import {
loadAliases,
loadGlobalAliases,
Aliases,
GlobalAliases
} from "./Alias";
import { Companies, loadCompanies } from "./Company/Companies";
import { CompanyPosition } from "./Company/CompanyPosition";
import { CONSTANTS } from "./Constants";
import { Engine } from "./engine";
import { Factions, loadFactions } from "./Faction/Factions";
import { processPassiveFactionRepGain } from "./Faction/FactionHelpers";
import { loadFconf } from "./Fconf/Fconf";
import { FconfSettings } from "./Fconf/FconfSettings";
import { loadAllGangs, AllGangs } from "./Gang";
import {
hasHacknetServers,
processHacknetEarnings
} from "./Hacknet/HacknetHelpers";
import { loadMessages, initMessages, Messages } from "./Message/MessageHelpers";
import { loadAllRunningScripts } from "./NetscriptWorker";
import { Player, loadPlayer } from "./Player";
import { AllServers, loadAllServers } from "./Server/AllServers";
import { Settings } from "./Settings/Settings";
import {
loadSpecialServerIps,
SpecialServerIps
} from "./Server/SpecialServerIps";
import { SourceFileFlags } from "./SourceFile/SourceFileFlags";
import { loadStockMarket, StockMarket } from "./StockMarket/StockMarket";
import { createStatusText } from "./ui/createStatusText";
import { numeralWrapper } from "./ui/numeralFormat";
import { setTimeoutRef } from "./utils/SetTimeoutRef";
import { dialogBoxCreate } from "../utils/DialogBox";
import { gameOptionsBoxClose } from "../utils/GameOptions";
import { convertTimeMsToTimeElapsedString } from "../utils/StringHelperFunctions";
import { clearEventListeners } from "../utils/uiHelpers/clearEventListeners";
import {
Reviver,
Generic_toJSON,
Generic_fromJSON
} from "../utils/JSONReviver";
import { createElement } from "../utils/uiHelpers/createElement";
import { createPopup } from "../utils/uiHelpers/createPopup";
import { removeElementById } from "../utils/uiHelpers/removeElementById";
import Decimal from "decimal.js";
/* SaveObject.js
* Defines the object used to save/load games
*/
let saveObject = new BitburnerSaveObject();
function BitburnerSaveObject() {
this.PlayerSave = "";
this.AllServersSave = "";
this.CompaniesSave = "";
this.FactionsSave = "";
this.SpecialServerIpsSave = "";
this.AliasesSave = "";
this.GlobalAliasesSave = "";
this.MessagesSave = "";
this.StockMarketSave = "";
this.SettingsSave = "";
this.FconfSettingsSave = "";
this.VersionSave = "";
this.AllGangsSave = "";
}
BitburnerSaveObject.prototype.getSaveString = function() {
this.PlayerSave = JSON.stringify(Player);
// Delete all logs from all running scripts
var TempAllServers = JSON.parse(JSON.stringify(AllServers), Reviver);
for (var ip in TempAllServers) {
var server = TempAllServers[ip];
if (server == null) {continue;}
for (var i = 0; i < server.runningScripts.length; ++i) {
var runningScriptObj = server.runningScripts[i];
runningScriptObj.logs.length = 0;
runningScriptObj.logs = [];
}
}
this.AllServersSave = JSON.stringify(TempAllServers);
this.CompaniesSave = JSON.stringify(Companies);
this.FactionsSave = JSON.stringify(Factions);
this.SpecialServerIpsSave = JSON.stringify(SpecialServerIps);
this.AliasesSave = JSON.stringify(Aliases);
this.GlobalAliasesSave = JSON.stringify(GlobalAliases);
this.MessagesSave = JSON.stringify(Messages);
this.StockMarketSave = JSON.stringify(StockMarket);
this.SettingsSave = JSON.stringify(Settings);
this.FconfSettingsSave = JSON.stringify(FconfSettings);
this.VersionSave = JSON.stringify(CONSTANTS.Version);
if (Player.inGang()) {
this.AllGangsSave = JSON.stringify(AllGangs);
}
var saveString = btoa(unescape(encodeURIComponent(JSON.stringify(this))));
return saveString;
}
BitburnerSaveObject.prototype.saveGame = function(db) {
var saveString = this.getSaveString();
// We'll save to both localstorage and indexedDb
var objectStore = db.transaction(["savestring"], "readwrite").objectStore("savestring");
var request = objectStore.put(saveString, "save");
request.onerror = function(e) {
console.log("Error saving game to IndexedDB: " + e);
}
request.onsuccess = function(e) {
// TODO anything here?
