/** * Generic Game Constants * * Constants for specific mechanics or features will NOT be here. */ export const CONSTANTS: { VersionString: string; VersionNumber: number; MaxSkillLevel: number; MilliPerCycle: number; CorpFactionRepRequirement: number; BaseFocusBonus: number; BaseCostFor1GBOfRamHome: number; BaseCostFor1GBOfRamServer: number; TravelCost: number; BaseFavorToDonate: number; DonateMoneyToRepDivisor: number; FactionReputationToFavorBase: number; FactionReputationToFavorMult: number; CompanyReputationToFavorBase: number; CompanyReputationToFavorMult: number; NeuroFluxGovernorLevelMult: number; NumNetscriptPorts: number; HomeComputerMaxRam: number; ServerBaseGrowthRate: number; ServerMaxGrowthRate: number; ServerFortifyAmount: number; ServerWeakenAmount: number; PurchasedServerLimit: number; PurchasedServerMaxRam: number; MultipleAugMultiplier: number; TorRouterCost: number; WSEAccountCost: number; TIXAPICost: number; MarketData4SCost: number; MarketDataTixApi4SCost: number; StockMarketCommission: number; HospitalCostPerHp: number; IntelligenceCrimeWeight: number; IntelligenceInfiltrationWeight: number; IntelligenceCrimeBaseExpGain: number; IntelligenceProgramBaseExpGain: number; IntelligenceGraftBaseExpGain: number; IntelligenceTerminalHackBaseExpGain: number; IntelligenceSingFnBaseExpGain: number; IntelligenceClassBaseExpGain: number; MillisecondsPer20Hours: number; GameCyclesPer20Hours: number; MillisecondsPer10Hours: number; GameCyclesPer10Hours: number; MillisecondsPer8Hours: number; GameCyclesPer8Hours: number; MillisecondsPer4Hours: number; GameCyclesPer4Hours: number; MillisecondsPer2Hours: number; GameCyclesPer2Hours: number; MillisecondsPerHour: number; GameCyclesPerHour: number; MillisecondsPerHalfHour: number; GameCyclesPerHalfHour: number; MillisecondsPerQuarterHour: number; GameCyclesPerQuarterHour: number; MillisecondsPerFiveMinutes: number; GameCyclesPerFiveMinutes: number; ClassDataStructuresBaseCost: number; ClassNetworksBaseCost: number; ClassAlgorithmsBaseCost: number; ClassManagementBaseCost: number; ClassLeadershipBaseCost: number; ClassGymBaseCost: number; ClassStudyComputerScienceBaseExp: number; ClassDataStructuresBaseExp: number; ClassNetworksBaseExp: number; ClassAlgorithmsBaseExp: number; ClassManagementBaseExp: number; ClassLeadershipBaseExp: number; CodingContractBaseFactionRepGain: number; CodingContractBaseCompanyRepGain: number; CodingContractBaseMoneyGain: number; AugmentationGraftingCostMult: number; AugmentationGraftingTimeBase: number; SoACostMult: number; SoARepMult: number; EntropyEffect: number; TotalNumBitNodes: number; InfiniteLoopLimit: number; Donations: number; // number of blood/plasma/palette donation the dev have verified., boosts NFG LatestUpdate: string; } = { VersionString: "2.2.2", VersionNumber: 30, /** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience * and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then * the player will have this level assuming no multipliers. Multipliers can cause skills to go above this. */ MaxSkillLevel: 975, // Milliseconds per game cycle MilliPerCycle: 200, // How much reputation is needed to join a megacorporation's faction CorpFactionRepRequirement: 400e3, // Base RAM costs BaseCostFor1GBOfRamHome: 32000, BaseCostFor1GBOfRamServer: 55000, //1 GB of RAM // Cost to travel to another city TravelCost: 200e3, // Faction and Company favor-related things BaseFavorToDonate: 150, DonateMoneyToRepDivisor: 1e6, FactionReputationToFavorBase: 500, FactionReputationToFavorMult: 1.02, CompanyReputationToFavorBase: 500, CompanyReputationToFavorMult: 1.02, // NeuroFlux Governor Augmentation cost multiplier NeuroFluxGovernorLevelMult: 1.14, NumNetscriptPorts: Number.MAX_SAFE_INTEGER, // Server-related constants HomeComputerMaxRam: 1073741824, // 2 ^ 30 ServerBaseGrowthRate: 1.03, // Unadjusted Growth rate ServerMaxGrowthRate: 1.0035, // Maximum possible growth rate (max rate accounting for server security) ServerFortifyAmount: 0.002, // Amount by which server's security increases when its hacked/grown ServerWeakenAmount: 0.05, // Amount by which server's security decreases when weakened PurchasedServerLimit: 25, PurchasedServerMaxRam: 1048576, // 2^20 // Augmentation Constants MultipleAugMultiplier: 1.9, // TOR Router TorRouterCost: 200e3, // Stock market WSEAccountCost: 200e6, TIXAPICost: 5e9, MarketData4SCost: 1e9, MarketDataTixApi4SCost: 25e9, StockMarketCommission: 100e3, // Hospital/Health HospitalCostPerHp: 100e3, // Intelligence-related constants IntelligenceCrimeWeight: 0.025, // Weight for how much int affects crime success rates IntelligenceInfiltrationWeight: 0.1, // Weight for how much int affects infiltration success rates IntelligenceCrimeBaseExpGain: 0.05, IntelligenceProgramBaseExpGain: 0.1, // Program required hack level divided by this to determine int exp gain IntelligenceGraftBaseExpGain: 0.05, IntelligenceTerminalHackBaseExpGain: 200, // Hacking exp divided by this to determine int exp gain IntelligenceSingFnBaseExpGain: 1.5, IntelligenceClassBaseExpGain: 0.01, // Time-related constants MillisecondsPer20Hours: 