\n cost = (CONSTANTS.ClassManagementBaseCost * costMult) / gameCPS;\n chaExp = ((CONSTANTS.ClassManagementBaseExp * expMult) / gameCPS) * hashManager.getStudyMult();\n break;\n case CONSTANTS.ClassLeadership:\n cost = (CONSTANTS.ClassLeadershipBaseCost * costMult) / gameCPS;\n chaExp = ((CONSTANTS.ClassLeadershipBaseExp * expMult) / gameCPS) * hashManager.getStudyMult();\n break;\n case CONSTANTS.ClassGymStrength:\n cost = (CONSTANTS.ClassGymBaseCost * costMult) / gameCPS;\n strExp = (expMult / gameCPS) * hashManager.getTrainingMult();\n break;\n case CONSTANTS.ClassGymDefense:\n cost = (CONSTANTS.ClassGymBaseCost * costMult) / gameCPS;\n defExp = (expMult / gameCPS) * hashManager.getTrainingMult();\n break;\n case CONSTANTS.ClassGymDexterity:\n cost = (CONSTANTS.ClassGymBaseCost * costMult) / gameCPS;\n dexExp = (expMult / gameCPS) * hashManager.getTrainingMult();\n break;\n case CONSTANTS.ClassGymAgility:\n cost = (CONSTANTS.ClassGymBaseCost * costMult) / gameCPS;\n agiExp = (expMult / gameCPS) * hashManager.getTrainingMult();\n break;\n default:\n throw new Error(\"ERR: Invalid/unrecognized class name\");\n return;\n }\n\n this.workMoneyLossRate = cost;\n this.workHackExpGainRate = hackExp * this.hacking_exp_mult * BitNodeMultipliers.ClassGymExpGain;\n this.workStrExpGainRate = strExp * this.strength_exp_mult * BitNodeMultipliers.ClassGymExpGain;\n this.workDefExpGainRate = defExp * this.defense_exp_mult * BitNodeMultipliers.ClassGymExpGain;\n this.workDexExpGainRate = dexExp * this.dexterity_exp_mult * BitNodeMultipliers.ClassGymExpGain;\n this.workAgiExpGainRate = agiExp * this.agility_exp_mult * BitNodeMultipliers.ClassGymExpGain;\n this.workChaExpGainRate = chaExp * this.charisma_exp_mult * BitNodeMultipliers.ClassGymExpGain;\n router.toWork();\n}\n\nexport function takeClass(this: IPlayer, numCycles: number): boolean {\n this.timeWorked += CONSTANTS._idleSpeed * numCycles;\n this.processWorkEarnings(numCycles);\n return false;\n}\n\n//The 'sing' argument defines whether or not this function was called\n//through a Singularity Netscript function\nexport function finishClass(this: IPlayer, sing = false): string {\n this.gainIntelligenceExp(CONSTANTS.IntelligenceClassBaseExpGain * Math.round(this.timeWorked / 1000));\n\n if (this.workMoneyGained > 0) {\n throw new Error(\"ERR: Somehow gained money while taking class\");\n }\n\n this.updateSkillLevels();\n if (!sing) {\n dialogBoxCreate(\n <>\n After {this.className} for {convertTimeMsToTimeElapsedString(this.timeWorked)}, \n you spent a total of . \n \n You earned a total of: \n {numeralWrapper.formatExp(this.workHackExpGained)} hacking exp \n {numeralWrapper.formatExp(this.workStrExpGained)} strength exp \n {numeralWrapper.formatExp(this.workDefExpGained)} defense exp \n {numeralWrapper.formatExp(this.workDexExpGained)} dexterity exp \n {numeralWrapper.formatExp(this.workAgiExpGained)} agility exp \n {numeralWrapper.formatExp(this.workChaExpGained)} charisma exp\n \n >,\n );\n }\n\n this.isWorking = false;\n\n if (sing) {\n const res =\n \"After \" +\n this.className +\n \" for \" +\n convertTimeMsToTimeElapsedString(this.timeWorked) +\n \", \" +\n \"you spent a total of \" +\n numeralWrapper.formatMoney(this.workMoneyGained * -1) +\n \". \" +\n \"You earned a total of: \" +\n numeralWrapper.formatExp(this.workHackExpGained) +\n \" hacking exp, \" +\n numeralWrapper.formatExp(this.workStrExpGained) +\n \" strength exp, \" +\n numeralWrapper.formatExp(this.workDefExpGained) +\n \" defense exp, \" +\n numeralWrapper.formatExp(this.workDexExpGained) +\n \" dexterity exp, \" +\n numeralWrapper.formatExp(this.workAgiExpGained) +\n \" agility exp, and \" +\n numeralWrapper.formatExp(this.workChaExpGained) +\n \" charisma exp\";\n this.resetWorkStatus();\n return res;\n }\n this.resetWorkStatus();\n return \"\";\n}\n\n//The EXP and $ gains are hardcoded. Time is in ms\nexport function startCrime(\n this: IPlayer,\n router: IRouter,\n crimeType: string,\n hackExp: number,\n strExp: number,\n defExp: number,\n dexExp: number,\n agiExp: number,\n chaExp: number,\n money: number,\n time: number,\n workerscript: WorkerScript | null = null,\n): void {\n this.crimeType = crimeType;\n\n this.resetWorkStatus();\n this.isWorking = true;\n this.focus = true;\n this.workType = CONSTANTS.WorkTypeCrime;\n\n if (workerscript !== null) {\n this.committingCrimeThruSingFn = true;\n this.singFnCrimeWorkerScript = workerscript;\n }\n\n this.workHackExpGained = hackExp * this.hacking_exp_mult * BitNodeMultipliers.CrimeExpGain;\n this.workStrExpGained = strExp * this.strength_exp_mult * BitNodeMultipliers.CrimeExpGain;\n this.workDefExpGained = defExp * this.defense_exp_mult * BitNodeMultipliers.CrimeExpGain;\n this.workDexExpGained = dexExp * this.dexterity_exp_mult * BitNodeMultipliers.CrimeExpGain;\n this.workAgiExpGained = agiExp * this.agility_exp_mult * BitNodeMultipliers.CrimeExpGain;\n this.workChaExpGained = chaExp * this.charisma_exp_mult * BitNodeMultipliers.CrimeExpGain;\n this.workMoneyGained = money * this.crime_money_mult * BitNodeMultipliers.CrimeMoney;\n\n this.timeNeededToCompleteWork = time;\n router.toWork();\n}\n\nexport function commitCrime(this: IPlayer, numCycles: number): boolean {\n this.timeWorked += CONSTANTS._idleSpeed * numCycles;\n\n if (this.timeWorked >= this.timeNeededToCompleteWork) {\n this.finishCrime(false);\n return true;\n }\n return false;\n}\n\nexport function finishCrime(this: IPlayer, cancelled: boolean): string {\n //Determine crime success/failure\n if (!cancelled) {\n if (determineCrimeSuccess(this, this.crimeType)) {\n //Handle Karma and crime statistics\n let crime = null;\n for (const i in Crimes) {\n if (Crimes[i].type == this.crimeType) {\n crime = Crimes[i];\n break;\n }\n }\n if (crime == null) {\n dialogBoxCreate(\n `ERR: Unrecognized crime type (${this.crimeType}). This is probably a bug please contact the developer`,\n );\n return \"\";\n }\n this.gainMoney(this.workMoneyGained);\n this.recordMoneySource(this.workMoneyGained, \"crime\");\n this.karma -= crime.karma;\n this.numPeopleKilled += crime.kills;\n if (crime.intelligence_exp > 0) {\n this.gainIntelligenceExp(crime.intelligence_exp);\n }\n\n //On a crime success, gain 2x exp\n this.workHackExpGained *= 2;\n this.workStrExpGained *= 2;\n this.workDefExpGained *= 2;\n this.workDexExpGained *= 2;\n this.workAgiExpGained *= 2;\n this.workChaExpGained *= 2;\n const ws = this.singFnCrimeWorkerScript;\n if (this.committingCrimeThruSingFn && ws !== null) {\n if (ws.disableLogs.ALL == null && ws.disableLogs.commitCrime == null) {\n ws.scriptRef.log(\n \"Crime successful! Gained \" +\n numeralWrapper.formatMoney(this.workMoneyGained) +\n \", \" +\n numeralWrapper.formatExp(this.workHackExpGained) +\n \" hack exp, \" +\n numeralWrapper.formatExp(this.workStrExpGained) +\n \" str exp, \" +\n numeralWrapper.formatExp(this.workDefExpGained) +\n \" def exp, \" +\n numeralWrapper.formatExp(this.workDexExpGained) +\n \" dex exp, \" +\n numeralWrapper.formatExp(this.workAgiExpGained) +\n \" agi exp, \" +\n numeralWrapper.formatExp(this.workChaExpGained) +\n \" cha exp.\",\n );\n }\n } else {\n dialogBoxCreate(\n <>\n Crime successful!\n \n \n You gained:\n \n \n \n {numeralWrapper.formatExp(this.workHackExpGained)} hacking experience \n {numeralWrapper.formatExp(this.workStrExpGained)} strength experience\n \n {numeralWrapper.formatExp(this.workDefExpGained)} defense experience\n \n {numeralWrapper.formatExp(this.workDexExpGained)} dexterity experience\n \n {numeralWrapper.formatExp(this.workAgiExpGained)} agility experience\n \n {numeralWrapper.formatExp(this.workChaExpGained)} charisma experience\n >,\n );\n }\n } else {\n //Exp halved on failure\n this.workHackExpGained /= 2;\n this.workStrExpGained /= 2;\n this.workDefExpGained /= 2;\n this.workDexExpGained /= 2;\n this.workAgiExpGained /= 2;\n this.workChaExpGained /= 2;\n const ws = this.singFnCrimeWorkerScript;\n if (this.committingCrimeThruSingFn && ws !== null) {\n if (ws.disableLogs.ALL == null && ws.disableLogs.commitCrime == null) {\n ws.scriptRef.log(\n \"Crime failed! Gained \" +\n numeralWrapper.formatExp(this.workHackExpGained) +\n \" hack exp, \" +\n numeralWrapper.formatExp(this.workStrExpGained) +\n \" str exp, \" +\n numeralWrapper.formatExp(this.workDefExpGained) +\n \" def exp, \" +\n numeralWrapper.formatExp(this.workDexExpGained) +\n \" dex exp, \" +\n numeralWrapper.formatExp(this.workAgiExpGained) +\n \" agi exp, \" +\n numeralWrapper.formatExp(this.workChaExpGained) +\n \" cha exp.\",\n );\n }\n } else {\n dialogBoxCreate(\n <>\n Crime failed!\n \n \n You gained:\n \n {numeralWrapper.formatExp(this.workHackExpGained)} hacking experience \n {numeralWrapper.formatExp(this.workStrExpGained)} strength experience\n \n {numeralWrapper.formatExp(this.workDefExpGained)} defense experience\n \n {numeralWrapper.formatExp(this.workDexExpGained)} dexterity experience\n \n {numeralWrapper.formatExp(this.workAgiExpGained)} agility experience\n \n {numeralWrapper.formatExp(this.workChaExpGained)} charisma experience\n >,\n );\n }\n }\n\n this.gainHackingExp(this.workHackExpGained);\n this.gainStrengthExp(this.workStrExpGained);\n this.gainDefenseExp(this.workDefExpGained);\n this.gainDexterityExp(this.workDexExpGained);\n this.gainAgilityExp(this.workAgiExpGained);\n this.gainCharismaExp(this.workChaExpGained);\n }\n this.committingCrimeThruSingFn = false;\n this.singFnCrimeWorkerScript = null;\n this.isWorking = false;\n this.crimeType = \"\";\n this.resetWorkStatus();\n return \"\";\n}\n\n//Cancels the player's current \"work\" assignment and gives the proper rewards\n//Used only for Singularity functions, so no popups are created\nexport function singularityStopWork(this: IPlayer): string {\n if (!this.isWorking) {\n return \"\";\n }\n let res = \"\"; //Earnings text for work\n switch (this.workType) {\n case CONSTANTS.WorkTypeStudyClass:\n res = this.finishClass(true);\n break;\n case CONSTANTS.WorkTypeCompany:\n res = this.finishWork(true, true);\n break;\n case CONSTANTS.WorkTypeCompanyPartTime:\n res = this.finishWorkPartTime(true);\n break;\n case CONSTANTS.WorkTypeFaction:\n res = this.finishFactionWork(true, true);\n break;\n case CONSTANTS.WorkTypeCreateProgram:\n res = this.finishCreateProgramWork(true);\n break;\n case CONSTANTS.WorkTypeCrime:\n res = this.finishCrime(true);\n break;\n default:\n console.error(`Unrecognized work type (${this.workType})`);\n return \"\";\n }\n return res;\n}\n\n// Returns true if hospitalized, false otherwise\nexport function takeDamage(this: IPlayer, amt: number): boolean {\n if (typeof amt !== \"number\") {\n console.warn(`Player.takeDamage() called without a numeric argument: ${amt}`);\n return false;\n }\n\n this.hp -= amt;\n if (this.hp <= 0) {\n this.hospitalize();\n return true;\n } else {\n return false;\n }\n}\n\nexport function regenerateHp(this: IPlayer, amt: number): void {\n if (typeof amt !== \"number\") {\n console.warn(`Player.regenerateHp() called without a numeric argument: ${amt}`);\n return;\n }\n this.hp += amt;\n if (this.hp > this.max_hp) {\n this.hp = this.max_hp;\n }\n}\n\nexport function hospitalize(this: IPlayer): number {\n const cost = getHospitalizationCost(this);\n if (Settings.SuppressHospitalizationPopup === false) {\n dialogBoxCreate(\n <>\n You were in critical condition! You were taken to the hospital where luckily they were able to save your life.\n You were charged \n \n >,\n );\n }\n\n this.loseMoney(cost);\n this.recordMoneySource(-1 * cost, \"hospitalization\");\n this.hp = this.max_hp;\n return cost;\n}\n\n/********* Company job application **********/\n//Determines the job that the Player should get (if any) at the current company\n//The 'sing' argument designates whether or not this is being called from\n//the applyToCompany() Netscript Singularity function\nexport function applyForJob(this: IPlayer, entryPosType: CompanyPosition, sing = false): boolean {\n // Get current company and job\n let currCompany = null;\n if (this.companyName !== \"\") {\n currCompany = Companies[this.companyName];\n }\n const currPositionName = this.jobs[this.companyName];\n\n // Get company that's being applied to\n const company = Companies[this.location]; //Company being applied to\n if (!(company instanceof Company)) {\n console.error(`Could not find company that matches the location: ${this.location}. Player.applyToCompany() failed`);\n return false;\n }\n\n let pos = entryPosType;\n\n if (!this.isQualified(company, pos)) {\n const reqText = getJobRequirementText(company, pos);\n if (!sing) {\n dialogBoxCreate(\"Unforunately, you do not qualify for this position \" + reqText);\n }\n return false;\n }\n\n while (true) {\n const newPos = getNextCompanyPositionHelper(pos);\n if (newPos == null) {\n break;\n }\n\n //Check if this company has this position\n if (company.hasPosition(newPos)) {\n if (!this.isQualified(company, newPos)) {\n //If player not qualified for next job, break loop so player will be given current job\n break;\n }\n pos = newPos;\n } else {\n break;\n }\n }\n\n //Check if the determined job is the same as the player's current job\n if (currCompany != null) {\n if (currCompany.name == company.name && pos.name == currPositionName) {\n const nextPos = getNextCompanyPositionHelper(pos);\n if (nextPos == null) {\n if (!sing) {\n dialogBoxCreate(\"You are already at the highest position for your field! No promotion available\");\n }\n return false;\n } else if (company.hasPosition(nextPos)) {\n if (!sing) {\n const reqText = getJobRequirementText(company, nextPos);\n dialogBoxCreate(\"Unfortunately, you do not qualify for a promotion \" + reqText);\n }\n return false;\n } else {\n if (!sing) {\n dialogBoxCreate(\"You are already at the highest position for your field! No promotion available\");\n }\n return false;\n }\n return false; //Same job, do nothing\n }\n }\n\n this.jobs[company.name] = pos.name;\n this.companyName = this.location;\n\n if (!sing) {\n dialogBoxCreate(\"Congratulations! You were offered a new job at \" + this.companyName + \" as a \" + pos.name + \"!\");\n }\n return true;\n}\n\n//Returns your next position at a company given the field (software, business, etc.)\nexport function getNextCompanyPosition(\n this: IPlayer,\n company: Company,\n entryPosType: CompanyPosition,\n): CompanyPosition | null {\n let currCompany = null;\n if (this.companyName !== \"\") {\n currCompany = Companies[this.companyName];\n }\n\n //Not employed at this company, so return the entry position\n if (currCompany == null || currCompany.name != company.name) {\n return entryPosType;\n }\n\n //If the entry pos type and the player's current position have the same type,\n //return the player's \"nextCompanyPosition\". Otherwise return the entryposType\n //Employed at this company, so just return the next position if it exists.\n const currentPositionName = this.jobs[this.companyName];\n const currentPosition = CompanyPositions[currentPositionName];\n if (\n (currentPosition.isSoftwareJob() && entryPosType.isSoftwareJob()) ||\n (currentPosition.isITJob() && entryPosType.isITJob()) ||\n (currentPosition.isBusinessJob() && entryPosType.isBusinessJob()) ||\n (currentPosition.isSecurityEngineerJob() && entryPosType.isSecurityEngineerJob()) ||\n (currentPosition.isNetworkEngineerJob() && entryPosType.isNetworkEngineerJob()) ||\n (currentPosition.isSecurityJob() && entryPosType.isSecurityJob()) ||\n (currentPosition.isAgentJob() && entryPosType.isAgentJob()) ||\n (currentPosition.isSoftwareConsultantJob() && entryPosType.isSoftwareConsultantJob()) ||\n (currentPosition.isBusinessConsultantJob() && entryPosType.isBusinessConsultantJob()) ||\n (currentPosition.isPartTimeJob() && entryPosType.isPartTimeJob())\n ) {\n return getNextCompanyPositionHelper(currentPosition);\n }\n\n return entryPosType;\n}\n\nexport function quitJob(this: IPlayer, company: string): void {\n this.isWorking = false;\n this.companyName = \"\";\n delete this.jobs[company];\n}\n\nexport function applyForSoftwareJob(this: IPlayer, sing = false): boolean {\n return this.applyForJob(CompanyPositions[posNames.SoftwareCompanyPositions[0]], sing);\n}\n\nexport function applyForSoftwareConsultantJob(this: IPlayer, sing = false): boolean {\n return this.applyForJob(CompanyPositions[posNames.SoftwareConsultantCompanyPositions[0]], sing);\n}\n\nexport function applyForItJob(this: IPlayer, sing = false): boolean {\n return this.applyForJob(CompanyPositions[posNames.ITCompanyPositions[0]], sing);\n}\n\nexport function applyForSecurityEngineerJob(this: IPlayer, sing = false): boolean {\n const company = Companies[this.location]; //Company being applied to\n if (this.isQualified(company, CompanyPositions[posNames.SecurityEngineerCompanyPositions[0]])) {\n return this.applyForJob(CompanyPositions[posNames.SecurityEngineerCompanyPositions[0]], sing);\n } else {\n if (!sing) {\n dialogBoxCreate(\"Unforunately, you do not qualify for this position\");\n }\n return false;\n }\n}\n\nexport function applyForNetworkEngineerJob(this: IPlayer, sing = false): boolean {\n const company = Companies[this.location]; //Company being applied to\n if (this.isQualified(company, CompanyPositions[posNames.NetworkEngineerCompanyPositions[0]])) {\n const pos = CompanyPositions[posNames.NetworkEngineerCompanyPositions[0]];\n return this.applyForJob(pos, sing);\n } else {\n if (!sing) {\n dialogBoxCreate(\"Unforunately, you do not qualify for this position\");\n }\n return false;\n }\n}\n\nexport function applyForBusinessJob(this: IPlayer, sing = false): boolean {\n return this.applyForJob(CompanyPositions[posNames.BusinessCompanyPositions[0]], sing);\n}\n\nexport function applyForBusinessConsultantJob(this: IPlayer, sing = false): boolean {\n return this.applyForJob(CompanyPositions[posNames.BusinessConsultantCompanyPositions[0]], sing);\n}\n\nexport function applyForSecurityJob(this: IPlayer, sing = false): boolean {\n // TODO Police Jobs\n // Indexing starts at 2 because 0 is for police officer\n return this.applyForJob(CompanyPositions[posNames.SecurityCompanyPositions[2]], sing);\n}\n\nexport function applyForAgentJob(this: IPlayer, sing = false): boolean {\n const company = Companies[this.location]; //Company being applied to\n if (this.isQualified(company, CompanyPositions[posNames.AgentCompanyPositions[0]])) {\n const pos = CompanyPositions[posNames.AgentCompanyPositions[0]];\n return this.applyForJob(pos, sing);\n } else {\n if (!sing) {\n dialogBoxCreate(\"Unforunately, you do not qualify for this position\");\n }\n return false;\n }\n}\n\nexport function applyForEmployeeJob(this: IPlayer, sing = false): boolean {\n const company = Companies[this.location]; //Company being applied to\n if (this.isQualified(company, CompanyPositions[posNames.MiscCompanyPositions[1]])) {\n this.companyName = company.name;\n this.jobs[company.name] = posNames.MiscCompanyPositions[1];\n if (!sing) {\n dialogBoxCreate(\"Congratulations, you are now employed at \" + this.companyName);\n }\n\n return true;\n } else {\n if (!sing) {\n dialogBoxCreate(\"Unforunately, you do not qualify for this position\");\n }\n\n return false;\n }\n}\n\nexport function applyForPartTimeEmployeeJob(this: IPlayer, sing = false): boolean {\n const company = Companies[this.location]; //Company being applied to\n if (this.isQualified(company, CompanyPositions[posNames.PartTimeCompanyPositions[1]])) {\n this.jobs[company.name] = posNames.PartTimeCompanyPositions[1];\n if (!sing) {\n dialogBoxCreate(\"Congratulations, you are now employed part-time at \" + this.companyName);\n }\n\n return true;\n } else {\n if (!sing) {\n dialogBoxCreate(\"Unforunately, you do not qualify for this position\");\n }\n\n return false;\n }\n}\n\nexport function applyForWaiterJob(this: IPlayer, sing = false): boolean {\n const company = Companies[this.location]; //Company being applied to\n if (this.isQualified(company, CompanyPositions[posNames.MiscCompanyPositions[0]])) {\n this.companyName = company.name;\n this.jobs[company.name] = posNames.MiscCompanyPositions[0];\n if (!sing) {\n dialogBoxCreate(\"Congratulations, you are now employed as a waiter at \" + this.companyName);\n }\n return true;\n } else {\n if (!sing) {\n dialogBoxCreate(\"Unforunately, you do not qualify for this position\");\n }\n return false;\n }\n}\n\nexport function applyForPartTimeWaiterJob(this: IPlayer, sing = false): boolean {\n const company = Companies[this.location]; //Company being applied to\n if (this.isQualified(company, CompanyPositions[posNames.PartTimeCompanyPositions[0]])) {\n this.companyName = company.name;\n this.jobs[company.name] = posNames.PartTimeCompanyPositions[0];\n if (!sing) {\n dialogBoxCreate(\"Congratulations, you are now employed as a part-time waiter at \" + this.companyName);\n }\n return true;\n } else {\n if (!sing) {\n dialogBoxCreate(\"Unforunately, you do not qualify for this position\");\n }\n return false;\n }\n}\n\n//Checks if the Player is qualified for a certain position\nexport function isQualified(this: IPlayer, company: Company, position: CompanyPosition): boolean {\n const offset = company.jobStatReqOffset;\n const reqHacking = position.requiredHacking > 0 ? position.requiredHacking + offset : 0;\n const reqStrength = position.requiredStrength > 0 ? position.requiredStrength + offset : 0;\n const reqDefense = position.requiredDefense > 0 ? position.requiredDefense + offset : 0;\n const reqDexterity = position.requiredDexterity > 0 ? position.requiredDexterity + offset : 0;\n const reqAgility = position.requiredDexterity > 0 ? position.requiredDexterity + offset : 0;\n const reqCharisma = position.requiredCharisma > 0 ? position.requiredCharisma + offset : 0;\n\n if (\n this.hacking_skill >= reqHacking &&\n this.strength >= reqStrength &&\n this.defense >= reqDefense &&\n this.dexterity >= reqDexterity &&\n this.agility >= reqAgility &&\n this.charisma >= reqCharisma &&\n company.playerReputation >= position.requiredReputation\n ) {\n return true;\n }\n return false;\n}\n\n/********** Reapplying Augmentations and Source File ***********/\nexport function reapplyAllAugmentations(this: IPlayer, resetMultipliers = true): void {\n if (resetMultipliers) {\n this.resetMultipliers();\n }\n\n for (let i = 0; i < this.augmentations.length; ++i) {\n //Compatibility with new version\n if (this.augmentations[i].name === \"HacknetNode NIC Architecture Neural-Upload\") {\n this.augmentations[i].name = \"Hacknet Node NIC Architecture Neural-Upload\";\n }\n\n const augName = this.augmentations[i].name;\n const aug = Augmentations[augName];\n if (aug == null) {\n console.warn(`Invalid augmentation name in Player.reapplyAllAugmentations(). Aug ${augName} will be skipped`);\n continue;\n }\n aug.owned = true;\n if (aug.name == AugmentationNames.NeuroFluxGovernor) {\n for (let j = 0; j < aug.level; ++j) {\n applyAugmentation(this.augmentations[i], true);\n }\n continue;\n }\n applyAugmentation(this.augmentations[i], true);\n }\n\n this.updateSkillLevels();\n}\n\nexport function reapplyAllSourceFiles(this: IPlayer): void {\n //Will always be called after reapplyAllAugmentations() so multipliers do not have to be reset\n //this.resetMultipliers();\n\n for (let i = 0; i < this.sourceFiles.length; ++i) {\n const srcFileKey = \"SourceFile\" + this.sourceFiles[i].n;\n const sourceFileObject = SourceFiles[srcFileKey];\n if (sourceFileObject == null) {\n console.error(`Invalid source file number: ${this.sourceFiles[i].n}`);\n continue;\n }\n applySourceFile(this.sourceFiles[i]);\n }\n applyExploit();\n}\n\n/*************** Check for Faction Invitations *************/\n//This function sets the requirements to join a Faction. It checks whether the Player meets\n//those requirements and will return an array of all factions that the Player should\n//receive an invitation to\nexport function checkForFactionInvitations(this: IPlayer): Faction[] {\n const invitedFactions: Faction[] = []; //Array which will hold all Factions the player should be invited to\n\n const numAugmentations = this.augmentations.length;\n\n const allCompanies = Object.keys(this.jobs);\n const allPositions = Object.values(this.jobs);\n\n // Given a company name, safely returns the reputation (returns 0 if invalid company is specified)\n function getCompanyRep(companyName: string): number {\n const company = Companies[companyName];\n if (company == null) {\n return 0;\n } else {\n return company.playerReputation;\n }\n }\n\n // Helper function that returns a boolean indicating whether the Player meets\n // the requirements for the specified company. There are two requirements:\n // 1. High enough reputation\n // 2. Player is employed at the company\n function checkMegacorpRequirements(companyName: string, repNeeded = CONSTANTS.CorpFactionRepRequirement): boolean {\n return allCompanies.includes(companyName) && getCompanyRep(companyName) > repNeeded;\n }\n\n //Illuminati\n const illuminatiFac = Factions[\"Illuminati\"];\n if (\n !illuminatiFac.isBanned &&\n !illuminatiFac.isMember &&\n !illuminatiFac.alreadyInvited &&\n numAugmentations >= 30 &&\n this.money.gte(150000000000) &&\n this.hacking_skill >= 1500 &&\n this.strength >= 1200 &&\n this.defense >= 1200 &&\n this.dexterity >= 1200 &&\n this.agility >= 1200\n ) {\n invitedFactions.push(illuminatiFac);\n }\n\n //Daedalus\n const daedalusFac = Factions[\"Daedalus\"];\n if (\n !daedalusFac.isBanned &&\n !daedalusFac.isMember &&\n !daedalusFac.alreadyInvited &&\n numAugmentations >= Math.round(30 * BitNodeMultipliers.DaedalusAugsRequirement) &&\n this.money.gte(100000000000) &&\n (this.hacking_skill >= 2500 ||\n (this.strength >= 1500 && this.defense >= 1500 && this.dexterity >= 1500 && this.agility >= 1500))\n ) {\n invitedFactions.push(daedalusFac);\n }\n\n //The Covenant\n const covenantFac = Factions[\"The Covenant\"];\n if (\n !covenantFac.isBanned &&\n !covenantFac.isMember &&\n !covenantFac.alreadyInvited &&\n numAugmentations >= 20 &&\n this.money.gte(75000000000) &&\n this.hacking_skill >= 850 &&\n this.strength >= 850 &&\n this.defense >= 850 &&\n this.dexterity >= 850 &&\n this.agility >= 850\n ) {\n invitedFactions.push(covenantFac);\n }\n\n //ECorp\n const ecorpFac = Factions[\"ECorp\"];\n if (\n !ecorpFac.isBanned &&\n !ecorpFac.isMember &&\n !ecorpFac.alreadyInvited &&\n checkMegacorpRequirements(LocationName.AevumECorp)\n ) {\n invitedFactions.push(ecorpFac);\n }\n\n //MegaCorp\n const megacorpFac = Factions[\"MegaCorp\"];\n if (\n !megacorpFac.isBanned &&\n !megacorpFac.isMember &&\n !megacorpFac.alreadyInvited &&\n checkMegacorpRequirements(LocationName.Sector12MegaCorp)\n ) {\n invitedFactions.push(megacorpFac);\n }\n\n //Bachman & Associates\n const bachmanandassociatesFac = Factions[\"Bachman & Associates\"];\n if (\n !bachmanandassociatesFac.isBanned &&\n !bachmanandassociatesFac.isMember &&\n !bachmanandassociatesFac.alreadyInvited &&\n checkMegacorpRequirements(LocationName.AevumBachmanAndAssociates)\n ) {\n invitedFactions.push(bachmanandassociatesFac);\n }\n\n //Blade Industries\n const bladeindustriesFac = Factions[\"Blade Industries\"];\n if (\n !bladeindustriesFac.isBanned &&\n !bladeindustriesFac.isMember &&\n !bladeindustriesFac.alreadyInvited &&\n checkMegacorpRequirements(LocationName.Sector12BladeIndustries)\n ) {\n invitedFactions.push(bladeindustriesFac);\n }\n\n //NWO\n const nwoFac = Factions[\"NWO\"];\n if (\n !nwoFac.isBanned &&\n !nwoFac.isMember &&\n !nwoFac.alreadyInvited &&\n checkMegacorpRequirements(LocationName.VolhavenNWO)\n ) {\n invitedFactions.push(nwoFac);\n }\n\n //Clarke Incorporated\n const clarkeincorporatedFac = Factions[\"Clarke Incorporated\"];\n if (\n !clarkeincorporatedFac.isBanned &&\n !clarkeincorporatedFac.isMember &&\n !clarkeincorporatedFac.alreadyInvited &&\n checkMegacorpRequirements(LocationName.AevumClarkeIncorporated)\n ) {\n invitedFactions.push(clarkeincorporatedFac);\n }\n\n //OmniTek Incorporated\n const omnitekincorporatedFac = Factions[\"OmniTek Incorporated\"];\n if (\n !omnitekincorporatedFac.isBanned &&\n !omnitekincorporatedFac.isMember &&\n !omnitekincorporatedFac.alreadyInvited &&\n checkMegacorpRequirements(LocationName.VolhavenOmniTekIncorporated)\n ) {\n invitedFactions.push(omnitekincorporatedFac);\n }\n\n //Four Sigma\n const foursigmaFac = Factions[\"Four Sigma\"];\n if (\n !foursigmaFac.isBanned &&\n !foursigmaFac.isMember &&\n !foursigmaFac.alreadyInvited &&\n checkMegacorpRequirements(LocationName.Sector12FourSigma)\n ) {\n invitedFactions.push(foursigmaFac);\n }\n\n //KuaiGong International\n const kuaigonginternationalFac = Factions[\"KuaiGong International\"];\n if (\n !kuaigonginternationalFac.isBanned &&\n !kuaigonginternationalFac.isMember &&\n !kuaigonginternationalFac.alreadyInvited &&\n checkMegacorpRequirements(LocationName.ChongqingKuaiGongInternational)\n ) {\n invitedFactions.push(kuaigonginternationalFac);\n }\n\n //Fulcrum Secret Technologies - If u've unlocked fulcrum secret technolgoies server and have a high rep with the company\n const fulcrumsecrettechonologiesFac = Factions[\"Fulcrum Secret Technologies\"];\n const fulcrumIP = SpecialServerIps[SpecialServerNames.BitRunnersServer];\n if (typeof fulcrumIP !== \"string\") throw new Error(\"Fulcrum Secret Technologies should be string\");\n const fulcrumSecretServer = AllServers[fulcrumIP];\n if (!(fulcrumSecretServer instanceof Server)) throw new Error(\"Fulcrum Secret Technologies should be normal server\");\n if (fulcrumSecretServer == null) {\n console.error(\"Could not find Fulcrum Secret Technologies Server\");\n } else {\n if (\n !fulcrumsecrettechonologiesFac.isBanned &&\n !fulcrumsecrettechonologiesFac.isMember &&\n !fulcrumsecrettechonologiesFac.alreadyInvited &&\n fulcrumSecretServer.backdoorInstalled &&\n checkMegacorpRequirements(LocationName.AevumFulcrumTechnologies, 250e3)\n ) {\n invitedFactions.push(fulcrumsecrettechonologiesFac);\n }\n }\n\n //BitRunners\n const bitrunnersFac = Factions[\"BitRunners\"];\n const bitrunnerIP = SpecialServerIps[SpecialServerNames.BitRunnersServer];\n if (typeof bitrunnerIP !== \"string\") throw new Error(\"BitRunners should be string\");\n const bitrunnersServer = AllServers[bitrunnerIP];\n if (!(bitrunnersServer instanceof Server)) throw new Error(\"BitRunners should be normal server\");\n if (bitrunnersServer == null) {\n console.error(\"Could not find BitRunners Server\");\n } else if (\n !bitrunnersFac.isBanned &&\n !bitrunnersFac.isMember &&\n bitrunnersServer.backdoorInstalled &&\n !bitrunnersFac.alreadyInvited\n ) {\n invitedFactions.push(bitrunnersFac);\n }\n\n //The Black Hand\n\n const theblackhandFac = Factions[\"The Black Hand\"];\n const tbhIP = SpecialServerIps[SpecialServerNames.TheBlackHandServer];\n if (typeof tbhIP !== \"string\") throw new Error(\"TheBlackHand should be string\");\n const blackhandServer = AllServers[tbhIP];\n if (!(blackhandServer instanceof Server)) throw new Error(\"TheBlackHand should be normal server\");\n if (blackhandServer == null) {\n console.error(\"Could not find The Black Hand Server\");\n } else if (\n !theblackhandFac.isBanned &&\n !theblackhandFac.isMember &&\n blackhandServer.backdoorInstalled &&\n !theblackhandFac.alreadyInvited\n ) {\n invitedFactions.push(theblackhandFac);\n }\n\n //NiteSec\n const nitesecFac = Factions[\"NiteSec\"];\n const nitesecIP = SpecialServerIps[SpecialServerNames.NiteSecServer];\n if (typeof nitesecIP !== \"string\") throw new Error(\"NiteSec should be string\");\n const nitesecServer = AllServers[nitesecIP];\n if (!(nitesecServer instanceof Server)) throw new Error(\"NiteSec should be normal server\");\n if (nitesecServer == null) {\n console.error(\"Could not find NiteSec Server\");\n } else if (\n !nitesecFac.isBanned &&\n !nitesecFac.isMember &&\n nitesecServer.backdoorInstalled &&\n !nitesecFac.alreadyInvited\n ) {\n invitedFactions.push(nitesecFac);\n }\n\n //Chongqing\n const chongqingFac = Factions[\"Chongqing\"];\n if (\n !chongqingFac.isBanned &&\n !chongqingFac.isMember &&\n !chongqingFac.alreadyInvited &&\n this.money.gte(20000000) &&\n this.city == CityName.Chongqing\n ) {\n invitedFactions.push(chongqingFac);\n }\n\n //Sector-12\n const sector12Fac = Factions[\"Sector-12\"];\n if (\n !sector12Fac.isBanned &&\n !sector12Fac.isMember &&\n !sector12Fac.alreadyInvited &&\n this.money.gte(15000000) &&\n this.city == CityName.Sector12\n ) {\n invitedFactions.push(sector12Fac);\n }\n\n //New Tokyo\n const newtokyoFac = Factions[\"New Tokyo\"];\n if (\n !newtokyoFac.isBanned &&\n !newtokyoFac.isMember &&\n !newtokyoFac.alreadyInvited &&\n this.money.gte(20000000) &&\n this.city == CityName.NewTokyo\n ) {\n invitedFactions.push(newtokyoFac);\n }\n\n //Aevum\n const aevumFac = Factions[\"Aevum\"];\n if (\n !aevumFac.isBanned &&\n !aevumFac.isMember &&\n !aevumFac.alreadyInvited &&\n this.money.gte(40000000) &&\n this.city == CityName.Aevum\n ) {\n invitedFactions.push(aevumFac);\n }\n\n //Ishima\n const ishimaFac = Factions[\"Ishima\"];\n if (\n !ishimaFac.isBanned &&\n !ishimaFac.isMember &&\n !ishimaFac.alreadyInvited &&\n this.money.gte(30000000) &&\n this.city == CityName.Ishima\n ) {\n invitedFactions.push(ishimaFac);\n }\n\n //Volhaven\n const volhavenFac = Factions[\"Volhaven\"];\n if (\n !volhavenFac.isBanned &&\n !volhavenFac.isMember &&\n !volhavenFac.alreadyInvited &&\n this.money.gte(50000000) &&\n this.city == CityName.Volhaven\n ) {\n invitedFactions.push(volhavenFac);\n }\n\n //Speakers for the Dead\n const speakersforthedeadFac = Factions[\"Speakers for the Dead\"];\n if (\n !speakersforthedeadFac.isBanned &&\n !speakersforthedeadFac.isMember &&\n !speakersforthedeadFac.alreadyInvited &&\n this.hacking_skill >= 100 &&\n this.strength >= 300 &&\n this.defense >= 300 &&\n this.dexterity >= 300 &&\n this.agility >= 300 &&\n this.numPeopleKilled >= 30 &&\n this.karma <= -45 &&\n !allCompanies.includes(LocationName.Sector12CIA) &&\n !allCompanies.includes(LocationName.Sector12NSA)\n ) {\n invitedFactions.push(speakersforthedeadFac);\n }\n\n //The Dark Army\n const thedarkarmyFac = Factions[\"The Dark Army\"];\n if (\n !thedarkarmyFac.isBanned &&\n !thedarkarmyFac.isMember &&\n !thedarkarmyFac.alreadyInvited &&\n this.hacking_skill >= 300 &&\n this.strength >= 300 &&\n this.defense >= 300 &&\n this.dexterity >= 300 &&\n this.agility >= 300 &&\n this.city == CityName.Chongqing &&\n this.numPeopleKilled >= 5 &&\n this.karma <= -45 &&\n !allCompanies.includes(LocationName.Sector12CIA) &&\n !allCompanies.includes(LocationName.Sector12NSA)\n ) {\n invitedFactions.push(thedarkarmyFac);\n }\n\n //The Syndicate\n const thesyndicateFac = Factions[\"The Syndicate\"];\n if (\n !thesyndicateFac.isBanned &&\n !thesyndicateFac.isMember &&\n !thesyndicateFac.alreadyInvited &&\n this.hacking_skill >= 200 &&\n this.strength >= 200 &&\n this.defense >= 200 &&\n this.dexterity >= 200 &&\n this.agility >= 200 &&\n (this.city == CityName.Aevum || this.city == CityName.Sector12) &&\n this.money.gte(10000000) &&\n this.karma <= -90 &&\n !allCompanies.includes(LocationName.Sector12CIA) &&\n !allCompanies.includes(LocationName.Sector12NSA)\n ) {\n invitedFactions.push(thesyndicateFac);\n }\n\n //Silhouette\n const silhouetteFac = Factions[\"Silhouette\"];\n if (\n !silhouetteFac.isBanned &&\n !silhouetteFac.isMember &&\n !silhouetteFac.alreadyInvited &&\n (allPositions.includes(\"Chief Technology Officer\") ||\n allPositions.includes(\"Chief Financial Officer\") ||\n allPositions.includes(\"Chief Executive Officer\")) &&\n this.money.gte(15000000) &&\n this.karma <= -22\n ) {\n invitedFactions.push(silhouetteFac);\n }\n\n //Tetrads\n const tetradsFac = Factions[\"Tetrads\"];\n if (\n !tetradsFac.isBanned &&\n !tetradsFac.isMember &&\n !tetradsFac.alreadyInvited &&\n (this.city == CityName.Chongqing || this.city == CityName.NewTokyo || this.city == CityName.Ishima) &&\n this.strength >= 75 &&\n this.defense >= 75 &&\n this.dexterity >= 75 &&\n this.agility >= 75 &&\n this.karma <= -18\n ) {\n invitedFactions.push(tetradsFac);\n }\n\n //SlumSnakes\n const slumsnakesFac = Factions[\"Slum Snakes\"];\n if (\n !slumsnakesFac.isBanned &&\n !slumsnakesFac.isMember &&\n !slumsnakesFac.alreadyInvited &&\n this.strength >= 30 &&\n this.defense >= 30 &&\n this.dexterity >= 30 &&\n this.agility >= 30 &&\n this.karma <= -9 &&\n this.money.gte(1000000)\n ) {\n invitedFactions.push(slumsnakesFac);\n }\n\n //Netburners\n const netburnersFac = Factions[\"Netburners\"];\n let totalHacknetRam = 0;\n let totalHacknetCores = 0;\n let totalHacknetLevels = 0;\n for (let i = 0; i < this.hacknetNodes.length; ++i) {\n const v = this.hacknetNodes[i];\n if (typeof v === \"string\") {\n const hserver = AllServers[v];\n if (hserver instanceof Server) throw new Error(\"player hacknet server was not HacknetServer\");\n totalHacknetLevels += hserver.level;\n totalHacknetRam += hserver.maxRam;\n totalHacknetCores += hserver.cores;\n } else {\n totalHacknetLevels += v.level;\n totalHacknetRam += v.ram;\n totalHacknetCores += v.cores;\n }\n }\n if (\n !netburnersFac.isBanned &&\n !netburnersFac.isMember &&\n !netburnersFac.alreadyInvited &&\n this.hacking_skill >= 80 &&\n totalHacknetRam >= 8 &&\n totalHacknetCores >= 4 &&\n totalHacknetLevels >= 100\n ) {\n invitedFactions.push(netburnersFac);\n }\n\n //Tian Di Hui\n const tiandihuiFac = Factions[\"Tian Di Hui\"];\n if (\n !tiandihuiFac.isBanned &&\n !tiandihuiFac.isMember &&\n !tiandihuiFac.alreadyInvited &&\n this.money.gte(1000000) &&\n this.hacking_skill >= 50 &&\n (this.city == CityName.Chongqing || this.city == CityName.NewTokyo || this.city == CityName.Ishima)\n ) {\n invitedFactions.push(tiandihuiFac);\n }\n\n //CyberSec\n const cybersecFac = Factions[\"CyberSec\"];\n const cyberSecIP = SpecialServerIps[SpecialServerNames.CyberSecServer];\n if (typeof cyberSecIP !== \"string\") throw new Error(\"cybersec should be string\");\n const cybersecServer = AllServers[cyberSecIP];\n if (!(cybersecServer instanceof Server)) throw new Error(\"cybersec should be normal server\");\n if (cybersecServer == null) {\n console.error(\"Could not find CyberSec Server\");\n } else if (\n !cybersecFac.isBanned &&\n !cybersecFac.isMember &&\n cybersecServer.backdoorInstalled &&\n !cybersecFac.alreadyInvited\n ) {\n invitedFactions.push(cybersecFac);\n }\n\n return invitedFactions;\n}\n\n/************* BitNodes **************/\nexport function setBitNodeNumber(this: IPlayer, n: number): void {\n this.bitNodeN = n;\n}\n\nexport function queueAugmentation(this: IPlayer, name: string): void {\n for (const i in this.queuedAugmentations) {\n if (this.queuedAugmentations[i].name == name) {\n console.warn(`tried to queue ${name} twice, this may be a bug`);\n return;\n }\n }\n\n for (const i in this.augmentations) {\n if (this.augmentations[i].name == name) {\n console.warn(`tried to queue ${name} twice, this may be a bug`);\n return;\n }\n }\n\n this.queuedAugmentations.push(new PlayerOwnedAugmentation(name));\n}\n\n/************* Coding Contracts **************/\nexport function gainCodingContractReward(this: IPlayer, reward: ICodingContractReward, difficulty = 1): string {\n if (reward == null || reward.type == null || reward == null) {\n return `No reward for this contract`;\n }\n\n /* eslint-disable no-case-declarations */\n switch (reward.type) {\n case CodingContractRewardType.FactionReputation:\n if (reward.name == null || !(Factions[reward.name] instanceof Faction)) {\n // If no/invalid faction was designated, just give rewards to all factions\n reward.type = CodingContractRewardType.FactionReputationAll;\n return this.gainCodingContractReward(reward);\n }\n const repGain = CONSTANTS.CodingContractBaseFactionRepGain * difficulty;\n Factions[reward.name].playerReputation += repGain;\n return `Gained ${repGain} faction reputation for ${reward.name}`;\n case CodingContractRewardType.FactionReputationAll:\n const totalGain = CONSTANTS.CodingContractBaseFactionRepGain * difficulty;\n\n // Ignore Bladeburners and other special factions for this calculation\n const specialFactions = [\"Bladeburners\"];\n const factions = this.factions.slice().filter((f) => {\n return !specialFactions.includes(f);\n });\n\n // If the player was only part of the special factions, we'll just give money\n if (factions.length == 0) {\n reward.type = CodingContractRewardType.Money;\n return this.gainCodingContractReward(reward, difficulty);\n }\n\n const gainPerFaction = Math.floor(totalGain / factions.length);\n for (const facName of factions) {\n if (!(Factions[facName] instanceof Faction)) {\n continue;\n }\n Factions[facName].playerReputation += gainPerFaction;\n }\n return `Gained ${gainPerFaction} reputation for each of the following factions: ${factions.toString()}`;\n break;\n case CodingContractRewardType.CompanyReputation: {\n if (reward.name == null || !(Companies[reward.name] instanceof Company)) {\n //If no/invalid company was designated, just give rewards to all factions\n reward.type = CodingContractRewardType.FactionReputationAll;\n return this.gainCodingContractReward(reward);\n }\n const repGain = CONSTANTS.CodingContractBaseCompanyRepGain * difficulty;\n Companies[reward.name].playerReputation += repGain;\n return `Gained ${repGain} company reputation for ${reward.name}`;\n }\n case CodingContractRewardType.Money:\n default: {\n const moneyGain = CONSTANTS.CodingContractBaseMoneyGain * difficulty * BitNodeMultipliers.CodingContractMoney;\n this.gainMoney(moneyGain);\n this.recordMoneySource(moneyGain, \"codingcontract\");\n return `Gained ${numeralWrapper.formatMoney(moneyGain)}`;\n }\n }\n /* eslint-enable no-case-declarations */\n}\n\nexport function travel(this: IPlayer, to: CityName): boolean {\n if (Cities[to] == null) {\n console.warn(`Player.travel() called with invalid city: ${to}`);\n return false;\n }\n this.city = to;\n\n return true;\n}\n\nexport function gotoLocation(this: IPlayer, to: LocationName): boolean {\n if (Locations[to] == null) {\n console.warn(`Player.gotoLocation() called with invalid location: ${to}`);\n return false;\n }\n this.location = to;\n\n return true;\n}\n\nexport function canAccessResleeving(this: IPlayer): boolean {\n return this.bitNodeN === 10 || SourceFileFlags[10] > 0;\n}\n\nexport function giveExploit(this: IPlayer, exploit: Exploit): void {\n if (!this.exploits.includes(exploit)) {\n this.exploits.push(exploit);\n }\n}\n\nexport function getIntelligenceBonus(this: IPlayer, weight: number): number {\n return calculateIntelligenceBonus(this.intelligence, weight);\n}\n\nexport function getCasinoWinnings(this: IPlayer): number {\n return this.moneySourceA.casino;\n}\n\nexport function getMult(this: IPlayer, name: string): number {\n if (!this.hasOwnProperty(name)) return 1;\n return (this as any)[name];\n}\n\nexport function setMult(this: IPlayer, name: string, mult: number): void {\n if (!this.hasOwnProperty(name)) return;\n (this as any)[name] = mult;\n}\n","import { IMap } from \"../types\";\n\nexport const EmployeePositions: IMap = {\n Operations: \"Operations\",\n Engineer: \"Engineer\",\n Business: \"Business\",\n Management: \"Management\",\n RandD: \"Research & Development\",\n Training: \"Training\",\n Unassigned: \"Unassigned\",\n};\n","import React from \"react\";\nimport { ResearchTree } from \"./ResearchTree\";\nimport { ICorporation } from \"./ICorporation\";\nimport { getBaseResearchTreeCopy, getProductIndustryResearchTreeCopy } from \"./data/BaseResearchTree\";\nimport { MoneyCost } from \"./ui/MoneyCost\";\n\ninterface IIndustryMap {\n [key: string]: T | undefined;\n Energy: T;\n Utilities: T;\n Agriculture: T;\n Fishing: T;\n Mining: T;\n Food: T;\n Tobacco: T;\n Chemical: T;\n Pharmaceutical: T;\n Computer: T;\n Robotics: T;\n Software: T;\n Healthcare: T;\n RealEstate: T;\n}\n\n// Map of official names for each Industry\nexport const Industries: IIndustryMap = {\n Energy: \"Energy\",\n Utilities: \"Water Utilities\",\n Agriculture: \"Agriculture\",\n Fishing: \"Fishing\",\n Mining: \"Mining\",\n Food: \"Food\",\n Tobacco: \"Tobacco\",\n Chemical: \"Chemical\",\n Pharmaceutical: \"Pharmaceutical\",\n Computer: \"Computer Hardware\",\n Robotics: \"Robotics\",\n Software: \"Software\",\n Healthcare: \"Healthcare\",\n RealEstate: \"RealEstate\",\n};\n\n// Map of how much money it takes to start each industry\nexport const IndustryStartingCosts: IIndustryMap = {\n Energy: 225e9,\n Utilities: 150e9,\n Agriculture: 40e9,\n Fishing: 80e9,\n Mining: 300e9,\n Food: 10e9,\n Tobacco: 20e9,\n Chemical: 70e9,\n Pharmaceutical: 200e9,\n Computer: 500e9,\n Robotics: 1e12,\n Software: 25e9,\n Healthcare: 750e9,\n RealEstate: 600e9,\n};\n\n// Map of description for each industry\nexport const IndustryDescriptions: IIndustryMap<(corp: ICorporation) => React.ReactElement> = {\n Energy: (corp: ICorporation) => (\n <>\n Engage in the production and distribution of energy.\n \n \n Starting cost: \n \n Recommended starting Industry: NO\n >\n ),\n Utilities: (corp: ICorporation) => (\n <>\n Distribute water and provide wastewater services.\n \n \n Starting cost: \n \n Recommended starting Industry: NO\n >\n ),\n Agriculture: (corp: ICorporation) => (\n <>\n Cultivate crops and breed livestock to produce food.\n \n \n Starting cost: \n \n Recommended starting Industry: YES\n >\n ),\n Fishing: (corp: ICorporation) => (\n <>\n Produce food through the breeding and processing of fish and fish products.\n \n \n Starting cost: \n \n Recommended starting Industry: NO\n >\n ),\n Mining: (corp: ICorporation) => (\n <>\n Extract and process metals from the earth.\n \n \n Starting cost: \n \n Recommended starting Industry: NO\n >\n ),\n Food: (corp: ICorporation) => (\n <>\n Create your own restaurants all around the world.\n \n \n Starting cost: \n \n Recommended starting Industry: YES\n >\n ),\n Tobacco: (corp: ICorporation) => (\n <>\n Create and distribute tobacco and tobacco-related products.\n \n \n Starting cost: \n \n Recommended starting Industry: YES\n >\n ),\n Chemical: (corp: ICorporation) => (\n <>\n Produce industrial chemicals.\n \n \n Starting cost: \n \n Recommended starting Industry: NO\n >\n ),\n Pharmaceutical: (corp: ICorporation) => (\n <>\n Discover, develop, and create new pharmaceutical drugs.\n \n \n Starting cost: \n \n Recommended starting Industry: NO\n >\n ),\n Computer: (corp: ICorporation) => (\n <>\n Develop and manufacture new computer hardware and networking infrastructures.\n \n \n Starting cost: \n \n Recommended starting Industry: NO\n >\n ),\n Robotics: (corp: ICorporation) => (\n <>\n Develop and create robots.\n \n \n Starting cost: \n \n Recommended starting Industry: NO\n >\n ),\n Software: (corp: ICorporation) => (\n <>\n Develop computer software and create AI Cores.\n \n \n Starting cost: \n \n Recommended starting Industry: YES\n >\n ),\n Healthcare: (corp: ICorporation) => (\n <>\n Create and manage hospitals.\n \n \n Starting cost: \n \n Recommended starting Industry: NO\n >\n ),\n RealEstate: (corp: ICorporation) => (\n <>\n Develop and manage real estate properties.\n \n \n Starting cost: \n \n Recommended starting Industry: NO\n >\n ),\n};\n\n// Map of available Research for each Industry. This data is held in a\n// ResearchTree object\nexport const IndustryResearchTrees: IIndustryMap = {\n Energy: getBaseResearchTreeCopy(),\n Utilities: getBaseResearchTreeCopy(),\n Agriculture: getBaseResearchTreeCopy(),\n Fishing: getBaseResearchTreeCopy(),\n Mining: getBaseResearchTreeCopy(),\n Food: getProductIndustryResearchTreeCopy(),\n Tobacco: getProductIndustryResearchTreeCopy(),\n Chemical: getBaseResearchTreeCopy(),\n Pharmaceutical: getProductIndustryResearchTreeCopy(),\n Computer: getProductIndustryResearchTreeCopy(),\n Robotics: getProductIndustryResearchTreeCopy(),\n Software: getProductIndustryResearchTreeCopy(),\n Healthcare: getProductIndustryResearchTreeCopy(),\n RealEstate: getProductIndustryResearchTreeCopy(),\n};\n\nexport function resetIndustryResearchTrees(): void {\n IndustryResearchTrees.Energy = getBaseResearchTreeCopy();\n IndustryResearchTrees.Utilities = getBaseResearchTreeCopy();\n IndustryResearchTrees.Agriculture = getBaseResearchTreeCopy();\n IndustryResearchTrees.Fishing = getBaseResearchTreeCopy();\n IndustryResearchTrees.Mining = getBaseResearchTreeCopy();\n IndustryResearchTrees.Food = getBaseResearchTreeCopy();\n IndustryResearchTrees.Tobacco = getBaseResearchTreeCopy();\n IndustryResearchTrees.Chemical = getBaseResearchTreeCopy();\n IndustryResearchTrees.Pharmaceutical = getBaseResearchTreeCopy();\n IndustryResearchTrees.Computer = getBaseResearchTreeCopy();\n IndustryResearchTrees.Robotics = getBaseResearchTreeCopy();\n IndustryResearchTrees.Software = getBaseResearchTreeCopy();\n IndustryResearchTrees.Healthcare = getBaseResearchTreeCopy();\n IndustryResearchTrees.RealEstate = getBaseResearchTreeCopy();\n}\n","/**\n * Enum defining the different types of possible locations\n */\nexport enum LocationType {\n Company,\n Gym,\n Hospital,\n Slums,\n Special, // This location has special options/activities (e.g. Bladeburner, Re-sleeving)\n StockMarket,\n TechVendor,\n TravelAgency,\n University,\n Casino,\n}\n","export const BladeburnerConstants: {\n CityNames: string[];\n CyclesPerSecond: number;\n StaminaGainPerSecond: number;\n BaseStaminaLoss: number;\n MaxStaminaToGainFactor: number;\n DifficultyToTimeFactor: number;\n DiffMultExponentialFactor: number;\n DiffMultLinearFactor: number;\n EffAgiLinearFactor: number;\n EffDexLinearFactor: number;\n EffAgiExponentialFactor: number;\n EffDexExponentialFactor: number;\n BaseRecruitmentTimeNeeded: number;\n PopulationThreshold: number;\n PopulationExponent: number;\n ChaosThreshold: number;\n BaseStatGain: number;\n BaseIntGain: number;\n ActionCountGrowthPeriod: number;\n RankToFactionRepFactor: number;\n RankNeededForFaction: number;\n ContractSuccessesPerLevel: number;\n OperationSuccessesPerLevel: number;\n RanksPerSkillPoint: number;\n ContractBaseMoneyGain: number;\n HrcHpGain: number;\n HrcStaminaGain: number;\n} = {\n CityNames: [\"Aevum\", \"Chongqing\", \"Sector-12\", \"New Tokyo\", \"Ishima\", \"Volhaven\"],\n CyclesPerSecond: 5, // Game cycle is 200 ms\n\n StaminaGainPerSecond: 0.0085,\n BaseStaminaLoss: 0.285, // Base stamina loss per action. Increased based on difficulty\n MaxStaminaToGainFactor: 70000, // Max Stamina is divided by this to get bonus stamina gain\n\n DifficultyToTimeFactor: 10, // Action Difficulty divided by this to get base action time\n\n /**\n * The difficulty multiplier affects stamina loss and hp loss of an action. Also affects\n * experience gain. Its formula is:\n * difficulty ^ exponentialFactor + difficulty / linearFactor\n */\n DiffMultExponentialFactor: 0.28,\n DiffMultLinearFactor: 650,\n\n /**\n * These factors are used to calculate action time.\n * They affect how much action time is reduced based on your agility and dexterity\n */\n EffAgiLinearFactor: 10e3,\n EffDexLinearFactor: 10e3,\n EffAgiExponentialFactor: 0.04,\n EffDexExponentialFactor: 0.035,\n\n BaseRecruitmentTimeNeeded: 300, // Base time needed (s) to complete a Recruitment action\n\n PopulationThreshold: 1e9, // Population which determines baseline success rate\n PopulationExponent: 0.7, // Exponent that influences how different populations affect success rate\n ChaosThreshold: 50, // City chaos level after which it starts making tasks harder\n\n BaseStatGain: 1, // Base stat gain per second\n BaseIntGain: 0.003, // Base intelligence stat gain\n\n ActionCountGrowthPeriod: 480, // Time (s) it takes for action count to grow by its specified value\n\n RankToFactionRepFactor: 2, // Delta Faction Rep = this * Delta Rank\n RankNeededForFaction: 25,\n\n ContractSuccessesPerLevel: 3, // How many successes you need to level up a contract\n OperationSuccessesPerLevel: 2.5, // How many successes you need to level up an op\n\n RanksPerSkillPoint: 3, // How many ranks needed to get 1 Skill Point\n\n ContractBaseMoneyGain: 250e3, // Base Money Gained per contract\n\n HrcHpGain: 2, // HP Gained from Hyperbolic Regeneration chamber\n HrcStaminaGain: 1, // Percentage Stamina gained from Hyperbolic Regeneration Chamber\n};\n","import { IMap } from \"../../types\";\n\nexport const LiteratureNames: IMap = {\n HackersStartingHandbook: \"hackers-starting-handbook.lit\",\n CorporationManagementHandbook: \"corporation-management-handbook.lit\",\n HistoryOfSynthoids: \"history-of-synthoids.lit\",\n AGreenTomorrow: \"A-Green-Tomorrow.lit\",\n AlphaOmega: \"alpha-omega.lit\",\n SimulatedReality: \"simulated-reality.lit\",\n BeyondMan: \"beyond-man.lit\",\n BrighterThanTheSun: \"brighter-than-the-sun.lit\",\n DemocracyIsDead: \"democracy-is-dead.lit\",\n Sector12Crime: \"sector-12-crime.lit\",\n ManAndMachine: \"man-and-machine.lit\",\n SecretSocieties: \"secret-societies.lit\",\n TheFailedFrontier: \"the-failed-frontier.lit\",\n CodedIntelligence: \"coded-intelligence.lit\",\n SyntheticMuscles: \"synthetic-muscles.lit\",\n TensionsInTechRace: \"tensions-in-tech-race.lit\",\n CostOfImmortality: \"cost-of-immortality.lit\",\n TheHiddenWorld: \"the-hidden-world.lit\",\n TheNewGod: \"the-new-god.lit\",\n NewTriads: \"new-triads.lit\",\n TheSecretWar: \"the-secret-war.lit\",\n};\n","// Class representing a single hackable Server\nimport { BaseServer } from \"./BaseServer\";\n\nimport { BitNodeMultipliers } from \"../BitNode/BitNodeMultipliers\";\n\nimport { createRandomString } from \"../utils/helpers/createRandomString\";\nimport { createRandomIp } from \"../utils/IPAddress\";\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\n\nexport interface IConstructorParams {\n adminRights?: boolean;\n hackDifficulty?: number;\n hostname: string;\n ip?: string;\n isConnectedTo?: boolean;\n maxRam?: number;\n moneyAvailable?: number;\n numOpenPortsRequired?: number;\n organizationName?: string;\n purchasedByPlayer?: boolean;\n requiredHackingSkill?: number;\n serverGrowth?: number;\n}\n\nexport class Server extends BaseServer {\n // Flag indicating whether this server has a backdoor installed by a player\n backdoorInstalled = false;\n\n // Initial server security level\n // (i.e. security level when the server was created)\n baseDifficulty = 1;\n\n // Server Security Level\n hackDifficulty = 1;\n\n // Minimum server security level that this server can be weakened to\n minDifficulty = 1;\n\n // How much money currently resides on the server and can be hacked\n moneyAvailable = 0;\n\n // Maximum amount of money that this server can hold\n moneyMax = 0;\n\n // Number of open ports required in order to gain admin/root access\n numOpenPortsRequired = 5;\n\n // How many ports are currently opened on the server\n openPortCount = 0;\n\n // Flag indicating wehther this is a purchased server\n purchasedByPlayer = false;\n\n // Hacking level required to hack this server\n requiredHackingSkill = 1;\n\n // Parameter that affects how effectively this server's money can\n // be increased using the grow() Netscript function\n serverGrowth = 1;\n\n constructor(params: IConstructorParams = { hostname: \"\", ip: createRandomIp() }) {\n super(params);\n\n // \"hacknet-node-X\" hostnames are reserved for Hacknet Servers\n if (this.hostname.startsWith(\"hacknet-node-\")) {\n this.hostname = createRandomString(10);\n }\n\n this.purchasedByPlayer = params.purchasedByPlayer != null ? params.purchasedByPlayer : false;\n\n //RAM, CPU speed and Scripts\n this.maxRam = params.maxRam != null ? params.maxRam : 0; //GB\n\n /* Hacking information (only valid for \"foreign\" aka non-purchased servers) */\n this.requiredHackingSkill = params.requiredHackingSkill != null ? params.requiredHackingSkill : 1;\n this.moneyAvailable =\n params.moneyAvailable != null ? params.moneyAvailable * BitNodeMultipliers.ServerStartingMoney : 0;\n this.moneyMax = 25 * this.moneyAvailable * BitNodeMultipliers.ServerMaxMoney;\n\n //Hack Difficulty is synonymous with server security. Base Difficulty = Starting difficulty\n this.hackDifficulty =\n params.hackDifficulty != null ? params.hackDifficulty * BitNodeMultipliers.ServerStartingSecurity : 1;\n this.baseDifficulty = this.hackDifficulty;\n this.minDifficulty = Math.max(1, Math.round(this.hackDifficulty / 3));\n this.serverGrowth = params.serverGrowth != null ? params.serverGrowth : 1; //Integer from 0 to 100. Affects money increase from grow()\n\n //Port information, required for porthacking servers to get admin rights\n this.numOpenPortsRequired = params.numOpenPortsRequired != null ? params.numOpenPortsRequired : 5;\n }\n\n /**\n * Ensures that the server's difficulty (server security) doesn't get too high\n */\n capDifficulty(): void {\n if (this.hackDifficulty < this.minDifficulty) {\n this.hackDifficulty = this.minDifficulty;\n }\n if (this.hackDifficulty < 1) {\n this.hackDifficulty = 1;\n }\n\n // Place some arbitrarily limit that realistically should never happen unless someone is\n // screwing around with the game\n if (this.hackDifficulty > 100) {\n this.hackDifficulty = 100;\n }\n }\n\n /**\n * Change this server's minimum security\n * @param n - Value by which to increase/decrease the server's minimum security\n * @param perc - Whether it should be changed by a percentage, or a flat value\n */\n changeMinimumSecurity(n: number, perc = false): void {\n if (perc) {\n this.minDifficulty *= n;\n } else {\n this.minDifficulty += n;\n }\n\n // Server security cannot go below 1\n this.minDifficulty = Math.max(1, this.minDifficulty);\n }\n\n /**\n * Change this server's maximum money\n * @param n - Value by which to change the server's maximum money\n * @param perc - Whether it should be changed by a percentage, or a flat value\n */\n changeMaximumMoney(n: number, perc = false): void {\n if (perc) {\n this.moneyMax *= n;\n } else {\n this.moneyMax += n;\n }\n }\n\n /**\n * Strengthens a server's security level (difficulty) by the specified amount\n */\n fortify(amt: number): void {\n this.hackDifficulty += amt;\n this.capDifficulty();\n }\n\n /**\n * Lowers the server's security level (difficulty) by the specified amount)\n */\n weaken(amt: number): void {\n this.hackDifficulty -= amt * BitNodeMultipliers.ServerWeakenRate;\n this.capDifficulty();\n }\n\n /**\n * Serialize the current object to a JSON save state\n */\n toJSON(): any {\n return Generic_toJSON(\"Server\", this);\n }\n\n // Initializes a Server Object from a JSON save state\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Server {\n return Generic_fromJSON(Server, value.data);\n }\n}\n\nReviver.constructors.Server = Server;\n","/**\n * Generic helper/utility functions for the Hacknet mechanic:\n * - Purchase nodes/upgrades\n * - Calculating maximum number of upgrades\n * - Processing Hacknet earnings\n * - Updating Hash Manager capacity\n * - Purchasing hash upgrades\n *\n * TODO Should probably split the different types of functions into their own modules\n */\nimport { HacknetNode } from \"./HacknetNode\";\nimport { calculateNodeCost } from \"./formulas/HacknetNodes\";\nimport { calculateServerCost } from \"./formulas/HacknetServers\";\nimport { HacknetNodeConstants, HacknetServerConstants } from \"./data/Constants\";\nimport { HacknetServer } from \"./HacknetServer\";\nimport { HashManager } from \"./HashManager\";\nimport { HashUpgrades } from \"./HashUpgrades\";\n\nimport { generateRandomContract } from \"../CodingContractGenerator\";\nimport { iTutorialSteps, iTutorialNextStep, ITutorial } from \"../InteractiveTutorial\";\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\nimport { AllServers } from \"../Server/AllServers\";\nimport { GetServerByHostname } from \"../Server/ServerHelpers\";\nimport { Server } from \"../Server/Server\";\nimport { SourceFileFlags } from \"../SourceFile/SourceFileFlags\";\n\n// Returns a boolean indicating whether the player has Hacknet Servers\n// (the upgraded form of Hacknet Nodes)\nexport function hasHacknetServers(player: IPlayer): boolean {\n return player.bitNodeN === 9 || SourceFileFlags[9] > 0;\n}\n\nexport function purchaseHacknet(player: IPlayer): number {\n /* INTERACTIVE TUTORIAL */\n if (ITutorial.isRunning) {\n if (ITutorial.currStep === iTutorialSteps.HacknetNodesIntroduction) {\n iTutorialNextStep();\n } else {\n return -1;\n }\n }\n /* END INTERACTIVE TUTORIAL */\n\n const numOwned = player.hacknetNodes.length;\n if (hasHacknetServers(player)) {\n const cost = getCostOfNextHacknetServer(player);\n if (isNaN(cost)) {\n throw new Error(`Calculated cost of purchasing HacknetServer is NaN`);\n }\n\n if (!player.canAfford(cost)) {\n return -1;\n }\n player.loseMoney(cost);\n player.createHacknetServer();\n updateHashManagerCapacity(player);\n\n return numOwned;\n } else {\n const cost = getCostOfNextHacknetNode(player);\n if (isNaN(cost)) {\n throw new Error(`Calculated cost of purchasing HacknetNode is NaN`);\n }\n\n if (!player.canAfford(cost)) {\n return -1;\n }\n\n // Auto generate a name for the Node\n const name = \"hacknet-node-\" + numOwned;\n const node = new HacknetNode(name, player.hacknet_node_money_mult);\n\n player.loseMoney(cost);\n player.hacknetNodes.push(node);\n\n return numOwned;\n }\n}\n\nexport function hasMaxNumberHacknetServers(player: IPlayer): boolean {\n return hasHacknetServers(player) && player.hacknetNodes.length >= HacknetServerConstants.MaxServers;\n}\n\nexport function getCostOfNextHacknetNode(player: IPlayer): number {\n return calculateNodeCost(player.hacknetNodes.length + 1, player.hacknet_node_purchase_cost_mult);\n}\n\nexport function getCostOfNextHacknetServer(player: IPlayer): number {\n return calculateServerCost(player.hacknetNodes.length + 1, player.hacknet_node_purchase_cost_mult);\n}\n\n// Calculate the maximum number of times the Player can afford to upgrade a Hacknet Node's level\nexport function getMaxNumberLevelUpgrades(\n player: IPlayer,\n nodeObj: HacknetNode | HacknetServer,\n maxLevel: number,\n): number {\n if (maxLevel == null) {\n throw new Error(`getMaxNumberLevelUpgrades() called without maxLevel arg`);\n }\n\n if (player.money.lt(nodeObj.calculateLevelUpgradeCost(1, player.hacknet_node_level_cost_mult))) {\n return 0;\n }\n\n let min = 1;\n let max = maxLevel - 1;\n const levelsToMax = maxLevel - nodeObj.level;\n if (player.money.gt(nodeObj.calculateLevelUpgradeCost(levelsToMax, player.hacknet_node_level_cost_mult))) {\n return levelsToMax;\n }\n\n while (min <= max) {\n const curr = ((min + max) / 2) | 0;\n if (\n curr !== maxLevel &&\n player.money.gt(nodeObj.calculateLevelUpgradeCost(curr, player.hacknet_node_level_cost_mult)) &&\n player.money.lt(nodeObj.calculateLevelUpgradeCost(curr + 1, player.hacknet_node_level_cost_mult))\n ) {\n return Math.min(levelsToMax, curr);\n } else if (player.money.lt(nodeObj.calculateLevelUpgradeCost(curr, player.hacknet_node_level_cost_mult))) {\n max = curr - 1;\n } else if (player.money.gt(nodeObj.calculateLevelUpgradeCost(curr, player.hacknet_node_level_cost_mult))) {\n min = curr + 1;\n } else {\n return Math.min(levelsToMax, curr);\n }\n }\n return 0;\n}\n\n// Calculate the maximum number of times the Player can afford to upgrade a Hacknet Node's RAM\nexport function getMaxNumberRamUpgrades(\n player: IPlayer,\n nodeObj: HacknetNode | HacknetServer,\n maxLevel: number,\n): number {\n if (maxLevel == null) {\n throw new Error(`getMaxNumberRamUpgrades() called without maxLevel arg`);\n }\n\n if (player.money.lt(nodeObj.calculateRamUpgradeCost(1, player.hacknet_node_ram_cost_mult))) {\n return 0;\n }\n\n let levelsToMax;\n if (nodeObj instanceof HacknetServer) {\n levelsToMax = Math.round(Math.log2(maxLevel / nodeObj.maxRam));\n } else {\n levelsToMax = Math.round(Math.log2(maxLevel / nodeObj.ram));\n }\n if (player.money.gt(nodeObj.calculateRamUpgradeCost(levelsToMax, player.hacknet_node_ram_cost_mult))) {\n return levelsToMax;\n }\n\n //We'll just loop until we find the max\n for (let i = levelsToMax - 1; i >= 0; --i) {\n if (player.money.gt(nodeObj.calculateRamUpgradeCost(i, player.hacknet_node_ram_cost_mult))) {\n return i;\n }\n }\n return 0;\n}\n\n// Calculate the maximum number of times the Player can afford to upgrade a Hacknet Node's cores\nexport function getMaxNumberCoreUpgrades(\n player: IPlayer,\n nodeObj: HacknetNode | HacknetServer,\n maxLevel: number,\n): number {\n if (maxLevel == null) {\n throw new Error(`getMaxNumberCoreUpgrades() called without maxLevel arg`);\n }\n\n if (player.money.lt(nodeObj.calculateCoreUpgradeCost(1, player.hacknet_node_core_cost_mult))) {\n return 0;\n }\n\n let min = 1;\n let max = maxLevel - 1;\n const levelsToMax = maxLevel - nodeObj.cores;\n if (player.money.gt(nodeObj.calculateCoreUpgradeCost(levelsToMax, player.hacknet_node_core_cost_mult))) {\n return levelsToMax;\n }\n\n // Use a binary search to find the max possible number of upgrades\n while (min <= max) {\n const curr = ((min + max) / 2) | 0;\n if (\n curr != maxLevel &&\n player.money.gt(nodeObj.calculateCoreUpgradeCost(curr, player.hacknet_node_core_cost_mult)) &&\n player.money.lt(nodeObj.calculateCoreUpgradeCost(curr + 1, player.hacknet_node_core_cost_mult))\n ) {\n return Math.min(levelsToMax, curr);\n } else if (player.money.lt(nodeObj.calculateCoreUpgradeCost(curr, player.hacknet_node_core_cost_mult))) {\n max = curr - 1;\n } else if (player.money.gt(nodeObj.calculateCoreUpgradeCost(curr, player.hacknet_node_core_cost_mult))) {\n min = curr + 1;\n } else {\n return Math.min(levelsToMax, curr);\n }\n }\n\n return 0;\n}\n\n// Calculate the maximum number of times the Player can afford to upgrade a Hacknet Node's cache\nexport function getMaxNumberCacheUpgrades(player: IPlayer, nodeObj: HacknetServer, maxLevel: number): number {\n if (maxLevel == null) {\n throw new Error(`getMaxNumberCacheUpgrades() called without maxLevel arg`);\n }\n\n if (!player.canAfford(nodeObj.calculateCacheUpgradeCost(1))) {\n return 0;\n }\n\n let min = 1;\n let max = maxLevel - 1;\n const levelsToMax = maxLevel - nodeObj.cache;\n if (player.canAfford(nodeObj.calculateCacheUpgradeCost(levelsToMax))) {\n return levelsToMax;\n }\n\n // Use a binary search to find the max possible number of upgrades\n while (min <= max) {\n const curr = ((min + max) / 2) | 0;\n if (\n curr != maxLevel &&\n player.canAfford(nodeObj.calculateCacheUpgradeCost(curr)) &&\n !player.canAfford(nodeObj.calculateCacheUpgradeCost(curr + 1))\n ) {\n return Math.min(levelsToMax, curr);\n } else if (!player.canAfford(nodeObj.calculateCacheUpgradeCost(curr))) {\n max = curr - 1;\n } else if (player.canAfford(nodeObj.calculateCacheUpgradeCost(curr))) {\n min = curr + 1;\n } else {\n return Math.min(levelsToMax, curr);\n }\n }\n\n return 0;\n}\n\nexport function purchaseLevelUpgrade(player: IPlayer, node: HacknetNode | HacknetServer, levels = 1): boolean {\n const sanitizedLevels = Math.round(levels);\n const cost = node.calculateLevelUpgradeCost(sanitizedLevels, player.hacknet_node_level_cost_mult);\n if (isNaN(cost) || cost <= 0 || sanitizedLevels < 0) {\n return false;\n }\n\n const isServer = node instanceof HacknetServer;\n\n // If we're at max level, return false\n if (node.level >= (isServer ? HacknetServerConstants.MaxLevel : HacknetNodeConstants.MaxLevel)) {\n return false;\n }\n\n // If the number of specified upgrades would exceed the max level, calculate\n // the maximum number of upgrades and use that\n if (node.level + sanitizedLevels > (isServer ? HacknetServerConstants.MaxLevel : HacknetNodeConstants.MaxLevel)) {\n const diff = Math.max(0, (isServer ? HacknetServerConstants.MaxLevel : HacknetNodeConstants.MaxLevel) - node.level);\n return purchaseLevelUpgrade(player, node, diff);\n }\n\n if (!player.canAfford(cost)) {\n return false;\n }\n\n player.loseMoney(cost);\n node.upgradeLevel(sanitizedLevels, player.hacknet_node_money_mult);\n\n return true;\n}\n\nexport function purchaseRamUpgrade(player: IPlayer, node: HacknetNode | HacknetServer, levels = 1): boolean {\n const sanitizedLevels = Math.round(levels);\n const cost = node.calculateRamUpgradeCost(sanitizedLevels, player.hacknet_node_ram_cost_mult);\n if (isNaN(cost) || cost <= 0 || sanitizedLevels < 0) {\n return false;\n }\n\n if (node instanceof HacknetServer && node.maxRam >= HacknetServerConstants.MaxRam) {\n return false;\n }\n\n if (node instanceof HacknetNode && node.ram >= HacknetNodeConstants.MaxRam) {\n return false;\n }\n\n // If the number of specified upgrades would exceed the max RAM, calculate the\n // max possible number of upgrades and use that\n if (node instanceof HacknetServer) {\n if (node.maxRam * Math.pow(2, sanitizedLevels) > HacknetServerConstants.MaxRam) {\n const diff = Math.max(0, Math.log2(Math.round(HacknetServerConstants.MaxRam / node.maxRam)));\n return purchaseRamUpgrade(player, node, diff);\n }\n } else if (node instanceof HacknetNode) {\n if (node.ram * Math.pow(2, sanitizedLevels) > HacknetNodeConstants.MaxRam) {\n const diff = Math.max(0, Math.log2(Math.round(HacknetNodeConstants.MaxRam / node.ram)));\n return purchaseRamUpgrade(player, node, diff);\n }\n }\n\n if (!player.canAfford(cost)) {\n return false;\n }\n\n player.loseMoney(cost);\n node.upgradeRam(sanitizedLevels, player.hacknet_node_money_mult);\n\n return true;\n}\n\nexport function purchaseCoreUpgrade(player: IPlayer, node: HacknetNode | HacknetServer, levels = 1): boolean {\n const sanitizedLevels = Math.round(levels);\n const cost = node.calculateCoreUpgradeCost(sanitizedLevels, player.hacknet_node_core_cost_mult);\n if (isNaN(cost) || cost <= 0 || sanitizedLevels < 0) {\n return false;\n }\n\n const isServer = node instanceof HacknetServer;\n\n // Fail if we're already at max\n if (node.cores >= (isServer ? HacknetServerConstants.MaxCores : HacknetNodeConstants.MaxCores)) {\n return false;\n }\n\n // If the specified number of upgrades would exceed the max Cores, calculate\n // the max possible number of upgrades and use that\n if (node.cores + sanitizedLevels > (isServer ? HacknetServerConstants.MaxCores : HacknetNodeConstants.MaxCores)) {\n const diff = Math.max(0, (isServer ? HacknetServerConstants.MaxCores : HacknetNodeConstants.MaxCores) - node.cores);\n return purchaseCoreUpgrade(player, node, diff);\n }\n\n if (!player.canAfford(cost)) {\n return false;\n }\n\n player.loseMoney(cost);\n node.upgradeCore(sanitizedLevels, player.hacknet_node_money_mult);\n\n return true;\n}\n\nexport function purchaseCacheUpgrade(player: IPlayer, node: HacknetServer, levels = 1): boolean {\n const sanitizedLevels = Math.round(levels);\n const cost = node.calculateCacheUpgradeCost(sanitizedLevels);\n if (isNaN(cost) || cost <= 0 || sanitizedLevels < 0) {\n return false;\n }\n\n if (!(node instanceof HacknetServer)) {\n console.warn(`purchaseCacheUpgrade() called for a non-HacknetNode`);\n return false;\n }\n\n // Fail if we're already at max\n if (node.cache + sanitizedLevels > HacknetServerConstants.MaxCache) {\n const diff = Math.max(0, HacknetServerConstants.MaxCache - node.cache);\n return purchaseCacheUpgrade(player, node, diff);\n }\n\n if (!player.canAfford(cost)) {\n return false;\n }\n\n player.loseMoney(cost);\n node.upgradeCache(sanitizedLevels);\n\n return true;\n}\n\nexport function processHacknetEarnings(player: IPlayer, numCycles: number): number {\n // Determine if player has Hacknet Nodes or Hacknet Servers, then\n // call the appropriate function\n if (player.hacknetNodes.length === 0) {\n return 0;\n }\n if (hasHacknetServers(player)) {\n return processAllHacknetServerEarnings(player, numCycles);\n } else if (player.hacknetNodes[0] instanceof HacknetNode) {\n return processAllHacknetNodeEarnings(player, numCycles);\n } else {\n return 0;\n }\n}\n\nfunction processAllHacknetNodeEarnings(player: IPlayer, numCycles: number): number {\n let total = 0;\n for (let i = 0; i < player.hacknetNodes.length; ++i) {\n const node = player.hacknetNodes[i];\n if (typeof node === \"string\") throw new Error(\"player node should not be ip string\");\n total += processSingleHacknetNodeEarnings(player, numCycles, node);\n }\n\n return total;\n}\n\nfunction processSingleHacknetNodeEarnings(player: IPlayer, numCycles: number, nodeObj: HacknetNode): number {\n const totalEarnings = nodeObj.process(numCycles);\n player.gainMoney(totalEarnings);\n player.recordMoneySource(totalEarnings, \"hacknetnode\");\n\n return totalEarnings;\n}\n\nfunction processAllHacknetServerEarnings(player: IPlayer, numCycles: number): number {\n if (!(player.hashManager instanceof HashManager)) {\n throw new Error(`Player does not have a HashManager (should be in 'hashManager' prop)`);\n }\n\n let hashes = 0;\n for (let i = 0; i < player.hacknetNodes.length; ++i) {\n // hacknetNodes array only contains the IP addresses of the servers.\n // Also, update the hash rate before processing\n const ip = player.hacknetNodes[i];\n if (ip instanceof HacknetNode) throw new Error(`player nodes should not be HacketNode`);\n const hserver = AllServers[ip];\n if (hserver instanceof Server) throw new Error(`player nodes shoud not be Server`);\n hserver.updateHashRate(player.hacknet_node_money_mult);\n const h = hserver.process(numCycles);\n hserver.totalHashesGenerated += h;\n hashes += h;\n }\n\n player.hashManager.storeHashes(hashes);\n\n return hashes;\n}\n\nexport function updateHashManagerCapacity(player: IPlayer): void {\n if (!(player.hashManager instanceof HashManager)) {\n console.error(`Player does not have a HashManager`);\n return;\n }\n\n const nodes = player.hacknetNodes;\n if (nodes.length === 0) {\n player.hashManager.updateCapacity(0);\n return;\n }\n\n let total = 0;\n for (let i = 0; i < nodes.length; ++i) {\n if (typeof nodes[i] !== \"string\") {\n player.hashManager.updateCapacity(0);\n return;\n }\n const ip = nodes[i];\n if (ip instanceof HacknetNode) throw new Error(`player nodes should be string but isn't`);\n const h = AllServers[ip];\n if (!(h instanceof HacknetServer)) {\n player.hashManager.updateCapacity(0);\n return;\n }\n\n total += h.hashCapacity;\n }\n\n player.hashManager.updateCapacity(total);\n}\n\nexport function purchaseHashUpgrade(player: IPlayer, upgName: string, upgTarget: string): boolean {\n if (!(player.hashManager instanceof HashManager)) {\n console.error(`Player does not have a HashManager`);\n return false;\n }\n\n // HashManager handles the transaction. This just needs to actually implement\n // the effects of the upgrade\n if (player.hashManager.upgrade(upgName)) {\n const upg = HashUpgrades[upgName];\n\n switch (upgName) {\n case \"Sell for Money\": {\n player.gainMoney(upg.value);\n player.recordMoneySource(upg.value, \"hacknetnode\");\n break;\n }\n case \"Sell for Corporation Funds\": {\n const corp = player.corporation;\n if (corp === null) {\n player.hashManager.refundUpgrade(upgName);\n return false;\n }\n corp.funds = corp.funds.plus(upg.value);\n break;\n }\n case \"Reduce Minimum Security\": {\n try {\n const target = GetServerByHostname(upgTarget);\n if (target == null) {\n console.error(`Invalid target specified in purchaseHashUpgrade(): ${upgTarget}`);\n return false;\n }\n if (!(target instanceof Server)) throw new Error(`'${upgTarget}' is not a normal server.`);\n\n target.changeMinimumSecurity(upg.value, true);\n } catch (e) {\n player.hashManager.refundUpgrade(upgName);\n return false;\n }\n break;\n }\n case \"Increase Maximum Money\": {\n try {\n const target = GetServerByHostname(upgTarget);\n if (target == null) {\n console.error(`Invalid target specified in purchaseHashUpgrade(): ${upgTarget}`);\n return false;\n }\n if (!(target instanceof Server)) throw new Error(`'${upgTarget}' is not a normal server.`);\n\n target.changeMaximumMoney(upg.value, true);\n } catch (e) {\n player.hashManager.refundUpgrade(upgName);\n return false;\n }\n break;\n }\n case \"Improve Studying\": {\n // Multiplier handled by HashManager\n break;\n }\n case \"Improve Gym Training\": {\n // Multiplier handled by HashManager\n break;\n }\n case \"Exchange for Corporation Research\": {\n // This will throw if player doesn't have a corporation\n const corp = player.corporation;\n if (corp === null) {\n player.hashManager.refundUpgrade(upgName);\n return false;\n }\n for (const division of corp.divisions) {\n division.sciResearch.qty += upg.value;\n }\n break;\n }\n case \"Exchange for Bladeburner Rank\": {\n // This will throw if player isnt in Bladeburner\n const bladeburner = player.bladeburner;\n if (bladeburner === null) {\n player.hashManager.refundUpgrade(upgName);\n return false;\n }\n bladeburner.changeRank(player, upg.value);\n break;\n }\n case \"Exchange for Bladeburner SP\": {\n // This will throw if player isnt in Bladeburner\n const bladeburner = player.bladeburner;\n if (bladeburner === null) {\n player.hashManager.refundUpgrade(upgName);\n return false;\n }\n\n bladeburner.skillPoints += upg.value;\n break;\n }\n case \"Generate Coding Contract\": {\n generateRandomContract();\n break;\n }\n default:\n console.warn(`Unrecognized upgrade name ${upgName}. Upgrade has no effect`);\n player.hashManager.refundUpgrade(upgName);\n return false;\n }\n\n return true;\n }\n\n return false;\n}\n","// Constructs all CompanyPosition objects using the metadata in data/companypositions.ts\nimport { companiesMetadata } from \"./data/CompaniesMetadata\";\nimport { Company, IConstructorParams } from \"./Company\";\nimport { IMap } from \"../types\";\nimport { Reviver } from \"../utils/JSONReviver\";\n\nexport let Companies: IMap = {};\n\nfunction addCompany(params: IConstructorParams): void {\n if (Companies[params.name] != null) {\n console.warn(`Duplicate Company Position being defined: ${params.name}`);\n }\n Companies[params.name] = new Company(params);\n}\n\n// Used to initialize new Company objects for the Companies map\n// Called when creating new game or after a prestige/reset\nexport function initCompanies(): void {\n // Save Old Company data for 'favor'\n const oldCompanies = Companies;\n\n // Re-construct all Companies\n Companies = {};\n companiesMetadata.forEach((e) => {\n addCompany(e);\n });\n\n // Reset data\n for (const companyName in Companies) {\n const company = Companies[companyName];\n const oldCompany = oldCompanies[companyName];\n if (!(oldCompany instanceof Company)) {\n // New game, so no OldCompanies data\n company.favor = 0;\n } else {\n company.favor = oldCompanies[companyName].favor;\n if (isNaN(company.favor)) {\n company.favor = 0;\n }\n }\n }\n}\n\n// Used to load Companies map from a save\nexport function loadCompanies(saveString: string): void {\n Companies = JSON.parse(saveString, Reviver);\n}\n\n// Utility function to check if a string is valid company name\nexport function companyExists(name: string): boolean {\n return Companies.hasOwnProperty(name);\n}\n","// Contains an array containing information about the player's source files\n// Array[n] returns what level the player has of Source-File N.\n\nimport { CONSTANTS } from \"../Constants\";\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\n\nexport const SourceFileFlags: number[] = Array(CONSTANTS.TotalNumBitNodes + 1); // Skip index 0\n\nexport function updateSourceFileFlags(p: IPlayer): void {\n for (let i = 0; i < SourceFileFlags.length; ++i) {\n SourceFileFlags[i] = 0;\n }\n\n for (let i = 0; i < p.sourceFiles.length; ++i) {\n const sf = p.sourceFiles[i];\n SourceFileFlags[sf.n] = sf.lvl;\n }\n}\n","import { IMap } from \"../types\";\nimport { Reviver, Generic_toJSON, Generic_fromJSON } from \"../utils/JSONReviver\";\n\n/* Holds IP of Special Servers */\nexport const SpecialServerNames: IMap = {\n FulcrumSecretTechnologies: \"Fulcrum Secret Technologies Server\",\n CyberSecServer: \"CyberSec Server\",\n NiteSecServer: \"NiteSec Server\",\n TheBlackHandServer: \"The Black Hand Server\",\n BitRunnersServer: \"BitRunners Server\",\n TheDarkArmyServer: \"The Dark Army Server\",\n DaedalusServer: \"Daedalus Server\",\n WorldDaemon: \"w0r1d_d43m0n\",\n};\n\nexport class SpecialServerIpsMap {\n // eslint-disable-next-line @typescript-eslint/ban-types\n [key: string]: Function | string;\n\n addIp(name: string, ip: string): void {\n this[name] = ip;\n }\n\n getIp(name: string): string {\n return this[name] as string;\n }\n\n // Serialize the current object to a JSON save state\n toJSON(): any {\n return Generic_toJSON(\"SpecialServerIpsMap\", this);\n }\n\n // Initializes a SpecialServerIpsMap Object from a JSON save state\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): SpecialServerIpsMap {\n return Generic_fromJSON(SpecialServerIpsMap, value.data);\n }\n}\n\nReviver.constructors.SpecialServerIpsMap = SpecialServerIpsMap;\n\nexport let SpecialServerIps: SpecialServerIpsMap = new SpecialServerIpsMap();\n\nexport function prestigeSpecialServerIps(): void {\n for (const member in SpecialServerIps) {\n delete SpecialServerIps[member];\n }\n\n SpecialServerIps = new SpecialServerIpsMap();\n}\n\nexport function loadSpecialServerIps(saveString: string): void {\n SpecialServerIps = JSON.parse(saveString, Reviver);\n}\n\nexport function initSpecialServerIps(): void {\n SpecialServerIps = new SpecialServerIpsMap();\n}\n","export enum PositionTypes {\n Long = \"L\",\n Short = \"S\",\n}\n","import { ICorporation } from \"./ICorporation\";\nimport { IIndustry } from \"./IIndustry\";\nimport { IndustryStartingCosts, IndustryResearchTrees } from \"./IndustryData\";\nimport { Industry } from \"./Industry\";\nimport { CorporationConstants } from \"./data/Constants\";\nimport { OfficeSpace } from \"./OfficeSpace\";\nimport { Material } from \"./Material\";\nimport { Product } from \"./Product\";\nimport { Warehouse } from \"./Warehouse\";\nimport { CorporationUnlockUpgrade } from \"./data/CorporationUnlockUpgrades\";\nimport { CorporationUpgrade } from \"./data/CorporationUpgrades\";\nimport { Cities } from \"../Locations/Cities\";\nimport { EmployeePositions } from \"./EmployeePositions\";\nimport { Employee } from \"./Employee\";\nimport { IndustryUpgrades } from \"./IndustryUpgrades\";\nimport { ResearchMap } from \"./ResearchMap\";\n\nexport function NewIndustry(corporation: ICorporation, industry: string, name: string): void {\n for (let i = 0; i < corporation.divisions.length; ++i) {\n if (corporation.divisions[i].name === name) {\n throw new Error(\"This division name is already in use!