/** * Game engine. Handles the main game loop as well as the main UI pages * * TODO: Separate UI functionality into its own component */ import { convertTimeMsToTimeElapsedString, replaceAt } from "../utils/StringHelperFunctions"; import { Augmentations } from "./Augmentation/Augmentations"; import { initAugmentations, installAugmentations } from "./Augmentation/AugmentationHelpers"; import { onExport } from "./ExportBonus"; import { AugmentationsRoot } from "./Augmentation/ui/Root"; import { AugmentationNames } from "./Augmentation/data/AugmentationNames"; import { initBitNodeMultipliers } from "./BitNode/BitNode"; import { Bladeburner } from "./Bladeburner/Bladeburner"; import { CharacterOverview } from "./ui/React/CharacterOverview"; import { generateRandomContract } from "./CodingContractGenerator"; import { initCompanies } from "./Company/Companies"; import { Corporation } from "./Corporation/Corporation"; import { CONSTANTS } from "./Constants"; import { DevMenuRoot } from "./DevMenu"; import { Factions, initFactions } from "./Faction/Factions"; import { processPassiveFactionRepGain, inviteToFaction } from "./Faction/FactionHelpers"; import { FactionList } from "./Faction/ui/FactionList"; import { Root as BladeburnerRoot } from "./Bladeburner/ui/Root"; import { Root as GangRoot } from "./Gang/ui/Root"; import { SidebarRoot } from "./Sidebar/ui/SidebarRoot"; import { CorporationRoot } from "./Corporation/ui/CorporationRoot"; import { ResleeveRoot } from "./PersonObjects/Resleeving/ui/ResleeveRoot"; import { GameOptionsRoot } from "./ui/React/GameOptionsRoot"; import { Theme } from "./ui/React/Theme"; import { SleeveRoot } from "./PersonObjects/Sleeve/ui/SleeveRoot"; import { displayInfiltrationContent } from "./Infiltration/Helper"; import { getHackingWorkRepGain, getFactionSecurityWorkRepGain, getFactionFieldWorkRepGain, } from "./PersonObjects/formulas/reputation"; import { hasHacknetServers, processHacknetEarnings } from "./Hacknet/HacknetHelpers"; import { HacknetRoot } from "./Hacknet/ui/HacknetRoot"; import { iTutorialStart } from "./InteractiveTutorial"; import { LocationName } from "./Locations/data/LocationNames"; import { LocationRoot } from "./Locations/ui/Root"; import { checkForMessagesToSend, initMessages } from "./Message/MessageHelpers"; import { inMission, currMission } from "./Missions"; import { workerScripts } from "./Netscript/WorkerScripts"; import { loadAllRunningScripts, updateOnlineScriptTimes } from "./NetscriptWorker"; import { Player } from "./Player"; import { prestigeAugmentation } from "./Prestige"; import { ProgramsRoot } from "./Programs/ui/ProgramsRoot"; import { saveObject, loadGame } from "./SaveObject"; import { Root as ScriptEditorRoot } from "./ScriptEditor/ui/Root"; import { initForeignServers, AllServers } from "./Server/AllServers"; import { Settings } from "./Settings/Settings"; import { updateSourceFileFlags } from "./SourceFile/SourceFileFlags"; import { initSpecialServerIps } from "./Server/SpecialServerIps"; import { initSymbolToStockMap, processStockPrices, displayStockMarketContent } from "./StockMarket/StockMarket"; import { MilestonesRoot } from "./Milestones/ui/MilestonesRoot"; import { Terminal, postVersion } from "./Terminal"; import { TutorialRoot } from "./Tutorial/ui/TutorialRoot"; import { Sleeve } from "./PersonObjects/Sleeve/Sleeve"; import { CharacterInfo } from "./ui/CharacterInfo"; import { Page, routing } from "./ui/navigationTracking"; import { Money } from "./ui/React/Money"; import { Hashes } from "./ui/React/Hashes"; import { Reputation } from "./ui/React/Reputation"; import { ActiveScriptsRoot } from "./ui/ActiveScripts/Root"; import { MainMenuLinks } from "./ui/MainMenu/Links"; import { dialogBoxCreate } from "../utils/DialogBox"; import { exceptionAlert } from "../utils/helpers/exceptionAlert"; import { removeLoadingScreen } from "../utils/uiHelpers/removeLoadingScreen"; import "./Exploits/tampering"; import "./Exploits/unclickable"; import React from "react"; import ReactDOM from "react-dom"; const Engine = { // Clickable objects Clickables: { // Main menu buttons saveMainMenuButton: null, deleteMainMenuButton: null, }, // Display objects // TODO-Refactor this into its own component Display: { // Generic page that most react loads into. content: null, // Main menu content terminalContent: null, infiltrationContent: null, workInProgressContent: null, redPillContent: null, cinematicTextContent: null, missionContent: null, overview: null, }, indexedDb: undefined, // Time variables (milliseconds unix epoch time) _lastUpdate: new Date().getTime(), _idleSpeed: 200, // Speed (in ms) at which the main loop is updated loadTerminalContent: function () { Engine.hideAllContent(); Engine.Display.terminalContent.style.display = "block"; document.getElementById("terminal-input-td").scrollIntoView(false); routing.navigateTo(Page.Terminal); MainMenuLinks.Terminal.classList.add("active"); }, loadCharacterContent: function () { Engine.hideAllContent(); Engine.Display.content.style.display = "block"; routing.navigateTo(Page.CharacterInfo); ReactDOM.render(, Engine.Display.content); MainMenuLinks.Stats.classList.add("active"); }, loadScriptEditorContent: function (filename = "", code = "") { Engine.hideAllContent(); Engine.Display.content.style.display = "block"; routing.navigateTo(Page.ScriptEditor); MainMenuLinks.ScriptEditor.classList.add("active"); ReactDOM.render( , Engine.Display.content, ); }, loadActiveScriptsContent: function () { Engine.hideAllContent(); Engine.Display.content.style.display = "block"; routing.navigateTo(Page.ActiveScripts); MainMenuLinks.ActiveScripts.classList.add("active"); ReactDOM.render(, Engine.Display.content); }, loadHacknetNodesContent: function () { Engine.hideAllContent(); Engine.Display.content.style.display = "block"; routing.navigateTo(Page.HacknetNodes); MainMenuLinks.HacknetNodes.classList.add("active"); ReactDOM.render(, Engine.Display.content); }, loadCreateProgramContent: function () { Engine.hideAllContent(); Engine.Display.content.style.display = "block"; routing.navigateTo(Page.CreateProgram); MainMenuLinks.CreateProgram.classList.add("active"); ReactDOM.render(, Engine.Display.content); }, loadFactionsContent: function () { Engine.hideAllContent(); Engine.Display.content.style.display = "block"; routing.navigateTo(Page.Factions); MainMenuLinks.Factions.classList.add("active"); ReactDOM.render(, Engine.Display.content); }, // TODO reactify loadFactionContent: function () { Engine.hideAllContent(); Engine.Display.content.style.display = "block"; routing.navigateTo(Page.Faction); }, loadAugmentationsContent: function () { Engine.hideAllContent(); Engine.Display.content.style.display = "block"; routing.navigateTo(Page.Augmentations); MainMenuLinks.Augmentations.classList.add("active"); function backup() { saveObject.exportGame(); onExport(Player); } ReactDOM.render( , Engine.Display.content, ); }, loadMilestonesContent: function () { Engine.hideAllContent(); Engine.Display.content.style.display = "block"; routing.navigateTo(Page.Milestones); MainMenuLinks.Milestones.classList.add("active"); ReactDOM.render(, Engine.Display.content); }, loadTutorialContent: function () { Engine.hideAllContent(); Engine.Display.content.style.display = "block"; routing.navigateTo(Page.Tutorial); MainMenuLinks.Tutorial.classList.add("active"); ReactDOM.render(, Engine.Display.content); }, loadDevMenuContent: function () { Engine.hideAllContent(); if (process.env.NODE_ENV !