}
try {
window.localStorage.setItem("bitburnerSave", saveString);
} catch(e) {
if (e.code == 22) {
createStatusText("Save failed for localStorage! Check console(F12)");
console.log("Failed to save game to localStorage because the size of the save file " +
"is too large. However, the game will still be saved to IndexedDb if your browser " +
"supports it. If you would like to save to localStorage as well, then " +
"consider killing several of your scripts to " +
"fix this, or increasing the size of your browsers localStorage");
}
}
createStatusText("Game saved!");
}
// Makes necessary changes to the loaded/imported data to ensure
// the game stills works with new versions
function evaluateVersionCompatibility(ver) {
// This version refactored the Company/job-related code
if (ver <= "0.41.2") {
// Player's company position is now a string
if (Player.companyPosition != null && typeof Player.companyPosition !== "string") {
console.log("Changed Player.companyPosition value to be compatible with v0.41.2");
Player.companyPosition = Player.companyPosition.data.positionName;
if (Player.companyPosition == null) {
Player.companyPosition = "";
}
}
// The "companyName" property of all Companies is renamed to "name"
for (var companyName in Companies) {
const company = Companies[companyName];
if ((company.name == null || company.name === 0 || company.name === "") && company.companyName != null) {
console.log("Changed company name property to be compatible with v0.41.2");
company.name = company.companyName;
}
if (company.companyPositions instanceof Array) {
console.log("Changed company companyPositions property to be compatible with v0.41.2");
const pos = {};
for (let i = 0; i < company.companyPositions.length; ++i) {
pos[company.companyPositions[i]] = true;
}
company.companyPositions = pos;
}
}
}
// This version allowed players to hold multiple jobs
if (ver < "0.43.0") {
if (Player.companyName !== "" && Player.companyPosition != null && Player.companyPosition !== "") {
console.log("Copied player's companyName and companyPosition properties to the Player.jobs map for v0.43.0");
Player.jobs[Player.companyName] = Player.companyPosition;
}
delete Player.companyPosition;
}
}
function loadGame(saveString) {
if (saveString === "" || saveString == null || saveString === undefined) {
if (!window.localStorage.getItem("bitburnerSave")) {
console.log("No save file to load");
return false;
}
saveString = decodeURIComponent(escape(atob(window.localStorage.getItem("bitburnerSave"))));
console.log("Loading game from localStorage");
} else {
saveString = decodeURIComponent(escape(atob(saveString)));
console.log("Loading game from IndexedDB");
}
var saveObj = JSON.parse(saveString, Reviver);
loadPlayer(saveObj.PlayerSave);
loadAllServers(saveObj.AllServersSave);
loadCompanies(saveObj.CompaniesSave);
loadFactions(saveObj.FactionsSave);
loadSpecialServerIps(saveObj.SpecialServerIpsSave);
if (saveObj.hasOwnProperty("AliasesSave")) {
try {
loadAliases(saveObj.AliasesSave);
} catch(e) {
console.warn(`Could not load Aliases from save`);
loadAliases("");
}
} else {
console.warn(`Save file did not contain an Aliases property`);
loadAliases("");
}
if (saveObj.hasOwnProperty("GlobalAliasesSave")) {
try {
loadGlobalAliases(saveObj.GlobalAliasesSave);
} catch(e) {
console.warn(`Could not load GlobalAliases from save`);
loadGlobalAliases("");
}
} else {
console.warn(`Save file did not contain a GlobalAliases property`);
loadGlobalAliases("");
}
if (saveObj.hasOwnProperty("MessagesSave")) {
try {
loadMessages(saveObj.MessagesSave);
} catch(e) {
console.warn(`Could not load Messages from save`);
initMessages();
}
} else {