\");\n return;\n }\n }\n\n const cost = IndustryStartingCosts[industry];\n if (cost === undefined) {\n throw new Error(`Invalid industry: '${industry}'`);\n }\n if (corporation.funds.lt(cost)) {\n throw new Error(\"Not enough money to create a new division in this industry\");\n } else if (name === \"\") {\n throw new Error(\"New division must have a name!\");\n } else {\n corporation.funds = corporation.funds.minus(cost);\n corporation.divisions.push(\n new Industry({\n corp: corporation,\n name: name,\n type: industry,\n }),\n );\n }\n}\n\nexport function NewCity(corporation: ICorporation, division: IIndustry, city: string): void {\n if (corporation.funds.lt(CorporationConstants.OfficeInitialCost)) {\n throw new Error(\"You don't have enough company funds to open a new office!\");\n } else {\n corporation.funds = corporation.funds.minus(CorporationConstants.OfficeInitialCost);\n division.offices[city] = new OfficeSpace({\n loc: city,\n size: CorporationConstants.OfficeInitialSize,\n });\n }\n}\n\nexport function UnlockUpgrade(corporation: ICorporation, upgrade: CorporationUnlockUpgrade): void {\n if (corporation.funds.lt(upgrade[1])) {\n throw new Error(\"Insufficient funds\");\n }\n corporation.unlock(upgrade);\n}\n\nexport function LevelUpgrade(corporation: ICorporation, upgrade: CorporationUpgrade): void {\n const baseCost = upgrade[1];\n const priceMult = upgrade[2];\n const level = corporation.upgrades[upgrade[0]];\n const cost = baseCost * Math.pow(priceMult, level);\n if (corporation.funds.lt(cost)) {\n throw new Error(\"Insufficient funds\");\n } else {\n corporation.upgrade(upgrade);\n }\n}\n\nexport function IssueDividends(corporation: ICorporation, percent: number): void {\n if (isNaN(percent) || percent < 0 || percent > CorporationConstants.DividendMaxPercentage) {\n throw new Error(`Invalid value. Must be an integer between 0 and ${CorporationConstants.DividendMaxPercentage}`);\n }\n\n corporation.dividendPercentage = percent * 100;\n}\n\nexport function SellMaterial(mat: Material, amt: string, price: string): void {\n if (price === \"\") price = \"0\";\n if (amt === \"\") amt = \"0\";\n let cost = price.replace(/\\s+/g, \"\");\n cost = cost.replace(/[^-()\\d/*+.MP]/g, \"\"); //Sanitize cost\n let temp = cost.replace(/MP/g, mat.bCost + \"\");\n try {\n temp = eval(temp);\n } catch (e) {\n throw new Error(\"Invalid value or expression for sell price field: \" + e);\n }\n\n if (temp == null || isNaN(parseFloat(temp))) {\n throw new Error(\"Invalid value or expression for sell price field\");\n }\n\n if (cost.includes(\"MP\")) {\n mat.sCost = cost; //Dynamically evaluated\n } else {\n mat.sCost = temp;\n }\n\n //Parse quantity\n if (amt.includes(\"MAX\") || amt.includes(\"PROD\")) {\n let q = amt.replace(/\\s+/g, \"\");\n q = q.replace(/[^-()\\d/*+.MAXPROD]/g, \"\");\n let tempQty = q.replace(/MAX/g, \"1\");\n tempQty = tempQty.replace(/PROD/g, \"1\");\n try {\n tempQty = eval(tempQty);\n } catch (e) {\n throw new Error(\"Invalid value or expression for sell price field: \" + e);\n }\n\n if (tempQty == null || isNaN(parseFloat(tempQty))) {\n throw new Error(\"Invalid value or expression for sell price field\");\n }\n\n mat.sllman[0] = true;\n mat.sllman[1] = q; //Use sanitized input\n } else if (isNaN(parseFloat(amt))) {\n throw new Error(\"Invalid value for sell quantity field! Must be numeric or 'MAX'\");\n } else {\n let q = parseFloat(amt);\n if (isNaN(q)) {\n q = 0;\n }\n if (q === 0) {\n mat.sllman[0] = false;\n mat.sllman[1] = 0;\n } else {\n mat.sllman[0] = true;\n mat.sllman[1] = q;\n }\n }\n}\n\nexport function SellProduct(product: Product, city: string, amt: string, price: string, all: boolean): void {\n //Parse price\n if (price.includes(\"MP\")) {\n //Dynamically evaluated quantity. First test to make sure its valid\n //Sanitize input, then replace dynamic variables with arbitrary numbers\n price = price.replace(/\\s+/g, \"\");\n price = price.replace(/[^-()\\d/*+.MP]/g, \"\");\n let temp = price.replace(/MP/g, \"1\");\n try {\n temp = eval(temp);\n } catch (e) {\n throw new Error(\"Invalid value or expression for sell quantity field: \" + e);\n }\n if (temp == null || isNaN(parseFloat(temp))) {\n throw new Error(\"Invalid value or expression for sell quantity field.\");\n }\n product.sCost = price; //Use sanitized price\n } else {\n const cost = parseFloat(price);\n if (isNaN(cost)) {\n throw new Error(\"Invalid value for sell price field\");\n }\n product.sCost = cost;\n }\n\n // Array of all cities. Used later\n const cities = Object.keys(Cities);\n\n // Parse quantity\n if (amt.includes(\"MAX\") || amt.includes(\"PROD\")) {\n //Dynamically evaluated quantity. First test to make sure its valid\n let qty = amt.replace(/\\s+/g, \"\");\n qty = qty.replace(/[^-()\\d/*+.MAXPROD]/g, \"\");\n let temp = qty.replace(/MAX/g, \"1\");\n temp = temp.replace(/PROD/g, \"1\");\n try {\n temp = eval(temp);\n } catch (e) {\n throw new Error(\"Invalid value or expression for sell price field: \" + e);\n }\n\n if (temp == null || isNaN(parseFloat(temp))) {\n throw new Error(\"Invalid value or expression for sell price field\");\n }\n if (all) {\n for (let i = 0; i < cities.length; ++i) {\n const tempCity = cities[i];\n product.sllman[tempCity][0] = true;\n product.sllman[tempCity][1] = qty; //Use sanitized input\n }\n } else {\n product.sllman[city][0] = true;\n product.sllman[city][1] = qty; //Use sanitized input\n }\n } else if (isNaN(parseFloat(amt))) {\n throw new Error(\"Invalid value for sell quantity field! Must be numeric\");\n } else {\n let qty = parseFloat(amt);\n if (isNaN(qty)) {\n qty = 0;\n }\n if (qty === 0) {\n if (all) {\n for (let i = 0; i < cities.length; ++i) {\n const tempCity = cities[i];\n product.sllman[tempCity][0] = false;\n product.sllman[tempCity][1] = \"\";\n }\n } else {\n product.sllman[city][0] = false;\n product.sllman[city][1] = \"\";\n }\n } else {\n if (all) {\n for (let i = 0; i < cities.length; ++i) {\n const tempCity = cities[i];\n product.sllman[tempCity][0] = true;\n product.sllman[tempCity][1] = qty;\n }\n } else {\n product.sllman[city][0] = true;\n product.sllman[city][1] = qty;\n }\n }\n }\n}\n\nexport function SetSmartSupply(warehouse: Warehouse, smartSupply: boolean): void {\n warehouse.smartSupplyEnabled = smartSupply;\n}\n\nexport function SetSmartSupplyUseLeftovers(warehouse: Warehouse, material: Material, useLeftover: boolean): void {\n if (!Object.keys(warehouse.smartSupplyUseLeftovers).includes(material.name))\n throw new Error(`Invalid material '${material.name}'`);\n warehouse.smartSupplyUseLeftovers[material.name] = useLeftover;\n}\n\nexport function BuyMaterial(material: Material, amt: number): void {\n if (isNaN(amt)) {\n throw new Error(`Invalid amount '${amt}' to buy material '${material.name}'`);\n }\n material.buy = amt;\n}\n\nexport function AssignJob(employee: Employee, job: string): void {\n if (!Object.values(EmployeePositions).includes(job)) throw new Error(`'${job}' is not a valid job.`);\n employee.pos = job;\n}\n\nexport function UpgradeOfficeSize(corp: ICorporation, office: OfficeSpace, size: number): void {\n const initialPriceMult = Math.round(office.size / CorporationConstants.OfficeInitialSize);\n const costMultiplier = 1.09;\n // Calculate cost to upgrade size by 15 employees\n let mult = 0;\n for (let i = 0; i < size / CorporationConstants.OfficeInitialSize; ++i) {\n mult += Math.pow(costMultiplier, initialPriceMult + i);\n }\n const cost = CorporationConstants.OfficeInitialCost * mult;\n if (corp.funds.lt(cost)) return;\n office.size += size;\n corp.funds = corp.funds.minus(cost);\n}\n\nexport function ThrowParty(corp: ICorporation, office: OfficeSpace, costPerEmployee: number): number {\n const totalCost = costPerEmployee * office.employees.length;\n if (corp.funds.lt(totalCost)) return 0;\n corp.funds = corp.funds.minus(totalCost);\n let mult = 0;\n for (let i = 0; i < office.employees.length; ++i) {\n mult = office.employees[i].throwParty(costPerEmployee);\n }\n\n return mult;\n}\n\nexport function PurchaseWarehouse(corp: ICorporation, division: IIndustry, city: string): void {\n if (corp.funds.lt(CorporationConstants.WarehouseInitialCost)) return;\n if (division.warehouses[city] instanceof Warehouse) return;\n division.warehouses[city] = new Warehouse({\n corp: corp,\n industry: division,\n loc: city,\n size: CorporationConstants.WarehouseInitialSize,\n });\n corp.funds = corp.funds.minus(CorporationConstants.WarehouseInitialCost);\n}\n\nexport function UpgradeWarehouse(corp: ICorporation, division: IIndustry, warehouse: Warehouse): void {\n const sizeUpgradeCost = CorporationConstants.WarehouseUpgradeBaseCost * Math.pow(1.07, warehouse.level + 1);\n ++warehouse.level;\n warehouse.updateSize(corp, division);\n corp.funds = corp.funds.minus(sizeUpgradeCost);\n}\n\nexport function BuyCoffee(corp: ICorporation, division: IIndustry, office: OfficeSpace): void {\n const upgrade = IndustryUpgrades[0];\n const cost = office.employees.length * upgrade[1];\n if (corp.funds.lt(cost)) return;\n corp.funds = corp.funds.minus(cost);\n division.upgrade(upgrade, {\n corporation: corp,\n office: office,\n });\n}\n\nexport function HireAdVert(corp: ICorporation, division: IIndustry, office: OfficeSpace): void {\n const upgrade = IndustryUpgrades[1];\n const cost = upgrade[1] * Math.pow(upgrade[2], division.upgrades[1]);\n if (corp.funds.lt(cost)) return;\n corp.funds = corp.funds.minus(cost);\n division.upgrade(upgrade, {\n corporation: corp,\n office: office,\n });\n}\n\nexport function MakeProduct(\n corp: ICorporation,\n division: IIndustry,\n city: string,\n productName: string,\n designInvest: number,\n marketingInvest: number,\n): void {\n if (designInvest < 0) {\n designInvest = 0;\n }\n if (marketingInvest < 0) {\n marketingInvest = 0;\n }\n if (productName == null || productName === \"\") {\n throw new Error(\"You must specify a name for your product!\");\n }\n if (isNaN(designInvest)) {\n throw new Error(\"Invalid value for design investment\");\n }\n if (isNaN(marketingInvest)) {\n throw new Error(\"Invalid value for marketing investment\");\n }\n if (corp.funds.lt(designInvest + marketingInvest)) {\n throw new Error(\"You don't have enough company funds to make this large of an investment\");\n }\n const product = new Product({\n name: productName.replace(/[<>]/g, \"\"), //Sanitize for HTMl elements\n createCity: city,\n designCost: designInvest,\n advCost: marketingInvest,\n });\n if (division.products[product.name] instanceof Product) {\n throw new Error(`You already have a product with this name!`);\n }\n corp.funds = corp.funds.minus(designInvest + marketingInvest);\n division.products[product.name] = product;\n}\n\nexport function Research(division: IIndustry, researchName: string): void {\n const researchTree = IndustryResearchTrees[division.type];\n if (researchTree === undefined) throw new Error(`No research tree for industry '${division.type}'`);\n const allResearch = researchTree.getAllNodes();\n if (!allResearch.includes(researchName)) throw new Error(`No research named '${researchName}'`);\n const research = ResearchMap[researchName];\n\n if (division.sciResearch.qty < research.cost)\n throw new Error(`You do not have enough Scientific Research for ${research.name}`);\n division.sciResearch.qty -= research.cost;\n\n // Get the Node from the Research Tree and set its 'researched' property\n researchTree.research(researchName);\n division.researched[researchName] = true;\n}\n\nexport function ExportMaterial(divisionName: string, cityName: string, material: Material, amt: string): void {\n // Sanitize amt\n let sanitizedAmt = amt.replace(/\\s+/g, \"\");\n sanitizedAmt = sanitizedAmt.replace(/[^-()\\d/*+.MAX]/g, \"\");\n let temp = sanitizedAmt.replace(/MAX/g, \"1\");\n try {\n temp = eval(temp);\n } catch (e) {\n throw new Error(\"Invalid expression entered for export amount: \" + e);\n }\n\n const n = parseFloat(temp);\n\n if (n == null || isNaN(n) || n < 0) {\n throw new Error(\"Invalid amount entered for export\");\n }\n const exportObj = { ind: divisionName, city: cityName, amt: sanitizedAmt };\n material.exp.push(exportObj);\n}\n\nexport function CancelExportMaterial(divisionName: string, cityName: string, material: Material, amt: string): void {\n for (let i = 0; i < material.exp.length; ++i) {\n if (material.exp[i].ind !== divisionName || material.exp[i].city !== cityName || material.exp[i].amt !== amt)\n continue;\n material.exp.splice(i, 1);\n break;\n }\n}\n\nexport function LimitProductProduction(product: Product, cityName: string, qty: number): void {\n if (qty < 0 || isNaN(qty)) {\n product.prdman[cityName][0] = false;\n } else {\n product.prdman[cityName][0] = true;\n product.prdman[cityName][1] = qty;\n }\n}\n\nexport function SetMaterialMarketTA1(material: Material, on: boolean): void {\n material.marketTa1 = on;\n}\n\nexport function SetMaterialMarketTA2(material: Material, on: boolean): void {\n material.marketTa2 = on;\n}\n\nexport function SetProductMarketTA1(product: Product, on: boolean): void {\n product.marketTa1 = on;\n}\n\nexport function SetProductMarketTA2(product: Product, on: boolean): void {\n product.marketTa2 = on;\n}\n","import { Program } from \"./Program\";\nimport { programsMetadata } from \"./data/ProgramsMetadata\";\nimport { IMap } from \"../types\";\n\nexport const Programs: IMap = {};\n\nfor (const params of programsMetadata) {\n Programs[params.key] = new Program(params.name, params.create, params.run);\n}\n","/**\n * Enum for different types of tasks that a Sleeve can perform\n */\nexport enum SleeveTaskType {\n // Same Order as selectable order in UI\n Idle,\n Company,\n Faction,\n Crime,\n Class,\n Gym,\n Recovery,\n Synchro,\n}\n","import { Crime } from \"./Crime\";\n\nimport { CONSTANTS } from \"../Constants\";\nimport { IMap } from \"../types\";\n\nexport const Crimes: IMap = {\n Shoplift: new Crime(\"Shoplift\", CONSTANTS.CrimeShoplift, 2e3, 15e3, 1 / 20, 0.1, {\n dexterity_success_weight: 1,\n agility_success_weight: 1,\n\n dexterity_exp: 2,\n agility_exp: 2,\n }),\n\n RobStore: new Crime(\"Rob Store\", CONSTANTS.CrimeRobStore, 60e3, 400e3, 1 / 5, 0.5, {\n hacking_exp: 30,\n dexterity_exp: 45,\n agility_exp: 45,\n\n hacking_success_weight: 0.5,\n dexterity_success_weight: 2,\n agility_success_weight: 1,\n\n intelligence_exp: 7.5 * CONSTANTS.IntelligenceCrimeBaseExpGain,\n }),\n\n Mug: new Crime(\"Mug\", CONSTANTS.CrimeMug, 4e3, 36e3, 1 / 5, 0.25, {\n strength_exp: 3,\n defense_exp: 3,\n dexterity_exp: 3,\n agility_exp: 3,\n\n strength_success_weight: 1.5,\n defense_success_weight: 0.5,\n dexterity_success_weight: 1.5,\n agility_success_weight: 0.5,\n }),\n\n Larceny: new Crime(\"Larceny\", CONSTANTS.CrimeLarceny, 90e3, 800e3, 1 / 3, 1.5, {\n hacking_exp: 45,\n dexterity_exp: 60,\n agility_exp: 60,\n\n hacking_success_weight: 0.5,\n dexterity_success_weight: 1,\n agility_success_weight: 1,\n\n intelligence_exp: 15 * CONSTANTS.IntelligenceCrimeBaseExpGain,\n }),\n\n DealDrugs: new Crime(\"Deal Drugs\", CONSTANTS.CrimeDrugs, 10e3, 120e3, 1, 0.5, {\n dexterity_exp: 5,\n agility_exp: 5,\n charisma_exp: 10,\n\n charisma_success_weight: 3,\n dexterity_success_weight: 2,\n agility_success_weight: 1,\n }),\n\n BondForgery: new Crime(\"Bond Forgery\", CONSTANTS.CrimeBondForgery, 300e3, 4.5e6, 1 / 2, 0.1, {\n hacking_exp: 100,\n dexterity_exp: 150,\n charisma_exp: 15,\n\n hacking_success_weight: 0.05,\n dexterity_success_weight: 1.25,\n\n intelligence_exp: 60 * CONSTANTS.IntelligenceCrimeBaseExpGain,\n }),\n\n TraffickArms: new Crime(\"Traffick Arms\", CONSTANTS.CrimeTraffickArms, 40e3, 600e3, 2, 1, {\n strength_exp: 20,\n defense_exp: 20,\n dexterity_exp: 20,\n agility_exp: 20,\n charisma_exp: 40,\n\n charisma_success_weight: 1,\n strength_success_weight: 1,\n defense_success_weight: 1,\n dexterity_success_weight: 1,\n agility_success_weight: 1,\n }),\n\n Homicide: new Crime(\"Homicide\", CONSTANTS.CrimeHomicide, 3e3, 45e3, 1, 3, {\n strength_exp: 2,\n defense_exp: 2,\n dexterity_exp: 2,\n agility_exp: 2,\n\n strength_success_weight: 2,\n defense_success_weight: 2,\n dexterity_success_weight: 0.5,\n agility_success_weight: 0.5,\n\n kills: 1,\n }),\n\n GrandTheftAuto: new Crime(\"Grand Theft Auto\", CONSTANTS.CrimeGrandTheftAuto, 80e3, 1.6e6, 8, 5, {\n strength_exp: 20,\n defense_exp: 20,\n dexterity_exp: 20,\n agility_exp: 80,\n charisma_exp: 40,\n\n hacking_success_weight: 1,\n strength_success_weight: 1,\n dexterity_success_weight: 4,\n agility_success_weight: 2,\n charisma_success_weight: 2,\n\n intelligence_exp: 16 * CONSTANTS.IntelligenceCrimeBaseExpGain,\n }),\n\n Kidnap: new Crime(\"Kidnap\", CONSTANTS.CrimeKidnap, 120e3, 3.6e6, 5, 6, {\n strength_exp: 80,\n defense_exp: 80,\n dexterity_exp: 80,\n agility_exp: 80,\n charisma_exp: 80,\n\n charisma_success_weight: 1,\n strength_success_weight: 1,\n dexterity_success_weight: 1,\n agility_success_weight: 1,\n\n intelligence_exp: 26 * CONSTANTS.IntelligenceCrimeBaseExpGain,\n }),\n\n Assassination: new Crime(\"Assassination\", CONSTANTS.CrimeAssassination, 300e3, 12e6, 8, 10, {\n strength_exp: 300,\n defense_exp: 300,\n dexterity_exp: 300,\n agility_exp: 300,\n\n strength_success_weight: 1,\n dexterity_success_weight: 2,\n agility_success_weight: 1,\n\n intelligence_exp: 65 * CONSTANTS.IntelligenceCrimeBaseExpGain,\n\n kills: 1,\n }),\n\n Heist: new Crime(\"Heist\", CONSTANTS.CrimeHeist, 600e3, 120e6, 18, 15, {\n hacking_exp: 450,\n strength_exp: 450,\n defense_exp: 450,\n dexterity_exp: 450,\n agility_exp: 450,\n charisma_exp: 450,\n\n hacking_success_weight: 1,\n strength_success_weight: 1,\n defense_success_weight: 1,\n dexterity_success_weight: 1,\n agility_success_weight: 1,\n charisma_success_weight: 1,\n\n intelligence_exp: 130 * CONSTANTS.IntelligenceCrimeBaseExpGain,\n }),\n};\n","import * as React from \"react\";\n\nexport function trusted(f: () => void): (event: React.MouseEvent) => any {\n return function (event: React.MouseEvent): any {\n if (!event.isTrusted) return;\n f();\n };\n}\n","import { Reviver } from \"../utils/JSONReviver\";\n\ninterface GangTerritory {\n power: number;\n territory: number;\n}\n\nexport let AllGangs: {\n [key: string]: GangTerritory;\n} = {\n \"Slum Snakes\": {\n power: 1,\n territory: 1 / 7,\n },\n Tetrads: {\n power: 1,\n territory: 1 / 7,\n },\n \"The Syndicate\": {\n power: 1,\n territory: 1 / 7,\n },\n \"The Dark Army\": {\n power: 1,\n territory: 1 / 7,\n },\n \"Speakers for the Dead\": {\n power: 1,\n territory: 1 / 7,\n },\n NiteSec: {\n power: 1,\n territory: 1 / 7,\n },\n \"The Black Hand\": {\n power: 1,\n territory: 1 / 7,\n },\n};\n\nexport function resetGangs(): void {\n AllGangs = {\n \"Slum Snakes\": {\n power: 1,\n territory: 1 / 7,\n },\n Tetrads: {\n power: 1,\n territory: 1 / 7,\n },\n \"The Syndicate\": {\n power: 1,\n territory: 1 / 7,\n },\n \"The Dark Army\": {\n power: 1,\n territory: 1 / 7,\n },\n \"Speakers for the Dead\": {\n power: 1,\n territory: 1 / 7,\n },\n NiteSec: {\n power: 1,\n territory: 1 / 7,\n },\n \"The Black Hand\": {\n power: 1,\n territory: 1 / 7,\n },\n };\n}\n\nexport function loadAllGangs(saveString: string): void {\n AllGangs = JSON.parse(saveString, Reviver);\n}\n","// Constructs all CompanyPosition objects using the metadata in data/companypositions.ts\nimport { companyPositionMetadata } from \"./data/CompanyPositionsMetadata\";\nimport { CompanyPosition, IConstructorParams } from \"./CompanyPosition\";\nimport { IMap } from \"../types\";\n\nexport const CompanyPositions: IMap = {};\n\nfunction addCompanyPosition(params: IConstructorParams): void {\n if (CompanyPositions[params.name] != null) {\n console.warn(`Duplicate Company Position being defined: ${params.name}`);\n }\n CompanyPositions[params.name] = new CompanyPosition(params);\n}\n\ncompanyPositionMetadata.forEach((e) => {\n addCompanyPosition(e);\n});\n","import { IMap } from \"../../types\";\nimport { LocationName } from \"../../Locations/data/LocationNames\";\n\nexport const StockSymbols: IMap = {};\n\n// Stocks for companies at which you can work\nStockSymbols[LocationName.AevumECorp] = \"ECP\";\nStockSymbols[LocationName.Sector12MegaCorp] = \"MGCP\";\nStockSymbols[LocationName.Sector12BladeIndustries] = \"BLD\";\nStockSymbols[LocationName.AevumClarkeIncorporated] = \"CLRK\";\nStockSymbols[LocationName.VolhavenOmniTekIncorporated] = \"OMTK\";\nStockSymbols[LocationName.Sector12FourSigma] = \"FSIG\";\nStockSymbols[LocationName.ChongqingKuaiGongInternational] = \"KGI\";\nStockSymbols[LocationName.AevumFulcrumTechnologies] = \"FLCM\";\nStockSymbols[LocationName.IshimaStormTechnologies] = \"STM\";\nStockSymbols[LocationName.NewTokyoDefComm] = \"DCOMM\";\nStockSymbols[LocationName.VolhavenHeliosLabs] = \"HLS\";\nStockSymbols[LocationName.NewTokyoVitaLife] = \"VITA\";\nStockSymbols[LocationName.Sector12IcarusMicrosystems] = \"ICRS\";\nStockSymbols[LocationName.Sector12UniversalEnergy] = \"UNV\";\nStockSymbols[LocationName.AevumAeroCorp] = \"AERO\";\nStockSymbols[LocationName.VolhavenOmniaCybersystems] = \"OMN\";\nStockSymbols[LocationName.ChongqingSolarisSpaceSystems] = \"SLRS\";\nStockSymbols[LocationName.NewTokyoGlobalPharmaceuticals] = \"GPH\";\nStockSymbols[LocationName.IshimaNovaMedical] = \"NVMD\";\nStockSymbols[LocationName.AevumWatchdogSecurity] = \"WDS\";\nStockSymbols[LocationName.VolhavenLexoCorp] = \"LXO\";\nStockSymbols[LocationName.AevumRhoConstruction] = \"RHOC\";\nStockSymbols[LocationName.Sector12AlphaEnterprises] = \"APHE\";\nStockSymbols[LocationName.VolhavenSysCoreSecurities] = \"SYSC\";\nStockSymbols[LocationName.VolhavenCompuTek] = \"CTK\";\nStockSymbols[LocationName.AevumNetLinkTechnologies] = \"NTLK\";\nStockSymbols[LocationName.IshimaOmegaSoftware] = \"OMGA\";\nStockSymbols[LocationName.Sector12FoodNStuff] = \"FNS\";\n\n// Stocks for other companies\nStockSymbols[\"Sigma Cosmetics\"] = \"SGC\";\nStockSymbols[\"Joes Guns\"] = \"JGN\";\nStockSymbols[\"Catalyst Ventures\"] = \"CTYS\";\nStockSymbols[\"Microdyne Technologies\"] = \"MDYN\";\nStockSymbols[\"Titan Laboratories\"] = \"TITN\";\n","/**\n * Hacknet Servers - Reworked Hacknet Node mechanic for BitNode-9\n */\nimport { CONSTANTS } from \"../Constants\";\n\nimport { IHacknetNode } from \"./IHacknetNode\";\n\nimport { BaseServer } from \"../Server/BaseServer\";\nimport { RunningScript } from \"../Script/RunningScript\";\nimport { HacknetServerConstants } from \"./data/Constants\";\nimport {\n calculateHashGainRate,\n calculateLevelUpgradeCost,\n calculateRamUpgradeCost,\n calculateCoreUpgradeCost,\n calculateCacheUpgradeCost,\n} from \"./formulas/HacknetServers\";\n\nimport { createRandomIp } from \"../utils/IPAddress\";\n\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\n\ninterface IConstructorParams {\n adminRights?: boolean;\n hostname: string;\n ip?: string;\n isConnectedTo?: boolean;\n maxRam?: number;\n organizationName?: string;\n}\n\nexport class HacknetServer extends BaseServer implements IHacknetNode {\n // Cache level. Affects hash Capacity\n cache = 1;\n\n // Number of cores. Improves hash production\n cores = 1;\n\n // Number of hashes that can be stored by this Hacknet Server\n hashCapacity = 0;\n\n // Hashes produced per second\n hashRate = 0;\n\n // Similar to Node level. Improves hash production\n level = 1;\n\n // How long this HacknetServer has existed, in seconds\n onlineTimeSeconds = 0;\n\n // Total number of hashes earned by this server\n totalHashesGenerated = 0;\n\n constructor(params: IConstructorParams = { hostname: \"\", ip: createRandomIp() }) {\n super(params);\n\n this.maxRam = 1;\n this.updateHashCapacity();\n }\n\n calculateCacheUpgradeCost(levels: number): number {\n return calculateCacheUpgradeCost(this.cache, levels);\n }\n\n calculateCoreUpgradeCost(levels: number, costMult: number): number {\n return calculateCoreUpgradeCost(this.cores, levels, costMult);\n }\n\n calculateLevelUpgradeCost(levels: number, costMult: number): number {\n return calculateLevelUpgradeCost(this.level, levels, costMult);\n }\n\n calculateRamUpgradeCost(levels: number, costMult: number): number {\n return calculateRamUpgradeCost(this.maxRam, levels, costMult);\n }\n\n // Process this Hacknet Server in the game loop. Returns the number of hashes generated\n process(numCycles = 1): number {\n const seconds = (numCycles * CONSTANTS.MilliPerCycle) / 1000;\n\n return this.hashRate * seconds;\n }\n\n upgradeCache(levels: number): void {\n this.cache = Math.min(HacknetServerConstants.MaxCache, Math.round(this.cache + levels));\n this.updateHashCapacity();\n }\n\n upgradeCore(levels: number, prodMult: number): void {\n this.cores = Math.min(HacknetServerConstants.MaxCores, Math.round(this.cores + levels));\n this.updateHashRate(prodMult);\n }\n\n upgradeLevel(levels: number, prodMult: number): void {\n this.level = Math.min(HacknetServerConstants.MaxLevel, Math.round(this.level + levels));\n this.updateHashRate(prodMult);\n }\n\n upgradeRam(levels: number, prodMult: number): boolean {\n for (let i = 0; i < levels; ++i) {\n this.maxRam *= 2;\n }\n this.maxRam = Math.min(HacknetServerConstants.MaxRam, Math.round(this.maxRam));\n this.updateHashRate(prodMult);\n\n return true;\n }\n\n // Whenever a script is run, we must update this server's hash rate\n runScript(script: RunningScript, prodMult?: number): void {\n super.runScript(script);\n if (prodMult != null && typeof prodMult === \"number\") {\n this.updateHashRate(prodMult);\n }\n }\n\n updateHashCapacity(): void {\n this.hashCapacity = 32 * Math.pow(2, this.cache);\n }\n\n updateHashRate(prodMult: number): void {\n this.hashRate = calculateHashGainRate(this.level, this.ramUsed, this.maxRam, this.cores, prodMult);\n\n if (isNaN(this.hashRate)) {\n this.hashRate = 0;\n console.error(\n `Error calculating Hacknet Server hash production. This is a bug. Please report to game dev`,\n false,\n );\n }\n }\n\n // Serialize the current object to a JSON save state\n toJSON(): any {\n return Generic_toJSON(\"HacknetServer\", this);\n }\n\n // Initializes a HacknetServer Object from a JSON save state\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): HacknetServer {\n return Generic_fromJSON(HacknetServer, value.data);\n }\n}\n\nReviver.constructors.HacknetServer = HacknetServer;\n","import { IOrderBook } from \"./IOrderBook\";\nimport { IStockMarket } from \"./IStockMarket\";\nimport { Order } from \"./Order\";\nimport { processOrders } from \"./OrderProcessing\";\nimport { Stock } from \"./Stock\";\nimport { TicksPerCycle } from \"./StockMarketConstants\";\nimport { InitStockMetadata } from \"./data/InitStockMetadata\";\nimport { OrderTypes } from \"./data/OrderTypes\";\nimport { PositionTypes } from \"./data/PositionTypes\";\nimport { StockSymbols } from \"./data/StockSymbols\";\n\nimport { CONSTANTS } from \"../Constants\";\nimport { WorkerScript } from \"../Netscript/WorkerScript\";\nimport { IMap } from \"../types\";\nimport { EventEmitter } from \"../utils/EventEmitter\";\n\nimport { numeralWrapper } from \".././ui/numeralFormat\";\n\nimport { dialogBoxCreate } from \"../ui/React/DialogBox\";\nimport { Reviver } from \"../utils/JSONReviver\";\n\nexport let StockMarket: IStockMarket = {\n lastUpdate: 0,\n Orders: {},\n storedCycles: 0,\n ticksUntilCycle: 0,\n} as IStockMarket; // Maps full stock name -> Stock object\nexport const SymbolToStockMap: IMap = {}; // Maps symbol -> Stock object\n\nexport function placeOrder(\n stock: Stock,\n shares: number,\n price: number,\n type: OrderTypes,\n position: PositionTypes,\n workerScript: WorkerScript | null = null,\n): boolean {\n if (!(stock instanceof Stock)) {\n if (workerScript) {\n workerScript.log(\"placeOrder\", `Invalid stock: '${stock}'`);\n } else {\n dialogBoxCreate(`ERROR: Invalid stock passed to placeOrder() function`);\n }\n return false;\n }\n if (typeof shares !== \"number\" || typeof price !== \"number\") {\n if (workerScript) {\n workerScript.log(\"placeOrder\", `Invalid arguments: shares='${shares}' price='${price}'`);\n } else {\n dialogBoxCreate(\"ERROR: Invalid numeric value provided for either 'shares' or 'price' argument\");\n }\n return false;\n }\n\n const order = new Order(stock.symbol, shares, price, type, position);\n if (StockMarket[\"Orders\"] == null) {\n const orders: IOrderBook = {};\n for (const name in StockMarket) {\n const stk = StockMarket[name];\n if (!(stk instanceof Stock)) {\n continue;\n }\n orders[stk.symbol] = [];\n }\n StockMarket[\"Orders\"] = orders;\n }\n StockMarket[\"Orders\"][stock.symbol].push(order);\n\n // Process to see if it should be executed immediately\n const processOrderRefs = {\n stockMarket: StockMarket as IStockMarket,\n symbolToStockMap: SymbolToStockMap,\n };\n processOrders(stock, order.type, order.pos, processOrderRefs);\n\n return true;\n}\n\n// Returns true if successfully cancels an order, false otherwise\ninterface ICancelOrderParams {\n order?: Order;\n pos?: PositionTypes;\n price?: number;\n shares?: number;\n stock?: Stock;\n type?: OrderTypes;\n}\nexport function cancelOrder(params: ICancelOrderParams, workerScript: WorkerScript | null = null): boolean {\n if (StockMarket[\"Orders\"] == null) {\n return false;\n }\n if (params.order && params.order instanceof Order) {\n const order = params.order;\n // An 'Order' object is passed in\n const stockOrders = StockMarket[\"Orders\"][order.stockSymbol];\n for (let i = 0; i < stockOrders.length; ++i) {\n if (order == stockOrders[i]) {\n stockOrders.splice(i, 1);\n return true;\n }\n }\n return false;\n } else if (\n params.stock &&\n params.shares &&\n params.price &&\n params.type &&\n params.pos &&\n params.stock instanceof Stock\n ) {\n // Order properties are passed in. Need to look for the order\n const stockOrders = StockMarket[\"Orders\"][params.stock.symbol];\n const orderTxt = params.stock.symbol + \" - \" + params.shares + \" @ \" + numeralWrapper.formatMoney(params.price);\n for (let i = 0; i < stockOrders.length; ++i) {\n const order = stockOrders[i];\n if (\n params.shares === order.shares &&\n params.price === order.price &&\n params.type === order.type &&\n params.pos === order.pos\n ) {\n stockOrders.splice(i, 1);\n if (workerScript) {\n workerScript.scriptRef.log(\"Successfully cancelled order: \" + orderTxt);\n }\n return true;\n }\n }\n if (workerScript) {\n workerScript.scriptRef.log(\"Failed to cancel order: \" + orderTxt);\n }\n return false;\n }\n return false;\n}\n\nexport function loadStockMarket(saveString: string): void {\n if (saveString === \"\") {\n StockMarket = {\n lastUpdate: 0,\n Orders: {},\n storedCycles: 0,\n ticksUntilCycle: 0,\n } as IStockMarket;\n } else {\n StockMarket = JSON.parse(saveString, Reviver);\n }\n}\n\nexport function deleteStockMarket(): void {\n StockMarket = {\n lastUpdate: 0,\n Orders: {},\n storedCycles: 0,\n ticksUntilCycle: 0,\n } as IStockMarket;\n}\n\nexport function initStockMarket(): void {\n for (const stk in StockMarket) {\n if (StockMarket.hasOwnProperty(stk)) {\n delete StockMarket[stk];\n }\n }\n\n for (const metadata of InitStockMetadata) {\n const name = metadata.name;\n StockMarket[name] = new Stock(metadata);\n }\n\n const orders: IOrderBook = {};\n for (const name in StockMarket) {\n const stock = StockMarket[name];\n if (!(stock instanceof Stock)) {\n continue;\n }\n orders[stock.symbol] = [];\n }\n StockMarket[\"Orders\"] = orders;\n\n StockMarket.storedCycles = 0;\n StockMarket.lastUpdate = 0;\n StockMarket.ticksUntilCycle = TicksPerCycle;\n}\n\nexport function initSymbolToStockMap(): void {\n for (const name in StockSymbols) {\n if (StockSymbols.hasOwnProperty(name)) {\n const stock = StockMarket[name];\n if (stock == null) {\n console.error(`Could not find Stock for ${name}`);\n continue;\n }\n const symbol = StockSymbols[name];\n SymbolToStockMap[symbol] = stock;\n }\n }\n}\n\nexport function stockMarketCycle(): void {\n for (const name in StockMarket) {\n const stock = StockMarket[name];\n if (!(stock instanceof Stock)) {\n continue;\n }\n\n const roll = Math.random();\n if (roll < 0.45) {\n stock.b = !stock.b;\n stock.flipForecastForecast();\n }\n\n StockMarket.ticksUntilCycle = TicksPerCycle;\n }\n}\n\n// Stock prices updated every 6 seconds\nconst msPerStockUpdate = 6e3;\nconst cyclesPerStockUpdate = msPerStockUpdate / CONSTANTS.MilliPerCycle;\nexport function processStockPrices(numCycles = 1): void {\n if (StockMarket.storedCycles == null || isNaN(StockMarket.storedCycles)) {\n StockMarket.storedCycles = 0;\n }\n StockMarket.storedCycles += numCycles;\n\n if (StockMarket.storedCycles < cyclesPerStockUpdate) {\n return;\n }\n\n // We can process the update every 4 seconds as long as there are enough\n // stored cycles. This lets us account for offline time\n const timeNow = new Date().getTime();\n if (timeNow - StockMarket.lastUpdate < 4e3) {\n return;\n }\n\n StockMarket.lastUpdate = timeNow;\n StockMarket.storedCycles -= cyclesPerStockUpdate;\n\n // Cycle\n if (StockMarket.ticksUntilCycle == null || typeof StockMarket.ticksUntilCycle !== \"number\") {\n StockMarket.ticksUntilCycle = TicksPerCycle;\n }\n --StockMarket.ticksUntilCycle;\n if (StockMarket.ticksUntilCycle <= 0) {\n stockMarketCycle();\n }\n\n const v = Math.random();\n for (const name in StockMarket) {\n const stock = StockMarket[name];\n if (!(stock instanceof Stock)) {\n continue;\n }\n let av = (v * stock.mv) / 100;\n if (isNaN(av)) {\n av = 0.02;\n }\n\n let chc = 50;\n if (stock.b) {\n chc = (chc + stock.otlkMag) / 100;\n } else {\n chc = (chc - stock.otlkMag) / 100;\n }\n if (stock.price >= stock.cap) {\n chc = 0.1; // \"Soft Limit\" on stock price. It could still go up but its unlikely\n stock.b = false;\n }\n if (isNaN(chc)) {\n chc = 0.5;\n }\n\n const c = Math.random();\n const processOrderRefs = {\n stockMarket: StockMarket,\n symbolToStockMap: SymbolToStockMap,\n };\n if (c < chc) {\n stock.changePrice(stock.price * (1 + av));\n processOrders(stock, OrderTypes.LimitBuy, PositionTypes.Short, processOrderRefs);\n processOrders(stock, OrderTypes.LimitSell, PositionTypes.Long, processOrderRefs);\n processOrders(stock, OrderTypes.StopBuy, PositionTypes.Long, processOrderRefs);\n processOrders(stock, OrderTypes.StopSell, PositionTypes.Short, processOrderRefs);\n } else {\n stock.changePrice(stock.price / (1 + av));\n processOrders(stock, OrderTypes.LimitBuy, PositionTypes.Long, processOrderRefs);\n processOrders(stock, OrderTypes.LimitSell, PositionTypes.Short, processOrderRefs);\n processOrders(stock, OrderTypes.StopBuy, PositionTypes.Short, processOrderRefs);\n processOrders(stock, OrderTypes.StopSell, PositionTypes.Long, processOrderRefs);\n }\n\n let otlkMagChange = stock.otlkMag * av;\n if (stock.otlkMag < 5) {\n if (stock.otlkMag <= 1) {\n otlkMagChange = 1;\n } else {\n otlkMagChange *= 10;\n }\n }\n stock.cycleForecast(otlkMagChange);\n stock.cycleForecastForecast(otlkMagChange / 2);\n\n // Shares required for price movement gradually approaches max over time\n stock.shareTxUntilMovement = Math.min(stock.shareTxUntilMovement + 10, stock.shareTxForMovement);\n }\n}\n\nexport function initStockMarketFnForReact(): void {\n initStockMarket();\n initSymbolToStockMap();\n}\n\nexport const eventEmitterForUiReset = new EventEmitter<[]>();\n","import { IMap } from \"../../types\";\n\n/**\n * Keyboard key codes\n */\nexport const KEY: IMap = {\n CTRL: 17,\n DOWNARROW: 40,\n ENTER: 13,\n ESC: 27,\n TAB: 9,\n UPARROW: 38,\n\n \"0\": 48,\n \"1\": 49,\n \"2\": 50,\n \"3\": 51,\n \"4\": 52,\n \"5\": 53,\n \"6\": 54,\n \"7\": 55,\n \"8\": 56,\n \"9\": 57,\n\n A: 65,\n B: 66,\n C: 67,\n D: 68,\n E: 69,\n F: 70,\n G: 71,\n H: 72,\n I: 73,\n J: 74,\n K: 75,\n L: 76,\n M: 77,\n N: 78,\n O: 79,\n P: 80,\n Q: 81,\n R: 82,\n S: 83,\n T: 84,\n U: 85,\n V: 86,\n W: 87,\n X: 88,\n Y: 89,\n Z: 90,\n};\n","import { codingContractTypesMetadata, DescriptionFunc, GeneratorFunc, SolverFunc } from \"./data/codingcontracttypes\";\n\nimport { IMap } from \"./types\";\n\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"./utils/JSONReviver\";\nimport { CodingContractEvent } from \"./ui/React/CodingContractModal\";\n\n/* tslint:disable:no-magic-numbers completed-docs max-classes-per-file no-console */\n\n/* Represents different types of problems that a Coding Contract can have */\nexport class CodingContractType {\n /**\n * Function that generates a description of the problem\n */\n desc: DescriptionFunc;\n\n /**\n * Number that generally represents the problem's difficulty. Bigger numbers = harder\n */\n difficulty: number;\n\n /**\n * A function that randomly generates a valid 'data' for the problem\n */\n generate: GeneratorFunc;\n\n /**\n * Name of the type of problem\n */\n name: string;\n\n /**\n * The maximum number of tries the player gets on this kind of problem before it self-destructs\n */\n numTries: number;\n\n /**\n * Stores a function that checks if the provided answer is correct\n */\n solver: SolverFunc;\n\n constructor(\n name: string,\n desc: DescriptionFunc,\n gen: GeneratorFunc,\n solver: SolverFunc,\n diff: number,\n numTries: number,\n ) {\n this.name = name;\n this.desc = desc;\n this.generate = gen;\n this.solver = solver;\n this.difficulty = diff;\n this.numTries = numTries;\n }\n}\n\n/* Contract Types */\n// tslint:disable-next-line\nexport const CodingContractTypes: IMap = {};\n\nfor (const md of codingContractTypesMetadata) {\n // tslint:disable-next-line\n CodingContractTypes[md.name] = new CodingContractType(\n md.name,\n md.desc,\n md.gen,\n md.solver,\n md.difficulty,\n md.numTries,\n );\n}\n\n/**\n * Enum representing the different types of rewards a Coding Contract can give\n */\nexport enum CodingContractRewardType {\n FactionReputation,\n FactionReputationAll,\n CompanyReputation,\n Money, // This must always be the last reward type\n}\n\n/**\n * Enum representing the result when trying to solve the Contract\n */\nexport enum CodingContractResult {\n Success,\n Failure,\n Cancelled,\n}\n\n/**\n * A class that represents the type of reward a contract gives\n */\nexport interface ICodingContractReward {\n /* Name of Company/Faction name for reward, if applicable */\n name?: string;\n type: CodingContractRewardType;\n}\n\n/**\n * A Coding Contract is a file that poses a programming-related problem to the Player.\n * The player receives a reward if the problem is solved correctly\n */\nexport class CodingContract {\n /* Relevant data for the contract's problem */\n data: any;\n\n /* Contract's filename */\n fn: string;\n\n /* Describes the reward given if this Contract is solved. The reward is actually\n processed outside of this file */\n reward: ICodingContractReward | null;\n\n /* Number of times the Contract has been attempted */\n tries = 0;\n\n /* String representing the contract's type. Must match type in ContractTypes */\n type: string;\n\n constructor(fn = \"\", type = \"Find Largest Prime Factor\", reward: ICodingContractReward | null = null) {\n this.fn = fn;\n if (!this.fn.endsWith(\".cct\")) {\n this.fn += \".cct\";\n }\n\n // tslint:disable-next-line\n if (CodingContractTypes[type] == null) {\n throw new Error(`Error: invalid contract type: ${type} please contact developer`);\n }\n\n this.type = type;\n this.data = CodingContractTypes[type].generate();\n this.reward = reward;\n }\n\n getData(): any {\n return this.data;\n }\n\n getDescription(): string {\n return CodingContractTypes[this.type].desc(this.data);\n }\n\n getDifficulty(): number {\n return CodingContractTypes[this.type].difficulty;\n }\n\n getMaxNumTries(): number {\n return CodingContractTypes[this.type].numTries;\n }\n\n getType(): string {\n return CodingContractTypes[this.type].name;\n }\n\n isSolution(solution: string): boolean {\n return CodingContractTypes[this.type].solver(this.data, solution);\n }\n\n /**\n * Creates a popup to prompt the player to solve the problem\n */\n async prompt(): Promise {\n return new Promise((resolve) => {\n const props = {\n c: this,\n onClose: () => {\n resolve(CodingContractResult.Cancelled);\n },\n onAttempt: (val: string) => {\n if (this.isSolution(val)) {\n resolve(CodingContractResult.Success);\n } else {\n resolve(CodingContractResult.Failure);\n }\n },\n };\n CodingContractEvent.emit(props);\n });\n }\n\n /**\n * Serialize the current file to a JSON save state.\n */\n toJSON(): any {\n return Generic_toJSON(\"CodingContract\", this);\n }\n\n /**\n * Initiatizes a CodingContract from a JSON save state.\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): CodingContract {\n return Generic_fromJSON(CodingContract, value.data);\n }\n}\n\nReviver.constructors.CodingContract = CodingContract;\n","export enum OrderTypes {\n LimitBuy = \"Limit Buy Order\",\n LimitSell = \"Limit Sell Order\",\n StopBuy = \"Stop Buy Order\",\n StopSell = \"Stop Sell Order\",\n}\n","import { BitNodeMultipliers } from \"./BitNode/BitNodeMultipliers\";\nimport { IPlayer } from \"./PersonObjects/IPlayer\";\nimport { calculateIntelligenceBonus } from \"./PersonObjects/formulas/intelligence\";\nimport { Server } from \"./Server/Server\";\n\n/**\n * Returns the chance the player has to successfully hack a server\n */\nexport function calculateHackingChance(server: Server, player: IPlayer): number {\n const hackFactor = 1.75;\n const difficultyMult = (100 - server.hackDifficulty) / 100;\n const skillMult = hackFactor * player.hacking_skill;\n const skillChance = (skillMult - server.requiredHackingSkill) / skillMult;\n const chance =\n skillChance * difficultyMult * player.hacking_chance_mult * calculateIntelligenceBonus(player.intelligence, 1);\n if (chance > 1) {\n return 1;\n }\n if (chance < 0) {\n return 0;\n }\n\n return chance;\n}\n\n/**\n * Returns the amount of hacking experience the player will gain upon\n * successfully hacking a server\n */\nexport function calculateHackingExpGain(server: Server, player: IPlayer): number {\n const baseExpGain = 3;\n const diffFactor = 0.3;\n if (server.baseDifficulty == null) {\n server.baseDifficulty = server.hackDifficulty;\n }\n let expGain = baseExpGain;\n expGain += server.baseDifficulty * player.hacking_exp_mult * diffFactor;\n\n return expGain * BitNodeMultipliers.HackExpGain;\n}\n\n/**\n * Returns the percentage of money that will be stolen from a server if\n * it is successfully hacked (returns the decimal form, not the actual percent value)\n */\nexport function calculatePercentMoneyHacked(server: Server, player: IPlayer): number {\n // Adjust if needed for balancing. This is the divisor for the final calculation\n const balanceFactor = 240;\n\n const difficultyMult = (100 - server.hackDifficulty) / 100;\n const skillMult = (player.hacking_skill - (server.requiredHackingSkill - 1)) / player.hacking_skill;\n const percentMoneyHacked = (difficultyMult * skillMult * player.hacking_money_mult) / balanceFactor;\n if (percentMoneyHacked < 0) {\n return 0;\n }\n if (percentMoneyHacked > 1) {\n return 1;\n }\n\n return percentMoneyHacked * BitNodeMultipliers.ScriptHackMoney;\n}\n\n/**\n * Returns time it takes to complete a hack on a server, in seconds\n */\nexport function calculateHackingTime(server: Server, player: IPlayer): number {\n const difficultyMult = server.requiredHackingSkill * server.hackDifficulty;\n\n const baseDiff = 500;\n const baseSkill = 50;\n const diffFactor = 2.5;\n let skillFactor = diffFactor * difficultyMult + baseDiff;\n // tslint:disable-next-line\n skillFactor /= player.hacking_skill + baseSkill;\n\n const hackTimeMultiplier = 5;\n const hackingTime =\n (hackTimeMultiplier * skillFactor) /\n (player.hacking_speed_mult * calculateIntelligenceBonus(player.intelligence, 1));\n\n return hackingTime;\n}\n\n/**\n * Returns time it takes to complete a grow operation on a server, in seconds\n */\nexport function calculateGrowTime(server: Server, player: IPlayer): number {\n const growTimeMultiplier = 3.2; // Relative to hacking time. 16/5 = 3.2\n\n return growTimeMultiplier * calculateHackingTime(server, player);\n}\n\n/**\n * Returns time it takes to complete a weaken operation on a server, in seconds\n */\nexport function calculateWeakenTime(server: Server, player: IPlayer): number {\n const weakenTimeMultiplier = 4; // Relative to hacking time\n\n return weakenTimeMultiplier * calculateHackingTime(server, player);\n}\n","import * as React from \"react\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { Theme } from \"@mui/material/styles\";\nimport makeStyles from \"@mui/styles/makeStyles\";\nimport createStyles from \"@mui/styles/createStyles\";\n\nconst useStyles = makeStyles((theme: Theme) =>\n createStyles({\n reputation: {\n color: theme.colors.rep,\n },\n }),\n);\n\nexport function Reputation({ reputation }: { reputation: number | string }): React.ReactElement {\n const classes = useStyles();\n return (\n \n {typeof reputation === \"number\" ? numeralWrapper.formatFavor(reputation) : reputation}\n \n );\n}\n","export function isScriptFilename(f: string): boolean {\n return f.endsWith(\".js\") || f.endsWith(\".script\") || f.endsWith(\".ns\");\n}\n","import React from \"react\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { Money } from \"../../ui/React/Money\";\n\nexport function MoneyRate({ money }: { money: number }): JSX.Element {\n return ;\n}\n","import React, { useState, useEffect } from \"react\";\n\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\nimport { IEngine } from \"../IEngine\";\nimport { ITerminal } from \"../Terminal/ITerminal\";\nimport { installAugmentations } from \"../Augmentation/AugmentationHelpers\";\nimport { saveObject } from \"../SaveObject\";\nimport { onExport } from \"../ExportBonus\";\nimport { LocationName } from \"../Locations/data/LocationNames\";\nimport { Location } from \"../Locations/Location\";\nimport { Locations } from \"../Locations/Locations\";\nimport { ITutorial } from \"../InteractiveTutorial\";\nimport { InteractiveTutorialRoot } from \"./InteractiveTutorial/InteractiveTutorialRoot\";\nimport { ITutorialEvents } from \"./InteractiveTutorial/ITutorialEvents\";\n\nimport { Faction } from \"../Faction/Faction\";\nimport { prestigeAugmentation } from \"../Prestige\";\nimport { dialogBoxCreate } from \"./React/DialogBox\";\nimport { AllServers } from \"../Server/AllServers\";\nimport { Factions } from \"../Faction/Factions\";\nimport { buyStock, sellStock, shortStock, sellShort } from \"../StockMarket/BuyingAndSelling\";\nimport {\n cancelOrder,\n eventEmitterForUiReset,\n initStockMarketFnForReact,\n placeOrder,\n StockMarket,\n} from \"../StockMarket/StockMarket\";\n\nimport { Theme } from \"@mui/material/styles\";\nimport makeStyles from \"@mui/styles/makeStyles\";\nimport createStyles from \"@mui/styles/createStyles\";\nimport Box from \"@mui/material/Box\";\nimport Typography from \"@mui/material/Typography\";\n\nimport { Page, IRouter } from \"./Router\";\nimport { Overview } from \"./React/Overview\";\nimport { SidebarRoot } from \"../Sidebar/ui/SidebarRoot\";\nimport { AugmentationsRoot } from \"../Augmentation/ui/AugmentationsRoot\";\nimport { DevMenuRoot } from \"../DevMenu\";\nimport { BladeburnerRoot } from \"../Bladeburner/ui/BladeburnerRoot\";\nimport { GangRoot } from \"../Gang/ui/GangRoot\";\nimport { CorporationRoot } from \"../Corporation/ui/CorporationRoot\";\nimport { InfiltrationRoot } from \"../Infiltration/ui/InfiltrationRoot\";\nimport { ResleeveRoot } from \"../PersonObjects/Resleeving/ui/ResleeveRoot\";\nimport { WorkInProgressRoot } from \"./WorkInProgressRoot\";\nimport { GameOptionsRoot } from \"../ui/React/GameOptionsRoot\";\nimport { SleeveRoot } from \"../PersonObjects/Sleeve/ui/SleeveRoot\";\nimport { HacknetRoot } from \"../Hacknet/ui/HacknetRoot\";\nimport { GenericLocation } from \"../Locations/ui/GenericLocation\";\nimport { LocationCity } from \"../Locations/ui/City\";\nimport { ProgramsRoot } from \"../Programs/ui/ProgramsRoot\";\nimport { Root as ScriptEditorRoot } from \"../ScriptEditor/ui/Root\";\nimport { MilestonesRoot } from \"../Milestones/ui/MilestonesRoot\";\nimport { TerminalRoot } from \"../Terminal/ui/TerminalRoot\";\nimport { TutorialRoot } from \"../Tutorial/ui/TutorialRoot\";\nimport { ActiveScriptsRoot } from \"../ui/ActiveScripts/ActiveScriptsRoot\";\nimport { FactionsRoot } from \"../Faction/ui/FactionsRoot\";\nimport { HackingMissionRoot } from \"../HackingMission/ui/HackingMissionRoot\";\nimport { FactionRoot } from \"../Faction/ui/FactionRoot\";\nimport { CharacterStats } from \"./CharacterStats\";\nimport { TravelAgencyRoot } from \"../Locations/ui/TravelAgencyRoot\";\nimport { StockMarketRoot } from \"../StockMarket/ui/StockMarketRoot\";\nimport { BitverseRoot } from \"../BitNode/ui/BitverseRoot\";\nimport { CharacterOverview } from \"./React/CharacterOverview\";\nimport { BladeburnerCinematic } from \"../Bladeburner/ui/BladeburnerCinematic\";\nimport { workerScripts } from \"../Netscript/WorkerScripts\";\nimport { Unclickable } from \"../Exploits/Unclickable\";\nimport { Snackbar } from \"./React/Snackbar\";\nimport { LogBoxManager } from \"./React/LogBoxManager\";\nimport { AlertManager } from \"./React/AlertManager\";\nimport { InvitationModal } from \"../Faction/ui/InvitationModal\";\n\nimport { enterBitNode } from \"../RedPill\";\nimport { Context } from \"./Context\";\n\ninterface IProps {\n terminal: ITerminal;\n player: IPlayer;\n engine: IEngine;\n}\n\nconst useStyles = makeStyles((theme: Theme) =>\n createStyles({\n root: {\n \"-ms-overflow-style\": \"none\" /* for Internet Explorer, Edge */,\n \"scrollbar-width\": \"none\" /* for Firefox */,\n margin: theme.spacing(0),\n },\n }),\n);\n\nlet filename = \"\";\nlet code = \"\";\n\nexport let Router: IRouter = {\n page: () => {\n throw new Error(\"Router called before initialization\");\n },\n toActiveScripts: () => {\n throw new Error(\"Router called before initialization\");\n },\n toAugmentations: () => {\n throw new Error(\"Router called before initialization\");\n },\n toBitVerse: () => {\n throw new Error(\"Router called before initialization\");\n },\n toBladeburner: () => {\n throw new Error(\"Router called before initialization\");\n },\n toStats: () => {\n throw new Error(\"Router called before initialization\");\n },\n toCity: () => {\n throw new Error(\"Router called before initialization\");\n },\n toCorporation: () => {\n throw new Error(\"Router called before initialization\");\n },\n toCreateProgram: () => {\n throw new Error(\"Router called before initialization\");\n },\n toDevMenu: () => {\n throw new Error(\"Router called before initialization\");\n },\n toFaction: () => {\n throw new Error(\"Router called before initialization\");\n },\n toFactions: () => {\n throw new Error(\"Router called before initialization\");\n },\n toGameOptions: () => {\n throw new Error(\"Router called before initialization\");\n },\n toGang: () => {\n throw new Error(\"Router called before initialization\");\n },\n toHacknetNodes: () => {\n throw new Error(\"Router called before initialization\");\n },\n toInfiltration: () => {\n throw new Error(\"Router called before initialization\");\n },\n toJob: () => {\n throw new Error(\"Router called before initialization\");\n },\n toMilestones: () => {\n throw new Error(\"Router called before initialization\");\n },\n toResleeves: () => {\n throw new Error(\"Router called before initialization\");\n },\n toScriptEditor: () => {\n throw new Error(\"Router called before initialization\");\n },\n toSleeves: () => {\n throw new Error(\"Router called before initialization\");\n },\n toStockMarket: () => {\n throw new Error(\"Router called before initialization\");\n },\n toTerminal: () => {\n throw new Error(\"Router called before initialization\");\n },\n toTravel: () => {\n throw new Error(\"Router called before initialization\");\n },\n toTutorial: () => {\n throw new Error(\"Router called before initialization\");\n },\n toWork: () => {\n throw new Error(\"Router called before initialization\");\n },\n toBladeburnerCinematic: () => {\n throw new Error(\"Router called before initialization\");\n },\n toLocation: () => {\n throw new Error(\"Router called before initialization\");\n },\n toHackingMission: () => {\n throw new Error(\"Router called before initialization\");\n },\n};\n\nfunction determineStartPage(player: IPlayer): Page {\n if (player.isWorking) return Page.Work;\n return Page.Terminal;\n}\n\nexport function GameRoot({ player, engine, terminal }: IProps): React.ReactElement {\n const classes = useStyles();\n const [page, setPage] = useState(determineStartPage(player));\n const setRerender = useState(0)[1];\n const [faction, setFaction] = useState(\n player.currentWorkFactionName ? Factions[player.currentWorkFactionName] : (undefined as unknown as Faction),\n );\n if (faction === undefined && page === Page.Faction)\n throw new Error(\"Trying to go to a page without the proper setup\");\n\n const [flume, setFlume] = useState(false);\n const [quick, setQuick] = useState(false);\n const [location, setLocation] = useState(undefined as unknown as Location);\n if (location === undefined && (page === Page.Infiltration || page === Page.Location || page === Page.Job))\n throw new Error(\"Trying to go to a page without the proper setup\");\n\n const [cinematicText, setCinematicText] = useState(\"\");\n\n function rerender(): void {\n setRerender((old) => old + 1);\n }\n useEffect(() => {\n return ITutorialEvents.subscribe(rerender);\n }, []);\n\n Router = {\n page: () => page,\n toActiveScripts: () => setPage(Page.ActiveScripts),\n toAugmentations: () => setPage(Page.Augmentations),\n toBladeburner: () => setPage(Page.Bladeburner),\n toStats: () => setPage(Page.Stats),\n toCorporation: () => setPage(Page.Corporation),\n toCreateProgram: () => setPage(Page.CreateProgram),\n toDevMenu: () => setPage(Page.DevMenu),\n toFaction: (faction?: Faction) => {\n setPage(Page.Faction);\n if (faction) setFaction(faction);\n },\n toFactions: () => setPage(Page.Factions),\n toGameOptions: () => setPage(Page.Options),\n toGang: () => setPage(Page.Gang),\n toHacknetNodes: () => setPage(Page.Hacknet),\n toMilestones: () => setPage(Page.Milestones),\n toResleeves: () => setPage(Page.Resleeves),\n toScriptEditor: (fn: string, c: string) => {\n filename = fn;\n code = c;\n setPage(Page.CreateScript);\n },\n toSleeves: () => setPage(Page.Sleeves),\n toStockMarket: () => setPage(Page.StockMarket),\n toTerminal: () => setPage(Page.Terminal),\n toTutorial: () => setPage(Page.Tutorial),\n toJob: () => {\n setLocation(Locations[player.companyName]);\n setPage(Page.Job);\n },\n toCity: () => {\n setPage(Page.City);\n },\n toTravel: () => {\n player.gotoLocation(LocationName.TravelAgency);\n setPage(Page.Travel);\n },\n toBitVerse: (flume: boolean, quick: boolean) => {\n setFlume(flume);\n setQuick(quick);\n setPage(Page.BitVerse);\n },\n toInfiltration: (location: Location) => {\n setLocation(location);\n setPage(Page.Infiltration);\n },\n toWork: () => setPage(Page.Work),\n toBladeburnerCinematic: () => {\n setPage(Page.BladeburnerCinematic);\n setCinematicText(cinematicText);\n },\n toLocation: (location: Location) => {\n setLocation(location);\n setPage(Page.Location);\n },\n toHackingMission: (faction: Faction) => {\n setPage(Page.HackingMission);\n setFaction(faction);\n },\n };\n\n useEffect(() => {\n filename = \"\";\n code = \"\";\n if (page !== Page.Terminal) window.scrollTo(0, 0);\n });\n\n return (\n \n \n \n {!ITutorial.isRunning ? (\n saveObject.saveGame()} />\n ) : (\n \n )}\n \n {page === Page.BitVerse ? (\n \n ) : page === Page.Infiltration ? (\n \n ) : page === Page.HackingMission ? (\n \n ) : page === Page.BladeburnerCinematic ? (\n \n ) : page === Page.Work ? (\n \n ) : (\n \n \n \n {page === Page.Terminal ? (\n \n ) : page === Page.Sleeves ? (\n \n ) : page === Page.Stats ? (\n \n ) : page === Page.CreateScript ? (\n \n ) : page === Page.ActiveScripts ? (\n \n ) : page === Page.Hacknet ? (\n \n ) : page === Page.CreateProgram ? (\n \n ) : page === Page.Factions ? (\n \n ) : page === Page.Faction ? (\n \n ) : page === Page.Milestones ? (\n \n ) : page === Page.Tutorial ? (\n \n ) : page === Page.DevMenu ? (\n \n ) : page === Page.Gang ? (\n \n ) : page === Page.Corporation ? (\n \n ) : page === Page.Bladeburner ? (\n \n ) : page === Page.Resleeves ? (\n \n ) : page === Page.Travel ? (\n \n ) : page === Page.StockMarket ? (\n \n ) : page === Page.City ? (\n \n ) : page === Page.Job ? (\n \n ) : page === Page.Location ? (\n \n ) : page === Page.Options ? (\n saveObject.saveGame()}\n export={() => saveObject.exportGame()}\n forceKill={() => {\n for (const hostname of Object.keys(AllServers)) {\n AllServers[hostname].runningScripts = [];\n }\n dialogBoxCreate(\"Forcefully deleted all running scripts. Please save and refresh page.\");\n }}\n softReset={() => {\n dialogBoxCreate(\"Soft Reset!\");\n prestigeAugmentation();\n Router.toTerminal();\n }}\n />\n ) : page === Page.Augmentations ? (\n {\n saveObject.exportGame();\n onExport(player);\n }}\n installAugmentationsFn={() => {\n installAugmentations();\n Router.toTerminal();\n }}\n />\n ) : (\n <>\n Cannot load\n >\n )}\n \n \n )}\n \n \n \n \n \n \n \n );\n}\n","/**\n * Checks whether the value passed in can be considered a string.\n * @param value The value to check if it is a string.\n */\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\nexport function isString(value: any): boolean {\n return typeof value === \"string\" || value instanceof String;\n}\n","// Defines the ResearchTree that is common to all Corporation Industries\n// i.e. all Industries have these types of Research available to unlock\nimport { Research } from \"../Research\";\nimport { ResearchMap } from \"../ResearchMap\";\nimport { ResearchTree, Node } from \"../ResearchTree\";\n\nfunction makeNode(name: string): Node {\n const research: Research | null = ResearchMap[name];\n if (research == null) {\n throw new Error(`Invalid research name: ${name}`);\n }\n\n return new Node({ text: research.name, cost: research.cost });\n}\n\n// Creates the Nodes for the BaseResearchTree.\n// Return the Root Node\nfunction createBaseResearchTreeNodes(): Node {\n const rootNode: Node = makeNode(\"Hi-Tech R&D Laboratory\");\n const autoBrew: Node = makeNode(\"AutoBrew\");\n const autoParty: Node = makeNode(\"AutoPartyManager\");\n const autoDrugs: Node = makeNode(\"Automatic Drug Administration\");\n const bulkPurchasing: Node = makeNode(\"Bulk Purchasing\");\n const cph4: Node = makeNode(\"CPH4 Injections\");\n const drones: Node = makeNode(\"Drones\");\n const dronesAssembly: Node = makeNode(\"Drones - Assembly\");\n const dronesTransport: Node = makeNode(\"Drones - Transport\");\n const goJuice: Node = makeNode(\"Go-Juice\");\n const hrRecruitment: Node = makeNode(\"HRBuddy-Recruitment\");\n const hrTraining: Node = makeNode(\"HRBuddy-Training\");\n const joywire: Node = makeNode(\"JoyWire\");\n const marketta1: Node = makeNode(\"Market-TA.I\");\n const marketta2: Node = makeNode(\"Market-TA.II\");\n const overclock: Node = makeNode(\"Overclock\");\n const scAssemblers: Node = makeNode(\"Self-Correcting Assemblers\");\n const stimu: Node = makeNode(\"Sti.mu\");\n\n autoDrugs.addChild(goJuice);\n autoDrugs.addChild(cph4);\n\n drones.addChild(dronesAssembly);\n drones.addChild(dronesTransport);\n\n hrRecruitment.addChild(hrTraining);\n\n marketta1.addChild(marketta2);\n\n overclock.addChild(stimu);\n\n rootNode.addChild(autoBrew);\n rootNode.addChild(autoParty);\n rootNode.addChild(autoDrugs);\n rootNode.addChild(bulkPurchasing);\n rootNode.addChild(drones);\n rootNode.addChild(hrRecruitment);\n rootNode.addChild(joywire);\n rootNode.addChild(marketta1);\n rootNode.addChild(overclock);\n rootNode.addChild(scAssemblers);\n\n return rootNode;\n}\n\nexport function getBaseResearchTreeCopy(): ResearchTree {\n const baseResearchTree: ResearchTree = new ResearchTree();\n baseResearchTree.setRoot(createBaseResearchTreeNodes());\n\n return baseResearchTree;\n}\n\n// Base Research Tree for Industry's that make products\nexport function getProductIndustryResearchTreeCopy(): ResearchTree {\n const researchTree: ResearchTree = new ResearchTree();\n const root = createBaseResearchTreeNodes();\n\n const upgradeFulcrum = makeNode(\"uPgrade: Fulcrum\");\n const upgradeCapacity1 = makeNode(\"uPgrade: Capacity.I\");\n const upgradeCapacity2 = makeNode(\"uPgrade: Capacity.II\");\n const upgradeDashboard = makeNode(\"uPgrade: Dashboard\");\n\n upgradeCapacity1.addChild(upgradeCapacity2);\n upgradeFulcrum.addChild(upgradeCapacity1);\n upgradeFulcrum.addChild(upgradeDashboard);\n root.addChild(upgradeFulcrum);\n\n researchTree.setRoot(root);\n\n return researchTree;\n}\n","import { Augmentations } from \"../Augmentation/Augmentations\";\nimport { Augmentation } from \"../Augmentation/Augmentation\";\nimport { PlayerOwnedAugmentation } from \"../Augmentation/PlayerOwnedAugmentation\";\nimport { AugmentationNames } from \"../Augmentation/data/AugmentationNames\";\nimport { BitNodeMultipliers } from \"../BitNode/BitNodeMultipliers\";\nimport { CONSTANTS } from \"../Constants\";\n\nimport { Faction } from \"./Faction\";\nimport { Factions } from \"./Factions\";\nimport { HackingMission, setInMission } from \"../Missions\";\nimport { Player } from \"../Player\";\nimport { Settings } from \"../Settings/Settings\";\nimport {\n getHackingWorkRepGain,\n getFactionSecurityWorkRepGain,\n getFactionFieldWorkRepGain,\n} from \"../PersonObjects/formulas/reputation\";\nimport { SourceFileFlags } from \"../SourceFile/SourceFileFlags\";\n\nimport { dialogBoxCreate } from \"../ui/React/DialogBox\";\nimport { InvitationEvent } from \"./ui/InvitationModal\";\n\nexport function inviteToFaction(faction: Faction): void {\n Player.factionInvitations.push(faction.name);\n faction.alreadyInvited = true;\n if (!Settings.SuppressFactionInvites) {\n InvitationEvent.emit(faction);\n }\n}\n\nexport function joinFaction(faction: Faction): void {\n if (faction.isMember) return;\n faction.isMember = true;\n Player.factions.push(faction.name);\n const factionInfo = faction.getInfo();\n\n //Determine what factions you are banned from now that you have joined this faction\n for (const i in factionInfo.enemies) {\n const enemy = factionInfo.enemies[i];\n if (Factions[enemy] instanceof Faction) {\n Factions[enemy].isBanned = true;\n }\n }\n for (let i = 0; i < Player.factionInvitations.length; ++i) {\n if (Player.factionInvitations[i] == faction.name || Factions[Player.factionInvitations[i]].isBanned) {\n Player.factionInvitations.splice(i, 1);\n i--;\n }\n }\n}\n\nexport function startHackingMission(faction: Faction): void {\n const mission = new HackingMission(faction.playerReputation, faction);\n setInMission(true, mission); //Sets inMission flag to true\n mission.init();\n}\n\n//Returns a boolean indicating whether the player has the prerequisites for the\n//specified Augmentation\nexport function hasAugmentationPrereqs(aug: Augmentation): boolean {\n let hasPrereqs = true;\n if (aug.prereqs && aug.prereqs.length > 0) {\n for (let i = 0; i < aug.prereqs.length; ++i) {\n const prereqAug = Augmentations[aug.prereqs[i]];\n if (prereqAug == null) {\n console.error(`Invalid prereq Augmentation ${aug.prereqs[i]}`);\n continue;\n }\n if (prereqAug.owned === false) {\n hasPrereqs = false;\n\n // Check if the aug is purchased\n for (let j = 0; j < Player.queuedAugmentations.length; ++j) {\n if (Player.queuedAugmentations[j].name === prereqAug.name) {\n hasPrereqs = true;\n break;\n }\n }\n }\n }\n }\n\n return hasPrereqs;\n}\n\nexport function purchaseAugmentation(aug: Augmentation, fac: Faction, sing = false): string {\n const factionInfo = fac.getInfo();\n const hasPrereqs = hasAugmentationPrereqs(aug);\n if (!hasPrereqs) {\n const txt =\n \"You must first purchase or install \" + aug.prereqs.join(\",\") + \" before you can \" + \"purchase this one.\";\n if (sing) {\n return txt;\n } else {\n dialogBoxCreate(txt);\n }\n } else if (aug.baseCost !== 0 && Player.money.lt(aug.baseCost * factionInfo.augmentationPriceMult)) {\n const txt = \"You don't have enough money to purchase \" + aug.name;\n if (sing) {\n return txt;\n }\n dialogBoxCreate(txt);\n } else if (fac.playerReputation < aug.baseRepRequirement) {\n const txt = \"You don't have enough faction reputation to purchase \" + aug.name;\n if (sing) {\n return txt;\n }\n dialogBoxCreate(txt);\n } else if (aug.baseCost === 0 || Player.money.gte(aug.baseCost * factionInfo.augmentationPriceMult)) {\n const queuedAugmentation = new PlayerOwnedAugmentation(aug.name);\n if (aug.name == AugmentationNames.NeuroFluxGovernor) {\n queuedAugmentation.level = getNextNeurofluxLevel();\n }\n Player.queuedAugmentations.push(queuedAugmentation);\n\n Player.loseMoney(aug.baseCost * factionInfo.augmentationPriceMult);\n\n // If you just purchased Neuroflux Governor, recalculate the cost\n if (aug.name == AugmentationNames.NeuroFluxGovernor) {\n let nextLevel = getNextNeurofluxLevel();\n --nextLevel;\n const mult = Math.pow(CONSTANTS.NeuroFluxGovernorLevelMult, nextLevel);\n aug.baseRepRequirement = 500 * mult * BitNodeMultipliers.AugmentationRepCost;\n aug.baseCost = 750e3 * mult * BitNodeMultipliers.AugmentationMoneyCost;\n\n for (let i = 0; i < Player.queuedAugmentations.length - 1; ++i) {\n aug.baseCost *= CONSTANTS.MultipleAugMultiplier * [1, 0.96, 0.94, 0.93][SourceFileFlags[11]];\n }\n }\n\n for (const name in Augmentations) {\n if (Augmentations.hasOwnProperty(name)) {\n Augmentations[name].baseCost *= CONSTANTS.MultipleAugMultiplier * [1, 0.96, 0.94, 0.93][SourceFileFlags[11]];\n }\n }\n\n if (sing) {\n return \"You purchased \" + aug.name;\n } else {\n if (!Settings.SuppressBuyAugmentationConfirmation) {\n dialogBoxCreate(\n \"You purchased \" +\n aug.name +\n \". It's enhancements will not take \" +\n \"effect until they are installed. To install your augmentations, go to the \" +\n \"'Augmentations' tab on the left-hand navigation menu. Purchasing additional \" +\n \"augmentations will now be more expensive.\",\n );\n }\n }\n } else {\n dialogBoxCreate(\n \"Hmm, something went wrong when trying to purchase an Augmentation. \" +\n \"Please report this to the game developer with an explanation of how to \" +\n \"reproduce this.\",\n );\n }\n return \"\";\n}\n\nexport function getNextNeurofluxLevel(): number {\n // Get current Neuroflux level based on Player's augmentations\n let currLevel = 0;\n for (let i = 0; i < Player.augmentations.length; ++i) {\n if (Player.augmentations[i].name === AugmentationNames.NeuroFluxGovernor) {\n currLevel = Player.augmentations[i].level;\n }\n }\n\n // Account for purchased but uninstalled Augmentations\n for (let i = 0; i < Player.queuedAugmentations.length; ++i) {\n if (Player.queuedAugmentations[i].name == AugmentationNames.NeuroFluxGovernor) {\n ++currLevel;\n }\n }\n return currLevel + 1;\n}\n\nexport function processPassiveFactionRepGain(numCycles: number): void {\n for (const name in Factions) {\n if (name === Player.currentWorkFactionName) continue;\n if (!Factions.hasOwnProperty(name)) continue;\n const faction = Factions[name];\n if (!faction.isMember) continue;\n // No passive rep for special factions\n const info = faction.getInfo();\n if (!info.offersWork()) continue;\n // No passive rep for gangs.\n if (Player.getGangName() === name) continue;\n // 0 favor = 1%/s\n // 50 favor = 6%/s\n // 100 favor = 11%/s\n const favorMult = Math.min(0.1, faction.favor / 1000 + 0.01);\n // Find the best of all possible favor gain, minimum 1 rep / 2 minute.\n const hRep = getHackingWorkRepGain(Player, faction);\n const sRep = getFactionSecurityWorkRepGain(Player, faction);\n const fRep = getFactionFieldWorkRepGain(Player, faction);\n const rate = Math.max(hRep * favorMult, sRep * favorMult, fRep * favorMult, 1 / 120);\n\n faction.playerReputation += rate * numCycles * Player.faction_rep_mult * BitNodeMultipliers.FactionPassiveRepGain;\n }\n}\n","/**\n * Helper functions that implement \"directory\" functionality in the Terminal.\n * These aren't \"real\" directories, it's more of a pseudo-directory implementation\n * that uses mainly string manipulation.\n *\n * This file contains functions that deal only with that string manipulation.\n * Functions that need to access/process Server-related things can be\n * found in ./DirectoryServerHelpers.ts\n */\n\n/**\n * Removes leading forward slash (\"/\") from a string.\n */\nexport function removeLeadingSlash(s: string): string {\n if (s.startsWith(\"/\")) {\n return s.slice(1);\n }\n\n return s;\n}\n\n/**\n * Removes trailing forward slash (\"/\") from a string.\n * Note that this will also remove the slash if it is the leading slash (i.e. if s = \"/\")\n */\nexport function removeTrailingSlash(s: string): string {\n if (s.endsWith(\"/\")) {\n return s.slice(0, -1);\n }\n\n return s;\n}\n\n/**\n * Checks whether a string is a valid filename. Only used for the filename itself,\n * not the entire filepath\n */\nexport function isValidFilename(filename: string): boolean {\n // Allows alphanumerics, hyphens, underscores, and percentage signs\n // Must have a file extension\n const regex = /^[.a-zA-Z0-9_-]+[.][a-zA-Z0-9]+(?:-\\d+(?:\\.\\d*)?%-INC)?$/;\n\n // match() returns null if no match is found\n return filename.match(regex) != null;\n}\n\n/**\n * Checks whether a string is a valid directory name. Only used for the directory itself,\n * not an entire path\n */\nexport function isValidDirectoryName(name: string): boolean {\n // Allows alphanumerics, hyphens, underscores, and percentage signs.\n // Name can begin with a single period, but otherwise cannot have any\n const regex = /^.?[a-zA-Z0-9_-]+$/;\n\n // match() returns null if no match is found\n return name.match(regex) != null;\n}\n\n/**\n * Checks whether a string is a valid directory path.\n * This only checks if it has the proper formatting. It does NOT check\n * if the directories actually exist on Terminal\n */\nexport function isValidDirectoryPath(path: string): boolean {\n let t_path: string = path;\n\n if (t_path.length === 0) {\n return false;\n }\n if (t_path.length === 1) {\n return t_path === \"/\";\n }\n\n // A full path must have a leading slash, but we'll ignore it for the checks\n if (t_path.startsWith(\"/\")) {\n t_path = t_path.slice(1);\n } else {\n return false;\n }\n\n // Trailing slash does not matter\n t_path = removeTrailingSlash(t_path);\n\n // Check that every section of the path is a valid directory name\n const dirs = t_path.split(\"/\");\n for (const dir of dirs) {\n // Special case, \".\" and \"..\" are valid for path\n if (dir === \".\" || dir === \"..\") {\n continue;\n }\n if (!isValidDirectoryName(dir)) {\n return false;\n }\n }\n\n return true;\n}\n\n/**\n * Checks whether a string is a valid file path. This only checks if it has the\n * proper formatting. It dose NOT check if the file actually exists on Terminal\n */\nexport function isValidFilePath(path: string): boolean {\n if (path == null || typeof path !== \"string\") {\n return false;\n }\n const t_path = path;\n\n // Impossible for filename to have less than length of 3\n if (t_path.length < 3) {\n return false;\n }\n\n // Full filepath can't end with trailing slash because it must be a file\n if (t_path.endsWith(\"/\")) {\n return false;\n }\n\n // Everything after the last forward slash is the filename. Everything before\n // it is the file path\n const fnSeparator = t_path.lastIndexOf(\"/\");\n if (fnSeparator === -1) {\n return isValidFilename(t_path);\n }\n\n const fn = t_path.slice(fnSeparator + 1);\n const dirPath = t_path.slice(0, fnSeparator + 1);\n\n return isValidDirectoryPath(dirPath) && isValidFilename(fn);\n}\n\n/**\n * Returns a formatted string for the first parent directory in a filepath. For example:\n * /home/var/test/ -> home/\n * If there is no first parent directory, then it returns \"/\" for root\n */\nexport function getFirstParentDirectory(path: string): string {\n let t_path = path;\n t_path = removeLeadingSlash(t_path);\n t_path = removeTrailingSlash(t_path);\n\n if (t_path.lastIndexOf(\"/\") === -1) {\n return \"/\";\n }\n\n const dirs = t_path.split(\"/\");\n if (dirs.length === 0) {\n return \"/\";\n }\n\n return dirs[0] + \"/\";\n}\n\n/**\n * Given a filepath, returns a formatted string for all of the parent directories\n * in that filepath. For example:\n * /home/var/tes -> home/var/\n * /home/var/test/ -> home/var/test/\n * If there are no parent directories, it returns the empty string\n */\nexport function getAllParentDirectories(path: string): string {\n const t_path = path;\n const lastSlash = t_path.lastIndexOf(\"/\");\n if (lastSlash === -1) {\n return \"\";\n }\n\n return t_path.slice(0, lastSlash + 1);\n}\n\n/**\n * Checks if a file path refers to a file in the root directory.\n */\nexport function isInRootDirectory(path: string): boolean {\n if (!isValidFilePath(path)) {\n return false;\n }\n if (path == null || path.length === 0) {\n return false;\n }\n\n return path.lastIndexOf(\"/\") <= 0;\n}\n\n/**\n * Evaluates a directory path, including the processing of linux dots.\n * Returns the full, proper path, or null if an invalid path is passed in\n */\nexport function evaluateDirectoryPath(path: string, currPath?: string): string | null {\n let t_path = path;\n\n // If the path begins with a slash, then its an absolute path. Otherwise its relative\n // For relative paths, we need to prepend the current directory\n if (!t_path.startsWith(\"/\") && currPath != null) {\n t_path = currPath + (currPath.endsWith(\"/\") ? \"\" : \"/\") + t_path;\n }\n\n if (!isValidDirectoryPath(t_path)) {\n return null;\n }\n\n // Trim leading/trailing slashes\n t_path = removeLeadingSlash(t_path);\n t_path = removeTrailingSlash(t_path);\n\n const dirs = t_path.split(\"/\");\n const reconstructedPath: string[] = [];\n\n for (const dir of dirs) {\n if (dir === \".\") {\n // Current directory, do nothing\n continue;\n } else if (dir === \"..\") {\n // Parent directory\n const res = reconstructedPath.pop();\n if (res == null) {\n return null; // Array was empty, invalid path\n }\n } else {\n reconstructedPath.push(dir);\n }\n }\n\n return \"/\" + reconstructedPath.join(\"/\");\n}\n\n/**\n * Evaluates a file path, including the processing of linux dots.\n * Returns the full, proper path, or null if an invalid path is passed in\n */\nexport function evaluateFilePath(path: string, currPath?: string): string | null {\n let t_path = path;\n\n // If the path begins with a slash, then its an absolute path. Otherwise its relative\n // For relative paths, we need to prepend the current directory\n if (!t_path.startsWith(\"/\") && currPath != null) {\n t_path = currPath + (currPath.endsWith(\"/\") ? \"\" : \"/\") + t_path;\n }\n\n if (!isValidFilePath(t_path)) {\n return null;\n }\n\n // Trim leading/trailing slashes\n t_path = removeLeadingSlash(t_path);\n\n const dirs = t_path.split(\"/\");\n const reconstructedPath: string[] = [];\n\n for (const dir of dirs) {\n if (dir === \".\") {\n // Current directory, do nothing\n continue;\n } else if (dir === \"..\") {\n // Parent directory\n const res = reconstructedPath.pop();\n if (res == null) {\n return null; // Array was empty, invalid path\n }\n } else {\n reconstructedPath.push(dir);\n }\n }\n\n return \"/\" + reconstructedPath.join(\"/\");\n}\n","import React from \"react\";\n\nimport { Table, TableCell } from \"./Table\";\nimport TableBody from \"@mui/material/TableBody\";\nimport { Table as MuiTable } from \"@mui/material\";\nimport TableRow from \"@mui/material/TableRow\";\nimport Typography from \"@mui/material/Typography\";\n\ninterface IProps {\n rows: any[][];\n title?: string;\n wide?: boolean;\n}\n\nexport function StatsTable({ rows, title, wide }: IProps): React.ReactElement {\n const T = wide ? MuiTable : Table;\n return (\n <>\n {title && {title}}\n \n \n {rows.map((row: any[], i: number) => (\n \n {row.map((elem: any, i: number) => (\n \n {elem}\n \n ))}\n \n ))}\n \n \n >\n );\n}\n","import { Operation, IOperationParams } from \"./Operation\";\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\n\nexport class BlackOperation extends Operation {\n constructor(params: IOperationParams | null = null) {\n super(params);\n this.count = 1;\n }\n\n // To be implemented by subtypes\n getActionTimePenalty(): number {\n return 1.5;\n }\n\n getChaosCompetencePenalty(/*inst: IBladeburner, params: ISuccessChanceParams*/): number {\n return 1;\n }\n\n getChaosDifficultyBonus(/*inst: IBladeburner, params: ISuccessChanceParams*/): number {\n return 1;\n }\n\n toJSON(): any {\n return Generic_toJSON(\"BlackOperation\", this);\n }\n\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Operation {\n return Generic_fromJSON(BlackOperation, value.data);\n }\n}\n\nReviver.constructors.BlackOperation = BlackOperation;\n","import { Terminal as TTerminal } from \"./Terminal/Terminal\";\n\nexport const Terminal = new TTerminal();\n","import * as React from \"react\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { ICorporation } from \"../ICorporation\";\nimport { Theme } from \"@mui/material/styles\";\nimport makeStyles from \"@mui/styles/makeStyles\";\nimport createStyles from \"@mui/styles/createStyles\";\n\nconst useStyles = makeStyles((theme: Theme) =>\n createStyles({\n unbuyable: {\n color: theme.palette.action.disabled,\n },\n money: {\n color: theme.colors.money,\n },\n }),\n);\n\ninterface IProps {\n money: number;\n corp: ICorporation;\n}\n\nexport function MoneyCost(props: IProps): React.ReactElement {\n const classes = useStyles();\n if (!props.corp.funds.gt(props.money))\n return {numeralWrapper.formatMoney(props.money)};\n\n return {numeralWrapper.formatMoney(props.money)};\n}\n","import { Reviver, Generic_toJSON, Generic_fromJSON } from \"../utils/JSONReviver\";\n\nexport class Message {\n // Name of Message file\n filename = \"\";\n\n // The text contains in the Message\n msg = \"\";\n\n // Flag indicating whether this Message has been received by the player\n recvd = false;\n\n constructor(filename = \"\", msg = \"\") {\n this.filename = filename;\n this.msg = msg;\n this.recvd = false;\n }\n\n // Serialize the current object to a JSON save state\n toJSON(): any {\n return Generic_toJSON(\"Message\", this);\n }\n\n // Initializes a Message Object from a JSON save state\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Message {\n return Generic_fromJSON(Message, value.data);\n }\n}\n\nReviver.constructors.Message = Message;\n","export const SkillNames: {\n BladesIntuition: string;\n Cloak: string;\n Marksman: string;\n WeaponProficiency: string;\n ShortCircuit: string;\n DigitalObserver: string;\n Tracer: string;\n Overclock: string;\n Reaper: string;\n EvasiveSystem: string;\n Datamancer: string;\n CybersEdge: string;\n HandsOfMidas: string;\n Hyperdrive: string;\n} = {\n BladesIntuition: \"Blade's Intuition\",\n Cloak: \"Cloak\",\n Marksman: \"Marksman\",\n WeaponProficiency: \"Weapon Proficiency\",\n ShortCircuit: \"Short-Circuit\",\n DigitalObserver: \"Digital Observer\",\n Tracer: \"Tracer\",\n Overclock: \"Overclock\",\n Reaper: \"Reaper\",\n EvasiveSystem: \"Evasive System\",\n Datamancer: \"Datamancer\",\n CybersEdge: \"Cyber's Edge\",\n HandsOfMidas: \"Hands of Midas\",\n Hyperdrive: \"Hyperdrive\",\n};\n","import { IMinMaxRange } from \"../types\";\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\nimport { getRandomInt } from \"../utils/helpers/getRandomInt\";\n\nexport const StockForecastInfluenceLimit = 5;\n\nexport interface IConstructorParams {\n b: boolean;\n initPrice: number | IMinMaxRange;\n marketCap: number;\n mv: number | IMinMaxRange;\n name: string;\n otlkMag: number;\n spreadPerc: number | IMinMaxRange;\n shareTxForMovement: number | IMinMaxRange;\n symbol: string;\n}\n\nconst defaultConstructorParams: IConstructorParams = {\n b: true,\n initPrice: 10e3,\n marketCap: 1e12,\n mv: 1,\n name: \"\",\n otlkMag: 0,\n spreadPerc: 0,\n shareTxForMovement: 1e6,\n symbol: \"\",\n};\n\n// Helper function that convert a IMinMaxRange to a number\nfunction toNumber(n: number | IMinMaxRange): number {\n let value: number;\n switch (typeof n) {\n case \"number\": {\n return n;\n }\n case \"object\": {\n const range = n as IMinMaxRange;\n value = getRandomInt(range.min, range.max);\n break;\n }\n default:\n throw Error(`Do not know how to convert the type '${typeof n}' to a number`);\n }\n\n if (typeof n === \"object\" && typeof n.divisor === \"number\") {\n return value / n.divisor;\n }\n\n return value;\n}\n\n/**\n * Represents the valuation of a company in the World Stock Exchange.