72000000, GameCyclesPer20Hours: 72000000 / 200, MillisecondsPer10Hours: 36000000, GameCyclesPer10Hours: 36000000 / 200, MillisecondsPer8Hours: 28800000, GameCyclesPer8Hours: 28800000 / 200, MillisecondsPer4Hours: 14400000, GameCyclesPer4Hours: 14400000 / 200, MillisecondsPer2Hours: 7200000, GameCyclesPer2Hours: 7200000 / 200, MillisecondsPerHour: 3600000, GameCyclesPerHour: 3600000 / 200, MillisecondsPerHalfHour: 1800000, GameCyclesPerHalfHour: 1800000 / 200, MillisecondsPerQuarterHour: 900000, GameCyclesPerQuarterHour: 900000 / 200, MillisecondsPerFiveMinutes: 300000, GameCyclesPerFiveMinutes: 300000 / 200, // Player Work & Action BaseFocusBonus: 0.8, ClassDataStructuresBaseCost: 40, ClassNetworksBaseCost: 80, ClassAlgorithmsBaseCost: 320, ClassManagementBaseCost: 160, ClassLeadershipBaseCost: 320, ClassGymBaseCost: 120, ClassStudyComputerScienceBaseExp: 0.5, ClassDataStructuresBaseExp: 1, ClassNetworksBaseExp: 2, ClassAlgorithmsBaseExp: 4, ClassManagementBaseExp: 2, ClassLeadershipBaseExp: 4, // Coding Contract // TODO: Move this into Coding contract implementation? CodingContractBaseFactionRepGain: 2500, CodingContractBaseCompanyRepGain: 4000, CodingContractBaseMoneyGain: 75e6, // Augmentation grafting multipliers AugmentationGraftingCostMult: 3, AugmentationGraftingTimeBase: 3600000, // SoA mults SoACostMult: 7, SoARepMult: 1.3, // Value raised to the number of entropy stacks, then multiplied to player multipliers EntropyEffect: 0.98, // BitNode/Source-File related stuff TotalNumBitNodes: 24, InfiniteLoopLimit: 2000, Donations: 41, LatestUpdate: ` v2.2.2 - 21 Feb 2022 PLANNED 2.3 BREAKING CHANGES: * 2.3 will include a large planned rework to corporation. This may cause api breaks for any corporation scripts, and there will be large changes in how the corporation mechanic functions. NETSCRIPT API: * Added ns.formatNumber, ns.formatRam, and ns.formatPercent, which allow formatting these types of numbers the same way the game does (@Snarling, See UI section). * Deprecated ns.nFormat. Likely to be removed in 2.3. Now just directly wraps numeral.format (@Snarling) * EXPERIMENTAL CHANGE (may be reverted next patch): BasicHGWOptions now allows specifying a number of additionalMsec. This should allow easier and more reliable coordination of completion times for hack, grow, and weaken. Since this is an experimental change, be prepared for a possible API break next patch if you use this functionality. (@d0sboots) - Corporation API * Fix bugs with ns.corporation.setAutoJobAssignment. (@zerbosh and @croy) - Formulas API * Added ns.formulas.hacking.growThreads function (@d0sboots) - Sleeve API * ns.sleeve.getTask now also includes cyclesWorked for the task types where this applies. (@Zelow79) * Added ns.sleeve.setToIdle function (@Zelow79) - Unsupported API * Added ns.printRaw - allows printing custom React content to script logs. Use at your own risk, misuse is very likely to cause a crash. (@d0sboots) ELECTRON (STEAM) VERSION: * Fix security issue where player scripts were allowed to access any part of the player's filesystem. Now access is limited to the game's 'dist' folder. (@Snarling) SCRIPTS: * Fix an issue where multiple copies of the same script could be launched with same args/same server (@Mughur) * Followup changes to API wrapping from 2.2.1 changes. (@d0sboots) UI: * Add new number formatting code to replace internal use of unmaintained package numeral.js. Added several Numeric Display options. (@Snarling) * Removed ingame donation section. (@hydroflame) * Improve some bladeburner number formatting (@Zelow79) * Added IronMan theme (@MattiYT) * Factions that have not been joined yet will show how many unowned augments they have available. (@Zelow79) * Added more features to dev menu (@Zelow79 and @Snarling) CORPORATION: * Reverted previous change to employee needs. Now they will trend up on their own again. (@d0sboots) * Improvements to how Market TA II works (@d0sboots) * ns.corporation.getOffice return value now includes a totalExperience property. (@Snarling) HACKNET: * Hacknet servers are now named hacknet-server-# instead of hacknet-node-#. (@Tyasuh) * Fix bug related to renaming hacknet servers (@Mughur) GRAFTING: * Bladeburner augs can be grafted if player is in Bladeburner faction (@Tyasuh) DOCUMENTATION * Many documentation updates (@Mughur, @d0sboots, @Snarling, @teauxfu). * Official non-markdown docs are at http://bitburner-official.readthedocs.io/ * Official dev version markdown docs are at https://github.com/bitburner-official/bitburner-src/blob/dev/markdown/bitburner.ns.md * Official stable version markdown docs are at https://github.com/bitburner-official/bitburner-src/blob/stable/markdown/bitburner.ns.md * Dev version documentation is now kept up to date as changes are made. (@Snarling) CODEBASE: * Updated many dependencies (@d0sboots) * Updated lots of the build processes and GitHub workflows. (@Snarling) * Internal refactoring of how BitNode multipliers are stored (@d0sboots) * Added some extra helper function (useRerender hook, positiveInteger ns argument validator). (@Snarling) MISC: * Nerf noodle bar `, };