/** * Generic Game Constants * * Constants for specific mechanics or features will NOT be here. */ export const CONSTANTS: { Version: string; _idleSpeed: number; MaxSkillLevel: number; MilliPerCycle: number; CorpFactionRepRequirement: 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; InfiltrationBribeBaseAmount: number; InfiltrationMoneyValue: number; InfiltrationRepValue: number; InfiltrationExpPow: number; WSEAccountCost: number; TIXAPICost: number; MarketData4SCost: number; MarketDataTixApi4SCost: number; StockMarketCommission: number; HospitalCostPerHp: number; IntelligenceCrimeWeight: number; IntelligenceInfiltrationWeight: number; IntelligenceCrimeBaseExpGain: number; IntelligenceProgramBaseExpGain: number; IntelligenceTerminalHackBaseExpGain: number; IntelligenceSingFnBaseExpGain: number; IntelligenceClassBaseExpGain: number; IntelligenceHackingMissionBaseExpGain: number; HackingMissionRepToDiffConversion: number; HackingMissionRepToRewardConversion: number; HackingMissionSpamTimeIncrease: number; HackingMissionTransferAttackIncrease: number; HackingMissionMiscDefenseIncrease: number; HackingMissionDifficultyToHacking: number; HackingMissionHowToPlay: string; 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; FactionWorkHacking: string; FactionWorkField: string; FactionWorkSecurity: string; WorkTypeCompany: string; WorkTypeCompanyPartTime: string; WorkTypeFaction: string; WorkTypeCreateProgram: string; WorkTypeStudyClass: string; WorkTypeCrime: string; ClassStudyComputerScience: string; ClassDataStructures: string; ClassNetworks: string; ClassAlgorithms: string; ClassManagement: string; ClassLeadership: string; ClassGymStrength: string; ClassGymDefense: string; ClassGymDexterity: string; ClassGymAgility: string; ClassDataStructuresBaseCost: number; ClassNetworksBaseCost: number; ClassAlgorithmsBaseCost: number; ClassManagementBaseCost: number; ClassLeadershipBaseCost: number; ClassGymBaseCost: number; ClassStudyComputerScienceBaseExp: number; ClassDataStructuresBaseExp: number; ClassNetworksBaseExp: number; ClassAlgorithmsBaseExp: number; ClassManagementBaseExp: number; ClassLeadershipBaseExp: number; CrimeShoplift: string; CrimeRobStore: string; CrimeMug: string; CrimeLarceny: string; CrimeDrugs: string; CrimeBondForgery: string; CrimeTraffickArms: string; CrimeHomicide: string; CrimeGrandTheftAuto: string; CrimeKidnap: string; CrimeAssassination: string; CrimeHeist: string; CodingContractBaseFactionRepGain: number; CodingContractBaseCompanyRepGain: number; CodingContractBaseMoneyGain: number; TotalNumBitNodes: number; LatestUpdate: string; } = { Version: "0.53.0", // Speed (in ms) at which the main loop is updated _idleSpeed: 200, /** 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: 200e3, // 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: 20, // 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, // Infiltration InfiltrationBribeBaseAmount: 100e3, //Amount per clearance level InfiltrationMoneyValue: 5e3, //Convert "secret" value to money InfiltrationRepValue: 1.4, //Convert "secret" value to faction reputation InfiltrationExpPow: 0.8, // 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: 2.5, // Program required hack level divided by this to determine int exp gain IntelligenceTerminalHackBaseExpGain: 200, // Hacking exp divided by this to determine int exp gain IntelligenceSingFnBaseExpGain: 1.5, IntelligenceClassBaseExpGain: 0.01, IntelligenceHackingMissionBaseExpGain: 3, // Hacking Mission difficulty multiplied by this to get exp gain // Hacking Missions // TODO Move this into Hacking Mission implementation HackingMissionRepToDiffConversion: 10000, // Faction rep is divided by this to get mission difficulty HackingMissionRepToRewardConversion: 7, // Faction rep divided byt his to get mission rep reward HackingMissionSpamTimeIncrease: 25000, // How much time limit increase is gained when conquering a Spam Node (ms) HackingMissionTransferAttackIncrease: 1.05, // Multiplier by which the attack for all Core Nodes is increased when conquering a Transfer Node HackingMissionMiscDefenseIncrease: 1.05, // The amount by which every misc node's defense is multiplied when one is conquered HackingMissionDifficultyToHacking: 135, // Difficulty is multiplied by this to determine enemy's "hacking" level (to determine effects of scan/attack, etc) HackingMissionHowToPlay: "Hacking missions are a minigame that, if won, will reward you with faction reputation.