\n */\nexport class Stock {\n /**\n * Bear or bull (more likely to go up or down, based on otlkMag)\n */\n b: boolean;\n\n /**\n * Maximum price of a stock (per share)\n */\n readonly cap: number;\n\n /**\n * Stocks previous share price\n */\n lastPrice: number;\n\n /**\n * Maximum number of shares that player can own (both long and short combined)\n */\n readonly maxShares: number;\n\n /**\n * Maximum volatility\n */\n readonly mv: number;\n\n /**\n * Name of the company that the stock is for\n */\n readonly name: string;\n\n /**\n * Outlook magnitude. Represents the stock's forecast and likelihood\n * of increasing/decreasing (based on whether its in bear or bull mode)\n */\n otlkMag: number;\n\n /**\n * Forecast of outlook magnitude. Essentially a second-order forecast.\n * Unlike 'otlkMag', this number is on an absolute scale from 0-100 (rather than 0-50)\n */\n otlkMagForecast: number;\n\n /**\n * Average price of stocks that the player owns in the LONG position\n */\n playerAvgPx: number;\n\n /**\n * Average price of stocks that the player owns in the SHORT position\n */\n playerAvgShortPx: number;\n\n /**\n * Number of shares the player owns in the LONG position\n */\n playerShares: number;\n\n /**\n * Number of shares the player owns in the SHORT position\n */\n playerShortShares: number;\n\n /**\n * Stock's share price\n */\n price: number;\n\n /**\n * How many shares need to be transacted in order to trigger a price movement\n */\n readonly shareTxForMovement: number;\n\n /**\n * How many share transactions remaining until a price movement occurs\n * (separately tracked for upward and downward movements)\n */\n shareTxUntilMovement: number;\n\n /**\n * Spread percentage. The bid/ask prices for this stock are N% above or below\n * the \"real price\" to emulate spread.\n */\n readonly spreadPerc: number;\n\n /**\n * The stock's ticker symbol\n */\n readonly symbol: string;\n\n /**\n * Total number of shares of this stock\n * This is different than maxShares, as this is like authorized stock while\n * maxShares is outstanding stock.\n */\n readonly totalShares: number;\n\n constructor(p: IConstructorParams = defaultConstructorParams) {\n this.name = p.name;\n this.symbol = p.symbol;\n this.price = toNumber(p.initPrice);\n this.lastPrice = this.price;\n this.playerShares = 0;\n this.playerAvgPx = 0;\n this.playerShortShares = 0;\n this.playerAvgShortPx = 0;\n this.mv = toNumber(p.mv);\n this.b = p.b;\n this.otlkMag = p.otlkMag;\n this.otlkMagForecast = this.getAbsoluteForecast();\n this.cap = getRandomInt(this.price * 1e3, this.price * 25e3);\n this.spreadPerc = toNumber(p.spreadPerc);\n this.shareTxForMovement = toNumber(p.shareTxForMovement);\n this.shareTxUntilMovement = this.shareTxForMovement;\n\n // Total shares is determined by market cap, and is rounded to nearest 100k\n const totalSharesUnrounded: number = p.marketCap / this.price;\n this.totalShares = Math.round(totalSharesUnrounded / 1e5) * 1e5;\n\n // Max Shares (Outstanding shares) is a percentage of total shares\n const outstandingSharePercentage = 0.2;\n this.maxShares = Math.round((this.totalShares * outstandingSharePercentage) / 1e5) * 1e5;\n }\n\n /**\n * Safely set the stock's second-order forecast to a new value\n */\n changeForecastForecast(newff: number): void {\n this.otlkMagForecast = newff;\n if (this.otlkMagForecast > 100) {\n this.otlkMagForecast = 100;\n } else if (this.otlkMagForecast < 0) {\n this.otlkMagForecast = 0;\n }\n }\n\n /**\n * Set the stock to a new price. Also updates the stock's previous price tracker\n */\n changePrice(newPrice: number): void {\n this.lastPrice = this.price;\n this.price = newPrice;\n }\n\n /**\n * Change the stock's forecast during a stock market 'tick'.\n * The way a stock's forecast changes depends on various internal properties,\n * but is ultimately determined by RNG\n */\n cycleForecast(changeAmt = 0.1): void {\n const increaseChance = this.getForecastIncreaseChance();\n\n if (Math.random() < increaseChance) {\n // Forecast increases\n if (this.b) {\n this.otlkMag += changeAmt;\n } else {\n this.otlkMag -= changeAmt;\n }\n } else {\n // Forecast decreases\n if (this.b) {\n this.otlkMag -= changeAmt;\n } else {\n this.otlkMag += changeAmt;\n }\n }\n\n this.otlkMag = Math.min(this.otlkMag, 50);\n if (this.otlkMag < 0) {\n this.otlkMag *= -1;\n this.b = !this.b;\n }\n }\n\n /**\n * Change's the stock's second-order forecast during a stock market 'tick'.\n * The change for the second-order forecast to increase is 50/50\n */\n cycleForecastForecast(changeAmt = 0.1): void {\n if (Math.random() < 0.5) {\n this.changeForecastForecast(this.otlkMagForecast + changeAmt);\n } else {\n this.changeForecastForecast(this.otlkMagForecast - changeAmt);\n }\n }\n\n /**\n * \"Flip\" the stock's second-order forecast. This can occur during a\n * stock market \"cycle\" (determined by RNG). It is used to simulate\n * RL stock market cycles and introduce volatility\n */\n flipForecastForecast(): void {\n const diff = this.otlkMagForecast - 50;\n this.otlkMagForecast = 50 + -1 * diff;\n }\n\n /**\n * Returns the stock's absolute forecast, which is a number between 0-100\n */\n getAbsoluteForecast(): number {\n return this.b ? 50 + this.otlkMag : 50 - this.otlkMag;\n }\n\n /**\n * Return the price at which YOUR stock is bought (market ask price). Accounts for spread\n */\n getAskPrice(): number {\n return this.price * (1 + this.spreadPerc / 100);\n }\n\n /**\n * Return the price at which YOUR stock is sold (market bid price). Accounts for spread\n */\n getBidPrice(): number {\n return this.price * (1 - this.spreadPerc / 100);\n }\n\n /**\n * Returns the chance (0-1 decimal) that a stock has of having its forecast increase\n */\n getForecastIncreaseChance(): number {\n const diff = this.otlkMagForecast - this.getAbsoluteForecast();\n\n return (50 + Math.min(Math.max(diff, -45), 45)) / 100;\n }\n\n /**\n * Changes a stock's forecast. This is used when the stock is influenced\n * by a transaction. The stock's forecast always goes towards 50, but the\n * movement is capped by a certain threshold/limit\n */\n influenceForecast(change: number): void {\n if (this.otlkMag > StockForecastInfluenceLimit) {\n this.otlkMag = Math.max(StockForecastInfluenceLimit, this.otlkMag - change);\n }\n }\n\n /**\n * Changes a stock's second-order forecast. This is used when the stock is\n * influenced by a transaction. The stock's second-order forecast always\n * goes towards 50.\n */\n influenceForecastForecast(change: number): void {\n if (this.otlkMagForecast > 50) {\n this.otlkMagForecast -= change;\n this.otlkMagForecast = Math.max(50, this.otlkMagForecast);\n } else if (this.otlkMagForecast < 50) {\n this.otlkMagForecast += change;\n this.otlkMagForecast = Math.min(50, this.otlkMagForecast);\n }\n }\n\n /**\n * Serialize the Stock to a JSON save state.\n */\n toJSON(): any {\n return Generic_toJSON(\"Stock\", this);\n }\n\n /**\n * Initializes a Stock from a JSON save state\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Stock {\n return Generic_fromJSON(Stock, value.data);\n }\n}\n\nReviver.constructors.Stock = Stock;\n","/**\n * Stops an actively-running script (represented by a WorkerScript object)\n * and removes it from the global pool of active scripts.\n */\nimport { WorkerScript } from \"./WorkerScript\";\nimport { workerScripts } from \"./WorkerScripts\";\nimport { WorkerScriptStartStopEventEmitter } from \"./WorkerScriptStartStopEventEmitter\";\n\nimport { RunningScript } from \"../Script/RunningScript\";\nimport { AllServers } from \"../Server/AllServers\";\n\nimport { compareArrays } from \"../utils/helpers/compareArrays\";\nimport { roundToTwo } from \"../utils/helpers/roundToTwo\";\n\nexport function killWorkerScript(runningScriptObj: RunningScript, serverIp: string, rerenderUi?: boolean): boolean;\nexport function killWorkerScript(workerScript: WorkerScript): boolean;\nexport function killWorkerScript(pid: number): boolean;\nexport function killWorkerScript(\n script: RunningScript | WorkerScript | number,\n serverIp?: string,\n rerenderUi?: boolean,\n): boolean {\n if (rerenderUi == null || typeof rerenderUi !== \"boolean\") {\n rerenderUi = true;\n }\n\n if (script instanceof WorkerScript) {\n stopAndCleanUpWorkerScript(script);\n\n return true;\n } else if (script instanceof RunningScript && typeof serverIp === \"string\") {\n // Try to kill by PID\n const res = killWorkerScriptByPid(script.pid, rerenderUi);\n if (res) {\n return res;\n }\n\n // If for some reason that doesn't work, we'll try the old way\n for (const ws of workerScripts.values()) {\n if (ws.name == script.filename && ws.serverIp == serverIp && compareArrays(ws.args, script.args)) {\n stopAndCleanUpWorkerScript(ws, rerenderUi);\n\n return true;\n }\n }\n\n return false;\n } else if (typeof script === \"number\") {\n return killWorkerScriptByPid(script, rerenderUi);\n } else {\n console.error(`killWorkerScript() called with invalid argument:`);\n console.error(script);\n return false;\n }\n}\n\nfunction killWorkerScriptByPid(pid: number, rerenderUi = true): boolean {\n const ws = workerScripts.get(pid);\n if (ws instanceof WorkerScript) {\n stopAndCleanUpWorkerScript(ws, rerenderUi);\n\n return true;\n }\n\n return false;\n}\n\nfunction stopAndCleanUpWorkerScript(workerScript: WorkerScript, rerenderUi = true): void {\n workerScript.env.stopFlag = true;\n killNetscriptDelay(workerScript);\n removeWorkerScript(workerScript, rerenderUi);\n}\n\n/**\n * Helper function that removes the script being killed from the global pool.\n * Also handles other cleanup-time operations\n *\n * @param {WorkerScript | number} - Identifier for WorkerScript. Either the object itself, or\n * its index in the global workerScripts array\n */\nfunction removeWorkerScript(workerScript: WorkerScript, rerenderUi = true): void {\n if (workerScript instanceof WorkerScript) {\n const ip = workerScript.serverIp;\n const name = workerScript.name;\n\n // Get the server on which the script runs\n const server = AllServers[ip];\n if (server == null) {\n console.error(`Could not find server on which this script is running: ${ip}`);\n return;\n }\n\n // Recalculate ram used on that server\n server.ramUsed = roundToTwo(server.ramUsed - workerScript.ramUsage);\n if (server.ramUsed < 0) {\n console.warn(\n `Server (${server.hostname}) RAM usage went negative (if it's due to floating pt imprecision, it's okay): ${server.ramUsed}`,\n );\n server.ramUsed = 0;\n }\n\n // Delete the RunningScript object from that server\n for (let i = 0; i < server.runningScripts.length; ++i) {\n const runningScript = server.runningScripts[i];\n if (runningScript.filename === name && compareArrays(runningScript.args, workerScript.args)) {\n server.runningScripts.splice(i, 1);\n break;\n }\n }\n\n // Delete script from global pool (workerScripts)\n const res = workerScripts.delete(workerScript.pid);\n if (!res) {\n console.warn(`removeWorkerScript() called with WorkerScript that wasn't in the global map:`);\n console.warn(workerScript);\n }\n\n if (rerenderUi) {\n WorkerScriptStartStopEventEmitter.emit();\n }\n } else {\n console.error(`Invalid argument passed into removeWorkerScript():`);\n console.error(workerScript);\n return;\n }\n}\n\n/**\n * Helper function that interrupts a script's delay if it is in the middle of a\n * timed, blocked operation (like hack(), sleep(), etc.). This allows scripts to\n * be killed immediately even if they're in the middle of one of those long operations\n */\nfunction killNetscriptDelay(workerScript: WorkerScript): void {\n if (workerScript instanceof WorkerScript) {\n if (workerScript.delay) {\n clearTimeout(workerScript.delay);\n if (workerScript.delayResolve) {\n workerScript.delayResolve();\n }\n }\n }\n}\n","/**\n * Map of all Cities in the game\n * Key = City Name, Value = City object\n */\nimport { City } from \"./City\";\nimport { IMap } from \"../types\";\n\nexport const Cities: IMap = {};\n","/**\n * Generic Event Emitter class following a subscribe/publish paradigm.\n */\n\ntype cbFn = (...args: any[]) => any;\n\nexport interface ISubscriber {\n /**\n * Callback function that will be run when an event is emitted\n */\n cb: cbFn;\n\n /**\n * Name/identifier for this subscriber\n */\n id: string;\n}\n\nfunction uuidv4(): string {\n return \"xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx\".replace(/[xy]/g, function (c) {\n const r = (Math.random() * 16) | 0,\n v = c == \"x\" ? r : (r & 0x3) | 0x8;\n return v.toString(16);\n });\n}\n\nexport class EventEmitter {\n subscribers: { [key: string]: (...args: [...T]) => void | undefined } = {};\n\n subscribe(s: (...args: [...T]) => void): () => void {\n let uuid = uuidv4();\n while (this.subscribers[uuid] !== undefined) uuid = uuidv4();\n this.subscribers[uuid] = s;\n\n return () => {\n delete this.subscribers[uuid];\n };\n }\n\n emit(...args: [...T]): void {\n for (const s in this.subscribers) {\n const sub = this.subscribers[s];\n if (sub === undefined) continue;\n\n sub(...args);\n }\n }\n}\n","import React, { useState } from \"react\";\nimport AddIcon from \"@mui/icons-material/Add\";\nimport RemoveIcon from \"@mui/icons-material/Remove\";\nimport IconButton from \"@mui/material/IconButton\";\nimport ClearIcon from \"@mui/icons-material/Clear\";\nimport DoubleArrowIcon from \"@mui/icons-material/DoubleArrow\";\nimport TextField from \"@mui/material/TextField\";\nimport Tooltip from \"@mui/material/Tooltip\";\n\ninterface IProps {\n label: string;\n placeholder: string;\n add: (x: number) => void;\n subtract: (x: number) => void;\n tons: () => void;\n reset: () => void;\n}\n\nexport function Adjuster(props: IProps): React.ReactElement {\n const [value, setValue] = useState(\"\");\n\n function onChange(event: React.ChangeEvent): void {\n if (event.target.value === \"\") setValue(\"\");\n else setValue(parseFloat(event.target.value));\n }\n\n const { label, placeholder, add, subtract, reset, tons } = props;\n return (\n <>\n \n \n \n \n \n \n \n add(typeof value !== \"string\" ? value : 0)} size=\"large\">\n \n \n \n >\n ),\n endAdornment: (\n <>\n \n subtract(typeof value !== \"string\" ? value : 0)} size=\"large\">\n \n \n \n \n \n \n \n \n >\n ),\n }}\n />\n >\n );\n}\n","import { IMap } from \"./types\";\nimport { Terminal } from \"./Terminal\";\n\nexport let Aliases: IMap = {};\nexport let GlobalAliases: IMap = {};\n\nexport function loadAliases(saveString: string): void {\n if (saveString === \"\") {\n Aliases = {};\n } else {\n Aliases = JSON.parse(saveString);\n }\n}\n\nexport function loadGlobalAliases(saveString: string): void {\n if (saveString === \"\") {\n GlobalAliases = {};\n } else {\n GlobalAliases = JSON.parse(saveString);\n }\n}\n\n// Prints all aliases to terminal\nexport function printAliases(): void {\n for (const name in Aliases) {\n if (Aliases.hasOwnProperty(name)) {\n Terminal.print(\"alias \" + name + \"=\" + Aliases[name]);\n }\n }\n for (const name in GlobalAliases) {\n if (GlobalAliases.hasOwnProperty(name)) {\n Terminal.print(\"global alias \" + name + \"=\" + GlobalAliases[name]);\n }\n }\n}\n\n// Returns true if successful, false otherwise\nexport function parseAliasDeclaration(dec: string, global = false): boolean {\n const re = /^([_|\\w|!|%|,|@]+)=\"(.+)\"$/;\n const matches = dec.match(re);\n if (matches == null || matches.length != 3) {\n return false;\n }\n if (global) {\n addGlobalAlias(matches[1], matches[2]);\n } else {\n addAlias(matches[1], matches[2]);\n }\n return true;\n}\n\nfunction addAlias(name: string, value: string): void {\n if (name in GlobalAliases) {\n delete GlobalAliases[name];\n }\n Aliases[name] = value.trim();\n}\n\nfunction addGlobalAlias(name: string, value: string): void {\n if (name in Aliases) {\n delete Aliases[name];\n }\n GlobalAliases[name] = value.trim();\n}\n\nfunction getAlias(name: string): string | null {\n if (Aliases.hasOwnProperty(name)) {\n return Aliases[name];\n }\n\n return null;\n}\n\nfunction getGlobalAlias(name: string): string | null {\n if (GlobalAliases.hasOwnProperty(name)) {\n return GlobalAliases[name];\n }\n return null;\n}\n\nexport function removeAlias(name: string): boolean {\n if (Aliases.hasOwnProperty(name)) {\n delete Aliases[name];\n return true;\n }\n\n if (GlobalAliases.hasOwnProperty(name)) {\n delete GlobalAliases[name];\n return true;\n }\n\n return false;\n}\n\n/**\n * Returns the original string with any aliases substituted in.\n * Aliases are only applied to \"whole words\", one level deep\n */\nexport function substituteAliases(origCommand: string): string {\n const commandArray = origCommand.split(\" \");\n if (commandArray.length > 0) {\n // For the alias and unalias commands, dont substite\n if (commandArray[0] === \"unalias\" || commandArray[0] === \"alias\") {\n return commandArray.join(\" \");\n }\n\n let somethingSubstituted = true;\n let depth = 0;\n\n while (somethingSubstituted && depth < 10) {\n depth++;\n somethingSubstituted = false;\n const alias = getAlias(commandArray[0])?.split(\" \");\n if (alias != null) {\n somethingSubstituted = true;\n commandArray.splice(0, 1, ...alias);\n //commandArray[0] = alias;\n }\n for (let i = 0; i < commandArray.length; ++i) {\n const alias = getGlobalAlias(commandArray[i])?.split(\" \");\n if (alias != null) {\n somethingSubstituted = true;\n commandArray.splice(i, 1, ...alias);\n i += alias.length - 1;\n //commandArray[i] = alias;\n }\n }\n }\n }\n return commandArray.join(\" \");\n}\n","import { setTimeoutRef } from \"./utils/SetTimeoutRef\";\n\nimport { isString } from \"./utils/helpers/isString\";\nimport { AllServers } from \"./Server/AllServers\";\nimport { WorkerScript } from \"./Netscript/WorkerScript\";\n\nexport function netscriptDelay(time: number, workerScript: WorkerScript): Promise {\n return new Promise(function (resolve) {\n workerScript.delay = setTimeoutRef(() => {\n workerScript.delay = null;\n resolve();\n }, time);\n workerScript.delayResolve = resolve;\n });\n}\n\nexport function makeRuntimeRejectMsg(workerScript: WorkerScript, msg: string): string {\n const lineNum = \"\";\n const server = AllServers[workerScript.serverIp];\n if (server == null) {\n throw new Error(`WorkerScript constructed with invalid server ip: ${workerScript.serverIp}`);\n }\n\n return \"|\" + server.hostname + \"|\" + workerScript.name + \"|\" + msg + lineNum;\n}\n\nexport function resolveNetscriptRequestedThreads(\n workerScript: WorkerScript,\n functionName: string,\n requestedThreads: number,\n): number {\n const threads = workerScript.scriptRef.threads;\n if (!requestedThreads) {\n return isNaN(threads) || threads < 1 ? 1 : threads;\n }\n const requestedThreadsAsInt = requestedThreads | 0;\n if (isNaN(requestedThreads) || requestedThreadsAsInt < 1) {\n throw makeRuntimeRejectMsg(\n workerScript,\n `Invalid thread count passed to ${functionName}: ${requestedThreads}. Threads must be a positive number.`,\n );\n }\n if (requestedThreads > threads) {\n throw makeRuntimeRejectMsg(\n workerScript,\n `Too many threads requested by ${functionName}. Requested: ${requestedThreads}. Has: ${threads}.`,\n );\n }\n return requestedThreadsAsInt;\n}\n\nexport function isScriptErrorMessage(msg: string): boolean {\n if (!isString(msg)) {\n return false;\n }\n const splitMsg = msg.split(\"|\");\n if (splitMsg.length != 4) {\n return false;\n }\n return true;\n}\n","/**\n * Lore / world building literature files that can be found on servers.\n * These files can be read by the player\n */\nexport class Literature {\n title: string;\n fn: string;\n txt: string;\n\n constructor(title: string, filename: string, txt: string) {\n this.title = title;\n this.fn = filename;\n this.txt = txt;\n }\n}\n","import React, { useState } from \"react\";\nimport Typography from \"@mui/material/Typography\";\nimport Tooltip from \"@mui/material/Tooltip\";\n\ntype IProps = {\n value: string;\n variant?:\n | \"button\"\n | \"caption\"\n | \"h1\"\n | \"h2\"\n | \"h3\"\n | \"h4\"\n | \"h5\"\n | \"h6\"\n | \"subtitle1\"\n | \"subtitle2\"\n | \"body1\"\n | \"body2\"\n | \"overline\"\n | \"inherit\"\n | undefined;\n};\n\nexport function CopyableText(props: IProps): React.ReactElement {\n const [open, setOpen] = useState(false);\n\n function copy(): void {\n const copyText = document.createElement(\"textarea\");\n copyText.value = props.value;\n document.body.appendChild(copyText);\n copyText.select();\n copyText.setSelectionRange(0, 1e10);\n document.execCommand(\"copy\");\n document.body.removeChild(copyText);\n setOpen(true);\n setTimeout(() => setOpen(false), 1000);\n }\n\n return (\n Copied!}>\n \n {props.value}\n \n \n );\n}\n","import { Augmentation, IConstructorParams } from \"./Augmentation\";\nimport { Augmentations } from \"./Augmentations\";\nimport { PlayerOwnedAugmentation, IPlayerOwnedAugmentation } from \"./PlayerOwnedAugmentation\";\nimport { AugmentationNames } from \"./data/AugmentationNames\";\n\nimport { BitNodeMultipliers } from \"../BitNode/BitNodeMultipliers\";\nimport { CONSTANTS } from \"../Constants\";\nimport { Factions, factionExists } from \"../Faction/Factions\";\nimport { Player } from \"../Player\";\nimport { prestigeAugmentation } from \"../Prestige\";\nimport { Programs } from \"../Programs/Programs\";\nimport { SourceFileFlags } from \"../SourceFile/SourceFileFlags\";\n\nimport { dialogBoxCreate } from \"../ui/React/DialogBox\";\nimport { clearObject } from \"../utils/helpers/clearObject\";\n\nimport { WHRNG } from \"../Casino/RNG\";\n\nimport React from \"react\";\n\nfunction AddToAugmentations(aug: Augmentation): void {\n const name = aug.name;\n Augmentations[name] = aug;\n}\n\nfunction getRandomBonus(): any {\n const bonuses = [\n {\n bonuses: {\n hacking_chance_mult: 1.25,\n hacking_speed_mult: 1.1,\n hacking_money_mult: 1.25,\n hacking_grow_mult: 1.1,\n },\n description:\n \"Increases the player's hacking chance by 25%. \" +\n \"Increases the player's hacking speed by 10%. \" +\n \"Increases the amount of money the player's gains from hacking by 25%. \" +\n \"Improves grow() by 10%.\",\n },\n {\n bonuses: {\n hacking_mult: 1.15,\n hacking_exp_mult: 2,\n },\n description:\n \"Increases the player's hacking skill by 15%. \" +\n \"Increases the player's hacking experience gain rate by 100%.\",\n },\n {\n bonuses: {\n strength_mult: 1.25,\n strength_exp_mult: 2,\n defense_mult: 1.25,\n defense_exp_mult: 2,\n dexterity_mult: 1.25,\n dexterity_exp_mult: 2,\n agility_mult: 1.25,\n agility_exp_mult: 2,\n },\n description:\n \"Increases all of the player's combat stats by 25%. \" +\n \"Increases all of the player's combat stat experience gain rate by 100%.\",\n },\n {\n bonuses: {\n charisma_mult: 1.5,\n charisma_exp_mult: 2,\n },\n description:\n \"This augmentation increases the player's charisma by 50%. \" +\n \"Increases the player's charisma experience gain rate by 100%.\",\n },\n {\n bonuses: {\n hacknet_node_money_mult: 1.2,\n hacknet_node_purchase_cost_mult: 0.85,\n hacknet_node_ram_cost_mult: 0.85,\n hacknet_node_core_cost_mult: 0.85,\n hacknet_node_level_cost_mult: 0.85,\n },\n description:\n \"Increases the amount of money produced by Hacknet Nodes by 20%. \" +\n \"Decreases all costs related to Hacknet Node by 15%.\",\n },\n {\n bonuses: {\n company_rep_mult: 1.25,\n faction_rep_mult: 1.15,\n work_money_mult: 1.7,\n },\n description:\n \"Increases the amount of money the player gains from working by 70%. \" +\n \"Increases the amount of reputation the player gains when working for a company by 25%. \" +\n \"Increases the amount of reputation the player gains for a faction by 15%.\",\n },\n {\n bonuses: {\n crime_success_mult: 2,\n crime_money_mult: 2,\n },\n description:\n \"Increases the player's crime success rate by 100%. \" +\n \"Increases the amount of money the player gains from crimes by 100%.\",\n },\n ];\n\n const randomNumber = new WHRNG(Math.floor(Player.lastUpdate / 3600000));\n for (let i = 0; i < 5; i++) randomNumber.step();\n\n return bonuses[Math.floor(bonuses.length * randomNumber.random())];\n}\n\nfunction initAugmentations(): void {\n for (const name in Factions) {\n if (Factions.hasOwnProperty(name)) {\n Factions[name].augmentations = [];\n }\n }\n\n //Reset Augmentations\n clearObject(Augmentations);\n\n //Time-Based Augment Test\n const randomBonuses = getRandomBonus();\n\n const UnstableCircadianModulatorParams: IConstructorParams = {\n name: AugmentationNames.UnstableCircadianModulator,\n moneyCost: 5e9,\n repCost: 3.625e5,\n info:\n \"An experimental nanobot injection. Its unstable nature leads to \" +\n \"unpredictable results based on your circadian rhythm.\",\n };\n Object.keys(randomBonuses.bonuses).forEach(\n (key) => ((UnstableCircadianModulatorParams as any)[key] = randomBonuses.bonuses[key]),\n );\n const UnstableCircadianModulator = new Augmentation(UnstableCircadianModulatorParams);\n\n UnstableCircadianModulator.addToFactions([\"Speakers for the Dead\"]);\n if (augmentationExists(AugmentationNames.UnstableCircadianModulator)) {\n delete Augmentations[AugmentationNames.UnstableCircadianModulator];\n }\n AddToAugmentations(UnstableCircadianModulator);\n\n //Combat stat augmentations\n const HemoRecirculator = new Augmentation({\n name: AugmentationNames.HemoRecirculator,\n moneyCost: 4.5e7,\n repCost: 1e4,\n info: \"A heart implant that greatly increases the body's ability to effectively use and pump \" + \"blood.\",\n strength_mult: 1.08,\n defense_mult: 1.08,\n agility_mult: 1.08,\n dexterity_mult: 1.08,\n });\n HemoRecirculator.addToFactions([\"Tetrads\", \"The Dark Army\", \"The Syndicate\"]);\n if (augmentationExists(AugmentationNames.HemoRecirculator)) {\n delete Augmentations[AugmentationNames.HemoRecirculator];\n }\n AddToAugmentations(HemoRecirculator);\n\n const Targeting1 = new Augmentation({\n name: AugmentationNames.Targeting1,\n moneyCost: 1.5e7,\n repCost: 5e3,\n info:\n \"A cranial implant that is embedded within the inner ear structures and optic nerves. It regulates \" +\n \"and enhances balance and hand-eye coordination.\",\n dexterity_mult: 1.1,\n });\n Targeting1.addToFactions([\n \"Slum Snakes\",\n \"The Dark Army\",\n \"The Syndicate\",\n \"Sector-12\",\n \"Ishima\",\n \"OmniTek Incorporated\",\n \"KuaiGong International\",\n \"Blade Industries\",\n ]);\n if (augmentationExists(AugmentationNames.Targeting1)) {\n delete Augmentations[AugmentationNames.Targeting1];\n }\n AddToAugmentations(Targeting1);\n\n const Targeting2 = new Augmentation({\n name: AugmentationNames.Targeting2,\n moneyCost: 4.25e7,\n repCost: 8.75e3,\n info:\n \"This upgraded version of the 'Augmented Targeting' implant is capable of augmenting \" +\n \"reality by digitally displaying weaknesses and vital signs of threats.\",\n prereqs: [AugmentationNames.Targeting1],\n dexterity_mult: 1.2,\n });\n Targeting2.addToFactions([\n \"The Dark Army\",\n \"The Syndicate\",\n \"Sector-12\",\n \"OmniTek Incorporated\",\n \"KuaiGong International\",\n \"Blade Industries\",\n ]);\n if (augmentationExists(AugmentationNames.Targeting2)) {\n delete Augmentations[AugmentationNames.Targeting2];\n }\n AddToAugmentations(Targeting2);\n\n const Targeting3 = new Augmentation({\n name: AugmentationNames.Targeting3,\n moneyCost: 1.15e8,\n repCost: 2.75e4,\n info: \"The latest version of the 'Augmented Targeting' implant adds the ability to lock-on and track threats.\",\n prereqs: [AugmentationNames.Targeting2],\n dexterity_mult: 1.3,\n });\n Targeting3.addToFactions([\n \"The Dark Army\",\n \"The Syndicate\",\n \"OmniTek Incorporated\",\n \"KuaiGong International\",\n \"Blade Industries\",\n \"The Covenant\",\n ]);\n if (augmentationExists(AugmentationNames.Targeting3)) {\n delete Augmentations[AugmentationNames.Targeting3];\n }\n AddToAugmentations(Targeting3);\n\n const SyntheticHeart = new Augmentation({\n name: AugmentationNames.SyntheticHeart,\n moneyCost: 2.875e9,\n repCost: 7.5e5,\n info:\n \"This advanced artificial heart, created from plasteel and graphene, is capable of pumping blood \" +\n \"more efficiently than an organic heart.\",\n agility_mult: 1.5,\n strength_mult: 1.5,\n });\n SyntheticHeart.addToFactions([\n \"KuaiGong International\",\n \"Fulcrum Secret Technologies\",\n \"Speakers for the Dead\",\n \"NWO\",\n \"The Covenant\",\n \"Daedalus\",\n \"Illuminati\",\n ]);\n if (augmentationExists(AugmentationNames.SyntheticHeart)) {\n delete Augmentations[AugmentationNames.SyntheticHeart];\n }\n AddToAugmentations(SyntheticHeart);\n\n const SynfibrilMuscle = new Augmentation({\n name: AugmentationNames.SynfibrilMuscle,\n repCost: 4.375e5,\n moneyCost: 1.125e9,\n info:\n \"The myofibrils in human muscles are injected with special chemicals that react with the proteins inside \" +\n \"the myofibrils, altering their underlying structure. The end result is muscles that are stronger and more elastic. \" +\n \"Scientists have named these artificially enhanced units 'synfibrils'.\",\n strength_mult: 1.3,\n defense_mult: 1.3,\n });\n SynfibrilMuscle.addToFactions([\n \"KuaiGong International\",\n \"Fulcrum Secret Technologies\",\n \"Speakers for the Dead\",\n \"NWO\",\n \"The Covenant\",\n \"Daedalus\",\n \"Illuminati\",\n \"Blade Industries\",\n ]);\n if (augmentationExists(AugmentationNames.SynfibrilMuscle)) {\n delete Augmentations[AugmentationNames.SynfibrilMuscle];\n }\n AddToAugmentations(SynfibrilMuscle);\n\n const CombatRib1 = new Augmentation({\n name: AugmentationNames.CombatRib1,\n repCost: 7.5e3,\n moneyCost: 2.375e7,\n info:\n \"The rib cage is augmented to continuously release boosters into the bloodstream \" +\n \"which increase the oxygen-carrying capacity of blood.\",\n strength_mult: 1.1,\n defense_mult: 1.1,\n });\n CombatRib1.addToFactions([\n \"Slum Snakes\",\n \"The Dark Army\",\n \"The Syndicate\",\n \"Volhaven\",\n \"Ishima\",\n \"OmniTek Incorporated\",\n \"KuaiGong International\",\n \"Blade Industries\",\n ]);\n if (augmentationExists(AugmentationNames.CombatRib1)) {\n delete Augmentations[AugmentationNames.CombatRib1];\n }\n AddToAugmentations(CombatRib1);\n\n const CombatRib2 = new Augmentation({\n name: AugmentationNames.CombatRib2,\n repCost: 1.875e4,\n moneyCost: 6.5e7,\n info:\n \"An upgraded version of the 'Combat Rib' augmentation that adds potent stimulants which \" +\n \"improve focus and endurance while decreasing reaction time and fatigue.\",\n prereqs: [AugmentationNames.CombatRib1],\n strength_mult: 1.14,\n defense_mult: 1.14,\n });\n CombatRib2.addToFactions([\n \"The Dark Army\",\n \"The Syndicate\",\n \"Volhaven\",\n \"OmniTek Incorporated\",\n \"KuaiGong International\",\n \"Blade Industries\",\n ]);\n if (augmentationExists(AugmentationNames.CombatRib2)) {\n delete Augmentations[AugmentationNames.CombatRib2];\n }\n AddToAugmentations(CombatRib2);\n\n const CombatRib3 = new Augmentation({\n name: AugmentationNames.CombatRib3,\n repCost: 3.5e4,\n moneyCost: 1.2e8,\n info:\n \"The latest version of the 'Combat Rib' augmentation releases advanced anabolic steroids that \" +\n \"improve muscle mass and physical performance while being safe and free of side effects.\",\n prereqs: [AugmentationNames.CombatRib2],\n strength_mult: 1.18,\n defense_mult: 1.18,\n });\n CombatRib3.addToFactions([\n \"The Dark Army\",\n \"The Syndicate\",\n \"OmniTek Incorporated\",\n \"KuaiGong International\",\n \"Blade Industries\",\n \"The Covenant\",\n ]);\n if (augmentationExists(AugmentationNames.CombatRib3)) {\n delete Augmentations[AugmentationNames.CombatRib3];\n }\n AddToAugmentations(CombatRib3);\n\n const NanofiberWeave = new Augmentation({\n name: AugmentationNames.NanofiberWeave,\n repCost: 3.75e4,\n moneyCost: 1.25e8,\n info:\n \"Synthetic nanofibers are woven into the skin's extracellular matrix using electrospinning, \" +\n \"which improves its regenerative and extracellular homeostasis abilities.\",\n strength_mult: 1.2,\n defense_mult: 1.2,\n });\n NanofiberWeave.addToFactions([\n \"Tian Di Hui\",\n \"The Syndicate\",\n \"The Dark Army\",\n \"Speakers for the Dead\",\n \"Blade Industries\",\n \"Fulcrum Secret Technologies\",\n \"OmniTek Incorporated\",\n ]);\n if (augmentationExists(AugmentationNames.NanofiberWeave)) {\n delete Augmentations[AugmentationNames.NanofiberWeave];\n }\n AddToAugmentations(NanofiberWeave);\n\n const SubdermalArmor = new Augmentation({\n name: AugmentationNames.SubdermalArmor,\n repCost: 8.75e5,\n moneyCost: 3.25e9,\n info:\n \"The NEMEAN Subdermal Weave is a thin, light-weight, graphene plating that houses a dilatant fluid. \" +\n \"The material is implanted underneath the skin, and is the most advanced form of defensive enhancement \" +\n \"that has ever been created. The dilatant fluid, despite being thin and light, is extremely effective \" +\n \"at stopping piercing blows and reducing blunt trauma. The properties of graphene allow the plating to \" +\n \"mitigate damage from any fire or electrical traumas.\",\n defense_mult: 2.2,\n });\n SubdermalArmor.addToFactions([\n \"The Syndicate\",\n \"Fulcrum Secret Technologies\",\n \"Illuminati\",\n \"Daedalus\",\n \"The Covenant\",\n ]);\n if (augmentationExists(AugmentationNames.SubdermalArmor)) {\n delete Augmentations[AugmentationNames.SubdermalArmor];\n }\n AddToAugmentations(SubdermalArmor);\n\n const WiredReflexes = new Augmentation({\n name: AugmentationNames.WiredReflexes,\n repCost: 1.25e3,\n moneyCost: 2.5e6,\n info:\n \"Synthetic nerve-enhancements are injected into all major parts of the somatic nervous system, \" +\n \"supercharging the spread of neural signals and increasing reflex speed.\",\n agility_mult: 1.05,\n dexterity_mult: 1.05,\n });\n WiredReflexes.addToFactions([\n \"Tian Di Hui\",\n \"Slum Snakes\",\n \"Sector-12\",\n \"Volhaven\",\n \"Aevum\",\n \"Ishima\",\n \"The Syndicate\",\n \"The Dark Army\",\n \"Speakers for the Dead\",\n ]);\n if (augmentationExists(AugmentationNames.WiredReflexes)) {\n delete Augmentations[AugmentationNames.WiredReflexes];\n }\n AddToAugmentations(WiredReflexes);\n\n const GrapheneBoneLacings = new Augmentation({\n name: AugmentationNames.GrapheneBoneLacings,\n repCost: 1.125e6,\n moneyCost: 4.25e9,\n info:\n \"Graphene is grafted and fused into the skeletal structure, \" + \"enhancing bone density and tensile strength.\",\n strength_mult: 1.7,\n defense_mult: 1.7,\n });\n GrapheneBoneLacings.addToFactions([\"Fulcrum Secret Technologies\", \"The Covenant\"]);\n if (augmentationExists(AugmentationNames.GrapheneBoneLacings)) {\n delete Augmentations[AugmentationNames.GrapheneBoneLacings];\n }\n AddToAugmentations(GrapheneBoneLacings);\n\n const BionicSpine = new Augmentation({\n name: AugmentationNames.BionicSpine,\n repCost: 4.5e4,\n moneyCost: 1.25e8,\n info:\n \"The spine is reconstructed using plasteel and carbon fibers. \" +\n \"It is now capable of stimulating and regulating neural signals \" +\n \"passing through the spinal cord, improving senses and reaction speed. \" +\n \"The 'Bionic Spine' also interfaces with all other 'Bionic' implants.\",\n strength_mult: 1.15,\n defense_mult: 1.15,\n agility_mult: 1.15,\n dexterity_mult: 1.15,\n });\n BionicSpine.addToFactions([\n \"Speakers for the Dead\",\n \"The Syndicate\",\n \"KuaiGong International\",\n \"OmniTek Incorporated\",\n \"Blade Industries\",\n ]);\n if (augmentationExists(AugmentationNames.BionicSpine)) {\n delete Augmentations[AugmentationNames.BionicSpine];\n }\n AddToAugmentations(BionicSpine);\n\n const GrapheneBionicSpine = new Augmentation({\n name: AugmentationNames.GrapheneBionicSpine,\n repCost: 1.625e6,\n moneyCost: 6e9,\n info:\n \"An upgrade to the 'Bionic Spine' augmentation. The spine is fused with graphene \" +\n \"which enhances durability and supercharges all body functions.\",\n prereqs: [AugmentationNames.BionicSpine],\n strength_mult: 1.6,\n defense_mult: 1.6,\n agility_mult: 1.6,\n dexterity_mult: 1.6,\n });\n GrapheneBionicSpine.addToFactions([\"Fulcrum Secret Technologies\", \"ECorp\"]);\n if (augmentationExists(AugmentationNames.GrapheneBionicSpine)) {\n delete Augmentations[AugmentationNames.GrapheneBionicSpine];\n }\n AddToAugmentations(GrapheneBionicSpine);\n\n const BionicLegs = new Augmentation({\n name: AugmentationNames.BionicLegs,\n repCost: 1.5e5,\n moneyCost: 3.75e8,\n info: \"Cybernetic legs, created from plasteel and carbon fibers, enhance running speed.\",\n agility_mult: 1.6,\n });\n BionicLegs.addToFactions([\n \"Speakers for the Dead\",\n \"The Syndicate\",\n \"KuaiGong International\",\n \"OmniTek Incorporated\",\n \"Blade Industries\",\n ]);\n if (augmentationExists(AugmentationNames.BionicLegs)) {\n delete Augmentations[AugmentationNames.BionicLegs];\n }\n AddToAugmentations(BionicLegs);\n\n const GrapheneBionicLegs = new Augmentation({\n name: AugmentationNames.GrapheneBionicLegs,\n repCost: 7.5e5,\n moneyCost: 4.5e9,\n info:\n \"An upgrade to the 'Bionic Legs' augmentation. The legs are fused \" +\n \"with graphene, greatly enhancing jumping ability.\",\n prereqs: [AugmentationNames.BionicLegs],\n agility_mult: 2.5,\n });\n GrapheneBionicLegs.addToFactions([\"MegaCorp\", \"ECorp\", \"Fulcrum Secret Technologies\"]);\n if (augmentationExists(AugmentationNames.GrapheneBionicLegs)) {\n delete Augmentations[AugmentationNames.GrapheneBionicLegs];\n }\n AddToAugmentations(GrapheneBionicLegs);\n\n // Work stat augmentations\n const SpeechProcessor = new Augmentation({\n name: AugmentationNames.SpeechProcessor,\n repCost: 7.5e3,\n moneyCost: 5e7,\n info:\n \"A cochlear implant with an embedded computer that analyzes incoming speech. \" +\n \"The embedded computer processes characteristics of incoming speech, such as tone \" +\n \"and inflection, to pick up on subtle cues and aid in social interactions.\",\n charisma_mult: 1.2,\n });\n SpeechProcessor.addToFactions([\n \"Tian Di Hui\",\n \"Chongqing\",\n \"Sector-12\",\n \"New Tokyo\",\n \"Aevum\",\n \"Ishima\",\n \"Volhaven\",\n \"Silhouette\",\n ]);\n if (augmentationExists(AugmentationNames.SpeechProcessor)) {\n delete Augmentations[AugmentationNames.SpeechProcessor];\n }\n AddToAugmentations(SpeechProcessor);\n\n const TITN41Injection = new Augmentation({\n name: AugmentationNames.TITN41Injection,\n repCost: 2.5e4,\n moneyCost: 1.9e8,\n info:\n \"TITN is a series of viruses that targets and alters the sequences of human DNA in genes that \" +\n \"control personality. The TITN-41 strain alters these genes so that the subject becomes more \" +\n \"outgoing and socialable.\",\n charisma_mult: 1.15,\n charisma_exp_mult: 1.15,\n });\n TITN41Injection.addToFactions([\"Silhouette\"]);\n if (augmentationExists(AugmentationNames.TITN41Injection)) {\n delete Augmentations[AugmentationNames.TITN41Injection];\n }\n AddToAugmentations(TITN41Injection);\n\n const EnhancedSocialInteractionImplant = new Augmentation({\n name: AugmentationNames.EnhancedSocialInteractionImplant,\n repCost: 3.75e5,\n moneyCost: 1.375e9,\n info:\n \"A cranial implant that greatly assists in the user's ability to analyze social situations \" +\n \"and interactions. The system uses a wide variety of factors such as facial expressions, body \" +\n \"language, and the voice tone, and inflection to determine the best course of action during social\" +\n \"situations. The implant also uses deep learning software to continuously learn new behavior\" +\n \"patterns and how to best respond.\",\n charisma_mult: 1.6,\n charisma_exp_mult: 1.6,\n });\n EnhancedSocialInteractionImplant.addToFactions([\n \"Bachman & Associates\",\n \"NWO\",\n \"Clarke Incorporated\",\n \"OmniTek Incorporated\",\n \"Four Sigma\",\n ]);\n if (augmentationExists(AugmentationNames.EnhancedSocialInteractionImplant)) {\n delete Augmentations[AugmentationNames.EnhancedSocialInteractionImplant];\n }\n AddToAugmentations(EnhancedSocialInteractionImplant);\n\n // Hacking augmentations\n const BitWire = new Augmentation({\n name: AugmentationNames.BitWire,\n repCost: 3.75e3,\n moneyCost: 1e7,\n info:\n \"A small brain implant embedded in the cerebrum. This regulates and improves the brain's computing \" +\n \"capabilities.\",\n hacking_mult: 1.05,\n });\n BitWire.addToFactions([\"CyberSec\", \"NiteSec\"]);\n if (augmentationExists(AugmentationNames.BitWire)) {\n delete Augmentations[AugmentationNames.BitWire];\n }\n AddToAugmentations(BitWire);\n\n const ArtificialBioNeuralNetwork = new Augmentation({\n name: AugmentationNames.ArtificialBioNeuralNetwork,\n repCost: 2.75e5,\n moneyCost: 3e9,\n info:\n \"A network consisting of millions of nanoprocessors is embedded into the brain. \" +\n \"The network is meant to mimic the way a biological brain solves a problem, with each \" +\n \"nanoprocessor acting similar to the way a neuron would in a neural network. However, these \" +\n \"nanoprocessors are programmed to perform computations much faster than organic neurons, \" +\n \"allowing the user to solve much more complex problems at a much faster rate.\",\n hacking_speed_mult: 1.03,\n hacking_money_mult: 1.15,\n hacking_mult: 1.12,\n });\n ArtificialBioNeuralNetwork.addToFactions([\"BitRunners\", \"Fulcrum Secret Technologies\"]);\n if (augmentationExists(AugmentationNames.ArtificialBioNeuralNetwork)) {\n delete Augmentations[AugmentationNames.ArtificialBioNeuralNetwork];\n }\n AddToAugmentations(ArtificialBioNeuralNetwork);\n\n const ArtificialSynapticPotentiation = new Augmentation({\n name: AugmentationNames.ArtificialSynapticPotentiation,\n repCost: 6.25e3,\n moneyCost: 8e7,\n info:\n \"The body is injected with a chemical that artificially induces synaptic potentiation, \" +\n \"otherwise known as the strengthening of synapses. This results in enhanced cognitive abilities.\",\n hacking_speed_mult: 1.02,\n hacking_chance_mult: 1.05,\n hacking_exp_mult: 1.05,\n });\n ArtificialSynapticPotentiation.addToFactions([\"The Black Hand\", \"NiteSec\"]);\n if (augmentationExists(AugmentationNames.ArtificialSynapticPotentiation)) {\n delete Augmentations[AugmentationNames.ArtificialSynapticPotentiation];\n }\n AddToAugmentations(ArtificialSynapticPotentiation);\n\n const EnhancedMyelinSheathing = new Augmentation({\n name: AugmentationNames.EnhancedMyelinSheathing,\n repCost: 1e5,\n moneyCost: 1.375e9,\n info:\n \"Electrical signals are used to induce a new, artificial form of myelinogenesis in the human body. \" +\n \"This process results in the proliferation of new, synthetic myelin sheaths in the nervous \" +\n \"system. These myelin sheaths can propogate neuro-signals much faster than their organic \" +\n \"counterparts, leading to greater processing speeds and better brain function.\",\n hacking_speed_mult: 1.03,\n hacking_exp_mult: 1.1,\n hacking_mult: 1.08,\n });\n EnhancedMyelinSheathing.addToFactions([\"Fulcrum Secret Technologies\", \"BitRunners\", \"The Black Hand\"]);\n if (augmentationExists(AugmentationNames.EnhancedMyelinSheathing)) {\n delete Augmentations[AugmentationNames.EnhancedMyelinSheathing];\n }\n AddToAugmentations(EnhancedMyelinSheathing);\n\n const SynapticEnhancement = new Augmentation({\n name: AugmentationNames.SynapticEnhancement,\n repCost: 2e3,\n moneyCost: 7.5e6,\n info:\n \"A small cranial implant that continuously uses weak electrical signals to stimulate the brain and \" +\n \"induce stronger synaptic activity. This improves the user's cognitive abilities.\",\n hacking_speed_mult: 1.03,\n });\n SynapticEnhancement.addToFactions([\"CyberSec\", \"Aevum\"]);\n if (augmentationExists(AugmentationNames.SynapticEnhancement)) {\n delete Augmentations[AugmentationNames.SynapticEnhancement];\n }\n AddToAugmentations(SynapticEnhancement);\n\n const NeuralRetentionEnhancement = new Augmentation({\n name: AugmentationNames.NeuralRetentionEnhancement,\n repCost: 2e4,\n moneyCost: 2.5e8,\n info:\n \"Chemical injections are used to permanently alter and strengthen the brain's neuronal \" +\n \"circuits, strengthening the ability to retain information.\",\n hacking_exp_mult: 1.25,\n });\n NeuralRetentionEnhancement.addToFactions([\"NiteSec\"]);\n if (augmentationExists(AugmentationNames.NeuralRetentionEnhancement)) {\n delete Augmentations[AugmentationNames.NeuralRetentionEnhancement];\n }\n AddToAugmentations(NeuralRetentionEnhancement);\n\n const DataJack = new Augmentation({\n name: AugmentationNames.DataJack,\n repCost: 1.125e5,\n moneyCost: 4.5e8,\n info:\n \"A brain implant that provides an interface for direct, wireless communication between a computer's main \" +\n \"memory and the mind. This implant allows the user to not only access a computer's memory, but also alter \" +\n \"and delete it.\",\n hacking_money_mult: 1.25,\n });\n DataJack.addToFactions([\"BitRunners\", \"The Black Hand\", \"NiteSec\", \"Chongqing\", \"New Tokyo\"]);\n if (augmentationExists(AugmentationNames.DataJack)) {\n delete Augmentations[AugmentationNames.DataJack];\n }\n AddToAugmentations(DataJack);\n\n const ENM = new Augmentation({\n name: AugmentationNames.ENM,\n repCost: 1.5e4,\n moneyCost: 2.5e8,\n info:\n \"A thin device embedded inside the arm containing a wireless module capable of connecting \" +\n \"to nearby networks. Once connected, the Netburner Module is capable of capturing and \" +\n \"processing all of the traffic on that network. By itself, the Embedded Netburner Module does \" +\n \"not do much, but a variety of very powerful upgrades can be installed that allow you to fully \" +\n \"control the traffic on a network.\",\n hacking_mult: 1.08,\n });\n ENM.addToFactions([\n \"BitRunners\",\n \"The Black Hand\",\n \"NiteSec\",\n \"ECorp\",\n \"MegaCorp\",\n \"Fulcrum Secret Technologies\",\n \"NWO\",\n \"Blade Industries\",\n ]);\n if (augmentationExists(AugmentationNames.ENM)) {\n delete Augmentations[AugmentationNames.ENM];\n }\n AddToAugmentations(ENM);\n\n const ENMCore = new Augmentation({\n name: AugmentationNames.ENMCore,\n repCost: 2.5e5,\n moneyCost: 2.5e9,\n info:\n \"The Core library is an implant that upgrades the firmware of the Embedded Netburner Module. \" +\n \"This upgrade allows the Embedded Netburner Module to generate its own data on a network.\",\n prereqs: [AugmentationNames.ENM],\n hacking_speed_mult: 1.03,\n hacking_money_mult: 1.1,\n hacking_chance_mult: 1.03,\n hacking_exp_mult: 1.07,\n hacking_mult: 1.07,\n });\n ENMCore.addToFactions([\n \"BitRunners\",\n \"The Black Hand\",\n \"ECorp\",\n \"MegaCorp\",\n \"Fulcrum Secret Technologies\",\n \"NWO\",\n \"Blade Industries\",\n ]);\n if (augmentationExists(AugmentationNames.ENMCore)) {\n delete Augmentations[AugmentationNames.ENMCore];\n }\n AddToAugmentations(ENMCore);\n\n const ENMCoreV2 = new Augmentation({\n name: AugmentationNames.ENMCoreV2,\n repCost: 1e6,\n moneyCost: 4.5e9,\n info:\n \"The Core V2 library is an implant that upgrades the firmware of the Embedded Netburner Module. \" +\n \"This upgraded firmware allows the Embedded Netburner Module to control information on \" +\n \"a network by re-routing traffic, spoofing IP addresses, and altering the data inside network \" +\n \"packets.\",\n prereqs: [AugmentationNames.ENMCore],\n hacking_speed_mult: 1.05,\n hacking_money_mult: 1.3,\n hacking_chance_mult: 1.05,\n hacking_exp_mult: 1.15,\n hacking_mult: 1.08,\n });\n ENMCoreV2.addToFactions([\n \"BitRunners\",\n \"ECorp\",\n \"MegaCorp\",\n \"Fulcrum Secret Technologies\",\n \"NWO\",\n \"Blade Industries\",\n \"OmniTek Incorporated\",\n \"KuaiGong International\",\n ]);\n if (augmentationExists(AugmentationNames.ENMCoreV2)) {\n delete Augmentations[AugmentationNames.ENMCoreV2];\n }\n AddToAugmentations(ENMCoreV2);\n\n const ENMCoreV3 = new Augmentation({\n name: AugmentationNames.ENMCoreV3,\n repCost: 1.75e6,\n moneyCost: 7.5e9,\n info:\n \"The Core V3 library is an implant that upgrades the firmware of the Embedded Netburner Module. \" +\n \"This upgraded firmware allows the Embedded Netburner Module to seamlessly inject code into \" +\n \"any device on a network.\",\n prereqs: [AugmentationNames.ENMCoreV2],\n hacking_speed_mult: 1.05,\n hacking_money_mult: 1.4,\n hacking_chance_mult: 1.1,\n hacking_exp_mult: 1.25,\n hacking_mult: 1.1,\n });\n ENMCoreV3.addToFactions([\n \"ECorp\",\n \"MegaCorp\",\n \"Fulcrum Secret Technologies\",\n \"NWO\",\n \"Daedalus\",\n \"The Covenant\",\n \"Illuminati\",\n ]);\n if (augmentationExists(AugmentationNames.ENMCoreV3)) {\n delete Augmentations[AugmentationNames.ENMCoreV3];\n }\n AddToAugmentations(ENMCoreV3);\n\n const ENMAnalyzeEngine = new Augmentation({\n name: AugmentationNames.ENMAnalyzeEngine,\n repCost: 6.25e5,\n moneyCost: 6e9,\n info:\n \"Installs the Analyze Engine for the Embedded Netburner Module, which is a CPU cluster \" +\n \"that vastly outperforms the Netburner Module's native single-core processor.\",\n prereqs: [AugmentationNames.ENM],\n hacking_speed_mult: 1.1,\n });\n ENMAnalyzeEngine.addToFactions([\n \"ECorp\",\n \"MegaCorp\",\n \"Fulcrum Secret Technologies\",\n \"NWO\",\n \"Daedalus\",\n \"The Covenant\",\n \"Illuminati\",\n ]);\n if (augmentationExists(AugmentationNames.ENMAnalyzeEngine)) {\n delete Augmentations[AugmentationNames.ENMAnalyzeEngine];\n }\n AddToAugmentations(ENMAnalyzeEngine);\n\n const ENMDMA = new Augmentation({\n name: AugmentationNames.ENMDMA,\n repCost: 1e6,\n moneyCost: 7e9,\n info:\n \"This implant installs a Direct Memory Access (DMA) controller into the \" +\n \"Embedded Netburner Module. This allows the Module to send and receive data \" +\n \"directly to and from the main memory of devices on a network.\",\n prereqs: [AugmentationNames.ENM],\n hacking_money_mult: 1.4,\n hacking_chance_mult: 1.2,\n });\n ENMDMA.addToFactions([\n \"ECorp\",\n \"MegaCorp\",\n \"Fulcrum Secret Technologies\",\n \"NWO\",\n \"Daedalus\",\n \"The Covenant\",\n \"Illuminati\",\n ]);\n if (augmentationExists(AugmentationNames.ENMDMA)) {\n delete Augmentations[AugmentationNames.ENMDMA];\n }\n AddToAugmentations(ENMDMA);\n\n const Neuralstimulator = new Augmentation({\n name: AugmentationNames.Neuralstimulator,\n repCost: 5e4,\n moneyCost: 3e9,\n info:\n \"A cranial implant that intelligently stimulates certain areas of the brain \" +\n \"in order to improve cognitive functions.\",\n hacking_speed_mult: 1.02,\n hacking_chance_mult: 1.1,\n hacking_exp_mult: 1.12,\n });\n Neuralstimulator.addToFactions([\n \"The Black Hand\",\n \"Chongqing\",\n \"Sector-12\",\n \"New Tokyo\",\n \"Aevum\",\n \"Ishima\",\n \"Volhaven\",\n \"Bachman & Associates\",\n \"Clarke Incorporated\",\n \"Four Sigma\",\n ]);\n if (augmentationExists(AugmentationNames.Neuralstimulator)) {\n delete Augmentations[AugmentationNames.Neuralstimulator];\n }\n AddToAugmentations(Neuralstimulator);\n\n const NeuralAccelerator = new Augmentation({\n name: AugmentationNames.NeuralAccelerator,\n repCost: 2e5,\n moneyCost: 1.75e9,\n info:\n \"A microprocessor that accelerates the processing \" +\n \"speed of biological neural networks. This is a cranial implant that is embedded inside the brain.\",\n hacking_mult: 1.1,\n hacking_exp_mult: 1.15,\n hacking_money_mult: 1.2,\n });\n NeuralAccelerator.addToFactions([\"BitRunners\"]);\n if (augmentationExists(AugmentationNames.NeuralAccelerator)) {\n delete Augmentations[AugmentationNames.NeuralAccelerator];\n }\n AddToAugmentations(NeuralAccelerator);\n\n const CranialSignalProcessorsG1 = new Augmentation({\n name: AugmentationNames.CranialSignalProcessorsG1,\n repCost: 1e4,\n moneyCost: 7e7,\n info:\n \"The first generation of Cranial Signal Processors. Cranial Signal Processors \" +\n \"are a set of specialized microprocessors that are attached to \" +\n \"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations \" +\n \"so that the brain doesn't have to.\",\n hacking_speed_mult: 1.01,\n hacking_mult: 1.05,\n });\n CranialSignalProcessorsG1.addToFactions([\"CyberSec\"]);\n if (augmentationExists(AugmentationNames.CranialSignalProcessorsG1)) {\n delete Augmentations[AugmentationNames.CranialSignalProcessorsG1];\n }\n AddToAugmentations(CranialSignalProcessorsG1);\n\n const CranialSignalProcessorsG2 = new Augmentation({\n name: AugmentationNames.CranialSignalProcessorsG2,\n repCost: 1.875e4,\n moneyCost: 1.25e8,\n info:\n \"The second generation of Cranial Signal Processors. Cranial Signal Processors \" +\n \"are a set of specialized microprocessors that are attached to \" +\n \"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations \" +\n \"so that the brain doesn't have to.\",\n prereqs: [AugmentationNames.CranialSignalProcessorsG1],\n hacking_speed_mult: 1.02,\n hacking_chance_mult: 1.05,\n hacking_mult: 1.07,\n });\n CranialSignalProcessorsG2.addToFactions([\"CyberSec\", \"NiteSec\"]);\n if (augmentationExists(AugmentationNames.CranialSignalProcessorsG2)) {\n delete Augmentations[AugmentationNames.CranialSignalProcessorsG2];\n }\n AddToAugmentations(CranialSignalProcessorsG2);\n\n const CranialSignalProcessorsG3 = new Augmentation({\n name: AugmentationNames.CranialSignalProcessorsG3,\n repCost: 5e4,\n moneyCost: 5.5e8,\n info:\n \"The third generation of Cranial Signal Processors. Cranial Signal Processors \" +\n \"are a set of specialized microprocessors that are attached to \" +\n \"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations \" +\n \"so that the brain doesn't have to.\",\n prereqs: [AugmentationNames.CranialSignalProcessorsG2],\n hacking_speed_mult: 1.02,\n hacking_money_mult: 1.15,\n hacking_mult: 1.09,\n });\n CranialSignalProcessorsG3.addToFactions([\"NiteSec\", \"The Black Hand\", \"BitRunners\"]);\n if (augmentationExists(AugmentationNames.CranialSignalProcessorsG3)) {\n delete Augmentations[AugmentationNames.CranialSignalProcessorsG3];\n }\n AddToAugmentations(CranialSignalProcessorsG3);\n\n const CranialSignalProcessorsG4 = new Augmentation({\n name: AugmentationNames.CranialSignalProcessorsG4,\n repCost: 1.25e5,\n moneyCost: 1.1e9,\n info:\n \"The fourth generation of Cranial Signal Processors. Cranial Signal Processors \" +\n \"are a set of specialized microprocessors that are attached to \" +\n \"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations \" +\n \"so that the brain doesn't have to.\",\n prereqs: [AugmentationNames.CranialSignalProcessorsG3],\n hacking_speed_mult: 1.02,\n hacking_money_mult: 1.2,\n hacking_grow_mult: 1.25,\n });\n CranialSignalProcessorsG4.addToFactions([\"The Black Hand\", \"BitRunners\"]);\n if (augmentationExists(AugmentationNames.CranialSignalProcessorsG4)) {\n delete Augmentations[AugmentationNames.CranialSignalProcessorsG4];\n }\n AddToAugmentations(CranialSignalProcessorsG4);\n\n const CranialSignalProcessorsG5 = new Augmentation({\n name: AugmentationNames.CranialSignalProcessorsG5,\n repCost: 2.5e5,\n moneyCost: 2.25e9,\n info:\n \"The fifth generation of Cranial Signal Processors. Cranial Signal Processors \" +\n \"are a set of specialized microprocessors that are attached to \" +\n \"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations \" +\n \"so that the brain doesn't have to.\",\n prereqs: [AugmentationNames.CranialSignalProcessorsG4],\n hacking_mult: 1.3,\n hacking_money_mult: 1.25,\n hacking_grow_mult: 1.75,\n });\n CranialSignalProcessorsG5.addToFactions([\"BitRunners\"]);\n if (augmentationExists(AugmentationNames.CranialSignalProcessorsG5)) {\n delete Augmentations[AugmentationNames.CranialSignalProcessorsG5];\n }\n AddToAugmentations(CranialSignalProcessorsG5);\n\n const NeuronalDensification = new Augmentation({\n name: AugmentationNames.NeuronalDensification,\n repCost: 1.875e5,\n moneyCost: 1.375e9,\n info:\n \"The brain is surgically re-engineered to have increased neuronal density \" +\n \"by decreasing the neuron gap junction. Then, the body is genetically modified \" +\n \"to enhance the production and capabilities of its neural stem cells.\",\n hacking_mult: 1.15,\n hacking_exp_mult: 1.1,\n hacking_speed_mult: 1.03,\n });\n NeuronalDensification.addToFactions([\"Clarke Incorporated\"]);\n if (augmentationExists(AugmentationNames.NeuronalDensification)) {\n delete Augmentations[AugmentationNames.NeuronalDensification];\n }\n AddToAugmentations(NeuronalDensification);\n\n // Work Augmentations\n const NuoptimalInjectorImplant = new Augmentation({\n name: AugmentationNames.NuoptimalInjectorImplant,\n repCost: 5e3,\n moneyCost: 2e7,\n info:\n \"This torso implant automatically injects nootropic supplements into \" +\n \"the bloodstream to improve memory, increase focus, and provide other \" +\n \"cognitive enhancements.\",\n company_rep_mult: 1.2,\n });\n NuoptimalInjectorImplant.addToFactions([\n \"Tian Di Hui\",\n \"Volhaven\",\n \"New Tokyo\",\n \"Chongqing\",\n \"Clarke Incorporated\",\n \"Four Sigma\",\n \"Bachman & Associates\",\n ]);\n if (augmentationExists(AugmentationNames.NuoptimalInjectorImplant)) {\n delete Augmentations[AugmentationNames.NuoptimalInjectorImplant];\n }\n AddToAugmentations(NuoptimalInjectorImplant);\n\n const SpeechEnhancement = new Augmentation({\n name: AugmentationNames.SpeechEnhancement,\n repCost: 2.5e3,\n moneyCost: 1.25e7,\n info:\n \"An advanced neural implant that improves your speaking abilities, making \" +\n \"you more convincing and likable in conversations and overall improving your \" +\n \"social interactions.\",\n company_rep_mult: 1.1,\n charisma_mult: 1.1,\n });\n SpeechEnhancement.addToFactions([\n \"Tian Di Hui\",\n \"Speakers for the Dead\",\n \"Four Sigma\",\n \"KuaiGong International\",\n \"Clarke Incorporated\",\n \"Bachman & Associates\",\n ]);\n if (augmentationExists(AugmentationNames.SpeechEnhancement)) {\n delete Augmentations[AugmentationNames.SpeechEnhancement];\n }\n AddToAugmentations(SpeechEnhancement);\n\n const FocusWire = new Augmentation({\n name: AugmentationNames.FocusWire,\n repCost: 7.5e4,\n moneyCost: 9e8,\n info: \"A cranial implant that stops procrastination by blocking specific neural pathways \" + \"in the brain.\",\n hacking_exp_mult: 1.05,\n strength_exp_mult: 1.05,\n defense_exp_mult: 1.05,\n dexterity_exp_mult: 1.05,\n agility_exp_mult: 1.05,\n charisma_exp_mult: 1.05,\n company_rep_mult: 1.1,\n work_money_mult: 1.2,\n });\n FocusWire.addToFactions([\"Bachman & Associates\", \"Clarke Incorporated\", \"Four Sigma\", \"KuaiGong International\"]);\n if (augmentationExists(AugmentationNames.FocusWire)) {\n delete Augmentations[AugmentationNames.FocusWire];\n }\n AddToAugmentations(FocusWire);\n\n const PCDNI = new Augmentation({\n name: AugmentationNames.PCDNI,\n repCost: 3.75e5,\n moneyCost: 3.75e9,\n info:\n \"Installs a Direct-Neural Interface jack into your arm that is compatible with most \" +\n \"computers. Connecting to a computer through this jack allows you to interface with \" +\n \"it using the brain's electrochemical signals.\",\n company_rep_mult: 1.3,\n hacking_mult: 1.08,\n });\n PCDNI.addToFactions([\"Four Sigma\", \"OmniTek Incorporated\", \"ECorp\", \"Blade Industries\"]);\n if (augmentationExists(AugmentationNames.PCDNI)) {\n delete Augmentations[AugmentationNames.PCDNI];\n }\n AddToAugmentations(PCDNI);\n\n const PCDNIOptimizer = new Augmentation({\n name: AugmentationNames.PCDNIOptimizer,\n repCost: 5e5,\n moneyCost: 4.5e9,\n info:\n \"This is a submodule upgrade to the PC Direct-Neural Interface augmentation. It \" +\n \"improves the performance of the interface and gives the user more control options \" +\n \"to a connected computer.\",\n prereqs: [AugmentationNames.PCDNI],\n company_rep_mult: 1.75,\n hacking_mult: 1.1,\n });\n PCDNIOptimizer.addToFactions([\"Fulcrum Secret Technologies\", \"ECorp\", \"Blade Industries\"]);\n if (augmentationExists(AugmentationNames.PCDNIOptimizer)) {\n delete Augmentations[AugmentationNames.PCDNIOptimizer];\n }\n AddToAugmentations(PCDNIOptimizer);\n\n const PCDNINeuralNetwork = new Augmentation({\n name: AugmentationNames.PCDNINeuralNetwork,\n repCost: 1.5e6,\n moneyCost: 7.5e9,\n info:\n \"This is an additional installation that upgrades the functionality of the \" +\n \"PC Direct-Neural Interface augmentation. When connected to a computer, \" +\n \"The Neural Network upgrade allows the user to use their own brain's \" +\n \"processing power to aid the computer in computational tasks.\",\n prereqs: [AugmentationNames.PCDNI],\n company_rep_mult: 2,\n hacking_mult: 1.1,\n hacking_speed_mult: 1.05,\n });\n PCDNINeuralNetwork.addToFactions([\"Fulcrum Secret Technologies\"]);\n if (augmentationExists(AugmentationNames.PCDNINeuralNetwork)) {\n delete Augmentations[AugmentationNames.PCDNINeuralNetwork];\n }\n AddToAugmentations(PCDNINeuralNetwork);\n\n const ADRPheromone1 = new Augmentation({\n name: AugmentationNames.ADRPheromone1,\n repCost: 3.75e3,\n moneyCost: 1.75e7,\n info:\n \"The body is genetically re-engineered so that it produces the ADR-V1 pheromone, \" +\n \"an artificial pheromone discovered by scientists. The ADR-V1 pheromone, when excreted, \" +\n \"triggers feelings of admiration and approval in other people.\",\n company_rep_mult: 1.1,\n faction_rep_mult: 1.1,\n });\n ADRPheromone1.addToFactions([\"Tian Di Hui\", \"The Syndicate\", \"NWO\", \"MegaCorp\", \"Four Sigma\"]);\n if (augmentationExists(AugmentationNames.ADRPheromone1)) {\n delete Augmentations[AugmentationNames.ADRPheromone1];\n }\n AddToAugmentations(ADRPheromone1);\n\n const ADRPheromone2 = new Augmentation({\n name: AugmentationNames.ADRPheromone2,\n repCost: 6.25e4,\n moneyCost: 5.5e8,\n info:\n \"The body is genetically re-engineered so that it produces the ADR-V2 pheromone, \" +\n \"which is similar to but more potent than ADR-V1. This pheromone, when excreted, \" +\n \"triggers feelings of admiration, approval, and respect in others.\",\n company_rep_mult: 1.2,\n faction_rep_mult: 1.2,\n });\n ADRPheromone2.addToFactions([\"Silhouette\", \"Four Sigma\", \"Bachman & Associates\", \"Clarke Incorporated\"]);\n if (augmentationExists(AugmentationNames.ADRPheromone2)) {\n delete Augmentations[AugmentationNames.ADRPheromone2];\n }\n AddToAugmentations(ADRPheromone2);\n\n const ShadowsSimulacrum = new Augmentation({\n name: AugmentationNames.ShadowsSimulacrum,\n repCost: 3.75e4,\n moneyCost: 4e8,\n info:\n \"A crude but functional matter phase-shifter module that is embedded \" +\n \"in the brainstem and cerebellum. This augmentation was developed by \" +\n \"criminal organizations and allows the user to project and control holographic \" +\n \"simulacrums within a large radius. These simulacrums are commonly used for \" +\n \"espionage and surveillance work.\",\n company_rep_mult: 1.15,\n faction_rep_mult: 1.15,\n });\n ShadowsSimulacrum.addToFactions([\"The Syndicate\", \"The Dark Army\", \"Speakers for the Dead\"]);\n if (augmentationExists(AugmentationNames.ShadowsSimulacrum)) {\n delete Augmentations[AugmentationNames.ShadowsSimulacrum];\n }\n AddToAugmentations(ShadowsSimulacrum);\n\n // HacknetNode Augmentations\n const HacknetNodeCPUUpload = new Augmentation({\n name: AugmentationNames.HacknetNodeCPUUpload,\n repCost: 3.75e3,\n moneyCost: 1.1e7,\n info:\n \"Uploads the architecture and design details of a Hacknet Node's CPU into \" +\n \"the brain. This allows the user to engineer custom hardware and software \" +\n \"for the Hacknet Node that provides better performance.\",\n hacknet_node_money_mult: 1.15,\n hacknet_node_purchase_cost_mult: 0.85,\n });\n HacknetNodeCPUUpload.addToFactions([\"Netburners\"]);\n if (augmentationExists(AugmentationNames.HacknetNodeCPUUpload)) {\n delete Augmentations[AugmentationNames.HacknetNodeCPUUpload];\n }\n AddToAugmentations(HacknetNodeCPUUpload);\n\n const HacknetNodeCacheUpload = new Augmentation({\n name: AugmentationNames.HacknetNodeCacheUpload,\n repCost: 2.5e3,\n moneyCost: 5.5e6,\n info:\n \"Uploads the architecture and design details of a Hacknet Node's main-memory cache \" +\n \"into the brain. This allows the user to engineer custom cache hardware for the \" +\n \"Hacknet Node that offers better performance.\",\n hacknet_node_money_mult: 1.1,\n hacknet_node_level_cost_mult: 0.85,\n });\n HacknetNodeCacheUpload.addToFactions([\"Netburners\"]);\n if (augmentationExists(AugmentationNames.HacknetNodeCacheUpload)) {\n delete Augmentations[AugmentationNames.HacknetNodeCacheUpload];\n }\n AddToAugmentations(HacknetNodeCacheUpload);\n\n const HacknetNodeNICUpload = new Augmentation({\n name: AugmentationNames.HacknetNodeNICUpload,\n repCost: 1.875e3,\n moneyCost: 4.5e6,\n info:\n \"Uploads the architecture and design details of a Hacknet Node's Network Interface Card (NIC) \" +\n \"into the brain. This allows the user to engineer a custom NIC for the Hacknet Node that \" +\n \"offers better performance.\",\n hacknet_node_money_mult: 1.1,\n hacknet_node_purchase_cost_mult: 0.9,\n });\n HacknetNodeNICUpload.addToFactions([\"Netburners\"]);\n if (augmentationExists(AugmentationNames.HacknetNodeNICUpload)) {\n delete Augmentations[AugmentationNames.HacknetNodeNICUpload];\n }\n AddToAugmentations(HacknetNodeNICUpload);\n\n const HacknetNodeKernelDNI = new Augmentation({\n name: AugmentationNames.HacknetNodeKernelDNI,\n repCost: 7.5e3,\n moneyCost: 4e7,\n info:\n \"Installs a Direct-Neural Interface jack into the arm that is capable of connecting to a \" +\n \"Hacknet Node. This lets the user access and manipulate the Node's kernel using \" +\n \"electrochemical signals.\",\n hacknet_node_money_mult: 1.25,\n });\n HacknetNodeKernelDNI.addToFactions([\"Netburners\"]);\n if (augmentationExists(AugmentationNames.HacknetNodeKernelDNI)) {\n delete Augmentations[AugmentationNames.HacknetNodeKernelDNI];\n }\n AddToAugmentations(HacknetNodeKernelDNI);\n\n const HacknetNodeCoreDNI = new Augmentation({\n name: AugmentationNames.HacknetNodeCoreDNI,\n repCost: 1.25e4,\n moneyCost: 6e7,\n info:\n \"Installs a Direct-Neural Interface jack into the arm that is capable of connecting \" +\n \"to a Hacknet Node. This lets the user access and manipulate the Node's processing logic using \" +\n \"electrochemical signals.\",\n hacknet_node_money_mult: 1.45,\n });\n HacknetNodeCoreDNI.addToFactions([\"Netburners\"]);\n if (augmentationExists(AugmentationNames.HacknetNodeCoreDNI)) {\n delete Augmentations[AugmentationNames.HacknetNodeCoreDNI];\n }\n AddToAugmentations(HacknetNodeCoreDNI);\n\n //Misc/Hybrid augmentations\n const NeuroFluxGovernor = new Augmentation({\n name: AugmentationNames.NeuroFluxGovernor,\n repCost: 1.25e3,\n moneyCost: 3.75e6,\n info:\n \"A device that is embedded in the back of the neck. The NeuroFlux Governor \" +\n \"monitors and regulates nervous impulses coming to and from the spinal column, \" +\n \"essentially 'governing' the body. By doing so, it improves the functionality of the \" +\n \"body's nervous system.\",\n stats: (\n <>\n This special augmentation can be leveled up infinitely. Each level of this augmentation increases ALL\n multipliers by 1%, stacking multiplicatively.\n >\n ),\n hacking_chance_mult: 1.01,\n hacking_speed_mult: 1.01,\n hacking_money_mult: 1.01,\n hacking_grow_mult: 1.01,\n hacking_mult: 1.01,\n strength_mult: 1.01,\n defense_mult: 1.01,\n dexterity_mult: 1.01,\n agility_mult: 1.01,\n charisma_mult: 1.01,\n hacking_exp_mult: 1.01,\n strength_exp_mult: 1.01,\n defense_exp_mult: 1.01,\n dexterity_exp_mult: 1.01,\n agility_exp_mult: 1.01,\n charisma_exp_mult: 1.01,\n company_rep_mult: 1.01,\n faction_rep_mult: 1.01,\n crime_money_mult: 1.01,\n crime_success_mult: 1.01,\n hacknet_node_money_mult: 1.01,\n hacknet_node_purchase_cost_mult: 0.99,\n hacknet_node_ram_cost_mult: 0.99,\n hacknet_node_core_cost_mult: 0.99,\n hacknet_node_level_cost_mult: 0.99,\n work_money_mult: 1.01,\n });\n\n // Set the Augmentation's level to the currently-installed level\n let currLevel = 0;\n for (let i = 0; i < Player.augmentations.length; ++i) {\n if (Player.augmentations[i].name === AugmentationNames.NeuroFluxGovernor) {\n currLevel = Player.augmentations[i].level;\n }\n }\n NeuroFluxGovernor.level = currLevel;\n\n // To set the price/rep req of the NeuroFlux, we have to take into account NeuroFlux\n // levels that are purchased but not yet installed\n let nextLevel = currLevel;\n for (let i = 0; i < Player.queuedAugmentations.length; ++i) {\n if (Player.queuedAugmentations[i].name === AugmentationNames.NeuroFluxGovernor) {\n ++nextLevel;\n }\n }\n let mult = Math.pow(CONSTANTS.NeuroFluxGovernorLevelMult, nextLevel);\n NeuroFluxGovernor.baseRepRequirement = 500 * mult * BitNodeMultipliers.AugmentationRepCost;\n NeuroFluxGovernor.baseCost = 750e3 * mult * BitNodeMultipliers.AugmentationMoneyCost;\n if (augmentationExists(AugmentationNames.NeuroFluxGovernor)) {\n delete Augmentations[AugmentationNames.NeuroFluxGovernor];\n }\n NeuroFluxGovernor.addToAllFactions();\n AddToAugmentations(NeuroFluxGovernor);\n\n const Neurotrainer1 = new Augmentation({\n name: AugmentationNames.Neurotrainer1,\n repCost: 1e3,\n moneyCost: 4e6,\n info:\n \"A decentralized cranial implant that improves the brain's ability to learn. It is \" +\n \"installed by releasing millions of nanobots into the human brain, each of which \" +\n \"attaches to a different neural pathway to enhance the brain's ability to retain \" +\n \"and retrieve information.\",\n hacking_exp_mult: 1.1,\n strength_exp_mult: 1.1,\n defense_exp_mult: 1.1,\n dexterity_exp_mult: 1.1,\n agility_exp_mult: 1.1,\n charisma_exp_mult: 1.1,\n });\n Neurotrainer1.addToFactions([\"CyberSec\", \"Aevum\"]);\n if (augmentationExists(AugmentationNames.Neurotrainer1)) {\n delete Augmentations[AugmentationNames.Neurotrainer1];\n }\n AddToAugmentations(Neurotrainer1);\n\n const Neurotrainer2 = new Augmentation({\n name: AugmentationNames.Neurotrainer2,\n repCost: 1e4,\n moneyCost: 4.5e7,\n info:\n \"A decentralized cranial implant that improves the brain's ability to learn. This \" +\n \"is a more powerful version of the Neurotrainer I augmentation, but it does not \" +\n \"require Neurotrainer I to be installed as a prerequisite.\",\n hacking_exp_mult: 1.15,\n strength_exp_mult: 1.15,\n defense_exp_mult: 1.15,\n dexterity_exp_mult: 1.15,\n agility_exp_mult: 1.15,\n charisma_exp_mult: 1.15,\n });\n Neurotrainer2.addToFactions([\"BitRunners\", \"NiteSec\"]);\n if (augmentationExists(AugmentationNames.Neurotrainer2)) {\n delete Augmentations[AugmentationNames.Neurotrainer2];\n }\n AddToAugmentations(Neurotrainer2);\n\n const Neurotrainer3 = new Augmentation({\n name: AugmentationNames.Neurotrainer3,\n repCost: 2.5e4,\n moneyCost: 1.3e8,\n info:\n \"A decentralized cranial implant that improves the brain's ability to learn. This \" +\n \"is a more powerful version of the Neurotrainer I and Neurotrainer II augmentation, \" +\n \"but it does not require either of them to be installed as a prerequisite.\",\n hacking_exp_mult: 1.2,\n strength_exp_mult: 1.2,\n defense_exp_mult: 1.2,\n dexterity_exp_mult: 1.2,\n agility_exp_mult: 1.2,\n charisma_exp_mult: 1.2,\n });\n Neurotrainer3.addToFactions([\"NWO\", \"Four Sigma\"]);\n if (augmentationExists(AugmentationNames.Neurotrainer3)) {\n delete Augmentations[AugmentationNames.Neurotrainer3];\n }\n AddToAugmentations(Neurotrainer3);\n\n const Hypersight = new Augmentation({\n name: AugmentationNames.Hypersight,\n repCost: 1.5e5,\n moneyCost: 2.75e9,\n info:\n \"A bionic eye implant that grants sight capabilities far beyond those of a natural human. \" +\n \"Embedded circuitry within the implant provides the ability to detect heat and movement \" +\n \"through solid objects such as walls, thus providing 'x-ray vision'-like capabilities.\",\n dexterity_mult: 1.4,\n hacking_speed_mult: 1.03,\n hacking_money_mult: 1.1,\n });\n Hypersight.addToFactions([\"Blade Industries\", \"KuaiGong International\"]);\n if (augmentationExists(AugmentationNames.Hypersight)) {\n delete Augmentations[AugmentationNames.Hypersight];\n }\n AddToAugmentations(Hypersight);\n\n const LuminCloaking1 = new Augmentation({\n name: AugmentationNames.LuminCloaking1,\n repCost: 1.5e3,\n moneyCost: 5e6,\n info:\n \"A skin implant that reinforces the skin with highly-advanced synthetic cells. These \" +\n \"cells, when powered, have a negative refractive index. As a result, they bend light \" +\n \"around the skin, making the user much harder to see to the naked eye.\",\n agility_mult: 1.05,\n crime_money_mult: 1.1,\n });\n LuminCloaking1.addToFactions([\"Slum Snakes\", \"Tetrads\"]);\n if (augmentationExists(AugmentationNames.LuminCloaking1)) {\n delete Augmentations[AugmentationNames.LuminCloaking1];\n }\n AddToAugmentations(LuminCloaking1);\n\n const LuminCloaking2 = new Augmentation({\n name: AugmentationNames.LuminCloaking2,\n repCost: 5e3,\n moneyCost: 3e7,\n info:\n \"This is a more advanced version of the LuminCloaking-V1 augmentation. This skin implant \" +\n \"reinforces the skin with highly-advanced synthetic cells. These \" +\n \"cells, when powered, are capable of not only bending light but also of bending heat, \" +\n \"making the user more resilient as well as stealthy.\",\n prereqs: [AugmentationNames.LuminCloaking1],\n agility_mult: 1.1,\n defense_mult: 1.1,\n crime_money_mult: 1.25,\n });\n LuminCloaking2.addToFactions([\"Slum Snakes\", \"Tetrads\"]);\n if (augmentationExists(AugmentationNames.LuminCloaking2)) {\n delete Augmentations[AugmentationNames.LuminCloaking2];\n }\n AddToAugmentations(LuminCloaking2);\n\n const SmartSonar = new Augmentation({\n name: AugmentationNames.SmartSonar,\n repCost: 2.25e4,\n moneyCost: 7.5e7,\n info: \"A cochlear implant that helps the player detect and locate enemies \" + \"using sound propagation.\",\n dexterity_mult: 1.1,\n dexterity_exp_mult: 1.15,\n crime_money_mult: 1.25,\n });\n SmartSonar.addToFactions([\"Slum Snakes\"]);\n if (augmentationExists(AugmentationNames.SmartSonar)) {\n delete Augmentations[AugmentationNames.SmartSonar];\n }\n AddToAugmentations(SmartSonar);\n\n const PowerRecirculator = new Augmentation({\n name: AugmentationNames.PowerRecirculator,\n repCost: 2.5e4,\n moneyCost: 1.8e8,\n info:\n \"The body's nerves are attached with polypyrrole nanocircuits that \" +\n \"are capable of capturing wasted energy, in the form of heat, \" +\n \"and converting it back into usable power.\",\n hacking_mult: 1.05,\n strength_mult: 1.05,\n defense_mult: 1.05,\n dexterity_mult: 1.05,\n agility_mult: 1.05,\n charisma_mult: 1.05,\n hacking_exp_mult: 1.1,\n strength_exp_mult: 1.1,\n defense_exp_mult: 1.1,\n dexterity_exp_mult: 1.1,\n agility_exp_mult: 1.1,\n charisma_exp_mult: 1.1,\n });\n PowerRecirculator.addToFactions([\"Tetrads\", \"The Dark Army\", \"The Syndicate\", \"NWO\"]);\n if (augmentationExists(AugmentationNames.PowerRecirculator)) {\n delete Augmentations[AugmentationNames.PowerRecirculator];\n }\n AddToAugmentations(PowerRecirculator);\n\n // Unique AUGS (Each Faction gets one unique augmentation)\n // Factions that already have unique augs up to this point:\n // Slum Snakes, CyberSec, Netburners, Fulcrum Secret Technologies,\n // Silhouette\n\n // Illuminati\n const QLink = new Augmentation({\n name: AugmentationNames.QLink,\n repCost: 1.875e6,\n moneyCost: 2.5e13,\n info:\n \"A brain implant that wirelessly connects you to the Illuminati's \" +\n \"quantum supercomputer, allowing you to access and use its incredible \" +\n \"computing power.\",\n hacking_mult: 1.75,\n hacking_speed_mult: 2,\n hacking_chance_mult: 2.5,\n hacking_money_mult: 4,\n });\n QLink.addToFactions([\"Illuminati\"]);\n if (augmentationExists(AugmentationNames.QLink)) {\n delete Augmentations[AugmentationNames.QLink];\n }\n AddToAugmentations(QLink);\n\n // Daedalus\n const RedPill = new Augmentation({\n name: AugmentationNames.TheRedPill,\n repCost: 2.5e6,\n moneyCost: 0,\n info: \"It's time to leave the cave.\",\n stats: null,\n });\n RedPill.addToFactions([\"Daedalus\"]);\n if (augmentationExists(AugmentationNames.TheRedPill)) {\n delete Augmentations[AugmentationNames.TheRedPill];\n }\n AddToAugmentations(RedPill);\n\n // Covenant\n const SPTN97 = new Augmentation({\n name: AugmentationNames.SPTN97,\n repCost: 1.25e6,\n moneyCost: 4.875e9,\n info:\n \"The SPTN-97 gene is injected into the genome. The SPTN-97 gene is an \" +\n \"artificially-synthesized gene that was developed by DARPA to create \" +\n \"super-soldiers through genetic modification. The gene was outlawed in \" +\n \"2056.\",\n strength_mult: 1.75,\n defense_mult: 1.75,\n dexterity_mult: 1.75,\n agility_mult: 1.75,\n hacking_mult: 1.15,\n });\n SPTN97.addToFactions([\"The Covenant\"]);\n if (augmentationExists(AugmentationNames.SPTN97)) {\n delete Augmentations[AugmentationNames.SPTN97];\n }\n AddToAugmentations(SPTN97);\n\n // ECorp\n const HiveMind = new Augmentation({\n name: AugmentationNames.HiveMind,\n repCost: 1.5e6,\n moneyCost: 5.5e9,\n info:\n \"A brain implant developed by ECorp. They do not reveal what \" +\n \"exactly the implant does, but they promise that it will greatly \" +\n \"enhance your abilities.\",\n hacking_grow_mult: 3,\n stats: null,\n });\n HiveMind.addToFactions([\"ECorp\"]);\n if (augmentationExists(AugmentationNames.HiveMind)) {\n delete Augmentations[AugmentationNames.HiveMind];\n }\n AddToAugmentations(HiveMind);\n\n // MegaCorp\n const CordiARCReactor = new Augmentation({\n name: AugmentationNames.CordiARCReactor,\n repCost: 1.125e6,\n moneyCost: 5e9,\n info:\n \"The thoracic cavity is equipped with a small chamber designed \" +\n \"to hold and sustain hydrogen plasma. The plasma is used to generate \" +\n \"fusion power through nuclear fusion, providing limitless amounts of clean \" +\n \"energy for the body.\",\n strength_mult: 1.35,\n defense_mult: 1.35,\n dexterity_mult: 1.35,\n agility_mult: 1.35,\n strength_exp_mult: 1.35,\n defense_exp_mult: 1.35,\n dexterity_exp_mult: 1.35,\n agility_exp_mult: 1.35,\n });\n CordiARCReactor.addToFactions([\"MegaCorp\"]);\n if (augmentationExists(AugmentationNames.CordiARCReactor)) {\n delete Augmentations[AugmentationNames.CordiARCReactor];\n }\n AddToAugmentations(CordiARCReactor);\n\n // BachmanAndAssociates\n const SmartJaw = new Augmentation({\n name: AugmentationNames.SmartJaw,\n repCost: 3.75e5,\n moneyCost: 2.75e9,\n info:\n \"A bionic jaw that contains advanced hardware and software \" +\n \"capable of psychoanalyzing and profiling the personality of \" +\n \"others using optical imaging software.\",\n charisma_mult: 1.5,\n charisma_exp_mult: 1.5,\n company_rep_mult: 1.25,\n faction_rep_mult: 1.25,\n });\n SmartJaw.addToFactions([\"Bachman & Associates\"]);\n if (augmentationExists(AugmentationNames.SmartJaw)) {\n delete Augmentations[AugmentationNames.SmartJaw];\n }\n AddToAugmentations(SmartJaw);\n\n // BladeIndustries\n const Neotra = new Augmentation({\n name: AugmentationNames.Neotra,\n repCost: 5.625e5,\n moneyCost: 2.875e9,\n info:\n \"A highly-advanced techno-organic drug that is injected into the skeletal \" +\n \"and integumentary system. The drug permanently modifies the DNA of the \" +\n \"body's skin and bone cells, granting them the ability to repair \" +\n \"and restructure themselves.\",\n strength_mult: 1.55,\n defense_mult: 1.55,\n });\n Neotra.addToFactions([\"Blade Industries\"]);\n if (augmentationExists(AugmentationNames.Neotra)) {\n delete Augmentations[AugmentationNames.Neotra];\n }\n AddToAugmentations(Neotra);\n\n // NWO\n const Xanipher = new Augmentation({\n name: AugmentationNames.Xanipher,\n repCost: 8.75e5,\n moneyCost: 4.25e9,\n info:\n \"A concoction of advanced nanobots that is orally ingested into the \" +\n \"body. These nanobots induce physiological changes and significantly \" +\n \"improve the body's functioning in all aspects.\",\n hacking_mult: 1.2,\n strength_mult: 1.2,\n defense_mult: 1.2,\n dexterity_mult: 1.2,\n agility_mult: 1.2,\n charisma_mult: 1.2,\n hacking_exp_mult: 1.15,\n strength_exp_mult: 1.15,\n defense_exp_mult: 1.15,\n dexterity_exp_mult: 1.15,\n agility_exp_mult: 1.15,\n charisma_exp_mult: 1.15,\n });\n Xanipher.addToFactions([\"NWO\"]);\n if (augmentationExists(AugmentationNames.Xanipher)) {\n delete Augmentations[AugmentationNames.Xanipher];\n }\n AddToAugmentations(Xanipher);\n\n const HydroflameLeftArm = new Augmentation({\n name: AugmentationNames.HydroflameLeftArm,\n repCost: 1.25e6,\n moneyCost: 2.5e12,\n info:\n \"The left arm of a legendary BitRunner who ascended beyond this world. \" +\n \"It projects a light blue energy shield that protects the exposed inner parts. \" +\n \"Even though it contains no weapons, the advanced tungsten titanium \" +\n \"alloy increases the users strength to unbelievable levels. The augmentation \" +\n \"gets more powerful over time for seemingly no reason.\",\n strength_mult: 2.7,\n });\n HydroflameLeftArm.addToFactions([\"NWO\"]);\n if (augmentationExists(AugmentationNames.HydroflameLeftArm)) {\n delete Augmentations[AugmentationNames.HydroflameLeftArm];\n }\n AddToAugmentations(HydroflameLeftArm);\n\n // ClarkeIncorporated\n const nextSENS = new Augmentation({\n name: AugmentationNames.nextSENS,\n repCost: 4.375e5,\n moneyCost: 1.925e9,\n info:\n \"The body is genetically re-engineered to maintain a state \" +\n \"of negligible senescence, preventing the body from \" +\n \"deteriorating with age.\",\n hacking_mult: 1.2,\n strength_mult: 1.2,\n defense_mult: 1.2,\n dexterity_mult: 1.2,\n agility_mult: 1.2,\n charisma_mult: 1.2,\n });\n nextSENS.addToFactions([\"Clarke Incorporated\"]);\n if (augmentationExists(AugmentationNames.nextSENS)) {\n delete Augmentations[AugmentationNames.nextSENS];\n }\n AddToAugmentations(nextSENS);\n\n // OmniTekIncorporated\n const OmniTekInfoLoad = new Augmentation({\n name: AugmentationNames.OmniTekInfoLoad,\n repCost: 6.25e5,\n moneyCost: 2.875e9,\n info:\n \"OmniTek's data and information repository is uploaded \" +\n \"into your brain, enhancing your programming and \" +\n \"hacking abilities.