== "development") { throw new Error("Cannot create Dev Menu because you are not in a dev build"); } Engine.Display.content.style.display = "block"; ReactDOM.render(, Engine.Display.content); routing.navigateTo(Page.DevMenu); MainMenuLinks.DevMenu.classList.add("active"); }, loadLocationContent: function (initiallyInCity = true) { Engine.hideAllContent(); Engine.Display.content.style.display = "block"; routing.navigateTo(Page.Location); MainMenuLinks.City.classList.add("active"); ReactDOM.render( , Engine.Display.content, ); }, loadTravelContent: function () { // Same as loadLocationContent() except first set the location to the travel agency, // and make sure that the 'City' main menu link doesnt become 'active' Engine.hideAllContent(); Player.gotoLocation(LocationName.TravelAgency); Engine.Display.content.style.display = "block"; routing.navigateTo(Page.Location); MainMenuLinks.Travel.classList.add("active"); ReactDOM.render(, Engine.Display.content); }, loadJobContent: function () { // Same as loadLocationContent(), except first set the location to the job. // Make sure that the 'City' main menu link doesnt become 'active' if (Player.companyName == "") { dialogBoxCreate( "You do not currently have a job! You can visit various companies " + "in the city and try to find a job.", ); return; } Engine.hideAllContent(); Player.gotoLocation(Player.companyName); Engine.Display.content.style.display = "block"; routing.navigateTo(Page.Location); MainMenuLinks.Job.classList.add("active"); ReactDOM.render(, Engine.Display.content); }, // TODO reactify loadWorkInProgressContent: function () { Engine.hideAllContent(); const mainMenu = document.getElementById("mainmenu-container"); mainMenu.style.visibility = "hidden"; Engine.Display.workInProgressContent.style.display = "block"; routing.navigateTo(Page.WorkInProgress); }, loadRedPillContent: function () { Engine.hideAllContent(); const mainMenu = document.getElementById("mainmenu-container"); mainMenu.style.visibility = "hidden"; Engine.Display.redPillContent.style.display = "block"; routing.navigateTo(Page.RedPill); }, // TODO reactify loadCinematicTextContent: function () { Engine.hideAllContent(); var mainMenu = document.getElementById("mainmenu-container"); mainMenu.style.visibility = "hidden"; Engine.Display.cinematicTextContent.style.display = "block"; routing.navigateTo(Page.CinematicText); }, // TODO reactify loadInfiltrationContent: function (name, difficulty, maxLevel) { Engine.hideAllContent(); const mainMenu = document.getElementById("mainmenu-container"); mainMenu.style.visibility = "hidden"; Engine.Display.infiltrationContent.style.display = "block"; routing.navigateTo(Page.Infiltration); displayInfiltrationContent(this, Player, name, difficulty, maxLevel); }, loadStockMarketContent: function () { Engine.hideAllContent(); Engine.Display.content.style.display = "block"; routing.navigateTo(Page.StockMarket); MainMenuLinks.StockMarket.classList.add("active"); displayStockMarketContent(); }, loadGangContent: function () { if (!Player.inGang()) return; Engine.hideAllContent(); Engine.Display.content.style.display = "block"; routing.navigateTo(Page.Gang); MainMenuLinks.Gang.classList.add("active"); ReactDOM.render(, Engine.Display.content); }, loadMissionContent: function () { Engine.hideAllContent(); document.getElementById("mainmenu-container").style.visibility = "hidden"; document.getElementById("character-overview").style.visibility = "hidden"; Engine.Display.missionContent.style.display = "block"; routing.navigateTo(Page.Mission); }, loadCorporationContent: function () { if (!(Player.corporation instanceof Corporation)) return; Engine.hideAllContent(); Engine.Display.content.style.display = "block"; routing.navigateTo(Page.Corporation); MainMenuLinks.Corporation.classList.add("active"); ReactDOM.render(, Engine.Display.content); }, loadBladeburnerContent: function () { if (!