" + "In this game you control a set of Nodes and use them to try and defeat an enemy. Your Nodes " + "are colored blue, while the enemy's are red. There are also other nodes on the map colored gray " + "that initially belong to neither you nor the enemy. The goal of the game is " + "to capture all of the enemy's Database nodes within the time limit. " + "If you fail to do this, you will lose.

" + "Each Node has three stats: Attack, Defense, and HP. There are five different actions that " + "a Node can take:

" + "Attack - Targets an enemy Node and lowers its HP. The effectiveness is determined by the owner's Attack, the Player's " + "hacking level, and the enemy's defense.

" + "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 " + "enemy's defense.

" + "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 " + "defense.

" + "Fortify - Raises the Node's Defense. The effectiveness is determined by your hacking level.

" + "Overflow - Raises the Node's Attack but lowers its Defense. The effectiveness is determined by your hacking level.

" + "Note that when determining the effectiveness of the above actions, the TOTAL Attack or Defense of the team is used, not just the " + "Attack/Defense of the individual Node that is performing the action.

" + "To capture a Node, you must lower its HP down to 0.

" + "There are six different types of Nodes:

" + "CPU Core - These are your main Nodes that are used to perform actions. Capable of performing every action

" + "Firewall - Nodes with high defense. These Nodes can 'Fortify'

" + "Database - A special type of Node. The player's objective is to conquer all of the enemy's Database Nodes within " + "the time limit. These Nodes cannot perform any actions

" + "Spam - Conquering one of these Nodes will slow the enemy's trace, giving the player additional time to complete " + "the mission. These Nodes cannot perform any actions

" + "Transfer - Conquering one of these nodes will increase the Attack of all of your CPU Cores by a small fixed percentage. " + "These Nodes are capable of performing every action except the 'Attack' action

" + "Shield - Nodes with high defense. These Nodes can 'Fortify'

" + "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 " + "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 " + "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, " + "select its action using the Action Buttons near the top of the screen. Every action also has a corresponding keyboard " + "shortcut.

" + "For certain actions such as attacking, scanning, and weakening, the Node performing the action must have a target. To target " + "another node, simply click-and-drag from the 'source' Node to a target. A Node can only have one target, and you can target " + "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 " + "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 " + "the connection between one of your Nodes and its target. Alternatively, you can select the 'source' Node and click the 'Drop Connection' button, " + "or press 'd'.

" + "Other Notes:

" + "-Whenever a miscellenaous Node (not owned by the player or enemy) is conquered, the defense of all remaining miscellaneous Nodes that " + "are not actively being targeted will increase by a fixed percentage.