\",\n hacking_mult: 1.2,\n hacking_exp_mult: 1.25,\n });\n OmniTekInfoLoad.addToFactions([\"OmniTek Incorporated\"]);\n if (augmentationExists(AugmentationNames.OmniTekInfoLoad)) {\n delete Augmentations[AugmentationNames.OmniTekInfoLoad];\n }\n AddToAugmentations(OmniTekInfoLoad);\n\n // FourSigma\n // TODO Later when Intelligence is added in . Some aug that greatly increases int\n\n // KuaiGongInternational\n const PhotosyntheticCells = new Augmentation({\n name: AugmentationNames.PhotosyntheticCells,\n repCost: 5.625e5,\n moneyCost: 2.75e9,\n info:\n \"Chloroplasts are added to epidermal stem cells and are applied \" +\n \"to the body using a skin graft. The result is photosynthetic \" +\n \"skin cells, allowing users to generate their own energy \" +\n \"and nutrition using solar power.\",\n strength_mult: 1.4,\n defense_mult: 1.4,\n agility_mult: 1.4,\n });\n PhotosyntheticCells.addToFactions([\"KuaiGong International\"]);\n if (augmentationExists(AugmentationNames.PhotosyntheticCells)) {\n delete Augmentations[AugmentationNames.PhotosyntheticCells];\n }\n AddToAugmentations(PhotosyntheticCells);\n\n // BitRunners\n const Neurolink = new Augmentation({\n name: AugmentationNames.Neurolink,\n repCost: 8.75e5,\n moneyCost: 4.375e9,\n info:\n \"A brain implant that provides a high-bandwidth, direct neural link between your \" +\n \"mind and the BitRunners' data servers, which reportedly contain \" +\n \"the largest database of hacking tools and information in the world.\",\n hacking_mult: 1.15,\n hacking_exp_mult: 1.2,\n hacking_chance_mult: 1.1,\n hacking_speed_mult: 1.05,\n programs: [Programs.FTPCrackProgram.name, Programs.RelaySMTPProgram.name],\n });\n Neurolink.addToFactions([\"BitRunners\"]);\n if (augmentationExists(AugmentationNames.Neurolink)) {\n delete Augmentations[AugmentationNames.Neurolink];\n }\n AddToAugmentations(Neurolink);\n\n // BlackHand\n const TheBlackHand = new Augmentation({\n name: AugmentationNames.TheBlackHand,\n repCost: 1e5,\n moneyCost: 5.5e8,\n info:\n \"A highly advanced bionic hand. This prosthetic not only \" +\n \"enhances strength and dexterity but it is also embedded \" +\n \"with hardware and firmware that lets the user connect to, access, and hack \" +\n \"devices and machines by just touching them.\",\n strength_mult: 1.15,\n dexterity_mult: 1.15,\n hacking_mult: 1.1,\n hacking_speed_mult: 1.02,\n hacking_money_mult: 1.1,\n });\n TheBlackHand.addToFactions([\"The Black Hand\"]);\n if (augmentationExists(AugmentationNames.TheBlackHand)) {\n delete Augmentations[AugmentationNames.TheBlackHand];\n }\n AddToAugmentations(TheBlackHand);\n\n // NiteSec\n const CRTX42AA = new Augmentation({\n name: AugmentationNames.CRTX42AA,\n repCost: 4.5e4,\n moneyCost: 2.25e8,\n info:\n \"The CRTX42-AA gene is injected into the genome. \" +\n \"The CRTX42-AA is an artificially-synthesized gene that targets the visual and prefrontal \" +\n \"cortex and improves cognitive abilities.\",\n hacking_mult: 1.08,\n hacking_exp_mult: 1.15,\n });\n CRTX42AA.addToFactions([\"NiteSec\"]);\n if (augmentationExists(AugmentationNames.CRTX42AA)) {\n delete Augmentations[AugmentationNames.CRTX42AA];\n }\n AddToAugmentations(CRTX42AA);\n\n // Chongqing\n const Neuregen = new Augmentation({\n name: AugmentationNames.Neuregen,\n repCost: 3.75e4,\n moneyCost: 3.75e8,\n info:\n \"A drug that genetically modifies the neurons in the brain \" +\n \"resulting in neurons never die, continuously \" +\n \"regenerate, and strengthen themselves.\",\n hacking_exp_mult: 1.4,\n });\n Neuregen.addToFactions([\"Chongqing\"]);\n if (augmentationExists(AugmentationNames.Neuregen)) {\n delete Augmentations[AugmentationNames.Neuregen];\n }\n AddToAugmentations(Neuregen);\n\n // Sector12\n const CashRoot = new Augmentation({\n name: AugmentationNames.CashRoot,\n repCost: 1.25e4,\n moneyCost: 1.25e8,\n info: (\n <>\n A collection of digital assets saved on a small chip. The chip is implanted into your wrist. A small jack in the\n chip allows you to connect it to a computer and upload the assets.\n >\n ),\n startingMoney: 1e6,\n programs: [Programs.BruteSSHProgram.name],\n });\n CashRoot.addToFactions([\"Sector-12\"]);\n if (augmentationExists(AugmentationNames.CashRoot)) {\n delete Augmentations[AugmentationNames.CashRoot];\n }\n AddToAugmentations(CashRoot);\n\n // NewTokyo\n const NutriGen = new Augmentation({\n name: AugmentationNames.NutriGen,\n repCost: 6.25e3,\n moneyCost: 2.5e6,\n info:\n \"A thermo-powered artificial nutrition generator. Endogenously \" +\n \"synthesizes glucose, amino acids, and vitamins and redistributes them \" +\n \"across the body. The device is powered by the body's naturally wasted \" +\n \"energy in the form of heat.\",\n strength_exp_mult: 1.2,\n defense_exp_mult: 1.2,\n dexterity_exp_mult: 1.2,\n agility_exp_mult: 1.2,\n });\n NutriGen.addToFactions([\"New Tokyo\"]);\n if (augmentationExists(AugmentationNames.NutriGen)) {\n delete Augmentations[AugmentationNames.NutriGen];\n }\n AddToAugmentations(NutriGen);\n\n // Aevum\n const PCMatrix = new Augmentation({\n name: AugmentationNames.PCMatrix,\n repCost: 100e3,\n moneyCost: 2e9,\n info:\n \"A 'Probability Computation Matrix' is installed in the frontal cortex. This implant \" +\n \"uses advanced mathematical algorithims to rapidly identify and compute statistical \" +\n \"outcomes of nearly every situation.\",\n charisma_mult: 1.0777,\n charisma_exp_mult: 1.0777,\n work_money_mult: 1.777,\n faction_rep_mult: 1.0777,\n company_rep_mult: 1.0777,\n crime_success_mult: 1.0777,\n crime_money_mult: 1.0777,\n programs: [Programs.DeepscanV1.name, Programs.AutoLink.name],\n });\n PCMatrix.addToFactions([\"Aevum\"]);\n if (augmentationExists(AugmentationNames.PCMatrix)) {\n delete Augmentations[AugmentationNames.PCMatrix];\n }\n AddToAugmentations(PCMatrix);\n\n // Ishima\n const INFRARet = new Augmentation({\n name: AugmentationNames.INFRARet,\n repCost: 7.5e3,\n moneyCost: 3e7,\n info:\n \"A tiny chip that sits behind the retinae. This implant lets the\" + \"user visually detect infrared radiation.\",\n crime_success_mult: 1.25,\n crime_money_mult: 1.1,\n dexterity_mult: 1.1,\n });\n INFRARet.addToFactions([\"Ishima\"]);\n if (augmentationExists(AugmentationNames.INFRARet)) {\n delete Augmentations[AugmentationNames.INFRARet];\n }\n AddToAugmentations(INFRARet);\n\n // Volhaven\n const DermaForce = new Augmentation({\n name: AugmentationNames.DermaForce,\n repCost: 1.5e4,\n moneyCost: 5e7,\n info:\n \"Synthetic skin that is grafted onto the body. This skin consists of \" +\n \"millions of nanobots capable of projecting high-density muon beams, \" +\n \"creating an energy barrier around the user.\",\n defense_mult: 1.4,\n });\n DermaForce.addToFactions([\"Volhaven\"]);\n if (augmentationExists(AugmentationNames.DermaForce)) {\n delete Augmentations[AugmentationNames.DermaForce];\n }\n AddToAugmentations(DermaForce);\n\n // SpeakersForTheDead\n const GrapheneBrachiBlades = new Augmentation({\n name: AugmentationNames.GrapheneBrachiBlades,\n repCost: 2.25e5,\n moneyCost: 2.5e9,\n info:\n \"An upgrade to the BrachiBlades augmentation. It infuses \" +\n \"the retractable blades with an advanced graphene material \" +\n \"making them stronger and lighter.\",\n prereqs: [AugmentationNames.BrachiBlades],\n strength_mult: 1.4,\n defense_mult: 1.4,\n crime_success_mult: 1.1,\n crime_money_mult: 1.3,\n });\n GrapheneBrachiBlades.addToFactions([\"Speakers for the Dead\"]);\n if (augmentationExists(AugmentationNames.GrapheneBrachiBlades)) {\n delete Augmentations[AugmentationNames.GrapheneBrachiBlades];\n }\n AddToAugmentations(GrapheneBrachiBlades);\n\n // DarkArmy\n const GrapheneBionicArms = new Augmentation({\n name: AugmentationNames.GrapheneBionicArms,\n repCost: 5e5,\n moneyCost: 3.75e9,\n info:\n \"An upgrade to the Bionic Arms augmentation. It infuses the \" +\n \"prosthetic arms with an advanced graphene material \" +\n \"to make them stronger and lighter.\",\n prereqs: [AugmentationNames.BionicArms],\n strength_mult: 1.85,\n dexterity_mult: 1.85,\n });\n GrapheneBionicArms.addToFactions([\"The Dark Army\"]);\n if (augmentationExists(AugmentationNames.GrapheneBionicArms)) {\n delete Augmentations[AugmentationNames.GrapheneBionicArms];\n }\n AddToAugmentations(GrapheneBionicArms);\n\n // TheSyndicate\n const BrachiBlades = new Augmentation({\n name: AugmentationNames.BrachiBlades,\n repCost: 1.25e4,\n moneyCost: 9e7,\n info: \"A set of retractable plasteel blades that are implanted in the arm, underneath the skin.\",\n strength_mult: 1.15,\n defense_mult: 1.15,\n crime_success_mult: 1.1,\n crime_money_mult: 1.15,\n });\n BrachiBlades.addToFactions([\"The Syndicate\"]);\n if (augmentationExists(AugmentationNames.BrachiBlades)) {\n delete Augmentations[AugmentationNames.BrachiBlades];\n }\n AddToAugmentations(BrachiBlades);\n\n // Tetrads\n const BionicArms = new Augmentation({\n name: AugmentationNames.BionicArms,\n repCost: 6.25e4,\n moneyCost: 2.75e8,\n info:\n \"Cybernetic arms created from plasteel and carbon fibers that completely replace \" + \"the user's organic arms.\",\n strength_mult: 1.3,\n dexterity_mult: 1.3,\n });\n BionicArms.addToFactions([\"Tetrads\"]);\n if (augmentationExists(AugmentationNames.BionicArms)) {\n delete Augmentations[AugmentationNames.BionicArms];\n }\n AddToAugmentations(BionicArms);\n\n // TianDiHui\n const SNA = new Augmentation({\n name: AugmentationNames.SNA,\n repCost: 6.25e3,\n moneyCost: 3e7,\n info:\n \"A cranial implant that affects the user's personality, making them better \" +\n \"at negotiation in social situations.\",\n work_money_mult: 1.1,\n company_rep_mult: 1.15,\n faction_rep_mult: 1.15,\n });\n SNA.addToFactions([\"Tian Di Hui\"]);\n if (augmentationExists(AugmentationNames.SNA)) {\n delete Augmentations[AugmentationNames.SNA];\n }\n AddToAugmentations(SNA);\n\n const NeuroreceptorManager = new Augmentation({\n name: AugmentationNames.NeuroreceptorManager,\n repCost: 0.75e5,\n moneyCost: 5.5e8,\n info:\n \"A brain implant carefully assembled around the synapses, which \" +\n \"micromanages the activity and levels of various neuroreceptor \" +\n \"chemicals and modulates electrical acvitiy to optimize concentration, \" +\n \"allowing the user to multitask much more effectively.\",\n stats: (\n <>\n This augmentation removes the penalty for not focusing on actions such as working in a job or working for a\n faction.\n >\n ),\n });\n NeuroreceptorManager.addToFactions([\"Tian Di Hui\"]);\n if (augmentationExists(AugmentationNames.NeuroreceptorManager)) {\n delete Augmentations[AugmentationNames.NeuroreceptorManager];\n }\n AddToAugmentations(NeuroreceptorManager);\n\n // Special Bladeburner Augmentations\n const BladeburnersFactionName = \"Bladeburners\";\n if (factionExists(BladeburnersFactionName)) {\n const EsperEyewear = new Augmentation({\n name: AugmentationNames.EsperEyewear,\n repCost: 1.25e3,\n moneyCost: 1.65e8,\n info:\n \"Ballistic-grade protective and retractable eyewear that was designed specifically \" +\n \"for Bladeburner units. This \" +\n \"is implanted by installing a mechanical frame in the skull's orbit. \" +\n \"This frame interfaces with the brain and allows the user to \" +\n \"automatically extrude and extract the eyewear. The eyewear protects \" +\n \"against debris, shrapnel, lasers, blinding flashes, and gas. It is also \" +\n \"embedded with a data processing chip that can be programmed to display an \" +\n \"AR HUD to assist the user in field missions.\",\n bladeburner_success_chance_mult: 1.03,\n dexterity_mult: 1.05,\n isSpecial: true,\n });\n EsperEyewear.addToFactions([BladeburnersFactionName]);\n resetAugmentation(EsperEyewear);\n\n const EMS4Recombination = new Augmentation({\n name: AugmentationNames.EMS4Recombination,\n repCost: 2.5e3,\n moneyCost: 2.75e8,\n info:\n \"A DNA recombination of the EMS-4 Gene. This genetic engineering \" +\n \"technique was originally used on Bladeburners during the Synthoid uprising \" +\n \"to induce wakefulness and concentration, suppress fear, reduce empathy, \" +\n \"improve reflexes, and improve memory among other things.\",\n bladeburner_success_chance_mult: 1.03,\n bladeburner_analysis_mult: 1.05,\n bladeburner_stamina_gain_mult: 1.02,\n isSpecial: true,\n });\n EMS4Recombination.addToFactions([BladeburnersFactionName]);\n resetAugmentation(EMS4Recombination);\n\n const OrionShoulder = new Augmentation({\n name: AugmentationNames.OrionShoulder,\n repCost: 6.25e3,\n moneyCost: 5.5e8,\n info:\n \"A bionic shoulder augmentation for the right shoulder. Using cybernetics, \" +\n \"the ORION-MKIV shoulder enhances the strength and dexterity \" +\n \"of the user's right arm. It also provides protection due to its \" +\n \"crystallized graphene plating.\",\n defense_mult: 1.05,\n strength_mult: 1.05,\n dexterity_mult: 1.05,\n bladeburner_success_chance_mult: 1.04,\n isSpecial: true,\n });\n OrionShoulder.addToFactions([BladeburnersFactionName]);\n resetAugmentation(OrionShoulder);\n\n const HyperionV1 = new Augmentation({\n name: AugmentationNames.HyperionV1,\n repCost: 1.25e4,\n moneyCost: 2.75e9,\n info:\n \"A pair of mini plasma cannons embedded into the hands. The Hyperion is capable \" +\n \"of rapidly firing bolts of high-density plasma. The weapon is meant to \" +\n \"be used against augmented enemies as the ionized \" +\n \"nature of the plasma disrupts the electrical systems of Augmentations. However, \" +\n \"it can also be effective against non-augmented enemies due to its high temperature \" +\n \"and concussive force.\",\n bladeburner_success_chance_mult: 1.06,\n isSpecial: true,\n });\n HyperionV1.addToFactions([BladeburnersFactionName]);\n resetAugmentation(HyperionV1);\n\n const HyperionV2 = new Augmentation({\n name: AugmentationNames.HyperionV2,\n repCost: 2.5e4,\n moneyCost: 5.5e9,\n info:\n \"A pair of mini plasma cannons embedded into the hands. This augmentation \" +\n \"is more advanced and powerful than the original V1 model. This V2 model is \" +\n \"more power-efficient, more accurate, and can fire plasma bolts at a much \" +\n \"higher velocity than the V1 model.\",\n prereqs: [AugmentationNames.HyperionV1],\n bladeburner_success_chance_mult: 1.08,\n isSpecial: true,\n });\n HyperionV2.addToFactions([BladeburnersFactionName]);\n resetAugmentation(HyperionV2);\n\n const GolemSerum = new Augmentation({\n name: AugmentationNames.GolemSerum,\n repCost: 3.125e4,\n moneyCost: 1.1e10,\n info:\n \"A serum that permanently enhances many aspects of human capabilities, \" +\n \"including strength, speed, immune system enhancements, and mitochondrial efficiency. The \" +\n \"serum was originally developed by the Chinese military in an attempt to \" +\n \"create super soldiers.\",\n strength_mult: 1.07,\n defense_mult: 1.07,\n dexterity_mult: 1.07,\n agility_mult: 1.07,\n bladeburner_stamina_gain_mult: 1.05,\n isSpecial: true,\n });\n GolemSerum.addToFactions([BladeburnersFactionName]);\n resetAugmentation(GolemSerum);\n\n const VangelisVirus = new Augmentation({\n name: AugmentationNames.VangelisVirus,\n repCost: 1.875e4,\n moneyCost: 2.75e9,\n info:\n \"A synthetic symbiotic virus that is injected into human brain tissue. The Vangelis virus \" +\n \"heightens the senses and focus of its host, and also enhances its intuition.\",\n dexterity_exp_mult: 1.1,\n bladeburner_analysis_mult: 1.1,\n bladeburner_success_chance_mult: 1.04,\n isSpecial: true,\n });\n VangelisVirus.addToFactions([BladeburnersFactionName]);\n resetAugmentation(VangelisVirus);\n\n const VangelisVirus3 = new Augmentation({\n name: AugmentationNames.VangelisVirus3,\n repCost: 3.75e4,\n moneyCost: 1.1e10,\n info:\n \"An improved version of Vangelis, a synthetic symbiotic virus that is \" +\n \"injected into human brain tissue. On top of the benefits of the original \" +\n \"virus, this also grants an accelerated healing factor and enhanced \" +\n \"reflexes.\",\n prereqs: [AugmentationNames.VangelisVirus],\n defense_exp_mult: 1.1,\n dexterity_exp_mult: 1.1,\n bladeburner_analysis_mult: 1.15,\n bladeburner_success_chance_mult: 1.05,\n isSpecial: true,\n });\n VangelisVirus3.addToFactions([BladeburnersFactionName]);\n resetAugmentation(VangelisVirus3);\n\n const INTERLINKED = new Augmentation({\n name: AugmentationNames.INTERLINKED,\n repCost: 2.5e4,\n moneyCost: 5.5e9,\n info:\n \"The DNA is genetically modified to enhance the human's body \" +\n \"extracellular matrix (ECM). This improves the ECM's ability to \" +\n \"structurally support the body and grants heightened strength and \" +\n \"durability.\",\n strength_exp_mult: 1.05,\n defense_exp_mult: 1.05,\n dexterity_exp_mult: 1.05,\n agility_exp_mult: 1.05,\n bladeburner_max_stamina_mult: 1.1,\n isSpecial: true,\n });\n INTERLINKED.addToFactions([BladeburnersFactionName]);\n resetAugmentation(INTERLINKED);\n\n const BladeRunner = new Augmentation({\n name: AugmentationNames.BladeRunner,\n repCost: 2e4,\n moneyCost: 8.25e9,\n info:\n \"A cybernetic foot augmentation that was specifically created for Bladeburners \" +\n \"during the Synthoid Uprising. The organic musculature of the human foot \" +\n \"is enhanced with flexible carbon nanotube matrices that are controlled by \" +\n \"intelligent servo-motors.\",\n agility_mult: 1.05,\n bladeburner_max_stamina_mult: 1.05,\n bladeburner_stamina_gain_mult: 1.05,\n isSpecial: true,\n });\n BladeRunner.addToFactions([BladeburnersFactionName]);\n resetAugmentation(BladeRunner);\n\n const BladeArmor = new Augmentation({\n name: AugmentationNames.BladeArmor,\n repCost: 1.25e4,\n moneyCost: 1.375e9,\n info:\n \"A powered exoskeleton suit designed as armor for Bladeburner units. This \" +\n \"exoskeleton is incredibly adaptable and can protect the wearer from blunt, piercing, \" +\n \"concussive, thermal, chemical, and electric trauma. It also enhances the user's \" +\n \"physical abilities.\",\n strength_mult: 1.04,\n defense_mult: 1.04,\n dexterity_mult: 1.04,\n agility_mult: 1.04,\n bladeburner_stamina_gain_mult: 1.02,\n bladeburner_success_chance_mult: 1.03,\n isSpecial: true,\n });\n BladeArmor.addToFactions([BladeburnersFactionName]);\n resetAugmentation(BladeArmor);\n\n const BladeArmorPowerCells = new Augmentation({\n name: AugmentationNames.BladeArmorPowerCells,\n repCost: 1.875e4,\n moneyCost: 2.75e9,\n info:\n \"Upgrades the BLADE-51b Tesla Armor with Ion Power Cells, which are capable of \" +\n \"more efficiently storing and using power.\",\n prereqs: [AugmentationNames.BladeArmor],\n bladeburner_success_chance_mult: 1.05,\n bladeburner_stamina_gain_mult: 1.02,\n bladeburner_max_stamina_mult: 1.05,\n isSpecial: true,\n });\n BladeArmorPowerCells.addToFactions([BladeburnersFactionName]);\n resetAugmentation(BladeArmorPowerCells);\n\n const BladeArmorEnergyShielding = new Augmentation({\n name: AugmentationNames.BladeArmorEnergyShielding,\n repCost: 2.125e4,\n moneyCost: 5.5e9,\n info:\n \"Upgrades the BLADE-51b Tesla Armor with a plasma energy propulsion system \" +\n \"that is capable of projecting an energy shielding force field.\",\n prereqs: [AugmentationNames.BladeArmor],\n defense_mult: 1.05,\n bladeburner_success_chance_mult: 1.06,\n isSpecial: true,\n });\n BladeArmorEnergyShielding.addToFactions([BladeburnersFactionName]);\n resetAugmentation(BladeArmorEnergyShielding);\n\n const BladeArmorUnibeam = new Augmentation({\n name: AugmentationNames.BladeArmorUnibeam,\n repCost: 3.125e4,\n moneyCost: 1.65e10,\n info:\n \"Upgrades the BLADE-51b Tesla Armor with a concentrated deuterium-fluoride laser \" +\n \"weapon. It's precision and accuracy makes it useful for quickly neutralizing \" +\n \"threats while keeping casualties to a minimum.\",\n prereqs: [AugmentationNames.BladeArmor],\n bladeburner_success_chance_mult: 1.08,\n isSpecial: true,\n });\n BladeArmorUnibeam.addToFactions([BladeburnersFactionName]);\n resetAugmentation(BladeArmorUnibeam);\n\n const BladeArmorOmnibeam = new Augmentation({\n name: AugmentationNames.BladeArmorOmnibeam,\n repCost: 6.25e4,\n moneyCost: 2.75e10,\n info:\n \"Upgrades the BLADE-51b Tesla Armor Unibeam augmentation to use a \" +\n \"multiple-fiber system. This upgraded weapon uses multiple fiber laser \" +\n \"modules that combine together to form a single, more powerful beam of up to \" +\n \"2000MW.\",\n prereqs: [AugmentationNames.BladeArmorUnibeam],\n bladeburner_success_chance_mult: 1.1,\n isSpecial: true,\n });\n BladeArmorOmnibeam.addToFactions([BladeburnersFactionName]);\n resetAugmentation(BladeArmorOmnibeam);\n\n const BladeArmorIPU = new Augmentation({\n name: AugmentationNames.BladeArmorIPU,\n repCost: 1.5e4,\n moneyCost: 1.1e9,\n info:\n \"Upgrades the BLADE-51b Tesla Armor with an AI Information Processing \" +\n \"Unit that was specially designed to analyze Synthoid related data and \" +\n \"information.\",\n prereqs: [AugmentationNames.BladeArmor],\n bladeburner_analysis_mult: 1.15,\n bladeburner_success_chance_mult: 1.02,\n isSpecial: true,\n });\n BladeArmorIPU.addToFactions([BladeburnersFactionName]);\n resetAugmentation(BladeArmorIPU);\n\n const BladesSimulacrum = new Augmentation({\n name: AugmentationNames.BladesSimulacrum,\n repCost: 1.25e3,\n moneyCost: 1.5e11,\n info:\n \"A highly-advanced matter phase-shifter module that is embedded \" +\n \"in the brainstem and cerebellum. This augmentation allows \" +\n \"the user to project and control a holographic simulacrum within an \" +\n \"extremely large radius. These specially-modified holograms were specifically \" +\n \"weaponized by Bladeburner units to be used against Synthoids.\",\n stats: (\n <>\n This augmentation allows you to perform Bladeburner actions and other actions (such as working, commiting\n crimes, etc.) at the same time.\n >\n ),\n isSpecial: true,\n });\n BladesSimulacrum.addToFactions([BladeburnersFactionName]);\n resetAugmentation(BladesSimulacrum);\n }\n\n // Update costs based on how many have been purchased\n mult = Math.pow(\n CONSTANTS.MultipleAugMultiplier * [1, 0.96, 0.94, 0.93][SourceFileFlags[11]],\n Player.queuedAugmentations.length,\n );\n for (const name in Augmentations) {\n if (Augmentations.hasOwnProperty(name)) {\n Augmentations[name].baseCost *= mult;\n }\n }\n\n Player.reapplyAllAugmentations();\n}\n\n//Resets an Augmentation during (re-initizliation)\nfunction resetAugmentation(newAugObject: Augmentation): void {\n if (!(newAugObject instanceof Augmentation)) {\n throw new Error(\"Invalid argument 'newAugObject' passed into resetAugmentation\");\n }\n const name = newAugObject.name;\n if (augmentationExists(name)) {\n delete Augmentations[name];\n }\n AddToAugmentations(newAugObject);\n}\n\nfunction applyAugmentation(aug: IPlayerOwnedAugmentation, reapply = false): void {\n Augmentations[aug.name].owned = true;\n\n const augObj = Augmentations[aug.name];\n\n // Apply multipliers\n for (const mult in augObj.mults) {\n const v = Player.getMult(mult) * augObj.mults[mult];\n Player.setMult(mult, v);\n }\n\n // Special logic for NeuroFlux Governor\n if (aug.name === AugmentationNames.NeuroFluxGovernor) {\n if (!reapply) {\n Augmentations[aug.name].level = aug.level;\n for (let i = 0; i < Player.augmentations.length; ++i) {\n if (Player.augmentations[i].name == AugmentationNames.NeuroFluxGovernor) {\n Player.augmentations[i].level = aug.level;\n return;\n // break;\n }\n }\n }\n }\n\n // Push onto Player's Augmentation list\n if (!reapply) {\n const ownedAug = new PlayerOwnedAugmentation(aug.name);\n Player.augmentations.push(ownedAug);\n }\n}\n\nfunction installAugmentations(): boolean {\n if (Player.queuedAugmentations.length == 0) {\n dialogBoxCreate(\"You have not purchased any Augmentations to install!\");\n return false;\n }\n let augmentationList = \"\";\n let nfgIndex = -1;\n for (let i = Player.queuedAugmentations.length - 1; i >= 0; i--) {\n if (Player.queuedAugmentations[i].name === AugmentationNames.NeuroFluxGovernor) {\n nfgIndex = i;\n break;\n }\n }\n for (let i = 0; i < Player.queuedAugmentations.length; ++i) {\n const ownedAug = Player.queuedAugmentations[i];\n const aug = Augmentations[ownedAug.name];\n if (aug == null) {\n console.error(`Invalid augmentation: ${ownedAug.name}`);\n continue;\n }\n\n applyAugmentation(Player.queuedAugmentations[i]);\n if (ownedAug.name === AugmentationNames.NeuroFluxGovernor && i !== nfgIndex) continue;\n\n let level = \"\";\n if (ownedAug.name === AugmentationNames.NeuroFluxGovernor) {\n level = ` - ${ownedAug.level}`;\n }\n augmentationList += aug.name + level + \" \";\n }\n Player.queuedAugmentations = [];\n dialogBoxCreate(\n \"You slowly drift to sleep as scientists put you under in order \" +\n \"to install the following Augmentations: \" +\n augmentationList +\n \" You wake up in your home...you feel different...\",\n );\n prestigeAugmentation();\n return true;\n}\n\nfunction augmentationExists(name: string): boolean {\n return Augmentations.hasOwnProperty(name);\n}\n\nexport function isRepeatableAug(aug: Augmentation): boolean {\n const augName = aug instanceof Augmentation ? aug.name : aug;\n\n if (augName === AugmentationNames.NeuroFluxGovernor) {\n return true;\n }\n\n return false;\n}\n\nexport { installAugmentations, initAugmentations, applyAugmentation, augmentationExists };\n","import { CONSTANTS } from \"./Constants\";\nimport { Player } from \"./Player\";\n\nimport { dialogBoxCreate } from \"./ui/React/DialogBox\";\nimport { formatNumber } from \"./utils/StringHelperFunctions\";\nimport { Reputation } from \"./ui/React/Reputation\";\n\nimport { addOffset } from \"./utils/helpers/addOffset\";\nimport { getRandomInt } from \"./utils/helpers/getRandomInt\";\nimport { isString } from \"./utils/helpers/isString\";\n\nimport { clearEventListeners } from \"./ui/uiHelpers/clearEventListeners\";\nimport { Router } from \"./ui/GameRoot\";\n\n// For some reason `jsplumb` needs to be imported exactly like this,\n// lowercase p, and later in the code used as `jsPlumb` uppercase P. wtf.\n// eslint-disable-next-line @typescript-eslint/no-unused-vars\nimport jsplumb from \"jsplumb\";\n\nimport React from \"react\";\nimport ReactDOM from \"react-dom\";\n\nlet inMission = false; // Flag to denote whether a mission is running\nlet currMission = null;\nfunction setInMission(bool, mission) {\n inMission = bool;\n if (bool) {\n currMission = mission;\n } else {\n currMission = null;\n }\n}\n\n// Keyboard shortcuts\n$(document).keydown(function (e) {\n if (inMission && currMission && currMission.selectedNode.length != 0) {\n switch (e.keyCode) {\n case 65: // a for Attack\n currMission.actionButtons[0].click();\n break;\n case 83: // s for Scan\n currMission.actionButtons[1].click();\n break;\n case 87: // w for Weaken\n currMission.actionButtons[2].click();\n break;\n case 70: // f for Fortify\n currMission.actionButtons[3].click();\n break;\n case 82: // r for Overflow\n currMission.actionButtons[4].click();\n break;\n case 68: // d for Detach connection\n currMission.actionButtons[5].click();\n break;\n default:\n break;\n }\n }\n});\n\nlet NodeTypes = {\n Core: \"CPU Core Node\", // All actions available\n Firewall: \"Firewall Node\", // No actions available\n Database: \"Database Node\", // No actions available\n Spam: \"Spam Node\", // No actions Available\n Transfer: \"Transfer Node\", // Can Weaken, Scan, Fortify and Overflow\n Shield: \"Shield Node\", // Can Fortify\n};\n\nlet NodeActions = {\n Attack: \"Attacking\", // Damaged based on attack stat + hacking level + opp def\n Scan: \"Scanning\", // -Def for target, affected by attack and hacking level\n Weaken: \"Weakening\", // -Attack for target, affected by attack and hacking level\n Fortify: \"Fortifying\", // +Defense for Node, affected by hacking level\n Overflow: \"Overflowing\", // +Attack but -Defense for Node, affected by hacking level\n};\n\nfunction Node(type, stats) {\n this.type = type;\n this.atk = stats.atk ? stats.atk : 0;\n this.def = stats.def ? stats.def : 0;\n this.hp = stats.hp ? stats.hp : 0;\n this.maxhp = this.hp;\n this.plyrCtrl = false;\n this.enmyCtrl = false;\n this.pos = [0, 0]; // x, y\n this.el = null; // Holds the Node's DOM element\n this.action = null;\n this.targetedCount = 0; // Count of how many connections this node is the target of\n\n /**\n * Holds the JsPlumb Connection object for this Node, where this Node is the Source (since each Node\n * can only have 1 outgoing Connection)\n */\n this.conn = null;\n}\n\nNode.prototype.setPosition = function (x, y) {\n this.pos = [x, y];\n};\n\nNode.prototype.setControlledByPlayer = function () {\n this.plyrCtrl = true;\n this.enmyCtrl = false;\n if (this.el) {\n this.el.classList.remove(\"hack-mission-enemy-node\");\n this.el.classList.add(\"hack-mission-player-node\");\n }\n};\n\nNode.prototype.setControlledByEnemy = function () {\n this.plyrCtrl = false;\n this.enmyCtrl = true;\n if (this.el) {\n this.el.classList.remove(\"hack-mission-player-node\");\n this.el.classList.add(\"hack-mission-enemy-node\");\n }\n};\n\n// Sets this node to be the active node\nNode.prototype.select = function (actionButtons) {\n if (this.enmyCtrl) {\n return;\n }\n this.el.classList.add(\"hack-mission-player-node-active\");\n\n // Make all buttons inactive\n for (var i = 0; i < actionButtons.length; ++i) {\n actionButtons[i].classList.remove(\"a-link-button\");\n actionButtons[i].classList.add(\"a-link-button-inactive\");\n }\n\n switch (this.type) {\n case NodeTypes.Core:\n // All buttons active\n for (var i = 0; i < actionButtons.length; ++i) {\n actionButtons[i].classList.remove(\"a-link-button-inactive\");\n actionButtons[i].classList.add(\"a-link-button\");\n }\n break;\n case NodeTypes.Transfer:\n actionButtons[1].classList.remove(\"a-link-button-inactive\");\n actionButtons[1].classList.add(\"a-link-button\");\n actionButtons[2].classList.remove(\"a-link-button-inactive\");\n actionButtons[2].classList.add(\"a-link-button\");\n actionButtons[3].classList.remove(\"a-link-button-inactive\");\n actionButtons[3].classList.add(\"a-link-button\");\n actionButtons[4].classList.remove(\"a-link-button-inactive\");\n actionButtons[4].classList.add(\"a-link-button\");\n actionButtons[5].classList.remove(\"a-link-button-inactive\");\n actionButtons[5].classList.add(\"a-link-button\");\n break;\n case NodeTypes.Shield:\n case NodeTypes.Firewall:\n actionButtons[3].classList.remove(\"a-link-button-inactive\");\n actionButtons[3].classList.add(\"a-link-button\");\n break;\n default:\n break;\n }\n};\n\nNode.prototype.deselect = function (actionButtons) {\n this.el.classList.remove(\"hack-mission-player-node-active\");\n for (var i = 0; i < actionButtons.length; ++i) {\n actionButtons[i].classList.remove(\"a-link-button\");\n actionButtons[i].classList.add(\"a-link-button-inactive\");\n }\n};\n\nNode.prototype.untarget = function () {\n if (this.targetedCount === 0) {\n console.warn(`Node ${this.el.id} is being 'untargeted' when it has no target count`);\n return;\n }\n --this.targetedCount;\n};\n\n/**\n * Hacking mission instance\n * @param rep {number} How much reputation the player has for the faction\n * @param fac {Faction} Faction for which this mission is being conducted\n */\nfunction HackingMission(rep, fac) {\n this.faction = fac;\n\n this.started = false;\n this.time = 180000; // 5 minutes to start, milliseconds\n\n this.playerCores = [];\n this.playerNodes = []; // Non-core nodes\n this.playerAtk = 0;\n this.playerDef = 0;\n\n this.enemyCores = [];\n this.enemyDatabases = [];\n this.enemyNodes = []; // Non-core nodes\n this.enemyAtk = 0;\n this.enemyDef = 0;\n\n this.miscNodes = [];\n\n this.selectedNode = []; // Which of the player's nodes are currently selected\n\n this.actionButtons = []; // DOM buttons for actions\n\n this.availablePositions = [];\n for (var r = 0; r < 8; ++r) {\n for (var c = 0; c < 8; ++c) {\n this.availablePositions.push([r, c]);\n }\n }\n\n this.map = [];\n for (var i = 0; i < 8; ++i) {\n this.map.push([null, null, null, null, null, null, null, null]);\n }\n\n this.jsplumbinstance = null;\n\n this.difficulty = rep / CONSTANTS.HackingMissionRepToDiffConversion + 1;\n this.reward = 250 + rep / CONSTANTS.HackingMissionRepToRewardConversion;\n}\n\nHackingMission.prototype.init = function () {\n // Create Header DOM\n this.createPageDom();\n\n // Create player starting nodes\n var home = Player.getHomeComputer();\n for (var i = 0; i < home.cpuCores; ++i) {\n var stats = {\n atk: Player.hacking_skill / 7.5 + 30,\n def: Player.hacking_skill / 20,\n hp: Player.hacking_skill / 4,\n };\n this.playerCores.push(new Node(NodeTypes.Core, stats));\n this.playerCores[i].setControlledByPlayer();\n this.setNodePosition(this.playerCores[i], i, 0);\n this.removeAvailablePosition(i, 0);\n }\n\n // Randomly generate enemy nodes (CPU and Firewall) based on difficulty\n var numNodes = Math.min(8, Math.max(1, Math.round(this.difficulty / 4)));\n var numFirewalls = Math.min(20, getRandomInt(Math.round(this.difficulty / 3), Math.round(this.difficulty / 3) + 1));\n var numDatabases = Math.min(10, getRandomInt(1, Math.round(this.difficulty / 3) + 1));\n var totalNodes = numNodes + numFirewalls + numDatabases;\n var xlimit = 7 - Math.floor(totalNodes / 8);\n var randMult = addOffset(0.8 + this.difficulty / 5, 10);\n for (var i = 0; i < numNodes; ++i) {\n var stats = {\n atk: randMult * getRandomInt(80, 86),\n def: randMult * getRandomInt(5, 10),\n hp: randMult * getRandomInt(210, 230),\n };\n this.enemyCores.push(new Node(NodeTypes.Core, stats));\n this.enemyCores[i].setControlledByEnemy();\n this.setNodeRandomPosition(this.enemyCores[i], xlimit);\n }\n for (var i = 0; i < numFirewalls; ++i) {\n var stats = {\n atk: 0,\n def: randMult * getRandomInt(10, 20),\n hp: randMult * getRandomInt(275, 300),\n };\n this.enemyNodes.push(new Node(NodeTypes.Firewall, stats));\n this.enemyNodes[i].setControlledByEnemy();\n this.setNodeRandomPosition(this.enemyNodes[i], xlimit);\n }\n for (var i = 0; i < numDatabases; ++i) {\n var stats = {\n atk: 0,\n def: randMult * getRandomInt(30, 55),\n hp: randMult * getRandomInt(210, 275),\n };\n var node = new Node(NodeTypes.Database, stats);\n node.setControlledByEnemy();\n this.setNodeRandomPosition(node, xlimit);\n this.enemyDatabases.push(node);\n }\n this.calculateDefenses();\n this.calculateAttacks();\n this.createMap();\n};\n\nHackingMission.prototype.createPageDom = function () {\n var container = document.getElementById(\"mission-container\");\n\n var favorMult = 1 + this.faction.favor / 100;\n var gain = this.reward * Player.faction_rep_mult * favorMult;\n var headerText = document.createElement(\"p\");\n ReactDOM.render(\n <>\n You are about to start a hacking mission! You will gain {Reputation(gain)} faction reputation with{\" \"}\n {this.faction.name} if you win. Click the 'Start' button to begin.\n >,\n headerText,\n );\n headerText.style.display = \"block\";\n headerText.classList.add(\"hack-mission-header-element\");\n headerText.style.width = \"80%\";\n\n var inGameGuideBtn = document.createElement(\"a\");\n inGameGuideBtn.innerText = \"How to Play\";\n inGameGuideBtn.classList.add(\"a-link-button\");\n inGameGuideBtn.style.display = \"inline-block\";\n inGameGuideBtn.classList.add(\"hack-mission-header-element\");\n inGameGuideBtn.addEventListener(\"click\", function () {\n dialogBoxCreate(CONSTANTS.HackingMissionHowToPlay);\n return false;\n });\n\n // Start button will get replaced with forfeit when game is started\n var startBtn = document.createElement(\"a\");\n startBtn.innerHTML = \"Start\";\n startBtn.setAttribute(\"id\", \"hack-mission-start-btn\");\n startBtn.classList.add(\"a-link-button\");\n startBtn.classList.add(\"hack-mission-header-element\");\n startBtn.style.display = \"inline-block\";\n startBtn.addEventListener(\"click\", () => {\n this.start();\n return false;\n });\n\n var forfeitMission = document.createElement(\"a\");\n forfeitMission.innerHTML = \"Forfeit Mission (Exit)\";\n forfeitMission.classList.add(\"a-link-button\");\n forfeitMission.classList.add(\"hack-mission-header-element\");\n forfeitMission.style.display = \"inline-block\";\n forfeitMission.addEventListener(\"click\", () => {\n this.finishMission(false);\n return false;\n });\n\n var timer = document.createElement(\"p\");\n timer.setAttribute(\"id\", \"hacking-mission-timer\");\n timer.style.display = \"inline-block\";\n timer.style.margin = \"6px\";\n\n // Create Action Buttons (Attack/Scan/Weaken/ etc...)\n var actionsContainer = document.createElement(\"span\");\n actionsContainer.style.display = \"block\";\n actionsContainer.classList.add(\"hack-mission-action-buttons-container\");\n for (var i = 0; i < 6; ++i) {\n this.actionButtons.push(document.createElement(\"a\"));\n this.actionButtons[i].style.display = \"inline-block\";\n this.actionButtons[i].classList.add(\"a-link-button-inactive\"); // Disabled at start\n this.actionButtons[i].classList.add(\"tooltip\"); // Disabled at start\n this.actionButtons[i].classList.add(\"hack-mission-header-element\");\n actionsContainer.appendChild(this.actionButtons[i]);\n }\n this.actionButtons[0].innerText = \"Attack(a)\";\n var atkTooltip = document.createElement(\"span\");\n atkTooltip.classList.add(\"tooltiptexthigh\");\n atkTooltip.innerText =\n \"Lowers the targeted node's HP. The effectiveness of this depends on \" +\n \"this node's Attack level, your hacking level, and the opponent's defense level.\";\n this.actionButtons[0].appendChild(atkTooltip);\n this.actionButtons[1].innerText = \"Scan(s)\";\n var scanTooltip = document.createElement(\"span\");\n scanTooltip.classList.add(\"tooltiptexthigh\");\n scanTooltip.innerText =\n \"Lowers the targeted node's defense. The effectiveness of this depends on \" +\n \"this node's Attack level, your hacking level, and the opponent's defense level.\";\n this.actionButtons[1].appendChild(scanTooltip);\n this.actionButtons[2].innerText = \"Weaken(w)\";\n var WeakenTooltip = document.createElement(\"span\");\n WeakenTooltip.classList.add(\"tooltiptexthigh\");\n WeakenTooltip.innerText =\n \"Lowers the targeted node's attack. The effectiveness of this depends on \" +\n \"this node's Attack level, your hacking level, and the opponent's defense level.\";\n this.actionButtons[2].appendChild(WeakenTooltip);\n this.actionButtons[3].innerText = \"Fortify(f)\";\n var fortifyTooltip = document.createElement(\"span\");\n fortifyTooltip.classList.add(\"tooltiptexthigh\");\n fortifyTooltip.innerText =\n \"Raises this node's Defense level. The effectiveness of this depends on \" + \"your hacking level\";\n this.actionButtons[3].appendChild(fortifyTooltip);\n this.actionButtons[4].innerText = \"Overflow(r)\";\n var overflowTooltip = document.createElement(\"span\");\n overflowTooltip.classList.add(\"tooltiptexthigh\");\n overflowTooltip.innerText =\n \"Raises this node's Attack level but lowers its Defense level. The effectiveness \" +\n \"of this depends on your hacking level.\";\n this.actionButtons[4].appendChild(overflowTooltip);\n this.actionButtons[5].innerText = \"Drop Connection(d)\";\n var dropconnTooltip = document.createElement(\"span\");\n dropconnTooltip.classList.add(\"tooltiptexthigh\");\n dropconnTooltip.innerText =\n \"Removes this Node's current connection to some target Node, if it has one. This can \" +\n \"also be done by simply clicking the white connection line.\";\n this.actionButtons[5].appendChild(dropconnTooltip);\n\n // Player/enemy defense displays will be in action container\n var playerStats = document.createElement(\"p\");\n var enemyStats = document.createElement(\"p\");\n playerStats.style.display = \"inline-block\";\n enemyStats.style.display = \"inline-block\";\n playerStats.style.color = \"#00ccff\";\n enemyStats.style.color = \"red\";\n playerStats.style.margin = \"4px\";\n enemyStats.style.margin = \"4px\";\n playerStats.setAttribute(\"id\", \"hacking-mission-player-stats\");\n enemyStats.setAttribute(\"id\", \"hacking-mission-enemy-stats\");\n actionsContainer.appendChild(playerStats);\n actionsContainer.appendChild(enemyStats);\n\n // Set Action Button event listeners\n this.actionButtons[0].addEventListener(\"click\", () => {\n if (!(this.selectedNode.length > 0)) {\n console.error(\"Pressing Action button without selected node\");\n return;\n }\n if (this.selectedNode[0].type !== NodeTypes.Core) {\n return;\n }\n this.setActionButtonsActive(this.selectedNode[0].type);\n this.setActionButton(NodeActions.Attack, false); // Set attack button inactive\n this.selectedNode.forEach(function (node) {\n node.action = NodeActions.Attack;\n });\n });\n\n this.actionButtons[1].addEventListener(\"click\", () => {\n if (!(this.selectedNode.length > 0)) {\n console.error(\"Pressing Action button without selected node\");\n return;\n }\n var nodeType = this.selectedNode[0].type; // In a multiselect, every Node will have the same type\n if (nodeType !== NodeTypes.Core && nodeType !== NodeTypes.Transfer) {\n return;\n }\n this.setActionButtonsActive(nodeType);\n this.setActionButton(NodeActions.Scan, false); // Set scan button inactive\n this.selectedNode.forEach(function (node) {\n node.action = NodeActions.Scan;\n });\n });\n\n this.actionButtons[2].addEventListener(\"click\", () => {\n if (!(this.selectedNode.length > 0)) {\n console.error(\"Pressing Action button without selected node\");\n return;\n }\n var nodeType = this.selectedNode[0].type; // In a multiselect, every Node will have the same type\n if (nodeType !== NodeTypes.Core && nodeType !== NodeTypes.Transfer) {\n return;\n }\n this.setActionButtonsActive(nodeType);\n this.setActionButton(NodeActions.Weaken, false); // Set Weaken button inactive\n this.selectedNode.forEach(function (node) {\n node.action = NodeActions.Weaken;\n });\n });\n\n this.actionButtons[3].addEventListener(\"click\", () => {\n if (!(this.selectedNode.length > 0)) {\n console.error(\"Pressing Action button without selected node\");\n return;\n }\n this.setActionButtonsActive(this.selectedNode[0].type);\n this.setActionButton(NodeActions.Fortify, false); // Set Fortify button inactive\n this.selectedNode.forEach(function (node) {\n node.action = NodeActions.Fortify;\n });\n });\n\n this.actionButtons[4].addEventListener(\"click\", () => {\n if (!(this.selectedNode.length > 0)) {\n console.error(\"Pressing Action button without selected node\");\n return;\n }\n var nodeType = this.selectedNode[0].type;\n if (nodeType !== NodeTypes.Core && nodeType !== NodeTypes.Transfer) {\n return;\n }\n this.setActionButtonsActive(nodeType);\n this.setActionButton(NodeActions.Overflow, false); // Set Overflow button inactive\n this.selectedNode.forEach(function (node) {\n node.action = NodeActions.Overflow;\n });\n });\n\n this.actionButtons[5].addEventListener(\"click\", () => {\n if (!(this.selectedNode.length > 0)) {\n console.error(\"Pressing Action button without selected node\");\n return;\n }\n this.selectedNode.forEach(function (node) {\n if (node.conn) {\n var endpoints = node.conn.endpoints;\n endpoints[0].detachFrom(endpoints[1]);\n }\n node.action = NodeActions.Fortify;\n });\n });\n\n var timeDisplay = document.createElement(\"p\");\n\n container.appendChild(headerText);\n container.appendChild(inGameGuideBtn);\n container.appendChild(startBtn);\n container.appendChild(forfeitMission);\n container.appendChild(timer);\n container.appendChild(actionsContainer);\n container.appendChild(timeDisplay);\n};\n\nHackingMission.prototype.setActionButtonsInactive = function () {\n for (var i = 0; i < this.actionButtons.length; ++i) {\n this.actionButtons[i].classList.remove(\"a-link-button\");\n this.actionButtons[i].classList.add(\"a-link-button-inactive\");\n }\n};\n\nHackingMission.prototype.setActionButtonsActive = function (nodeType = null) {\n for (var i = 0; i < this.actionButtons.length; ++i) {\n this.actionButtons[i].classList.add(\"a-link-button\");\n this.actionButtons[i].classList.remove(\"a-link-button-inactive\");\n }\n\n /**\n * For Transfer, FireWall and Shield Nodes, certain buttons should always be disabled\n * 0 = Attack, 1 = Scan, 2 = Weaken, 3 = Fortify, 4 = overflow, 5 = Drop conn\n */\n if (nodeType) {\n switch (nodeType) {\n case NodeTypes.Firewall:\n case NodeTypes.Shield:\n this.actionButtons[0].classList.remove(\"a-link-button\");\n this.actionButtons[0].classList.add(\"a-link-button-inactive\");\n this.actionButtons[1].classList.remove(\"a-link-button\");\n this.actionButtons[1].classList.add(\"a-link-button-inactive\");\n this.actionButtons[2].classList.remove(\"a-link-button\");\n this.actionButtons[2].classList.add(\"a-link-button-inactive\");\n this.actionButtons[4].classList.remove(\"a-link-button\");\n this.actionButtons[4].classList.add(\"a-link-button-inactive\");\n this.actionButtons[5].classList.remove(\"a-link-button\");\n this.actionButtons[5].classList.add(\"a-link-button-inactive\");\n break;\n case NodeTypes.Transfer:\n this.actionButtons[0].classList.remove(\"a-link-button\");\n this.actionButtons[0].classList.add(\"a-link-button-inactive\");\n break;\n default:\n break;\n }\n }\n};\n\n// True for active, false for inactive\nHackingMission.prototype.setActionButton = function (i, active = true) {\n if (isString(i)) {\n switch (i) {\n case NodeActions.Attack:\n i = 0;\n break;\n case NodeActions.Scan:\n i = 1;\n break;\n case NodeActions.Weaken:\n i = 2;\n break;\n case NodeActions.Fortify:\n i = 3;\n break;\n case NodeActions.Overflow:\n default:\n i = 4;\n break;\n }\n }\n if (active) {\n this.actionButtons[i].classList.remove(\"a-link-button-inactive\");\n this.actionButtons[i].classList.add(\"a-link-button\");\n } else {\n this.actionButtons[i].classList.remove(\"a-link-button\");\n this.actionButtons[i].classList.add(\"a-link-button-inactive\");\n }\n};\n\nHackingMission.prototype.calculateAttacks = function () {\n var total = 0;\n for (var i = 0; i < this.playerCores.length; ++i) {\n total += this.playerCores[i].atk;\n }\n for (var i = 0; i < this.playerNodes.length; ++i) {\n total += this.playerNodes[i].atk;\n }\n this.playerAtk = total;\n document.getElementById(\"hacking-mission-player-stats\").innerHTML =\n \"Player Attack: \" + formatNumber(this.playerAtk, 1) + \" \" + \"Player Defense: \" + formatNumber(this.playerDef, 1);\n total = 0;\n for (var i = 0; i < this.enemyCores.length; ++i) {\n total += this.enemyCores[i].atk;\n }\n for (var i = 0; i < this.enemyDatabases.length; ++i) {\n total += this.enemyDatabases[i].atk;\n }\n for (var i = 0; i < this.enemyNodes.length; ++i) {\n total += this.enemyNodes[i].atk;\n }\n this.enemyAtk = total;\n document.getElementById(\"hacking-mission-enemy-stats\").innerHTML =\n \"Enemy Attack: \" + formatNumber(this.enemyAtk, 1) + \" \" + \"Enemy Defense: \" + formatNumber(this.enemyDef, 1);\n};\n\nHackingMission.prototype.calculateDefenses = function () {\n var total = 0;\n for (var i = 0; i < this.playerCores.length; ++i) {\n total += this.playerCores[i].def;\n }\n for (var i = 0; i < this.playerNodes.length; ++i) {\n total += this.playerNodes[i].def;\n }\n this.playerDef = total;\n document.getElementById(\"hacking-mission-player-stats\").innerHTML =\n \"Player Attack: \" + formatNumber(this.playerAtk, 1) + \" \" + \"Player Defense: \" + formatNumber(this.playerDef, 1);\n total = 0;\n for (var i = 0; i < this.enemyCores.length; ++i) {\n total += this.enemyCores[i].def;\n }\n for (var i = 0; i < this.enemyDatabases.length; ++i) {\n total += this.enemyDatabases[i].def;\n }\n for (var i = 0; i < this.enemyNodes.length; ++i) {\n total += this.enemyNodes[i].def;\n }\n this.enemyDef = total;\n document.getElementById(\"hacking-mission-enemy-stats\").innerHTML =\n \"Enemy Attack: \" + formatNumber(this.enemyAtk, 1) + \" \" + \"Enemy Defense: \" + formatNumber(this.enemyDef, 1);\n};\n\nHackingMission.prototype.removeAvailablePosition = function (x, y) {\n for (var i = 0; i < this.availablePositions.length; ++i) {\n if (this.availablePositions[i][0] === x && this.availablePositions[i][1] === y) {\n this.availablePositions.splice(i, 1);\n return;\n }\n }\n console.warn(`removeAvailablePosition() did not remove ${x}, ${y}`);\n};\n\nHackingMission.prototype.setNodePosition = function (nodeObj, x, y) {\n if (!(nodeObj instanceof Node)) {\n console.warn(\"Non-Node object passed into setNodePOsition\");\n return;\n }\n if (isNaN(x) || isNaN(y)) {\n console.error(`Invalid values (${x}, ${y}) passed as (x, y) for setNodePosition`);\n return;\n }\n nodeObj.pos = [x, y];\n this.map[x][y] = nodeObj;\n};\n\nHackingMission.prototype.setNodeRandomPosition = function (nodeObj, xlimit = 0) {\n var i = getRandomInt(0, this.availablePositions.length - 1);\n if (this.availablePositions[i][1] < xlimit) {\n // Recurse if not within limit\n return this.setNodeRandomPosition(nodeObj, xlimit);\n }\n var pos = this.availablePositions.splice(i, 1);\n pos = pos[0];\n this.setNodePosition(nodeObj, pos[0], pos[1]);\n};\n\nHackingMission.prototype.createMap = function () {\n // Use a grid\n var map = document.createElement(\"div\");\n map.classList.add(\"hack-mission-grid\");\n map.setAttribute(\"id\", \"hacking-mission-map\");\n document.getElementById(\"mission-container\").appendChild(map);\n\n // Create random Nodes for every space in the map that\n // hasn't been filled yet. The stats of each Node will be based on\n // the player/enemy attack\n var averageAttack = (this.playerAtk + this.enemyAtk) / 2;\n for (var x = 0; x < 8; ++x) {\n for (var y = 0; y < 8; ++y) {\n if (!(this.map[x][y] instanceof Node)) {\n var node,\n type = getRandomInt(0, 2);\n var randMult = addOffset(0.85 + this.difficulty / 2, 15);\n switch (type) {\n case 0: // Spam\n var stats = {\n atk: 0,\n def: averageAttack * 1.1 + getRandomInt(15, 45),\n hp: randMult * getRandomInt(200, 225),\n };\n node = new Node(NodeTypes.Spam, stats);\n break;\n case 1: // Transfer\n var stats = {\n atk: 0,\n def: averageAttack * 1.1 + getRandomInt(15, 45),\n hp: randMult * getRandomInt(250, 275),\n };\n node = new Node(NodeTypes.Transfer, stats);\n break;\n case 2: // Shield\n default:\n var stats = {\n atk: 0,\n def: averageAttack * 1.1 + getRandomInt(30, 70),\n hp: randMult * getRandomInt(300, 320),\n };\n node = new Node(NodeTypes.Shield, stats);\n break;\n }\n this.setNodePosition(node, x, y);\n this.removeAvailablePosition(x, y);\n this.miscNodes.push(node);\n }\n }\n }\n\n // Create DOM elements in order\n for (var r = 0; r < 8; ++r) {\n for (var c = 0; c < 8; ++c) {\n this.createNodeDomElement(this.map[r][c]);\n }\n }\n\n // Configure all Player CPUS\n for (var i = 0; i < this.playerCores.length; ++i) {\n this.configurePlayerNodeElement(this.playerCores[i].el);\n }\n};\n\nHackingMission.prototype.createNodeDomElement = function (nodeObj) {\n var nodeDiv = document.createElement(\"a\"),\n txtEl = document.createElement(\"p\");\n nodeObj.el = nodeDiv;\n\n // Set the node element's id based on its coordinates\n var id = \"hacking-mission-node-\" + nodeObj.pos[0] + \"-\" + nodeObj.pos[1];\n nodeDiv.setAttribute(\"id\", id);\n txtEl.setAttribute(\"id\", id + \"-txt\");\n\n // Set node classes for owner\n nodeDiv.classList.add(\"hack-mission-node\");\n if (nodeObj.plyrCtrl) {\n nodeDiv.classList.add(\"hack-mission-player-node\");\n } else if (nodeObj.enmyCtrl) {\n nodeDiv.classList.add(\"hack-mission-enemy-node\");\n }\n\n // Set node classes based on type\n var txt;\n switch (nodeObj.type) {\n case NodeTypes.Core:\n txt = \"CPU Core \" + \"HP: \" + formatNumber(nodeObj.hp, 1);\n nodeDiv.classList.add(\"hack-mission-cpu-node\");\n break;\n case NodeTypes.Firewall:\n txt = \"Firewall \" + \"HP: \" + formatNumber(nodeObj.hp, 1);\n nodeDiv.classList.add(\"hack-mission-firewall-node\");\n break;\n case NodeTypes.Database:\n txt = \"Database \" + \"HP: \" + formatNumber(nodeObj.hp, 1);\n nodeDiv.classList.add(\"hack-mission-database-node\");\n break;\n case NodeTypes.Spam:\n txt = \"Spam \" + \"HP: \" + formatNumber(nodeObj.hp, 1);\n nodeDiv.classList.add(\"hack-mission-spam-node\");\n break;\n case NodeTypes.Transfer:\n txt = \"Transfer \" + \"HP: \" + formatNumber(nodeObj.hp, 1);\n nodeDiv.classList.add(\"hack-mission-transfer-node\");\n break;\n case NodeTypes.Shield:\n default:\n txt = \"Shield \" + \"HP: \" + formatNumber(nodeObj.hp, 1);\n nodeDiv.classList.add(\"hack-mission-shield-node\");\n break;\n }\n\n txt += \" Atk: \" + formatNumber(nodeObj.atk, 1) + \" Def: \" + formatNumber(nodeObj.def, 1);\n txtEl.innerHTML = txt;\n\n nodeDiv.appendChild(txtEl);\n document.getElementById(\"hacking-mission-map\").appendChild(nodeDiv);\n};\n\nHackingMission.prototype.updateNodeDomElement = function (nodeObj) {\n if (nodeObj.el == null) {\n console.error(\"Calling updateNodeDomElement on a Node without an element\");\n return;\n }\n\n let id = \"hacking-mission-node-\" + nodeObj.pos[0] + \"-\" + nodeObj.pos[1];\n let txtEl = document.getElementById(id + \"-txt\");\n\n // Set node classes based on type\n let txt;\n switch (nodeObj.type) {\n case NodeTypes.Core:\n txt = \"CPU Core \" + \"HP: \" + formatNumber(nodeObj.hp, 1);\n break;\n case NodeTypes.Firewall:\n txt = \"Firewall \" + \"HP: \" + formatNumber(nodeObj.hp, 1);\n break;\n case NodeTypes.Database:\n txt = \"Database \" + \"HP: \" + formatNumber(nodeObj.hp, 1);\n break;\n case NodeTypes.Spam:\n txt = \"Spam \" + \"HP: \" + formatNumber(nodeObj.hp, 1);\n break;\n case NodeTypes.Transfer:\n txt = \"Transfer \" + \"HP: \" + formatNumber(nodeObj.hp, 1);\n break;\n case NodeTypes.Shield:\n default:\n txt = \"Shield \" + \"HP: \" + formatNumber(nodeObj.hp, 1);\n break;\n }\n\n txt += \" Atk: \" + formatNumber(nodeObj.atk, 1) + \" Def: \" + formatNumber(nodeObj.def, 1);\n if (nodeObj.action) {\n txt += \" \" + nodeObj.action;\n }\n txtEl.innerHTML = txt;\n};\n\n/**\n * Gets a Node DOM elements corresponding Node object using its\n * element id. Function accepts either the DOM element object or the ID as\n * an argument\n */\nHackingMission.prototype.getNodeFromElement = function (el) {\n var id;\n if (isString(el)) {\n id = el;\n } else {\n id = el.id;\n }\n id = id.replace(\"hacking-mission-node-\", \"\");\n var res = id.split(\"-\");\n if (res.length != 2) {\n console.error(\"Parsing hacking mission node id. could not find coordinates\");\n return null;\n }\n var x = res[0],\n y = res[1];\n if (isNaN(x) || isNaN(y) || x >= 8 || y >= 8 || x < 0 || y < 0) {\n console.error(`Unexpected values (${x}, ${y}) for (x, y)`);\n return null;\n }\n return this.map[x][y];\n};\n\nfunction selectNode(hackMissionInst, el) {\n var nodeObj = hackMissionInst.getNodeFromElement(el);\n if (nodeObj == null) {\n console.error(\"Failed getting Node object\");\n }\n if (!nodeObj.plyrCtrl) {\n return;\n }\n\n clearAllSelectedNodes(hackMissionInst);\n nodeObj.select(hackMissionInst.actionButtons);\n hackMissionInst.selectedNode.push(nodeObj);\n}\n\nfunction multiselectNode(hackMissionInst, el) {\n var nodeObj = hackMissionInst.getNodeFromElement(el);\n if (nodeObj == null) {\n console.error(\"Failed getting Node Object in multiselectNode()\");\n }\n if (!nodeObj.plyrCtrl) {\n return;\n }\n\n clearAllSelectedNodes(hackMissionInst);\n var type = nodeObj.type;\n if (type === NodeTypes.Core) {\n hackMissionInst.playerCores.forEach(function (node) {\n node.select(hackMissionInst.actionButtons);\n hackMissionInst.selectedNode.push(node);\n });\n } else {\n hackMissionInst.playerNodes.forEach(function (node) {\n if (node.type === type) {\n node.select(hackMissionInst.actionButtons);\n hackMissionInst.selectedNode.push(node);\n }\n });\n }\n}\n\nfunction clearAllSelectedNodes(hackMissionInst) {\n if (hackMissionInst.selectedNode.length > 0) {\n hackMissionInst.selectedNode.forEach(function (node) {\n node.deselect(hackMissionInst.actionButtons);\n });\n hackMissionInst.selectedNode.length = 0;\n }\n}\n\n/**\n * Configures a DOM element representing a player-owned node to\n * be selectable and actionable.\n * Note: Does NOT change its css class. This is handled by Node.setControlledBy...\n */\nHackingMission.prototype.configurePlayerNodeElement = function (el) {\n var nodeObj = this.getNodeFromElement(el);\n if (nodeObj == null) {\n console.error(\"Failed getting Node object\");\n }\n\n // Add event listener\n const selectNodeWrapper = () => {\n selectNode(this, el);\n };\n el.addEventListener(\"click\", selectNodeWrapper);\n\n const multiselectNodeWrapper = () => {\n multiselectNode(this, el);\n };\n el.addEventListener(\"dblclick\", multiselectNodeWrapper);\n\n if (el.firstChild) {\n el.firstChild.addEventListener(\"click\", selectNodeWrapper);\n }\n};\n\n/**\n * Configures a DOM element representing an enemy-node by removing\n * any event listeners\n */\nHackingMission.prototype.configureEnemyNodeElement = function (el) {\n // Deselect node if it was the selected node\n var nodeObj = this.getNodeFromElement(el);\n for (var i = 0; i < this.selectedNode.length; ++i) {\n if (this.selectedNode[i] == nodeObj) {\n nodeObj.deselect(this.actionButtons);\n this.selectedNode.splice(i, 1);\n break;\n }\n }\n};\n\n/**\n * Returns bool indicating whether a node is reachable by player\n * by checking if any of the adjacent nodes are owned by the player\n */\nHackingMission.prototype.nodeReachable = function (node) {\n var x = node.pos[0],\n y = node.pos[1];\n if (x > 0 && this.map[x - 1][y].plyrCtrl) {\n return true;\n }\n if (x < 7 && this.map[x + 1][y].plyrCtrl) {\n return true;\n }\n if (y > 0 && this.map[x][y - 1].plyrCtrl) {\n return true;\n }\n if (y < 7 && this.map[x][y + 1].plyrCtrl) {\n return true;\n }\n return false;\n};\n\nHackingMission.prototype.nodeReachableByEnemy = function (node) {\n if (node == null) {\n return false;\n }\n var x = node.pos[0],\n y = node.pos[1];\n if (x > 0 && this.map[x - 1][y].enmyCtrl) {\n return true;\n }\n if (x < 7 && this.map[x + 1][y].enmyCtrl) {\n return true;\n }\n if (y > 0 && this.map[x][y - 1].enmyCtrl) {\n return true;\n }\n if (y < 7 && this.map[x][y + 1].enmyCtrl) {\n return true;\n }\n return false;\n};\n\nHackingMission.prototype.start = function () {\n this.started = true;\n this.initJsPlumb();\n var startBtn = clearEventListeners(\"hack-mission-start-btn\");\n startBtn.classList.remove(\"a-link-button\");\n startBtn.classList.add(\"a-link-button-inactive\");\n};\n\nHackingMission.prototype.initJsPlumb = function () {\n var instance = jsPlumb.getInstance({\n DragOptions: { cursor: \"pointer\", zIndex: 2000 },\n PaintStyle: {\n gradient: {\n stops: [\n [0, \"#FFFFFF\"],\n [1, \"#FFFFFF\"],\n ],\n },\n stroke: \"#FFFFFF\",\n strokeWidth: 8,\n },\n });\n\n this.jsplumbinstance = instance;\n\n // All player cores are sources\n for (var i = 0; i < this.playerCores.length; ++i) {\n instance.makeSource(this.playerCores[i].el, {\n deleteEndpointsOnEmpty: true,\n maxConnections: 1,\n anchor: \"Continuous\",\n connector: \"Flowchart\",\n });\n }\n\n // Everything else is a target\n for (var i = 0; i < this.enemyCores.length; ++i) {\n instance.makeTarget(this.enemyCores[i].el, {\n maxConnections: -1,\n anchor: \"Continuous\",\n connector: \"Flowchart\",\n });\n }\n for (var i = 0; i < this.enemyDatabases.length; ++i) {\n instance.makeTarget(this.enemyDatabases[i].el, {\n maxConnections: -1,\n anchor: \"Continuous\",\n connector: [\"Flowchart\"],\n });\n }\n for (var i = 0; i < this.enemyNodes.length; ++i) {\n instance.makeTarget(this.enemyNodes[i].el, {\n maxConnections: -1,\n anchor: \"Continuous\",\n connector: \"Flowchart\",\n });\n }\n for (var i = 0; i < this.miscNodes.length; ++i) {\n instance.makeTarget(this.miscNodes[i].el, {\n maxConnections: -1,\n anchor: \"Continuous\",\n connector: \"Flowchart\",\n });\n }\n\n // Clicking a connection drops it\n instance.bind(\"click\", (conn) => {\n // Cannot drop enemy's connections\n const sourceNode = this.getNodeFromElement(conn.source);\n if (sourceNode.enmyCtrl) {\n return;\n }\n\n var endpoints = conn.endpoints;\n endpoints[0].detachFrom(endpoints[1]);\n });\n\n // Connection events\n instance.bind(\"connection\", (info) => {\n var targetNode = this.getNodeFromElement(info.target);\n\n // Do not detach for enemy nodes\n var thisNode = this.getNodeFromElement(info.source);\n if (thisNode.enmyCtrl) {\n return;\n }\n\n // If the node is not reachable, drop the connection\n if (!this.nodeReachable(targetNode)) {\n info.sourceEndpoint.detachFrom(info.targetEndpoint);\n return;\n }\n\n var sourceNode = this.getNodeFromElement(info.source);\n sourceNode.conn = info.connection;\n var targetNode = this.getNodeFromElement(info.target);\n ++targetNode.targetedCount;\n });\n\n // Detach Connection events\n instance.bind(\"connectionDetached\", (info) => {\n var sourceNode = this.getNodeFromElement(info.source);\n sourceNode.conn = null;\n var targetNode = this.getNodeFromElement(info.target);\n targetNode.untarget();\n });\n};\n\n// Drops all connections where the specified node is the source\nHackingMission.prototype.dropAllConnectionsFromNode = function (node) {\n var allConns = this.jsplumbinstance.getAllConnections();\n for (var i = allConns.length - 1; i >= 0; --i) {\n if (allConns[i].source == node.el) {\n allConns[i].endpoints[0].detachFrom(allConns[i].endpoints[1]);\n }\n }\n};\n\n// Drops all connections where the specified node is the target\nHackingMission.prototype.dropAllConnectionsToNode = function (node) {\n var allConns = this.jsplumbinstance.getAllConnections();\n for (var i = allConns.length - 1; i >= 0; --i) {\n if (allConns[i].target == node.el) {\n allConns[i].endpoints[0].detachFrom(allConns[i].endpoints[1]);\n }\n }\n node.beingTargeted = false;\n};\n\nvar storedCycles = 0;\nHackingMission.prototype.process = function (numCycles = 1) {\n if (!this.started) {\n return;\n }\n storedCycles += numCycles;\n if (storedCycles < 2) {\n return;\n } // Only process every 3 cycles minimum\n\n var res = false;\n // Process actions of all player nodes\n this.playerCores.forEach((node) => {\n res |= this.processNode(node, storedCycles);\n });\n\n this.playerNodes.forEach((node) => {\n if (node.type === NodeTypes.Transfer || node.type === NodeTypes.Shield || node.type === NodeTypes.Firewall) {\n res |= this.processNode(node, storedCycles);\n }\n });\n\n // Process actions of all enemy nodes\n this.enemyCores.forEach((node) => {\n this.enemyAISelectAction(node);\n res |= this.processNode(node, storedCycles);\n });\n\n this.enemyNodes.forEach((node) => {\n if (node.type === NodeTypes.Transfer || node.type === NodeTypes.Shield || node.type === NodeTypes.Firewall) {\n this.enemyAISelectAction(node);\n res |= this.processNode(node, storedCycles);\n }\n });\n\n // The hp of enemy databases increases slowly\n this.enemyDatabases.forEach((node) => {\n node.maxhp += 0.1 * storedCycles;\n node.hp += 0.1 * storedCycles;\n });\n\n if (res) {\n this.calculateAttacks();\n this.calculateDefenses();\n }\n\n // Win if all enemy databases are conquered\n if (this.enemyDatabases.length === 0) {\n this.finishMission(true);\n return;\n }\n\n // Lose if all your cores are gone\n if (this.playerCores.length === 0) {\n this.finishMission(false);\n return;\n }\n\n // Defense/hp of misc nodes increases slowly over time\n this.miscNodes.forEach((node) => {\n node.def += 0.1 * storedCycles;\n node.maxhp += 0.05 * storedCycles;\n node.hp += 0.1 * storedCycles;\n if (node.hp > node.maxhp) {\n node.hp = node.maxhp;\n }\n this.updateNodeDomElement(node);\n });\n\n // Update timer and check if player lost\n this.time -= storedCycles * CONSTANTS._idleSpeed;\n if (this.time <= 0) {\n this.finishMission(false);\n return;\n }\n this.updateTimer();\n\n storedCycles = 0;\n};\n\n// Returns a bool representing whether defenses need to be re-calculated\nHackingMission.prototype.processNode = function (nodeObj, numCycles = 1) {\n if (nodeObj.action == null) {\n return;\n }\n\n var targetNode = null,\n def,\n atk;\n if (nodeObj.conn) {\n if (nodeObj.conn.target != null) {\n targetNode = this.getNodeFromElement(nodeObj.conn.target);\n } else {\n targetNode = this.getNodeFromElement(nodeObj.conn.targetId);\n }\n\n if (targetNode == null) {\n // Player is in the middle of dragging the connection,\n // so the target node is null. Do nothing here\n } else if (targetNode.plyrCtrl) {\n def = this.playerDef;\n atk = this.enemyAtk;\n } else if (targetNode.enmyCtrl) {\n def = this.enemyDef;\n atk = this.playerAtk;\n } else {\n // Misc Node\n def = targetNode.def;\n nodeObj.plyrCtrl ? (atk = this.playerAtk) : (atk = this.enemyAtk);\n }\n }\n\n // Calculations are per second, so divide everything by 5\n var calcStats = false,\n plyr = nodeObj.plyrCtrl;\n var enmyHacking = this.difficulty * CONSTANTS.HackingMissionDifficultyToHacking;\n switch (nodeObj.action) {\n case NodeActions.Attack:\n if (targetNode == null) {\n break;\n }\n if (nodeObj.conn == null) {\n break;\n }\n var dmg = this.calculateAttackDamage(atk, def, plyr ? Player.hacking_skill : enmyHacking);\n targetNode.hp -= (dmg / 5) * numCycles;\n break;\n case NodeActions.Scan:\n if (targetNode == null) {\n break;\n }\n if (nodeObj.conn == null) {\n break;\n }\n var eff = this.calculateScanEffect(atk, def, plyr ? Player.hacking_skill : enmyHacking);\n targetNode.def -= (eff / 5) * numCycles;\n calcStats = true;\n break;\n case NodeActions.Weaken:\n if (targetNode == null) {\n break;\n }\n if (nodeObj.conn == null) {\n break;\n }\n var eff = this.calculateWeakenEffect(atk, def, plyr ? Player.hacking_skill : enmyHacking);\n targetNode.atk -= (eff / 5) * numCycles;\n calcStats = true;\n break;\n case NodeActions.Fortify:\n var eff = this.calculateFortifyEffect(Player.hacking_skill);\n nodeObj.def += (eff / 5) * numCycles;\n calcStats = true;\n break;\n case NodeActions.Overflow:\n var eff = this.calculateOverflowEffect(Player.hacking_skill);\n if (nodeObj.def < eff) {\n break;\n }\n nodeObj.def -= (eff / 5) * numCycles;\n nodeObj.atk += (eff / 5) * numCycles;\n calcStats = true;\n break;\n default:\n console.error(`Invalid Node Action: ${nodeObj.action}`);\n break;\n }\n\n // Stats can't go below 0\n if (nodeObj.atk < 0) {\n nodeObj.atk = 0;\n }\n if (nodeObj.def < 0) {\n nodeObj.def = 0;\n }\n if (targetNode && targetNode.atk < 0) {\n targetNode.atk = 0;\n }\n if (targetNode && targetNode.def < 0) {\n targetNode.def = 0;\n }\n\n // Conquering a node\n if (targetNode && targetNode.hp <= 0) {\n var conqueredByPlayer = nodeObj.plyrCtrl;\n targetNode.hp = targetNode.maxhp;\n targetNode.action = null;\n targetNode.conn = null;\n if (this.selectedNode == targetNode) {\n targetNode.deselect(this.actionButtons);\n }\n\n // The conquered node has its stats reduced\n targetNode.atk /= 2;\n targetNode.def /= 3.5;\n\n // Flag for whether the target node was a misc node\n var isMiscNode = !targetNode.plyrCtrl && !targetNode.enmyCtrl;\n\n // Remove all connections from Node\n this.dropAllConnectionsToNode(targetNode);\n this.dropAllConnectionsFromNode(targetNode);\n\n // Changes the css class and turn the node into a JsPlumb Source/Target\n if (conqueredByPlayer) {\n targetNode.setControlledByPlayer();\n this.jsplumbinstance.unmakeTarget(targetNode.el);\n this.jsplumbinstance.makeSource(targetNode.el, {\n deleteEndpointsOnEmpty: true,\n maxConnections: 1,\n anchor: \"Continuous\",\n connector: \"Flowchart\",\n });\n } else {\n targetNode.setControlledByEnemy();\n nodeObj.conn = null; // Clear connection\n this.jsplumbinstance.unmakeSource(targetNode.el);\n this.jsplumbinstance.makeTarget(targetNode.el, {\n maxConnections: -1,\n anchor: \"Continuous\",\n connector: [\"Flowchart\"],\n });\n }\n\n calcStats = true;\n\n // Helper function to swap nodes between the respective enemyNodes/playerNodes arrays\n function swapNodes(orig, dest, targetNode) {\n for (var i = 0; i < orig.length; ++i) {\n if (orig[i] == targetNode) {\n var node = orig.splice(i, 1);\n node = node[0];\n dest.push(node);\n break;\n }\n }\n }\n\n switch (targetNode.type) {\n case NodeTypes.Core:\n if (conqueredByPlayer) {\n swapNodes(this.enemyCores, this.playerCores, targetNode);\n this.configurePlayerNodeElement(targetNode.el);\n } else {\n swapNodes(this.playerCores, this.enemyCores, targetNode);\n this.configureEnemyNodeElement(targetNode.el);\n }\n break;\n case NodeTypes.Firewall:\n if (conqueredByPlayer) {\n swapNodes(this.enemyNodes, this.playerNodes, targetNode);\n } else {\n swapNodes(this.playerNodes, this.enemyNodes, targetNode);\n this.configureEnemyNodeElement(targetNode.el);\n }\n break;\n case NodeTypes.Database:\n if (conqueredByPlayer) {\n swapNodes(this.enemyDatabases, this.playerNodes, targetNode);\n } else {\n swapNodes(this.playerNodes, this.enemyDatabases, targetNode);\n }\n break;\n case NodeTypes.Spam:\n if (conqueredByPlayer) {\n swapNodes(isMiscNode ? this.miscNodes : this.enemyNodes, this.playerNodes, targetNode);\n // Conquering spam node increases time limit\n this.time += CONSTANTS.HackingMissionSpamTimeIncrease;\n } else {\n swapNodes(isMiscNode ? this.miscNodes : this.playerNodes, this.enemyNodes, targetNode);\n }\n\n break;\n case NodeTypes.Transfer:\n // Conquering a Transfer node increases the attack of all cores by some percentages\n if (conqueredByPlayer) {\n swapNodes(isMiscNode ? this.miscNodes : this.enemyNodes, this.playerNodes, targetNode);\n this.playerCores.forEach(function (node) {\n node.atk *= CONSTANTS.HackingMissionTransferAttackIncrease;\n });\n this.configurePlayerNodeElement(targetNode.el);\n } else {\n swapNodes(isMiscNode ? this.miscNodes : this.playerNodes, this.enemyNodes, targetNode);\n this.enemyCores.forEach(function (node) {\n node.atk *= CONSTANTS.HackingMissionTransferAttackIncrease;\n });\n this.configureEnemyNodeElement(targetNode.el);\n }\n break;\n case NodeTypes.Shield:\n if (conqueredByPlayer) {\n swapNodes(isMiscNode ? this.miscNodes : this.enemyNodes, this.playerNodes, targetNode);\n this.configurePlayerNodeElement(targetNode.el);\n } else {\n swapNodes(isMiscNode ? this.miscNodes : this.playerNodes, this.enemyNodes, targetNode);\n this.configureEnemyNodeElement(targetNode.el);\n }\n break;\n }\n\n // If a misc node was conquered, the defense for all misc nodes increases by some fixed amount\n if (isMiscNode) {\n //&& conqueredByPlayer) {\n this.miscNodes.forEach((node) => {\n if (node.targetedCount === 0) {\n node.def *= CONSTANTS.HackingMissionMiscDefenseIncrease;\n }\n });\n }\n }\n\n // Update node DOMs\n this.updateNodeDomElement(nodeObj);\n if (targetNode) {\n this.updateNodeDomElement(targetNode);\n }\n return calcStats;\n};\n\n// Enemy \"AI\" for CPU Core and Transfer Nodes\nHackingMission.prototype.enemyAISelectAction = function (nodeObj) {\n if (nodeObj == null) {\n return;\n }\n switch (nodeObj.type) {\n case NodeTypes.Core:\n /**\n * Select a single RANDOM target from miscNodes and player's Nodes\n * If it is reachable, it will target it. If not, no target will\n * be selected for now, and the next time process() gets called this will repeat\n */\n if (nodeObj.conn == null) {\n if (this.miscNodes.length === 0) {\n // Randomly pick a player node and attack it if its reachable\n var rand = getRandomInt(0, this.playerNodes.length - 1);\n var node;\n if (this.playerNodes.length === 0) {\n node = null;\n } else {\n node = this.playerNodes[rand];\n }\n if (this.nodeReachableByEnemy(node)) {\n // Create connection\n nodeObj.conn = this.jsplumbinstance.connect({\n source: nodeObj.el,\n target: node.el,\n });\n ++node.targetedCount;\n } else {\n // Randomly pick a player core and attack it if its reachable\n rand = getRandomInt(0, this.playerCores.length - 1);\n if (this.playerCores.length === 0) {\n return; // No Misc Nodes, no player Nodes, no Player cores. Player lost\n } else {\n node = this.playerCores[rand];\n }\n\n if (this.nodeReachableByEnemy(node)) {\n // Create connection\n nodeObj.conn = this.jsplumbinstance.connect({\n source: nodeObj.el,\n target: node.el,\n });\n ++node.targetedCount;\n }\n }\n } else {\n // Randomly pick a misc node and attack it if its reachable\n var rand = getRandomInt(0, this.miscNodes.length - 1);\n var node = this.miscNodes[rand];\n if (this.nodeReachableByEnemy(node)) {\n nodeObj.conn = this.jsplumbinstance.connect({\n source: nodeObj.el,\n target: node.el,\n });\n ++node.targetedCount;\n }\n }\n\n // If no connection was made, set the Core to Fortify\n nodeObj.action = NodeActions.Fortify;\n } else {\n // If this node has a selected target\n var targetNode;\n if (nodeObj.conn.target) {\n targetNode = this.getNodeFromElement(nodeObj.conn.target);\n } else {\n targetNode = this.getNodeFromElement(nodeObj.conn.targetId);\n }\n if (targetNode == null) {\n console.error(\"Error getting Target node Object in enemyAISelectAction()\");\n }\n\n if (targetNode.def > this.enemyAtk + 15) {\n if (nodeObj.def < 50) {\n nodeObj.action = NodeActions.Fortify;\n } else {\n nodeObj.action = NodeActions.Overflow;\n }\n } else if (Math.abs(targetNode.def - this.enemyAtk) <= 15) {\n nodeObj.action = NodeActions.Scan;\n } else {\n nodeObj.action = NodeActions.Attack;\n }\n }\n break;\n case NodeTypes.Transfer:\n // Switch between fortifying and overflowing as necessary\n if (nodeObj.def < 125) {\n nodeObj.action = NodeActions.Fortify;\n } else {\n nodeObj.action = NodeActions.Overflow;\n }\n break;\n case NodeTypes.Firewall:\n case NodeTypes.Shield:\n nodeObj.action = NodeActions.Fortify;\n break;\n default:\n break;\n }\n};\n\nvar hackEffWeightSelf = 130; // Weight for Node actions on self\nvar hackEffWeightTarget = 25; // Weight for Node Actions against Target\nvar hackEffWeightAttack = 80; // Weight for Attack action\n\n// Returns damage per cycle based on stats\nHackingMission.prototype.calculateAttackDamage = function (atk, def, hacking = 0) {\n return Math.max(0.55 * (atk + hacking / hackEffWeightAttack - def), 1);\n};\n\nHackingMission.prototype.calculateScanEffect = function (atk, def, hacking = 0) {\n return Math.max(0.6 * (atk + hacking / hackEffWeightTarget - def * 0.95), 2);\n};\n\nHackingMission.prototype.calculateWeakenEffect = function (atk, def, hacking = 0) {\n return Math.max(atk + hacking / hackEffWeightTarget - def * 0.95, 2);\n};\n\nHackingMission.prototype.calculateFortifyEffect = function (hacking = 0) {\n return (0.9 * hacking) / hackEffWeightSelf;\n};\n\nHackingMission.prototype.calculateOverflowEffect = function (hacking = 0) {\n return (0.95 * hacking) / hackEffWeightSelf;\n};\n\n// Updates timer display\nHackingMission.prototype.updateTimer = function () {\n var timer = document.getElementById(\"hacking-mission-timer\");\n\n // Convert time remaining to a string of the form mm:ss\n var seconds = Math.round(this.time / 1000);\n var minutes = Math.trunc(seconds / 60);\n seconds %= 60;\n var str = (\"0\" + minutes).slice(-2) + \":\" + (\"0\" + seconds).slice(-2);\n timer.innerText = \"Time left: \" + str;\n};\n\n// The 'win' argument is a bool for whether or not the player won\nHackingMission.prototype.finishMission = function (win) {\n inMission = false;\n currMission = null;\n\n if (win) {\n var favorMult = 1 + this.faction.favor / 100;\n var gain = this.reward * Player.faction_rep_mult * favorMult;\n dialogBoxCreate(\n <>\n Mission won! You earned {Reputation(gain)} reputation with {this.faction.name}\n >,\n );\n Player.gainIntelligenceExp(Math.pow(this.difficulty * CONSTANTS.IntelligenceHackingMissionBaseExpGain, 0.5));\n this.faction.playerReputation += gain;\n } else {\n dialogBoxCreate(\"Mission lost/forfeited! You did not gain any faction reputation.\");\n }\n Router.toFaction();\n};\n\nexport { HackingMission, inMission, setInMission, currMission };\n","export interface IMults {\n hack?: number;\n str?: number;\n def?: number;\n dex?: number;\n agi?: number;\n cha?: number;\n}\n\nexport enum UpgradeType {\n Weapon = \"w\",\n Armor = \"a\",\n Vehicle = \"v\",\n Rootkit = \"r\",\n Augmentation = \"g\",\n}\n\n/**\n * Defines the parameters that can be used to initialize and describe a GangMemberUpgrade\n * (defined in Gang.js)\n */\nexport interface IGangMemberUpgradeMetadata {\n cost: number;\n mults: IMults;\n name: string;\n upgType: UpgradeType;\n}\n\n/**\n * Array of metadata for all Gang Member upgrades. Used to construct the global GangMemberUpgrade\n * objects in Gang.js\n */\nexport const gangMemberUpgradesMetadata: IGangMemberUpgradeMetadata[] = [\n {\n cost: 1e6,\n mults: { str: 1.04, def: 1.04 },\n name: \"Baseball Bat\",\n upgType: UpgradeType.Weapon,\n },\n {\n cost: 12e6,\n mults: { str: 1.08, def: 1.08, dex: 1.08 },\n name: \"Katana\",\n upgType: UpgradeType.Weapon,\n },\n {\n cost: 25e6,\n mults: { str: 1.1, def: 1.1, dex: 1.1, agi: 1.1 },\n name: \"Glock 18C\",\n upgType: UpgradeType.Weapon,\n },\n {\n cost: 50e6,\n mults: { str: 1.12, def: 1.1, agi: 1.1 },\n name: \"P90C\",\n upgType: UpgradeType.Weapon,\n },\n {\n cost: 60e6,\n mults: { str: 1.2, def: 1.15 },\n name: \"Steyr AUG\",\n upgType: UpgradeType.Weapon,\n },\n {\n cost: 100e6,\n mults: { str: 1.25, def: 1.2 },\n name: \"AK-47\",\n upgType: UpgradeType.Weapon,\n },\n {\n cost: 150e6,\n mults: { str: 1.3, def: 1.25 },\n name: \"M15A10 Assault Rifle\",\n upgType: UpgradeType.Weapon,\n },\n {\n cost: 225e6,\n mults: { str: 1.3, dex: 1.25, agi: 1.3 },\n name: \"AWM Sniper Rifle\",\n upgType: UpgradeType.Weapon,\n },\n {\n cost: 2e6,\n mults: { def: 1.04 },\n name: \"Bulletproof Vest\",\n upgType: UpgradeType.Armor,\n },\n {\n cost: 5e6,\n mults: { def: 1.08 },\n name: \"Full Body Armor\",\n upgType: UpgradeType.Armor,\n },\n {\n cost: 25e6,\n mults: { def: 1.15, agi: 1.15 },\n name: \"Liquid Body Armor\",\n upgType: UpgradeType.Armor,\n },\n {\n cost: 40e6,\n mults: { def: 1.2 },\n name: \"Graphene Plating Armor\",\n upgType: UpgradeType.Armor,\n },\n {\n cost: 3e6,\n mults: { agi: 1.04, cha: 1.04 },\n name: \"Ford Flex V20\",\n upgType: UpgradeType.Vehicle,\n },\n {\n cost: 9e6,\n mults: { agi: 1.08, cha: 1.08 },\n name: \"ATX1070 Superbike\",\n upgType: UpgradeType.Vehicle,\n },\n {\n cost: 18e6,\n mults: { agi: 1.12, cha: 1.12 },\n name: \"Mercedes-Benz S9001\",\n upgType: UpgradeType.Vehicle,\n },\n {\n cost: 30e6,\n mults: { agi: 1.16, cha: 1.16 },\n name: \"White Ferrari\",\n upgType: UpgradeType.Vehicle,\n },\n {\n cost: 5e6,\n mults: { hack: 1.05 },\n name: \"NUKE Rootkit\",\n upgType: UpgradeType.Rootkit,\n },\n {\n cost: 25e6,\n mults: { hack: 1.1 },\n name: \"Soulstealer Rootkit\",\n upgType: UpgradeType.Rootkit,\n },\n {\n cost: 75e6,\n mults: { hack: 1.15 },\n name: \"Demon Rootkit\",\n upgType: UpgradeType.Rootkit,\n },\n {\n cost: 40e6,\n mults: { hack: 1.12 },\n name: \"Hmap Node\",\n upgType: UpgradeType.Rootkit,\n },\n {\n cost: 75e6,\n mults: { hack: 1.15 },\n name: \"Jack the Ripper\",\n upgType: UpgradeType.Rootkit,\n },\n {\n cost: 10e9,\n mults: { str: 1.3, dex: 1.3 },\n name: \"Bionic Arms\",\n upgType: UpgradeType.Augmentation,\n },\n {\n cost: 10e9,\n mults: { agi: 1.6 },\n name: \"Bionic Legs\",\n upgType: UpgradeType.Augmentation,\n },\n {\n cost: 15e9,\n mults: { str: 1.15, def: 1.15, dex: 1.15, agi: 1.15 },\n name: \"Bionic Spine\",\n upgType: UpgradeType.Augmentation,\n },\n {\n cost: 20e9,\n mults: { str: 1.4, def: 1.4 },\n name: \"BrachiBlades\",\n upgType: UpgradeType.Augmentation,\n },\n {\n cost: 12e9,\n mults: { str: 1.2, def: 1.2 },\n name: \"Nanofiber Weave\",\n upgType: UpgradeType.Augmentation,\n },\n {\n cost: 25e9,\n mults: { str: 1.5, agi: 1.5 },\n name: \"Synthetic Heart\",\n upgType: UpgradeType.Augmentation,\n },\n {\n cost: 15e9,\n mults: { str: 1.3, def: 1.3 },\n name: \"Synfibril Muscle\",\n upgType: UpgradeType.Augmentation,\n },\n {\n cost: 5e9,\n mults: { hack: 1.05 },\n name: \"BitWire\",\n upgType: UpgradeType.Augmentation,\n },\n {\n cost: 10e9,\n mults: { hack: 1.15 },\n name: \"Neuralstimulator\",\n upgType: UpgradeType.Augmentation,\n },\n {\n cost: 7.5e9,\n mults: { hack: 1.1 },\n name: \"DataJack\",\n upgType: UpgradeType.Augmentation,\n },\n {\n cost: 50e9,\n mults: { str: 1.7, def: 1.7 },\n name: \"Graphene Bone Lacings\",\n upgType: UpgradeType.Augmentation,\n },\n];\n","import { IMap } from \"../types\";\n\n// Map of material (by name) to their sizes (how much space it takes in warehouse)\nexport const MaterialSizes: IMap = {\n Water: 0.05,\n Energy: 0.01,\n Food: 0.03,\n Plants: 0.05,\n Metal: 0.1,\n Hardware: 0.06,\n Chemicals: 0.05,\n Drugs: 0.02,\n Robots: 0.5,\n AICores: 0.1,\n RealEstate: 0,\n \"Real Estate\": 0,\n \"AI Cores\": 0,\n};\n","export enum FactionWorkType {\n Field,\n Hacking,\n None,\n Security,\n}\n","/**\n * Functions for handling WorkerScripts, which are the underlying mechanism\n * that allows for scripts to run\n */\nimport { killWorkerScript } from \"./Netscript/killWorkerScript\";\nimport { WorkerScript } from \"./Netscript/WorkerScript\";\nimport { workerScripts } from \"./Netscript/WorkerScripts\";\nimport { WorkerScriptStartStopEventEmitter } from \"./Netscript/WorkerScriptStartStopEventEmitter\";\nimport { generateNextPid } from \"./Netscript/Pid\";\n\nimport { CONSTANTS } from \"./Constants\";\nimport { Interpreter } from \"./ThirdParty/JSInterpreter\";\nimport { isScriptErrorMessage, makeRuntimeRejectMsg } from \"./NetscriptEvaluator\";\nimport { NetscriptFunctions } from \"./NetscriptFunctions\";\nimport { executeJSScript } from \"./NetscriptJSEvaluator\";\nimport { NetscriptPort, IPort } from \"./NetscriptPort\";\nimport { RunningScript } from \"./Script/RunningScript\";\nimport { getRamUsageFromRunningScript } from \"./Script/RunningScriptHelpers\";\nimport { scriptCalculateOfflineProduction } from \"./Script/ScriptHelpers\";\nimport { Script } from \"./Script/Script\";\nimport { AllServers } from \"./Server/AllServers\";\nimport { BaseServer } from \"./Server/BaseServer\";\nimport { Settings } from \"./Settings/Settings\";\nimport { setTimeoutRef } from \"./utils/SetTimeoutRef\";\n\nimport { generate } from \"escodegen\";\n\nimport { dialogBoxCreate } from \"./ui/React/DialogBox\";\nimport { arrayToString } from \"./utils/helpers/arrayToString\";\nimport { roundToTwo } from \"./utils/helpers/roundToTwo\";\nimport { isString } from \"./utils/helpers/isString\";\nimport { sprintf } from \"sprintf-js\";\n\nimport { parse } from \"acorn\";\nimport { simple as walksimple } from \"acorn-walk\";\n\n// Netscript Ports are instantiated here\nexport const NetscriptPorts: IPort[] = [];\nfor (let i = 0; i < CONSTANTS.NumNetscriptPorts; ++i) {\n NetscriptPorts.push(NetscriptPort());\n}\n\nexport function prestigeWorkerScripts(): void {\n for (const ws of workerScripts.values()) {\n ws.env.stopFlag = true;\n killWorkerScript(ws);\n }\n\n WorkerScriptStartStopEventEmitter.emit();\n workerScripts.clear();\n}\n\n// JS script promises need a little massaging to have the same guarantees as netscript\n// promises. This does said massaging and kicks the script off. It returns a promise\n// that resolves or rejects when the corresponding worker script is done.