(Player.bladeburner instanceof Bladeburner)) return; Engine.hideAllContent(); Engine.Display.content.style.display = "block"; routing.navigateTo(Page.Bladeburner); MainMenuLinks.Bladeburner.classList.add("active"); ReactDOM.render( , Engine.Display.content, ); }, loadSleevesContent: function () { Engine.hideAllContent(); Engine.Display.content.style.display = "block"; routing.navigateTo(Page.Sleeves); ReactDOM.render(, Engine.Display.content); }, loadResleevingContent: function () { Engine.hideAllContent(); routing.navigateTo(Page.Resleeves); Engine.Display.content.style.display = "block"; MainMenuLinks.City.classList.add("active"); ReactDOM.render(, Engine.Display.content); }, loadGameOptionsContent: function () { Engine.hideAllContent(); routing.navigateTo(Page.GameOptions); Engine.Display.content.style.display = "block"; MainMenuLinks.City.classList.add("active"); ReactDOM.render( saveObject.saveGame(Engine.indexedDb)} delete={() => saveObject.deleteGame(Engine.indexedDb)} export={() => saveObject.exportGame()} import={() => saveObject.importGame()} forceKill={() => { for (const hostname of Object.keys(AllServers)) { AllServers[hostname].runningScripts = []; } dialogBoxCreate("Forcefully deleted all running scripts. Please save and refresh page."); }} softReset={() => { dialogBoxCreate("Soft Reset!"); prestigeAugmentation(); }} /> , Engine.Display.content, ); }, // Helper function that hides all content hideAllContent: function () { Engine.Display.terminalContent.style.display = "none"; Engine.Display.content.style.display = "none"; Engine.Display.content.scrollTop = 0; ReactDOM.unmountComponentAtNode(Engine.Display.content); Engine.Display.infiltrationContent.style.display = "none"; ReactDOM.unmountComponentAtNode(Engine.Display.infiltrationContent); Engine.Display.workInProgressContent.style.display = "none"; Engine.Display.redPillContent.style.display = "none"; Engine.Display.cinematicTextContent.style.display = "none"; Engine.Display.missionContent.style.display = "none"; }, displayCharacterOverviewInfo: function () { ReactDOM.render( saveObject.saveGame(Engine.indexedDb)} /> , document.getElementById("character-overview"), ); }, // Main Game Loop idleTimer: function () { // Get time difference const _thisUpdate = new Date().getTime(); let diff = _thisUpdate - Engine._lastUpdate; const offset = diff % Engine._idleSpeed; // Divide this by cycle time to determine how many cycles have elapsed since last update diff = Math.floor(diff / Engine._idleSpeed); if (diff > 0) { // Update the game engine by the calculated number of cycles Engine._lastUpdate = _thisUpdate - offset; Player.lastUpdate = _thisUpdate - offset; Engine.updateGame(diff); } window.requestAnimationFrame(Engine.idleTimer); }, updateGame: function (numCycles = 1) { const time = numCycles * 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; // Start Manual hack if (Terminal.actionStarted === true) { Engine._totalActionTime = Terminal.actionTime; Engine._actionTimeLeft = Terminal.actionTime; Engine._actionInProgress = true; Engine._actionProgressBarCount = 1; Engine._actionProgressStr = "[ ]"; Engine._actionTimeStr = "Time left: "; Terminal.actionStarted = false; } // Working if (Player.isWorking) { if (Player.workType == CONSTANTS.WorkTypeFaction) { Player.workForFaction(numCycles); } else if (Player.workType == CONSTANTS.WorkTypeCreateProgram) { Player.createProgramWork(numCycles); } else if (Player.workType == CONSTANTS.WorkTypeStudyClass) { Player.takeClass(numCycles); } else if (Player.workType == CONSTANTS.WorkTypeCrime) { Player.commitCrime(numCycles); } else if (Player.workType == CONSTANTS.WorkTypeCompanyPartTime) { Player.workPartTime(numCycles); } else { Player.work(numCycles); } } // Update stock prices if (Player.hasWseAccount) { processStockPrices(numCycles); } // Gang, if