" + "-Whenever a Node is conquered, its stats are significantly reduced

" + "-Miscellaneous Nodes slowly raise their defense over time

" + "-Nodes slowly regenerate health over time.", // 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 FactionWorkHacking: "Faction Hacking Work", FactionWorkField: "Faction Field Work", FactionWorkSecurity: "Faction Security Work", WorkTypeCompany: "Working for Company", WorkTypeCompanyPartTime: "Working for Company part-time", WorkTypeFaction: "Working for Faction", WorkTypeCreateProgram: "Working on Create a Program", WorkTypeStudyClass: "Studying or Taking a class at university", WorkTypeCrime: "Committing a crime", ClassStudyComputerScience: "studying Computer Science", ClassDataStructures: "taking a Data Structures course", ClassNetworks: "taking a Networks course", ClassAlgorithms: "taking an Algorithms course", ClassManagement: "taking a Management course", ClassLeadership: "taking a Leadership course", ClassGymStrength: "training your strength at a gym", ClassGymDefense: "training your defense at a gym", ClassGymDexterity: "training your dexterity at a gym", ClassGymAgility: "training your agility at a gym", 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, CrimeShoplift: "shoplift", CrimeRobStore: "rob a store", CrimeMug: "mug someone", CrimeLarceny: "commit larceny", CrimeDrugs: "deal drugs", CrimeBondForgery: "forge corporate bonds", CrimeTraffickArms: "traffick illegal arms", CrimeHomicide: "commit homicide", CrimeGrandTheftAuto: "commit grand theft auto", CrimeKidnap: "kidnap someone for ransom", CrimeAssassination: "assassinate a high-profile target", CrimeHeist: "pull off the ultimate heist", // Coding Contract // TODO: Move this into Coding contract implementation? CodingContractBaseFactionRepGain: 2500, CodingContractBaseCompanyRepGain: 4000, CodingContractBaseMoneyGain: 75e6, // BitNode/Source-File related stuff TotalNumBitNodes: 24, LatestUpdate: ` v0.53.0 - 2021-09-09 Way too many things. (hydroflame & community) ------------------------------------------- ** Dev? ** * The entire codebase has been run through a code prettifier, hurray for consistency. (@threehams) * Lots of test. (@threehams) * Massive improvements to build speed. (@threehams) * Dev notes: This won't affect any players but is immensely useful for me. ** Hacknet ** * Converted to ts/react ** Resleeving ** * Converted to ts/react ** Sleeves ** * Converted to ts/react. The ui should also have a better feel. * Fixed a bug that allowed players to recover shock much faster than intended. ** BN10 ** * You have access to Sleeves right away * In BN10 Sleeves start with 75 shock and 25 sync. ** MathJax ** * Several tooltips have been updated to display the relevant formula in Mathjax, e.g. Favor and reputation ** Corporation ** * Completely rewritten in React. Paving the way for bigger change. * Smart Supply is now smarter and won't deadlock the warehouse. It is also more configurable. * Several UI fixes. ** Bladeburner ** * Action count is no longer decided when joining the Bladeburners. Experiences for all players should be more similar. ** Factions ** * No factions have home computer ram requirement. This caused some confusion for new players. ** Gang ** * Made it clear when there's a new equipment coming up. ** Netscript ** * getActionCountRemaining now returns Infinity for bladeburner general actions. (@brubsy) * getActionEstimatedSuccessChance now returns 100% for Diplomacy and Hyperbolic Regeneration Chamber. (@brubsy) * disableLog('ALL') now disables all logs individually, meaning you can re-enable the ones you want after. (@Cass) * getPlayer returns numPeopleKilled. * Dynamic RAM calculation errors have a better error message. * Hide some functions from autocomplete. * Added getAugmentationPrice, getAugmentationRepReq, deprecated getAugmentationCost. (@TempFound) * Fixed bug where some crime API would return "assassinate" when that's not accepted in other functions. ** Coding Contract ** * Spiralize Matrix is easier to read. ** Misc. ** * The world map is now used in sleeve travel and bladeburner travel. * noselect a bunch of stuff. * Ascii maps letters are more contrasting * Updated documentation for infiltration. * Most money costs in the game will turn grey/cyan when you don't have enough money. * Donation textbox has better look & feel. * Tech vendors ram & cores buttons have better look and feels. * cores cost modified to be a formula instead of a semi-random array of numbers. * Tech vendors now give a hint about where to get bigger servers. * logboxes now displays whitespaces exactly. (@Cass) * nerf noodle bar `, /* */ };