\nfunction startNetscript2Script(workerScript: WorkerScript): Promise {\n workerScript.running = true;\n\n // The name of the currently running netscript function, to prevent concurrent\n // calls to hack, grow, etc.\n let runningFn: string | null = null;\n\n // We need to go through the environment and wrap each function in such a way that it\n // can be called at most once at a time. This will prevent situations where multiple\n // hack promises are outstanding, for example.\n function wrap(propName: string, f: (...args: any[]) => Promise): (...args: any[]) => Promise {\n // This function unfortunately cannot be an async function, because we don't\n // know if the original one was, and there's no way to tell.\n return function (...args: any[]) {\n // Wrap every netscript function with a check for the stop flag.\n // This prevents cases where we never stop because we are only calling\n // netscript functions that don't check this.\n // This is not a problem for legacy Netscript because it also checks the\n // stop flag in the evaluator.\n if (workerScript.env.stopFlag) {\n throw workerScript;\n }\n\n if (propName === \"sleep\") return f(...args); // OK for multiple simultaneous calls to sleep.\n\n const msg =\n \"Concurrent calls to Netscript functions not allowed! \" +\n \"Did you forget to await hack(), grow(), or some other \" +\n \"promise-returning function? (Currently running: %s tried to run: %s)\";\n if (runningFn) {\n workerScript.errorMessage = makeRuntimeRejectMsg(workerScript, sprintf(msg, runningFn, propName));\n throw workerScript;\n }\n runningFn = propName;\n\n // If the function throws an error, clear the runningFn flag first, and then re-throw it\n // This allows people to properly catch errors thrown by NS functions without getting\n // the concurrent call error above\n let result;\n try {\n result = f(...args);\n } catch (e) {\n runningFn = null;\n throw e;\n }\n\n if (result && result.finally !== undefined) {\n return result.finally(function () {\n runningFn = null;\n });\n } else {\n runningFn = null;\n return result;\n }\n };\n }\n\n for (const prop in workerScript.env.vars) {\n if (typeof workerScript.env.vars[prop] !== \"function\") continue;\n workerScript.env.vars[prop] = wrap(prop, workerScript.env.vars[prop]);\n }\n\n // Note: the environment that we pass to the JS script only needs to contain the functions visible\n // to that script, which env.vars does at this point.\n return new Promise((resolve, reject) => {\n executeJSScript(workerScript.getServer().scripts, workerScript)\n .then(() => {\n resolve(workerScript);\n })\n .catch((e) => reject(e));\n }).catch((e) => {\n if (e instanceof Error) {\n workerScript.errorMessage = makeRuntimeRejectMsg(\n workerScript,\n e.message + ((e.stack && \"\\nstack:\\n\" + e.stack.toString()) || \"\"),\n );\n throw workerScript;\n } else if (isScriptErrorMessage(e)) {\n workerScript.errorMessage = e;\n throw workerScript;\n }\n throw e; // Don't know what to do with it, let's rethrow.\n });\n}\n\nfunction startNetscript1Script(workerScript: WorkerScript): Promise {\n const code = workerScript.code;\n workerScript.running = true;\n\n //Process imports\n let codeWithImports, codeLineOffset;\n try {\n const importProcessingRes = processNetscript1Imports(code, workerScript);\n codeWithImports = importProcessingRes.code;\n codeLineOffset = importProcessingRes.lineOffset;\n } catch (e) {\n dialogBoxCreate(\"Error processing Imports in \" + workerScript.name + \": \" + e);\n workerScript.env.stopFlag = true;\n workerScript.running = false;\n killWorkerScript(workerScript);\n return Promise.resolve(workerScript);\n }\n\n const interpreterInitialization = function (int: any, scope: any): void {\n //Add the Netscript environment\n const ns = NetscriptFunctions(workerScript);\n for (const name in ns) {\n const entry = ns[name];\n if (typeof entry === \"function\") {\n //Async functions need to be wrapped. See JS-Interpreter documentation\n if (\n name === \"hack\" ||\n name === \"grow\" ||\n name === \"weaken\" ||\n name === \"sleep\" ||\n name === \"prompt\" ||\n name === \"manualHack\"\n ) {\n const tempWrapper = function (...args: any[]): void {\n const fnArgs = [];\n\n //All of the Object/array elements are in JSInterpreter format, so\n //we have to convert them back to native format to pass them to these fns\n for (let i = 0; i < args.length - 1; ++i) {\n if (typeof args[i] === \"object\" || args[i].constructor === Array) {\n fnArgs.push(int.pseudoToNative(args[i]));\n } else {\n fnArgs.push(args[i]);\n }\n }\n const cb = args[args.length - 1];\n const fnPromise = entry(...fnArgs);\n fnPromise\n .then(function (res: any) {\n cb(res);\n })\n .catch(function (err: any) {\n console.error(err);\n });\n };\n int.setProperty(scope, name, int.createAsyncFunction(tempWrapper));\n } else if (\n name === \"sprintf\" ||\n name === \"vsprintf\" ||\n name === \"scp\" ||\n name == \"write\" ||\n name === \"read\" ||\n name === \"tryWrite\" ||\n name === \"run\" ||\n name === \"exec\"\n ) {\n const tempWrapper = function (...args: any[]): void {\n const fnArgs = [];\n\n //All of the Object/array elements are in JSInterpreter format, so\n //we have to convert them back to native format to pass them to these fns\n for (let i = 0; i < args.length; ++i) {\n if (typeof args[i] === \"object\" || args[i].constructor === Array) {\n fnArgs.push(int.pseudoToNative(args[i]));\n } else {\n fnArgs.push(args[i]);\n }\n }\n\n return entry(...fnArgs);\n };\n int.setProperty(scope, name, int.createNativeFunction(tempWrapper));\n } else {\n const tempWrapper = function (...args: any[]): any {\n const res = entry(...args);\n\n if (res == null) {\n return res;\n } else if (res.constructor === Array || res === Object(res)) {\n //Objects and Arrays must be converted to the interpreter's format\n return int.nativeToPseudo(res);\n } else {\n return res;\n }\n };\n int.setProperty(scope, name, int.createNativeFunction(tempWrapper));\n }\n } else {\n //bladeburner, or anything else\n int.setProperty(scope, name, int.nativeToPseudo(entry));\n }\n }\n\n //Add the arguments\n int.setProperty(scope, \"args\", int.nativeToPseudo(workerScript.args));\n };\n\n let interpreter: any;\n try {\n interpreter = new Interpreter(codeWithImports, interpreterInitialization, codeLineOffset);\n } catch (e) {\n dialogBoxCreate(\"Syntax ERROR in \" + workerScript.name + \": \" + e);\n workerScript.env.stopFlag = true;\n workerScript.running = false;\n killWorkerScript(workerScript);\n return Promise.resolve(workerScript);\n }\n\n return new Promise(function (resolve, reject) {\n function runInterpreter(): void {\n try {\n if (workerScript.env.stopFlag) {\n return reject(workerScript);\n }\n\n if (interpreter.step()) {\n setTimeoutRef(runInterpreter, Settings.CodeInstructionRunTime);\n } else {\n resolve(workerScript);\n }\n } catch (e) {\n e = e.toString();\n if (!isScriptErrorMessage(e)) {\n e = makeRuntimeRejectMsg(workerScript, e);\n }\n workerScript.errorMessage = e;\n return reject(workerScript);\n }\n }\n\n try {\n runInterpreter();\n } catch (e) {\n if (isString(e)) {\n workerScript.errorMessage = e;\n return reject(workerScript);\n } else if (e instanceof WorkerScript) {\n return reject(e);\n } else {\n return reject(workerScript);\n }\n }\n });\n}\n\n/* Since the JS Interpreter used for Netscript 1.0 only supports ES5, the keyword\n 'import' throws an error. However, since we want to support import funtionality\n we'll implement it ourselves by parsing the Nodes in the AST out.\n\n @param code - The script's code\n @returns {Object} {\n code: Newly-generated code with imported functions\n lineOffset: Net number of lines of code added/removed due to imported functions\n Should typically be positive\n }\n*/\nfunction processNetscript1Imports(code: string, workerScript: WorkerScript): any {\n //allowReserved prevents 'import' from throwing error in ES5\n const ast: any = parse(code, {\n ecmaVersion: 9,\n allowReserved: true,\n sourceType: \"module\",\n });\n\n const server = workerScript.getServer();\n if (server == null) {\n throw new Error(\"Failed to find underlying Server object for script\");\n }\n\n function getScript(scriptName: string): Script | null {\n for (let i = 0; i < server.scripts.length; ++i) {\n if (server.scripts[i].filename === scriptName) {\n return server.scripts[i];\n }\n }\n return null;\n }\n\n let generatedCode = \"\"; // Generated Javascript Code\n let hasImports = false;\n\n // Walk over the tree and process ImportDeclaration nodes\n walksimple(ast, {\n ImportDeclaration: (node: any) => {\n hasImports = true;\n let scriptName = node.source.value;\n if (scriptName.startsWith(\"./\")) {\n scriptName = scriptName.slice(2);\n }\n const script = getScript(scriptName);\n if (script == null) {\n throw new Error(\"'Import' failed due to invalid script: \" + scriptName);\n }\n const scriptAst = parse(script.code, {\n ecmaVersion: 9,\n allowReserved: true,\n sourceType: \"module\",\n });\n\n if (node.specifiers.length === 1 && node.specifiers[0].type === \"ImportNamespaceSpecifier\") {\n // import * as namespace from script\n const namespace = node.specifiers[0].local.name;\n const fnNames: string[] = []; //Names only\n const fnDeclarations: any[] = []; //FunctionDeclaration Node objects\n walksimple(scriptAst, {\n FunctionDeclaration: (node: any) => {\n fnNames.push(node.id.name);\n fnDeclarations.push(node);\n },\n });\n\n //Now we have to generate the code that would create the namespace\n generatedCode += \"var \" + namespace + \";\\n\" + \"(function (namespace) {\\n\";\n\n //Add the function declarations\n fnDeclarations.forEach((fn: any) => {\n generatedCode += generate(fn);\n generatedCode += \"\\n\";\n });\n\n //Add functions to namespace\n fnNames.forEach((fnName) => {\n generatedCode += \"namespace.\" + fnName + \" = \" + fnName;\n generatedCode += \"\\n\";\n });\n\n //Finish\n generatedCode += \"})(\" + namespace + \" || \" + \"(\" + namespace + \" = {}));\\n\";\n } else {\n //import {...} from script\n\n //Get array of all fns to import\n const fnsToImport: string[] = [];\n node.specifiers.forEach((e: any) => {\n fnsToImport.push(e.local.name);\n });\n\n //Walk through script and get FunctionDeclaration code for all specified fns\n const fnDeclarations: any[] = [];\n walksimple(scriptAst, {\n FunctionDeclaration: (node: any) => {\n if (fnsToImport.includes(node.id.name)) {\n fnDeclarations.push(node);\n }\n },\n });\n\n //Convert FunctionDeclarations into code\n fnDeclarations.forEach((fn: any) => {\n generatedCode += generate(fn);\n generatedCode += \"\\n\";\n });\n }\n },\n });\n\n //If there are no imports, just return the original code\n if (!hasImports) {\n return { code: code, lineOffset: 0 };\n }\n\n //Remove ImportDeclarations from AST. These ImportDeclarations must be in top-level\n let linesRemoved = 0;\n if (ast.type !== \"Program\" || ast.body == null) {\n throw new Error(\"Code could not be properly parsed\");\n }\n for (let i = ast.body.length - 1; i >= 0; --i) {\n if (ast.body[i].type === \"ImportDeclaration\") {\n ast.body.splice(i, 1);\n ++linesRemoved;\n }\n }\n\n //Calculated line offset\n const lineOffset = (generatedCode.match(/\\n/g) || []).length - linesRemoved;\n\n //Convert the AST back into code\n code = generate(ast);\n\n //Add the imported code and re-generate in ES5 (JS Interpreter for NS1 only supports ES5);\n code = generatedCode + code;\n\n const res = {\n code: code,\n lineOffset: lineOffset,\n };\n return res;\n}\n\n/**\n * Used to start a RunningScript (by creating and starting its\n * corresponding WorkerScript), and add the RunningScript to the server on which\n * it is active\n * @param {RunningScript} runningScriptObj - Script that's being run\n * @param {Server} server - Server on which the script is to be run\n * @returns {number} pid of started script\n */\nexport function startWorkerScript(runningScript: RunningScript, server: BaseServer, parent?: WorkerScript): number {\n if (createAndAddWorkerScript(runningScript, server, parent)) {\n // Push onto runningScripts.\n // This has to come after createAndAddWorkerScript() because that fn updates RAM usage\n server.runScript(runningScript);\n\n // Once the WorkerScript is constructed in createAndAddWorkerScript(), the RunningScript\n // object should have a PID assigned to it, so we return that\n return runningScript.pid;\n }\n\n return 0;\n}\n\n/**\n * Given a RunningScript object, constructs its corresponding WorkerScript,\n * adds it to the global 'workerScripts' pool, and begins executing it.\n * @param {RunningScript} runningScriptObj - Script that's being run\n * @param {Server} server - Server on which the script is to be run\n * returns {boolean} indicating whether or not the workerScript was successfully added\n */\nexport function createAndAddWorkerScript(\n runningScriptObj: RunningScript,\n server: BaseServer,\n parent?: WorkerScript,\n): boolean {\n // Update server's ram usage\n let threads = 1;\n if (runningScriptObj.threads && !isNaN(runningScriptObj.threads)) {\n threads = runningScriptObj.threads;\n } else {\n runningScriptObj.threads = 1;\n }\n const ramUsage = roundToTwo(getRamUsageFromRunningScript(runningScriptObj) * threads);\n const ramAvailable = server.maxRam - server.ramUsed;\n if (ramUsage > ramAvailable) {\n dialogBoxCreate(\n `Not enough RAM to run script ${runningScriptObj.filename} with args ` +\n `${arrayToString(runningScriptObj.args)}. This likely occurred because you re-loaded ` +\n `the game and the script's RAM usage increased (either because of an update to the game or ` +\n `your changes to the script.)`,\n );\n return false;\n }\n server.ramUsed = roundToTwo(server.ramUsed + ramUsage);\n\n // Get the pid\n const pid = generateNextPid();\n if (pid === -1) {\n throw new Error(\n `Failed to start script because could not find available PID. This is most ` +\n `because you have too many scripts running.`,\n );\n }\n\n // Create the WorkerScript. NOTE: WorkerScript ctor will set the underlying\n // RunningScript's PID as well\n const s = new WorkerScript(runningScriptObj, pid, NetscriptFunctions);\n s.ramUsage = ramUsage;\n\n // Add the WorkerScript to the global pool\n workerScripts.set(pid, s);\n WorkerScriptStartStopEventEmitter.emit();\n\n // Start the script's execution\n let p: Promise | null = null; // Script's resulting promise\n if (s.name.endsWith(\".js\") || s.name.endsWith(\".ns\")) {\n p = startNetscript2Script(s);\n } else {\n p = startNetscript1Script(s);\n if (!(p instanceof Promise)) {\n return false;\n }\n }\n\n // Once the code finishes (either resolved or rejected, doesnt matter), set its\n // running status to false\n p.then(function (w: WorkerScript) {\n // On natural death, the earnings are transfered to the parent if it still exists.\n if (parent !== undefined) {\n if (parent.running) {\n parent.scriptRef.onlineExpGained += runningScriptObj.onlineExpGained;\n parent.scriptRef.onlineMoneyMade += runningScriptObj.onlineMoneyMade;\n }\n }\n\n killWorkerScript(s);\n w.log(\"\", \"Script finished running\");\n }).catch(function (w) {\n if (w instanceof Error) {\n dialogBoxCreate(\"Script runtime unknown error. This is a bug please contact game developer\");\n console.error(\"Evaluating workerscript returns an Error. THIS SHOULDN'T HAPPEN: \" + w.toString());\n return;\n } else if (w instanceof WorkerScript) {\n if (isScriptErrorMessage(w.errorMessage)) {\n const errorTextArray = w.errorMessage.split(\"|\");\n if (errorTextArray.length != 4) {\n console.error(\"ERROR: Something wrong with Error text in evaluator...\");\n console.error(\"Error text: \" + w.errorMessage);\n return;\n }\n const serverIp = errorTextArray[1];\n const scriptName = errorTextArray[2];\n const errorMsg = errorTextArray[3];\n\n let msg = `RUNTIME ERROR ${scriptName}@${serverIp} `;\n if (w.args.length > 0) {\n msg += `Args: ${arrayToString(w.args)} `;\n }\n msg += \" \";\n msg += errorMsg;\n\n dialogBoxCreate(msg);\n w.log(\"\", \"Script crashed with runtime error\");\n } else {\n w.log(\"\", \"Script killed\");\n return; // Already killed, so stop here\n }\n w.running = false;\n w.env.stopFlag = true;\n } else if (isScriptErrorMessage(w)) {\n dialogBoxCreate(\"Script runtime unknown error. This is a bug please contact game developer\");\n console.error(\n \"ERROR: Evaluating workerscript returns only error message rather than WorkerScript object. THIS SHOULDN'T HAPPEN: \" +\n w.toString(),\n );\n return;\n } else {\n dialogBoxCreate(\"An unknown script died for an unknown reason. This is a bug please contact game dev\");\n console.error(w);\n }\n\n killWorkerScript(s);\n });\n\n return true;\n}\n\n/**\n * Updates the online running time stat of all running scripts\n */\nexport function updateOnlineScriptTimes(numCycles = 1): void {\n const time = (numCycles * CONSTANTS._idleSpeed) / 1000; //seconds\n for (const ws of workerScripts.values()) {\n ws.scriptRef.onlineRunningTime += time;\n }\n}\n\n/**\n * Called when the game is loaded. Loads all running scripts (from all servers)\n * into worker scripts so that they will start running\n */\nexport function loadAllRunningScripts(): void {\n const skipScriptLoad = window.location.href.toLowerCase().indexOf(\"?noscripts\") !== -1;\n if (skipScriptLoad) {\n console.info(\"Skipping the load of any scripts during startup\");\n }\n for (const property in AllServers) {\n if (AllServers.hasOwnProperty(property)) {\n const server = AllServers[property];\n\n // Reset each server's RAM usage to 0\n server.ramUsed = 0;\n\n // Reset modules on all scripts\n for (let i = 0; i < server.scripts.length; ++i) {\n server.scripts[i].markUpdated();\n }\n\n if (skipScriptLoad) {\n // Start game with no scripts\n server.runningScripts.length = 0;\n } else {\n for (let j = 0; j < server.runningScripts.length; ++j) {\n createAndAddWorkerScript(server.runningScripts[j], server);\n\n // Offline production\n scriptCalculateOfflineProduction(server.runningScripts[j]);\n }\n }\n }\n }\n}\n\n/**\n * Run a script from inside another script (run(), exec(), spawn(), etc.)\n */\nexport function runScriptFromScript(\n caller: string,\n server: BaseServer,\n scriptname: string,\n args: any[],\n workerScript: WorkerScript,\n threads = 1,\n): number {\n // Sanitize arguments\n if (!(workerScript instanceof WorkerScript)) {\n return 0;\n }\n\n if (typeof scriptname !== \"string\" || !Array.isArray(args)) {\n workerScript.log(caller, `Invalid arguments: scriptname='${scriptname} args='${args}'`);\n console.error(`runScriptFromScript() failed due to invalid arguments`);\n return 0;\n }\n\n // Check if the script is already running\n const runningScriptObj = server.getRunningScript(scriptname, args);\n if (runningScriptObj != null) {\n workerScript.log(caller, `'${scriptname}' is already running on '${server.hostname}'`);\n return 0;\n }\n\n // 'null/undefined' arguments are not allowed\n for (let i = 0; i < args.length; ++i) {\n if (args[i] == null) {\n workerScript.log(caller, \"Cannot execute a script with null/undefined as an argument\");\n return 0;\n }\n }\n\n // Check if the script exists and if it does run it\n for (let i = 0; i < server.scripts.length; ++i) {\n if (server.scripts[i].filename === scriptname) {\n // Check for admin rights and that there is enough RAM availble to run\n const script = server.scripts[i];\n let ramUsage = script.ramUsage;\n threads = Math.round(Number(threads));\n if (threads === 0) {\n return 0;\n }\n ramUsage = ramUsage * threads;\n const ramAvailable = server.maxRam - server.ramUsed;\n\n if (server.hasAdminRights == false) {\n workerScript.log(caller, `You do not have root access on '${server.hostname}'`);\n return 0;\n } else if (ramUsage > ramAvailable) {\n workerScript.log(\n caller,\n `Cannot run script '${scriptname}' (t=${threads}) on '${server.hostname}' because there is not enough available RAM!`,\n );\n return 0;\n } else {\n // Able to run script\n workerScript.log(\n caller,\n `'${scriptname}' on '${server.hostname}' with ${threads} threads and args: ${arrayToString(args)}.`,\n );\n const runningScriptObj = new RunningScript(script, args);\n runningScriptObj.threads = threads;\n\n return startWorkerScript(runningScriptObj, server, workerScript);\n }\n }\n }\n\n workerScript.log(caller, `Could not find script '${scriptname}' on '${server.hostname}'`);\n return 0;\n}\n","/**\n * Represents the possible configuration values that can be provided when creating the progress bar text.\n */\ninterface IProgressBarConfiguration {\n /**\n * Current progress, taken as a decimal (i.e. '0.6' to represent '60%')\n */\n progress?: number;\n\n /**\n * Total number of ticks in progress bar. Preferably a factor of 100.\n */\n totalTicks?: number;\n}\n\n/**\n * Represents concrete configuration values when creating the progress bar text.\n */\ninterface IProgressBarConfigurationMaterialized extends IProgressBarConfiguration {\n progress: number;\n totalTicks: number;\n}\n\n/**\n * Creates a graphical \"progress bar\"\n * e.g.: [||||---------------]\n * @param params The configuration parameters for the progress bar\n */\nexport function createProgressBarText(params: IProgressBarConfiguration): string {\n // Default values\n const defaultParams: IProgressBarConfigurationMaterialized = {\n progress: 0,\n totalTicks: 20,\n };\n\n // tslint:disable-next-line:prefer-object-spread\n const derived: IProgressBarConfigurationMaterialized = Object.assign({}, defaultParams, params);\n // Ensure it is 0..1\n derived.progress = Math.max(Math.min(derived.progress, 1), 0);\n\n // This way there is always at least one bar filled in...\n const bars: number = Math.max(Math.floor(derived.progress / (1 / derived.totalTicks)), 1);\n const dashes: number = Math.max(derived.totalTicks - bars, 0);\n\n // String.prototype.repeat isn't completley supported, but good enough for our purposes\n return `[${\"|\".repeat(bars)}${\"-\".repeat(dashes)}]`;\n}\n","import { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\nimport { Export } from \"./Export\";\n\ninterface IConstructorParams {\n name?: string;\n}\n\nexport class Material {\n // Name of material\n name = \"InitName\";\n\n // Amount of material owned\n qty = 0;\n\n // Material's \"quality\". Unbounded\n qlt = 0;\n\n // How much demand the Material has in the market, and the range of possible\n // values for this \"demand\"\n dmd = 0;\n dmdR: number[] = [0, 0];\n\n // How much competition there is for this Material in the market, and the range\n // of possible values for this \"competition\"\n cmp = 0;\n cmpR: number[] = [0, 0];\n\n // Maximum volatility of this Materials stats\n mv = 0;\n\n // Markup. Determines how high of a price you can charge on the material\n // compared to the market price without suffering loss in # of sales\n // Quality is divided by this to determine markup limits\n // e,g, If mku is 10 and quality is 100 then you can markup prices by 100/10 = 10\n mku = 0;\n\n // How much of this material is being bought, sold, imported and produced every second\n buy = 0;\n sll = 0;\n prd = 0;\n imp = 0;\n\n // Exports of this material to another warehouse/industry\n exp: Export[] = [];\n\n // Total amount of this material exported in the last cycle\n totalExp = 0;\n\n // Cost / sec to buy this material. AKA Market Price\n bCost = 0;\n\n // Cost / sec to sell this material\n sCost: string | number = 0;\n\n // Flags to keep track of whether production and/or sale of this material is limited\n // [Whether production/sale is limited, limit amount]\n prdman: [boolean, number] = [false, 0]; // Production\n sllman: [boolean, string | number] = [false, 0]; // Sale\n\n // Flags that signal whether automatic sale pricing through Market TA is enabled\n marketTa1 = false;\n marketTa2 = false;\n marketTa2Price = 0;\n\n constructor(params: IConstructorParams = {}) {\n if (params.name) {\n this.name = params.name;\n }\n this.init();\n }\n\n getMarkupLimit(): number {\n return this.qlt / this.mku;\n }\n\n init(): void {\n switch (this.name) {\n case \"Water\":\n this.dmd = 75;\n this.dmdR = [65, 85];\n this.cmp = 50;\n this.cmpR = [40, 60];\n this.bCost = 1500;\n this.mv = 0.2;\n this.mku = 6;\n break;\n case \"Energy\":\n this.dmd = 90;\n this.dmdR = [80, 99];\n this.cmp = 80;\n this.cmpR = [65, 95];\n this.bCost = 2000;\n this.mv = 0.2;\n this.mku = 6;\n break;\n case \"Food\":\n this.dmd = 80;\n this.dmdR = [70, 90];\n this.cmp = 60;\n this.cmpR = [35, 85];\n this.bCost = 5000;\n this.mv = 1;\n this.mku = 3;\n break;\n case \"Plants\":\n this.dmd = 70;\n this.dmdR = [20, 90];\n this.cmp = 50;\n this.cmpR = [30, 70];\n this.bCost = 3000;\n this.mv = 0.6;\n this.mku = 3.75;\n break;\n case \"Metal\":\n this.dmd = 80;\n this.dmdR = [75, 85];\n this.cmp = 70;\n this.cmpR = [60, 80];\n this.bCost = 2650;\n this.mv = 1;\n this.mku = 6;\n break;\n case \"Hardware\":\n this.dmd = 85;\n this.dmdR = [80, 90];\n this.cmp = 80;\n this.cmpR = [65, 95];\n this.bCost = 8e3;\n this.mv = 0.5; //Less mv bc its processed twice\n this.mku = 1;\n break;\n case \"Chemicals\":\n this.dmd = 55;\n this.dmdR = [40, 70];\n this.cmp = 60;\n this.cmpR = [40, 80];\n this.bCost = 9e3;\n this.mv = 1.2;\n this.mku = 2;\n break;\n case \"Real Estate\":\n this.dmd = 50;\n this.dmdR = [5, 99];\n this.cmp = 50;\n this.cmpR = [25, 75];\n this.bCost = 80e3;\n this.mv = 1.5; //Less mv bc its processed twice\n this.mku = 1.5;\n break;\n case \"Drugs\":\n this.dmd = 60;\n this.dmdR = [45, 75];\n this.cmp = 70;\n this.cmpR = [40, 99];\n this.bCost = 40e3;\n this.mv = 1.6;\n this.mku = 1;\n break;\n case \"Robots\":\n this.dmd = 90;\n this.dmdR = [80, 9];\n this.cmp = 90;\n this.cmpR = [80, 9];\n this.bCost = 75e3;\n this.mv = 0.5; //Less mv bc its processed twice\n this.mku = 1;\n break;\n case \"AI Cores\":\n this.dmd = 90;\n this.dmdR = [80, 99];\n this.cmp = 90;\n this.cmpR = [80, 9];\n this.bCost = 15e3;\n this.mv = 0.8; //Less mv bc its processed twice\n this.mku = 0.5;\n break;\n case \"Scientific Research\":\n case \"InitName\":\n break;\n default:\n console.error(`Invalid material type in init(): ${this.name}`);\n break;\n }\n }\n\n // Process change in demand, competition, and buy cost of this material\n processMarket(): void {\n // The price will change in accordance with demand and competition.\n // e.g. If demand goes up, then so does price. If competition goes up, price goes down\n const priceVolatility: number = (Math.random() * this.mv) / 300;\n const priceChange: number = 1 + priceVolatility;\n\n //This 1st random check determines whether competition increases or decreases\n const compVolatility: number = (Math.random() * this.mv) / 100;\n const compChange: number = 1 + compVolatility;\n if (Math.random() < 0.5) {\n this.cmp *= compChange;\n if (this.cmp > this.cmpR[1]) {\n this.cmp = this.cmpR[1];\n }\n this.bCost *= 1 / priceChange; // Competition increases, so price goes down\n } else {\n this.cmp *= 1 / compChange;\n if (this.cmp < this.cmpR[0]) {\n this.cmp = this.cmpR[0];\n }\n this.bCost *= priceChange; // Competition decreases, so price goes up\n }\n\n // This 2nd random check determines whether demand increases or decreases\n const dmdVolatility: number = (Math.random() * this.mv) / 100;\n const dmdChange: number = 1 + dmdVolatility;\n if (Math.random() < 0.5) {\n this.dmd *= dmdChange;\n if (this.dmd > this.dmdR[1]) {\n this.dmd = this.dmdR[1];\n }\n this.bCost *= priceChange; // Demand increases, so price goes up\n } else {\n this.dmd *= 1 / dmdChange;\n if (this.dmd < this.dmdR[0]) {\n this.dmd = this.dmdR[0];\n }\n this.bCost *= 1 / priceChange;\n }\n }\n\n copy(): Material {\n const material = new Material();\n material.name = this.name;\n material.qty = this.qty;\n material.qlt = this.qlt;\n material.dmd = this.dmd;\n\n material.cmp = this.cmp;\n\n material.mv = this.mv;\n material.mku = this.mku;\n material.buy = this.buy;\n material.sll = this.sll;\n material.prd = this.prd;\n material.imp = this.imp;\n material.totalExp = this.totalExp;\n material.bCost = this.bCost;\n material.marketTa1 = this.marketTa1;\n material.marketTa2 = this.marketTa2;\n material.marketTa2Price = this.marketTa2Price;\n material.sCost = this.sCost;\n material.prdman = [this.prdman[0], this.prdman[1]];\n material.sllman = [this.sllman[0], this.sllman[1]];\n\n material.dmdR = this.dmdR.slice();\n material.cmpR = this.cmpR.slice();\n material.exp = this.exp.slice().map((e) => {\n return { ind: e.ind, city: e.city, amt: e.amt };\n });\n return material;\n }\n\n // Serialize the current object to a JSON save state.\n toJSON(): any {\n return Generic_toJSON(\"Material\", this);\n }\n\n // Initiatizes a Material object from a JSON save state.\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Material {\n return Generic_fromJSON(Material, value.data);\n }\n}\n\nReviver.constructors.Material = Material;\n","/**\n * Create a pop-up dialog box using React.\n *\n * Calling this function with the same ID and React Root Component will trigger a re-render\n *\n * @param id The (hopefully) unique identifier for the popup container\n * @param rootComponent Root React Component for the content (NOT the popup containers themselves)\n */\nimport * as React from \"react\";\nimport * as ReactDOM from \"react-dom\";\n\nimport { Popup } from \"./Popup\";\n\nimport { createElement } from \"../uiHelpers/createElement\";\nimport { removeElementById } from \"../uiHelpers/removeElementById\";\n\nlet gameContainer: HTMLElement;\n\n(function () {\n function getGameContainer(): void {\n const container = document.getElementById(\"root\");\n if (container == null) {\n throw new Error(`Failed to find game container DOM element`);\n }\n\n gameContainer = container;\n document.removeEventListener(\"DOMContentLoaded\", getGameContainer);\n }\n\n document.addEventListener(\"DOMContentLoaded\", getGameContainer);\n})();\n\n// This variable is used to avoid setting the semi-transparent background\n// several times on top of one another. Sometimes there's several popup at once.\nlet deepestPopupId = \"\";\n\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\nexport function createPopup(\n id: string,\n rootComponent: (props: T) => React.ReactElement,\n props: T,\n onClose?: () => void,\n): HTMLElement | null {\n let container = document.getElementById(id);\n if (container == null) {\n function onClick(this: HTMLElement, event: MouseEvent): void {\n if (!event.srcElement) return;\n if (!(event.srcElement instanceof HTMLElement)) return;\n const clickedId = (event.srcElement as HTMLElement).id;\n if (clickedId !== id) return;\n removePopup(id);\n if (onClose) onClose();\n }\n const backgroundColor = deepestPopupId === \"\" ? \"rgba(0,0,0,0.5)\" : \"rgba(0,0,0,0)\";\n container = createElement(\"div\", {\n class: \"popup-box-container\",\n display: \"flex\",\n id: id,\n backgroundColor: backgroundColor,\n mouseDown: onClick,\n });\n\n gameContainer.appendChild(container);\n }\n\n if (deepestPopupId === \"\") deepestPopupId = id;\n ReactDOM.render(\n {\n removePopup(id);\n if (onClose) onClose();\n }}\n />,\n container,\n );\n\n return container;\n}\n\n/**\n * Closes a popup created with the createPopup() function above\n */\nexport function removePopup(id: string): void {\n const content = document.getElementById(`${id}`);\n if (content == null) return;\n\n ReactDOM.unmountComponentAtNode(content);\n\n removeElementById(id);\n removeElementById(`${id}-close`);\n if (id === deepestPopupId) deepestPopupId = \"\";\n}\n","import { FactionInfo, FactionInfos } from \"./FactionInfo\";\nimport { favorToRep, repToFavor } from \"./formulas/favor\";\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\n\nexport class Faction {\n /**\n * Flag signalling whether the player has already received an invitation\n * to this faction\n */\n alreadyInvited = false;\n\n /**\n * Holds names of all augmentations that this Faction offers\n */\n augmentations: string[] = [];\n\n /**\n * Amount of favor the player has with this faction.\n */\n favor = 0;\n\n /**\n * Flag signalling whether player has been banned from this faction\n */\n isBanned = false;\n\n /**\n * Flag signalling whether player is a member of this faction\n */\n isMember = false;\n\n /**\n * Name of faction\n */\n name = \"\";\n\n /**\n * Amount of reputation player has with this faction\n */\n playerReputation = 0;\n\n /**\n * Reputation from the last \"prestige\" that was not converted to favor.\n * This reputation rolls over and is used for the next favor calculation\n */\n rolloverRep = 0;\n\n constructor(name = \"\") {\n this.name = name;\n }\n\n getInfo(): FactionInfo {\n const info = FactionInfos[this.name];\n if (info == null) {\n throw new Error(\n `Missing faction from FactionInfos: ${this.name} this probably means the faction got corrupted somehow`,\n );\n }\n\n return info;\n }\n\n gainFavor(): void {\n if (this.favor == null) {\n this.favor = 0;\n }\n if (this.rolloverRep == null) {\n this.rolloverRep = 0;\n }\n const res = this.getFavorGain();\n if (res.length !== 2) {\n console.error(\"Invalid result from getFavorGain() function\");\n return;\n }\n this.favor += res[0];\n this.rolloverRep = res[1];\n }\n\n //Returns an array with [How much favor would be gained, how much rep would be left over]\n getFavorGain(): number[] {\n if (this.favor == null) {\n this.favor = 0;\n }\n if (this.rolloverRep == null) {\n this.rolloverRep = 0;\n }\n const storedRep = Math.max(0, favorToRep(this.favor - 1));\n const totalRep = storedRep + this.rolloverRep + this.playerReputation;\n const newFavor = Math.floor(repToFavor(totalRep));\n const newRep = favorToRep(newFavor);\n return [newFavor - this.favor + 1, totalRep - newRep];\n }\n\n /**\n * Serialize the current object to a JSON save state.\n */\n toJSON(): any {\n return Generic_toJSON(\"Faction\", this);\n }\n\n /**\n * Initiatizes a Faction object from a JSON save state.\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Faction {\n return Generic_fromJSON(Faction, value.data);\n }\n}\n\nReviver.constructors.Faction = Faction;\n","// Enums that defined allowed values for setting configuration\n\n/**\n * Allowed values for the 'OwnedAugmentationsOrder' setting\n */\nexport enum PurchaseAugmentationsOrderSetting {\n Cost,\n Default,\n Reputation,\n Purchasable,\n}\n\n/**\n * Allowed values for the 'OwnedAugmentationsOrder' setting\n */\nexport enum OwnedAugmentationsOrderSetting {\n Alphabetically,\n AcquirementTime,\n}\n","import React, { useEffect } from \"react\";\n\ninterface IProps {\n onKeyDown: (this: Document, event: KeyboardEvent) => void;\n onFailure: (options?: { automated: boolean }) => void;\n}\n\nexport function KeyHandler(props: IProps): React.ReactElement {\n useEffect(() => {\n function press(this: Document, event: KeyboardEvent): void {\n if (!event.isTrusted) return;\n const f = props.onKeyDown.bind(this);\n f(event);\n }\n document.addEventListener(\"keydown\", press);\n return () => document.removeEventListener(\"keydown\", press);\n });\n\n // invisible autofocused element that eats all the keypress for the minigames.\n return <>>;\n}\n","import LinearProgress from \"@mui/material/LinearProgress\";\nimport React, { useState, useEffect } from \"react\";\nimport withStyles from \"@mui/styles/withStyles\";\nimport { Theme } from \"@mui/material/styles\";\nimport Grid from \"@mui/material/Grid\";\n\nconst TimerProgress = withStyles((theme: Theme) => ({\n root: {\n backgroundColor: theme.palette.background.paper,\n },\n bar: {\n transition: \"none\",\n backgroundColor: theme.palette.primary.main,\n },\n}))(LinearProgress);\n\ninterface IProps {\n millis: number;\n onExpire: () => void;\n}\n\nexport function GameTimer(props: IProps): React.ReactElement {\n const [v, setV] = useState(100);\n\n const tick = 200;\n useEffect(() => {\n const intervalId = setInterval(() => {\n setV((old) => {\n if (old <= 0) props.onExpire();\n return old - (tick / props.millis) * 100;\n });\n }, tick);\n return () => {\n clearInterval(intervalId);\n };\n }, []);\n\n // https://stackoverflow.com/questions/55593367/disable-material-uis-linearprogress-animation\n // TODO(hydroflame): there's like a bug where it triggers the end before the\n // bar physically reaches the end\n return (\n \n \n \n );\n}\n","interface DifficultySetting {\n [key: string]: number;\n}\n\ninterface DifficultySettings {\n Trivial: DifficultySetting;\n Normal: DifficultySetting;\n Hard: DifficultySetting;\n Impossible: DifficultySetting;\n}\n\n// I could use `any` to simply some of this but I also want to take advantage\n// of the type safety that typescript provides. I'm just not sure how in this\n// case.\nexport function interpolate(settings: DifficultySettings, n: number, out: DifficultySetting): DifficultySetting {\n // interpolates between 2 difficulties.\n function lerpD(a: DifficultySetting, b: DifficultySetting, t: number): DifficultySetting {\n // interpolates between 2 numbers.\n function lerp(x: number, y: number, t: number): number {\n return (1 - t) * x + t * y;\n }\n for (const key of Object.keys(a)) {\n out[key] = lerp(a[key], b[key], t);\n }\n return a;\n }\n if (n < 0) return lerpD(settings.Trivial, settings.Trivial, 0);\n if (n >= 0 && n < 1) return lerpD(settings.Trivial, settings.Normal, n);\n if (n >= 1 && n < 2) return lerpD(settings.Normal, settings.Hard, n - 1);\n if (n >= 2 && n < 3) return lerpD(settings.Hard, settings.Impossible, n - 2);\n return lerpD(settings.Impossible, settings.Impossible, 0);\n}\n","/**\n * Global pool of all active scripts (scripts that are currently running)\n */\nimport { WorkerScript } from \"./WorkerScript\";\n\nexport const workerScripts: Map = new Map();\n","import * as React from \"react\";\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\nimport { dialogBoxCreate } from \"../ui/React/DialogBox\";\n\nconst gainLimit = 10e9;\n\nexport function win(p: IPlayer, n: number): void {\n p.gainMoney(n);\n p.recordMoneySource(n, \"casino\");\n}\n\nexport function reachedLimit(p: IPlayer): boolean {\n const reached = p.getCasinoWinnings() > gainLimit;\n if (reached) {\n dialogBoxCreate(<>Alright cheater get out of here. You're not allowed here anymore.>);\n }\n return reached;\n}\n\nexport class Game extends React.Component {\n win(p: IPlayer, n: number): void {\n p.gainMoney(n);\n p.recordMoneySource(n, \"casino\");\n }\n\n reachedLimit(p: IPlayer): boolean {\n const reached = p.getCasinoWinnings() > gainLimit;\n if (reached) {\n dialogBoxCreate(<>Alright cheater get out of here. You're not allowed here anymore.>);\n }\n return reached;\n }\n}\n","/**\n * Stock Market Helper Functions\n */\nimport { Stock } from \"./Stock\";\nimport { PositionTypes } from \"./data/PositionTypes\";\nimport { CONSTANTS } from \"../Constants\";\n\n// Amount by which a stock's forecast changes during each price movement\nexport const forecastChangePerPriceMovement = 0.006;\n\n/**\n * Calculate the total cost of a \"buy\" transaction. This accounts for spread and commission.\n * @param {Stock} stock - Stock being purchased\n * @param {number} shares - Number of shares being transacted\n * @param {PositionTypes} posType - Long or short position\n * @returns {number | null} Total transaction cost. Returns null for an invalid transaction\n */\nexport function getBuyTransactionCost(stock: Stock, shares: number, posType: PositionTypes): number | null {\n if (isNaN(shares) || shares <= 0 || !(stock instanceof Stock)) {\n return null;\n }\n\n // Cap the 'shares' arg at the stock's maximum shares. This'll prevent\n // hanging in the case when a really big number is passed in\n shares = Math.min(shares, stock.maxShares);\n\n const isLong = posType === PositionTypes.Long;\n\n // If the number of shares doesn't trigger a price movement, its a simple calculation\n if (isLong) {\n return shares * stock.getAskPrice() + CONSTANTS.StockMarketCommission;\n } else {\n return shares * stock.getBidPrice() + CONSTANTS.StockMarketCommission;\n }\n}\n\n/**\n * Calculate the TOTAL amount of money gained from a sale (NOT net profit). This accounts\n * for spread and commission.\n * @param {Stock} stock - Stock being sold\n * @param {number} shares - Number of sharse being transacted\n * @param {PositionTypes} posType - Long or short position\n * @returns {number | null} Amount of money gained from transaction. Returns null for an invalid transaction\n */\nexport function getSellTransactionGain(stock: Stock, shares: number, posType: PositionTypes): number | null {\n if (isNaN(shares) || shares <= 0 || !(stock instanceof Stock)) {\n return null;\n }\n\n // Cap the 'shares' arg at the stock's maximum shares. This'll prevent\n // hanging in the case when a really big number is passed in\n shares = Math.min(shares, stock.maxShares);\n\n const isLong = posType === PositionTypes.Long;\n if (isLong) {\n return shares * stock.getBidPrice() - CONSTANTS.StockMarketCommission;\n } else {\n // Calculating gains for a short position requires calculating the profit made\n const origCost = shares * stock.playerAvgShortPx;\n const profit = (stock.playerAvgShortPx - stock.getAskPrice()) * shares - CONSTANTS.StockMarketCommission;\n\n return origCost + profit;\n }\n}\n\n/**\n * Processes a stock's change in forecast & second-order forecast\n * whenever it is transacted\n * @param {Stock} stock - Stock being sold\n * @param {number} shares - Number of sharse being transacted\n * @param {PositionTypes} posType - Long or short position\n */\nexport function processTransactionForecastMovement(stock: Stock, shares: number): void {\n if (isNaN(shares) || shares <= 0 || !(stock instanceof Stock)) {\n return;\n }\n\n // Cap the 'shares' arg at the stock's maximum shares. This'll prevent\n // hanging in the case when a really big number is passed in\n shares = Math.min(shares, stock.maxShares);\n\n // If there's only going to be one iteration at most\n const firstShares = stock.shareTxUntilMovement;\n if (shares <= firstShares) {\n stock.shareTxUntilMovement -= shares;\n if (stock.shareTxUntilMovement <= 0) {\n stock.shareTxUntilMovement = stock.shareTxForMovement;\n stock.influenceForecast(forecastChangePerPriceMovement);\n stock.influenceForecastForecast(forecastChangePerPriceMovement * (stock.mv / 100));\n }\n\n return;\n }\n\n // Calculate how many iterations of price changes we need to account for\n const remainingShares = shares - firstShares;\n let numIterations = 1 + Math.ceil(remainingShares / stock.shareTxForMovement);\n\n // If on the offchance we end up perfectly at the next price movement\n stock.shareTxUntilMovement =\n stock.shareTxForMovement - ((shares - stock.shareTxUntilMovement) % stock.shareTxForMovement);\n if (stock.shareTxUntilMovement === stock.shareTxForMovement || stock.shareTxUntilMovement <= 0) {\n ++numIterations;\n stock.shareTxUntilMovement = stock.shareTxForMovement;\n }\n\n // Forecast always decreases in magnitude\n const forecastChange = forecastChangePerPriceMovement * (numIterations - 1);\n const forecastForecastChange = forecastChange * (stock.mv / 100);\n stock.influenceForecast(forecastChange);\n stock.influenceForecastForecast(forecastForecastChange);\n}\n\n/**\n * Calculate the maximum number of shares of a stock that can be purchased.\n * Handles mid-transaction price movements, both L and S positions, etc.\n * Used for the \"Buy Max\" button in the UI\n * @param {Stock} stock - Stock being purchased\n * @param {PositionTypes} posType - Long or short position\n * @param {number} money - Amount of money player has\n * @returns maximum number of shares that the player can purchase\n */\nexport function calculateBuyMaxAmount(stock: Stock, posType: PositionTypes, money: number): number {\n if (!(stock instanceof Stock)) {\n return 0;\n }\n\n const isLong = posType === PositionTypes.Long;\n\n const remainingMoney = money - CONSTANTS.StockMarketCommission;\n const currPrice = isLong ? stock.getAskPrice() : stock.getBidPrice();\n\n return Math.floor(remainingMoney / currPrice);\n}\n","import { gangMemberUpgradesMetadata } from \"./data/upgrades\";\nimport { GangMemberUpgrade } from \"./GangMemberUpgrade\";\n\nexport const GangMemberUpgrades: {\n [key: string]: GangMemberUpgrade;\n} = {};\n\n(function () {\n gangMemberUpgradesMetadata.forEach((e) => {\n GangMemberUpgrades[e.name] = new GangMemberUpgrade(e.name, e.cost, e.upgType, e.mults);\n });\n})();\n","// Base class representing a person-like object\nimport { Augmentation } from \"../Augmentation/Augmentation\";\nimport { IPlayerOwnedAugmentation } from \"../Augmentation/PlayerOwnedAugmentation\";\nimport { BitNodeMultipliers } from \"../BitNode/BitNodeMultipliers\";\nimport { CityName } from \"../Locations/data/CityNames\";\nimport { CONSTANTS } from \"../Constants\";\nimport { calculateSkill } from \"./formulas/skill\";\nimport { calculateIntelligenceBonus } from \"./formulas/intelligence\";\n\n// Interface that defines a generic object used to track experience/money\n// earnings for tasks\nexport interface ITaskTracker {\n hack: number;\n str: number;\n def: number;\n dex: number;\n agi: number;\n cha: number;\n money: number;\n}\n\nexport function createTaskTracker(): ITaskTracker {\n return {\n hack: 0,\n str: 0,\n def: 0,\n dex: 0,\n agi: 0,\n cha: 0,\n money: 0,\n };\n}\n\nexport abstract class Person {\n /**\n * Stats\n */\n hacking_skill = 1;\n strength = 1;\n defense = 1;\n dexterity = 1;\n agility = 1;\n charisma = 1;\n intelligence = 1;\n hp = 10;\n max_hp = 10;\n\n /**\n * Experience\n */\n hacking_exp = 0;\n strength_exp = 0;\n defense_exp = 0;\n dexterity_exp = 0;\n agility_exp = 0;\n charisma_exp = 0;\n intelligence_exp = 0;\n\n /**\n * Multipliers\n */\n hacking_mult = 1;\n strength_mult = 1;\n defense_mult = 1;\n dexterity_mult = 1;\n agility_mult = 1;\n charisma_mult = 1;\n\n hacking_exp_mult = 1;\n strength_exp_mult = 1;\n defense_exp_mult = 1;\n dexterity_exp_mult = 1;\n agility_exp_mult = 1;\n charisma_exp_mult = 1;\n\n hacking_chance_mult = 1;\n hacking_speed_mult = 1;\n hacking_money_mult = 1;\n hacking_grow_mult = 1;\n\n company_rep_mult = 1;\n faction_rep_mult = 1;\n\n crime_money_mult = 1;\n crime_success_mult = 1;\n\n work_money_mult = 1;\n\n hacknet_node_money_mult = 1;\n hacknet_node_purchase_cost_mult = 1;\n hacknet_node_ram_cost_mult = 1;\n hacknet_node_core_cost_mult = 1;\n hacknet_node_level_cost_mult = 1;\n\n bladeburner_max_stamina_mult = 1;\n bladeburner_stamina_gain_mult = 1;\n bladeburner_analysis_mult = 1;\n bladeburner_success_chance_mult = 1;\n\n /**\n * Augmentations\n */\n augmentations: IPlayerOwnedAugmentation[] = [];\n queuedAugmentations: IPlayerOwnedAugmentation[] = [];\n\n /**\n * City that the person is in\n */\n city: CityName = CityName.Sector12;\n\n /**\n * Updates this object's multipliers for the given augmentation\n */\n applyAugmentation(aug: Augmentation): void {\n for (const mult in aug.mults) {\n if ((this as any)[mult] == null) {\n console.warn(`Augmentation has unrecognized multiplier property: ${mult}`);\n } else {\n (this as any)[mult] *= aug.mults[mult];\n }\n }\n }\n\n /**\n * Given an experience amount and stat multiplier, calculates the\n * stat level. Stat-agnostic (same formula for every stat)\n */\n calculateStat(exp: number, mult = 1): number {\n return calculateSkill(exp, mult);\n }\n\n /**\n * Calculate and return the amount of faction reputation earned per cycle\n * when doing Field Work for a faction\n */\n getFactionFieldWorkRepGain(): number {\n const t =\n (0.9 *\n (this.hacking_skill / CONSTANTS.MaxSkillLevel +\n this.strength / CONSTANTS.MaxSkillLevel +\n this.defense / CONSTANTS.MaxSkillLevel +\n this.dexterity / CONSTANTS.MaxSkillLevel +\n this.agility / CONSTANTS.MaxSkillLevel +\n this.charisma / CONSTANTS.MaxSkillLevel)) /\n 5.5;\n return t * this.faction_rep_mult;\n }\n\n /**\n * Calculate and return the amount of faction reputation earned per cycle\n * when doing Hacking Work for a faction\n */\n getFactionHackingWorkRepGain(): number {\n return (this.hacking_skill / CONSTANTS.MaxSkillLevel) * this.faction_rep_mult;\n }\n\n /**\n * Calculate and return the amount of faction reputation earned per cycle\n * when doing Security Work for a faction\n */\n getFactionSecurityWorkRepGain(): number {\n const t =\n (0.9 *\n (this.hacking_skill / CONSTANTS.MaxSkillLevel +\n this.strength / CONSTANTS.MaxSkillLevel +\n this.defense / CONSTANTS.MaxSkillLevel +\n this.dexterity / CONSTANTS.MaxSkillLevel +\n this.agility / CONSTANTS.MaxSkillLevel)) /\n 4.5;\n return t * this.faction_rep_mult;\n }\n\n /**\n * Reset all multipliers to 1\n */\n resetMultipliers(): void {\n this.hacking_mult = 1;\n this.strength_mult = 1;\n this.defense_mult = 1;\n this.dexterity_mult = 1;\n this.agility_mult = 1;\n this.charisma_mult = 1;\n\n this.hacking_exp_mult = 1;\n this.strength_exp_mult = 1;\n this.defense_exp_mult = 1;\n this.dexterity_exp_mult = 1;\n this.agility_exp_mult = 1;\n this.charisma_exp_mult = 1;\n\n this.company_rep_mult = 1;\n this.faction_rep_mult = 1;\n\n this.crime_money_mult = 1;\n this.crime_success_mult = 1;\n\n this.work_money_mult = 1;\n }\n\n /**\n * Update all stat levels\n */\n updateStatLevels(): void {\n this.hacking_skill = Math.max(\n 1,\n Math.floor(this.calculateStat(this.hacking_exp, this.hacking_mult * BitNodeMultipliers.HackingLevelMultiplier)),\n );\n this.strength = Math.max(\n 1,\n Math.floor(\n this.calculateStat(this.strength_exp, this.strength_mult * BitNodeMultipliers.StrengthLevelMultiplier),\n ),\n );\n this.defense = Math.max(\n 1,\n Math.floor(this.calculateStat(this.defense_exp, this.defense_mult * BitNodeMultipliers.DefenseLevelMultiplier)),\n );\n this.dexterity = Math.max(\n 1,\n Math.floor(\n this.calculateStat(this.dexterity_exp, this.dexterity_mult * BitNodeMultipliers.DexterityLevelMultiplier),\n ),\n );\n this.agility = Math.max(\n 1,\n Math.floor(this.calculateStat(this.agility_exp, this.agility_mult * BitNodeMultipliers.AgilityLevelMultiplier)),\n );\n this.charisma = Math.max(\n 1,\n Math.floor(\n this.calculateStat(this.charisma_exp, this.charisma_mult * BitNodeMultipliers.CharismaLevelMultiplier),\n ),\n );\n\n const ratio: number = this.hp / this.max_hp;\n this.max_hp = Math.floor(10 + this.defense / 10);\n this.hp = Math.round(this.max_hp * ratio);\n }\n\n getIntelligenceBonus(weight: number): number {\n return calculateIntelligenceBonus(this.intelligence, weight);\n }\n}\n","import { CONSTANTS } from \"../Constants\";\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\nimport { IPlayerOrSleeve } from \"../PersonObjects/IPlayerOrSleeve\";\nimport { IRouter } from \"../ui/Router\";\nimport { WorkerScript } from \"../Netscript/WorkerScript\";\n\nexport interface IConstructorParams {\n hacking_success_weight?: number;\n strength_success_weight?: number;\n defense_success_weight?: number;\n dexterity_success_weight?: number;\n agility_success_weight?: number;\n charisma_success_weight?: number;\n hacking_exp?: number;\n strength_exp?: number;\n defense_exp?: number;\n dexterity_exp?: number;\n agility_exp?: number;\n charisma_exp?: number;\n intelligence_exp?: number;\n\n kills?: number;\n}\n\nexport class Crime {\n // Number representing the difficulty of the crime. Used for success chance calculations\n difficulty = 0;\n\n // Amount of karma lost for SUCCESSFULLY committing this crime\n karma = 0;\n\n // How many people die as a result of this crime\n kills = 0;\n\n // How much money is given by the\n money = 0;\n\n // Name of crime\n name = \"\";\n\n // Milliseconds it takes to attempt the crime\n time = 0;\n\n // Corresponding type in CONSTANTS. Contains a description for the crime activity\n type = \"\";\n\n // Weighting factors that determine how stats affect the success rate of this crime\n hacking_success_weight = 0;\n strength_success_weight = 0;\n defense_success_weight = 0;\n dexterity_success_weight = 0;\n agility_success_weight = 0;\n charisma_success_weight = 0;\n\n // How much stat experience is granted by this crime\n hacking_exp = 0;\n strength_exp = 0;\n defense_exp = 0;\n dexterity_exp = 0;\n agility_exp = 0;\n charisma_exp = 0;\n intelligence_exp = 0;\n\n constructor(name = \"\", type = \"\", time = 0, money = 0, difficulty = 0, karma = 0, params: IConstructorParams = {}) {\n this.name = name;\n this.type = type;\n this.time = time;\n this.money = money;\n this.difficulty = difficulty;\n this.karma = karma;\n\n this.hacking_success_weight = params.hacking_success_weight ? params.hacking_success_weight : 0;\n this.strength_success_weight = params.strength_success_weight ? params.strength_success_weight : 0;\n this.defense_success_weight = params.defense_success_weight ? params.defense_success_weight : 0;\n this.dexterity_success_weight = params.dexterity_success_weight ? params.dexterity_success_weight : 0;\n this.agility_success_weight = params.agility_success_weight ? params.agility_success_weight : 0;\n this.charisma_success_weight = params.charisma_success_weight ? params.charisma_success_weight : 0;\n\n this.hacking_exp = params.hacking_exp ? params.hacking_exp : 0;\n this.strength_exp = params.strength_exp ? params.strength_exp : 0;\n this.defense_exp = params.defense_exp ? params.defense_exp : 0;\n this.dexterity_exp = params.dexterity_exp ? params.dexterity_exp : 0;\n this.agility_exp = params.agility_exp ? params.agility_exp : 0;\n this.charisma_exp = params.charisma_exp ? params.charisma_exp : 0;\n this.intelligence_exp = params.intelligence_exp ? params.intelligence_exp : 0;\n\n this.kills = params.kills ? params.kills : 0;\n }\n\n commit(router: IRouter, p: IPlayer, div = 1, workerScript: WorkerScript | null = null): number {\n if (div <= 0) {\n div = 1;\n }\n p.startCrime(\n router,\n this.type,\n this.hacking_exp / div,\n this.strength_exp / div,\n this.defense_exp / div,\n this.dexterity_exp / div,\n this.agility_exp / div,\n this.charisma_exp / div,\n this.money / div,\n this.time,\n workerScript,\n );\n\n return this.time;\n }\n\n successRate(p: IPlayerOrSleeve): number {\n let chance: number =\n this.hacking_success_weight * p.hacking_skill +\n this.strength_success_weight * p.strength +\n this.defense_success_weight * p.defense +\n this.dexterity_success_weight * p.dexterity +\n this.agility_success_weight * p.agility +\n this.charisma_success_weight * p.charisma +\n CONSTANTS.IntelligenceCrimeWeight * p.intelligence;\n chance /= CONSTANTS.MaxSkillLevel;\n chance /= this.difficulty;\n chance *= p.crime_success_mult;\n chance *= p.getIntelligenceBonus(1);\n\n return Math.min(chance, 1);\n }\n}\n","import React from \"react\";\nimport { BitNodeMultipliers } from \"./BitNodeMultipliers\";\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\nimport { IMap } from \"../types\";\n\nclass BitNode {\n // A short description, or tagline, about the BitNode\n desc: string;\n\n // A long, detailed overview of the BitNode\n info: JSX.Element;\n\n // Name of BitNode\n name: string;\n\n // BitNode number\n number: number;\n\n difficulty: 0 | 1 | 2;\n\n constructor(n: number, difficulty: 0 | 1 | 2, name: string, desc = \"\", info: JSX.Element = <>>) {\n this.number = n;\n this.difficulty = difficulty;\n this.name = name;\n this.desc = desc;\n this.info = info;\n }\n}\n\nexport const BitNodes: IMap = {};\n\nBitNodes[\"BitNode1\"] = new BitNode(\n 1,\n 0,\n \"Source Genesis\",\n \"The original BitNode\",\n (\n <>\n The first BitNode created by the Enders to imprison the minds of humans. It became the prototype and\n testing-grounds for all of the BitNodes that followed.\n \n \n This is the first BitNode that you play through. It has no special modifications or mechanics.\n \n \n Destroying this BitNode will give you Source-File 1, or if you already have this Source-File it will upgrade its\n level up to a maximum of 3. This Source-File lets the player start with 32GB of RAM on his/her home computer when\n entering a new BitNode, and also increases all of the player's multipliers by:\n \n \n Level 1: 16%\n \n Level 2: 24%\n \n Level 3: 28%\n >\n ),\n);\nBitNodes[\"BitNode2\"] = new BitNode(\n 2,\n 0,\n \"Rise of the Underworld\",\n \"From the shadows, they rose\", //Gangs\n (\n <>\n From the shadows, they rose.\n \n \n Organized crime groups quickly filled the void of power left behind from the collapse of Western government in the\n 2050s. As society and civlization broke down, people quickly succumbed to the innate human impulse of evil and\n savagery. The organized crime factions quickly rose to the top of the modern world.\n \n \n In this BitNode:\n \n \n Your hacking level is reduced by 20%\n \n The growth rate and maximum amount of money available on servers are significantly decreased\n \n The amount of money gained from crimes and Infiltration is tripled\n \n Certain Factions (Slum Snakes, Tetrads, The Syndicate, The Dark Army, Speakers for the Dead, NiteSec, The Black\n Hand) give the player the ability to form and manage their own gangs. These gangs will earn the player money and\n reputation with the corresponding Faction\n \n Every Augmentation in the game will be available through the Factions listed above\n \n For every Faction NOT listed above, reputation gains are halved\n \n You will no longer gain passive reputation with Factions\n \n \n Destroying this BitNode will give you Source-File 2, or if you already have this Source-File it will upgrade its\n level up to a maximum of 3. This Source-File allows you to form gangs in other BitNodes once your karma decreases\n to a certain value. It also increases the player's crime success rate, crime money, and charisma multipliers by:\n \n \n Level 1: 24%\n \n Level 2: 36%\n \n Level 3: 42%\n >\n ),\n);\nBitNodes[\"BitNode3\"] = new BitNode(\n 3,\n 0,\n \"Corporatocracy\",\n \"The Price of Civilization\",\n (\n <>\n Our greatest illusion is that a healthy society can revolve around a single-minded pursuit of wealth.\n \n \n Sometime in the early 21st century economic and political globalization turned the world into a corporatocracy,\n and it never looked back. Now, the privileged elite will happily bankrupt their own countrymen, decimate their own\n community, and evict their neighbors from houses in their desperate bid to increase their wealth.\n \n \n In this BitNode you can create and manage your own corporation. Running a successful corporation has the potential\n of generating massive profits. All other forms of income are reduced by 75%. Furthermore: \n \n The price and reputation cost of all Augmentations is tripled\n \n The starting and maximum amount of money on servers is reduced by 75%\n \n Server growth rate is reduced by 80%\n \n You now only need 75 favour with a faction in order to donate to it, rather than 150\n \n \n Destroying this BitNode will give you Source-File 3, or if you already have this Source-File it will upgrade its\n level up to a maximum of 3. This Source-File lets you create corporations on other BitNodes (although some\n BitNodes will disable this mechanic). This Source-File also increases your charisma and company salary multipliers\n by:\n \n Level 1: 8%\n \n Level 2: 12%\n \n Level 3: 14%\n >\n ),\n);\nBitNodes[\"BitNode4\"] = new BitNode(\n 4,\n 1,\n \"The Singularity\",\n \"The Man and the Machine\",\n (\n <>\n The Singularity has arrived. The human race is gone, replaced by artificially superintelligent beings that are\n more machine than man. \n \n In this BitNode, progressing is significantly harder. Experience gain rates for all stats are reduced. Most\n methods of earning money will now give significantly less.\n \n \n In this BitNode you will gain access to a new set of Netscript Functions known as Singularity Functions. These\n functions allow you to control most aspects of the game through scripts, including working for factions/companies,\n purchasing/installing Augmentations, and creating programs.\n \n \n Destroying this BitNode will give you Source-File 4, or if you already have this Source-File it will upgrade its\n level up to a maximum of 3. This Source-File lets you access and use the Singularity Functions in other BitNodes.\n Each level of this Source-File will open up more Singularity Functions that you can use.\n >\n ),\n);\nBitNodes[\"BitNode5\"] = new BitNode(\n 5,\n 1,\n \"Artificial Intelligence\",\n \"Posthuman\",\n (\n <>\n They said it couldn't be done. They said the human brain, along with its consciousness and intelligence, couldn't\n be replicated. They said the complexity of the brain results from unpredictable, nonlinear interactions that\n couldn't be modeled by 1's and 0's. They were wrong.\n \n \n In this BitNode:\n \n \n The base security level of servers is doubled\n \n The starting money on servers is halved, but the maximum money remains the same\n \n Most methods of earning money now give significantly less\n \n Infiltration gives 50% more reputation and money\n \n Corporations have 50% lower valuations and are therefore less profitable\n \n Augmentations are more expensive\n \n Hacking experience gain rates are reduced\n \n \n Destroying this BitNode will give you Source-File 5, or if you already have this Source-File it will upgrade its\n level up to a maximum of 3. This Source-File grants you a special new stat called Intelligence. Intelligence is\n unique because it is permanent and persistent (it never gets reset back to 1). However gaining Intelligence\n experience is much slower than other stats, and it is also hidden (you won't know when you gain experience and how\n much). Higher Intelligence levels will boost your production for many actions in the game. \n \n In addition, this Source-File will unlock the getBitNodeMultipliers() and getServer() Netscript functions, as well\n as the formulas API, and will also raise all of your hacking-related multipliers by:\n \n \n Level 1: 8%\n \n Level 2: 12%\n \n Level 3: 14%\n >\n ),\n);\nBitNodes[\"BitNode6\"] = new BitNode(\n 6,\n 1,\n \"Bladeburners\",\n \"Like Tears in Rain\",\n (\n <>\n In the middle of the 21st century, OmniTek Incorporated began designing and manufacturing advanced synthetic\n androids, or Synthoids for short. They achieved a major technological breakthrough in the sixth generation of\n their Synthoid design, called MK-VI, by developing a hyperintelligent AI. Many argue that this was the first\n sentient AI ever created. This resulted in Synthoid models that were stronger, faster, and more intelligent than\n the humans that had created them.\n \n \n In this BitNode you will be able to access the Bladeburner Division at the NSA, which provides a new mechanic for\n progression. Furthermore:\n \n \n Hacking and Hacknet Nodes will be less profitable\n \n Your hacking level is reduced by 65%\n \n Hacking experience gain from scripts is reduced by 75%\n \n Corporations have 80% lower valuations and are therefore less profitable\n \n Working for companies is 50% less profitable\n \n Crimes and Infiltration are 25% less profitable\n \n \n Destroying this BitNode will give you Source-File 6, or if you already have this Source-File it will upgrade its\n level up to a maximum of 3. This Source-File allows you to access the NSA's Bladeburner Division in other\n BitNodes. In addition, this Source-File will raise both the level and experience gain rate of all your combat\n stats by:\n \n \n Level 1: 8%\n \n Level 2: 12%\n \n Level 3: 14%\n >\n ),\n);\nBitNodes[\"BitNode7\"] = new BitNode(\n 7,\n 2,\n \"Bladeburners 2079\",\n \"More human than humans\",\n (\n <>\n In the middle of the 21st century, you were doing cutting-edge work at OmniTek Incorporated as part of the AI\n design team for advanced synthetic androids, or Synthoids for short. You helped achieve a major technological\n breakthrough in the sixth generation of the company's Synthoid design, called MK-VI, by developing a\n hyperintelligent AI. Many argue that this was the first sentient AI ever created. This resulted in Synthoid models\n that were stronger, faster, and more intelligent than the humans that had created them.\n \n \n In this BitNode you will be able to access the Bladeburner API, which allows you to access Bladeburner\n functionality through Netscript. Furthermore: \n \n The rank you gain from Bladeburner contracts/operations is reduced by 40%\n \n Bladeburner skills cost twice as many skill points\n \n Augmentations are 3x more expensive\n \n Hacking and Hacknet Nodes will be significantly less profitable\n \n Your hacking level is reduced by 65%\n \n Hacking experience gain from scripts is reduced by 75%\n \n Corporations have 80% lower valuations and are therefore less profitable\n \n Working for companies is 50% less profitable\n \n Crimes and Infiltration are 25% less profitable\n \n \n Destroying this BitNode will give you Source-File 7, or if you already have this Source-File it will upgrade its\n level up to a maximum of 3. This Source-File allows you to access the Bladeburner Netscript API in other BitNodes.\n In addition, this Source-File will increase all of your Bladeburner multipliers by:\n \n \n Level 1: 8%\n \n Level 2: 12%\n \n Level 3: 14%\n >\n ),\n);\nBitNodes[\"BitNode8\"] = new BitNode(\n 8,\n 2,\n \"Ghost of Wall Street\",\n \"Money never sleeps\",\n (\n <>\n You are trying to make a name for yourself as an up-and-coming hedge fund manager on Wall Street.\n \n \n In this BitNode:\n \n \n You start with $250 million\n \n The only way to earn money is by trading on the stock market\n \n You start with a WSE membership and access to the TIX API\n \n You are able to short stocks and place different types of orders (limit/stop)\n \n You can immediately donate to factions to gain reputation\n \n \n Destroying this BitNode will give you Source-File 8, or if you already have this Source-File it will upgrade its\n level up to a maximum of 3. This Source-File grants the following benefits:\n \n \n Level 1: Permanent access to WSE and TIX API\n \n Level 2: Ability to short stocks in other BitNodes\n \n Level 3: Ability to use limit/stop orders in other BitNodes\n \n \n This Source-File also increases your hacking growth multipliers by:\n \n Level 1: 12%\n \n Level 2: 18%\n \n Level 3: 21%\n >\n ),\n);\nBitNodes[\"BitNode9\"] = new BitNode(\n 9,\n 2,\n \"Hacktocracy\",\n \"Hacknet Unleashed\",\n (\n <>\n When Fulcrum Technologies released their open-source Linux distro Chapeau, it quickly became the OS of choice for\n the underground hacking community. Chapeau became especially notorious for powering the Hacknet, a global,\n decentralized network used for nefarious purposes. Fulcrum quickly abandoned the project and dissociated\n themselves from it.\n \n \n This BitNode unlocks the Hacknet Server, an upgraded version of the Hacknet Node. Hacknet Servers generate hashes,\n which can be spent on a variety of different upgrades.\n \n \n In this BitNode:\n \n \n Your stats are significantly decreased\n \n You cannnot purchase additional servers\n \n Hacking is significantly less profitable\n \n \n Destroying this BitNode will give you Source-File 9, or if you already have this Source-File it will upgrade its\n level up to a maximum of 3. This Source-File grants the following benefits:\n \n \n Level 1: Permanently unlocks the Hacknet Server in other BitNodes\n \n Level 2: You start with 128GB of RAM on your home computer when entering a new BitNode\n \n Level 3: Grants a highly-upgraded Hacknet Server when entering a new BitNode\n \n \n (Note that the Level 3 effect of this Source-File only applies when entering a new BitNode, NOT when installing\n Augmentations)\n >\n ),\n);\nBitNodes[\"BitNode10\"] = new BitNode(\n 10,\n 2,\n \"Digital Carbon\",\n \"Your body is not who you are\",\n (\n <>\n In 2084, VitaLife unveiled to the world the Persona Core, a technology that allowed people to digitize their\n consciousness. Their consciousness could then be transferred into Synthoids or other bodies by trasmitting the\n digitized data. Human bodies became nothing more than 'sleeves' for the human consciousness. Mankind had finally\n achieved immortality - at least for those that could afford it.\n \n \n This BitNode unlocks Sleeve technology. Sleeve technology allows you to:\n \n \n 1. Re-sleeve: Purchase and transfer your consciousness into a new body\n \n 2. Duplicate Sleeves: Duplicate your consciousness into Synthoids, allowing you to perform different tasks\n synchronously\n \n \n In this BitNode:\n \n \n Your stats are significantly decreased\n \n All methods of gaining money are half as profitable (except Stock Market)\n \n Purchased servers are more expensive, have less max RAM, and a lower maximum limit\n \n Augmentations are 5x as expensive and require twice as much reputation\n \n \n Destroying this BitNode will give you Source-File 10, or if you already have this Source-File it will upgrade its\n level up to a maximum of 3. This Source-File unlocks Sleeve technology in other BitNodes. Each level of this\n Source-File also grants you a Duplicate Sleeve\n >\n ),\n);\nBitNodes[\"BitNode11\"] = new BitNode(\n 11,\n 1,\n \"The Big Crash\",\n \"Okay. Sell it all.\",\n (\n <>\n The 2050s was defined by the massive amounts of violent civil unrest and anarchic rebellion that rose all around\n the world. It was this period of disorder that eventually lead to the governmental reformation of many global\n superpowers, most notably the USA and China. But just as the world was slowly beginning to recover from these dark\n times, financial catastrophe hit.\n \n \n In many countries, the high cost of trying to deal with the civil disorder bankrupted the governments. In all of\n this chaos and confusion, hackers were able to steal billions of dollars from the world's largest electronic\n banks, prompting an international banking crisis as governments were unable to bail out insolvent banks. Now, the\n world is slowly crumbling in the middle of the biggest economic crisis of all time.\n \n \n In this BitNode:\n \n \n Your hacking stat and experience gain are halved\n \n The starting and maximum amount of money available on servers is significantly decreased\n \n The growth rate of servers is significantly reduced\n \n Weakening a server is twice as effective\n \n Company wages are decreased by 50%\n \n Corporation valuations are 90% lower and are therefore significantly less profitable\n \n Hacknet Node production is significantly decreased\n \n Crime and Infiltration are more lucrative\n \n Augmentations are twice as expensive\n \n \n Destroying this BitNode will give you Source-File 11, or if you already have this Source-File it will upgrade its\n level up to a maximum of 3. This Source-File makes it so that company favor increases BOTH the player's salary and\n reputation gain rate at that company by 1% per favor (rather than just the reputation gain). This Source-File also\n increases the player's company salary and reputation gain multipliers by:\n \n \n Level 1: 32%\n \n Level 2: 48%\n \n Level 3: 56%\n \n \n It also reduces the price increase for every aug bought by:\n \n \n Level 1: 4%\n \n Level 2: 6%\n \n Level 3: 7%\n >\n ),\n);\nBitNodes[\"BitNode12\"] = new BitNode(\n 12,\n 0,\n \"The Recursion\",\n \"Repeat.\",\n (\n <>\n To iterate is human, to recurse divine.\n \n \n Every time this BitNode is destroyed, it becomes slightly harder. Destroying this BitNode will give you\n Source-File 12, or if you already have this Source-File it will upgrade its level. There is no maximum level for\n Source-File 12. Each level of Source-File 12 lets you start any BitNodes with NeuroFlux Governor equal to the\n level of this source file.\n >\n ),\n);\n// Books: Frontera, Shiner\nBitNodes[\"BitNode13\"] = new BitNode(13, 2, \"fOS\", \"COMING SOON\"); //Unlocks the new game mode and the rest of the BitNodes\nBitNodes[\"BitNode14\"] = new BitNode(14, 2, \"\", \"COMING SOON\");\nBitNodes[\"BitNode15\"] = new BitNode(15, 2, \"\", \"COMING SOON\");\nBitNodes[\"BitNode16\"] = new BitNode(16, 2, \"\", \"COMING SOON\");\nBitNodes[\"BitNode17\"] = new BitNode(17, 2, \"\", \"COMING SOON\");\nBitNodes[\"BitNode18\"] = new BitNode(18, 2, \"\", \"COMING SOON\");\nBitNodes[\"BitNode19\"] = new BitNode(19, 2, \"\", \"COMING SOON\");\nBitNodes[\"BitNode20\"] = new BitNode(20, 2, \"\", \"COMING SOON\");\nBitNodes[\"BitNode21\"] = new BitNode(21, 2, \"\", \"COMING SOON\");\nBitNodes[\"BitNode22\"] = new BitNode(22, 2, \"\", \"COMING SOON\");\nBitNodes[\"BitNode23\"] = new BitNode(23, 2, \"\", \"COMING SOON\");\nBitNodes[\"BitNode24\"] = new BitNode(24, 2, \"\", \"COMING SOON\");\n\nexport function initBitNodeMultipliers(p: IPlayer): void {\n if (p.bitNodeN == null) {\n p.bitNodeN = 1;\n }\n for (const mult in BitNodeMultipliers) {\n if (BitNodeMultipliers.hasOwnProperty(mult)) {\n BitNodeMultipliers[mult] = 1;\n }\n }\n\n switch (p.bitNodeN) {\n case 1: // Source Genesis (every multiplier is 1)\n break;\n case 2: // Rise of the Underworld\n BitNodeMultipliers.HackingLevelMultiplier = 0.8;\n BitNodeMultipliers.ServerGrowthRate = 0.8;\n BitNodeMultipliers.ServerMaxMoney = 0.2;\n BitNodeMultipliers.ServerStartingMoney = 0.4;\n BitNodeMultipliers.CrimeMoney = 3;\n BitNodeMultipliers.InfiltrationMoney = 3;\n BitNodeMultipliers.FactionWorkRepGain = 0.5;\n BitNodeMultipliers.FactionPassiveRepGain = 0;\n BitNodeMultipliers.GangKarmaRequirement = 0;\n break;\n case 3: // Corporatocracy\n BitNodeMultipliers.HackingLevelMultiplier = 0.8;\n BitNodeMultipliers.RepToDonateToFaction = 0.5;\n BitNodeMultipliers.AugmentationRepCost = 3;\n BitNodeMultipliers.AugmentationMoneyCost = 3;\n BitNodeMultipliers.ServerMaxMoney = 0.2;\n BitNodeMultipliers.ServerStartingMoney = 0.2;\n BitNodeMultipliers.ServerGrowthRate = 0.2;\n BitNodeMultipliers.ScriptHackMoney = 0.2;\n BitNodeMultipliers.CompanyWorkMoney = 0.25;\n BitNodeMultipliers.CrimeMoney = 0.25;\n BitNodeMultipliers.HacknetNodeMoney = 0.25;\n BitNodeMultipliers.HomeComputerRamCost = 1.5;\n BitNodeMultipliers.PurchasedServerCost = 2;\n BitNodeMultipliers.GangKarmaRequirement = 3;\n break;\n case 4: // The Singularity\n BitNodeMultipliers.ServerMaxMoney = 0.15;\n BitNodeMultipliers.ServerStartingMoney = 0.75;\n BitNodeMultipliers.ScriptHackMoney = 0.2;\n BitNodeMultipliers.CompanyWorkMoney = 0.1;\n BitNodeMultipliers.CrimeMoney = 0.2;\n BitNodeMultipliers.HacknetNodeMoney = 0.05;\n BitNodeMultipliers.CompanyWorkExpGain = 0.5;\n BitNodeMultipliers.ClassGymExpGain = 0.5;\n BitNodeMultipliers.FactionWorkExpGain = 0.5;\n BitNodeMultipliers.HackExpGain = 0.4;\n BitNodeMultipliers.CrimeExpGain = 0.5;\n BitNodeMultipliers.FactionWorkRepGain = 0.75;\n break;\n case 5: // Artificial intelligence\n BitNodeMultipliers.ServerMaxMoney = 2;\n BitNodeMultipliers.ServerStartingSecurity = 2;\n BitNodeMultipliers.ServerStartingMoney = 0.5;\n BitNodeMultipliers.ScriptHackMoney = 0.15;\n BitNodeMultipliers.HacknetNodeMoney = 0.2;\n BitNodeMultipliers.CrimeMoney = 0.5;\n BitNodeMultipliers.InfiltrationRep = 1.5;\n BitNodeMultipliers.InfiltrationMoney = 1.5;\n BitNodeMultipliers.AugmentationMoneyCost = 2;\n BitNodeMultipliers.HackExpGain = 0.5;\n BitNodeMultipliers.CorporationValuation = 0.5;\n break;\n case 6: // Bladeburner\n BitNodeMultipliers.HackingLevelMultiplier = 0.35;\n BitNodeMultipliers.ServerMaxMoney = 0.4;\n BitNodeMultipliers.ServerStartingMoney = 0.5;\n BitNodeMultipliers.ServerStartingSecurity = 1.5;\n BitNodeMultipliers.ScriptHackMoney = 0.75;\n BitNodeMultipliers.CompanyWorkMoney = 0.5;\n BitNodeMultipliers.CrimeMoney = 0.75;\n BitNodeMultipliers.InfiltrationMoney = 0.75;\n BitNodeMultipliers.CorporationValuation = 0.2;\n BitNodeMultipliers.HacknetNodeMoney = 0.2;\n BitNodeMultipliers.FactionPassiveRepGain = 0;\n BitNodeMultipliers.HackExpGain = 0.25;\n BitNodeMultipliers.DaedalusAugsRequirement = 1.166; // Results in 35 Augs needed\n BitNodeMultipliers.GangKarmaRequirement = 5;\n break;\n case 7: // Bladeburner 2079\n BitNodeMultipliers.BladeburnerRank = 0.6;\n BitNodeMultipliers.BladeburnerSkillCost = 2;\n BitNodeMultipliers.AugmentationMoneyCost = 3;\n BitNodeMultipliers.HackingLevelMultiplier = 0.35;\n BitNodeMultipliers.ServerMaxMoney = 0.4;\n BitNodeMultipliers.ServerStartingMoney = 0.5;\n BitNodeMultipliers.ServerStartingSecurity = 1.5;\n BitNodeMultipliers.ScriptHackMoney = 0.5;\n BitNodeMultipliers.CompanyWorkMoney = 0.5;\n BitNodeMultipliers.CrimeMoney = 0.75;\n BitNodeMultipliers.InfiltrationMoney = 0.75;\n BitNodeMultipliers.CorporationValuation = 0.2;\n BitNodeMultipliers.HacknetNodeMoney = 0.2;\n BitNodeMultipliers.FactionPassiveRepGain = 0;\n BitNodeMultipliers.HackExpGain = 0.25;\n BitNodeMultipliers.FourSigmaMarketDataCost = 2;\n BitNodeMultipliers.FourSigmaMarketDataApiCost = 2;\n BitNodeMultipliers.DaedalusAugsRequirement = 1.166; // Results in 35 Augs needed\n BitNodeMultipliers.GangKarmaRequirement = 5;\n break;\n case 8: // Ghost of Wall Street\n BitNodeMultipliers.ScriptHackMoney = 0.3;\n BitNodeMultipliers.ScriptHackMoneyGain = 0;\n BitNodeMultipliers.ManualHackMoney = 0;\n BitNodeMultipliers.CompanyWorkMoney = 0;\n BitNodeMultipliers.CrimeMoney = 0;\n BitNodeMultipliers.HacknetNodeMoney = 0;\n BitNodeMultipliers.InfiltrationMoney = 0;\n BitNodeMultipliers.RepToDonateToFaction = 0;\n BitNodeMultipliers.CorporationValuation = 0;\n BitNodeMultipliers.CodingContractMoney = 0;\n BitNodeMultipliers.GangKarmaRequirement = 10;\n break;\n case 9: // Hacktocracy\n BitNodeMultipliers.HackingLevelMultiplier = 0.4;\n BitNodeMultipliers.StrengthLevelMultiplier = 0.45;\n BitNodeMultipliers.DefenseLevelMultiplier = 0.45;\n BitNodeMultipliers.DexterityLevelMultiplier = 0.45;\n BitNodeMultipliers.AgilityLevelMultiplier = 0.45;\n BitNodeMultipliers.CharismaLevelMultiplier = 0.45;\n BitNodeMultipliers.PurchasedServerLimit = 0;\n BitNodeMultipliers.HomeComputerRamCost = 5;\n BitNodeMultipliers.CrimeMoney = 0.5;\n BitNodeMultipliers.ScriptHackMoney = 0.1;\n BitNodeMultipliers.HackExpGain = 0.05;\n BitNodeMultipliers.ServerStartingMoney = 0.1;\n BitNodeMultipliers.ServerMaxMoney = 0.1;\n BitNodeMultipliers.ServerStartingSecurity = 2.5;\n BitNodeMultipliers.CorporationValuation = 0.5;\n BitNodeMultipliers.FourSigmaMarketDataCost = 5;\n BitNodeMultipliers.FourSigmaMarketDataApiCost = 4;\n BitNodeMultipliers.BladeburnerRank = 0.9;\n BitNodeMultipliers.BladeburnerSkillCost = 1.2;\n BitNodeMultipliers.GangKarmaRequirement = 3;\n break;\n case 10: // Digital Carbon\n BitNodeMultipliers.HackingLevelMultiplier = 0.2;\n BitNodeMultipliers.StrengthLevelMultiplier = 0.4;\n BitNodeMultipliers.DefenseLevelMultiplier = 0.4;\n BitNodeMultipliers.DexterityLevelMultiplier = 0.4;\n BitNodeMultipliers.AgilityLevelMultiplier = 0.4;\n BitNodeMultipliers.CharismaLevelMultiplier = 0.4;\n BitNodeMultipliers.CompanyWorkMoney = 0.5;\n BitNodeMultipliers.CrimeMoney = 0.5;\n BitNodeMultipliers.HacknetNodeMoney = 0.5;\n BitNodeMultipliers.ManualHackMoney = 0.5;\n BitNodeMultipliers.ScriptHackMoney = 0.5;\n BitNodeMultipliers.CodingContractMoney = 0.5;\n BitNodeMultipliers.InfiltrationMoney = 0.5;\n BitNodeMultipliers.CorporationValuation = 0.5;\n BitNodeMultipliers.AugmentationMoneyCost = 5;\n BitNodeMultipliers.AugmentationRepCost = 2;\n BitNodeMultipliers.HomeComputerRamCost = 1.5;\n BitNodeMultipliers.PurchasedServerCost = 5;\n BitNodeMultipliers.PurchasedServerLimit = 0.6;\n BitNodeMultipliers.PurchasedServerMaxRam = 0.5;\n BitNodeMultipliers.BladeburnerRank = 0.8;\n BitNodeMultipliers.GangKarmaRequirement = 3;\n break;\n case 11: //The Big Crash\n BitNodeMultipliers.HackingLevelMultiplier = 0.5;\n BitNodeMultipliers.HackExpGain = 0.5;\n BitNodeMultipliers.ServerMaxMoney = 0.1;\n BitNodeMultipliers.ServerStartingMoney = 0.1;\n BitNodeMultipliers.ServerGrowthRate = 0.2;\n BitNodeMultipliers.ServerWeakenRate = 2;\n BitNodeMultipliers.CrimeMoney = 3;\n BitNodeMultipliers.CompanyWorkMoney = 0.5;\n BitNodeMultipliers.HacknetNodeMoney = 0.1;\n BitNodeMultipliers.AugmentationMoneyCost = 2;\n BitNodeMultipliers.InfiltrationMoney = 2.5;\n BitNodeMultipliers.InfiltrationRep = 2.5;\n BitNodeMultipliers.CorporationValuation = 0.1;\n BitNodeMultipliers.CodingContractMoney = 0.25;\n BitNodeMultipliers.FourSigmaMarketDataCost = 4;\n BitNodeMultipliers.FourSigmaMarketDataApiCost = 4;\n break;\n case 12: {\n //The Recursion\n let sf12Lvl = 0;\n for (let i = 0; i < p.sourceFiles.length; i++) {\n if (p.sourceFiles[i].n === 12) {\n sf12Lvl = p.sourceFiles[i].lvl;\n }\n }\n const inc = Math.pow(1.02, sf12Lvl);\n const dec = 1 / inc;\n\n // Multiplier for number of augs needed for Daedalus increases\n // up to a maximum of 1.34, which results in 40 Augs required\n BitNodeMultipliers.DaedalusAugsRequirement = Math.min(inc, 1.34);\n\n BitNodeMultipliers.HackingLevelMultiplier = dec;\n BitNodeMultipliers.StrengthLevelMultiplier = dec;\n BitNodeMultipliers.DefenseLevelMultiplier = dec;\n BitNodeMultipliers.DexterityLevelMultiplier = dec;\n BitNodeMultipliers.AgilityLevelMultiplier = dec;\n BitNodeMultipliers.CharismaLevelMultiplier = dec;\n\n BitNodeMultipliers.ServerMaxMoney = dec;\n BitNodeMultipliers.ServerStartingMoney = dec;\n BitNodeMultipliers.ServerGrowthRate = dec;\n BitNodeMultipliers.ServerWeakenRate = dec;\n\n //Does not scale, otherwise security might start at 300+\n BitNodeMultipliers.ServerStartingSecurity = 1.5;\n\n BitNodeMultipliers.HomeComputerRamCost = inc;\n\n BitNodeMultipliers.PurchasedServerCost = inc;\n BitNodeMultipliers.PurchasedServerLimit = dec;\n BitNodeMultipliers.PurchasedServerMaxRam = dec;\n\n BitNodeMultipliers.ManualHackMoney = dec;\n BitNodeMultipliers.ScriptHackMoney = dec;\n BitNodeMultipliers.CompanyWorkMoney = dec;\n BitNodeMultipliers.CrimeMoney = dec;\n BitNodeMultipliers.HacknetNodeMoney = dec;\n BitNodeMultipliers.CodingContractMoney = dec;\n\n BitNodeMultipliers.CompanyWorkExpGain = dec;\n BitNodeMultipliers.ClassGymExpGain = dec;\n BitNodeMultipliers.FactionWorkExpGain = dec;\n BitNodeMultipliers.HackExpGain = dec;\n BitNodeMultipliers.CrimeExpGain = dec;\n\n BitNodeMultipliers.FactionWorkRepGain = dec;\n BitNodeMultipliers.FactionPassiveRepGain = dec;\n BitNodeMultipliers.RepToDonateToFaction = inc;\n\n BitNodeMultipliers.AugmentationRepCost = inc;\n BitNodeMultipliers.AugmentationMoneyCost = inc;\n\n BitNodeMultipliers.InfiltrationMoney = dec;\n BitNodeMultipliers.InfiltrationRep = dec;\n\n BitNodeMultipliers.FourSigmaMarketDataCost = inc;\n BitNodeMultipliers.FourSigmaMarketDataApiCost = inc;\n\n BitNodeMultipliers.CorporationValuation = dec;\n\n BitNodeMultipliers.BladeburnerRank = dec;\n BitNodeMultipliers.BladeburnerSkillCost = inc;\n break;\n }\n default:\n console.warn(\"Player.bitNodeN invalid\");\n break;\n }\n}\n","import React from \"react\";\nimport { Reviver, Generic_toJSON, Generic_fromJSON } from \"../utils/JSONReviver\";\nimport { IBladeburner } from \"./IBladeburner\";\nimport { IActionIdentifier } from \"./IActionIdentifier\";\nimport { ActionIdentifier } from \"./ActionIdentifier\";\nimport { ActionTypes } from \"./data/ActionTypes\";\nimport { Growths } from \"./data/Growths\";\nimport { BlackOperations } from \"./BlackOperations\";\nimport { BlackOperation } from \"./BlackOperation\";\nimport { Operation } from \"./Operation\";\nimport { Contract } from \"./Contract\";\nimport { GeneralActions } from \"./GeneralActions\";\nimport { formatNumber } from \"../utils/StringHelperFunctions\";\nimport { Skills } from \"./Skills\";\nimport { Skill } from \"./Skill\";\nimport { City } from \"./City\";\nimport { IAction } from \"./IAction\";\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\nimport { IRouter } from \"../ui/Router\";\nimport { ConsoleHelpText } from \"./data/Help\";\nimport { exceptionAlert } from \"../utils/helpers/exceptionAlert\";\nimport { getRandomInt } from \"../utils/helpers/getRandomInt\";\nimport { BladeburnerConstants } from \"./data/Constants\";\nimport { numeralWrapper } from \"../ui/numeralFormat\";\nimport { BitNodeMultipliers } from \"../BitNode/BitNodeMultipliers\";\nimport { addOffset } from \"../utils/helpers/addOffset\";\nimport { Faction } from \"../Faction/Faction\";\nimport { Factions, factionExists } from \"../Faction/Factions\";\nimport { calculateHospitalizationCost } from \"../Hospital/Hospital\";\nimport { redPillFlag } from \"../RedPill\";\nimport { dialogBoxCreate } from \"../ui/React/DialogBox\";\nimport { Settings } from \"../Settings/Settings\";\nimport { Augmentations } from \"../Augmentation/Augmentations\";\nimport { AugmentationNames } from \"../Augmentation/data/AugmentationNames\";\nimport { getTimestamp } from \"../utils/helpers/getTimestamp\";\nimport { joinFaction } from \"../Faction/FactionHelpers\";\nimport { WorkerScript } from \"../Netscript/WorkerScript\";\n\nexport class Bladeburner implements IBladeburner {\n numHosp = 0;\n moneyLost = 0;\n rank = 0;\n maxRank = 0;\n\n skillPoints = 0;\n totalSkillPoints = 0;\n\n teamSize = 0;\n teamLost = 0;\n hpLost = 0;\n\n storedCycles = 0;\n\n randomEventCounter: number = getRandomInt(240, 600);\n\n actionTimeToComplete = 0;\n actionTimeCurrent = 0;\n actionTimeOverflow = 0;\n\n action: IActionIdentifier = new ActionIdentifier({\n type: ActionTypes[\"Idle\"],\n });\n\n cities: any = {};\n city: string = BladeburnerConstants.CityNames[2];\n skills: any = {};\n skillMultipliers: any = {};\n staminaBonus = 0;\n maxStamina = 0;\n stamina = 0;\n contracts: any = {};\n operations: any = {};\n blackops: any = {};\n logging: any = {\n general: true,\n contracts: true,\n ops: true,\n blackops: true,\n events: true,\n };\n automateEnabled = false;\n automateActionHigh: IActionIdentifier = new ActionIdentifier({\n type: ActionTypes[\"Idle\"],\n });\n automateThreshHigh = 0;\n automateActionLow: IActionIdentifier = new ActionIdentifier({\n type: ActionTypes[\"Idle\"],\n });\n automateThreshLow = 0;\n consoleHistory: string[] = [];\n consoleLogs: string[] = [\"Bladeburner Console\", \"Type 'help' to see console commands\"];\n\n constructor(player?: IPlayer) {\n for (let i = 0; i < BladeburnerConstants.CityNames.length; ++i) {\n this.cities[BladeburnerConstants.CityNames[i]] = new City(BladeburnerConstants.CityNames[i]);\n }\n\n this.updateSkillMultipliers(); // Calls resetSkillMultipliers()\n\n // Max Stamina is based on stats and Bladeburner-specific bonuses\n if (player) this.calculateMaxStamina(player);\n this.stamina = this.maxStamina;\n this.create();\n }\n\n getCurrentCity(): City {\n const city = this.cities[this.city];\n if (!