applicable if (Player.inGang()) { Player.gang.process(numCycles, Player); } // Mission if (inMission && currMission) { currMission.process(numCycles); } // Corporation if (Player.corporation instanceof Corporation) { // Stores cycles in a "buffer". Processed separately using Engine Counters Player.corporation.storeCycles(numCycles); } if (Player.bladeburner instanceof Bladeburner) { Player.bladeburner.storeCycles(numCycles); } // Sleeves for (let i = 0; i < Player.sleeves.length; ++i) { if (Player.sleeves[i] instanceof Sleeve) { const expForOtherSleeves = Player.sleeves[i].process(Player, numCycles); // This sleeve earns experience for other sleeves if (expForOtherSleeves == null) { continue; } for (let j = 0; j < Player.sleeves.length; ++j) { if (j === i) { continue; } Player.sleeves[j].gainExperience(Player, expForOtherSleeves, numCycles, true); } } } // Counters Engine.decrementAllCounters(numCycles); Engine.checkCounters(); // Manual hacks if (Engine._actionInProgress == true) { Engine.updateHackProgress(numCycles); } // Update the running time of all active scripts updateOnlineScriptTimes(numCycles); // Hacknet Nodes processHacknetEarnings(Player, numCycles); }, /** * Counters for the main event loop. Represent the number of game cycles that * are required for something to happen. These counters are in game cycles, * which is once every 200ms */ Counters: { autoSaveCounter: 300, updateSkillLevelsCounter: 10, updateDisplays: 3, updateDisplaysLong: 15, updateActiveScriptsDisplay: 5, createProgramNotifications: 10, augmentationsNotifications: 10, checkFactionInvitations: 100, passiveFactionGrowth: 5, messages: 150, mechanicProcess: 5, // Processes certain mechanics (Corporation, Bladeburner) contractGeneration: 3000, // Generate Coding Contracts }, decrementAllCounters: function (numCycles = 1) { for (var counter in Engine.Counters) { if (Engine.Counters.hasOwnProperty(counter)) { Engine.Counters[counter] = Engine.Counters[counter] - numCycles; } } }, /** * Checks if any counters are 0. If they are, executes whatever * is necessary and then resets the counter */ checkCounters: function () { if (Engine.Counters.autoSaveCounter <= 0) { if (Settings.AutosaveInterval == null) { Settings.AutosaveInterval = 60; } if (Settings.AutosaveInterval === 0) { Engine.Counters.autoSaveCounter = Infinity; } else { Engine.Counters.autoSaveCounter = Settings.AutosaveInterval * 5; saveObject.saveGame(Engine.indexedDb); } } if (Engine.Counters.checkFactionInvitations <= 0) { const invitedFactions = Player.checkForFactionInvitations(); if (invitedFactions.length > 0) { const randFaction = invitedFactions[Math.floor(Math.random() * invitedFactions.length)]; inviteToFaction(randFaction); } Engine.Counters.checkFactionInvitations = 100; } if (Engine.Counters.passiveFactionGrowth <= 0) { var adjustedCycles = Math.floor(5 - Engine.Counters.passiveFactionGrowth); processPassiveFactionRepGain(adjustedCycles); Engine.Counters.passiveFactionGrowth = 5; } if (Engine.Counters.messages <= 0) { checkForMessagesToSend(); if (Augmentations[AugmentationNames.TheRedPill].owned) { Engine.Counters.messages = 4500; // 15 minutes for Red pill message } else { Engine.Counters.messages = 150; } } if (Engine.Counters.mechanicProcess <= 0) { if (Player.corporation instanceof Corporation) { Player.corporation.process(Player); } if (Player.bladeburner instanceof Bladeburner) { try { Player.bladeburner.process(Player); } catch (e) { exceptionAlert("Exception caught in Bladeburner.process(): " + e); } } Engine.Counters.mechanicProcess = 5; } if (Engine.Counters.contractGeneration <= 0) { // X% chance of a contract being generated if (Math.random() <= 0.25) { generateRandomContract(); } Engine.Counters.contractGeneration = 3000; } }, // Calculates the hack progress for a manual (non-scripted) hack and updates the progress bar/time accordingly // TODO Refactor this into Terminal module _totalActionTime: 0, _actionTimeLeft: 0, _actionTimeStr: "Time left: ", _actionProgressStr: "[ ]", _actionProgressBarCount: 1, _actionInProgress: false, updateHackProgress: function (numCycles = 1) { var timeElapsedMilli = numCycles * Engine._idleSpeed; Engine._actionTimeLeft -= timeElapsedMilli / 1000; // Substract idle speed (ms) Engine._actionTimeLeft = Math.max(Engine._actionTimeLeft, 0); // Calculate percent filled var percent = Math.round((1 - Engine._actionTimeLeft / Engine._totalActionTime) * 100); // Update progress bar while (Engine._actionProgressBarCount * 2 <= percent) { Engine._actionProgressStr = replaceAt(Engine._actionProgressStr, Engine._actionProgressBarCount, "|"); Engine._actionProgressBarCount += 1; } // Update hack time remaining Engine._actionTimeStr = "Time left: " + Math.max(0, Math.round(Engine._actionTimeLeft)).toString() + "s"; document.getElementById("hack-progress").innerHTML = Engine._actionTimeStr; // Dynamically update progress bar document.getElementById("hack-progress-bar").innerHTML = Engine._actionProgressStr.replace(/ /g, " "); // Once percent is 100, the hack is completed if (percent >= 100) { Engine._actionInProgress = false; Terminal.finishAction(); } }, /** * Used in game when clicking on a main menu header (NOT used for initialization) * @param open {boolean} Whether header is being opened or closed * @param elems {HTMLElement[]} li Elements under header * @param links {HTMLElement[]} a elements under header */ toggleMainMenuHeader: function (open, elems, links) { for (var i = 0; i < elems.length; ++i) { if (open) { elems[i].style.opacity = 1; elems[i].style.maxHeight = elems[i].scrollHeight + "px"; } else { elems[i].style.opacity = 0; elems[i].style.maxHeight = null; } } for (var i = 0; i < links.length; ++i) { if (open) { links[i].style.opacity = 1; links[i].style.maxHeight = links[i].scrollHeight + "px"; links[i].style.pointerEvents = "auto"; } else { links[i].style.opacity = 0; links[i].style.maxHeight = null; links[i].style.pointerEvents = "none"; } } }, load: function (saveString) { // Load game from save or create new game if (loadGame(saveString)) { initBitNodeMultipliers(Player); Engine.setDisplayElements(); // Sets variables for important DOM elements Engine.init(); // Initialize buttons, work, etc. updateSourceFileFlags(Player); initAugmentations(); // Also calls Player.reapplyAllAugmentations() Player.reapplyAllSourceFiles(); if (Player.hasWseAccount) { initSymbolToStockMap(); } // Calculate the number of cycles have elapsed while offline Engine._lastUpdate = new Date().getTime(); const lastUpdate = Player.lastUpdate; const timeOffline = Engine._lastUpdate - lastUpdate; const numCyclesOffline = Math.floor(timeOffline / Engine._idleSpeed); let offlineReputation = 0; const offlineHackingIncome = (Player.moneySourceA.hacking / Player.playtimeSinceLastAug) * timeOffline * 0.75; Player.gainMoney(offlineHackingIncome); // Process offline progress loadAllRunningScripts(); // This also takes care of offline production for those scripts if (Player.isWorking) { Player.focus = true; 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); } } else { for (let i = 0; i < Player.factions.length; i++) { const facName = Player.factions[i]; if (!Factions.hasOwnProperty(facName)) continue; const faction = Factions[facName]; if (!faction.isMember) continue; // No rep for special factions. const info = faction.getInfo(); if (!info.offersWork()) continue; // No rep for gangs. if (Player.getGangName() === facName) continue; const hRep = getHackingWorkRepGain(Player, faction); const sRep = getFactionSecurityWorkRepGain(Player, faction); const fRep = getFactionFieldWorkRepGain(Player, faction); // can