console.warn(`Save file did not contain a Messages property`);
initMessages();
}
if (saveObj.hasOwnProperty("StockMarketSave")) {
try {
loadStockMarket(saveObj.StockMarketSave);
} catch(e) {
loadStockMarket("");
}
} else {
loadStockMarket("");
}
if (saveObj.hasOwnProperty("SettingsSave")) {
try {
Settings.load(saveObj.SettingsSave);
} catch(e) {
console.log("ERROR: Failed to parse Settings. Re-initing default values");
Settings.init();
}
} else {
Settings.init();
}
if (saveObj.hasOwnProperty("FconfSettingsSave")) {
try {
loadFconf(saveObj.FconfSettingsSave);
} catch(e) {
console.log("ERROR: Failed to parse .fconf Settings.");
}
}
if (saveObj.hasOwnProperty("VersionSave")) {
try {
var ver = JSON.parse(saveObj.VersionSave, Reviver);
evaluateVersionCompatibility(ver);
if (window.location.href.toLowerCase().includes("bitburner-beta")) {
// Beta branch, always show changes
createBetaUpdateText();
} else if (ver != CONSTANTS.Version) {
createNewUpdateText();
}
} catch(e) {
createNewUpdateText();
}
} else {
createNewUpdateText();
}
if (Player.inGang() && saveObj.hasOwnProperty("AllGangsSave")) {
try {
loadAllGangs(saveObj.AllGangsSave);
} catch(e) {
console.log("ERROR: Failed to parse AllGangsSave: " + e);
}
}
return true;
}
function loadImportedGame(saveObj, saveString) {
var tempSaveObj = null;
var tempPlayer = null;
var tempAllServers = null;
var tempCompanies = null;
var tempFactions = null;
var tempSpecialServerIps = null;
var tempAliases = null;
var tempGlobalAliases = null;
var tempMessages = null;
var tempStockMarket = null;
var tempAllGangs = null;
let tempCorporationResearchTrees = null;
// Check to see if the imported save file can be parsed. If any
// errors are caught it will fail
try {
var decodedSaveString = decodeURIComponent(escape(atob(saveString)));
tempSaveObj = new BitburnerSaveObject();
tempSaveObj = JSON.parse(decodedSaveString, Reviver);
tempPlayer = JSON.parse(tempSaveObj.PlayerSave, Reviver);
// Parse Decimal.js objects
tempPlayer.money = new Decimal(tempPlayer.money);
tempAllServers = JSON.parse(tempSaveObj.AllServersSave, Reviver);
tempCompanies = JSON.parse(tempSaveObj.CompaniesSave, Reviver);
tempFactions = JSON.parse(tempSaveObj.FactionsSave, Reviver);
tempSpecialServerIps = JSON.parse(tempSaveObj.SpecialServerIpsSave, Reviver);
if (tempSaveObj.hasOwnProperty("AliasesSave")) {
try {
tempAliases = JSON.parse(tempSaveObj.AliasesSave, Reviver);
} catch(e) {
console.log("Parsing Aliases save failed: " + e);
tempAliases = {};
}
} else {
tempAliases = {};
}
if (tempSaveObj.hasOwnProperty("GlobalAliases")) {
try {
tempGlobalAliases = JSON.parse(tempSaveObj.AliasesSave, Reviver);
} catch(e) {
console.log("Parsing Global Aliases save failed: " + e);
tempGlobalAliases = {};
}
} else {
tempGlobalAliases = {};
}
if (tempSaveObj.hasOwnProperty("MessagesSave")) {
try {
tempMessages = JSON.parse(tempSaveObj.MessagesSave, Reviver);
} catch(e) {
console.log("Parsing Messages save failed: " + e);
initMessages();
}
} else {
initMessages();
}
if (saveObj.hasOwnProperty("StockMarketSave")) {
try {
tempStockMarket = JSON.parse(tempSaveObj.StockMarketSave, Reviver);
} catch(e) {
console.log("Parsing StockMarket save failed: " + e);
tempStockMarket = {};
}
} else {
tempStockMarket = {};
}
if (tempSaveObj.hasOwnProperty("VersionSave")) {
try {
var ver = JSON.parse(tempSaveObj.VersionSave, Reviver);
evaluateVersionCompatibility(ver);
} catch(e) {
console.error("Parsing Version save failed: " + e);
}
} else {
}
if (tempPlayer.inGang() && tempSaveObj.hasOwnProperty("AllGangsSave")) {
try {
loadAllGangs(tempSaveObj.AllGangsSave);
} catch(e) {
console.error(`Failed to parse AllGangsSave: {e}`);
throw e;
}
}
} catch(e) {