(city instanceof City)) {\n throw new Error(\"Bladeburner.getCurrentCity() did not properly return a City object\");\n }\n return city;\n }\n\n calculateStaminaPenalty(): number {\n return Math.min(1, this.stamina / (0.5 * this.maxStamina));\n }\n\n startAction(player: IPlayer, actionId: IActionIdentifier): void {\n if (actionId == null) return;\n this.action = actionId;\n this.actionTimeCurrent = 0;\n switch (actionId.type) {\n case ActionTypes[\"Idle\"]:\n this.actionTimeToComplete = 0;\n break;\n case ActionTypes[\"Contract\"]:\n try {\n const action = this.getActionObject(actionId);\n if (action == null) {\n throw new Error(\"Failed to get Contract Object for: \" + actionId.name);\n }\n if (action.count < 1) {\n return this.resetAction();\n }\n this.actionTimeToComplete = action.getActionTime(this);\n } catch (e) {\n exceptionAlert(e);\n }\n break;\n case ActionTypes[\"Operation\"]: {\n try {\n const action = this.getActionObject(actionId);\n if (action == null) {\n throw new Error(\"Failed to get Operation Object for: \" + actionId.name);\n }\n if (action.count < 1) {\n return this.resetAction();\n }\n if (actionId.name === \"Raid\" && this.getCurrentCity().commsEst === 0) {\n return this.resetAction();\n }\n this.actionTimeToComplete = action.getActionTime(this);\n } catch (e) {\n exceptionAlert(e);\n }\n break;\n }\n case ActionTypes[\"BlackOp\"]:\n case ActionTypes[\"BlackOperation\"]: {\n try {\n // Safety measure - don't repeat BlackOps that are already done\n if (this.blackops[actionId.name] != null) {\n this.resetAction();\n this.log(\"Error: Tried to start a Black Operation that had already been completed\");\n break;\n }\n\n const action = this.getActionObject(actionId);\n if (action == null) {\n throw new Error(\"Failed to get BlackOperation object for: \" + actionId.name);\n }\n this.actionTimeToComplete = action.getActionTime(this);\n } catch (e) {\n exceptionAlert(e);\n }\n break;\n }\n case ActionTypes[\"Recruitment\"]:\n this.actionTimeToComplete = this.getRecruitmentTime(player);\n break;\n case ActionTypes[\"Training\"]:\n case ActionTypes[\"FieldAnalysis\"]:\n case ActionTypes[\"Field Analysis\"]:\n this.actionTimeToComplete = 30;\n break;\n case ActionTypes[\"Diplomacy\"]:\n case ActionTypes[\"Hyperbolic Regeneration Chamber\"]:\n this.actionTimeToComplete = 60;\n break;\n default:\n throw new Error(\"Invalid Action Type in startAction(Bladeburner,player, ): \" + actionId.type);\n break;\n }\n }\n\n upgradeSkill(skill: Skill): void {\n // This does NOT handle deduction of skill points\n const skillName = skill.name;\n if (this.skills[skillName]) {\n ++this.skills[skillName];\n } else {\n this.skills[skillName] = 1;\n }\n if (isNaN(this.skills[skillName]) || this.skills[skillName] < 0) {\n throw new Error(\"Level of Skill \" + skillName + \" is invalid: \" + this.skills[skillName]);\n }\n this.updateSkillMultipliers();\n }\n\n executeConsoleCommands(player: IPlayer, commands: string): void {\n try {\n // Console History\n if (this.consoleHistory[this.consoleHistory.length - 1] != commands) {\n this.consoleHistory.push(commands);\n if (this.consoleHistory.length > 50) {\n this.consoleHistory.splice(0, 1);\n }\n }\n\n const arrayOfCommands = commands.split(\";\");\n for (let i = 0; i < arrayOfCommands.length; ++i) {\n this.executeConsoleCommand(player, arrayOfCommands[i]);\n }\n } catch (e) {\n exceptionAlert(e);\n }\n }\n\n postToConsole(input: string, saveToLogs = true): void {\n const MaxConsoleEntries = 100;\n if (saveToLogs) {\n this.consoleLogs.push(input);\n if (this.consoleLogs.length > MaxConsoleEntries) {\n this.consoleLogs.shift();\n }\n }\n }\n\n log(input: string): void {\n // Adds a timestamp and then just calls postToConsole\n this.postToConsole(`[${getTimestamp()}] ${input}`);\n }\n\n resetAction(): void {\n this.action = new ActionIdentifier({ type: ActionTypes.Idle });\n }\n\n clearConsole(): void {\n this.consoleLogs.length = 0;\n }\n\n prestige(): void {\n this.resetAction();\n const bladeburnerFac = Factions[\"Bladeburners\"];\n if (this.rank >= BladeburnerConstants.RankNeededForFaction) {\n joinFaction(bladeburnerFac);\n }\n }\n\n storeCycles(numCycles = 0): void {\n this.storedCycles += numCycles;\n }\n\n // working on\n getActionIdFromTypeAndName(type = \"\", name = \"\"): IActionIdentifier | null {\n if (type === \"\" || name === \"\") {\n return null;\n }\n const action = new ActionIdentifier();\n const convertedType = type.toLowerCase().trim();\n const convertedName = name.toLowerCase().trim();\n switch (convertedType) {\n case \"contract\":\n case \"contracts\":\n case \"contr\":\n action.type = ActionTypes[\"Contract\"];\n if (this.contracts.hasOwnProperty(name)) {\n action.name = name;\n return action;\n } else {\n return null;\n }\n break;\n case \"operation\":\n case \"operations\":\n case \"op\":\n case \"ops\":\n action.type = ActionTypes[\"Operation\"];\n if (this.operations.hasOwnProperty(name)) {\n action.name = name;\n return action;\n } else {\n return null;\n }\n break;\n case \"blackoperation\":\n case \"black operation\":\n case \"black operations\":\n case \"black op\":\n case \"black ops\":\n case \"blackop\":\n case \"blackops\":\n action.type = ActionTypes[\"BlackOp\"];\n if (BlackOperations.hasOwnProperty(name)) {\n action.name = name;\n return action;\n } else {\n return null;\n }\n break;\n case \"general\":\n case \"general action\":\n case \"gen\":\n break;\n default:\n return null;\n }\n\n if (convertedType.startsWith(\"gen\")) {\n switch (convertedName) {\n case \"training\":\n action.type = ActionTypes[\"Training\"];\n action.name = \"Training\";\n break;\n case \"recruitment\":\n case \"recruit\":\n action.type = ActionTypes[\"Recruitment\"];\n action.name = \"Recruitment\";\n break;\n case \"field analysis\":\n case \"fieldanalysis\":\n action.type = ActionTypes[\"Field Analysis\"];\n action.name = \"Field Analysis\";\n break;\n case \"diplomacy\":\n action.type = ActionTypes[\"Diplomacy\"];\n action.name = \"Diplomacy\";\n break;\n case \"hyperbolic regeneration chamber\":\n action.type = ActionTypes[\"Hyperbolic Regeneration Chamber\"];\n action.name = \"Hyperbolic Regeneration Chamber\";\n break;\n default:\n return null;\n }\n return action;\n }\n\n return null;\n }\n\n executeStartConsoleCommand(player: IPlayer, args: string[]): void {\n if (args.length !== 3) {\n this.postToConsole(\"Invalid usage of 'start' console command: start [type] [name]\");\n this.postToConsole(\"Use 'help start' for more info\");\n return;\n }\n const name = args[2];\n switch (args[1].toLowerCase()) {\n case \"general\":\n case \"gen\":\n if (GeneralActions[name] != null) {\n this.action.type = ActionTypes[name];\n this.action.name = name;\n this.startAction(player, this.action);\n } else {\n this.postToConsole(\"Invalid action name specified: \" + args[2]);\n }\n break;\n case \"contract\":\n case \"contracts\":\n if (this.contracts[name] != null) {\n this.action.type = ActionTypes.Contract;\n this.action.name = name;\n this.startAction(player, this.action);\n } else {\n this.postToConsole(\"Invalid contract name specified: \" + args[2]);\n }\n break;\n case \"ops\":\n case \"op\":\n case \"operations\":\n case \"operation\":\n if (this.operations[name] != null) {\n this.action.type = ActionTypes.Operation;\n this.action.name = name;\n this.startAction(player, this.action);\n } else {\n this.postToConsole(\"Invalid Operation name specified: \" + args[2]);\n }\n break;\n case \"blackops\":\n case \"blackop\":\n case \"black operations\":\n case \"black operation\":\n if (BlackOperations[name] != null) {\n this.action.type = ActionTypes.BlackOperation;\n this.action.name = name;\n this.startAction(player, this.action);\n } else {\n this.postToConsole(\"Invalid BlackOp name specified: \" + args[2]);\n }\n break;\n default:\n this.postToConsole(\"Invalid action/event type specified: \" + args[1]);\n this.postToConsole(\"Examples of valid action/event identifiers are: [general, contract, op, blackop]\");\n break;\n }\n }\n\n executeSkillConsoleCommand(args: string[]): void {\n switch (args.length) {\n case 1: {\n // Display Skill Help Command\n this.postToConsole(\"Invalid usage of 'skill' console command: skill [action] [name]\");\n this.postToConsole(\"Use 'help skill' for more info\");\n break;\n }\n case 2: {\n if (args[1].toLowerCase() === \"list\") {\n // List all skills and their level\n this.postToConsole(\"Skills: \");\n const skillNames = Object.keys(Skills);\n for (let i = 0; i < skillNames.length; ++i) {\n const skill = Skills[skillNames[i]];\n let level = 0;\n if (this.skills[skill.name] != null) {\n level = this.skills[skill.name];\n }\n this.postToConsole(skill.name + \": Level \" + formatNumber(level, 0));\n }\n this.postToConsole(\" \");\n this.postToConsole(\"Effects: \");\n const multKeys = Object.keys(this.skillMultipliers);\n for (let i = 0; i < multKeys.length; ++i) {\n let mult = this.skillMultipliers[multKeys[i]];\n if (mult && mult !== 1) {\n mult = formatNumber(mult, 3);\n switch (multKeys[i]) {\n case \"successChanceAll\":\n this.postToConsole(\"Total Success Chance: x\" + mult);\n break;\n case \"successChanceStealth\":\n this.postToConsole(\"Stealth Success Chance: x\" + mult);\n break;\n case \"successChanceKill\":\n this.postToConsole(\"Retirement Success Chance: x\" + mult);\n break;\n case \"successChanceContract\":\n this.postToConsole(\"Contract Success Chance: x\" + mult);\n break;\n case \"successChanceOperation\":\n this.postToConsole(\"Operation Success Chance: x\" + mult);\n break;\n case \"successChanceEstimate\":\n this.postToConsole(\"Synthoid Data Estimate: x\" + mult);\n break;\n case \"actionTime\":\n this.postToConsole(\"Action Time: x\" + mult);\n break;\n case \"effHack\":\n this.postToConsole(\"Hacking Skill: x\" + mult);\n break;\n case \"effStr\":\n this.postToConsole(\"Strength: x\" + mult);\n break;\n case \"effDef\":\n this.postToConsole(\"Defense: x\" + mult);\n break;\n case \"effDex\":\n this.postToConsole(\"Dexterity: x\" + mult);\n break;\n case \"effAgi\":\n this.postToConsole(\"Agility: x\" + mult);\n break;\n case \"effCha\":\n this.postToConsole(\"Charisma: x\" + mult);\n break;\n case \"effInt\":\n this.postToConsole(\"Intelligence: x\" + mult);\n break;\n case \"stamina\":\n this.postToConsole(\"Stamina: x\" + mult);\n break;\n default:\n console.warn(`Unrecognized SkillMult Key: ${multKeys[i]}`);\n break;\n }\n }\n }\n } else {\n this.postToConsole(\"Invalid usage of 'skill' console command: skill [action] [name]\");\n this.postToConsole(\"Use 'help skill' for more info\");\n }\n break;\n }\n case 3: {\n const skillName = args[2];\n const skill = Skills[skillName];\n if (skill == null || !(skill instanceof Skill)) {\n this.postToConsole(\"Invalid skill name (Note that it is case-sensitive): \" + skillName);\n }\n if (args[1].toLowerCase() === \"list\") {\n let level = 0;\n if (this.skills[skill.name] !== undefined) {\n level = this.skills[skill.name];\n }\n this.postToConsole(skill.name + \": Level \" + formatNumber(level));\n } else if (args[1].toLowerCase() === \"level\") {\n let currentLevel = 0;\n if (this.skills[skillName] && !isNaN(this.skills[skillName])) {\n currentLevel = this.skills[skillName];\n }\n const pointCost = skill.calculateCost(currentLevel);\n if (this.skillPoints >= pointCost) {\n this.skillPoints -= pointCost;\n this.upgradeSkill(skill);\n this.log(skill.name + \" upgraded to Level \" + this.skills[skillName]);\n } else {\n this.postToConsole(\n \"You do not have enough Skill Points to upgrade this. You need \" + formatNumber(pointCost, 0),\n );\n }\n } else {\n this.postToConsole(\"Invalid usage of 'skill' console command: skill [action] [name]\");\n this.postToConsole(\"Use 'help skill' for more info\");\n }\n break;\n }\n default: {\n this.postToConsole(\"Invalid usage of 'skill' console command: skill [action] [name]\");\n this.postToConsole(\"Use 'help skill' for more info\");\n break;\n }\n }\n }\n\n executeLogConsoleCommand(args: string[]): void {\n if (args.length < 3) {\n this.postToConsole(\"Invalid usage of log command: log [enable/disable] [action/event]\");\n this.postToConsole(\"Use 'help log' for more details and examples\");\n return;\n }\n\n let flag = true;\n if (args[1].toLowerCase().includes(\"d\")) {\n flag = false;\n } // d for disable\n\n switch (args[2].toLowerCase()) {\n case \"general\":\n case \"gen\":\n this.logging.general = flag;\n this.log(\"Logging \" + (flag ? \"enabled\" : \"disabled\") + \" for general actions\");\n break;\n case \"contract\":\n case \"contracts\":\n this.logging.contracts = flag;\n this.log(\"Logging \" + (flag ? \"enabled\" : \"disabled\") + \" for Contracts\");\n break;\n case \"ops\":\n case \"op\":\n case \"operations\":\n case \"operation\":\n this.logging.ops = flag;\n this.log(\"Logging \" + (flag ? \"enabled\" : \"disabled\") + \" for Operations\");\n break;\n case \"blackops\":\n case \"blackop\":\n case \"black operations\":\n case \"black operation\":\n this.logging.blackops = flag;\n this.log(\"Logging \" + (flag ? \"enabled\" : \"disabled\") + \" for BlackOps\");\n break;\n case \"event\":\n case \"events\":\n this.logging.events = flag;\n this.log(\"Logging \" + (flag ? \"enabled\" : \"disabled\") + \" for events\");\n break;\n case \"all\":\n this.logging.general = flag;\n this.logging.contracts = flag;\n this.logging.ops = flag;\n this.logging.blackops = flag;\n this.logging.events = flag;\n this.log(\"Logging \" + (flag ? \"enabled\" : \"disabled\") + \" for everything\");\n break;\n default:\n this.postToConsole(\"Invalid action/event type specified: \" + args[2]);\n this.postToConsole(\n \"Examples of valid action/event identifiers are: [general, contracts, ops, blackops, events]\",\n );\n break;\n }\n }\n\n executeHelpConsoleCommand(args: string[]): void {\n if (args.length === 1) {\n for (const line of ConsoleHelpText.helpList) {\n this.postToConsole(line);\n }\n } else {\n for (let i = 1; i < args.length; ++i) {\n if (!(args[i] in ConsoleHelpText)) continue;\n const helpText = ConsoleHelpText[args[i]];\n for (const line of helpText) {\n this.postToConsole(line);\n }\n }\n }\n }\n\n executeAutomateConsoleCommand(args: string[]): void {\n if (args.length !== 2 && args.length !== 4) {\n this.postToConsole(\n \"Invalid use of 'automate' command: automate [var] [val] [hi/low]. Use 'help automate' for more info\",\n );\n return;\n }\n\n // Enable/Disable\n if (args.length === 2) {\n const flag = args[1];\n if (flag.toLowerCase() === \"status\") {\n this.postToConsole(\"Automation: \" + (this.automateEnabled ? \"enabled\" : \"disabled\"));\n this.postToConsole(\n \"When your stamina drops to \" +\n formatNumber(this.automateThreshLow, 0) +\n \", you will automatically switch to \" +\n this.automateActionLow.name +\n \". When your stamina recovers to \" +\n formatNumber(this.automateThreshHigh, 0) +\n \", you will automatically \" +\n \"switch to \" +\n this.automateActionHigh.name +\n \".\",\n );\n } else if (flag.toLowerCase().includes(\"en\")) {\n if (\n !(this.automateActionLow instanceof ActionIdentifier) ||\n !(this.automateActionHigh instanceof ActionIdentifier)\n ) {\n return this.log(\"Failed to enable automation. Actions were not set\");\n }\n this.automateEnabled = true;\n this.log(\"Bladeburner automation enabled\");\n } else if (flag.toLowerCase().includes(\"d\")) {\n this.automateEnabled = false;\n this.log(\"Bladeburner automation disabled\");\n } else {\n this.log(\"Invalid argument for 'automate' console command: \" + args[1]);\n }\n return;\n }\n\n // Set variables\n if (args.length === 4) {\n const variable = args[1];\n const val = args[2];\n\n let highLow = false; // True for high, false for low\n if (args[3].toLowerCase().includes(\"hi\")) {\n highLow = true;\n }\n\n switch (variable) {\n case \"general\":\n case \"gen\":\n if (GeneralActions[val] != null) {\n const action = new ActionIdentifier({\n type: ActionTypes[val],\n name: val,\n });\n if (highLow) {\n this.automateActionHigh = action;\n } else {\n this.automateActionLow = action;\n }\n this.log(\"Automate (\" + (highLow ? \"HIGH\" : \"LOW\") + \") action set to \" + val);\n } else {\n this.postToConsole(\"Invalid action name specified: \" + val);\n }\n break;\n case \"contract\":\n case \"contracts\":\n if (this.contracts[val] != null) {\n const action = new ActionIdentifier({\n type: ActionTypes.Contract,\n name: val,\n });\n if (highLow) {\n this.automateActionHigh = action;\n } else {\n this.automateActionLow = action;\n }\n this.log(\"Automate (\" + (highLow ? \"HIGH\" : \"LOW\") + \") action set to \" + val);\n } else {\n this.postToConsole(\"Invalid contract name specified: \" + val);\n }\n break;\n case \"ops\":\n case \"op\":\n case \"operations\":\n case \"operation\":\n if (this.operations[val] != null) {\n const action = new ActionIdentifier({\n type: ActionTypes.Operation,\n name: val,\n });\n if (highLow) {\n this.automateActionHigh = action;\n } else {\n this.automateActionLow = action;\n }\n this.log(\"Automate (\" + (highLow ? \"HIGH\" : \"LOW\") + \") action set to \" + val);\n } else {\n this.postToConsole(\"Invalid Operation name specified: \" + val);\n }\n break;\n case \"stamina\":\n if (isNaN(parseFloat(val))) {\n this.postToConsole(\"Invalid value specified for stamina threshold (must be numeric): \" + val);\n } else {\n if (highLow) {\n this.automateThreshHigh = Number(val);\n } else {\n this.automateThreshLow = Number(val);\n }\n this.log(\"Automate (\" + (highLow ? \"HIGH\" : \"LOW\") + \") stamina threshold set to \" + val);\n }\n break;\n default:\n break;\n }\n\n return;\n }\n }\n\n parseCommandArguments(command: string): string[] {\n /**\n * Returns an array with command and its arguments in each index.\n * e.g. skill \"blade's intuition\" foo returns [skill, blade's intuition, foo]\n * The input to the fn will be trimmed and will have all whitespace replaced w/ a single space\n */\n const args = [];\n let start = 0;\n let i = 0;\n while (i < command.length) {\n const c = command.charAt(i);\n if (c === '\"') {\n // Double quotes\n const endQuote = command.indexOf('\"', i + 1);\n if (endQuote !== -1 && (endQuote === command.length - 1 || command.charAt(endQuote + 1) === \" \")) {\n args.push(command.substr(i + 1, endQuote - i - 1));\n if (endQuote === command.length - 1) {\n start = i = endQuote + 1;\n } else {\n start = i = endQuote + 2; // Skip the space\n }\n continue;\n }\n } else if (c === \"'\") {\n // Single quotes, same thing as above\n const endQuote = command.indexOf(\"'\", i + 1);\n if (endQuote !== -1 && (endQuote === command.length - 1 || command.charAt(endQuote + 1) === \" \")) {\n args.push(command.substr(i + 1, endQuote - i - 1));\n if (endQuote === command.length - 1) {\n start = i = endQuote + 1;\n } else {\n start = i = endQuote + 2; // Skip the space\n }\n continue;\n }\n } else if (c === \" \") {\n args.push(command.substr(start, i - start));\n start = i + 1;\n }\n ++i;\n }\n if (start !== i) {\n args.push(command.substr(start, i - start));\n }\n return args;\n }\n\n executeConsoleCommand(player: IPlayer, command: string): void {\n command = command.trim();\n command = command.replace(/\\s\\s+/g, \" \"); // Replace all whitespace w/ a single space\n\n const args = this.parseCommandArguments(command);\n if (args.length <= 0) return; // Log an error?\n\n switch (args[0].toLowerCase()) {\n case \"automate\":\n this.executeAutomateConsoleCommand(args);\n break;\n case \"clear\":\n case \"cls\":\n this.clearConsole();\n break;\n case \"help\":\n this.executeHelpConsoleCommand(args);\n break;\n case \"log\":\n this.executeLogConsoleCommand(args);\n break;\n case \"skill\":\n this.executeSkillConsoleCommand(args);\n break;\n case \"start\":\n this.executeStartConsoleCommand(player, args);\n break;\n case \"stop\":\n this.resetAction();\n break;\n default:\n this.postToConsole(\"Invalid console command\");\n break;\n }\n }\n\n triggerMigration(sourceCityName: string): void {\n let destCityName = BladeburnerConstants.CityNames[getRandomInt(0, 5)];\n while (destCityName === sourceCityName) {\n destCityName = BladeburnerConstants.CityNames[getRandomInt(0, 5)];\n }\n const destCity = this.cities[destCityName];\n const sourceCity = this.cities[sourceCityName];\n if (destCity == null || sourceCity == null) {\n throw new Error(\"Failed to find City with name: \" + destCityName);\n }\n const rand = Math.random();\n let percentage = getRandomInt(3, 15) / 100;\n\n if (rand < 0.05 && sourceCity.comms > 0) {\n // 5% chance for community migration\n percentage *= getRandomInt(2, 4); // Migration increases population change\n --sourceCity.comms;\n ++destCity.comms;\n }\n const count = Math.round(sourceCity.pop * percentage);\n sourceCity.pop -= count;\n destCity.pop += count;\n }\n\n triggerPotentialMigration(sourceCityName: string, chance: number): void {\n if (chance == null || isNaN(chance)) {\n console.error(\"Invalid 'chance' parameter passed into Bladeburner.triggerPotentialMigration()\");\n }\n if (chance > 1) {\n chance /= 100;\n }\n if (Math.random() < chance) {\n this.triggerMigration(sourceCityName);\n }\n }\n\n randomEvent(): void {\n const chance = Math.random();\n\n // Choose random source/destination city for events\n const sourceCityName = BladeburnerConstants.CityNames[getRandomInt(0, 5)];\n const sourceCity = this.cities[sourceCityName];\n if (!(sourceCity instanceof City)) {\n throw new Error(\"sourceCity was not a City object in Bladeburner.randomEvent()\");\n }\n\n let destCityName = BladeburnerConstants.CityNames[getRandomInt(0, 5)];\n while (destCityName === sourceCityName) {\n destCityName = BladeburnerConstants.CityNames[getRandomInt(0, 5)];\n }\n const destCity = this.cities[destCityName];\n\n if (!(sourceCity instanceof City) || !(destCity instanceof City)) {\n throw new Error(\"sourceCity/destCity was not a City object in Bladeburner.randomEvent()\");\n }\n\n if (chance <= 0.05) {\n // New Synthoid Community, 5%\n ++sourceCity.comms;\n const percentage = getRandomInt(10, 20) / 100;\n const count = Math.round(sourceCity.pop * percentage);\n sourceCity.pop += count;\n if (this.logging.events) {\n this.log(\"Intelligence indicates that a new Synthoid community was formed in a city\");\n }\n } else if (chance <= 0.1) {\n // Synthoid Community Migration, 5%\n if (sourceCity.comms <= 0) {\n // If no comms in source city, then instead trigger a new Synthoid community event\n ++sourceCity.comms;\n const percentage = getRandomInt(10, 20) / 100;\n const count = Math.round(sourceCity.pop * percentage);\n sourceCity.pop += count;\n if (this.logging.events) {\n this.log(\"Intelligence indicates that a new Synthoid community was formed in a city\");\n }\n } else {\n --sourceCity.comms;\n ++destCity.comms;\n\n // Change pop\n const percentage = getRandomInt(10, 20) / 100;\n const count = Math.round(sourceCity.pop * percentage);\n sourceCity.pop -= count;\n destCity.pop += count;\n\n if (this.logging.events) {\n this.log(\n \"Intelligence indicates that a Synthoid community migrated from \" + sourceCityName + \" to some other city\",\n );\n }\n }\n } else if (chance <= 0.3) {\n // New Synthoids (non community), 20%\n const percentage = getRandomInt(8, 24) / 100;\n const count = Math.round(sourceCity.pop * percentage);\n sourceCity.pop += count;\n if (this.logging.events) {\n this.log(\n \"Intelligence indicates that the Synthoid population of \" + sourceCityName + \" just changed significantly\",\n );\n }\n } else if (chance <= 0.5) {\n // Synthoid migration (non community) 20%\n this.triggerMigration(sourceCityName);\n if (this.logging.events) {\n this.log(\n \"Intelligence indicates that a large number of Synthoids migrated from \" +\n sourceCityName +\n \" to some other city\",\n );\n }\n } else if (chance <= 0.7) {\n // Synthoid Riots (+chaos), 20%\n sourceCity.chaos += 1;\n sourceCity.chaos *= 1 + getRandomInt(5, 20) / 100;\n if (this.logging.events) {\n this.log(\"Tensions between Synthoids and humans lead to riots in \" + sourceCityName + \"! Chaos increased\");\n }\n } else if (chance <= 0.9) {\n // Less Synthoids, 20%\n const percentage = getRandomInt(8, 20) / 100;\n const count = Math.round(sourceCity.pop * percentage);\n sourceCity.pop -= count;\n if (this.logging.events) {\n this.log(\n \"Intelligence indicates that the Synthoid population of \" + sourceCityName + \" just changed significantly\",\n );\n }\n }\n // 10% chance of nothing happening\n }\n\n /**\n * Process stat gains from Contracts, Operations, and Black Operations\n * @param action(Action obj) - Derived action class\n * @param success(bool) - Whether action was successful\n */\n gainActionStats(player: IPlayer, action: IAction, success: boolean): void {\n const difficulty = action.getDifficulty();\n\n /**\n * Gain multiplier based on difficulty. If it changes then the\n * same variable calculated in completeAction() needs to change too\n */\n const difficultyMult =\n Math.pow(difficulty, BladeburnerConstants.DiffMultExponentialFactor) +\n difficulty / BladeburnerConstants.DiffMultLinearFactor;\n\n const time = this.actionTimeToComplete;\n const successMult = success ? 1 : 0.5;\n\n const unweightedGain = time * BladeburnerConstants.BaseStatGain * successMult * difficultyMult;\n const unweightedIntGain = time * BladeburnerConstants.BaseIntGain * successMult * difficultyMult;\n const skillMult = this.skillMultipliers.expGain;\n player.gainHackingExp(unweightedGain * action.weights.hack * player.hacking_exp_mult * skillMult);\n player.gainStrengthExp(unweightedGain * action.weights.str * player.strength_exp_mult * skillMult);\n player.gainDefenseExp(unweightedGain * action.weights.def * player.defense_exp_mult * skillMult);\n player.gainDexterityExp(unweightedGain * action.weights.dex * player.dexterity_exp_mult * skillMult);\n player.gainAgilityExp(unweightedGain * action.weights.agi * player.agility_exp_mult * skillMult);\n player.gainCharismaExp(unweightedGain * action.weights.cha * player.charisma_exp_mult * skillMult);\n let intExp = unweightedIntGain * action.weights.int * skillMult;\n if (intExp > 1) {\n intExp = Math.pow(intExp, 0.8);\n }\n player.gainIntelligenceExp(intExp);\n }\n\n getDiplomacyEffectiveness(player: IPlayer): number {\n // Returns a decimal by which the city's chaos level should be multiplied (e.g. 0.98)\n const CharismaLinearFactor = 1e3;\n const CharismaExponentialFactor = 0.045;\n\n const charismaEff = Math.pow(player.charisma, CharismaExponentialFactor) + player.charisma / CharismaLinearFactor;\n return (100 - charismaEff) / 100;\n }\n\n getRecruitmentSuccessChance(player: IPlayer): number {\n return Math.pow(player.charisma, 0.45) / (this.teamSize + 1);\n }\n\n getRecruitmentTime(player: IPlayer): number {\n const effCharisma = player.charisma * this.skillMultipliers.effCha;\n const charismaFactor = Math.pow(effCharisma, 0.81) + effCharisma / 90;\n return Math.max(10, Math.round(BladeburnerConstants.BaseRecruitmentTimeNeeded - charismaFactor));\n }\n\n resetSkillMultipliers(): void {\n this.skillMultipliers = {\n successChanceAll: 1,\n successChanceStealth: 1,\n successChanceKill: 1,\n successChanceContract: 1,\n successChanceOperation: 1,\n successChanceEstimate: 1,\n actionTime: 1,\n effHack: 1,\n effStr: 1,\n effDef: 1,\n effDex: 1,\n effAgi: 1,\n effCha: 1,\n effInt: 1,\n stamina: 1,\n money: 1,\n expGain: 1,\n };\n }\n\n updateSkillMultipliers(): void {\n this.resetSkillMultipliers();\n for (const skillName in this.skills) {\n if (this.skills.hasOwnProperty(skillName)) {\n const skill = Skills[skillName];\n if (skill == null) {\n throw new Error(\"Could not find Skill Object for: \" + skillName);\n }\n const level = this.skills[skillName];\n if (level == null || level <= 0) {\n continue;\n } //Not upgraded\n\n const multiplierNames = Object.keys(this.skillMultipliers);\n for (let i = 0; i < multiplierNames.length; ++i) {\n const multiplierName = multiplierNames[i];\n if (skill.getMultiplier(multiplierName) != null && !isNaN(skill.getMultiplier(multiplierName))) {\n const value = skill.getMultiplier(multiplierName) * level;\n let multiplierValue = 1 + value / 100;\n if (multiplierName === \"actionTime\") {\n multiplierValue = 1 - value / 100;\n }\n this.skillMultipliers[multiplierName] *= multiplierValue;\n }\n }\n }\n }\n }\n\n completeOperation(success: boolean): void {\n if (this.action.type !== ActionTypes.Operation) {\n throw new Error(\"completeOperation() called even though current action is not an Operation\");\n }\n const action = this.getActionObject(this.action);\n if (action == null) {\n throw new Error(\"Failed to get Contract/Operation Object for: \" + this.action.name);\n }\n\n // Calculate team losses\n const teamCount = action.teamCount;\n if (teamCount >= 1) {\n let max;\n if (success) {\n max = Math.ceil(teamCount / 2);\n } else {\n max = Math.floor(teamCount);\n }\n const losses = getRandomInt(0, max);\n this.teamSize -= losses;\n this.teamLost += losses;\n if (this.logging.ops && losses > 0) {\n this.log(\"Lost \" + formatNumber(losses, 0) + \" team members during this \" + action.name);\n }\n }\n\n const city = this.getCurrentCity();\n switch (action.name) {\n case \"Investigation\":\n if (success) {\n city.improvePopulationEstimateByPercentage(0.4 * this.skillMultipliers.successChanceEstimate);\n if (Math.random() < 0.02 * this.skillMultipliers.successChanceEstimate) {\n city.improveCommunityEstimate(1);\n }\n } else {\n this.triggerPotentialMigration(this.city, 0.1);\n }\n break;\n case \"Undercover Operation\":\n if (success) {\n city.improvePopulationEstimateByPercentage(0.8 * this.skillMultipliers.successChanceEstimate);\n if (Math.random() < 0.02 * this.skillMultipliers.successChanceEstimate) {\n city.improveCommunityEstimate(1);\n }\n } else {\n this.triggerPotentialMigration(this.city, 0.15);\n }\n break;\n case \"Sting Operation\":\n if (success) {\n city.changePopulationByPercentage(-0.1, {\n changeEstEqually: true,\n nonZero: true,\n });\n }\n city.changeChaosByCount(0.1);\n break;\n case \"Raid\":\n if (success) {\n city.changePopulationByPercentage(-1, {\n changeEstEqually: true,\n nonZero: true,\n });\n --city.comms;\n --city.commsEst;\n } else {\n const change = getRandomInt(-10, -5) / 10;\n city.changePopulationByPercentage(change, {\n nonZero: true,\n changeEstEqually: false,\n });\n }\n city.changeChaosByPercentage(getRandomInt(1, 5));\n break;\n case \"Stealth Retirement Operation\":\n if (success) {\n city.changePopulationByPercentage(-0.5, {\n changeEstEqually: true,\n nonZero: true,\n });\n }\n city.changeChaosByPercentage(getRandomInt(-3, -1));\n break;\n case \"Assassination\":\n if (success) {\n city.changePopulationByCount(-1, { estChange: -1, estOffset: 0 });\n }\n city.changeChaosByPercentage(getRandomInt(-5, 5));\n break;\n default:\n throw new Error(\"Invalid Action name in completeOperation: \" + this.action.name);\n }\n }\n\n getActionObject(actionId: IActionIdentifier): IAction | null {\n /**\n * Given an ActionIdentifier object, returns the corresponding\n * GeneralAction, Contract, Operation, or BlackOperation object\n */\n switch (actionId.type) {\n case ActionTypes[\"Contract\"]:\n return this.contracts[actionId.name];\n case ActionTypes[\"Operation\"]:\n return this.operations[actionId.name];\n case ActionTypes[\"BlackOp\"]:\n case ActionTypes[\"BlackOperation\"]:\n return BlackOperations[actionId.name];\n case ActionTypes[\"Training\"]:\n return GeneralActions[\"Training\"];\n case ActionTypes[\"Field Analysis\"]:\n return GeneralActions[\"Field Analysis\"];\n case ActionTypes[\"Recruitment\"]:\n return GeneralActions[\"Recruitment\"];\n case ActionTypes[\"Diplomacy\"]:\n return GeneralActions[\"Diplomacy\"];\n case ActionTypes[\"Hyperbolic Regeneration Chamber\"]:\n return GeneralActions[\"Hyperbolic Regeneration Chamber\"];\n default:\n return null;\n }\n }\n\n completeContract(success: boolean): void {\n if (this.action.type !== ActionTypes.Contract) {\n throw new Error(\"completeContract() called even though current action is not a Contract\");\n }\n const city = this.getCurrentCity();\n if (success) {\n switch (this.action.name) {\n case \"Tracking\":\n // Increase estimate accuracy by a relatively small amount\n city.improvePopulationEstimateByCount(getRandomInt(100, 1e3));\n break;\n case \"Bounty Hunter\":\n city.changePopulationByCount(-1, { estChange: -1, estOffset: 0 });\n city.changeChaosByCount(0.02);\n break;\n case \"Retirement\":\n city.changePopulationByCount(-1, { estChange: -1, estOffset: 0 });\n city.changeChaosByCount(0.04);\n break;\n default:\n throw new Error(\"Invalid Action name in completeContract: \" + this.action.name);\n }\n }\n }\n\n completeAction(router: IRouter, player: IPlayer): void {\n switch (this.action.type) {\n case ActionTypes[\"Contract\"]:\n case ActionTypes[\"Operation\"]: {\n try {\n const isOperation = this.action.type === ActionTypes[\"Operation\"];\n const action = this.getActionObject(this.action);\n if (action == null) {\n throw new Error(\"Failed to get Contract/Operation Object for: \" + this.action.name);\n }\n const difficulty = action.getDifficulty();\n const difficultyMultiplier =\n Math.pow(difficulty, BladeburnerConstants.DiffMultExponentialFactor) +\n difficulty / BladeburnerConstants.DiffMultLinearFactor;\n const rewardMultiplier = Math.pow(action.rewardFac, action.level - 1);\n\n // Stamina loss is based on difficulty\n this.stamina -= BladeburnerConstants.BaseStaminaLoss * difficultyMultiplier;\n if (this.stamina < 0) {\n this.stamina = 0;\n }\n\n // Process Contract/Operation success/failure\n if (action.attempt(this)) {\n this.gainActionStats(player, action, true);\n ++action.successes;\n --action.count;\n\n // Earn money for contracts\n let moneyGain = 0;\n if (!isOperation) {\n moneyGain = BladeburnerConstants.ContractBaseMoneyGain * rewardMultiplier * this.skillMultipliers.money;\n player.gainMoney(moneyGain);\n player.recordMoneySource(moneyGain, \"bladeburner\");\n }\n\n if (isOperation) {\n action.setMaxLevel(BladeburnerConstants.OperationSuccessesPerLevel);\n } else {\n action.setMaxLevel(BladeburnerConstants.ContractSuccessesPerLevel);\n }\n if (action.rankGain) {\n const gain = addOffset(action.rankGain * rewardMultiplier * BitNodeMultipliers.BladeburnerRank, 10);\n this.changeRank(player, gain);\n if (isOperation && this.logging.ops) {\n this.log(action.name + \" successfully completed! Gained \" + formatNumber(gain, 3) + \" rank\");\n } else if (!isOperation && this.logging.contracts) {\n this.log(\n action.name +\n \" contract successfully completed! Gained \" +\n formatNumber(gain, 3) +\n \" rank and \" +\n numeralWrapper.formatMoney(moneyGain),\n );\n }\n }\n isOperation ? this.completeOperation(true) : this.completeContract(true);\n } else {\n this.gainActionStats(player, action, false);\n ++action.failures;\n let loss = 0,\n damage = 0;\n if (action.rankLoss) {\n loss = addOffset(action.rankLoss * rewardMultiplier, 10);\n this.changeRank(player, -1 * loss);\n }\n if (action.hpLoss) {\n damage = action.hpLoss * difficultyMultiplier;\n damage = Math.ceil(addOffset(damage, 10));\n this.hpLost += damage;\n const cost = calculateHospitalizationCost(player, damage);\n if (player.takeDamage(damage)) {\n ++this.numHosp;\n this.moneyLost += cost;\n }\n }\n let logLossText = \"\";\n if (loss > 0) {\n logLossText += \"Lost \" + formatNumber(loss, 3) + \" rank. \";\n }\n if (damage > 0) {\n logLossText += \"Took \" + formatNumber(damage, 0) + \" damage.\";\n }\n if (isOperation && this.logging.ops) {\n this.log(action.name + \" failed! \" + logLossText);\n } else if (!isOperation && this.logging.contracts) {\n this.log(action.name + \" contract failed! \" + logLossText);\n }\n isOperation ? this.completeOperation(false) : this.completeContract(false);\n }\n if (action.autoLevel) {\n action.level = action.maxLevel;\n } // Autolevel\n this.startAction(player, this.action); // Repeat action\n } catch (e) {\n exceptionAlert(e);\n }\n break;\n }\n case ActionTypes[\"BlackOp\"]:\n case ActionTypes[\"BlackOperation\"]: {\n try {\n const action = this.getActionObject(this.action);\n if (action == null || !(action instanceof BlackOperation)) {\n throw new Error(\"Failed to get BlackOperation Object for: \" + this.action.name);\n }\n const difficulty = action.getDifficulty();\n const difficultyMultiplier =\n Math.pow(difficulty, BladeburnerConstants.DiffMultExponentialFactor) +\n difficulty / BladeburnerConstants.DiffMultLinearFactor;\n\n // Stamina loss is based on difficulty\n this.stamina -= BladeburnerConstants.BaseStaminaLoss * difficultyMultiplier;\n if (this.stamina < 0) {\n this.stamina = 0;\n }\n\n // Team loss variables\n const teamCount = action.teamCount;\n let teamLossMax;\n\n if (action.attempt(this)) {\n this.gainActionStats(player, action, true);\n action.count = 0;\n this.blackops[action.name] = true;\n let rankGain = 0;\n if (action.rankGain) {\n rankGain = addOffset(action.rankGain * BitNodeMultipliers.BladeburnerRank, 10);\n this.changeRank(player, rankGain);\n }\n teamLossMax = Math.ceil(teamCount / 2);\n\n // Operation Daedalus\n if (action.name === \"Operation Daedalus\") {\n this.resetAction();\n return router.toBitVerse(false, false);\n }\n\n if (this.logging.blackops) {\n this.log(action.name + \" successful! Gained \" + formatNumber(rankGain, 1) + \" rank\");\n }\n } else {\n this.gainActionStats(player, action, false);\n let rankLoss = 0;\n let damage = 0;\n if (action.rankLoss) {\n rankLoss = addOffset(action.rankLoss, 10);\n this.changeRank(player, -1 * rankLoss);\n }\n if (action.hpLoss) {\n damage = action.hpLoss * difficultyMultiplier;\n damage = Math.ceil(addOffset(damage, 10));\n const cost = calculateHospitalizationCost(player, damage);\n if (player.takeDamage(damage)) {\n ++this.numHosp;\n this.moneyLost += cost;\n }\n }\n teamLossMax = Math.floor(teamCount);\n\n if (this.logging.blackops) {\n this.log(\n action.name +\n \" failed! Lost \" +\n formatNumber(rankLoss, 1) +\n \" rank and took \" +\n formatNumber(damage, 0) +\n \" damage\",\n );\n }\n }\n\n this.resetAction(); // Stop regardless of success or fail\n\n // Calculate team lossses\n if (teamCount >= 1) {\n const losses = getRandomInt(1, teamLossMax);\n this.teamSize -= losses;\n this.teamLost += losses;\n if (this.logging.blackops) {\n this.log(\"You lost \" + formatNumber(losses, 0) + \" team members during \" + action.name);\n }\n }\n } catch (e) {\n exceptionAlert(e);\n }\n break;\n }\n case ActionTypes[\"Training\"]: {\n this.stamina -= 0.5 * BladeburnerConstants.BaseStaminaLoss;\n const strExpGain = 30 * player.strength_exp_mult,\n defExpGain = 30 * player.defense_exp_mult,\n dexExpGain = 30 * player.dexterity_exp_mult,\n agiExpGain = 30 * player.agility_exp_mult,\n staminaGain = 0.04 * this.skillMultipliers.stamina;\n player.gainStrengthExp(strExpGain);\n player.gainDefenseExp(defExpGain);\n player.gainDexterityExp(dexExpGain);\n player.gainAgilityExp(agiExpGain);\n this.staminaBonus += staminaGain;\n if (this.logging.general) {\n this.log(\n \"Training completed. Gained: \" +\n formatNumber(strExpGain, 1) +\n \" str exp, \" +\n formatNumber(defExpGain, 1) +\n \" def exp, \" +\n formatNumber(dexExpGain, 1) +\n \" dex exp, \" +\n formatNumber(agiExpGain, 1) +\n \" agi exp, \" +\n formatNumber(staminaGain, 3) +\n \" max stamina\",\n );\n }\n this.startAction(player, this.action); // Repeat action\n break;\n }\n case ActionTypes[\"FieldAnalysis\"]:\n case ActionTypes[\"Field Analysis\"]: {\n // Does not use stamina. Effectiveness depends on hacking, int, and cha\n let eff =\n 0.04 * Math.pow(player.hacking_skill, 0.3) +\n 0.04 * Math.pow(player.intelligence, 0.9) +\n 0.02 * Math.pow(player.charisma, 0.3);\n eff *= player.bladeburner_analysis_mult;\n if (isNaN(eff) || eff < 0) {\n throw new Error(\"Field Analysis Effectiveness calculated to be NaN or negative\");\n }\n const hackingExpGain = 20 * player.hacking_exp_mult,\n charismaExpGain = 20 * player.charisma_exp_mult;\n player.gainHackingExp(hackingExpGain);\n player.gainIntelligenceExp(BladeburnerConstants.BaseIntGain);\n player.gainCharismaExp(charismaExpGain);\n this.changeRank(player, 0.1 * BitNodeMultipliers.BladeburnerRank);\n this.getCurrentCity().improvePopulationEstimateByPercentage(eff * this.skillMultipliers.successChanceEstimate);\n if (this.logging.general) {\n this.log(\n \"Field analysis completed. Gained 0.1 rank, \" +\n formatNumber(hackingExpGain, 1) +\n \" hacking exp, and \" +\n formatNumber(charismaExpGain, 1) +\n \" charisma exp\",\n );\n }\n this.startAction(player, this.action); // Repeat action\n break;\n }\n case ActionTypes[\"Recruitment\"]: {\n const successChance = this.getRecruitmentSuccessChance(player);\n if (Math.random() < successChance) {\n const expGain = 2 * BladeburnerConstants.BaseStatGain * this.actionTimeToComplete;\n player.gainCharismaExp(expGain);\n ++this.teamSize;\n if (this.logging.general) {\n this.log(\"Successfully recruited a team member! Gained \" + formatNumber(expGain, 1) + \" charisma exp\");\n }\n } else {\n const expGain = BladeburnerConstants.BaseStatGain * this.actionTimeToComplete;\n player.gainCharismaExp(expGain);\n if (this.logging.general) {\n this.log(\"Failed to recruit a team member. Gained \" + formatNumber(expGain, 1) + \" charisma exp\");\n }\n }\n this.startAction(player, this.action); // Repeat action\n break;\n }\n case ActionTypes[\"Diplomacy\"]: {\n const eff = this.getDiplomacyEffectiveness(player);\n this.getCurrentCity().chaos *= eff;\n if (this.getCurrentCity().chaos < 0) {\n this.getCurrentCity().chaos = 0;\n }\n if (this.logging.general) {\n this.log(\n `Diplomacy completed. Chaos levels in the current city fell by ${numeralWrapper.formatPercentage(1 - eff)}`,\n );\n }\n this.startAction(player, this.action); // Repeat Action\n break;\n }\n case ActionTypes[\"Hyperbolic Regeneration Chamber\"]: {\n player.regenerateHp(BladeburnerConstants.HrcHpGain);\n\n const staminaGain = this.maxStamina * (BladeburnerConstants.HrcStaminaGain / 100);\n this.stamina = Math.min(this.maxStamina, this.stamina + staminaGain);\n this.startAction(player, this.action);\n if (this.logging.general) {\n this.log(\n `Rested in Hyperbolic Regeneration Chamber. Restored ${\n BladeburnerConstants.HrcHpGain\n } HP and gained ${numeralWrapper.formatStamina(staminaGain)} stamina`,\n );\n }\n break;\n }\n default:\n console.error(`Bladeburner.completeAction() called for invalid action: ${this.action.type}`);\n break;\n }\n }\n\n changeRank(player: IPlayer, change: number): void {\n if (isNaN(change)) {\n throw new Error(\"NaN passed into Bladeburner.changeRank()\");\n }\n this.rank += change;\n if (this.rank < 0) {\n this.rank = 0;\n }\n this.maxRank = Math.max(this.rank, this.maxRank);\n\n const bladeburnersFactionName = \"Bladeburners\";\n if (factionExists(bladeburnersFactionName)) {\n const bladeburnerFac = Factions[bladeburnersFactionName];\n if (!(bladeburnerFac instanceof Faction)) {\n throw new Error(\"Could not properly get Bladeburner Faction object in Bladeburner UI Overview Faction button\");\n }\n if (bladeburnerFac.isMember) {\n const favorBonus = 1 + bladeburnerFac.favor / 100;\n bladeburnerFac.playerReputation +=\n BladeburnerConstants.RankToFactionRepFactor * change * player.faction_rep_mult * favorBonus;\n }\n }\n\n // Gain skill points\n const rankNeededForSp = (this.totalSkillPoints + 1) * BladeburnerConstants.RanksPerSkillPoint;\n if (this.maxRank >= rankNeededForSp) {\n // Calculate how many skill points to gain\n const gainedSkillPoints = Math.floor(\n (this.maxRank - rankNeededForSp) / BladeburnerConstants.RanksPerSkillPoint + 1,\n );\n this.skillPoints += gainedSkillPoints;\n this.totalSkillPoints += gainedSkillPoints;\n }\n }\n\n processAction(router: IRouter, player: IPlayer, seconds: number): void {\n if (this.action.type === ActionTypes[\"Idle\"]) return;\n if (this.actionTimeToComplete <= 0) {\n throw new Error(`Invalid actionTimeToComplete value: ${this.actionTimeToComplete}, type; ${this.action.type}`);\n }\n if (!(this.action instanceof ActionIdentifier)) {\n throw new Error(\"Bladeburner.action is not an ActionIdentifier Object\");\n }\n\n // If the previous action went past its completion time, add to the next action\n // This is not added inmediatly in case the automation changes the action\n this.actionTimeCurrent += seconds + this.actionTimeOverflow;\n this.actionTimeOverflow = 0;\n if (this.actionTimeCurrent >= this.actionTimeToComplete) {\n this.actionTimeOverflow = this.actionTimeCurrent - this.actionTimeToComplete;\n return this.completeAction(router, player);\n }\n }\n\n calculateStaminaGainPerSecond(player: IPlayer): number {\n const effAgility = player.agility * this.skillMultipliers.effAgi;\n const maxStaminaBonus = this.maxStamina / BladeburnerConstants.MaxStaminaToGainFactor;\n const gain = (BladeburnerConstants.StaminaGainPerSecond + maxStaminaBonus) * Math.pow(effAgility, 0.17);\n return gain * (this.skillMultipliers.stamina * player.bladeburner_stamina_gain_mult);\n }\n\n calculateMaxStamina(player: IPlayer): void {\n const effAgility = player.agility * this.skillMultipliers.effAgi;\n const maxStamina =\n (Math.pow(effAgility, 0.8) + this.staminaBonus) *\n this.skillMultipliers.stamina *\n player.bladeburner_max_stamina_mult;\n if (this.maxStamina !== maxStamina) {\n const oldMax = this.maxStamina;\n this.maxStamina = maxStamina;\n this.stamina = (this.maxStamina * this.stamina) / oldMax;\n }\n if (isNaN(maxStamina)) {\n throw new Error(\"Max Stamina calculated to be NaN in Bladeburner.calculateMaxStamina()\");\n }\n }\n\n create(): void {\n this.contracts[\"Tracking\"] = new Contract({\n name: \"Tracking\",\n baseDifficulty: 125,\n difficultyFac: 1.02,\n rewardFac: 1.041,\n rankGain: 0.3,\n hpLoss: 0.5,\n count: getRandomInt(25, 150),\n weights: {\n hack: 0,\n str: 0.05,\n def: 0.05,\n dex: 0.35,\n agi: 0.35,\n cha: 0.1,\n int: 0.05,\n },\n decays: {\n hack: 0,\n str: 0.91,\n def: 0.91,\n dex: 0.91,\n agi: 0.91,\n cha: 0.9,\n int: 1,\n },\n isStealth: true,\n });\n this.contracts[\"Bounty Hunter\"] = new Contract({\n name: \"Bounty Hunter\",\n baseDifficulty: 250,\n difficultyFac: 1.04,\n rewardFac: 1.085,\n rankGain: 0.9,\n hpLoss: 1,\n count: getRandomInt(5, 150),\n weights: {\n hack: 0,\n str: 0.15,\n def: 0.15,\n dex: 0.25,\n agi: 0.25,\n cha: 0.1,\n int: 0.1,\n },\n decays: {\n hack: 0,\n str: 0.91,\n def: 0.91,\n dex: 0.91,\n agi: 0.91,\n cha: 0.8,\n int: 0.9,\n },\n isKill: true,\n });\n this.contracts[\"Retirement\"] = new Contract({\n name: \"Retirement\",\n baseDifficulty: 200,\n difficultyFac: 1.03,\n rewardFac: 1.065,\n rankGain: 0.6,\n hpLoss: 1,\n count: getRandomInt(5, 150),\n weights: {\n hack: 0,\n str: 0.2,\n def: 0.2,\n dex: 0.2,\n agi: 0.2,\n cha: 0.1,\n int: 0.1,\n },\n decays: {\n hack: 0,\n str: 0.91,\n def: 0.91,\n dex: 0.91,\n agi: 0.91,\n cha: 0.8,\n int: 0.9,\n },\n isKill: true,\n });\n\n this.operations[\"Investigation\"] = new Operation({\n name: \"Investigation\",\n baseDifficulty: 400,\n difficultyFac: 1.03,\n rewardFac: 1.07,\n reqdRank: 25,\n rankGain: 2.2,\n rankLoss: 0.2,\n count: getRandomInt(1, 100),\n weights: {\n hack: 0.25,\n str: 0.05,\n def: 0.05,\n dex: 0.2,\n agi: 0.1,\n cha: 0.25,\n int: 0.1,\n },\n decays: {\n hack: 0.85,\n str: 0.9,\n def: 0.9,\n dex: 0.9,\n agi: 0.9,\n cha: 0.7,\n int: 0.9,\n },\n isStealth: true,\n });\n this.operations[\"Undercover Operation\"] = new Operation({\n name: \"Undercover Operation\",\n baseDifficulty: 500,\n difficultyFac: 1.04,\n rewardFac: 1.09,\n reqdRank: 100,\n rankGain: 4.4,\n rankLoss: 0.4,\n hpLoss: 2,\n count: getRandomInt(1, 100),\n weights: {\n hack: 0.2,\n str: 0.05,\n def: 0.05,\n dex: 0.2,\n agi: 0.2,\n cha: 0.2,\n int: 0.1,\n },\n decays: {\n hack: 0.8,\n str: 0.9,\n def: 0.9,\n dex: 0.9,\n agi: 0.9,\n cha: 0.7,\n int: 0.9,\n },\n isStealth: true,\n });\n this.operations[\"Sting Operation\"] = new Operation({\n name: \"Sting Operation\",\n baseDifficulty: 650,\n difficultyFac: 1.04,\n rewardFac: 1.095,\n reqdRank: 500,\n rankGain: 5.5,\n rankLoss: 0.5,\n hpLoss: 2.5,\n count: getRandomInt(1, 150),\n weights: {\n hack: 0.25,\n str: 0.05,\n def: 0.05,\n dex: 0.25,\n agi: 0.1,\n cha: 0.2,\n int: 0.1,\n },\n decays: {\n hack: 0.8,\n str: 0.85,\n def: 0.85,\n dex: 0.85,\n agi: 0.85,\n cha: 0.7,\n int: 0.9,\n },\n isStealth: true,\n });\n this.operations[\"Raid\"] = new Operation({\n name: \"Raid\",\n baseDifficulty: 800,\n difficultyFac: 1.045,\n rewardFac: 1.1,\n reqdRank: 3000,\n rankGain: 55,\n rankLoss: 2.5,\n hpLoss: 50,\n count: getRandomInt(1, 150),\n weights: {\n hack: 0.1,\n str: 0.2,\n def: 0.2,\n dex: 0.2,\n agi: 0.2,\n cha: 0,\n int: 0.1,\n },\n decays: {\n hack: 0.7,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.9,\n },\n isKill: true,\n });\n this.operations[\"Stealth Retirement Operation\"] = new Operation({\n name: \"Stealth Retirement Operation\",\n baseDifficulty: 1000,\n difficultyFac: 1.05,\n rewardFac: 1.11,\n reqdRank: 20e3,\n rankGain: 22,\n rankLoss: 2,\n hpLoss: 10,\n count: getRandomInt(1, 150),\n weights: {\n hack: 0.1,\n str: 0.1,\n def: 0.1,\n dex: 0.3,\n agi: 0.3,\n cha: 0,\n int: 0.1,\n },\n decays: {\n hack: 0.7,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.9,\n },\n isStealth: true,\n isKill: true,\n });\n this.operations[\"Assassination\"] = new Operation({\n name: \"Assassination\",\n baseDifficulty: 1500,\n difficultyFac: 1.06,\n rewardFac: 1.14,\n reqdRank: 50e3,\n rankGain: 44,\n rankLoss: 4,\n hpLoss: 5,\n count: getRandomInt(1, 150),\n weights: {\n hack: 0.1,\n str: 0.1,\n def: 0.1,\n dex: 0.3,\n agi: 0.3,\n cha: 0,\n int: 0.1,\n },\n decays: {\n hack: 0.6,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.8,\n },\n isStealth: true,\n isKill: true,\n });\n }\n\n process(router: IRouter, player: IPlayer): void {\n // Edge case condition...if Operation Daedalus is complete trigger the BitNode\n if (redPillFlag === false && this.blackops.hasOwnProperty(\"Operation Daedalus\")) {\n return router.toBitVerse(false, false);\n }\n\n // If the Player starts doing some other actions, set action to idle and alert\n if (Augmentations[AugmentationNames.BladesSimulacrum].owned === false && player.isWorking) {\n if (this.action.type !== ActionTypes[\"Idle\"]) {\n let msg = \"Your Bladeburner action was cancelled because you started doing something else.\";\n if (this.automateEnabled) {\n msg += `
Your automation was disabled as well. You will have to re-enable it through the Bladeburner console`;\n this.automateEnabled = false;\n }\n if (!Settings.SuppressBladeburnerPopup) {\n dialogBoxCreate(msg);\n }\n }\n this.resetAction();\n }\n\n // If the Player has no Stamina, set action to idle\n if (this.stamina <= 0) {\n this.log(\"Your Bladeburner action was cancelled because your stamina hit 0\");\n this.resetAction();\n }\n\n // A 'tick' for this mechanic is one second (= 5 game cycles)\n if (this.storedCycles >= BladeburnerConstants.CyclesPerSecond) {\n let seconds = Math.floor(this.storedCycles / BladeburnerConstants.CyclesPerSecond);\n seconds = Math.min(seconds, 5); // Max of 5 'ticks'\n this.storedCycles -= seconds * BladeburnerConstants.CyclesPerSecond;\n\n // Stamina\n this.calculateMaxStamina(player);\n this.stamina += this.calculateStaminaGainPerSecond(player) * seconds;\n this.stamina = Math.min(this.maxStamina, this.stamina);\n\n // Count increase for contracts/operations\n for (const contract of Object.values(this.contracts) as Contract[]) {\n const growthF = Growths[contract.name];\n if (growthF === undefined) throw new Error(`growth formula for action '${contract.name}' is undefined`);\n contract.count += (seconds * growthF()) / BladeburnerConstants.ActionCountGrowthPeriod;\n }\n for (const op of Object.values(this.operations) as Operation[]) {\n const growthF = Growths[op.name];\n if (growthF === undefined) throw new Error(`growth formula for action '${op.name}' is undefined`);\n if (growthF !== undefined) {\n op.count += (seconds * growthF()) / BladeburnerConstants.ActionCountGrowthPeriod;\n }\n }\n\n // Chaos goes down very slowly\n for (const cityName of BladeburnerConstants.CityNames) {\n const city = this.cities[cityName];\n if (!(city instanceof City)) {\n throw new Error(\"Invalid City object when processing passive chaos reduction in Bladeburner.process\");\n }\n city.chaos -= 0.0001 * seconds;\n city.chaos = Math.max(0, city.chaos);\n }\n\n // Random Events\n this.randomEventCounter -= seconds;\n if (this.randomEventCounter <= 0) {\n this.randomEvent();\n // Add instead of setting because we might have gone over the required time for the event\n this.randomEventCounter += getRandomInt(240, 600);\n }\n\n this.processAction(router, player, seconds);\n\n // Automation\n if (this.automateEnabled) {\n // Note: Do NOT set this.action = this.automateActionHigh/Low since it creates a reference\n if (this.stamina <= this.automateThreshLow) {\n if (this.action.name !== this.automateActionLow.name || this.action.type !== this.automateActionLow.type) {\n this.action = new ActionIdentifier({\n type: this.automateActionLow.type,\n name: this.automateActionLow.name,\n });\n this.startAction(player, this.action);\n }\n } else if (this.stamina >= this.automateThreshHigh) {\n if (this.action.name !== this.automateActionHigh.name || this.action.type !== this.automateActionHigh.type) {\n this.action = new ActionIdentifier({\n type: this.automateActionHigh.type,\n name: this.automateActionHigh.name,\n });\n this.startAction(player, this.action);\n }\n }\n }\n }\n }\n\n getTypeAndNameFromActionId(actionId: IActionIdentifier): {\n type: string;\n name: string;\n } {\n const res = { type: \"\", name: \"\" };\n const types = Object.keys(ActionTypes);\n for (let i = 0; i < types.length; ++i) {\n if (actionId.type === ActionTypes[types[i]]) {\n res.type = types[i];\n break;\n }\n }\n if (res.type == null) {\n res.type = \"Idle\";\n }\n\n res.name = actionId.name != null ? actionId.name : \"Idle\";\n return res;\n }\n\n getContractNamesNetscriptFn(): string[] {\n return Object.keys(this.contracts);\n }\n\n getOperationNamesNetscriptFn(): string[] {\n return Object.keys(this.operations);\n }\n\n getBlackOpNamesNetscriptFn(): string[] {\n return Object.keys(BlackOperations);\n }\n\n getGeneralActionNamesNetscriptFn(): string[] {\n return Object.keys(GeneralActions);\n }\n\n getSkillNamesNetscriptFn(): string[] {\n return Object.keys(Skills);\n }\n\n startActionNetscriptFn(player: IPlayer, type: string, name: string, workerScript: WorkerScript): boolean {\n const errorLogText = `Invalid action: type='${type}' name='${name}'`;\n const actionId = this.getActionIdFromTypeAndName(type, name);\n if (actionId == null) {\n workerScript.log(\"bladeburner.startAction\", errorLogText);\n return false;\n }\n\n // Special logic for Black Ops\n if (actionId.type === ActionTypes[\"BlackOp\"]) {\n // Can't start a BlackOp if you don't have the required rank\n const action = this.getActionObject(actionId);\n if (action == null) throw new Error(`Action not found ${actionId.type}, ${actionId.name}`);\n if (!(action instanceof BlackOperation)) throw new Error(`Action should be BlackOperation but isn't`);\n //const blackOp = (action as BlackOperation);\n if (action.reqdRank > this.rank) {\n workerScript.log(\"bladeburner.startAction\", `Insufficient rank to start Black Op '${actionId.name}'.`);\n return false;\n }\n\n // Can't start a BlackOp if its already been done\n if (this.blackops[actionId.name] != null) {\n workerScript.log(\"bladeburner.startAction\", `Black Op ${actionId.name} has already been completed.`);\n return false;\n }\n\n // Can't start a BlackOp if you haven't done the one before it\n const blackops = [];\n for (const nm in BlackOperations) {\n if (BlackOperations.hasOwnProperty(nm)) {\n blackops.push(nm);\n }\n }\n blackops.sort(function (a, b) {\n return BlackOperations[a].reqdRank - BlackOperations[b].reqdRank; // Sort black ops in intended order\n });\n\n const i = blackops.indexOf(actionId.name);\n if (i === -1) {\n workerScript.log(\"bladeburner.startAction\", `Invalid Black Op: '${name}'`);\n return false;\n }\n\n if (i > 0 && this.blackops[blackops[i - 1]] == null) {\n workerScript.log(\n \"bladeburner.startAction\",\n `Preceding Black Op must be completed before starting '${actionId.name}'.`,\n );\n return false;\n }\n }\n\n try {\n this.startAction(player, actionId);\n workerScript.log(\"bladeburner.startAction\", `Starting bladeburner action with type '${type}' and name ${name}\"`);\n return true;\n } catch (e) {\n this.resetAction();\n workerScript.log(\"bladeburner.startAction\", errorLogText);\n return false;\n }\n }\n\n getActionTimeNetscriptFn(player: IPlayer, type: string, name: string, workerScript: WorkerScript): number {\n const errorLogText = `Invalid action: type='${type}' name='${name}'`;\n const actionId = this.getActionIdFromTypeAndName(type, name);\n if (actionId == null) {\n workerScript.log(\"bladeburner.getActionTime\", errorLogText);\n return -1;\n }\n\n const actionObj = this.getActionObject(actionId);\n if (actionObj == null) {\n workerScript.log(\"bladeburner.getActionTime\", errorLogText);\n return -1;\n }\n\n switch (actionId.type) {\n case ActionTypes[\"Contract\"]:\n case ActionTypes[\"Operation\"]:\n case ActionTypes[\"BlackOp\"]:\n case ActionTypes[\"BlackOperation\"]:\n return actionObj.getActionTime(this);\n case ActionTypes[\"Training\"]:\n case ActionTypes[\"Field Analysis\"]:\n case ActionTypes[\"FieldAnalysis\"]:\n return 30;\n case ActionTypes[\"Recruitment\"]:\n return this.getRecruitmentTime(player);\n case ActionTypes[\"Diplomacy\"]:\n case ActionTypes[\"Hyperbolic Regeneration Chamber\"]:\n return 60;\n default:\n workerScript.log(\"bladeburner.getActionTime\", errorLogText);\n return -1;\n }\n }\n\n getActionEstimatedSuccessChanceNetscriptFn(\n player: IPlayer,\n type: string,\n name: string,\n workerScript: WorkerScript,\n ): number[] {\n const errorLogText = `Invalid action: type='${type}' name='${name}'`;\n const actionId = this.getActionIdFromTypeAndName(type, name);\n if (actionId == null) {\n workerScript.log(\"bladeburner.getActionEstimatedSuccessChance\", errorLogText);\n return [-1, -1];\n }\n\n const actionObj = this.getActionObject(actionId);\n if (actionObj == null) {\n workerScript.log(\"bladeburner.getActionEstimatedSuccessChance\", errorLogText);\n return [-1, -1];\n }\n\n switch (actionId.type) {\n case ActionTypes[\"Contract\"]:\n case ActionTypes[\"Operation\"]:\n case ActionTypes[\"BlackOp\"]:\n case ActionTypes[\"BlackOperation\"]:\n return actionObj.getEstSuccessChance(this);\n case ActionTypes[\"Training\"]:\n case ActionTypes[\"Field Analysis\"]:\n case ActionTypes[\"FieldAnalysis\"]:\n case ActionTypes[\"Diplomacy\"]:\n case ActionTypes[\"Hyperbolic Regeneration Chamber\"]:\n return [1, 1];\n case ActionTypes[\"Recruitment\"]: {\n const recChance = this.getRecruitmentSuccessChance(player);\n return [recChance, recChance];\n }\n default:\n workerScript.log(\"bladeburner.getActionEstimatedSuccessChance\", errorLogText);\n return [-1, -1];\n }\n }\n\n getActionCountRemainingNetscriptFn(type: string, name: string, workerScript: WorkerScript): number {\n const errorLogText = `Invalid action: type='${type}' name='${name}'`;\n const actionId = this.getActionIdFromTypeAndName(type, name);\n if (actionId == null) {\n workerScript.log(\"bladeburner.getActionCountRemaining\", errorLogText);\n return -1;\n }\n\n const actionObj = this.getActionObject(actionId);\n if (actionObj == null) {\n workerScript.log(\"bladeburner.getActionCountRemaining\", errorLogText);\n return -1;\n }\n\n switch (actionId.type) {\n case ActionTypes[\"Contract\"]:\n case ActionTypes[\"Operation\"]:\n return Math.floor(actionObj.count);\n case ActionTypes[\"BlackOp\"]:\n case ActionTypes[\"BlackOperation\"]:\n if (this.blackops[name] != null) {\n return 0;\n } else {\n return 1;\n }\n case ActionTypes[\"Training\"]:\n case ActionTypes[\"Recruitment\"]:\n case ActionTypes[\"Field Analysis\"]:\n case ActionTypes[\"FieldAnalysis\"]:\n case ActionTypes[\"Diplomacy\"]:\n case ActionTypes[\"Hyperbolic Regeneration Chamber\"]:\n return Infinity;\n default:\n workerScript.log(\"bladeburner.getActionCountRemaining\", errorLogText);\n return -1;\n }\n }\n\n getSkillLevelNetscriptFn(skillName: string, workerScript: WorkerScript): number {\n if (skillName === \"\" || !Skills.hasOwnProperty(skillName)) {\n workerScript.log(\"bladeburner.getSkillLevel\", `Invalid skill: '${skillName}'`);\n return -1;\n }\n\n if (this.skills[skillName] == null) {\n return 0;\n } else {\n return this.skills[skillName];\n }\n }\n\n getSkillUpgradeCostNetscriptFn(skillName: string, workerScript: WorkerScript): number {\n if (skillName === \"\" || !Skills.hasOwnProperty(skillName)) {\n workerScript.log(\"bladeburner.getSkillUpgradeCost\", `Invalid skill: '${skillName}'`);\n return -1;\n }\n\n const skill = Skills[skillName];\n if (this.skills[skillName] == null) {\n return skill.calculateCost(0);\n } else {\n return skill.calculateCost(this.skills[skillName]);\n }\n }\n\n upgradeSkillNetscriptFn(skillName: string, workerScript: WorkerScript): boolean {\n const errorLogText = `Invalid skill: '${skillName}'`;\n if (!Skills.hasOwnProperty(skillName)) {\n workerScript.log(\"bladeburner.upgradeSkill\", errorLogText);\n return false;\n }\n\n const skill = Skills[skillName];\n let currentLevel = 0;\n if (this.skills[skillName] && !isNaN(this.skills[skillName])) {\n currentLevel = this.skills[skillName];\n }\n const cost = skill.calculateCost(currentLevel);\n\n if (skill.maxLvl && currentLevel >= skill.maxLvl) {\n workerScript.log(\"bladeburner.upgradeSkill\", `Skill '${skillName}' is already maxed.`);\n return false;\n }\n\n if (this.skillPoints < cost) {\n workerScript.log(\n \"bladeburner.upgradeSkill\",\n `You do not have enough skill points to upgrade ${skillName} (You have ${this.skillPoints}, you need ${cost})`,\n );\n return false;\n }\n\n this.skillPoints -= cost;\n this.upgradeSkill(skill);\n workerScript.log(\"bladeburner.upgradeSkill\", `'${skillName}' upgraded to level ${this.skills[skillName]}`);\n return true;\n }\n\n getTeamSizeNetscriptFn(type: string, name: string, workerScript: WorkerScript): number {\n if (type === \"\" && name === \"\") {\n return this.teamSize;\n }\n\n const errorLogText = `Invalid action: type='${type}' name='${name}'`;\n const actionId = this.getActionIdFromTypeAndName(type, name);\n if (actionId == null) {\n workerScript.log(\"bladeburner.getTeamSize\", errorLogText);\n return -1;\n }\n\n const actionObj = this.getActionObject(actionId);\n if (actionObj == null) {\n workerScript.log(\"bladeburner.getTeamSize\", errorLogText);\n return -1;\n }\n\n if (\n actionId.type === ActionTypes[\"Operation\"] ||\n actionId.type === ActionTypes[\"BlackOp\"] ||\n actionId.type === ActionTypes[\"BlackOperation\"]\n ) {\n return actionObj.teamCount;\n } else {\n return 0;\n }\n }\n\n setTeamSizeNetscriptFn(type: string, name: string, size: number, workerScript: WorkerScript): number {\n const errorLogText = `Invalid action: type='${type}' name='${name}'`;\n const actionId = this.getActionIdFromTypeAndName(type, name);\n if (actionId == null) {\n workerScript.log(\"bladeburner.setTeamSize\", errorLogText);\n return -1;\n }\n\n if (\n actionId.type !== ActionTypes[\"Operation\"] &&\n actionId.type !== ActionTypes[\"BlackOp\"] &&\n actionId.type !== ActionTypes[\"BlackOperation\"]\n ) {\n workerScript.log(\"bladeburner.setTeamSize\", \"Only valid for 'Operations' and 'BlackOps'\");\n return -1;\n }\n\n const actionObj = this.getActionObject(actionId);\n if (actionObj == null) {\n workerScript.log(\"bladeburner.setTeamSize\", errorLogText);\n return -1;\n }\n\n let sanitizedSize = Math.round(size);\n if (isNaN(sanitizedSize) || sanitizedSize < 0) {\n workerScript.log(\"bladeburner.setTeamSize\", `Invalid size: ${size}`);\n return -1;\n }\n if (this.teamSize < sanitizedSize) {\n sanitizedSize = this.teamSize;\n }\n actionObj.teamCount = sanitizedSize;\n workerScript.log(\"bladeburner.setTeamSize\", `Team size for '${name}' set to ${sanitizedSize}.`);\n return sanitizedSize;\n }\n\n joinBladeburnerFactionNetscriptFn(workerScript: WorkerScript): boolean {\n const bladeburnerFac = Factions[\"Bladeburners\"];\n if (bladeburnerFac.isMember) {\n return true;\n } else if (this.rank >= BladeburnerConstants.RankNeededForFaction) {\n joinFaction(bladeburnerFac);\n workerScript.log(\"bladeburner.joinBladeburnerFaction\", \"Joined Bladeburners faction.\");\n return true;\n } else {\n workerScript.log(\n \"bladeburner.joinBladeburnerFaction\",\n `You do not have the required rank (${this.rank}/${BladeburnerConstants.RankNeededForFaction}).`,\n );\n return false;\n }\n }\n\n /**\n * Serialize the current object to a JSON save state.\n */\n toJSON(): any {\n return Generic_toJSON(\"Bladeburner\", this);\n }\n\n /**\n * Initiatizes a Bladeburner object from a JSON save state.\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Bladeburner {\n return Generic_fromJSON(Bladeburner, value.data);\n }\n}\n\nReviver.constructors.Bladeburner = Bladeburner;\n","import { CompanyPosition } from \"./CompanyPosition\";\nimport * as posNames from \"./data/companypositionnames\";\n\nimport { CONSTANTS } from \"../Constants\";\nimport { IMap } from \"../types\";\n\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\n\nexport interface IConstructorParams {\n name: string;\n info: string;\n companyPositions: IMap;\n expMultiplier: number;\n salaryMultiplier: number;\n jobStatReqOffset: number;\n isMegacorp?: boolean;\n}\n\nconst DefaultConstructorParams: IConstructorParams = {\n name: \"\",\n info: \"\",\n companyPositions: {},\n expMultiplier: 1,\n salaryMultiplier: 1,\n jobStatReqOffset: 0,\n};\n\nexport class Company {\n /**\n * Company name\n */\n name: string;\n\n /**\n * Description and general information about company\n */\n info: string;\n\n /**\n * Has faction associated.\n */\n isMegacorp: boolean;\n\n /**\n * Object that holds all available positions in this Company.\n * Position names are held in keys.\n * The values for the keys don't matter, but we'll make them booleans\n *\n * Must match names of Company Positions, defined in data/companypositionnames.ts\n */\n companyPositions: IMap;\n\n /**\n * Company-specific multiplier for earnings\n */\n expMultiplier: number;\n salaryMultiplier: number;\n\n /**\n * The additional levels of stats you need to quality for a job\n * in this company.\n *\n * For example, the base stat requirement for an intern position is 1.\n * But if a company has a offset of 200, then you would need stat(s) of 201\n */\n jobStatReqOffset: number;\n\n /**\n * Properties to track the player's progress in this company\n */\n isPlayerEmployed: boolean;\n playerReputation: number;\n favor: number;\n rolloverRep: number;\n\n constructor(p: IConstructorParams = DefaultConstructorParams) {\n this.name = p.name;\n this.info = p.info;\n this.companyPositions = p.companyPositions;\n this.expMultiplier = p.expMultiplier;\n this.salaryMultiplier = p.salaryMultiplier;\n this.jobStatReqOffset = p.jobStatReqOffset;\n\n this.isPlayerEmployed = false;\n this.playerReputation = 1;\n this.favor = 0;\n this.rolloverRep = 0;\n this.isMegacorp = false;\n if (p.isMegacorp) this.isMegacorp = true;\n }\n\n hasPosition(pos: CompanyPosition | string): boolean {\n if (pos instanceof CompanyPosition) {\n return this.companyPositions[pos.name] != null;\n } else {\n return this.companyPositions[pos] != null;\n }\n }\n\n hasAgentPositions(): boolean {\n return this.companyPositions[posNames.AgentCompanyPositions[0]] != null;\n }\n\n hasBusinessConsultantPositions(): boolean {\n return this.companyPositions[posNames.BusinessConsultantCompanyPositions[0]] != null;\n }\n\n hasBusinessPositions(): boolean {\n return this.companyPositions[posNames.BusinessCompanyPositions[0]] != null;\n }\n\n hasEmployeePositions(): boolean {\n return this.companyPositions[posNames.MiscCompanyPositions[1]] != null;\n }\n\n hasITPositions(): boolean {\n return this.companyPositions[posNames.ITCompanyPositions[0]] != null;\n }\n\n hasSecurityPositions(): boolean {\n return this.companyPositions[posNames.SecurityCompanyPositions[2]] != null;\n }\n\n hasSoftwareConsultantPositions(): boolean {\n return this.companyPositions[posNames.SoftwareConsultantCompanyPositions[0]] != null;\n }\n\n hasSoftwarePositions(): boolean {\n return this.companyPositions[posNames.SoftwareCompanyPositions[0]] != null;\n }\n\n hasWaiterPositions(): boolean {\n return this.companyPositions[posNames.MiscCompanyPositions[0]] != null;\n }\n\n gainFavor(): void {\n if (this.favor == null) {\n this.favor = 0;\n }\n if (this.rolloverRep == null) {\n this.rolloverRep = 0;\n }\n const res = this.getFavorGain();\n if (res.length != 2) {\n console.error(\"Invalid result from getFavorGain() function\");\n return;\n }\n\n this.favor += res[0];\n this.rolloverRep = res[1];\n }\n\n getFavorGain(): number[] {\n if (this.favor == null) {\n this.favor = 0;\n }\n if (this.rolloverRep == null) {\n this.rolloverRep = 0;\n }\n let favorGain = 0,\n rep = this.playerReputation + this.rolloverRep;\n let reqdRep = CONSTANTS.CompanyReputationToFavorBase * Math.pow(CONSTANTS.CompanyReputationToFavorMult, this.favor);\n while (rep > 0) {\n if (rep >= reqdRep) {\n ++favorGain;\n rep -= reqdRep;\n } else {\n break;\n }\n reqdRep *= CONSTANTS.FactionReputationToFavorMult;\n }\n return [favorGain, rep];\n }\n\n /**\n * Serialize the current object to a JSON save state.\n */\n toJSON(): any {\n return Generic_toJSON(\"Company\", this);\n }\n\n /**\n * Initiatizes a Company from a JSON save state.\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Company {\n return Generic_fromJSON(Company, value.data);\n }\n}\n\nReviver.constructors.Company = Company;\n","/**\n * Implements functions for purchasing servers or purchasing more RAM for\n * the home computer\n */\nimport { AddToAllServers, createUniqueRandomIp } from \"./AllServers\";\nimport { safetlyCreateUniqueServer } from \"./ServerHelpers\";\n\nimport { BitNodeMultipliers } from \"../BitNode/BitNodeMultipliers\";\nimport { CONSTANTS } from \"../Constants\";\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\n\nimport { dialogBoxCreate } from \"../ui/React/DialogBox\";\nimport { isPowerOfTwo } from \"../utils/helpers/isPowerOfTwo\";\n\n// Returns the cost of purchasing a server with the given RAM\n// Returns Infinity for invalid 'ram' arguments\n/**\n * @param ram Amount of RAM on purchased server (GB)\n * @returns Cost of purchasing the given server. Returns infinity for invalid arguments\n */\nexport function getPurchaseServerCost(ram: number): number {\n const sanitizedRam = Math.round(ram);\n if (isNaN(sanitizedRam) || !isPowerOfTwo(sanitizedRam)) {\n return Infinity;\n }\n\n if (sanitizedRam > getPurchaseServerMaxRam()) {\n return Infinity;\n }\n\n return sanitizedRam * CONSTANTS.BaseCostFor1GBOfRamServer * BitNodeMultipliers.PurchasedServerCost;\n}\n\nexport function getPurchaseServerLimit(): number {\n return Math.round(CONSTANTS.PurchasedServerLimit * BitNodeMultipliers.PurchasedServerLimit);\n}\n\nexport function getPurchaseServerMaxRam(): number {\n const ram = Math.round(CONSTANTS.PurchasedServerMaxRam * BitNodeMultipliers.PurchasedServerMaxRam);\n\n // Round this to the nearest power of 2\n return 1 << (31 - Math.clz32(ram));\n}\n\n// Manually purchase a server (NOT through Netscript)\nexport function purchaseServer(hostname: string, ram: number, cost: number, p: IPlayer): void {\n //Check if player has enough money\n if (!p.canAfford(cost)) {\n dialogBoxCreate(\"You don't have enough money to purchase this server!\");\n return;\n }\n\n //Maximum server limit\n if (p.purchasedServers.length >= getPurchaseServerLimit()) {\n dialogBoxCreate(\n \"You have reached the maximum limit of \" +\n getPurchaseServerLimit() +\n \" servers. \" +\n \"You cannot purchase any more. You can \" +\n \"delete some of your purchased servers using the deleteServer() Netscript function in a script\",\n );\n return;\n }\n\n if (hostname == \"\") {\n dialogBoxCreate(\"You must enter a hostname for your new server!\");\n return;\n }\n\n // Create server\n const newServ = safetlyCreateUniqueServer({\n adminRights: true,\n hostname: hostname,\n ip: createUniqueRandomIp(),\n isConnectedTo: false,\n maxRam: ram,\n organizationName: \"\",\n purchasedByPlayer: true,\n });\n AddToAllServers(newServ);\n\n // Add to Player's purchasedServers array\n p.purchasedServers.push(newServ.ip);\n\n // Connect new server to home computer\n const homeComputer = p.getHomeComputer();\n homeComputer.serversOnNetwork.push(newServ.ip);\n newServ.serversOnNetwork.push(homeComputer.ip);\n\n p.loseMoney(cost);\n\n dialogBoxCreate(\"Server successfully purchased with hostname \" + hostname);\n}\n\n// Manually upgrade RAM on home computer (NOT through Netscript)\nexport function purchaseRamForHomeComputer(p: IPlayer): void {\n const cost = p.getUpgradeHomeRamCost();\n if (!p.canAfford(cost)) {\n dialogBoxCreate(\"You do not have enough money to purchase additional RAM for your home computer\");\n return;\n }\n\n const homeComputer = p.getHomeComputer();\n if (homeComputer.maxRam >= CONSTANTS.HomeComputerMaxRam) {\n dialogBoxCreate(`You cannot upgrade your home computer RAM because it is at its maximum possible value`);\n return;\n }\n\n homeComputer.maxRam *= 2;\n p.loseMoney(cost);\n}\n","import { Material } from \"./Material\";\nimport { ICorporation } from \"./ICorporation\";\nimport { IIndustry } from \"./IIndustry\";\nimport { MaterialSizes } from \"./MaterialSizes\";\nimport { IMap } from \"../types\";\nimport { numeralWrapper } from \"../ui/numeralFormat\";\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\nimport { exceptionAlert } from \"../utils/helpers/exceptionAlert\";\n\ninterface IConstructorParams {\n corp?: ICorporation;\n industry?: IIndustry;\n loc?: string;\n size?: number;\n}\n\nexport class Warehouse {\n // Warehouse's level, which affects its maximum size\n level = 1;\n\n // City that this Warehouse is in\n loc: string;\n\n // Map of Materials held by this Warehouse\n materials: IMap;\n\n // Maximum amount warehouse can hold\n size: number;\n\n // Amount of space currently used by warehouse\n sizeUsed = 0;\n\n // Whether Smart Supply is enabled for this Industry (the Industry that this Warehouse is for)\n smartSupplyEnabled = false;\n\n // Decide if smart supply should use the materials already in the warehouse when deciding on the amount to buy.\n smartSupplyUseLeftovers: { [key: string]: boolean | undefined } = {};\n\n // Stores the amount of product to be produced. Used for Smart Supply unlock.