Netscript Bladeburner API

Netscript provides the following API for interacting with the game's Bladeburner mechanic.

The Bladeburner API is not immediately available to the palyer and must be unlocked later in the game

WARNING: This page contains spoilers for the game

The Bladeburner API is unlocked in BitNode-7. If you are in BitNode-7, you will automatically gain access to this API. Otherwise, you must have Source-File 7 in order to use this API in other BitNodes

Bladeburner API functions must be accessed through the bladeburner namespace

In Netscript 1.0:

bladeburner.getContractNames();
bladeburner.startAction("general", "Training");

In NetscriptJS (Netscript 2.0):

ns.bladeburner.getContractNames();
ns.bladeburner.startAction("general", "Training");

Bladeburner Action Types

Several functions in the Bladeburner API require you to specify an action using its type and name. The following are valid values when specifying the action's type:

Contracts
  • contract
  • contracts
  • contr
Operations
  • operation
  • operations
  • op
  • ops
Black Ops
  • blackoperation
  • black operation
  • black operations
  • black op
  • black ops
  • blackop
  • blackops
General Actions (Training, Field Analysis, Recruitment)
  • general
  • general action
  • gen

getContractNames

getContractNames()

Returns an array of strings containing the names of all Bladeburner contracts

getOperationNames

getOperationNames()

Returns an array of strings containing the names of all Bladeburner operations

getBlackOpNames

getBlackOpNames()

Returns an array of strings containing the names of all Bladeburner Black Ops

getGeneralActionNames

getGeneralActionNames()

Returns an array of strings containing the names of all general Bladeburner actions

getSkillNames

getSkillNames()

Returns an array of strings containing the names of all Bladeburner skills

startAction

startAction(type, name)
Arguments:

Attempts to start the specified Bladeburner action. Returns true if the action was started successfully, and false otherwise.

stopBladeburnerAction

stopBladeburnerAction()

Stops the current Bladeburner action

getActionTime

getActionTime(type, name)
Arguments:

Returns the number of seconds it takes to complete the specified action

getActionEstimatedSuccessChance

getActionEstimatedSuccessChance(type, name)
Arguments:

Returns the estimated success chance for the specified action

getActionCountRemaining

getActionCountRemaining(type, name)
Arguments:

Returns the remaining count of the specified action.

Note that this is meant to be used for Contracts and Operations. This function will return 'Infinity' for actions such as Training and Field Analysis.

getRank

getRank()

Returns the player's Bladeburner Rank

getSkillPoints

getSkillPoints()

Returns the number of Bladeburner skill points you have

getSkillLevel

getSkillLevel(skillName="")
Arguments:
  • skillName (string) -- Optional name of Skill. Empty string by default

If no argument or an empty string is passed in, this function returns an object with your level for all Bladeburner Skills (only for skills that have at least one level). In the object, the name of the Bladeburner Skills are the keys and your skill levels are the values. For example:

{
    "Blade's Intuition":    10,
    "Cloak":                5,
    "Evasive System":       6
}

If the name of a skill is passed in as an argument, then this function returns your level in the specified skill.

The function returns -1 if an invalid skill name is passed in

upgradeSkill

upgradeSkill(skillName)
Arguments:
  • skillName (string) -- Name of Skill to be upgraded. Must be an exact match

Attempts to upgrade the specified Bladeburner skill. Returns true if the skill is successfully upgraded, and false otherwise

getTeamSize

getTeamSize(type, name)
Arguments:

Returns the number of Bladeburner team members you have assigned to the specified action.

Setting a team is only applicable for Operations and BlackOps. This function will return 0 for other action types.

setTeamSize

setTeamSize(type, name, size)
Arguments:
  • type (string) -- Type of action. See Bladeburner Action Types
  • name (string) -- Name of action. Must be an exact match
  • size (int) -- Number of team members to set. Will be converted using Math.round()

Set the team size for the specified Bladeburner action.

Returns the team size that was set, or -1 if the function failed.

getCityEstimatedPopulation

getCityEstimatedPopulation(cityName)
Arguments:
  • cityName (string) -- Name of city. Case-sensitive

Returns the estimated number of Synthoids in the specified city, or -1 if an invalid city was specified.

getCityEstimatedCommunities

getCityEstimatedCommunities(cityName)
Arguments:
  • cityName (string) -- Name of city. Case-sensitive

Returns the estimated number of Synthoid communities in the specified city, or -1 if an invalid city was specified.

getCityChaos

getCityChaos(cityName)
Arguments:
  • cityName (string) -- Name of city. Case-sensitive

Returns the chaos in the specified city, or -1 if an invalid city was specified

switchCity

switchCity(cityName)
Arguments:
  • cityName (string) -- Name of city

Attempts to switch to the specified city (for Bladeburner only).

Returns true if successful, and false otherwise

getStamina

getStamina()

Returns an array with two elements:

[Current stamina, Max stamina]

Example usage:

function getStaminaPercentage() {
    let res = bladeburner.getStamina();
    return res[0] / res[1];
}

joinBladeburnerFaction

joinBladeburnerFaction()

Attempts to join the Bladeburner faction.

Returns true if you successfully join the Bladeburner faction, or if you are already a member.

Returns false otherwise.

joinBladeburnerDivision

joinBladeburnerDivision()

Attempts to join the Bladeburner division.

Returns true if you successfully join the Bladeburner division, or if you are already a member.