dialogBoxCreate("Error importing game: " + e.toString());
return false;
}
// Since the save file is valid, load everything for real
saveString = decodeURIComponent(escape(atob(saveString)));
saveObj = JSON.parse(saveString, Reviver);
loadPlayer(saveObj.PlayerSave);
loadAllServers(saveObj.AllServersSave);
loadCompanies(saveObj.CompaniesSave);
loadFactions(saveObj.FactionsSave);
loadSpecialServerIps(saveObj.SpecialServerIpsSave);
if (saveObj.hasOwnProperty("AliasesSave")) {
try {
loadAliases(saveObj.AliasesSave);
} catch(e) {
loadAliases("");
}
} else {
loadAliases("");
}
if (saveObj.hasOwnProperty("GlobalAliasesSave")) {
try {
loadGlobalAliases(saveObj.GlobalAliasesSave);
} catch(e) {
loadGlobalAliases("");
}
} else {
loadGlobalAliases("");
}
if (saveObj.hasOwnProperty("MessagesSave")) {
try {
loadMessages(saveObj.MessagesSave);
} catch(e) {
initMessages();
}
} else {
initMessages();
}
if (saveObj.hasOwnProperty("StockMarketSave")) {
try {
loadStockMarket(saveObj.StockMarketSave);
} catch(e) {
loadStockMarket("");
}
} else {
loadStockMarket("");
}
if (saveObj.hasOwnProperty("SettingsSave")) {
try {
Settings.load(saveObj.SettingsSave);
} catch(e) {
Settings.init();
}
} else {
Settings.init();
}
if (saveObj.hasOwnProperty("FconfSettingsSave")) {
try {
loadFconf(saveObj.FconfSettingsSave);
} catch(e) {
console.log("ERROR: Failed to load .fconf settings when importing");
}
}
if (saveObj.hasOwnProperty("VersionSave")) {
try {
var ver = JSON.parse(saveObj.VersionSave, Reviver);
evaluateVersionCompatibility(ver);
if (ver != CONSTANTS.Version) {
createNewUpdateText();
}
} catch(e) {
createNewUpdateText();
}
} else {
createNewUpdateText();
}
if (Player.inGang() && saveObj.hasOwnProperty("AllGangsSave")) {
try {
loadAllGangs(saveObj.AllGangsSave);
} catch(e) {
console.log("ERROR: Failed to parse AllGangsSave: " + e);
}
}
var popupId = "import-game-restart-game-notice";
var txt = createElement("p", {
innerText:"Imported game! You need to SAVE the game and then RELOAD the page " +
"to make sure everything runs smoothly"
});
var gotitBtn = createElement("a", {
class:"a-link-button", float:"right", padding:"6px", innerText:"Got it!",
clickListener:()=>{
removeElementById(popupId);
}
});
createPopup(popupId, [txt, gotitBtn]);
gameOptionsBoxClose();
// Re-start game
console.log("Importing game");
Engine.setDisplayElements(); // Sets variables for important DOM elements
Engine.init(); // Initialize buttons, work, etc.
// Calculate the number of cycles have elapsed while offline
Engine._lastUpdate = new Date().getTime();
var lastUpdate = Player.lastUpdate;
var numCyclesOffline = Math.floor((Engine._lastUpdate - lastUpdate) / Engine._idleSpeed);
// Process offline progress
var offlineProductionFromScripts = loadAllRunningScripts(); // This also takes care of offline production for those scripts
if (Player.isWorking) {
console.log("work() called in load() for " + numCyclesOffline * Engine._idleSpeed + " milliseconds");
if (Player.workType == CONSTANTS.WorkTypeFaction) {
Player.workForFaction(numCyclesOffline);
} else if (Player.workType == CONSTANTS.WorkTypeCreateProgram) {
Player.createProgramWork(numCyclesOffline);
} else if (Player.workType == CONSTANTS.WorkTypeStudyClass) {
Player.takeClass(numCyclesOffline);
} else if (Player.workType == CONSTANTS.WorkTypeCrime) {
Player.commitCrime(numCyclesOffline);
} else if (Player.workType == CONSTANTS.WorkTypeCompanyPartTime) {
Player.workPartTime(numCyclesOffline);
} else {
Player.work(numCyclesOffline);
}
}
// Hacknet Nodes offline progress
var offlineProductionFromHacknetNodes = processHacknetEarnings(numCyclesOffline);
const hacknetProdInfo = hasHacknetServers() ?