\n // The production tracked by smart supply is always based on the previous cycle,\n // so it will always trail the \"true\" production by 1 cycle\n smartSupplyStore = 0;\n\n constructor(params: IConstructorParams = {}) {\n this.loc = params.loc ? params.loc : \"\";\n this.size = params.size ? params.size : 0;\n\n this.materials = {\n Water: new Material({ name: \"Water\" }),\n Energy: new Material({ name: \"Energy\" }),\n Food: new Material({ name: \"Food\" }),\n Plants: new Material({ name: \"Plants\" }),\n Metal: new Material({ name: \"Metal\" }),\n Hardware: new Material({ name: \"Hardware\" }),\n Chemicals: new Material({ name: \"Chemicals\" }),\n Drugs: new Material({ name: \"Drugs\" }),\n Robots: new Material({ name: \"Robots\" }),\n AICores: new Material({ name: \"AI Cores\" }),\n RealEstate: new Material({ name: \"Real Estate\" }),\n };\n\n this.smartSupplyUseLeftovers = {\n Water: true,\n Energy: true,\n Food: true,\n Plants: true,\n Metal: true,\n Hardware: true,\n Chemicals: true,\n Drugs: true,\n Robots: true,\n AICores: true,\n RealEstate: true,\n };\n\n if (params.corp && params.industry) {\n this.updateSize(params.corp, params.industry);\n }\n\n // Default smart supply to being enabled if the upgrade is unlocked\n if (params.corp?.unlockUpgrades[1]) {\n this.smartSupplyEnabled = true;\n }\n }\n\n // Re-calculate how much space is being used by this Warehouse\n updateMaterialSizeUsed(): void {\n this.sizeUsed = 0;\n for (const matName in this.materials) {\n const mat = this.materials[matName];\n if (MaterialSizes.hasOwnProperty(matName)) {\n this.sizeUsed += mat.qty * MaterialSizes[matName];\n }\n }\n if (this.sizeUsed > this.size) {\n console.warn(\"Warehouse size used greater than capacity, something went wrong\");\n }\n }\n\n updateSize(corporation: ICorporation, industry: IIndustry): void {\n try {\n this.size = this.level * 100 * corporation.getStorageMultiplier() * industry.getStorageMultiplier();\n } catch (e) {\n exceptionAlert(e);\n }\n }\n\n // Serialize the current object to a JSON save state.\n toJSON(): any {\n return Generic_toJSON(\"Warehouse\", this);\n }\n\n // Initiatizes a Warehouse object from a JSON save state.\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Warehouse {\n return Generic_fromJSON(Warehouse, value.data);\n }\n}\n\nReviver.constructors.Warehouse = Warehouse;\n","import { gangMemberTasksMetadata } from \"./data/tasks\";\nimport { GangMemberTask } from \"./GangMemberTask\";\n\nexport const GangMemberTasks: {\n [key: string]: GangMemberTask;\n} = {};\n\n(function () {\n gangMemberTasksMetadata.forEach((e) => {\n GangMemberTasks[e.name] = new GangMemberTask(e.name, e.desc, e.isHacking, e.isCombat, e.params);\n });\n})();\n","import { BitNodeMultipliers } from \"../../BitNode/BitNodeMultipliers\";\nimport { HacknetServerConstants } from \"../data/Constants\";\n\nexport function calculateHashGainRate(\n level: number,\n ramUsed: number,\n maxRam: number,\n cores: number,\n mult: number,\n): number {\n const baseGain = HacknetServerConstants.HashesPerLevel * level;\n const ramMultiplier = Math.pow(1.07, Math.log2(maxRam));\n const coreMultiplier = 1 + (cores - 1) / 5;\n const ramRatio = 1 - ramUsed / maxRam;\n\n return baseGain * ramMultiplier * coreMultiplier * ramRatio * mult * BitNodeMultipliers.HacknetNodeMoney;\n}\n\nexport function calculateLevelUpgradeCost(startingLevel: number, extraLevels = 1, costMult = 1): number {\n const sanitizedLevels = Math.round(extraLevels);\n if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {\n return 0;\n }\n\n if (startingLevel >= HacknetServerConstants.MaxLevel) {\n return Infinity;\n }\n\n const mult = HacknetServerConstants.UpgradeLevelMult;\n let totalMultiplier = 0;\n let currLevel = startingLevel;\n for (let i = 0; i < sanitizedLevels; ++i) {\n totalMultiplier += Math.pow(mult, currLevel);\n ++currLevel;\n }\n\n return 10 * HacknetServerConstants.BaseCost * totalMultiplier * costMult;\n}\n\nexport function calculateRamUpgradeCost(startingRam: number, extraLevels = 1, costMult = 1): number {\n const sanitizedLevels = Math.round(extraLevels);\n if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {\n return 0;\n }\n\n if (startingRam >= HacknetServerConstants.MaxRam) {\n return Infinity;\n }\n\n let totalCost = 0;\n let numUpgrades = Math.round(Math.log2(startingRam));\n let currentRam = startingRam;\n for (let i = 0; i < sanitizedLevels; ++i) {\n const baseCost = currentRam * HacknetServerConstants.RamBaseCost;\n const mult = Math.pow(HacknetServerConstants.UpgradeRamMult, numUpgrades);\n\n totalCost += baseCost * mult;\n\n currentRam *= 2;\n ++numUpgrades;\n }\n totalCost *= costMult;\n\n return totalCost;\n}\n\nexport function calculateCoreUpgradeCost(startingCores: number, extraLevels = 1, costMult = 1): number {\n const sanitizedLevels = Math.round(extraLevels);\n if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {\n return 0;\n }\n\n if (startingCores >= HacknetServerConstants.MaxCores) {\n return Infinity;\n }\n\n const mult = HacknetServerConstants.UpgradeCoreMult;\n let totalCost = 0;\n let currentCores = startingCores;\n for (let i = 0; i < sanitizedLevels; ++i) {\n totalCost += Math.pow(mult, currentCores - 1);\n ++currentCores;\n }\n totalCost *= HacknetServerConstants.CoreBaseCost;\n totalCost *= costMult;\n\n return totalCost;\n}\n\nexport function calculateCacheUpgradeCost(startingCache: number, extraLevels = 1): number {\n const sanitizedLevels = Math.round(extraLevels);\n if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {\n return 0;\n }\n\n if (startingCache >= HacknetServerConstants.MaxCache) {\n return Infinity;\n }\n\n const mult = HacknetServerConstants.UpgradeCacheMult;\n let totalCost = 0;\n let currentCache = startingCache;\n for (let i = 0; i < sanitizedLevels; ++i) {\n totalCost += Math.pow(mult, currentCache - 1);\n ++currentCache;\n }\n totalCost *= HacknetServerConstants.CacheBaseCost;\n\n return totalCost;\n}\n\nexport function calculateServerCost(n: number, mult = 1): number {\n if (n - 1 >= HacknetServerConstants.MaxServers) {\n return Infinity;\n }\n\n return HacknetServerConstants.BaseCost * Math.pow(HacknetServerConstants.PurchaseMult, n - 1) * mult;\n}\n","/**\n * Functions for buying/selling stocks. There are four functions total, two for\n * long positions and two for short positions.\n */\nimport { Stock } from \"./Stock\";\nimport {\n getBuyTransactionCost,\n getSellTransactionGain,\n processTransactionForecastMovement,\n} from \"./StockMarketHelpers\";\n\nimport { PositionTypes } from \"./data/PositionTypes\";\n\nimport { CONSTANTS } from \"../Constants\";\nimport { WorkerScript } from \"../Netscript/WorkerScript\";\nimport { Player } from \"../Player\";\n\nimport { numeralWrapper } from \"../ui/numeralFormat\";\nimport { Money } from \"../ui/React/Money\";\n\nimport { dialogBoxCreate } from \"../ui/React/DialogBox\";\n\nimport * as React from \"react\";\n\n/**\n * Each function takes an optional config object as its last argument\n */\ninterface IOptions {\n rerenderFn?: () => void;\n suppressDialog?: boolean;\n}\n\n/**\n * Attempt to buy a stock in the long position\n * @param {Stock} stock - Stock to buy\n * @param {number} shares - Number of shares to buy\n * @param {WorkerScript} workerScript - If this is being called through Netscript\n * @param opts - Optional configuration for this function's behavior. See top of file\n * @returns {boolean} - true if successful, false otherwise\n */\nexport function buyStock(\n stock: Stock,\n shares: number,\n workerScript: WorkerScript | null = null,\n opts: IOptions = {},\n): boolean {\n // Validate arguments\n shares = Math.round(shares);\n if (shares <= 0) {\n return false;\n }\n if (stock == null || isNaN(shares)) {\n if (workerScript) {\n workerScript.log(\"buyStock\", `Invalid arguments: stock='${stock}' shares='${shares}'`);\n } else if (opts.suppressDialog !== true) {\n dialogBoxCreate(\"Failed to buy stock. This may be a bug, contact developer\");\n }\n\n return false;\n }\n\n // Does player have enough money?\n const totalPrice = getBuyTransactionCost(stock, shares, PositionTypes.Long);\n if (totalPrice == null) {\n return false;\n }\n if (Player.money.lt(totalPrice)) {\n if (workerScript) {\n workerScript.log(\n \"buyStock\",\n `You do not have enough money to purchase this position. You need ${numeralWrapper.formatMoney(totalPrice)}.`,\n );\n } else if (opts.suppressDialog !== true) {\n dialogBoxCreate(\n <>\n You do not have enough money to purchase this. You need \n >,\n );\n }\n\n return false;\n }\n\n // Would this purchase exceed the maximum number of shares?\n if (shares + stock.playerShares + stock.playerShortShares > stock.maxShares) {\n if (workerScript) {\n workerScript.log(\n \"buyStock\",\n `Purchasing '${shares + stock.playerShares + stock.playerShortShares}' shares would exceed ${\n stock.symbol\n }'s maximum (${stock.maxShares}) number of shares`,\n );\n } else if (opts.suppressDialog !== true) {\n dialogBoxCreate(\n `You cannot purchase this many shares. ${stock.symbol} has a maximum of ${numeralWrapper.formatShares(\n stock.maxShares,\n )} shares.`,\n );\n }\n\n return false;\n }\n\n const origTotal = stock.playerShares * stock.playerAvgPx;\n Player.loseMoney(totalPrice);\n const newTotal = origTotal + totalPrice - CONSTANTS.StockMarketCommission;\n stock.playerShares = Math.round(stock.playerShares + shares);\n stock.playerAvgPx = newTotal / stock.playerShares;\n processTransactionForecastMovement(stock, shares);\n if (opts.rerenderFn != null && typeof opts.rerenderFn === \"function\") {\n opts.rerenderFn();\n }\n\n if (workerScript) {\n const resultTxt =\n `Bought ${numeralWrapper.formatShares(shares)} shares of ${stock.symbol} for ${numeralWrapper.formatMoney(\n totalPrice,\n )}. ` + `Paid ${numeralWrapper.formatMoney(CONSTANTS.StockMarketCommission)} in commission fees.`;\n workerScript.log(\"buyStock\", resultTxt);\n } else if (opts.suppressDialog !== true) {\n dialogBoxCreate(\n <>\n Bought {numeralWrapper.formatShares(shares)} shares of {stock.symbol} for . Paid{\" \"}\n in commission fees.\n >,\n );\n }\n\n return true;\n}\n\n/**\n * Attempt to sell a stock in the long position\n * @param {Stock} stock - Stock to sell\n * @param {number} shares - Number of shares to sell\n * @param {WorkerScript} workerScript - If this is being called through Netscript\n * @param opts - Optional configuration for this function's behavior. See top of file\n * returns {boolean} - true if successfully sells given number of shares OR MAX owned, false otherwise\n */\nexport function sellStock(\n stock: Stock,\n shares: number,\n workerScript: WorkerScript | null = null,\n opts: IOptions = {},\n): boolean {\n // Sanitize/Validate arguments\n if (stock == null || shares < 0 || isNaN(shares)) {\n if (workerScript) {\n workerScript.log(\"sellStock\", `Invalid arguments: stock='${stock}' shares='${shares}'`);\n } else if (opts.suppressDialog !== true) {\n dialogBoxCreate(\n \"Failed to sell stock. This is probably due to an invalid quantity. Otherwise, this may be a bug, contact developer\",\n );\n }\n\n return false;\n }\n shares = Math.round(shares);\n if (shares > stock.playerShares) {\n shares = stock.playerShares;\n }\n if (shares === 0) {\n return false;\n }\n\n const gains = getSellTransactionGain(stock, shares, PositionTypes.Long);\n if (gains == null) {\n return false;\n }\n let netProfit = gains - stock.playerAvgPx * shares;\n if (isNaN(netProfit)) {\n netProfit = 0;\n }\n Player.gainMoney(gains);\n Player.recordMoneySource(netProfit, \"stock\");\n if (workerScript) {\n workerScript.scriptRef.onlineMoneyMade += netProfit;\n Player.scriptProdSinceLastAug += netProfit;\n }\n\n stock.playerShares = Math.round(stock.playerShares - shares);\n if (stock.playerShares === 0) {\n stock.playerAvgPx = 0;\n }\n\n processTransactionForecastMovement(stock, shares);\n\n if (opts.rerenderFn != null && typeof opts.rerenderFn === \"function\") {\n opts.rerenderFn();\n }\n\n if (workerScript) {\n const resultTxt =\n `Sold ${numeralWrapper.formatShares(shares)} shares of ${stock.symbol}. ` +\n `After commissions, you gained a total of ${numeralWrapper.formatMoney(gains)}.`;\n workerScript.log(\"sellStock\", resultTxt);\n } else if (opts.suppressDialog !== true) {\n dialogBoxCreate(\n <>\n Sold {numeralWrapper.formatShares(shares)} shares of {stock.symbol}. After commissions, you gained a total of{\" \"}\n .\n >,\n );\n }\n\n return true;\n}\n\n/**\n * Attempt to buy a stock in the short position\n * @param {Stock} stock - Stock to sell\n * @param {number} shares - Number of shares to short\n * @param {WorkerScript} workerScript - If this is being called through Netscript\n * @param opts - Optional configuration for this function's behavior. See top of file\n * @returns {boolean} - true if successful, false otherwise\n */\nexport function shortStock(\n stock: Stock,\n shares: number,\n workerScript: WorkerScript | null = null,\n opts: IOptions = {},\n): boolean {\n // Validate arguments\n shares = Math.round(shares);\n if (shares <= 0) {\n return false;\n }\n if (stock == null || isNaN(shares)) {\n if (workerScript) {\n workerScript.log(\"shortStock\", `Invalid arguments: stock='${stock}' shares='${shares}'`);\n } else if (opts.suppressDialog !== true) {\n dialogBoxCreate(\n \"Failed to initiate a short position in a stock. This is probably \" +\n \"due to an invalid quantity. Otherwise, this may be a bug, so contact developer\",\n );\n }\n return false;\n }\n\n // Does the player have enough money?\n const totalPrice = getBuyTransactionCost(stock, shares, PositionTypes.Short);\n if (totalPrice == null) {\n return false;\n }\n if (Player.money.lt(totalPrice)) {\n if (workerScript) {\n workerScript.log(\n \"shortStock\",\n \"You do not have enough \" +\n \"money to purchase this short position. You need \" +\n numeralWrapper.formatMoney(totalPrice),\n );\n } else if (opts.suppressDialog !== true) {\n dialogBoxCreate(\n <>\n You do not have enough money to purchase this short position. You need \n >,\n );\n }\n\n return false;\n }\n\n // Would this purchase exceed the maximum number of shares?\n if (shares + stock.playerShares + stock.playerShortShares > stock.maxShares) {\n if (workerScript) {\n workerScript.log(\n \"shortStock\",\n `This '${shares + stock.playerShares + stock.playerShortShares}' short shares would exceed ${\n stock.symbol\n }'s maximum (${stock.maxShares}) number of shares.`,\n );\n } else if (opts.suppressDialog !== true) {\n dialogBoxCreate(\n `You cannot purchase this many shares. ${stock.symbol} has a maximum of ${stock.maxShares} shares.`,\n );\n }\n\n return false;\n }\n\n const origTotal = stock.playerShortShares * stock.playerAvgShortPx;\n Player.loseMoney(totalPrice);\n const newTotal = origTotal + totalPrice - CONSTANTS.StockMarketCommission;\n stock.playerShortShares = Math.round(stock.playerShortShares + shares);\n stock.playerAvgShortPx = newTotal / stock.playerShortShares;\n processTransactionForecastMovement(stock, shares);\n\n if (opts.rerenderFn != null && typeof opts.rerenderFn === \"function\") {\n opts.rerenderFn();\n }\n\n if (workerScript) {\n const resultTxt =\n `Bought a short position of ${numeralWrapper.formatShares(shares)} shares of ${stock.symbol} ` +\n `for ${numeralWrapper.formatMoney(totalPrice)}. Paid ${numeralWrapper.formatMoney(\n CONSTANTS.StockMarketCommission,\n )} ` +\n `in commission fees.`;\n workerScript.log(\"shortStock\", resultTxt);\n } else if (!opts.suppressDialog) {\n dialogBoxCreate(\n <>\n Bought a short position of {numeralWrapper.formatShares(shares)} shares of {stock.symbol} for{\" \"}\n . Paid in commission fees.\n >,\n );\n }\n\n return true;\n}\n\n/**\n * Attempt to sell a stock in the short position\n * @param {Stock} stock - Stock to sell\n * @param {number} shares - Number of shares to sell\n * @param {WorkerScript} workerScript - If this is being called through Netscript\n * @param opts - Optional configuration for this function's behavior. See top of file\n * @returns {boolean} true if successfully sells given amount OR max owned, false otherwise\n */\nexport function sellShort(\n stock: Stock,\n shares: number,\n workerScript: WorkerScript | null = null,\n opts: IOptions = {},\n): boolean {\n if (stock == null || isNaN(shares) || shares < 0) {\n if (workerScript) {\n workerScript.log(\"sellShort\", `Invalid arguments: stock='${stock}' shares='${shares}'`);\n } else if (!opts.suppressDialog) {\n dialogBoxCreate(\n \"Failed to sell a short position in a stock. This is probably \" +\n \"due to an invalid quantity. Otherwise, this may be a bug, so contact developer\",\n );\n }\n\n return false;\n }\n shares = Math.round(shares);\n if (shares > stock.playerShortShares) {\n shares = stock.playerShortShares;\n }\n if (shares === 0) {\n return false;\n }\n\n const origCost = shares * stock.playerAvgShortPx;\n const totalGain = getSellTransactionGain(stock, shares, PositionTypes.Short);\n if (totalGain == null || isNaN(totalGain) || origCost == null) {\n if (workerScript) {\n workerScript.log(\n \"sellShort\",\n `Failed to sell short position in a stock. This is probably either due to invalid arguments, or a bug`,\n );\n } else if (!opts.suppressDialog) {\n dialogBoxCreate(\n `Failed to sell short position in a stock. This is probably either due to invalid arguments, or a bug`,\n );\n }\n\n return false;\n }\n let profit = totalGain - origCost;\n if (isNaN(profit)) {\n profit = 0;\n }\n Player.gainMoney(totalGain);\n Player.recordMoneySource(profit, \"stock\");\n if (workerScript) {\n workerScript.scriptRef.onlineMoneyMade += profit;\n Player.scriptProdSinceLastAug += profit;\n }\n\n stock.playerShortShares = Math.round(stock.playerShortShares - shares);\n if (stock.playerShortShares === 0) {\n stock.playerAvgShortPx = 0;\n }\n processTransactionForecastMovement(stock, shares);\n\n if (opts.rerenderFn != null && typeof opts.rerenderFn === \"function\") {\n opts.rerenderFn();\n }\n\n if (workerScript) {\n const resultTxt =\n `Sold your short position of ${numeralWrapper.formatShares(shares)} shares of ${stock.symbol}. ` +\n `After commissions, you gained a total of ${numeralWrapper.formatMoney(totalGain)}`;\n workerScript.log(\"sellShort\", resultTxt);\n } else if (!opts.suppressDialog) {\n dialogBoxCreate(\n <>\n Sold your short position of {numeralWrapper.formatShares(shares)} shares of {stock.symbol}. After commissions,\n you gained a total of \n >,\n );\n }\n\n return true;\n}\n","import { BitNodeMultipliers } from \"../BitNode/BitNodeMultipliers\";\n\ninterface ISkillParams {\n name: string;\n desc: string;\n\n baseCost?: number;\n costInc?: number;\n maxLvl?: number;\n\n successChanceAll?: number;\n successChanceStealth?: number;\n successChanceKill?: number;\n successChanceContract?: number;\n successChanceOperation?: number;\n successChanceEstimate?: number;\n\n actionTime?: number;\n\n effHack?: number;\n effStr?: number;\n effDef?: number;\n effDex?: number;\n effAgi?: number;\n effCha?: number;\n\n stamina?: number;\n money?: number;\n expGain?: number;\n}\n\nexport class Skill {\n name: string;\n desc: string;\n // Cost is in Skill Points\n baseCost = 1;\n // Additive cost increase per level\n costInc = 1;\n maxLvl = 0;\n\n /**\n * These benefits are additive. So total multiplier will be level (handled externally) times the\n * effects below\n */\n successChanceAll = 0;\n successChanceStealth = 0;\n successChanceKill = 0;\n successChanceContract = 0;\n successChanceOperation = 0;\n\n /**\n * This multiplier affects everything that increases synthoid population/community estimate\n * e.g. Field analysis, Investigation Op, Undercover Op\n */\n successChanceEstimate = 0;\n actionTime = 0;\n effHack = 0;\n effStr = 0;\n effDef = 0;\n effDex = 0;\n effAgi = 0;\n effCha = 0;\n stamina = 0;\n money = 0;\n expGain = 0;\n\n constructor(params: ISkillParams = { name: \"foo\", desc: \"foo\" }) {\n if (!params.name) {\n throw new Error(\"Failed to initialize Bladeburner Skill. No name was specified in ctor\");\n }\n if (!params.desc) {\n throw new Error(\"Failed to initialize Bladeburner Skills. No desc was specified in ctor\");\n }\n this.name = params.name;\n this.desc = params.desc;\n this.baseCost = params.baseCost ? params.baseCost : 1;\n this.costInc = params.costInc ? params.costInc : 1;\n\n if (params.maxLvl) {\n this.maxLvl = params.maxLvl;\n }\n\n if (params.successChanceAll) {\n this.successChanceAll = params.successChanceAll;\n }\n if (params.successChanceStealth) {\n this.successChanceStealth = params.successChanceStealth;\n }\n if (params.successChanceKill) {\n this.successChanceKill = params.successChanceKill;\n }\n if (params.successChanceContract) {\n this.successChanceContract = params.successChanceContract;\n }\n if (params.successChanceOperation) {\n this.successChanceOperation = params.successChanceOperation;\n }\n\n if (params.successChanceEstimate) {\n this.successChanceEstimate = params.successChanceEstimate;\n }\n\n if (params.actionTime) {\n this.actionTime = params.actionTime;\n }\n if (params.effHack) {\n this.effHack = params.effHack;\n }\n if (params.effStr) {\n this.effStr = params.effStr;\n }\n if (params.effDef) {\n this.effDef = params.effDef;\n }\n if (params.effDex) {\n this.effDex = params.effDex;\n }\n if (params.effAgi) {\n this.effAgi = params.effAgi;\n }\n if (params.effCha) {\n this.effCha = params.effCha;\n }\n\n if (params.stamina) {\n this.stamina = params.stamina;\n }\n if (params.money) {\n this.money = params.money;\n }\n if (params.expGain) {\n this.expGain = params.expGain;\n }\n }\n\n calculateCost(currentLevel: number): number {\n return Math.floor((this.baseCost + currentLevel * this.costInc) * BitNodeMultipliers.BladeburnerSkillCost);\n }\n\n getMultiplier(name: string): number {\n if (name === \"successChanceAll\") return this.successChanceAll;\n if (name === \"successChanceStealth\") return this.successChanceStealth;\n if (name === \"successChanceKill\") return this.successChanceKill;\n if (name === \"successChanceContract\") return this.successChanceContract;\n if (name === \"successChanceOperation\") return this.successChanceOperation;\n if (name === \"successChanceEstimate\") return this.successChanceEstimate;\n\n if (name === \"actionTime\") return this.actionTime;\n\n if (name === \"effHack\") return this.effHack;\n if (name === \"effStr\") return this.effStr;\n if (name === \"effDef\") return this.effDef;\n if (name === \"effDex\") return this.effDex;\n if (name === \"effAgi\") return this.effAgi;\n if (name === \"effCha\") return this.effCha;\n\n if (name === \"stamina\") return this.stamina;\n if (name === \"money\") return this.money;\n if (name === \"expGain\") return this.expGain;\n return 0;\n }\n}\n","// This is a reference to the native setTimeout() function\n// setTimeout() is used in various places around the game's source code.\n// This reference is used to make sure that if players alter window.setTimeout()\n// through NetscriptJS, then the game will still function properly\nexport const setTimeoutRef = window.setTimeout.bind(window);\n","import * as React from \"react\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { Theme } from \"@mui/material/styles\";\nimport makeStyles from \"@mui/styles/makeStyles\";\nimport createStyles from \"@mui/styles/createStyles\";\n\nconst useStyles = makeStyles((theme: Theme) =>\n createStyles({\n money: {\n color: theme.colors.money,\n },\n }),\n);\n\nexport function Hashes({ hashes }: { hashes: number | string }): React.ReactElement {\n const classes = useStyles();\n return (\n {typeof hashes === \"number\" ? numeralWrapper.formatHashes(hashes) : hashes}\n );\n}\n","/**\n * Adds a random offset to a number within a certain percentage\n * @example\n * // Returns between 95-105\n * addOffset(100, 5);\n * @example\n * // Returns between 63-77\n * addOffSet(70, 10);\n * @param midpoint The number to be the midpoint of the offset range\n * @param percentage The percentage (in a range of 0-100) to offset\n */\nexport function addOffset(midpoint: number, percentage: number): number {\n const maxPercent = 100;\n if (percentage < 0 || percentage > maxPercent) {\n return midpoint;\n }\n\n const offset: number = midpoint * (percentage / maxPercent);\n\n // Double the range to account for both sides of the midpoint.\n // tslint:disable-next-line:no-magic-numbers\n return midpoint + (Math.random() * (offset * 2) - offset);\n}\n","import { IPlayer } from \"../IPlayer\";\nimport { Faction } from \"../../Faction/Faction\";\nimport { CONSTANTS } from \"../../Constants\";\nimport { BitNodeMultipliers } from \"../../BitNode/BitNodeMultipliers\";\n\nfunction mult(f: Faction): number {\n let favorMult = 1 + f.favor / 100;\n if (isNaN(favorMult)) {\n favorMult = 1;\n }\n return favorMult * BitNodeMultipliers.FactionWorkRepGain;\n}\n\nexport function getHackingWorkRepGain(p: IPlayer, f: Faction): number {\n return (\n ((p.hacking_skill + p.intelligence / 3) / CONSTANTS.MaxSkillLevel) *\n p.faction_rep_mult *\n p.getIntelligenceBonus(1) *\n mult(f)\n );\n}\n\nexport function getFactionSecurityWorkRepGain(p: IPlayer, f: Faction): number {\n const t =\n (0.9 *\n (p.hacking_skill / CONSTANTS.MaxSkillLevel +\n p.strength / CONSTANTS.MaxSkillLevel +\n p.defense / CONSTANTS.MaxSkillLevel +\n p.dexterity / CONSTANTS.MaxSkillLevel +\n p.agility / CONSTANTS.MaxSkillLevel +\n p.intelligence / CONSTANTS.MaxSkillLevel)) /\n 4.5;\n return t * p.faction_rep_mult * mult(f) * p.getIntelligenceBonus(1);\n}\n\nexport function getFactionFieldWorkRepGain(p: IPlayer, f: Faction): number {\n const t =\n (0.9 *\n (p.hacking_skill / CONSTANTS.MaxSkillLevel +\n p.strength / CONSTANTS.MaxSkillLevel +\n p.defense / CONSTANTS.MaxSkillLevel +\n p.dexterity / CONSTANTS.MaxSkillLevel +\n p.agility / CONSTANTS.MaxSkillLevel +\n p.charisma / CONSTANTS.MaxSkillLevel +\n p.intelligence / CONSTANTS.MaxSkillLevel)) /\n 5.5;\n return t * p.faction_rep_mult * mult(f) * p.getIntelligenceBonus(1);\n}\n","import { Skill } from \"./Skill\";\nimport { SkillNames } from \"./data/SkillNames\";\nimport { IMap } from \"../types\";\n\nexport const Skills: IMap = {};\n\n(function () {\n Skills[SkillNames.BladesIntuition] = new Skill({\n name: SkillNames.BladesIntuition,\n desc:\n \"Each level of this skill increases your success chance \" + \"for all Contracts, Operations, and BlackOps by 3%\",\n baseCost: 3,\n costInc: 2.1,\n successChanceAll: 3,\n });\n Skills[SkillNames.Cloak] = new Skill({\n name: SkillNames.Cloak,\n desc:\n \"Each level of this skill increases your \" +\n \"success chance in stealth-related Contracts, Operations, and BlackOps by 5.5%\",\n baseCost: 2,\n costInc: 1.1,\n successChanceStealth: 5.5,\n });\n Skills[SkillNames.ShortCircuit] = new Skill({\n name: SkillNames.ShortCircuit,\n desc:\n \"Each level of this skill increases your success chance \" +\n \"in Contracts, Operations, and BlackOps that involve retirement by 5.5%\",\n baseCost: 2,\n costInc: 2.1,\n successChanceKill: 5.5,\n });\n Skills[SkillNames.DigitalObserver] = new Skill({\n name: SkillNames.DigitalObserver,\n desc: \"Each level of this skill increases your success chance in \" + \"all Operations and BlackOps by 4%\",\n baseCost: 2,\n costInc: 2.1,\n successChanceOperation: 4,\n });\n Skills[SkillNames.Tracer] = new Skill({\n name: SkillNames.Tracer,\n desc: \"Each level of this skill increases your success chance in \" + \"all Contracts by 4%\",\n baseCost: 2,\n costInc: 2.1,\n successChanceContract: 4,\n });\n Skills[SkillNames.Overclock] = new Skill({\n name: SkillNames.Overclock,\n desc:\n \"Each level of this skill decreases the time it takes \" +\n \"to attempt a Contract, Operation, and BlackOp by 1% (Max Level: 90)\",\n baseCost: 3,\n costInc: 1.4,\n maxLvl: 90,\n actionTime: 1,\n });\n Skills[SkillNames.Reaper] = new Skill({\n name: SkillNames.Reaper,\n desc: \"Each level of this skill increases your effective combat stats for Bladeburner actions by 2%\",\n baseCost: 2,\n costInc: 2.1,\n effStr: 2,\n effDef: 2,\n effDex: 2,\n effAgi: 2,\n });\n Skills[SkillNames.EvasiveSystem] = new Skill({\n name: SkillNames.EvasiveSystem,\n desc: \"Each level of this skill increases your effective \" + \"dexterity and agility for Bladeburner actions by 4%\",\n baseCost: 2,\n costInc: 2.1,\n effDex: 4,\n effAgi: 4,\n });\n Skills[SkillNames.Datamancer] = new Skill({\n name: SkillNames.Datamancer,\n desc:\n \"Each level of this skill increases your effectiveness in \" +\n \"synthoid population analysis and investigation by 5%. \" +\n \"This affects all actions that can potentially increase \" +\n \"the accuracy of your synthoid population/community estimates.\",\n baseCost: 3,\n costInc: 1,\n successChanceEstimate: 5,\n });\n Skills[SkillNames.CybersEdge] = new Skill({\n name: SkillNames.CybersEdge,\n desc: \"Each level of this skill increases your max stamina by 2%\",\n baseCost: 1,\n costInc: 3,\n stamina: 2,\n });\n Skills[SkillNames.HandsOfMidas] = new Skill({\n name: SkillNames.HandsOfMidas,\n desc: \"Each level of this skill increases the amount of money you receive from Contracts by 10%\",\n baseCost: 2,\n costInc: 2.5,\n money: 10,\n });\n Skills[SkillNames.Hyperdrive] = new Skill({\n name: SkillNames.Hyperdrive,\n desc: \"Each level of this skill increases the experience earned from Contracts, Operations, and BlackOps by 10%\",\n baseCost: 1,\n costInc: 2.5,\n expGain: 10,\n });\n})();\n","// Enum values are lowercased to match css classes\nexport enum Suit {\n Clubs = \"clubs\",\n Diamonds = \"diamonds\",\n Hearts = \"hearts\",\n Spades = \"spades\",\n}\n\nexport class Card {\n constructor(readonly value: number, readonly suit: Suit) {\n if (value < 1 || value > 13) {\n throw new Error(`Card instantiated with improper value: ${value}`);\n }\n }\n\n formatValue(): string {\n switch (this.value) {\n case 1:\n return \"A\";\n case 11:\n return \"J\";\n case 12:\n return \"Q\";\n case 13:\n return \"K\";\n default:\n return `${this.value}`;\n }\n }\n\n isRedSuit(): boolean {\n return this.suit === Suit.Hearts || this.suit === Suit.Diamonds;\n }\n\n getStringRepresentation(): string {\n const value = this.formatValue();\n\n return `${value} of ${this.suit}`;\n }\n}\n","import { IActionIdentifier } from \"./IActionIdentifier\";\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\n\ninterface IParams {\n name?: string;\n type?: number;\n}\n\nexport class ActionIdentifier implements IActionIdentifier {\n name = \"\";\n type = -1;\n\n constructor(params: IParams = {}) {\n if (params.name) this.name = params.name;\n if (params.type) this.type = params.type;\n }\n\n toJSON(): any {\n return Generic_toJSON(\"ActionIdentifier\", this);\n }\n\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): ActionIdentifier {\n return Generic_fromJSON(ActionIdentifier, value.data);\n }\n}\n\nReviver.constructors.ActionIdentifier = ActionIdentifier;\n","/**\n * Map of all Locations in the game\n * Key = Location name, value = Location object\n */\nimport { City } from \"./City\";\nimport { Cities } from \"./Cities\";\nimport { Location, IConstructorParams } from \"./Location\";\nimport { CityName } from \"./data/CityNames\";\nimport { LocationsMetadata } from \"./data/LocationsMetadata\";\n\nimport { IMap } from \"../types\";\n\nexport const Locations: IMap = {};\n\n/**\n * Here, we'll initialize both Locations and Cities data. These can both\n * be initialized from the `LocationsMetadata`\n */\nfunction constructLocation(p: IConstructorParams): Location {\n if (!p.name) {\n throw new Error(`Invalid constructor parameters for Location. No 'name' property`);\n }\n\n if (Locations[p.name] instanceof Location) {\n console.warn(`Property with name ${p.name} already exists and is being overwritten`);\n }\n\n Locations[p.name] = new Location(p);\n\n return Locations[p.name];\n}\n\n// First construct all cities\nCities[CityName.Aevum] = new City(CityName.Aevum);\nCities[CityName.Chongqing] = new City(CityName.Chongqing);\nCities[CityName.Ishima] = new City(CityName.Ishima);\nCities[CityName.NewTokyo] = new City(CityName.NewTokyo);\nCities[CityName.Sector12] = new City(CityName.Sector12);\nCities[CityName.Volhaven] = new City(CityName.Volhaven);\n\nCities[CityName.Aevum].asciiArt = `\n [aevum police headquarters] 26 \n o \n I \\\\ [bachman & associates] \n \\\\ 56 B \n x \\\\ [summit university] \n \\\\ \\\\ 28 \n \\\\ [snap fitness gym] x o--L-----------N \n K \\\\ / \n \\\\ \\\\ Q [casino] \n x 58 \\\\ / [travel agency] \n \\\\ 94 95 o \n 90 x 59 o------o | \n \\\\ / \\\\ | 98 102 103 \n o--------O------x----o 93 96 o-----+------------o o----o \n \\\\ | \\\\ / \n [hospital] \\\\ 61 [ecorp] x 31 99 o-F-o 101 \n o | \n | o---E-- | [fulcrum tech.] \n x 62 / A [aerocorp] \n [crush fitness gym] | / | \n | / | \n o--------D------+--o o \n | |\\\\ [rho construction] \n H [netlink tech.] | J \n | | \\\\ \n | 34 x \\\\ \n [clarke inc.] C | \\\\ [world stock exchange] \n | | \\\\ \n | | o-M-------R--------o \n[galactic cybersystems] G 35 x \n | [watchdog security] \n | \n 67 o \n \n [the slums] P `;\nCities[CityName.Chongqing].asciiArt = `\n | \n 75 o \n \\\\ \n o 76 \n 7 | | \n | + 77 \n [world stock exchange] F | \n \\\\ o 78 [kuaigong international] \n \\\\ / \n 38 o----x--x------x------A--------- \n / 39 | 41 \n 37 o + 79 o--x--x-C-0 \n / | / \n / x-----+-----x-----0 [hospital] \n[solaris space system] B | \n | + 80 \n | | \n 34 o E [travel agency] \n | \n | \n x 82 \n [the slums] D `;\nCities[CityName.Ishima].asciiArt = `\n o 59 \n o o | \n [storm tech.] | | G [world stock exchange] \n | | 28 | \n 23 o--C------o--------+----x----o | \n / / 25 | 27 \\\\ x 57 \n / / | \\\\ | \n / / | \\\\ | \n o 22 o | \\\\| 29/56 \n | | o \n | [hospital] D / \\\\ 3 2 1 \n o | / \\\\ o-------x------o \n / o / \\\\ / \n 48 o / 55 x \\\\ / \n \\\\ / / x \n \\\\ / [nova medical] / 4/30 \\\\ \n 49 x A \\\\ \n / \\\\ / \\\\ \n / \\\\ [travel agency] F o 31 \n / \\\\ 51 / \n / o----B------x-----o \n o 50 52 \n [omega soft.] \n [the slums] E `;\nCities[CityName.NewTokyo].asciiArt = `\n \n \n o \n \\\\ \n \\\\ [defcomm] \n \\\\ \n o--x---A--x--o [travel agency] \n 7 8 10 G \n [vitalife] o 12 [global pharmaceuticals] \n | \n o--D-x----x-------x-C-+--------x--x-B-x---x-o \n 21 22 23 \\\\ 24 25 26 27 \n \\\\ \n [noodle bar] x 14 \n \\\\ \n \\\\ \n [hospital] o 15 [world stock exchange] \n | \n o--x--E--x-----x-----x---+---x----x--H--x-o \n | \n | \n o 17 \n \n \n \n F [the slums] \n `;\nCities[CityName.Sector12].asciiArt = `\n 78 o 97 \n o [icarus microsystems] / \n N [powerhouse gym] o I \n 1 | | / \n o-----+---x----o 4 A [alpha ent.] o-------o / \n | 3 \\\\ | \\\\ / \n | \\\\ | [iron gym] x 95 \n (79) x \\\\ | / \\\\ \n | o-E----+----x----J--o 10 / o----T--o \n | | 8 \\\\ 94 x \n 80 x [city hall] | x 11 / [world stock exchange]\n | | \\\\ / \n | C [cia] \\\\ / \n Q [hospital] | F P [universal energy] \n | o [deltaone] \\\\ / \n | 35 o---------x 13/92/36 \n L [megacorp] 33 / / \\\\ \n | o------------o 34 / \\\\ \n (29) | / [carmichael sec.] D \\\\ \n o-----+-----x------o / O [rothman university] \n | 31 32 [nsa] M \n | / \n B [blade industries] H \n | / [four sigma] \n | [joe's guns] / \n | / \n 85 o--G--------K--------S-------o 88 [the slums] R \n \n [foodnstuff] [travel agency] `;\nCities[CityName.Volhaven].asciiArt = `\n [omnia cybersystems] \n 17 66 68 \n o o------G-------o \n \\\\ / \\\\ \n \\\\ o 65 o 69 \n [syscore sec.] H | | \n \\\\ | | [millenium fitness gym] \n \\\\ | 21 22 23 24 | 26 \n o----+--x--x----x---x---+-----x-------D-----o \n 19 | | 28 \n | F [omnitek inc.] \n [hospital] J 63 o \n | / 72 \n 3 | 5 6 / 9 \n o--------+----x-----x----+----------M-------o \n / | | \n / 61 x [helios labs] B [world stock exchange] \n [travel agency] L | | \n / | o \n / E [nwo] / 75 \n / [computek] | / \n / A-------o------I-----o \n 1 o | | \n | [zb] o 77 \n [lexocorp] C \n | \n o \n 57 \n \n \n [the slums] K `;\n\n// Then construct all locations, and add them to the cities as we go.\nfor (const metadata of LocationsMetadata) {\n const loc = constructLocation(metadata);\n\n const cityName = loc.city;\n if (cityName === null) {\n // Generic location, add to all cities\n for (const city in Cities) {\n Cities[city].addLocation(loc.name);\n }\n } else {\n Cities[cityName].addLocation(loc.name);\n }\n}\n","export function random(min: number, max: number): number {\n return Math.random() * (max - min) + min;\n}\n\nexport function getArrow(event: KeyboardEvent): string {\n switch (event.keyCode) {\n case 38:\n case 87:\n return \"↑\";\n case 65:\n case 37:\n return \"←\";\n case 40:\n case 83:\n return \"↓\";\n case 39:\n case 68:\n return \"→\";\n }\n return \"\";\n}\n","/**\n * Implementation for what happens when you destroy a BitNode\n */\nimport React from \"react\";\nimport { Player } from \"./Player\";\nimport { prestigeSourceFile } from \"./Prestige\";\nimport { PlayerOwnedSourceFile } from \"./SourceFile/PlayerOwnedSourceFile\";\nimport { SourceFileFlags } from \"./SourceFile/SourceFileFlags\";\nimport { SourceFiles } from \"./SourceFile/SourceFiles\";\n\nimport { dialogBoxCreate } from \"./ui/React/DialogBox\";\nimport { IRouter } from \"./ui/Router\";\n\nexport let redPillFlag = false;\n\nexport function setRedPillFlag(b: boolean): void {\n redPillFlag = b;\n}\n\nfunction giveSourceFile(bitNodeNumber: number): void {\n const sourceFileKey = \"SourceFile\" + bitNodeNumber.toString();\n const sourceFile = SourceFiles[sourceFileKey];\n if (sourceFile == null) {\n console.error(`Could not find source file for Bit node: ${bitNodeNumber}`);\n return;\n }\n\n // Check if player already has this source file\n let alreadyOwned = false;\n let ownedSourceFile = null;\n for (let i = 0; i < Player.sourceFiles.length; ++i) {\n if (Player.sourceFiles[i].n === bitNodeNumber) {\n alreadyOwned = true;\n ownedSourceFile = Player.sourceFiles[i];\n break;\n }\n }\n\n if (alreadyOwned && ownedSourceFile) {\n if (ownedSourceFile.lvl >= 3 && ownedSourceFile.n !== 12) {\n dialogBoxCreate(\n \"The Source-File for the BitNode you just destroyed, \" + sourceFile.name + \", \" + \"is already at max level!\",\n );\n } else {\n ++ownedSourceFile.lvl;\n dialogBoxCreate(\n sourceFile.name +\n \" was upgraded to level \" +\n ownedSourceFile.lvl +\n \" for \" +\n \"destroying its corresponding BitNode!\",\n );\n }\n } else {\n const playerSrcFile = new PlayerOwnedSourceFile(bitNodeNumber, 1);\n Player.sourceFiles.push(playerSrcFile);\n if (bitNodeNumber === 5 && Player.intelligence === 0) {\n // Artificial Intelligence\n Player.intelligence = 1;\n }\n dialogBoxCreate(\n <>\n You received a Source-File for destroying a BitNode!\n \n \n {sourceFile.name}\n \n \n {sourceFile.info}\n >,\n );\n }\n}\n\nexport function enterBitNode(router: IRouter, flume: boolean, destroyedBitNode: number, newBitNode: number): void {\n if (!flume) {\n giveSourceFile(destroyedBitNode);\n } else {\n if (SourceFileFlags[5] === 0 && newBitNode !== 5) {\n Player.intelligence = 0;\n Player.intelligence_exp = 0;\n }\n }\n if (newBitNode === 5 && Player.intelligence === 0) {\n Player.intelligence = 1;\n }\n redPillFlag = false;\n // Set new Bit Node\n Player.bitNodeN = newBitNode;\n\n if (newBitNode === 6) {\n router.toBladeburnerCinematic();\n } else {\n router.toTerminal();\n }\n prestigeSourceFile(flume);\n}\n","import { CONSTANTS } from \"../Constants\";\nimport { Player } from \"../Player\";\nimport { AllServers } from \"../Server/AllServers\";\nimport { BaseServer } from \"../Server/BaseServer\";\nimport { Server } from \"../Server/Server\";\nimport { RunningScript } from \"../Script/RunningScript\";\nimport { processSingleServerGrowth } from \"../Server/ServerHelpers\";\n\nimport { numeralWrapper } from \"../ui/numeralFormat\";\n\nimport { compareArrays } from \"../utils/helpers/compareArrays\";\n\nexport function scriptCalculateOfflineProduction(runningScript: RunningScript): void {\n //The Player object stores the last update time from when we were online\n const thisUpdate = new Date().getTime();\n const lastUpdate = Player.lastUpdate;\n const timePassed = (thisUpdate - lastUpdate) / 1000; //Seconds\n\n //Calculate the \"confidence\" rating of the script's true production. This is based\n //entirely off of time. We will arbitrarily say that if a script has been running for\n //4 hours (14400 sec) then we are completely confident in its ability\n let confidence = runningScript.onlineRunningTime / 14400;\n if (confidence >= 1) {\n confidence = 1;\n }\n\n //Data map: [MoneyStolen, NumTimesHacked, NumTimesGrown, NumTimesWeaken]\n\n // Grow\n for (const ip in runningScript.dataMap) {\n if (runningScript.dataMap.hasOwnProperty(ip)) {\n if (runningScript.dataMap[ip][2] == 0 || runningScript.dataMap[ip][2] == null) {\n continue;\n }\n const serv = AllServers[ip];\n if (serv == null) {\n continue;\n }\n const timesGrown = Math.round(\n ((0.5 * runningScript.dataMap[ip][2]) / runningScript.onlineRunningTime) * timePassed,\n );\n runningScript.log(`Called on ${serv.hostname} ${timesGrown} times while offline`);\n const host = AllServers[runningScript.server];\n if (!(serv instanceof Server)) throw new Error(\"trying to grow a non-normal server\");\n const growth = processSingleServerGrowth(serv, timesGrown, Player, host.cpuCores);\n runningScript.log(\n `'${serv.hostname}' grown by ${numeralWrapper.format(growth * 100 - 100, \"0.000000%\")} while offline`,\n );\n }\n }\n\n // Offline EXP gain\n // A script's offline production will always be at most half of its online production.\n const expGain = confidence * (runningScript.onlineExpGained / runningScript.onlineRunningTime) * timePassed;\n Player.gainHackingExp(expGain);\n\n // Update script stats\n runningScript.offlineRunningTime += timePassed;\n runningScript.offlineExpGained += expGain;\n\n // Weaken\n for (const ip in runningScript.dataMap) {\n if (runningScript.dataMap.hasOwnProperty(ip)) {\n if (runningScript.dataMap[ip][3] == 0 || runningScript.dataMap[ip][3] == null) {\n continue;\n }\n const serv = AllServers[ip];\n if (serv == null) {\n continue;\n }\n\n if (!(serv instanceof Server)) throw new Error(\"trying to weaken a non-normal server\");\n const host = AllServers[runningScript.server];\n const timesWeakened = Math.round(\n ((0.5 * runningScript.dataMap[ip][3]) / runningScript.onlineRunningTime) * timePassed,\n );\n runningScript.log(`Called weaken() on ${serv.hostname} ${timesWeakened} times while offline`);\n const coreBonus = 1 + (host.cpuCores - 1) / 16;\n serv.weaken(CONSTANTS.ServerWeakenAmount * timesWeakened * coreBonus);\n }\n }\n}\n\n//Returns a RunningScript object matching the filename and arguments on the\n//designated server, and false otherwise\nexport function findRunningScript(\n filename: string,\n args: (string | number)[],\n server: BaseServer,\n): RunningScript | null {\n for (let i = 0; i < server.runningScripts.length; ++i) {\n if (server.runningScripts[i].filename === filename && compareArrays(server.runningScripts[i].args, args)) {\n return server.runningScripts[i];\n }\n }\n return null;\n}\n\n//Returns a RunningScript object matching the pid on the\n//designated server, and false otherwise\nexport function findRunningScriptByPid(pid: number, server: BaseServer): RunningScript | null {\n for (let i = 0; i < server.runningScripts.length; ++i) {\n if (server.runningScripts[i].pid === pid) {\n return server.runningScripts[i];\n }\n }\n return null;\n}\n","import { setTimeoutRef } from \"./utils/SetTimeoutRef\";\nimport { dialogBoxCreate } from \"./ui/React/DialogBox\";\nimport { BaseServer } from \"./Server/BaseServer\";\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"./utils/JSONReviver\";\n\n/**\n * Represents a plain text file that is typically stored on a server.\n */\nexport class TextFile {\n /**\n * The full file name.\n */\n fn: string;\n\n /**\n * The content of the file.\n */\n text: string;\n\n constructor(fn = \"\", txt = \"\") {\n this.fn = (fn.endsWith(\".txt\") ? fn : `${fn}.txt`).replace(/\\s+/g, \"\");\n this.text = txt;\n }\n\n /**\n * Concatenates the raw values to the end of current content.\n */\n append(txt: string): void {\n this.text += txt;\n }\n\n /**\n * Serves the file to the user as a downloadable resource through the browser.\n */\n download(): void {\n const filename: string = this.fn;\n const file: Blob = new Blob([this.text], { type: \"text/plain\" });\n /* tslint:disable-next-line:strict-boolean-expressions */\n if (window.navigator.msSaveOrOpenBlob) {\n // IE10+\n window.navigator.msSaveOrOpenBlob(file, filename);\n } else {\n // Others\n const a: HTMLAnchorElement = document.createElement(\"a\");\n const url: string = URL.createObjectURL(file);\n a.href = url;\n a.download = this.fn;\n document.body.appendChild(a);\n a.click();\n setTimeoutRef(() => {\n document.body.removeChild(a);\n window.URL.revokeObjectURL(url);\n }, 0);\n }\n }\n\n /**\n * Retrieve the content of the file.\n */\n read(): string {\n return this.text;\n }\n\n /**\n * Shows the content to the user via the game's dialog box.\n */\n show(): void {\n dialogBoxCreate(`${this.fn}
${this.text}`);\n }\n\n /**\n * Serialize the current file to a JSON save state.\n */\n toJSON(): any {\n return Generic_toJSON(\"TextFile\", this);\n }\n\n /**\n * Replaces the current content with the text provided.\n */\n write(txt: string): void {\n this.text = txt;\n }\n\n /**\n * Initiatizes a TextFile from a JSON save state.\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): TextFile {\n return Generic_fromJSON(TextFile, value.data);\n }\n}\n\nReviver.constructors.TextFile = TextFile;\n\n/**\n * Retrieve the file object for the filename on the specified server.\n * @param fn The file name to look for\n * @param server The server object to look in\n * @returns The file object, or null if it couldn't find it.\n */\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\nexport function getTextFile(fn: string, server: BaseServer): TextFile | null {\n const filename: string = !fn.endsWith(\".txt\") ? `${fn}.txt` : fn;\n\n for (const file of server.textFiles as TextFile[]) {\n if (file.fn === filename) {\n return file;\n }\n }\n\n return null;\n}\n\n/**\n * Creates a TextFile on the target server.\n * @param fn The file name to create.\n * @param txt The contents of the file.\n * @param server The server that the file should be created on.\n * @returns The instance of the file.\n */\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\nexport function createTextFile(fn: string, txt: string, server: BaseServer): TextFile | undefined {\n if (getTextFile(fn, server) !== null) {\n // This should probably be a `throw`...\n /* tslint:disable-next-line:no-console */\n console.error(`A file named \"${fn}\" already exists on server ${server.hostname}.`);\n\n return undefined;\n }\n const file: TextFile = new TextFile(fn, txt);\n server.textFiles.push(file);\n\n return file;\n}\n","import { dialogBoxCreate } from \"../../ui/React/DialogBox\";\n\ninterface IError {\n fileName?: string;\n lineNumber?: number;\n}\n\nexport function exceptionAlert(e: IError | string): void {\n console.error(e);\n dialogBoxCreate(\n \"Caught an exception: \" +\n e +\n \"
\" +\n \"Line Number: \" +\n ((e as any).lineNumber || \"UNKNOWN LINE NUMBER\") +\n \"
\" +\n \"This is a bug, please report to game developer with this \" +\n \"message as well as details about how to reproduce the bug.
\" +\n \"If you want to be safe, I suggest refreshing the game WITHOUT saving so that your \" +\n \"safe doesn't get corrupted\",\n );\n}\n","import { Message } from \"./Message\";\nimport { Augmentations } from \"../Augmentation/Augmentations\";\nimport { AugmentationNames } from \"../Augmentation/data/AugmentationNames\";\nimport { Programs } from \"../Programs/Programs\";\nimport { inMission } from \"../Missions\";\nimport { Player } from \"../Player\";\nimport { redPillFlag } from \"../RedPill\";\nimport { GetServerByHostname } from \"../Server/ServerHelpers\";\nimport { Settings } from \"../Settings/Settings\";\nimport { dialogBoxCreate } from \"../ui/React/DialogBox\";\nimport { Reviver } from \"../utils/JSONReviver\";\n\n//Sends message to player, including a pop up\nfunction sendMessage(msg: Message, forced = false): void {\n msg.recvd = true;\n if (forced || !Settings.SuppressMessages) {\n showMessage(msg);\n }\n addMessageToServer(msg, \"home\");\n}\n\nfunction showMessage(msg: Message): void {\n const txt =\n \"Message received from unknown sender:
\" +\n \"\" +\n msg.msg +\n \"
\" +\n \"This message was saved as \" +\n msg.filename +\n \" onto your home computer.\";\n dialogBoxCreate(txt);\n}\n\n//Adds a message to a server\nfunction addMessageToServer(msg: Message, serverHostname: string): void {\n const server = GetServerByHostname(serverHostname);\n if (server == null) {\n console.warn(`Could not find server ${serverHostname}`);\n return;\n }\n for (let i = 0; i < server.messages.length; ++i) {\n const other = server.messages[i];\n if (typeof other === \"string\") continue;\n if (msg.filename === other.filename) {\n return; //Already exists\n }\n }\n server.messages.push(msg);\n}\n\n//Checks if any of the 'timed' messages should be sent\nfunction checkForMessagesToSend(): void {\n if (redPillFlag) return;\n const jumper0 = Messages[MessageFilenames.Jumper0];\n const jumper1 = Messages[MessageFilenames.Jumper1];\n const jumper2 = Messages[MessageFilenames.Jumper2];\n const jumper3 = Messages[MessageFilenames.Jumper3];\n const jumper4 = Messages[MessageFilenames.Jumper4];\n const cybersecTest = Messages[MessageFilenames.CyberSecTest];\n const nitesecTest = Messages[MessageFilenames.NiteSecTest];\n const bitrunnersTest = Messages[MessageFilenames.BitRunnersTest];\n const redpill = Messages[MessageFilenames.RedPill];\n\n let redpillOwned = false;\n if (Augmentations[AugmentationNames.TheRedPill].owned) {\n redpillOwned = true;\n }\n\n if (redpill && redpillOwned && Player.sourceFiles.length === 0 && !redPillFlag && !inMission) {\n sendMessage(redpill, true);\n } else if (redpill && redpillOwned) {\n //If player has already destroyed a BitNode, message is not forced\n if (!redPillFlag && !inMission) {\n sendMessage(redpill);\n }\n } else if (jumper0 && !jumper0.recvd && Player.hacking_skill >= 25) {\n sendMessage(jumper0);\n const flightName = Programs.Flight.name;\n const homeComp = Player.getHomeComputer();\n if (!homeComp.programs.includes(flightName)) {\n homeComp.programs.push(flightName);\n }\n } else if (jumper1 && !jumper1.recvd && Player.hacking_skill >= 40) {\n sendMessage(jumper1);\n } else if (cybersecTest && !cybersecTest.recvd && Player.hacking_skill >= 50) {\n sendMessage(cybersecTest);\n } else if (jumper2 && !jumper2.recvd && Player.hacking_skill >= 175) {\n sendMessage(jumper2);\n } else if (nitesecTest && !nitesecTest.recvd && Player.hacking_skill >= 200) {\n sendMessage(nitesecTest);\n } else if (jumper3 && !jumper3.recvd && Player.hacking_skill >= 350) {\n sendMessage(jumper3);\n } else if (jumper4 && !jumper4.recvd && Player.hacking_skill >= 490) {\n sendMessage(jumper4);\n } else if (bitrunnersTest && !bitrunnersTest.recvd && Player.hacking_skill >= 500) {\n sendMessage(bitrunnersTest);\n }\n}\n\nfunction AddToAllMessages(msg: Message): void {\n Messages[msg.filename] = msg;\n}\n\nlet Messages: { [key: string]: Message | undefined } = {};\n\nfunction loadMessages(saveString: string): void {\n Messages = JSON.parse(saveString, Reviver);\n}\n\nconst MessageFilenames = {\n Jumper0: \"j0.msg\",\n Jumper1: \"j1.msg\",\n Jumper2: \"j2.msg\",\n Jumper3: \"j3.msg\",\n Jumper4: \"j4.msg\",\n CyberSecTest: \"csec-test.msg\",\n NiteSecTest: \"nitesec-test.msg\",\n BitRunnersTest: \"19dfj3l1nd.msg\",\n RedPill: \"icarus.msg\",\n};\n\nfunction initMessages(): void {\n //Reset\n Messages = {};\n\n //jump3R Messages\n AddToAllMessages(\n new Message(\n MessageFilenames.Jumper0,\n \"I know you can sense it. I know you're searching for it. \" +\n \"It's why you spend night after \" +\n \"night at your computer.
It's real, I've seen it. And I can \" +\n \"help you find it. But not right now. You're not ready yet.
\" +\n \"Use this program to track your progress
\" +\n \"The fl1ght.exe program was added to your home computer
\" +\n \"-jump3R\",\n ),\n );\n AddToAllMessages(\n new Message(\n MessageFilenames.Jumper1,\n \"Soon you will be contacted by a hacking group known as CyberSec. \" +\n \"They can help you with your search.
\" +\n \"You should join them, garner their favor, and \" +\n \"exploit them for their Augmentations. But do not trust them. \" +\n \"They are not what they seem. No one is.
\" +\n \"-jump3R\",\n ),\n );\n AddToAllMessages(\n new Message(\n MessageFilenames.Jumper2,\n \"Do not try to save the world. There is no world to save. If \" +\n \"you want to find the truth, worry only about yourself. Ethics and \" +\n \"morals will get you killed.
Watch out for a hacking group known as NiteSec.\" +\n \"
-jump3R\",\n ),\n );\n AddToAllMessages(\n new Message(\n MessageFilenames.Jumper3,\n \"You must learn to walk before you can run. And you must \" +\n \"run before you can fly. Look for the black hand.
\" +\n \"I.I.I.I
-jump3R\",\n ),\n );\n AddToAllMessages(\n new Message(\n MessageFilenames.Jumper4,\n \"To find what you are searching for, you must understand the bits. \" +\n \"The bits are all around us. The runners will help you.
\" +\n \"-jump3R\",\n ),\n );\n\n //Messages from hacking factions\n AddToAllMessages(\n new Message(\n MessageFilenames.CyberSecTest,\n \"We've been watching you. Your skills are very impressive. But you're wasting \" +\n \"your talents. If you join us, you can put your skills to good use and change \" +\n \"the world for the better. If you join us, we can unlock your full potential.
\" +\n \"But first, you must pass our test. Find and install the backdoor on our server.
\" +\n \"-CyberSec\",\n ),\n );\n AddToAllMessages(\n new Message(\n MessageFilenames.NiteSecTest,\n \"People say that the corrupted governments and corporations rule the world. \" +\n \"Yes, maybe they do. But do you know who everyone really fears? People \" +\n \"like us. Because they can't hide from us. Because they can't fight shadows \" +\n \"and ideas with bullets.
\" +\n \"Join us, and people will fear you, too.
\" +\n \"Find and install the backdoor on our server. Then, we will contact you again.\" +\n \"
-NiteSec\",\n ),\n );\n AddToAllMessages(\n new Message(\n MessageFilenames.BitRunnersTest,\n \"We know what you are doing. We know what drives you. We know \" +\n \"what you are looking for.
\" +\n \"We can help you find the answers.
\" +\n \"run4theh111z\",\n ),\n );\n\n AddToAllMessages(\n new Message(\n MessageFilenames.RedPill,\n \"@)(#V%*N)@(#*)*C)@#%*)*V)@#(*%V@)(#VN%*)@#(*% \" +\n \")@B(*#%)@)M#B*%V)____FIND___#$@)#%(B*)@#(*%B) \" +\n \"@_#(%_@#M(BDSPOMB__THE-CAVE_#)$(*@#$)@#BNBEGB \" +\n \"DFLSMFVMV)#@($*)@#*$MV)@#(*$V)M#(*$)M@(#*VM$)\",\n ),\n );\n}\n\nexport { Messages, checkForMessagesToSend, sendMessage, showMessage, loadMessages, initMessages, Message };\n","export function calculateSkill(exp: number, mult = 1): number {\n return Math.max(Math.floor(mult * (32 * Math.log(exp + 534.5) - 200)), 1);\n}\n\nexport function calculateExp(skill: number, mult = 1): number {\n return Math.exp((skill / mult + 200) / 32) - 534.6;\n}\n","import { BitNodeMultipliers } from \"../../BitNode/BitNodeMultipliers\";\nimport { HacknetNodeConstants } from \"../data/Constants\";\n\nexport function calculateMoneyGainRate(level: number, ram: number, cores: number, mult: number): number {\n const gainPerLevel = HacknetNodeConstants.MoneyGainPerLevel;\n\n const levelMult = level * gainPerLevel;\n const ramMult = Math.pow(1.035, ram - 1);\n const coresMult = (cores + 5) / 6;\n return levelMult * ramMult * coresMult * mult * BitNodeMultipliers.HacknetNodeMoney;\n}\n\nexport function calculateLevelUpgradeCost(startingLevel: number, extraLevels = 1, costMult = 1): number {\n const sanitizedLevels = Math.round(extraLevels);\n if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {\n return 0;\n }\n\n if (startingLevel >= HacknetNodeConstants.MaxLevel) {\n return Infinity;\n }\n\n const mult = HacknetNodeConstants.UpgradeLevelMult;\n let totalMultiplier = 0;\n let currLevel = startingLevel;\n for (let i = 0; i < sanitizedLevels; ++i) {\n totalMultiplier += HacknetNodeConstants.LevelBaseCost * Math.pow(mult, currLevel);\n ++currLevel;\n }\n\n return (HacknetNodeConstants.BaseCost / 2) * totalMultiplier * costMult;\n}\n\nexport function calculateRamUpgradeCost(startingRam: number, extraLevels = 1, costMult = 1): number {\n const sanitizedLevels = Math.round(extraLevels);\n if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {\n return 0;\n }\n\n if (startingRam >= HacknetNodeConstants.MaxRam) {\n return Infinity;\n }\n\n let totalCost = 0;\n let numUpgrades = Math.round(Math.log2(startingRam));\n let currentRam = startingRam;\n\n for (let i = 0; i < sanitizedLevels; ++i) {\n const baseCost = currentRam * HacknetNodeConstants.RamBaseCost;\n const mult = Math.pow(HacknetNodeConstants.UpgradeRamMult, numUpgrades);\n\n totalCost += baseCost * mult;\n\n currentRam *= 2;\n ++numUpgrades;\n }\n\n totalCost *= costMult;\n\n return totalCost;\n}\n\nexport function calculateCoreUpgradeCost(startingCore: number, extraLevels = 1, costMult = 1): number {\n const sanitizedCores = Math.round(extraLevels);\n if (isNaN(sanitizedCores) || sanitizedCores < 1) {\n return 0;\n }\n\n if (startingCore >= HacknetNodeConstants.MaxCores) {\n return Infinity;\n }\n\n const coreBaseCost = HacknetNodeConstants.CoreBaseCost;\n const mult = HacknetNodeConstants.UpgradeCoreMult;\n let totalCost = 0;\n let currentCores = startingCore;\n for (let i = 0; i < sanitizedCores; ++i) {\n totalCost += coreBaseCost * Math.pow(mult, currentCores - 1);\n ++currentCores;\n }\n\n totalCost *= costMult;\n\n return totalCost;\n}\n\nexport function calculateNodeCost(n: number, mult = 1): number {\n if (n <= 0) {\n return 0;\n }\n return HacknetNodeConstants.BaseCost * Math.pow(HacknetNodeConstants.PurchaseNextMult, n - 1) * mult;\n}\n","import React from \"react\";\nimport { BlackOperation } from \"./BlackOperation\";\nimport { IMap } from \"../types\";\n\nexport const BlackOperations: IMap = {};\n\n(function () {\n BlackOperations[\"Operation Typhoon\"] = new BlackOperation({\n name: \"Operation Typhoon\",\n baseDifficulty: 2000,\n reqdRank: 2.5e3,\n rankGain: 50,\n rankLoss: 10,\n hpLoss: 100,\n weights: {\n hack: 0.1,\n str: 0.2,\n def: 0.2,\n dex: 0.2,\n agi: 0.2,\n cha: 0,\n int: 0.1,\n },\n decays: {\n hack: 0.6,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.75,\n },\n isKill: true,\n });\n BlackOperations[\"Operation Zero\"] = new BlackOperation({\n name: \"Operation Zero\",\n baseDifficulty: 2500,\n reqdRank: 5e3,\n rankGain: 60,\n rankLoss: 15,\n hpLoss: 50,\n weights: {\n hack: 0.2,\n str: 0.15,\n def: 0.15,\n dex: 0.2,\n agi: 0.2,\n cha: 0,\n int: 0.1,\n },\n decays: {\n hack: 0.6,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.75,\n },\n isStealth: true,\n });\n BlackOperations[\"Operation X\"] = new BlackOperation({\n name: \"Operation X\",\n baseDifficulty: 3000,\n reqdRank: 7.5e3,\n rankGain: 75,\n rankLoss: 15,\n hpLoss: 100,\n weights: {\n hack: 0.1,\n str: 0.2,\n def: 0.2,\n dex: 0.2,\n agi: 0.2,\n cha: 0,\n int: 0.1,\n },\n decays: {\n hack: 0.6,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.75,\n },\n isKill: true,\n });\n BlackOperations[\"Operation Titan\"] = new BlackOperation({\n name: \"Operation Titan\",\n baseDifficulty: 4000,\n reqdRank: 10e3,\n rankGain: 100,\n rankLoss: 20,\n hpLoss: 100,\n weights: {\n hack: 0.1,\n str: 0.2,\n def: 0.2,\n dex: 0.2,\n agi: 0.2,\n cha: 0,\n int: 0.1,\n },\n decays: {\n hack: 0.6,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.75,\n },\n isKill: true,\n });\n BlackOperations[\"Operation Ares\"] = new BlackOperation({\n name: \"Operation Ares\",\n baseDifficulty: 5000,\n reqdRank: 12.5e3,\n rankGain: 125,\n rankLoss: 20,\n hpLoss: 200,\n weights: {\n hack: 0,\n str: 0.25,\n def: 0.25,\n dex: 0.25,\n agi: 0.25,\n cha: 0,\n int: 0,\n },\n decays: {\n hack: 0,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.75,\n },\n isKill: true,\n });\n BlackOperations[\"Operation Archangel\"] = new BlackOperation({\n name: \"Operation Archangel\",\n baseDifficulty: 7500,\n reqdRank: 15e3,\n rankGain: 200,\n rankLoss: 20,\n hpLoss: 25,\n weights: {\n hack: 0,\n str: 0.2,\n def: 0.2,\n dex: 0.3,\n agi: 0.3,\n cha: 0,\n int: 0,\n },\n decays: {\n hack: 0,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.75,\n },\n isKill: true,\n });\n BlackOperations[\"Operation Juggernaut\"] = new BlackOperation({\n name: \"Operation Juggernaut\",\n baseDifficulty: 10e3,\n reqdRank: 20e3,\n rankGain: 300,\n rankLoss: 40,\n hpLoss: 300,\n weights: {\n hack: 0,\n str: 0.25,\n def: 0.25,\n dex: 0.25,\n agi: 0.25,\n cha: 0,\n int: 0,\n },\n decays: {\n hack: 0,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.75,\n },\n isKill: true,\n });\n BlackOperations[\"Operation Red Dragon\"] = new BlackOperation({\n name: \"Operation Red Dragon\",\n baseDifficulty: 12.5e3,\n reqdRank: 25e3,\n rankGain: 500,\n rankLoss: 50,\n hpLoss: 500,\n weights: {\n hack: 0.05,\n str: 0.2,\n def: 0.2,\n dex: 0.25,\n agi: 0.25,\n cha: 0,\n int: 0.05,\n },\n decays: {\n hack: 0.6,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.75,\n },\n isKill: true,\n });\n BlackOperations[\"Operation K\"] = new BlackOperation({\n name: \"Operation K\",\n baseDifficulty: 15e3,\n reqdRank: 30e3,\n rankGain: 750,\n rankLoss: 60,\n hpLoss: 1000,\n weights: {\n hack: 0.05,\n str: 0.2,\n def: 0.2,\n dex: 0.25,\n agi: 0.25,\n cha: 0,\n int: 0.05,\n },\n decays: {\n hack: 0.6,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.75,\n },\n isKill: true,\n });\n BlackOperations[\"Operation Deckard\"] = new BlackOperation({\n name: \"Operation Deckard\",\n baseDifficulty: 20e3,\n reqdRank: 40e3,\n rankGain: 1e3,\n rankLoss: 75,\n hpLoss: 200,\n weights: {\n hack: 0,\n str: 0.24,\n def: 0.24,\n dex: 0.24,\n agi: 0.24,\n cha: 0,\n int: 0.04,\n },\n decays: {\n hack: 0,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.75,\n },\n isKill: true,\n });\n BlackOperations[\"Operation Tyrell\"] = new BlackOperation({\n name: \"Operation Tyrell\",\n baseDifficulty: 25e3,\n reqdRank: 50e3,\n rankGain: 1.5e3,\n rankLoss: 100,\n hpLoss: 500,\n weights: {\n hack: 0.1,\n str: 0.2,\n def: 0.2,\n dex: 0.2,\n agi: 0.2,\n cha: 0,\n int: 0.1,\n },\n decays: {\n hack: 0.6,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.75,\n },\n isKill: true,\n });\n BlackOperations[\"Operation Wallace\"] = new BlackOperation({\n name: \"Operation Wallace\",\n baseDifficulty: 30e3,\n reqdRank: 75e3,\n rankGain: 2e3,\n rankLoss: 150,\n hpLoss: 1500,\n weights: {\n hack: 0,\n str: 0.24,\n def: 0.24,\n dex: 0.24,\n agi: 0.24,\n cha: 0,\n int: 0.04,\n },\n decays: {\n hack: 0.6,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.75,\n },\n isKill: true,\n });\n BlackOperations[\"Operation Shoulder of Orion\"] = new BlackOperation({\n name: \"Operation Shoulder of Orion\",\n baseDifficulty: 35e3,\n reqdRank: 100e3,\n rankGain: 2.5e3,\n rankLoss: 500,\n hpLoss: 1500,\n weights: {\n hack: 0.1,\n str: 0.2,\n def: 0.2,\n dex: 0.2,\n agi: 0.2,\n cha: 0,\n int: 0.1,\n },\n decays: {\n hack: 0.6,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.75,\n },\n isStealth: true,\n });\n BlackOperations[\"Operation Hyron\"] = new BlackOperation({\n name: \"Operation Hyron\",\n baseDifficulty: 40e3,\n reqdRank: 125e3,\n rankGain: 3e3,\n rankLoss: 1e3,\n hpLoss: 500,\n weights: {\n hack: 0.1,\n str: 0.2,\n def: 0.2,\n dex: 0.2,\n agi: 0.2,\n cha: 0,\n int: 0.1,\n },\n decays: {\n hack: 0.6,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.75,\n },\n isKill: true,\n });\n BlackOperations[\"Operation Morpheus\"] = new BlackOperation({\n name: \"Operation Morpheus\",\n baseDifficulty: 45e3,\n reqdRank: 150e3,\n rankGain: 4e3,\n rankLoss: 1e3,\n hpLoss: 100,\n weights: {\n hack: 0.05,\n str: 0.15,\n def: 0.15,\n dex: 0.3,\n agi: 0.3,\n cha: 0,\n int: 0.05,\n },\n decays: {\n hack: 0.6,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.75,\n },\n isStealth: true,\n });\n BlackOperations[\"Operation Ion Storm\"] = new BlackOperation({\n name: \"Operation Ion Storm\",\n baseDifficulty: 50e3,\n reqdRank: 175e3,\n rankGain: 5e3,\n rankLoss: 1e3,\n hpLoss: 5000,\n weights: {\n hack: 0,\n str: 0.24,\n def: 0.24,\n dex: 0.24,\n agi: 0.24,\n cha: 0,\n int: 0.04,\n },\n decays: {\n hack: 0.6,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.75,\n },\n isKill: true,\n });\n BlackOperations[\"Operation Annihilus\"] = new BlackOperation({\n name: \"Operation Annihilus\",\n baseDifficulty: 55e3,\n reqdRank: 200e3,\n rankGain: 7.5e3,\n rankLoss: 1e3,\n hpLoss: 10e3,\n weights: {\n hack: 0,\n str: 0.24,\n def: 0.24,\n dex: 0.24,\n agi: 0.24,\n cha: 0,\n int: 0.04,\n },\n decays: {\n hack: 0.6,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.75,\n },\n isKill: true,\n });\n BlackOperations[\"Operation Ultron\"] = new BlackOperation({\n name: \"Operation Ultron\",\n baseDifficulty: 60e3,\n reqdRank: 250e3,\n rankGain: 10e3,\n rankLoss: 2e3,\n hpLoss: 10e3,\n weights: {\n hack: 0.1,\n str: 0.2,\n def: 0.2,\n dex: 0.2,\n agi: 0.2,\n cha: 0,\n int: 0.1,\n },\n decays: {\n hack: 0.6,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.75,\n },\n isKill: true,\n });\n BlackOperations[\"Operation Centurion\"] = new BlackOperation({\n name: \"Operation Centurion\",\n baseDifficulty: 70e3,\n reqdRank: 300e3,\n rankGain: 15e3,\n rankLoss: 5e3,\n hpLoss: 10e3,\n weights: {\n hack: 0.1,\n str: 0.2,\n def: 0.2,\n dex: 0.2,\n agi: 0.2,\n cha: 0,\n int: 0.1,\n },\n decays: {\n hack: 0.6,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.75,\n },\n });\n BlackOperations[\"Operation Vindictus\"] = new BlackOperation({\n name: \"Operation Vindictus\",\n baseDifficulty: 75e3,\n reqdRank: 350e3,\n rankGain: 20e3,\n rankLoss: 20e3,\n hpLoss: 20e3,\n weights: {\n hack: 0.1,\n str: 0.2,\n def: 0.2,\n dex: 0.2,\n agi: 0.2,\n cha: 0,\n int: 0.1,\n },\n decays: {\n hack: 0.6,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.75,\n },\n });\n BlackOperations[\"Operation Daedalus\"] = new BlackOperation({\n name: \"Operation Daedalus\",\n baseDifficulty: 80e3,\n reqdRank: 400e3,\n rankGain: 40e3,\n rankLoss: 10e3,\n hpLoss: 100e3,\n weights: {\n hack: 0.1,\n str: 0.2,\n def: 0.2,\n dex: 0.2,\n agi: 0.2,\n cha: 0,\n int: 0.1,\n },\n decays: {\n hack: 0.6,\n str: 0.8,\n def: 0.8,\n dex: 0.8,\n agi: 0.8,\n cha: 0,\n int: 0.75,\n },\n });\n})();\n","import React from \"react\";\nimport { Action } from \"./Action\";\nimport { IMap } from \"../types\";\n\nexport const GeneralActions: IMap = {};\n\n(function () {\n // General Actions\n let actionName;\n actionName = \"Training\";\n GeneralActions[actionName] = new Action({\n name: actionName,\n });\n\n actionName = \"Field Analysis\";\n GeneralActions[actionName] = new Action({\n name: actionName,\n });\n\n actionName = \"Recruitment\";\n GeneralActions[actionName] = new Action({\n name: actionName,\n });\n\n actionName = \"Diplomacy\";\n GeneralActions[actionName] = new Action({\n name: actionName,\n });\n\n actionName = \"Hyperbolic Regeneration Chamber\";\n GeneralActions[actionName] = new Action({\n name: actionName,\n });\n})();\n","import { BitNodes } from \"../BitNode/BitNode\";\n\nexport class SourceFile {\n info: JSX.Element;\n lvl = 1;\n n: number;\n name: string;\n owned = false;\n\n constructor(number: number, info: JSX.Element) {\n const bitnodeKey = \"BitNode\" + number;\n const bitnode = BitNodes[bitnodeKey];\n if (bitnode == null) {\n throw new Error(\"Invalid Bit Node for this Source File\");\n }\n\n this.n = number;\n this.name = `Source-File ${number}: ${bitnode.name}`;\n this.info = info;\n }\n}\n","import React, { useState, useEffect, useRef } from \"react\";\nimport { EventEmitter } from \"../../utils/EventEmitter\";\nimport { RunningScript } from \"../../Script/RunningScript\";\nimport { killWorkerScript } from \"../../Netscript/killWorkerScript\";\nimport Typography from \"@mui/material/Typography\";\nimport Box from \"@mui/material/Box\";\nimport Button from \"@mui/material/Button\";\nimport Paper from \"@mui/material/Paper\";\n\nexport const LogBoxEvents = new EventEmitter<[RunningScript]>();\n\ninterface Log {\n id: string;\n script: RunningScript;\n}\n\nexport function LogBoxManager(): React.ReactElement {\n const [logs, setLogs] = useState([]);\n useEffect(\n () =>\n LogBoxEvents.subscribe((script: RunningScript) => {\n const id = script.server + \"-\" + script.filename + script.args.map((x: any): string => `${x}`).join(\"-\");\n setLogs((old) => {\n return [\n ...old,\n {\n id: id,\n script: script,\n },\n ];\n });\n }),\n [],\n );\n\n function close(id: string): void {\n setLogs((old) => old.filter((l) => l.id !== id));\n }\n\n return (\n <>\n {logs.map((log) => (\n close(log.id)} />\n ))}\n >\n );\n}\n\ninterface IProps {\n script: RunningScript;\n id: string;\n onClose: () => void;\n}\n\nfunction LogWindow(props: IProps): React.ReactElement {\n const container = useRef(null);\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n\n useEffect(() => {\n const id = setInterval(rerender, 1000);\n return () => clearInterval(id);\n }, []);\n\n useEffect(() => {\n function closeHandler(event: KeyboardEvent): void {\n if (event.keyCode === 27) {\n props.onClose();\n }\n }\n\n document.addEventListener(\"keydown\", closeHandler);\n\n return () => {\n document.removeEventListener(\"keydown\", closeHandler);\n };\n }, []);\n\n function kill(): void {\n killWorkerScript(props.script, props.script.server, true);\n props.onClose();\n }\n\n function drag(event: React.MouseEvent): void {\n const c = container.current;\n if (c === null) return;\n event.preventDefault();\n let x = event.clientX;\n let y = event.clientY;\n let left = c.offsetLeft + c.clientWidth / 2;\n let top = c.offsetTop + c.clientWidth / 5;\n function mouseMove(event: MouseEvent): void {\n const c = container.current;\n if (c === null) return;\n left += event.clientX - x;\n top += event.clientY - y;\n c.style.left = left + \"px\";\n c.style.top = top + \"px\";\n // reset right and bottom to avoid the window stretching\n c.style.right = \"\";\n c.style.bottom = \"\";\n x = event.clientX;\n y = event.clientY;\n }\n function mouseUp(): void {\n document.removeEventListener(\"mouseup\", mouseUp);\n document.removeEventListener(\"mousemove\", mouseMove);\n }\n document.addEventListener(\"mouseup\", mouseUp);\n document.addEventListener(\"mousemove\", mouseMove);\n }\n\n return (\n \n \n \n \n {props.script.filename} {props.script.args.map((x: any): string => `${x}`).join(\" \")}\n \n\n \n \n \n \n \n \n \n {props.script.logs.map(\n (line: string, i: number): JSX.Element => (\n \n {line}\n \n \n ),\n )}\n \n \n );\n}\n","/**\n * Hacknet Node Class\n *\n * Hacknet Nodes are specialized machines that passively earn the player money over time.\n * They can be upgraded to increase their production\n */\nimport { IHacknetNode } from \"./IHacknetNode\";\n\nimport { CONSTANTS } from \"../Constants\";\n\nimport {\n calculateMoneyGainRate,\n calculateLevelUpgradeCost,\n calculateCoreUpgradeCost,\n calculateRamUpgradeCost,\n} from \"./formulas/HacknetNodes\";\nimport { HacknetNodeConstants } from \"./data/Constants\";\n\nimport { dialogBoxCreate } from \"../ui/React/DialogBox\";\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\n\nexport class HacknetNode implements IHacknetNode {\n // Node's number of cores\n cores = 1;\n\n // Node's Level\n level = 1;\n\n // Node's production per second\n moneyGainRatePerSecond = 0;\n\n // Identifier for Node. Includes the full \"name\" (hacknet-node-N)\n name: string;\n\n // How long this Node has existed, in seconds\n onlineTimeSeconds = 0;\n\n // Node's RAM (GB)\n ram = 1;\n\n // Total money earned by this Node\n totalMoneyGenerated = 0;\n\n constructor(name = \"\", prodMult = 1) {\n this.name = name;\n\n this.updateMoneyGainRate(prodMult);\n }\n\n // Get the cost to upgrade this Node's number of cores\n calculateCoreUpgradeCost(levels = 1, costMult: number): number {\n return calculateCoreUpgradeCost(this.cores, levels, costMult);\n }\n\n // Get the cost to upgrade this Node's level\n calculateLevelUpgradeCost(levels = 1, costMult: number): number {\n return calculateLevelUpgradeCost(this.level, levels, costMult);\n }\n\n // Get the cost to upgrade this Node's RAM\n calculateRamUpgradeCost(levels = 1, costMult: number): number {\n return calculateRamUpgradeCost(this.ram, levels, costMult);\n }\n\n // Process this Hacknet Node in the game loop.\n // Returns the amount of money generated\n process(numCycles = 1): number {\n const seconds = (numCycles * CONSTANTS.MilliPerCycle) / 1000;\n let gain = this.moneyGainRatePerSecond * seconds;\n if (isNaN(gain)) {\n console.error(`Hacknet Node ${this.name} calculated earnings of NaN`);\n gain = 0;\n }\n\n this.totalMoneyGenerated += gain;\n this.onlineTimeSeconds += seconds;\n\n return gain;\n }\n\n // Upgrade this Node's number of cores, if possible\n // Returns a boolean indicating whether new cores were successfully bought\n upgradeCore(levels = 1, prodMult: number): void {\n this.cores = Math.min(HacknetNodeConstants.MaxCores, Math.round(this.cores + levels));\n this.updateMoneyGainRate(prodMult);\n }\n\n // Upgrade this Node's level, if possible\n // Returns a boolean indicating whether the level was successfully updated\n upgradeLevel(levels = 1, prodMult: number): void {\n this.level = Math.min(HacknetNodeConstants.MaxLevel, Math.round(this.level + levels));\n this.updateMoneyGainRate(prodMult);\n }\n\n // Upgrade this Node's RAM, if possible\n // Returns a boolean indicating whether the RAM was successfully upgraded\n upgradeRam(levels = 1, prodMult: number): void {\n for (let i = 0; i < levels; ++i) {\n this.ram *= 2; // Ram is always doubled\n }\n this.ram = Math.round(this.ram); // Handle any floating point precision issues\n this.updateMoneyGainRate(prodMult);\n }\n\n // Re-calculate this Node's production and update the moneyGainRatePerSecond prop\n updateMoneyGainRate(prodMult: number): void {\n this.moneyGainRatePerSecond = calculateMoneyGainRate(this.level, this.ram, this.cores, prodMult);\n if (isNaN(this.moneyGainRatePerSecond)) {\n this.moneyGainRatePerSecond = 0;\n dialogBoxCreate(\"Error in calculating Hacknet Node production. Please report to game developer\");\n }\n }\n\n /**\n * Serialize the current object to a JSON save state.\n */\n toJSON(): any {\n return Generic_toJSON(\"HacknetNode\", this);\n }\n\n /**\n * Initiatizes a HacknetNode object from a JSON save state.\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): HacknetNode {\n return Generic_fromJSON(HacknetNode, value.data);\n }\n}\n\nReviver.constructors.HacknetNode = HacknetNode;\n","/**\n * Map of all Hash Upgrades\n * Key = Hash name, Value = HashUpgrade object\n */\nimport { HashUpgrade, IConstructorParams } from \"./HashUpgrade\";\nimport { HashUpgradesMetadata } from \"./data/HashUpgradesMetadata\";\nimport { IMap } from \"../types\";\n\nexport const HashUpgrades: IMap = {};\n\nfunction createHashUpgrade(p: IConstructorParams): void {\n HashUpgrades[p.name] = new HashUpgrade(p);\n}\n\nfor (const metadata of HashUpgradesMetadata) {\n createHashUpgrade(metadata);\n}\n","/**\n * Returns the input array as a comma separated string.\n *\n * Does several things that Array.toString() doesn't do\n * - Adds brackets around the array\n * - Adds quotation marks around strings\n */\nexport function arrayToString(a: T[]): string {\n const vals: any[] = [];\n for (let i = 0; i < a.length; ++i) {\n let elem: any = a[i];\n if (Array.isArray(elem)) {\n elem = arrayToString(elem);\n } else if (typeof elem === \"string\") {\n elem = `\"${elem}\"`;\n }\n vals.push(elem);\n }\n\n return `[${vals.join(\", \")}]`;\n}\n","import { BitNodeMultipliers } from \"../BitNode/BitNodeMultipliers\";\nimport { CONSTANTS } from \"../Constants\";\n\nexport function getStockMarketAccountCost(): number {\n return CONSTANTS.WSEAccountCost;\n}\n\nexport function getStockMarketTixApiCost(): number {\n return CONSTANTS.TIXAPICost;\n}\n\nexport function getStockMarket4SDataCost(): number {\n return CONSTANTS.MarketData4SCost * BitNodeMultipliers.FourSigmaMarketDataCost;\n}\n\nexport function getStockMarket4STixApiCost(): number {\n return CONSTANTS.MarketDataTixApi4SCost * BitNodeMultipliers.FourSigmaMarketDataApiCost;\n}\n","/**\n * React Component for a button that's used to apply for a job\n */\nimport * as React from \"react\";\n\nimport { Company } from \"../../Company/Company\";\nimport { CompanyPosition } from \"../../Company/CompanyPosition\";\nimport { getJobRequirementText } from \"../../Company/GetJobRequirementText\";\n\nimport { use } from \"../../ui/Context\";\nimport Button from \"@mui/material/Button\";\nimport Tooltip from \"@mui/material/Tooltip\";\n\ntype IProps = {\n company: Company;\n entryPosType: CompanyPosition;\n onClick: (e: React.MouseEvent) => void;\n text: string;\n};\n\nexport function ApplyToJobButton(props: IProps): React.ReactElement {\n const player = use.Player();\n\n function getJobRequirementTooltip(): string {\n const pos = player.getNextCompanyPosition(props.company, props.entryPosType);\n if (pos == null) {\n return \"\";\n }\n\n if (!props.company.hasPosition(pos)) {\n return \"\";\n }\n\n return getJobRequirementText(props.company, pos, true);\n }\n\n return (\n <>\n }>\n \n \n \n >\n );\n}\n","/*\nThe game cannot block every possible exploits. Specially since one of them is\nthat you can just edit your save file and that's impragmatic to prevent.\n\nSo instead we have source file minus 1. It is not obtained by destroying a\nBitNode but instead it is awarded when the player finds innovative ways to break\nthe game, this serves 2 purpose, [one] the developpers don't have to spend time\ntrying to implement anti-cheat measures and [two] finding ways to break a\nhacking game is very much in the spirit of the game.\nSource-File minus 1 is extremely weak because it can be fully level up quickly.\n*/\n\nexport enum Exploit {\n UndocumentedFunctionCall = \"UndocumentedFunctionCall\",\n Unclickable = \"Unclickable\",\n PrototypeTampering = \"PrototypeTampering\",\n Bypass = \"Bypass\",\n // To the players reading this. Yes you're supposed to add EditSaveFile by\n // editing your save file, yes you could add them all, no we don't care\n // that's not the point.\n EditSaveFile = \"EditSaveFile\",\n}\n\nconst names: {\n [key: string]: string;\n} = {\n UndocumentedFunctionCall: \"by looking beyond the documentation.\",\n EditSaveFile: \"by editing your save file.\",\n PrototypeTampering: \"by tampering with Numbers prototype.\",\n Unclickable: \"by clicking the unclickable.\",\n Bypass: \"by circumventing the ram cost of document.\",\n};\n\nexport function ExploitName(exploit: string): string {\n return names[exploit];\n}\n\nexport function sanitizeExploits(exploits: Exploit[]): Exploit[] {\n return exploits.filter((e: Exploit) => Object.keys(Exploit).includes(e));\n}\n","/**\n * Event emitter that triggers when scripts are started/stopped\n */\nimport { EventEmitter } from \"../utils/EventEmitter\";\n\nexport const WorkerScriptStartStopEventEmitter = new EventEmitter<[]>();\n","import { DarkWebItem } from \"./DarkWebItem\";\nimport { IMap } from \"../types\";\nimport { Programs } from \"../Programs/Programs\";\n\nexport const DarkWebItems: IMap = {\n BruteSSHProgram: new DarkWebItem(Programs.BruteSSHProgram.name, 500e3, \"Opens up SSH Ports\"),\n FTPCrackProgram: new DarkWebItem(Programs.FTPCrackProgram.name, 1500e3, \"Opens up FTP Ports\"),\n RelaySMTPProgram: new DarkWebItem(Programs.RelaySMTPProgram.name, 5e6, \"Opens up SMTP Ports\"),\n HTTPWormProgram: new DarkWebItem(Programs.HTTPWormProgram.name, 30e6, \"Opens up HTTP Ports\"),\n SQLInjectProgram: new DarkWebItem(Programs.SQLInjectProgram.name, 250e6, \"Opens up SQL Ports\"),\n DeepscanV1: new DarkWebItem(Programs.DeepscanV1.name, 500000, \"Enables 'scan-analyze' with a depth up to 5\"),\n DeepscanV2: new DarkWebItem(Programs.DeepscanV2.name, 25e6, \"Enables 'scan-analyze' with a depth up to 10\"),\n AutolinkProgram: new DarkWebItem(Programs.AutoLink.name, 1e6, \"Enables direct connect via 'scan-analyze'\"),\n ServerProfilerProgram: new DarkWebItem(\n Programs.ServerProfiler.name,\n 1e6,\n \"Displays hacking and Netscript-related information about a server\",\n ),\n};\n","export enum RamCalculationErrorCode {\n SyntaxError = -1,\n ImportError = -2,\n URLImportError = -3,\n}\n","export const GangConstants: {\n GangRespectToReputationRatio: number;\n MaximumGangMembers: number;\n CyclesPerTerritoryAndPowerUpdate: number;\n AscensionMultiplierRatio: number;\n Names: string[];\n} = {\n // Respect is divided by this to get rep gain\n GangRespectToReputationRatio: 25,\n MaximumGangMembers: 12,\n CyclesPerTerritoryAndPowerUpdate: 100,\n // Portion of upgrade multiplier that is kept after ascending\n AscensionMultiplierRatio: 0.15,\n // Names of possible Gangs\n Names: [\n \"Slum Snakes\",\n \"Tetrads\",\n \"The Syndicate\",\n \"The Dark Army\",\n \"Speakers for the Dead\",\n \"NiteSec\",\n \"The Black Hand\",\n ],\n};\n","import { getRandomByte } from \"./helpers/getRandomByte\";\n\n/**\n * Generate a random IP address\n * Does not check to see if the IP already exists in the game\n */\nexport function createRandomIp(): string {\n const ip: string = getRandomByte(99) + \".\" + getRandomByte(9) + \".\" + getRandomByte(9) + \".\" + getRandomByte(9);\n\n return ip;\n}\n","/**\n * Does a shallow compare of two arrays to determine if they are equal.