Returns false otherwise

Examples

Basic example usage:

tprint(bladeburner.getContractNames());
tprint(bladeburner.getOperationNames());
tprint(bladeburner.getBlackOpNames());
tprint(bladeburner.getGeneralActionNames());
tprint(bladeburner.getSkillNames());
tprint(bladeburner.getActionTime("contract", "Tracking"));
tprint("Rank: " + bladeburner.getRank());
tprint("Skill Points: " + bladeburner.getSkillPoints());
tprint("Cloak Skill Level: " + bladeburner.getSkillLevel("Cloak"));
tprint("Trying to upgradeSkill: " + bladeburner.upgradeSkill("Cloak"));
tprint("Skill Points remaining: " + bladeburner.getSkillPoints());

tprint("Trying to switch to a nonexistent city: " + bladeburner.switchCity("lskgns"));

var chongqing = "Chongqing";
tprint("Trying to switch to Chongqing: " + bladeburner.switchCity(chongqing));
tprint("Chongqing chaos: " + bladeburner.getCityChaos(chongqing));
tprint("Chongqing estimated pop: " + bladeburner.getCityEstimatedPopulation(chongqing));
tprint("Chonqging estimated communities: " + bladeburner.getCityEstimatedCommunities(chongqing));

Bladeburner handler example. Note that this avoids the need of using the bladeburner namespace identifier by attaching the Bladeburner API functions to an object:

const FIELD_ANALYSIS_INTERVAL = 10; //Number of minutes between field analysis states
const FIELD_ANALYSIS_DURATION = 5;  //Duration in minutes

function BladeburnerHandler(ns, params) {
    //Netscript environment becomes part of the instance
    this.ns = ns;

    //Netscript bladeburner API becomes part of this instance
    for (var bladeburnerFn in ns.bladeburner) {
        this[bladeburnerFn] = ns.bladeburner[bladeburnerFn];
    }

    this.fieldAnalysis = {
        inProgress:         params.startFieldAnalysis ? true : false,
        cyclesRemaining:    params.startFieldAnalysis ? FIELD_ANALYSIS_DURATION : 0,
        cyclesSince:        params.startFieldAnalysis ? FIELD_ANALYSIS_INTERVAL : 0,
    }
}



BladeburnerHandler.prototype.getStaminaPercentage = function() {
    var res = this.getStamina();
    return 100 * (res[0] / res[1]);
}

BladeburnerHandler.prototype.hasSimulacrum = function() {
    var augs = this.ns.getOwnedAugmentations();
    return augs.includes("The Blade's Simulacrum");
}

BladeburnerHandler.prototype.handle = function() {
    //If we're doing something else manually (without Simlacrum),
    //it overrides Bladeburner stuff
    if (!this.hasSimulacrum() && this.ns.isBusy()) {
        this.ns.print("Idling bc player is busy with some other action");
        return;
    }

    if (this.fieldAnalysis.inProgress) {
        --(this.fieldAnalysis.cyclesRemaining);
        if (this.fieldAnalysis.cyclesRemaining < 0) {
            this.fieldAnalysis.inProgress = false;
            this.fieldAnalysis.cyclesSince = 0;
            return this.handle();
        } else {
            this.startAction("general", "Field Analysis");
            this.ns.print("handler is doing field analyis for " +
                          (this.fieldAnalysis.cyclesRemaining+1) + " more mins");
            return 31; //Field Analysis Time + 1
        }
    } else {
        ++(this.fieldAnalysis.cyclesSince);
        if (this.fieldAnalysis.cyclesSince > FIELD_ANALYSIS_INTERVAL) {
            this.fieldAnalysis.inProgress = true;
            this.fieldAnalysis.cyclesRemaining = FIELD_ANALYSIS_DURATION;
            return this.handle();
        }
    }

    this.stopBladeburnerAction();

    var staminaPerc = this.getStaminaPercentage();
    if (staminaPerc < 55) {
        this.ns.print("handler is starting training due to low stamina percentage");
        this.startAction("general", "Training");
        return 31; //Training time + 1
    } else {
        var action = this.chooseAction();
        this.ns.print("handler chose " + action.name + " " + action.type + " through chooseAction()");
        this.startAction(action.type, action.name);
        return (this.getActionTime(action.type, action.name) + 1);
    }
}

BladeburnerHandler.prototype.chooseAction = function() {
    //Array of all Operations
    var ops = this.getOperationNames();

    //Sort Operations in order of increasing success chance
    ops.sort((a, b)=>{
        return this.getActionEstimatedSuccessChance("operation", a) -
               this.getActionEstimatedSuccessChance("operation", b);
    });

    //Loop through until you find one with 99+% success chance
    for (let i = 0; i < ops.length; ++i) {
        let successChance   = this.getActionEstimatedSuccessChance("operation", ops[i]);
        let count           = this.getActionCountRemaining("operation", ops[i]);
        if (successChance >= 0.99 && count > 10) {
            return {type: "operation", name: ops[i]};
        }
    }

    //Repeat for Contracts
    var contracts = this.getContractNames();
    contracts.sort((a, b)=>{
        return this.getActionEstimatedSuccessChance("contract", a) -
               this.getActionEstimatedSuccessChance("contract", b);
    });

    for (let i = 0; i < contracts.length; ++i) {
        let successChance   = this.getActionEstimatedSuccessChance("contract", contracts[i]);
        let count           = this.getActionCountRemaining("contract", contracts[i]);
        if (successChance >= 0.80 && count > 10) {
            return {type: "contract", name: contracts[i]};
        }
    }

    return {type:"general", name:"Training"};
}


BladeburnerHandler.prototype.process = async function() {
    await this.ns.sleep(this.handle() * 1000);
}

export async function main(ns) {
    //Check if Bladeburner is available. This'll throw a runtime error if it's not
    ns.bladeburner.getContractNames();

    var startFieldAnalysis = true;
    if (ns.args.length >= 1 && ns.args[0] == "false") {
        startFieldAnalysis = false;
    }

    var handler = new BladeburnerHandler(ns, {
        startFieldAnalysis: startFieldAnalysis
    });
    while(true) {
        await handler.process();
    }
}