`${numeralWrapper.format(offlineProductionFromHacknetNodes, "0.000a")} hashes` :
`${numeralWrapper.formatMoney(offlineProductionFromHacknetNodes)}`;
// Passive faction rep gain offline
processPassiveFactionRepGain(numCyclesOffline);
// Update total playtime
var time = numCyclesOffline * Engine._idleSpeed;
if (Player.totalPlaytime == null) {Player.totalPlaytime = 0;}
if (Player.playtimeSinceLastAug == null) {Player.playtimeSinceLastAug = 0;}
if (Player.playtimeSinceLastBitnode == null) {Player.playtimeSinceLastBitnode = 0;}
Player.totalPlaytime += time;
Player.playtimeSinceLastAug += time;
Player.playtimeSinceLastBitnode += time;
// Re-apply augmentations
Player.reapplyAllAugmentations();
// Clear terminal
$("#terminal tr:not(:last)").remove();
Player.lastUpdate = Engine._lastUpdate;
Engine.start(); // Run main game loop and Scripts loop
const timeOfflineString = convertTimeMsToTimeElapsedString(time);
dialogBoxCreate(`Offline for ${timeOfflineString}. While you were offline, your scripts ` +
"generated " +
numeralWrapper.formatMoney(offlineProductionFromScripts) + " " +
"and your Hacknet Nodes generated " + hacknetProdInfo + "");
return true;
}
BitburnerSaveObject.prototype.exportGame = function() {
const saveString = this.getSaveString();
// Save file name is based on current timestamp and BitNode
const epochTime = Math.round(Date.now() / 1000);
const bn = Player.bitNodeN;
const filename = `bitburnerSave_BN${bn}x${SourceFileFlags[bn]}_${epochTime}.json`;
var file = new Blob([saveString], {type: 'text/plain'});
if (window.navigator.msSaveOrOpenBlob) {// IE10+
window.navigator.msSaveOrOpenBlob(file, filename);
} else { // Others
var a = document.createElement("a"),
url = URL.createObjectURL(file);
a.href = url;
a.download = filename;
document.body.appendChild(a);
a.click();
setTimeoutRef(function() {
document.body.removeChild(a);
window.URL.revokeObjectURL(url);
}, 0);
}
}
BitburnerSaveObject.prototype.importGame = function() {
if (window.File && window.FileReader && window.FileList && window.Blob) {
var fileSelector = clearEventListeners("import-game-file-selector");
fileSelector.addEventListener("change", openImportFileHandler, false);
$("#import-game-file-selector").click();
} else {
dialogBoxCreate("ERR: Your browser does not support HTML5 File API. Cannot import.");
}
}
BitburnerSaveObject.prototype.deleteGame = function(db) {
// Delete from local storage
if (window.localStorage.getItem("bitburnerSave")) {
window.localStorage.removeItem("bitburnerSave");
}
// Delete from indexedDB
var request = db.transaction(["savestring"], "readwrite").objectStore("savestring").delete("save");
request.onsuccess = function(e) {
console.log("Successfully deleted save from indexedDb");
}
request.onerror = function(e) {
console.log("Failed to delete save from indexedDb: " + e);
}
createStatusText("Game deleted!");
}
function createNewUpdateText() {
dialogBoxCreate("New update!
" +
"Please report any bugs/issues through the github repository " +
"or the Bitburner subreddit (reddit.com/r/bitburner).
" +
CONSTANTS.LatestUpdate);
}
function createBetaUpdateText() {
dialogBoxCreate("You are playing on the beta environment! This branch of the game " +
"features the latest developments in the game. This version may be unstable.
" +
"Please report any bugs/issues through the github repository (https://github.com/danielyxie/bitburner/issues) " +
"or the Bitburner subreddit (reddit.com/r/bitburner).
" +
CONSTANTS.LatestUpdate);
}
BitburnerSaveObject.prototype.toJSON = function() {
return Generic_toJSON("BitburnerSaveObject", this);
}
BitburnerSaveObject.fromJSON = function(value) {
return Generic_fromJSON(BitburnerSaveObject, value.data);
}
Reviver.constructors.BitburnerSaveObject = BitburnerSaveObject;
function openImportFileHandler(evt) {
var file = evt.target.files[0];
if (!file) {
dialogBoxCreate("Invalid file selected");
return;
}
var reader = new FileReader();
reader.onload = function(e) {
var contents = e.target.result;
loadImportedGame(saveObject, contents);
};
reader.readAsText(file);
}
export {saveObject, loadGame};