\n * @param a1 The first array\n * @param a2 The second array\n */\nexport function compareArrays(a1: T[], a2: T[]): boolean {\n if (a1.length !== a2.length) {\n return false;\n }\n\n for (let i = 0; i < a1.length; ++i) {\n if (Array.isArray(a1[i])) {\n // If the other element is not an array, then these cannot be equal\n if (!Array.isArray(a2[i])) {\n return false;\n }\n\n const elem1 = a1[i] as any;\n const elem2 = a2[i] as any;\n if (!compareArrays(elem1, elem2)) {\n return false;\n }\n } else if (a1[i] !== a2[i]) {\n return false;\n }\n }\n\n return true;\n}\n","import React from \"react\";\nimport { createTheme, ThemeProvider, Theme, StyledEngineProvider } from \"@mui/material/styles\";\nimport { EventEmitter } from \"../../utils/EventEmitter\";\nimport { Settings } from \"../../Settings/Settings\";\n\nexport const ThemeEvents = new EventEmitter<[]>();\n\ndeclare module \"@mui/material/styles\" {\n interface Theme {\n colors: {\n hp: React.CSSProperties[\"color\"];\n money: React.CSSProperties[\"color\"];\n hack: React.CSSProperties[\"color\"];\n combat: React.CSSProperties[\"color\"];\n cha: React.CSSProperties[\"color\"];\n int: React.CSSProperties[\"color\"];\n rep: React.CSSProperties[\"color\"];\n };\n }\n interface ThemeOptions {\n colors: {\n hp: React.CSSProperties[\"color\"];\n money: React.CSSProperties[\"color\"];\n hack: React.CSSProperties[\"color\"];\n combat: React.CSSProperties[\"color\"];\n cha: React.CSSProperties[\"color\"];\n int: React.CSSProperties[\"color\"];\n rep: React.CSSProperties[\"color\"];\n };\n }\n}\n\nlet theme: Theme;\n\nexport function refreshTheme(): void {\n theme = createTheme({\n colors: {\n hp: Settings.theme.hp,\n money: Settings.theme.money,\n hack: Settings.theme.hack,\n combat: Settings.theme.combat,\n cha: Settings.theme.cha,\n int: Settings.theme.int,\n rep: Settings.theme.rep,\n },\n palette: {\n primary: {\n light: Settings.theme.primarylight,\n main: Settings.theme.primary,\n dark: Settings.theme.primarydark,\n },\n secondary: {\n light: Settings.theme.secondarylight,\n main: Settings.theme.secondary,\n dark: Settings.theme.secondarydark,\n },\n error: {\n light: Settings.theme.errorlight,\n main: Settings.theme.error,\n dark: Settings.theme.errordark,\n },\n info: {\n light: Settings.theme.infolight,\n main: Settings.theme.info,\n dark: Settings.theme.infodark,\n },\n warning: {\n light: Settings.theme.warninglight,\n main: Settings.theme.warning,\n dark: Settings.theme.warningdark,\n },\n background: {\n default: Settings.theme.black,\n paper: Settings.theme.well,\n },\n action: {\n disabled: Settings.theme.disabled,\n },\n },\n typography: {\n fontFamily: \"monospace\",\n button: {\n textTransform: \"none\",\n },\n },\n components: {\n MuiInputBase: {\n styleOverrides: {\n root: {\n backgroundColor: Settings.theme.well,\n color: Settings.theme.primary,\n },\n input: {\n \"&::placeholder\": {\n userSelect: \"none\",\n color: Settings.theme.primarydark,\n },\n },\n },\n },\n\n MuiInput: {\n styleOverrides: {\n root: {\n backgroundColor: Settings.theme.well,\n borderBottomColor: \"#fff\",\n },\n underline: {\n \"&:hover\": {\n borderBottomColor: Settings.theme.primarydark,\n },\n \"&:before\": {\n borderBottomColor: Settings.theme.primary,\n },\n \"&:after\": {\n borderBottomColor: Settings.theme.primarylight,\n },\n },\n },\n },\n\n MuiInputLabel: {\n styleOverrides: {\n root: {\n color: Settings.theme.primarydark, // why is this switched?\n userSelect: \"none\",\n \"&:before\": {\n color: Settings.theme.primarylight,\n },\n },\n },\n },\n MuiButton: {\n styleOverrides: {\n root: {\n backgroundColor: \"#333\",\n border: \"1px solid \" + Settings.theme.well,\n // color: Settings.theme.primary,\n \"&:hover\": {\n backgroundColor: Settings.theme.black,\n },\n\n borderRadius: 0,\n },\n },\n },\n MuiSelect: {\n styleOverrides: {\n icon: {\n color: Settings.theme.primary,\n },\n },\n defaultProps: {\n variant: \"standard\",\n },\n },\n MuiTextField: {\n defaultProps: {\n variant: \"standard\",\n },\n },\n MuiMenu: {\n styleOverrides: {\n list: {\n backgroundColor: Settings.theme.well,\n },\n },\n },\n MuiMenuItem: {\n styleOverrides: {\n root: {\n color: Settings.theme.primary,\n },\n },\n },\n MuiAccordionSummary: {\n styleOverrides: {\n root: {\n backgroundColor: \"#111\",\n },\n },\n },\n MuiAccordionDetails: {\n styleOverrides: {\n root: {\n backgroundColor: Settings.theme.black,\n },\n },\n },\n MuiIconButton: {\n styleOverrides: {\n root: {\n color: Settings.theme.primary,\n },\n },\n },\n MuiTooltip: {\n styleOverrides: {\n tooltip: {\n fontSize: \"1em\",\n color: Settings.theme.primary,\n backgroundColor: Settings.theme.well,\n borderRadius: 0,\n border: \"2px solid white\",\n maxWidth: \"100vh\",\n },\n },\n defaultProps: {\n disableInteractive: true,\n },\n },\n MuiSlider: {\n styleOverrides: {\n valueLabel: {\n color: Settings.theme.primary,\n backgroundColor: Settings.theme.well,\n },\n },\n },\n MuiDrawer: {\n styleOverrides: {\n paper: {\n \"&::-webkit-scrollbar\": {\n // webkit\n display: \"none\",\n },\n scrollbarWidth: \"none\", // firefox\n backgroundColor: Settings.theme.black,\n },\n paperAnchorDockedLeft: {\n borderRight: \"1px solid \" + Settings.theme.welllight,\n },\n },\n },\n MuiDivider: {\n styleOverrides: {\n root: {\n backgroundColor: Settings.theme.welllight,\n },\n },\n },\n MuiFormControlLabel: {\n styleOverrides: {\n root: {\n color: Settings.theme.primary,\n },\n },\n },\n MuiSwitch: {\n styleOverrides: {\n switchBase: {\n color: Settings.theme.primarydark,\n },\n track: {\n backgroundColor: Settings.theme.welllight,\n },\n },\n },\n MuiPaper: {\n styleOverrides: {\n root: {\n borderRadius: 0,\n backgroundColor: Settings.theme.black,\n border: \"1px solid \" + Settings.theme.welllight,\n },\n },\n },\n MuiTablePagination: {\n styleOverrides: {\n select: {\n color: Settings.theme.primary,\n },\n },\n },\n MuiTab: {\n styleOverrides: {\n textColorPrimary: {\n color: Settings.theme.secondary,\n \"&.Mui-selected\": {\n color: Settings.theme.primary,\n },\n },\n },\n },\n },\n });\n}\nrefreshTheme();\n\ninterface IProps {\n children: JSX.Element[] | JSX.Element;\n}\n\nexport const TTheme = ({ children }: IProps): React.ReactElement => (\n \n {children}\n \n);\n","import React from \"react\";\nimport { Player } from \"../Player\";\nimport { getRandomInt } from \"../utils/helpers/getRandomInt\";\nimport { addOffset } from \"../utils/helpers/addOffset\";\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\nimport { BladeburnerConstants } from \"./data/Constants\";\nimport { IBladeburner } from \"./IBladeburner\";\nimport { IAction, ISuccessChanceParams } from \"./IAction\";\n\nclass StatsMultiplier {\n [key: string]: number;\n\n hack = 0;\n str = 0;\n def = 0;\n dex = 0;\n agi = 0;\n cha = 0;\n int = 0;\n}\n\nexport interface IActionParams {\n name?: string;\n level?: number;\n maxLevel?: number;\n autoLevel?: boolean;\n baseDifficulty?: number;\n difficultyFac?: number;\n rewardFac?: number;\n successes?: number;\n failures?: number;\n rankGain?: number;\n rankLoss?: number;\n hpLoss?: number;\n hpLost?: number;\n isStealth?: boolean;\n isKill?: boolean;\n count?: number;\n weights?: StatsMultiplier;\n decays?: StatsMultiplier;\n teamCount?: number;\n}\n\nexport class Action implements IAction {\n name = \"\";\n\n // Difficulty scales with level. See getDifficulty() method\n level = 1;\n maxLevel = 1;\n autoLevel = true;\n baseDifficulty = 100;\n difficultyFac = 1.01;\n\n // Rank increase/decrease is affected by this exponent\n rewardFac = 1.02;\n\n successes = 0;\n failures = 0;\n\n // All of these scale with level/difficulty\n rankGain = 0;\n rankLoss = 0;\n hpLoss = 0;\n hpLost = 0;\n\n // Action Category. Current categories are stealth and kill\n isStealth = false;\n isKill = false;\n\n /**\n * Number of this contract remaining, and its growth rate\n * Growth rate is an integer and the count will increase by that integer every \"cycle\"\n */\n count: number = getRandomInt(1e3, 25e3);\n\n // Weighting of each stat in determining action success rate\n weights: StatsMultiplier = {\n hack: 1 / 7,\n str: 1 / 7,\n def: 1 / 7,\n dex: 1 / 7,\n agi: 1 / 7,\n cha: 1 / 7,\n int: 1 / 7,\n };\n // Diminishing returns of stats (stat ^ decay where 0 <= decay <= 1)\n decays: StatsMultiplier = {\n hack: 0.9,\n str: 0.9,\n def: 0.9,\n dex: 0.9,\n agi: 0.9,\n cha: 0.9,\n int: 0.9,\n };\n teamCount = 0;\n\n // Base Class for Contracts, Operations, and BlackOps\n constructor(params: IActionParams | null = null) {\n // | null = null\n if (params && params.name) this.name = params.name;\n\n if (params && params.baseDifficulty) this.baseDifficulty = addOffset(params.baseDifficulty, 10);\n if (params && params.difficultyFac) this.difficultyFac = params.difficultyFac;\n\n if (params && params.rewardFac) this.rewardFac = params.rewardFac;\n if (params && params.rankGain) this.rankGain = params.rankGain;\n if (params && params.rankLoss) this.rankLoss = params.rankLoss;\n if (params && params.hpLoss) this.hpLoss = params.hpLoss;\n\n if (params && params.isStealth) this.isStealth = params.isStealth;\n if (params && params.isKill) this.isKill = params.isKill;\n\n if (params && params.count) this.count = params.count;\n\n if (params && params.weights) this.weights = params.weights;\n if (params && params.decays) this.decays = params.decays;\n\n // Check to make sure weights are summed properly\n let sum = 0;\n for (const weight in this.weights) {\n if (this.weights.hasOwnProperty(weight)) {\n sum += this.weights[weight];\n }\n }\n if (sum - 1 >= 10 * Number.EPSILON) {\n throw new Error(\n \"Invalid weights when constructing Action \" +\n this.name +\n \". The weights should sum up to 1. They sum up to :\" +\n 1,\n );\n }\n\n for (const decay in this.decays) {\n if (this.decays.hasOwnProperty(decay)) {\n if (this.decays[decay] > 1) {\n throw new Error(\n \"Invalid decays when constructing \" + \"Action \" + this.name + \". \" + \"Decay value cannot be greater than 1\",\n );\n }\n }\n }\n }\n\n getDifficulty(): number {\n const difficulty = this.baseDifficulty * Math.pow(this.difficultyFac, this.level - 1);\n if (isNaN(difficulty)) {\n throw new Error(\"Calculated NaN in Action.getDifficulty()\");\n }\n return difficulty;\n }\n\n /**\n * Tests for success. Should be called when an action has completed\n * @param inst {Bladeburner} - Bladeburner instance\n */\n attempt(inst: IBladeburner): boolean {\n return Math.random() < this.getSuccessChance(inst);\n }\n\n // To be implemented by subtypes\n getActionTimePenalty(): number {\n return 1;\n }\n\n getActionTime(inst: IBladeburner): number {\n const difficulty = this.getDifficulty();\n let baseTime = difficulty / BladeburnerConstants.DifficultyToTimeFactor;\n const skillFac = inst.skillMultipliers.actionTime; // Always < 1\n\n const effAgility = Player.agility * inst.skillMultipliers.effAgi;\n const effDexterity = Player.dexterity * inst.skillMultipliers.effDex;\n const statFac =\n 0.5 *\n (Math.pow(effAgility, BladeburnerConstants.EffAgiExponentialFactor) +\n Math.pow(effDexterity, BladeburnerConstants.EffDexExponentialFactor) +\n effAgility / BladeburnerConstants.EffAgiLinearFactor +\n effDexterity / BladeburnerConstants.EffDexLinearFactor); // Always > 1\n\n baseTime = Math.max(1, (baseTime * skillFac) / statFac);\n\n return Math.ceil(baseTime * this.getActionTimePenalty());\n }\n\n // For actions that have teams. To be implemented by subtypes.\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\n getTeamSuccessBonus(inst: IBladeburner): number {\n return 1;\n }\n\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\n getActionTypeSkillSuccessBonus(inst: IBladeburner): number {\n return 1;\n }\n\n getChaosCompetencePenalty(inst: IBladeburner, params: ISuccessChanceParams): number {\n const city = inst.getCurrentCity();\n if (params.est) {\n return Math.pow(city.popEst / BladeburnerConstants.PopulationThreshold, BladeburnerConstants.PopulationExponent);\n } else {\n return Math.pow(city.pop / BladeburnerConstants.PopulationThreshold, BladeburnerConstants.PopulationExponent);\n }\n }\n\n getChaosDifficultyBonus(inst: IBladeburner /*, params: ISuccessChanceParams*/): number {\n const city = inst.getCurrentCity();\n if (city.chaos > BladeburnerConstants.ChaosThreshold) {\n const diff = 1 + (city.chaos - BladeburnerConstants.ChaosThreshold);\n const mult = Math.pow(diff, 0.1);\n return mult;\n }\n\n return 1;\n }\n\n getEstSuccessChance(inst: IBladeburner): number[] {\n function clamp(x: number): number {\n return Math.max(0, Math.min(x, 1));\n }\n const est = this.getSuccessChance(inst, { est: true });\n const real = this.getSuccessChance(inst);\n const diff = Math.abs(real - est);\n let low = real - diff;\n let high = real + diff;\n const city = inst.getCurrentCity();\n const r = city.pop / city.popEst;\n\n if (r < 1) low *= r;\n else high *= r;\n return [clamp(low), clamp(high)];\n }\n\n /**\n * @inst - Bladeburner Object\n * @params - options:\n * est (bool): Get success chance estimate instead of real success chance\n */\n getSuccessChance(inst: IBladeburner, params: ISuccessChanceParams = { est: false }): number {\n if (inst == null) {\n throw new Error(\"Invalid Bladeburner instance passed into Action.getSuccessChance\");\n }\n let difficulty = this.getDifficulty();\n let competence = 0;\n for (const stat in this.weights) {\n if (this.weights.hasOwnProperty(stat)) {\n const playerStatLvl = Player.queryStatFromString(stat);\n const key = \"eff\" + stat.charAt(0).toUpperCase() + stat.slice(1);\n let effMultiplier = inst.skillMultipliers[key];\n if (effMultiplier == null) {\n console.error(`Failed to find Bladeburner Skill multiplier for: ${stat}`);\n effMultiplier = 1;\n }\n competence += this.weights[stat] * Math.pow(effMultiplier * playerStatLvl, this.decays[stat]);\n }\n }\n competence *= Player.getIntelligenceBonus(0.75);\n competence *= inst.calculateStaminaPenalty();\n\n competence *= this.getTeamSuccessBonus(inst);\n\n competence *= this.getChaosCompetencePenalty(inst, params);\n difficulty *= this.getChaosDifficultyBonus(inst);\n\n if (this.name == \"Raid\" && inst.getCurrentCity().comms <= 0) {\n return 0;\n }\n\n // Factor skill multipliers into success chance\n competence *= inst.skillMultipliers.successChanceAll;\n competence *= this.getActionTypeSkillSuccessBonus(inst);\n if (this.isStealth) {\n competence *= inst.skillMultipliers.successChanceStealth;\n }\n if (this.isKill) {\n competence *= inst.skillMultipliers.successChanceKill;\n }\n\n // Augmentation multiplier\n competence *= Player.bladeburner_success_chance_mult;\n\n if (isNaN(competence)) {\n throw new Error(\"Competence calculated as NaN in Action.getSuccessChance()\");\n }\n return Math.min(1, competence / difficulty);\n }\n\n getSuccessesNeededForNextLevel(baseSuccessesPerLevel: number): number {\n return Math.ceil(0.5 * this.maxLevel * (2 * baseSuccessesPerLevel + (this.maxLevel - 1)));\n }\n\n setMaxLevel(baseSuccessesPerLevel: number): void {\n if (this.successes >= this.getSuccessesNeededForNextLevel(baseSuccessesPerLevel)) {\n ++this.maxLevel;\n }\n }\n\n toJSON(): any {\n return Generic_toJSON(\"Action\", this);\n }\n\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Action {\n return Generic_fromJSON(Action, value.data);\n }\n}\n\nReviver.constructors.Action = Action;\n","import { loadAliases, loadGlobalAliases, Aliases, GlobalAliases } from \"./Alias\";\nimport { Companies, loadCompanies } from \"./Company/Companies\";\nimport { CONSTANTS } from \"./Constants\";\nimport { Factions, loadFactions } from \"./Faction/Factions\";\nimport { loadAllGangs, AllGangs } from \"./Gang/AllGangs\";\nimport { loadMessages, initMessages, Messages } from \"./Message/MessageHelpers\";\nimport { Player, loadPlayer } from \"./Player\";\nimport { AllServers, loadAllServers } from \"./Server/AllServers\";\nimport { Settings } from \"./Settings/Settings\";\nimport { loadSpecialServerIps, SpecialServerIps } from \"./Server/SpecialServerIps\";\nimport { SourceFileFlags } from \"./SourceFile/SourceFileFlags\";\nimport { loadStockMarket, StockMarket } from \"./StockMarket/StockMarket\";\n\nimport { GameSavedEvents } from \"./ui/React/Snackbar\";\n\nimport { setTimeoutRef } from \"./utils/SetTimeoutRef\";\nimport * as ExportBonus from \"./ExportBonus\";\n\nimport { dialogBoxCreate } from \"./ui/React/DialogBox\";\nimport { Reviver, Generic_toJSON, Generic_fromJSON } from \"./utils/JSONReviver\";\nimport { save } from \"./db\";\n\n/* SaveObject.js\n * Defines the object used to save/load games\n */\n\nclass BitburnerSaveObject {\n PlayerSave = \"\";\n AllServersSave = \"\";\n CompaniesSave = \"\";\n FactionsSave = \"\";\n SpecialServerIpsSave = \"\";\n AliasesSave = \"\";\n GlobalAliasesSave = \"\";\n MessagesSave = \"\";\n StockMarketSave = \"\";\n SettingsSave = \"\";\n VersionSave = \"\";\n AllGangsSave = \"\";\n LastExportBonus = \"\";\n\n getSaveString(): string {\n this.PlayerSave = JSON.stringify(Player);\n\n // Delete all logs from all running scripts\n const TempAllServers = JSON.parse(JSON.stringify(AllServers), Reviver);\n for (const ip in TempAllServers) {\n const server = TempAllServers[ip];\n if (server == null) {\n continue;\n }\n for (let i = 0; i < server.runningScripts.length; ++i) {\n const runningScriptObj = server.runningScripts[i];\n runningScriptObj.logs.length = 0;\n runningScriptObj.logs = [];\n }\n }\n\n this.AllServersSave = JSON.stringify(TempAllServers);\n this.CompaniesSave = JSON.stringify(Companies);\n this.FactionsSave = JSON.stringify(Factions);\n this.SpecialServerIpsSave = JSON.stringify(SpecialServerIps);\n this.AliasesSave = JSON.stringify(Aliases);\n this.GlobalAliasesSave = JSON.stringify(GlobalAliases);\n this.MessagesSave = JSON.stringify(Messages);\n this.StockMarketSave = JSON.stringify(StockMarket);\n this.SettingsSave = JSON.stringify(Settings);\n this.VersionSave = JSON.stringify(CONSTANTS.Version);\n this.LastExportBonus = JSON.stringify(ExportBonus.LastExportBonus);\n if (Player.inGang()) {\n this.AllGangsSave = JSON.stringify(AllGangs);\n }\n const saveString = btoa(unescape(encodeURIComponent(JSON.stringify(this))));\n\n return saveString;\n }\n\n saveGame(): void {\n const saveString = this.getSaveString();\n\n save(saveString)\n .then(() => GameSavedEvents.emit())\n .catch((err) => console.error(err));\n }\n\n exportGame(): void {\n const saveString = this.getSaveString();\n\n // Save file name is based on current timestamp and BitNode\n const epochTime = Math.round(Date.now() / 1000);\n const bn = Player.bitNodeN;\n const filename = `bitburnerSave_BN${bn}x${SourceFileFlags[bn]}_${epochTime}.json`;\n const file = new Blob([saveString], { type: \"text/plain\" });\n if (window.navigator.msSaveOrOpenBlob) {\n // IE10+\n window.navigator.msSaveOrOpenBlob(file, filename);\n } else {\n // Others\n const a = document.createElement(\"a\"),\n url = URL.createObjectURL(file);\n a.href = url;\n a.download = filename;\n document.body.appendChild(a);\n a.click();\n setTimeoutRef(function () {\n document.body.removeChild(a);\n window.URL.revokeObjectURL(url);\n }, 0);\n }\n }\n\n toJSON(): any {\n return Generic_toJSON(\"BitburnerSaveObject\", this);\n }\n\n static fromJSON(value: { data: any }): BitburnerSaveObject {\n return Generic_fromJSON(BitburnerSaveObject, value.data);\n }\n}\n\n// Makes necessary changes to the loaded/imported data to ensure\n// the game stills works with new versions\nfunction evaluateVersionCompatibility(ver: string): void {\n // We have to do this because ts won't let us otherwise\n const anyPlayer = Player as any;\n // This version refactored the Company/job-related code\n if (ver <= \"0.41.2\") {\n // Player's company position is now a string\n if (anyPlayer.companyPosition != null && typeof anyPlayer.companyPosition !== \"string\") {\n anyPlayer.companyPosition = anyPlayer.companyPosition.data.positionName;\n if (anyPlayer.companyPosition == null) {\n anyPlayer.companyPosition = \"\";\n }\n }\n\n // The \"companyName\" property of all Companies is renamed to \"name\"\n for (const companyName in Companies) {\n const company: any = Companies[companyName];\n if (company.name == 0 && company.companyName != null) {\n company.name = company.companyName;\n }\n\n if (company.companyPositions instanceof Array) {\n const pos: any = {};\n\n for (let i = 0; i < company.companyPositions.length; ++i) {\n pos[company.companyPositions[i]] = true;\n }\n company.companyPositions = pos;\n }\n }\n }\n\n // This version allowed players to hold multiple jobs\n if (ver < \"0.43.0\") {\n if (anyPlayer.companyName !== \"\" && anyPlayer.companyPosition != null && anyPlayer.companyPosition !== \"\") {\n anyPlayer.jobs[anyPlayer.companyName] = anyPlayer.companyPosition;\n }\n\n delete anyPlayer.companyPosition;\n }\n}\n\nfunction loadGame(saveString: string): boolean {\n if (!saveString) return false;\n saveString = decodeURIComponent(escape(atob(saveString)));\n\n const saveObj = JSON.parse(saveString, Reviver);\n\n loadPlayer(saveObj.PlayerSave);\n loadAllServers(saveObj.AllServersSave);\n loadCompanies(saveObj.CompaniesSave);\n loadFactions(saveObj.FactionsSave);\n loadSpecialServerIps(saveObj.SpecialServerIpsSave);\n\n if (saveObj.hasOwnProperty(\"AliasesSave\")) {\n try {\n loadAliases(saveObj.AliasesSave);\n } catch (e) {\n console.warn(`Could not load Aliases from save`);\n loadAliases(\"\");\n }\n } else {\n console.warn(`Save file did not contain an Aliases property`);\n loadAliases(\"\");\n }\n if (saveObj.hasOwnProperty(\"GlobalAliasesSave\")) {\n try {\n loadGlobalAliases(saveObj.GlobalAliasesSave);\n } catch (e) {\n console.warn(`Could not load GlobalAliases from save`);\n loadGlobalAliases(\"\");\n }\n } else {\n console.warn(`Save file did not contain a GlobalAliases property`);\n loadGlobalAliases(\"\");\n }\n if (saveObj.hasOwnProperty(\"MessagesSave\")) {\n try {\n loadMessages(saveObj.MessagesSave);\n } catch (e) {\n console.warn(`Could not load Messages from save`);\n initMessages();\n }\n } else {\n console.warn(`Save file did not contain a Messages property`);\n initMessages();\n }\n if (saveObj.hasOwnProperty(\"StockMarketSave\")) {\n try {\n loadStockMarket(saveObj.StockMarketSave);\n } catch (e) {\n loadStockMarket(\"\");\n }\n } else {\n loadStockMarket(\"\");\n }\n if (saveObj.hasOwnProperty(\"SettingsSave\")) {\n try {\n Settings.load(saveObj.SettingsSave);\n } catch (e) {\n console.error(\"ERROR: Failed to parse Settings. Re-initing default values\");\n Settings.init();\n }\n } else {\n Settings.init();\n }\n if (saveObj.hasOwnProperty(\"LastExportBonus\")) {\n try {\n ExportBonus.setLastExportBonus(JSON.parse(saveObj.LastExportBonus));\n } catch (err) {\n ExportBonus.setLastExportBonus(new Date().getTime());\n console.error(\"ERROR: Failed to parse last export bonus Settings \" + err);\n }\n }\n if (saveObj.hasOwnProperty(\"VersionSave\")) {\n try {\n const ver = JSON.parse(saveObj.VersionSave, Reviver);\n evaluateVersionCompatibility(ver);\n\n if (window.location.href.toLowerCase().includes(\"bitburner-beta\")) {\n // Beta branch, always show changes\n createBetaUpdateText();\n } else if (ver != CONSTANTS.Version) {\n createNewUpdateText();\n }\n } catch (e) {\n createNewUpdateText();\n }\n } else {\n createNewUpdateText();\n }\n if (Player.inGang() && saveObj.hasOwnProperty(\"AllGangsSave\")) {\n try {\n loadAllGangs(saveObj.AllGangsSave);\n } catch (e) {\n console.error(\"ERROR: Failed to parse AllGangsSave: \" + e);\n }\n }\n\n return true;\n}\n\nfunction createNewUpdateText(): void {\n dialogBoxCreate(\n \"New update! \" +\n \"Please report any bugs/issues through the github repository \" +\n \"or the Bitburner subreddit (reddit.com/r/bitburner).
\" +\n CONSTANTS.LatestUpdate,\n );\n}\n\nfunction createBetaUpdateText(): void {\n dialogBoxCreate(\n \"You are playing on the beta environment! This branch of the game \" +\n \"features the latest developments in the game. This version may be unstable. \" +\n \"Please report any bugs/issues through the github repository (https://github.com/danielyxie/bitburner/issues) \" +\n \"or the Bitburner subreddit (reddit.com/r/bitburner).
\" +\n CONSTANTS.LatestUpdate,\n );\n}\n\nReviver.constructors.BitburnerSaveObject = BitburnerSaveObject;\n\nexport { saveObject, loadGame };\n\nconst saveObject = new BitburnerSaveObject();\n","/**\n * Sleeves are bodies that contain the player's cloned consciousness.\n * The player can use these bodies to perform different tasks synchronously.\n *\n * Each sleeve is its own individual, meaning it has its own stats/exp\n *\n * Sleeves are unlocked in BitNode-10.\n */\nimport { SleeveTaskType } from \"./SleeveTaskTypesEnum\";\n\nimport { IPlayer } from \"../IPlayer\";\nimport { Person, ITaskTracker, createTaskTracker } from \"../Person\";\n\nimport { Augmentation } from \"../../Augmentation/Augmentation\";\n\nimport { BitNodeMultipliers } from \"../../BitNode/BitNodeMultipliers\";\n\nimport { Crime } from \"../../Crime/Crime\";\nimport { Crimes } from \"../../Crime/Crimes\";\n\nimport { Companies } from \"../../Company/Companies\";\nimport { Company } from \"../../Company/Company\";\nimport { CompanyPosition } from \"../../Company/CompanyPosition\";\nimport { CompanyPositions } from \"../../Company/CompanyPositions\";\n\nimport { CONSTANTS } from \"../../Constants\";\n\nimport { Faction } from \"../../Faction/Faction\";\nimport { Factions } from \"../../Faction/Factions\";\nimport { FactionWorkType } from \"../../Faction/FactionWorkTypeEnum\";\n\nimport { CityName } from \"../../Locations/data/CityNames\";\nimport { LocationName } from \"../../Locations/data/LocationNames\";\n\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../../utils/JSONReviver\";\n\nexport class Sleeve extends Person {\n /**\n * Stores the name of the class that the player is currently taking\n */\n className = \"\";\n\n /**\n * Stores the type of crime the sleeve is currently attempting\n * Must match the name of a Crime object\n */\n crimeType = \"\";\n\n /**\n * Enum value for current task\n */\n currentTask: SleeveTaskType = SleeveTaskType.Idle;\n\n /**\n * Contains details about the sleeve's current task. The info stored\n * in this depends on the task type\n *\n * Faction/Company Work: Name of Faction/Company\n * Crime: Money earned if successful\n * Class/Gym: Name of university/gym\n */\n currentTaskLocation = \"\";\n\n /**\n * Maximum amount of time (in milliseconds) that can be spent on current task.\n */\n currentTaskMaxTime = 0;\n\n /**\n * Milliseconds spent on current task\n */\n currentTaskTime = 0;\n\n /**\n * Keeps track of experience earned for other sleeves\n */\n earningsForSleeves: ITaskTracker = createTaskTracker();\n\n /**\n * Keeps track of experience + money earned for player\n */\n earningsForPlayer: ITaskTracker = createTaskTracker();\n\n /**\n * Keeps track of experienced earned in the current task/action\n */\n earningsForTask: ITaskTracker = createTaskTracker();\n\n /**\n * Keeps track of what type of work sleeve is doing for faction, if applicable\n */\n factionWorkType: FactionWorkType = FactionWorkType.None;\n\n /**\n * Records experience gain rate for the current task\n */\n gainRatesForTask: ITaskTracker = createTaskTracker();\n\n /**\n * String that stores what stat the sleeve is training at the gym\n */\n gymStatType = \"\";\n\n /**\n * Keeps track of events/notifications for this sleeve\n */\n logs: string[] = [];\n\n /**\n * Clone retains 'memory' synchronization (and maybe exp?) upon prestige/installing Augs\n */\n memory = 1;\n\n /**\n * Sleeve shock. Number between 0 and 100\n * Trauma/shock that comes with being in a sleeve. Experience earned\n * is multipled by shock%. This gets applied before synchronization\n *\n * Reputation earned is also multiplied by shock%\n */\n shock = 1;\n\n /**\n * Stored number of game \"loop\" cycles\n */\n storedCycles = 0;\n\n /**\n * Synchronization. Number between 0 and 100\n * When experience is earned by sleeve, both the player and the sleeve get\n * sync% of the experience earned. Other sleeves get sync^2% of exp\n */\n sync = 1;\n\n constructor(p: IPlayer | null = null) {\n super();\n if (p != null) {\n this.shockRecovery(p);\n }\n }\n\n /**\n * Commit crimes\n */\n commitCrime(p: IPlayer, crimeKey: string): boolean {\n const crime: Crime | null = Crimes[crimeKey];\n if (!(crime instanceof Crime)) {\n return false;\n }\n\n if (this.currentTask !== SleeveTaskType.Idle) {\n this.finishTask(p);\n } else {\n this.resetTaskStatus();\n }\n\n this.gainRatesForTask.hack = crime.hacking_exp * this.hacking_exp_mult * BitNodeMultipliers.CrimeExpGain;\n this.gainRatesForTask.str = crime.strength_exp * this.strength_exp_mult * BitNodeMultipliers.CrimeExpGain;\n this.gainRatesForTask.def = crime.defense_exp * this.defense_exp_mult * BitNodeMultipliers.CrimeExpGain;\n this.gainRatesForTask.dex = crime.dexterity_exp * this.dexterity_exp_mult * BitNodeMultipliers.CrimeExpGain;\n this.gainRatesForTask.agi = crime.agility_exp * this.agility_exp_mult * BitNodeMultipliers.CrimeExpGain;\n this.gainRatesForTask.cha = crime.charisma_exp * this.charisma_exp_mult * BitNodeMultipliers.CrimeExpGain;\n this.gainRatesForTask.money = crime.money * this.crime_money_mult * BitNodeMultipliers.CrimeMoney;\n\n this.currentTaskLocation = String(this.gainRatesForTask.money);\n\n this.crimeType = crimeKey;\n this.currentTaskMaxTime = crime.time;\n this.currentTask = SleeveTaskType.Crime;\n return true;\n }\n\n /**\n * Called to stop the current task\n */\n finishTask(p: IPlayer): ITaskTracker {\n let retValue: ITaskTracker = createTaskTracker(); // Amount of exp to be gained by other sleeves\n\n if (this.currentTask === SleeveTaskType.Crime) {\n // For crimes, all experience and money is gained at the end\n if (this.currentTaskTime >= this.currentTaskMaxTime) {\n const crime: Crime | null = Crimes[this.crimeType];\n if (!(crime instanceof Crime)) {\n console.error(`Invalid data stored in sleeve.crimeType: ${this.crimeType}`);\n this.resetTaskStatus();\n return retValue;\n }\n if (Math.random() < crime.successRate(this)) {\n // Success\n const successGainRates: ITaskTracker = createTaskTracker();\n\n const keysForIteration: (keyof ITaskTracker)[] = Object.keys(successGainRates) as (keyof ITaskTracker)[];\n for (let i = 0; i < keysForIteration.length; ++i) {\n const key = keysForIteration[i];\n successGainRates[key] = this.gainRatesForTask[key] * 2;\n }\n retValue = this.gainExperience(p, successGainRates);\n this.gainMoney(p, this.gainRatesForTask);\n\n p.karma -= crime.karma * (this.sync / 100);\n } else {\n retValue = this.gainExperience(p, this.gainRatesForTask);\n }\n\n // Do not reset task to IDLE\n this.currentTaskTime = 0;\n return retValue;\n }\n } else {\n // For other crimes... I dont think anything else needs to be done\n }\n\n this.resetTaskStatus();\n\n return retValue;\n }\n\n /**\n * Earn experience for any stats (supports multiple)\n * This function also handles experience propogating to Player and other sleeves\n */\n gainExperience(p: IPlayer, exp: ITaskTracker, numCycles = 1, fromOtherSleeve = false): ITaskTracker {\n // If the experience is coming from another sleeve, it is not multiplied by anything.\n // Also the player does not earn anything\n if (fromOtherSleeve) {\n if (exp.hack > 0) {\n this.hacking_exp += exp.hack;\n }\n\n if (exp.str > 0) {\n this.strength_exp += exp.str;\n }\n\n if (exp.def > 0) {\n this.defense_exp += exp.def;\n }\n\n if (exp.dex > 0) {\n this.dexterity_exp += exp.dex;\n }\n\n if (exp.agi > 0) {\n this.agility_exp += exp.agi;\n }\n\n if (exp.cha > 0) {\n this.charisma_exp += exp.cha;\n }\n\n return createTaskTracker();\n }\n\n // Experience is first multiplied by shock. Then 'synchronization'\n // is accounted for\n\n const multFac = (this.shock / 100) * (this.sync / 100) * numCycles;\n const pHackExp = exp.hack * multFac;\n const pStrExp = exp.str * multFac;\n const pDefExp = exp.def * multFac;\n const pDexExp = exp.dex * multFac;\n const pAgiExp = exp.agi * multFac;\n const pChaExp = exp.cha * multFac;\n\n // Experience is gained by both this sleeve and player\n if (pHackExp > 0) {\n this.hacking_exp += pHackExp;\n p.gainHackingExp(pHackExp);\n this.earningsForPlayer.hack += pHackExp;\n this.earningsForTask.hack += pHackExp;\n }\n\n if (pStrExp > 0) {\n this.strength_exp += pStrExp;\n p.gainStrengthExp(pStrExp);\n this.earningsForPlayer.str += pStrExp;\n this.earningsForTask.str += pStrExp;\n }\n\n if (pDefExp > 0) {\n this.defense_exp += pDefExp;\n p.gainDefenseExp(pDefExp);\n this.earningsForPlayer.def += pDefExp;\n this.earningsForTask.def += pDefExp;\n }\n\n if (pDexExp > 0) {\n this.dexterity_exp += pDexExp;\n p.gainDexterityExp(pDexExp);\n this.earningsForPlayer.dex += pDexExp;\n this.earningsForTask.dex += pDexExp;\n }\n\n if (pAgiExp > 0) {\n this.agility_exp += pAgiExp;\n p.gainAgilityExp(pAgiExp);\n this.earningsForPlayer.agi += pAgiExp;\n this.earningsForTask.agi += pAgiExp;\n }\n\n if (pChaExp > 0) {\n this.charisma_exp += pChaExp;\n p.gainCharismaExp(pChaExp);\n this.earningsForPlayer.cha += pChaExp;\n this.earningsForTask.cha += pChaExp;\n }\n\n // Record earnings for other sleeves\n this.earningsForSleeves.hack += pHackExp * (this.sync / 100);\n this.earningsForSleeves.str += pStrExp * (this.sync / 100);\n this.earningsForSleeves.def += pDefExp * (this.sync / 100);\n this.earningsForSleeves.dex += pDexExp * (this.sync / 100);\n this.earningsForSleeves.agi += pAgiExp * (this.sync / 100);\n this.earningsForSleeves.cha += pChaExp * (this.sync / 100);\n\n // Return the experience to be gained by other sleeves\n return {\n hack: pHackExp * (this.sync / 100),\n str: pStrExp * (this.sync / 100),\n def: pDefExp * (this.sync / 100),\n dex: pDexExp * (this.sync / 100),\n agi: pAgiExp * (this.sync / 100),\n cha: pChaExp * (this.sync / 100),\n money: 0,\n };\n }\n\n /**\n * Earn money for player\n */\n gainMoney(p: IPlayer, task: ITaskTracker, numCycles = 1): void {\n const gain: number = task.money * numCycles;\n this.earningsForTask.money += gain;\n this.earningsForPlayer.money += gain;\n p.gainMoney(gain);\n p.recordMoneySource(gain, \"sleeves\");\n }\n\n /**\n * Returns the cost of upgrading this sleeve's memory by a certain amount\n */\n getMemoryUpgradeCost(n: number): number {\n const amt = Math.round(n);\n if (amt < 0) {\n return 0;\n }\n\n if (this.memory + amt > 100) {\n return this.getMemoryUpgradeCost(100 - this.memory);\n }\n\n const mult = 1.02;\n const baseCost = 1e12;\n let currCost = 0;\n let currMemory = this.memory - 1;\n for (let i = 0; i < n; ++i) {\n currCost += Math.pow(mult, currMemory);\n ++currMemory;\n }\n\n return currCost * baseCost;\n }\n\n /**\n * Gets reputation gain for the current task\n * Only applicable when working for company or faction\n */\n getRepGain(p: IPlayer): number {\n if (this.currentTask === SleeveTaskType.Faction) {\n let favorMult = 1;\n const fac: Faction | null = Factions[this.currentTaskLocation];\n if (fac != null) {\n favorMult = 1 + fac.favor / 100;\n }\n\n switch (this.factionWorkType) {\n case FactionWorkType.Hacking:\n return this.getFactionHackingWorkRepGain() * (this.shock / 100) * favorMult;\n case FactionWorkType.Field:\n return this.getFactionFieldWorkRepGain() * (this.shock / 100) * favorMult;\n case FactionWorkType.Security:\n return this.getFactionSecurityWorkRepGain() * (this.shock / 100) * favorMult;\n default:\n console.warn(`Invalid Sleeve.factionWorkType property in Sleeve.getRepGain(): ${this.factionWorkType}`);\n return 0;\n }\n } else if (this.currentTask === SleeveTaskType.Company) {\n const companyName: string = this.currentTaskLocation;\n const company: Company | null = Companies[companyName];\n if (company == null) {\n console.error(`Invalid company found when trying to calculate rep gain: ${companyName}`);\n return 0;\n }\n\n const companyPosition: CompanyPosition | null = CompanyPositions[p.jobs[companyName]];\n if (companyPosition == null) {\n console.error(`Invalid company position name found when trying to calculate rep gain: ${p.jobs[companyName]}`);\n return 0;\n }\n\n const jobPerformance: number = companyPosition.calculateJobPerformance(\n this.hacking_skill,\n this.strength,\n this.defense,\n this.dexterity,\n this.agility,\n this.charisma,\n );\n const favorMult = 1 + company.favor / 100;\n\n return jobPerformance * this.company_rep_mult * favorMult;\n } else {\n console.warn(`Sleeve.getRepGain() called for invalid task type: ${this.currentTask}`);\n return 0;\n }\n }\n\n installAugmentation(aug: Augmentation): void {\n this.hacking_exp = 0;\n this.strength_exp = 0;\n this.defense_exp = 0;\n this.dexterity_exp = 0;\n this.agility_exp = 0;\n this.charisma_exp = 0;\n this.applyAugmentation(aug);\n this.augmentations.push({ name: aug.name, level: 1 });\n this.updateStatLevels();\n }\n\n log(entry: string): void {\n const MaxLogSize = 50;\n this.logs.push(entry);\n if (this.logs.length > MaxLogSize) {\n this.logs.shift();\n }\n }\n\n /**\n * Called on every sleeve for a Source File prestige\n */\n prestige(p: IPlayer): void {\n // Reset exp\n this.hacking_exp = 0;\n this.strength_exp = 0;\n this.defense_exp = 0;\n this.dexterity_exp = 0;\n this.agility_exp = 0;\n this.charisma_exp = 0;\n\n // Reset task-related stuff\n this.resetTaskStatus();\n this.earningsForSleeves = createTaskTracker();\n this.earningsForPlayer = createTaskTracker();\n this.shockRecovery(p);\n\n // Reset augs and multipliers\n this.augmentations = [];\n this.resetMultipliers();\n\n // Reset sleeve-related stats\n this.shock = 1;\n this.storedCycles = 0;\n this.sync = Math.max(this.memory, 1);\n\n this.logs = [];\n }\n\n /**\n * Process loop\n * Returns an object containing the amount of experience that should be\n * transferred to all other sleeves\n */\n process(p: IPlayer, numCycles = 1): ITaskTracker | null {\n // Only process once every second (5 cycles)\n const CyclesPerSecond = 1000 / CONSTANTS.MilliPerCycle;\n this.storedCycles += numCycles;\n if (this.storedCycles < CyclesPerSecond) {\n return null;\n }\n\n let time = this.storedCycles * CONSTANTS.MilliPerCycle;\n let cyclesUsed = this.storedCycles;\n cyclesUsed = Math.min(cyclesUsed, 15);\n if (this.currentTaskMaxTime !== 0 && this.currentTaskTime + time > this.currentTaskMaxTime) {\n time = this.currentTaskMaxTime - this.currentTaskTime;\n cyclesUsed = Math.floor(time / CONSTANTS.MilliPerCycle);\n\n if (time < 0 || cyclesUsed < 0) {\n console.warn(`Sleeve.process() calculated negative cycle usage`);\n time = 0;\n cyclesUsed = 0;\n }\n }\n this.currentTaskTime += time;\n\n // Shock gradually goes towards 100\n this.shock = Math.min(100, this.shock + 0.0001 * cyclesUsed);\n\n let retValue: ITaskTracker = createTaskTracker();\n switch (this.currentTask) {\n case SleeveTaskType.Idle:\n break;\n case SleeveTaskType.Class:\n case SleeveTaskType.Gym:\n this.updateTaskGainRates(p);\n retValue = this.gainExperience(p, this.gainRatesForTask, cyclesUsed);\n this.gainMoney(p, this.gainRatesForTask, cyclesUsed);\n break;\n case SleeveTaskType.Faction: {\n retValue = this.gainExperience(p, this.gainRatesForTask, cyclesUsed);\n this.gainMoney(p, this.gainRatesForTask, cyclesUsed);\n\n // Gain faction reputation\n const fac: Faction = Factions[this.currentTaskLocation];\n if (!(fac instanceof Faction)) {\n console.error(`Invalid faction for Sleeve task: ${this.currentTaskLocation}`);\n break;\n }\n\n fac.playerReputation += this.getRepGain(p) * cyclesUsed;\n break;\n }\n case SleeveTaskType.Company: {\n retValue = this.gainExperience(p, this.gainRatesForTask, cyclesUsed);\n this.gainMoney(p, this.gainRatesForTask, cyclesUsed);\n\n const company: Company = Companies[this.currentTaskLocation];\n if (!(company instanceof Company)) {\n console.error(`Invalid company for Sleeve task: ${this.currentTaskLocation}`);\n break;\n }\n\n company.playerReputation += this.getRepGain(p) * cyclesUsed;\n break;\n }\n case SleeveTaskType.Recovery:\n this.shock = Math.min(100, this.shock + 0.0002 * cyclesUsed);\n break;\n case SleeveTaskType.Synchro:\n this.sync = Math.min(100, this.sync + p.getIntelligenceBonus(0.5) * 0.0002 * cyclesUsed);\n if (this.sync >= 100) this.resetTaskStatus();\n break;\n default:\n break;\n }\n\n if (this.currentTaskMaxTime !== 0 && this.currentTaskTime >= this.currentTaskMaxTime) {\n if (this.currentTask === SleeveTaskType.Crime) {\n retValue = this.finishTask(p);\n } else {\n this.finishTask(p);\n }\n }\n\n this.updateStatLevels();\n\n this.storedCycles -= cyclesUsed;\n\n return retValue;\n }\n\n /**\n * Resets all parameters used to keep information about the current task\n */\n resetTaskStatus(): void {\n this.earningsForTask = createTaskTracker();\n this.gainRatesForTask = createTaskTracker();\n this.currentTask = SleeveTaskType.Idle;\n this.currentTaskTime = 0;\n this.currentTaskMaxTime = 0;\n this.factionWorkType = FactionWorkType.None;\n this.crimeType = \"\";\n this.currentTaskLocation = \"\";\n this.gymStatType = \"\";\n this.className = \"\";\n }\n\n shockRecovery(p: IPlayer): boolean {\n if (this.currentTask !== SleeveTaskType.Idle) {\n this.finishTask(p);\n } else {\n this.resetTaskStatus();\n }\n\n this.currentTask = SleeveTaskType.Recovery;\n return true;\n }\n\n synchronize(p: IPlayer): boolean {\n if (this.currentTask !== SleeveTaskType.Idle) {\n this.finishTask(p);\n } else {\n this.resetTaskStatus();\n }\n\n this.currentTask = SleeveTaskType.Synchro;\n return true;\n }\n\n /**\n * Take a course at a university\n */\n takeUniversityCourse(p: IPlayer, universityName: string, className: string): boolean {\n if (this.currentTask !== SleeveTaskType.Idle) {\n this.finishTask(p);\n } else {\n this.resetTaskStatus();\n }\n\n // Set exp/money multipliers based on which university.\n // Also check that the sleeve is in the right city\n let costMult = 1;\n switch (universityName.toLowerCase()) {\n case LocationName.AevumSummitUniversity.toLowerCase():\n if (this.city !== CityName.Aevum) {\n return false;\n }\n this.currentTaskLocation = LocationName.AevumSummitUniversity;\n costMult = 4;\n break;\n case LocationName.Sector12RothmanUniversity.toLowerCase():\n if (this.city !== CityName.Sector12) {\n return false;\n }\n this.currentTaskLocation = LocationName.Sector12RothmanUniversity;\n costMult = 3;\n break;\n case LocationName.VolhavenZBInstituteOfTechnology.toLowerCase():\n if (this.city !== CityName.Volhaven) {\n return false;\n }\n this.currentTaskLocation = LocationName.VolhavenZBInstituteOfTechnology;\n costMult = 5;\n break;\n default:\n return false;\n }\n\n // Set experience/money gains based on class\n switch (className.toLowerCase()) {\n case \"study computer science\":\n break;\n case \"data structures\":\n this.gainRatesForTask.money = -1 * (CONSTANTS.ClassDataStructuresBaseCost * costMult);\n break;\n case \"networks\":\n this.gainRatesForTask.money = -1 * (CONSTANTS.ClassNetworksBaseCost * costMult);\n break;\n case \"algorithms\":\n this.gainRatesForTask.money = -1 * (CONSTANTS.ClassAlgorithmsBaseCost * costMult);\n break;\n case \"management\":\n this.gainRatesForTask.money = -1 * (CONSTANTS.ClassManagementBaseCost * costMult);\n break;\n case \"leadership\":\n this.gainRatesForTask.money = -1 * (CONSTANTS.ClassLeadershipBaseCost * costMult);\n break;\n default:\n return false;\n }\n\n this.className = className;\n this.currentTask = SleeveTaskType.Class;\n return true;\n }\n\n /**\n * Travel to another City. Costs money from player\n */\n travel(p: IPlayer, newCity: CityName): boolean {\n p.loseMoney(CONSTANTS.TravelCost);\n this.city = newCity;\n\n return true;\n }\n\n tryBuyAugmentation(p: IPlayer, aug: Augmentation): boolean {\n if (!p.canAfford(aug.startingCost)) {\n return false;\n }\n\n // Verify that this sleeve does not already have that augmentation.\n if (this.augmentations.some((a) => a.name === aug.name)) {\n return false;\n }\n\n p.loseMoney(aug.startingCost);\n this.installAugmentation(aug);\n return true;\n }\n\n updateTaskGainRates(p: IPlayer): void {\n if (this.currentTask === SleeveTaskType.Class) {\n let expMult = 1;\n switch (this.currentTaskLocation.toLowerCase()) {\n case LocationName.AevumSummitUniversity.toLowerCase():\n expMult = 3;\n break;\n case LocationName.Sector12RothmanUniversity.toLowerCase():\n expMult = 2;\n break;\n case LocationName.VolhavenZBInstituteOfTechnology.toLowerCase():\n expMult = 4;\n break;\n default:\n return;\n }\n\n const totalExpMult = expMult * p.hashManager.getStudyMult();\n switch (this.className.toLowerCase()) {\n case \"study computer science\":\n this.gainRatesForTask.hack =\n CONSTANTS.ClassStudyComputerScienceBaseExp * totalExpMult * this.hacking_exp_mult;\n break;\n case \"data structures\":\n this.gainRatesForTask.hack = CONSTANTS.ClassDataStructuresBaseExp * totalExpMult * this.hacking_exp_mult;\n break;\n case \"networks\":\n this.gainRatesForTask.hack = CONSTANTS.ClassNetworksBaseExp * totalExpMult * this.hacking_exp_mult;\n break;\n case \"algorithms\":\n this.gainRatesForTask.hack = CONSTANTS.ClassAlgorithmsBaseExp * totalExpMult * this.hacking_exp_mult;\n break;\n case \"management\":\n this.gainRatesForTask.cha = CONSTANTS.ClassManagementBaseExp * totalExpMult * this.charisma_exp_mult;\n break;\n case \"leadership\":\n this.gainRatesForTask.cha = CONSTANTS.ClassLeadershipBaseExp * totalExpMult * this.charisma_exp_mult;\n break;\n default:\n break;\n }\n\n return;\n }\n\n if (this.currentTask === SleeveTaskType.Gym) {\n // Get gym exp multiplier\n let expMult = 1;\n switch (this.currentTaskLocation.toLowerCase()) {\n case LocationName.AevumCrushFitnessGym.toLowerCase():\n expMult = 2;\n break;\n case LocationName.AevumSnapFitnessGym.toLowerCase():\n expMult = 5;\n break;\n case LocationName.Sector12IronGym.toLowerCase():\n expMult = 1;\n break;\n case LocationName.Sector12PowerhouseGym.toLowerCase():\n expMult = 10;\n break;\n case LocationName.VolhavenMilleniumFitnessGym:\n expMult = 4;\n break;\n default:\n return;\n }\n\n // Set stat gain rate\n const baseGymExp = 1;\n const totalExpMultiplier = p.hashManager.getTrainingMult() * expMult;\n const sanitizedStat: string = this.gymStatType.toLowerCase();\n if (sanitizedStat.includes(\"str\")) {\n this.gainRatesForTask.str = baseGymExp * totalExpMultiplier * this.strength_exp_mult;\n } else if (sanitizedStat.includes(\"def\")) {\n this.gainRatesForTask.def = baseGymExp * totalExpMultiplier * this.defense_exp_mult;\n } else if (sanitizedStat.includes(\"dex\")) {\n this.gainRatesForTask.dex = baseGymExp * totalExpMultiplier * this.dexterity_exp_mult;\n } else if (sanitizedStat.includes(\"agi\")) {\n this.gainRatesForTask.agi = baseGymExp * totalExpMultiplier * this.agility_exp_mult;\n }\n\n return;\n }\n\n console.warn(`Sleeve.updateTaskGainRates() called for unexpected task type ${this.currentTask}`);\n }\n\n upgradeMemory(n: number): void {\n if (n < 0) {\n console.warn(`Sleeve.upgradeMemory() called with negative value: ${n}`);\n return;\n }\n\n this.memory = Math.min(100, Math.round(this.memory + n));\n }\n\n /**\n * Start work for one of the player's companies\n * Returns boolean indicating success\n */\n workForCompany(p: IPlayer, companyName: string): boolean {\n if (!(Companies[companyName] instanceof Company) || p.jobs[companyName] == null) {\n return false;\n }\n\n if (this.currentTask !== SleeveTaskType.Idle) {\n this.finishTask(p);\n } else {\n this.resetTaskStatus();\n }\n\n const company: Company | null = Companies[companyName];\n const companyPosition: CompanyPosition | null = CompanyPositions[p.jobs[companyName]];\n if (company == null) {\n return false;\n }\n if (companyPosition == null) {\n return false;\n }\n this.gainRatesForTask.money =\n companyPosition.baseSalary *\n company.salaryMultiplier *\n this.work_money_mult *\n BitNodeMultipliers.CompanyWorkMoney;\n this.gainRatesForTask.hack =\n companyPosition.hackingExpGain *\n company.expMultiplier *\n this.hacking_exp_mult *\n BitNodeMultipliers.CompanyWorkExpGain;\n this.gainRatesForTask.str =\n companyPosition.strengthExpGain *\n company.expMultiplier *\n this.strength_exp_mult *\n BitNodeMultipliers.CompanyWorkExpGain;\n this.gainRatesForTask.def =\n companyPosition.defenseExpGain *\n company.expMultiplier *\n this.defense_exp_mult *\n BitNodeMultipliers.CompanyWorkExpGain;\n this.gainRatesForTask.dex =\n companyPosition.dexterityExpGain *\n company.expMultiplier *\n this.dexterity_exp_mult *\n BitNodeMultipliers.CompanyWorkExpGain;\n this.gainRatesForTask.agi =\n companyPosition.agilityExpGain *\n company.expMultiplier *\n this.agility_exp_mult *\n BitNodeMultipliers.CompanyWorkExpGain;\n this.gainRatesForTask.cha =\n companyPosition.charismaExpGain *\n company.expMultiplier *\n this.charisma_exp_mult *\n BitNodeMultipliers.CompanyWorkExpGain;\n\n this.currentTaskLocation = companyName;\n this.currentTask = SleeveTaskType.Company;\n this.currentTaskMaxTime = CONSTANTS.MillisecondsPer8Hours;\n\n return true;\n }\n\n /**\n * Start work for one of the player's factions\n * Returns boolean indicating success\n */\n workForFaction(p: IPlayer, factionName: string, workType: string): boolean {\n if (factionName === \"\") {\n return false;\n }\n if (!(Factions[factionName] instanceof Faction) || !p.factions.includes(factionName)) {\n return false;\n }\n\n if (this.currentTask !== SleeveTaskType.Idle) {\n this.finishTask(p);\n } else {\n this.resetTaskStatus();\n }\n\n const factionInfo = Factions[factionName].getInfo();\n\n // Set type of work (hacking/field/security), and the experience gains\n const sanitizedWorkType: string = workType.toLowerCase();\n if (sanitizedWorkType.includes(\"hack\")) {\n if (!factionInfo.offerHackingWork) {\n return false;\n }\n this.factionWorkType = FactionWorkType.Hacking;\n this.gainRatesForTask.hack = 0.15 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n } else if (sanitizedWorkType.includes(\"field\")) {\n if (!factionInfo.offerFieldWork) {\n return false;\n }\n this.factionWorkType = FactionWorkType.Field;\n this.gainRatesForTask.hack = 0.1 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.gainRatesForTask.str = 0.1 * this.strength_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.gainRatesForTask.def = 0.1 * this.defense_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.gainRatesForTask.dex = 0.1 * this.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.gainRatesForTask.agi = 0.1 * this.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.gainRatesForTask.cha = 0.1 * this.charisma_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n } else if (sanitizedWorkType.includes(\"security\")) {\n if (!factionInfo.offerSecurityWork) {\n return false;\n }\n this.factionWorkType = FactionWorkType.Security;\n this.gainRatesForTask.hack = 0.1 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.gainRatesForTask.str = 0.15 * this.strength_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.gainRatesForTask.def = 0.15 * this.defense_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.gainRatesForTask.dex = 0.15 * this.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.gainRatesForTask.agi = 0.15 * this.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n } else {\n return false;\n }\n\n this.currentTaskLocation = factionName;\n this.currentTask = SleeveTaskType.Faction;\n this.currentTaskMaxTime = CONSTANTS.MillisecondsPer20Hours;\n\n return true;\n }\n\n /**\n * Begin a gym workout task\n */\n workoutAtGym(p: IPlayer, gymName: string, stat: string): boolean {\n if (this.currentTask !== SleeveTaskType.Idle) {\n this.finishTask(p);\n } else {\n this.resetTaskStatus();\n }\n\n // Set exp/money multipliers based on which university.\n // Also check that the sleeve is in the right city\n let costMult = 1;\n switch (gymName.toLowerCase()) {\n case LocationName.AevumCrushFitnessGym.toLowerCase():\n if (this.city != CityName.Aevum) {\n return false;\n }\n this.currentTaskLocation = LocationName.AevumCrushFitnessGym;\n costMult = 3;\n break;\n case LocationName.AevumSnapFitnessGym.toLowerCase():\n if (this.city != CityName.Aevum) {\n return false;\n }\n this.currentTaskLocation = LocationName.AevumSnapFitnessGym;\n costMult = 10;\n break;\n case LocationName.Sector12IronGym.toLowerCase():\n if (this.city != CityName.Sector12) {\n return false;\n }\n this.currentTaskLocation = LocationName.Sector12IronGym;\n costMult = 1;\n break;\n case LocationName.Sector12PowerhouseGym.toLowerCase():\n if (this.city != CityName.Sector12) {\n return false;\n }\n this.currentTaskLocation = LocationName.Sector12PowerhouseGym;\n costMult = 20;\n break;\n case LocationName.VolhavenMilleniumFitnessGym.toLowerCase():\n if (this.city != CityName.Volhaven) {\n return false;\n }\n this.currentTaskLocation = LocationName.VolhavenMilleniumFitnessGym;\n costMult = 7;\n break;\n default:\n return false;\n }\n\n // Set experience/money gains based on class\n const sanitizedStat: string = stat.toLowerCase();\n\n // Set cost\n this.gainRatesForTask.money = -1 * (CONSTANTS.ClassGymBaseCost * costMult);\n\n // Validate \"stat\" argument\n if (\n !sanitizedStat.includes(\"str\") &&\n !sanitizedStat.includes(\"def\") &&\n !sanitizedStat.includes(\"dex\") &&\n !sanitizedStat.includes(\"agi\")\n ) {\n return false;\n }\n\n this.gymStatType = stat;\n this.currentTask = SleeveTaskType.Gym;\n\n return true;\n }\n\n /**\n * Serialize the current object to a JSON save state.\n */\n toJSON(): any {\n return Generic_toJSON(\"Sleeve\", this);\n }\n\n /**\n * Initiatizes a Sleeve object from a JSON save state.\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Sleeve {\n return Generic_fromJSON(Sleeve, value.data);\n }\n}\n\nReviver.constructors.Sleeve = Sleeve;\n","import { TextFile } from \"../TextFile\";\nimport { Script } from \"../Script/Script\";\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\nimport { IRouter } from \"../ui/Router\";\nimport { Settings } from \"../Settings/Settings\";\nimport { getTimestamp } from \"../utils/helpers/getTimestamp\";\n\nexport class Output {\n text: string;\n color: \"inherit\" | \"initial\" | \"primary\" | \"secondary\" | \"error\" | \"textPrimary\" | \"textSecondary\" | undefined;\n constructor(\n text: string,\n color: \"inherit\" | \"initial\" | \"primary\" | \"secondary\" | \"error\" | \"textPrimary\" | \"textSecondary\" | undefined,\n ) {\n if (Settings.EnableTimestamps) text = \"[\" + getTimestamp() + \"] \" + text;\n this.text = text;\n this.color = color;\n }\n}\n\nexport class Link {\n hostname: string;\n dashes: string;\n constructor(dashes: string, hostname: string) {\n if (Settings.EnableTimestamps) dashes = \"[\" + getTimestamp() + \"] \" + dashes;\n this.hostname = hostname;\n this.dashes = dashes;\n }\n}\n\nexport class TTimer {\n time: number;\n timeLeft: number;\n action: \"h\" | \"b\" | \"a\";\n\n constructor(time: number, action: \"h\" | \"b\" | \"a\") {\n this.time = time;\n this.timeLeft = time;\n this.action = action;\n }\n}\n\nexport interface ITerminal {\n action: TTimer | null;\n\n commandHistory: string[];\n commandHistoryIndex: number;\n\n outputHistory: (Output | Link)[];\n\n // True if a Coding Contract prompt is opened\n contractOpen: boolean;\n\n // Full Path of current directory\n // Excludes the trailing forward slash\n currDir: string;\n\n print(s: string): void;\n error(s: string): void;\n\n clear(): void;\n startAnalyze(): void;\n startBackdoor(player: IPlayer): void;\n startHack(player: IPlayer): void;\n finishHack(router: IRouter, player: IPlayer, cancelled?: boolean): void;\n finishBackdoor(router: IRouter, player: IPlayer, cancelled?: boolean): void;\n finishAnalyze(player: IPlayer, cancelled?: boolean): void;\n finishAction(router: IRouter, player: IPlayer, cancelled?: boolean): void;\n getFilepath(filename: string): string;\n getFile(player: IPlayer, filename: string): Script | TextFile | string | null;\n getScript(player: IPlayer, filename: string): Script | null;\n getTextFile(player: IPlayer, filename: string): TextFile | null;\n getLitFile(player: IPlayer, filename: string): string | null;\n cwd(): string;\n setcwd(dir: string): void;\n runContract(player: IPlayer, name: string): void;\n executeScanAnalyzeCommand(player: IPlayer, depth?: number, all?: boolean): void;\n connectToServer(player: IPlayer, server: string): void;\n executeCommand(router: IRouter, player: IPlayer, command: string): void;\n executeCommands(router: IRouter, player: IPlayer, commands: string): void;\n // If there was any changes, will return true, once.\n process(router: IRouter, player: IPlayer, cycles: number): void;\n prestige(): void;\n getProgressText(): string;\n}\n","import { EventEmitter } from \"../utils/EventEmitter\";\nexport const TerminalEvents = new EventEmitter<[]>();\nexport const TerminalClearEvents = new EventEmitter<[]>();\n","/**\n * The worker agent for running a script instance. Each running script instance\n * has its own underlying WorkerScript object.\n *\n * Note that these objects are not saved and re-loaded when the game is refreshed.\n * Instead, whenever the game is opened, WorkerScripts are re-created from\n * RunningScript objects\n */\nimport { Environment } from \"./Environment\";\nimport { RamCostConstants } from \"./RamCostGenerator\";\n\nimport { RunningScript } from \"../Script/RunningScript\";\nimport { Script } from \"../Script/Script\";\nimport { AllServers } from \"../Server/AllServers\";\nimport { BaseServer } from \"../Server/BaseServer\";\nimport { IMap } from \"../types\";\n\nexport class WorkerScript {\n /**\n * Script's arguments\n */\n args: any[];\n\n /**\n * Copy of the script's code\n */\n code = \"\";\n\n /**\n * Holds the timeoutID (numeric value) for whenever this script is blocked by a\n * timed Netscript function. i.e. Holds the return value of setTimeout()\n */\n delay: number | null = null;\n\n /**\n * Holds the Promise resolve() function for when the script is \"blocked\" by an async op\n */\n delayResolve?: () => void;\n\n /**\n * Stores names of all functions that have logging disabled\n */\n disableLogs: IMap = {};\n\n /**\n * Used for dynamic RAM calculation. Stores names of all functions that have\n * already been checked by this script.\n * TODO: Could probably just combine this with loadedFns?\n */\n dynamicLoadedFns: IMap = {};\n\n /**\n * Tracks dynamic RAM usage\n */\n dynamicRamUsage: number = RamCostConstants.ScriptBaseRamCost;\n\n /**\n * Netscript Environment for this script\n */\n env: Environment;\n\n /**\n * Status message in case of script error. Currently unused I think\n */\n errorMessage = \"\";\n\n /**\n * Used for static RAM calculation. Stores names of all functions that have\n * already been checked by this script\n */\n loadedFns: IMap = {};\n\n /**\n * Filename of script\n */\n name: string;\n\n /**\n * Script's output/return value. Currently not used or implemented\n */\n output = \"\";\n\n /**\n * Process ID. Must be an integer. Used for efficient script\n * killing and removal.\n */\n pid: number;\n\n /**\n * Script's Static RAM usage. Equivalent to underlying script's RAM usage\n */\n ramUsage = 0;\n\n /**\n * Whether or not this workerScript is currently running\n */\n running = false;\n\n /**\n * Reference to underlying RunningScript object\n */\n scriptRef: RunningScript;\n\n /**\n * IP Address on which this script is running\n */\n serverIp: string;\n\n constructor(runningScriptObj: RunningScript, pid: number, nsFuncsGenerator?: (ws: WorkerScript) => any) {\n this.name = runningScriptObj.filename;\n this.serverIp = runningScriptObj.server;\n\n const sanitizedPid = Math.round(pid);\n if (typeof sanitizedPid !== \"number\" || isNaN(sanitizedPid)) {\n throw new Error(`Invalid PID when constructing WorkerScript: ${pid}`);\n }\n this.pid = sanitizedPid;\n runningScriptObj.pid = sanitizedPid;\n\n // Get the underlying script's code\n const server = AllServers[this.serverIp];\n if (server == null) {\n throw new Error(`WorkerScript constructed with invalid server ip: ${this.serverIp}`);\n }\n let found = false;\n for (let i = 0; i < server.scripts.length; ++i) {\n if (server.scripts[i].filename === this.name) {\n found = true;\n this.code = server.scripts[i].code;\n }\n }\n if (!found) {\n throw new Error(`WorkerScript constructed with invalid script filename: ${this.name}`);\n }\n\n this.env = new Environment(null);\n if (typeof nsFuncsGenerator === \"function\") {\n this.env.vars = nsFuncsGenerator(this);\n }\n this.env.set(\"args\", runningScriptObj.args.slice());\n\n this.scriptRef = runningScriptObj;\n this.args = runningScriptObj.args.slice();\n }\n\n /**\n * Returns the Server on which this script is running\n */\n getServer(): BaseServer {\n const server = AllServers[this.serverIp];\n if (server == null) throw new Error(`Script ${this.name} pid ${this.pid} is running on non-existent server?`);\n return server;\n }\n\n /**\n * Returns the Script object for the underlying script.\n * Returns null if it cannot be found (which would be a bug)\n */\n getScript(): Script | null {\n const server = this.getServer();\n for (let i = 0; i < server.scripts.length; ++i) {\n if (server.scripts[i].filename === this.name) {\n return server.scripts[i];\n }\n }\n\n console.error(\n \"Failed to find underlying Script object in WorkerScript.getScript(). This probably means somethings wrong\",\n );\n return null;\n }\n\n /**\n * Returns the script with the specified filename on the specified server,\n * or null if it cannot be found\n */\n getScriptOnServer(fn: string, server: BaseServer): Script | null {\n if (server == null) {\n server = this.getServer();\n }\n\n for (let i = 0; i < server.scripts.length; ++i) {\n if (server.scripts[i].filename === fn) {\n return server.scripts[i];\n }\n }\n\n return null;\n }\n\n shouldLog(fn: string): boolean {\n return this.disableLogs[fn] == null;\n }\n\n log(func: string, txt: string): void {\n if (this.shouldLog(func)) {\n if (func && txt) {\n this.scriptRef.log(`${func}: ${txt}`);\n } else if (func) {\n this.scriptRef.log(func);\n } else {\n this.scriptRef.log(txt);\n }\n }\n }\n\n print(txt: string): void {\n this.scriptRef.log(txt);\n }\n}\n","export class DarkWebItem {\n program: string;\n price: number;\n description: string;\n\n constructor(program: string, price: number, description: string) {\n this.program = program;\n this.price = price;\n this.description = description;\n }\n}\n","/**\n * Helper functions for determine whether Limit and Stop orders should\n * be executed (and executing them)\n */\nimport { buyStock, sellStock, shortStock, sellShort } from \"./BuyingAndSelling\";\nimport { IOrderBook } from \"./IOrderBook\";\nimport { IStockMarket } from \"./IStockMarket\";\nimport { Order } from \"./Order\";\nimport { Stock } from \"./Stock\";\n\nimport { OrderTypes } from \"./data/OrderTypes\";\nimport { PositionTypes } from \"./data/PositionTypes\";\n\nimport { IMap } from \"../types\";\n\nimport { numeralWrapper } from \"../ui/numeralFormat\";\nimport { Money } from \"../ui/React/Money\";\n\nimport { dialogBoxCreate } from \"../ui/React/DialogBox\";\n\nimport * as React from \"react\";\n\nexport interface IProcessOrderRefs {\n stockMarket: IStockMarket;\n symbolToStockMap: IMap;\n}\n\n/**\n * Search for all orders of a specific type and execute them if appropriate\n * @param {Stock} stock - Stock for which orders should be processed\n * @param {OrderTypes} orderType - Type of order to check (Limit/Stop buy/sell)\n * @param {PositionTypes} posType - Long or short\n * @param {IProcessOrderRefs} refs - References to objects/functions that are required for this function\n */\nexport function processOrders(\n stock: Stock,\n orderType: OrderTypes,\n posType: PositionTypes,\n refs: IProcessOrderRefs,\n): void {\n const orderBook = refs.stockMarket[\"Orders\"];\n if (orderBook == null) {\n const orders: IOrderBook = {};\n for (const name in refs.stockMarket) {\n const stock = refs.stockMarket[name];\n if (!(stock instanceof Stock)) {\n continue;\n }\n orders[stock.symbol] = [];\n }\n refs.stockMarket[\"Orders\"] = orders;\n return; // Newly created, so no orders to process\n }\n let stockOrders = orderBook[stock.symbol];\n if (stockOrders == null || !(stockOrders.constructor === Array)) {\n console.error(`Invalid Order book for ${stock.symbol} in processOrders(): ${stockOrders}`);\n stockOrders = [];\n return;\n }\n\n for (const order of stockOrders) {\n if (order.type === orderType && order.pos === posType) {\n switch (order.type) {\n case OrderTypes.LimitBuy:\n if (order.pos === PositionTypes.Long && stock.price <= order.price) {\n executeOrder(/*66*/ order, refs);\n } else if (order.pos === PositionTypes.Short && stock.price >= order.price) {\n executeOrder(/*66*/ order, refs);\n }\n break;\n case OrderTypes.LimitSell:\n if (order.pos === PositionTypes.Long && stock.price >= order.price) {\n executeOrder(/*66*/ order, refs);\n } else if (order.pos === PositionTypes.Short && stock.price <= order.price) {\n executeOrder(/*66*/ order, refs);\n }\n break;\n case OrderTypes.StopBuy:\n if (order.pos === PositionTypes.Long && stock.price >= order.price) {\n executeOrder(/*66*/ order, refs);\n } else if (order.pos === PositionTypes.Short && stock.price <= order.price) {\n executeOrder(/*66*/ order, refs);\n }\n break;\n case OrderTypes.StopSell:\n if (order.pos === PositionTypes.Long && stock.price <= order.price) {\n executeOrder(/*66*/ order, refs);\n } else if (order.pos === PositionTypes.Short && stock.price >= order.price) {\n executeOrder(/*66*/ order, refs);\n }\n break;\n default:\n console.warn(`Invalid order type: ${order.type}`);\n return;\n }\n }\n }\n}\n\n/**\n * Execute a Stop or Limit Order.\n * @param {Order} order - Order being executed\n * @param {IProcessOrderRefs} refs - References to objects/functions that are required for this function\n */\nfunction executeOrder(order: Order, refs: IProcessOrderRefs): void {\n const stock = refs.symbolToStockMap[order.stockSymbol];\n if (!(stock instanceof Stock)) {\n console.error(`Could not find stock for this order: ${order.stockSymbol}`);\n return;\n }\n const stockMarket = refs.stockMarket;\n const orderBook = stockMarket[\"Orders\"];\n const stockOrders = orderBook[stock.symbol];\n\n // When orders are executed, the buying and selling functions shouldn't\n // emit popup dialog boxes. This options object configures the functions for that\n const opts = {\n suppressDialog: true,\n };\n\n let res = true;\n let isBuy = false;\n switch (order.type) {\n case OrderTypes.LimitBuy:\n case OrderTypes.StopBuy:\n isBuy = true;\n if (order.pos === PositionTypes.Long) {\n res = buyStock(stock, order.shares, null, opts) && res;\n } else if (order.pos === PositionTypes.Short) {\n res = shortStock(stock, order.shares, null, opts) && res;\n }\n break;\n case OrderTypes.LimitSell:\n case OrderTypes.StopSell:\n if (order.pos === PositionTypes.Long) {\n res = sellStock(stock, order.shares, null, opts) && res;\n } else if (order.pos === PositionTypes.Short) {\n res = sellShort(stock, order.shares, null, opts) && res;\n }\n break;\n default:\n console.warn(`Invalid order type: ${order.type}`);\n return;\n }\n\n // Position type, for logging/message purposes\n const pos = order.pos === PositionTypes.Long ? \"Long\" : \"Short\";\n\n if (res) {\n for (let i = 0; i < stockOrders.length; ++i) {\n if (order == stockOrders[i]) {\n stockOrders.splice(i, 1);\n dialogBoxCreate(\n <>\n {order.type} for {stock.symbol} @ ({pos}) was filled (\n {numeralWrapper.formatShares(Math.round(order.shares))} shares)\n >,\n );\n return;\n }\n }\n\n console.error(\"Could not find the following Order in Order Book: \");\n console.error(order);\n } else {\n if (isBuy) {\n dialogBoxCreate(\n <>\n Failed to execute {order.type} for {stock.symbol} @ ({pos}). This is most likely\n because you do not have enough money or the order would exceed the stock's maximum number of shares\n >,\n );\n }\n }\n}\n","import { CorporationState } from \"./CorporationState\";\nimport { CorporationUnlockUpgrade, CorporationUnlockUpgrades } from \"./data/CorporationUnlockUpgrades\";\nimport { CorporationUpgrade, CorporationUpgrades } from \"./data/CorporationUpgrades\";\nimport { Warehouse } from \"./Warehouse\";\nimport { CorporationConstants } from \"./data/Constants\";\nimport { Industry } from \"./Industry\";\n\nimport { BitNodeMultipliers } from \"../BitNode/BitNodeMultipliers\";\nimport { showLiterature } from \"../Literature/LiteratureHelpers\";\nimport { LiteratureNames } from \"../Literature/data/LiteratureNames\";\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\n\nimport { dialogBoxCreate } from \"../ui/React/DialogBox\";\nimport { Reviver, Generic_toJSON, Generic_fromJSON } from \"../utils/JSONReviver\";\nimport { isString } from \"../utils/helpers/isString\";\n\n// UI Related Imports\n\nimport Decimal from \"decimal.js\";\n\ninterface IParams {\n name?: string;\n}\n\nexport class Corporation {\n name = \"The Corporation\";\n\n //A division/business sector is represented by the object:\n divisions: Industry[] = [];\n\n //Financial stats\n funds = new Decimal(150e9);\n revenue = new Decimal(0);\n expenses = new Decimal(0);\n fundingRound = 0;\n public = false; //Publicly traded\n totalShares = CorporationConstants.INITIALSHARES; // Total existing shares\n numShares = CorporationConstants.INITIALSHARES; // Total shares owned by player\n shareSalesUntilPriceUpdate = CorporationConstants.SHARESPERPRICEUPDATE;\n shareSaleCooldown = 0; // Game cycles until player can sell shares again\n issueNewSharesCooldown = 0; // Game cycles until player can issue shares again\n dividendPercentage = 0;\n dividendTaxPercentage = 50;\n issuedShares = 0;\n sharePrice = 0;\n storedCycles = 0;\n\n unlockUpgrades: number[];\n upgrades: number[];\n upgradeMultipliers: number[];\n\n state = new CorporationState();\n\n constructor(params: IParams = {}) {\n this.name = params.name ? params.name : \"The Corporation\";\n const numUnlockUpgrades = Object.keys(CorporationUnlockUpgrades).length;\n const numUpgrades = Object.keys(CorporationUpgrades).length;\n this.unlockUpgrades = Array(numUnlockUpgrades).fill(0);\n this.upgrades = Array(numUpgrades).fill(0);\n this.upgradeMultipliers = Array(numUpgrades).fill(1);\n }\n\n addFunds(amt: number): void {\n if (!isFinite(amt)) {\n console.error(\"Trying to add invalid amount of funds. Report to a developper.\");\n return;\n }\n this.funds = this.funds.plus(amt);\n }\n\n getState(): string {\n return this.state.getState();\n }\n\n storeCycles(numCycles = 1): void {\n this.storedCycles += numCycles;\n }\n\n process(player: IPlayer): void {\n if (this.storedCycles >= CorporationConstants.CyclesPerIndustryStateCycle) {\n const state = this.getState();\n const marketCycles = 1;\n const gameCycles = marketCycles * CorporationConstants.CyclesPerIndustryStateCycle;\n this.storedCycles -= gameCycles;\n\n this.divisions.forEach((ind) => {\n ind.process(marketCycles, state, this);\n });\n\n // Process cooldowns\n if (this.shareSaleCooldown > 0) {\n this.shareSaleCooldown -= gameCycles;\n }\n if (this.issueNewSharesCooldown > 0) {\n this.issueNewSharesCooldown -= gameCycles;\n }\n\n //At the start of a new cycle, calculate profits from previous cycle\n if (state === \"START\") {\n this.revenue = new Decimal(0);\n this.expenses = new Decimal(0);\n this.divisions.forEach((ind) => {\n if (ind.lastCycleRevenue === -Infinity || ind.lastCycleRevenue === Infinity) {\n return;\n }\n if (ind.lastCycleExpenses === -Infinity || ind.lastCycleExpenses === Infinity) {\n return;\n }\n this.revenue = this.revenue.plus(ind.lastCycleRevenue);\n this.expenses = this.expenses.plus(ind.lastCycleExpenses);\n });\n const profit = this.revenue.minus(this.expenses);\n const cycleProfit = profit.times(marketCycles * CorporationConstants.SecsPerMarketCycle);\n if (isNaN(this.funds) || this.funds === Infinity || this.funds === -Infinity) {\n dialogBoxCreate(\n \"There was an error calculating your Corporations funds and they got reset to 0. \" +\n \"This is a bug. Please report to game developer.
\" +\n \"(Your funds have been set to $150b for the inconvenience)\",\n );\n this.funds = new Decimal(150e9);\n }\n\n // Process dividends\n if (this.dividendPercentage > 0 && cycleProfit > 0) {\n // Validate input again, just to be safe\n if (\n isNaN(this.dividendPercentage) ||\n this.dividendPercentage < 0 ||\n this.dividendPercentage > CorporationConstants.DividendMaxPercentage * 100\n ) {\n console.error(`Invalid Corporation dividend percentage: ${this.dividendPercentage}`);\n } else {\n const totalDividends = (this.dividendPercentage / 100) * cycleProfit;\n const retainedEarnings = cycleProfit - totalDividends;\n const dividendsPerShare = totalDividends / this.totalShares;\n const profit = this.numShares * dividendsPerShare * (1 - this.dividendTaxPercentage / 100);\n player.gainMoney(profit);\n player.recordMoneySource(profit, \"corporation\");\n this.addFunds(retainedEarnings);\n }\n } else {\n this.addFunds(cycleProfit);\n }\n\n this.updateSharePrice();\n }\n\n this.state.nextState();\n }\n }\n\n determineValuation(): number {\n let val,\n profit = this.revenue.minus(this.expenses).toNumber();\n if (this.public) {\n // Account for dividends\n if (this.dividendPercentage > 0) {\n profit *= (100 - this.dividendPercentage) / 100;\n }\n\n val = this.funds.toNumber() + profit * 85e3;\n val *= Math.pow(1.1, this.divisions.length);\n val = Math.max(val, 0);\n } else {\n val = 10e9 + Math.max(this.funds.toNumber(), 0) / 3; //Base valuation\n if (profit > 0) {\n val += profit * 315e3;\n val *= Math.pow(1.1, this.divisions.length);\n } else {\n val = 10e9 * Math.pow(1.1, this.divisions.length);\n }\n val -= val % 1e6; //Round down to nearest millionth\n }\n return val * BitNodeMultipliers.CorporationValuation;\n }\n\n getTargetSharePrice(): number {\n // Note: totalShares - numShares is not the same as issuedShares because\n // issuedShares does not account for private investors\n return this.determineValuation() / (2 * (this.totalShares - this.numShares) + 1);\n }\n\n updateSharePrice(): void {\n const targetPrice = this.getTargetSharePrice();\n if (this.sharePrice <= targetPrice) {\n this.sharePrice *= 1 + Math.random() * 0.01;\n } else {\n this.sharePrice *= 1 - Math.random() * 0.01;\n }\n if (this.sharePrice <= 0.01) {\n this.sharePrice = 0.01;\n }\n }\n\n immediatelyUpdateSharePrice(): void {\n this.sharePrice = this.getTargetSharePrice();\n }\n\n // Calculates how much money will be made and what the resulting stock price\n // will be when the player sells his/her shares\n // @return - [Player profit, final stock price, end shareSalesUntilPriceUpdate property]\n calculateShareSale(numShares: number): [number, number, number] {\n let sharesTracker = numShares;\n let sharesUntilUpdate = this.shareSalesUntilPriceUpdate;\n let sharePrice = this.sharePrice;\n let sharesSold = 0;\n let profit = 0;\n\n const maxIterations = Math.ceil(numShares / CorporationConstants.SHARESPERPRICEUPDATE);\n if (isNaN(maxIterations) || maxIterations > 10e6) {\n console.error(\n `Something went wrong or unexpected when calculating share sale. Maxiterations calculated to be ${maxIterations}`,\n );\n return [0, 0, 0];\n }\n\n for (let i = 0; i < maxIterations; ++i) {\n if (sharesTracker < sharesUntilUpdate) {\n profit += sharePrice * sharesTracker;\n sharesUntilUpdate -= sharesTracker;\n break;\n } else {\n profit += sharePrice * sharesUntilUpdate;\n sharesUntilUpdate = CorporationConstants.SHARESPERPRICEUPDATE;\n sharesTracker -= sharesUntilUpdate;\n sharesSold += sharesUntilUpdate;\n\n // Calculate what new share price would be\n sharePrice = this.determineValuation() / (2 * (this.totalShares + sharesSold - this.numShares));\n }\n }\n\n return [profit, sharePrice, sharesUntilUpdate];\n }\n\n convertCooldownToString(cd: number): string {\n // The cooldown value is based on game cycles. Convert to a simple string\n const seconds = cd / 5;\n\n const SecondsPerMinute = 60;\n const SecondsPerHour = 3600;\n\n if (seconds > SecondsPerHour) {\n return `${Math.floor(seconds / SecondsPerHour)} hour(s)`;\n } else if (seconds > SecondsPerMinute) {\n return `${Math.floor(seconds / SecondsPerMinute)} minute(s)`;\n } else {\n return `${Math.floor(seconds)} second(s)`;\n }\n }\n\n //One time upgrades that unlock new features\n unlock(upgrade: CorporationUnlockUpgrade): void {\n const upgN = upgrade[0],\n price = upgrade[1];\n while (this.unlockUpgrades.length <= upgN) {\n this.unlockUpgrades.push(0);\n }\n if (this.funds.lt(price)) {\n dialogBoxCreate(\"You don't have enough funds to unlock this!\");\n return;\n }\n this.unlockUpgrades[upgN] = 1;\n this.funds = this.funds.minus(price);\n\n // Apply effects for one-time upgrades\n if (upgN === 5) {\n this.dividendTaxPercentage -= 5;\n } else if (upgN === 6) {\n this.dividendTaxPercentage -= 10;\n }\n }\n\n //Levelable upgrades\n upgrade(upgrade: CorporationUpgrade): void {\n const upgN = upgrade[0],\n basePrice = upgrade[1],\n priceMult = upgrade[2],\n upgradeAmt = upgrade[3]; //Amount by which the upgrade multiplier gets increased (additive)\n while (this.upgrades.length <= upgN) {\n this.upgrades.push(0);\n }\n while (this.upgradeMultipliers.length <= upgN) {\n this.upgradeMultipliers.push(1);\n }\n const totalCost = basePrice * Math.pow(priceMult, this.upgrades[upgN]);\n if (this.funds.lt(totalCost)) {\n dialogBoxCreate(\"You don't have enough funds to purchase this!\");\n return;\n }\n ++this.upgrades[upgN];\n this.funds = this.funds.minus(totalCost);\n\n //Increase upgrade multiplier\n this.upgradeMultipliers[upgN] = 1 + this.upgrades[upgN] * upgradeAmt;\n\n //If storage size is being updated, update values in Warehouse objects\n if (upgN === 1) {\n for (let i = 0; i < this.divisions.length; ++i) {\n const industry = this.divisions[i];\n for (const city in industry.warehouses) {\n const warehouse = industry.warehouses[city];\n if (warehouse === 0) continue;\n if (industry.warehouses.hasOwnProperty(city) && warehouse instanceof Warehouse) {\n warehouse.updateSize(this, industry);\n }\n }\n }\n }\n }\n\n getProductionMultiplier(): number {\n const mult = this.upgradeMultipliers[0];\n if (isNaN(mult) || mult < 1) {\n return 1;\n } else {\n return mult;\n }\n }\n\n getStorageMultiplier(): number {\n const mult = this.upgradeMultipliers[1];\n if (isNaN(mult) || mult < 1) {\n return 1;\n } else {\n return mult;\n }\n }\n\n getDreamSenseGain(): number {\n const gain = this.upgradeMultipliers[2] - 1;\n return gain <= 0 ? 0 : gain;\n }\n\n getAdvertisingMultiplier(): number {\n const mult = this.upgradeMultipliers[3];\n if (isNaN(mult) || mult < 1) {\n return 1;\n } else {\n return mult;\n }\n }\n\n getEmployeeCreMultiplier(): number {\n const mult = this.upgradeMultipliers[4];\n if (isNaN(mult) || mult < 1) {\n return 1;\n } else {\n return mult;\n }\n }\n\n getEmployeeChaMultiplier(): number {\n const mult = this.upgradeMultipliers[5];\n if (isNaN(mult) || mult < 1) {\n return 1;\n } else {\n return mult;\n }\n }\n\n getEmployeeIntMultiplier(): number {\n const mult = this.upgradeMultipliers[6];\n if (isNaN(mult) || mult < 1) {\n return 1;\n } else {\n return mult;\n }\n }\n\n getEmployeeEffMultiplier(): number {\n const mult = this.upgradeMultipliers[7];\n if (isNaN(mult) || mult < 1) {\n return 1;\n } else {\n return mult;\n }\n }\n\n getSalesMultiplier(): number {\n const mult = this.upgradeMultipliers[8];\n if (isNaN(mult) || mult < 1) {\n return 1;\n } else {\n return mult;\n }\n }\n\n getScientificResearchMultiplier(): number {\n const mult = this.upgradeMultipliers[9];\n if (isNaN(mult) || mult < 1) {\n return 1;\n } else {\n return mult;\n }\n }\n\n // Adds the Corporation Handbook (Starter Guide) to the player's home computer.\n // This is a lit file that gives introductory info to the player\n // This occurs when the player clicks the \"Getting Started Guide\" button on the overview panel\n getStarterGuide(player: IPlayer): void {\n // Check if player already has Corporation Handbook\n const homeComp = player.getHomeComputer();\n let hasHandbook = false;\n const handbookFn = LiteratureNames.CorporationManagementHandbook;\n for (let i = 0; i < homeComp.messages.length; ++i) {\n if (isString(homeComp.messages[i]) && homeComp.messages[i] === handbookFn) {\n hasHandbook = true;\n break;\n }\n }\n\n if (!hasHandbook) {\n homeComp.messages.push(handbookFn);\n }\n showLiterature(handbookFn);\n return;\n }\n\n /**\n * Serialize the current object to a JSON save state.\n */\n toJSON(): any {\n return Generic_toJSON(\"Corporation\", this);\n }\n\n /**\n * Initiatizes a Corporation object from a JSON save state.\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Corporation {\n return Generic_fromJSON(Corporation, value.data);\n }\n}\n\nReviver.constructors.Corporation = Corporation;\n","/**\n * Options specific to creating an anchor (\"\") element.\n */\ninterface ICreateElementAnchorOptions {\n href?: string;\n target?: string;\n text?: string;\n}\n\n/**\n * Options specific to creating an input (\"\") element.\n */\ninterface ICreateElementInputOptions {\n checked?: boolean;\n max?: string;\n maxLength?: number;\n min?: string;\n name?: string;\n pattern?: string;\n placeholder?: string;\n step?: string;\n type?: string;\n value?: string;\n}\n\n/**\n * Options specific to creating a label (\"