be infinite, doesn't matter. const reputationRate = Math.max(hRep, sRep, fRep) / Player.factions.length; const rep = reputationRate * numCyclesOffline; faction.playerReputation += rep; offlineReputation += rep; } } // Hacknet Nodes offline progress var offlineProductionFromHacknetNodes = processHacknetEarnings(Player, numCyclesOffline); const hacknetProdInfo = hasHacknetServers(Player) ? ( <>{Hashes(offlineProductionFromHacknetNodes)} hashes ) : ( ); // Passive faction rep gain offline processPassiveFactionRepGain(numCyclesOffline); // Stock Market offline progress if (Player.hasWseAccount) { processStockPrices(numCyclesOffline); } // Gang progress for BitNode 2 if (Player.inGang()) { Player.gang.process(numCyclesOffline, Player); } // Corporation offline progress if (Player.corporation instanceof Corporation) { Player.corporation.storeCycles(numCyclesOffline); } // Bladeburner offline progress if (Player.bladeburner instanceof Bladeburner) { Player.bladeburner.storeCycles(numCyclesOffline); } // Sleeves offline progress for (let i = 0; i < Player.sleeves.length; ++i) { if (Player.sleeves[i] instanceof Sleeve) { const expForOtherSleeves = Player.sleeves[i].process(Player, numCyclesOffline); // This sleeve earns experience for other sleeves if (expForOtherSleeves == null) { continue; } for (let j = 0; j < Player.sleeves.length; ++j) { if (j === i) { continue; } Player.sleeves[j].gainExperience(Player, expForOtherSleeves, numCyclesOffline, true); } } } // 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; Player.lastUpdate = Engine._lastUpdate; Engine.start(); // Run main game loop and Scripts loop removeLoadingScreen(); const timeOfflineString = convertTimeMsToTimeElapsedString(time); dialogBoxCreate( <> Offline for {timeOfflineString}. While you were offline, your scripts generated{" "} , your Hacknet Nodes generated {hacknetProdInfo} and you gained{" "} {Reputation(offlineReputation)} divided amongst your factions. , ); } else { // No save found, start new game initBitNodeMultipliers(Player); initSpecialServerIps(); Engine.setDisplayElements(); // Sets variables for important DOM elements Engine.start(); // Run main game loop and Scripts loop Player.init(); initForeignServers(Player.getHomeComputer()); initCompanies(); initFactions(); initAugmentations(); initMessages(); updateSourceFileFlags(Player); // Start interactive tutorial iTutorialStart(); removeLoadingScreen(); } ReactDOM.render(, document.getElementById("sidebar")); // Initialize labels on game settings Terminal.resetTerminalInput(); }, setDisplayElements: function () { Engine.Display.content = document.getElementById("generic-react-container"); Engine.Display.content.style.display = "none"; // Content elements Engine.Display.terminalContent = document.getElementById("terminal-container"); routing.navigateTo(Page.Terminal); Engine.Display.missionContent = document.getElementById("mission-container"); Engine.Display.missionContent.style.display = "none"; // Work In Progress Engine.Display.workInProgressContent = document.getElementById("work-in-progress-container"); Engine.Display.workInProgressContent.style.display = "none"; // Red Pill / Hack World Daemon Engine.Display.redPillContent = document.getElementById("red-pill-container"); Engine.Display.redPillContent.style.display = "none"; Engine.Display.infiltrationContent = document.getElementById("infiltration-container"); Engine.Display.infiltrationContent.style.display = "none"; // Cinematic Text Engine.Display.cinematicTextContent = document.getElementById("cinematic-text-container"); Engine.Display.cinematicTextContent.style.display = "none"; Engine.Display.overview = document.getElementById("character-overview"); }, // Initialization init: function () { // Message at the top of terminal postVersion(); // Player was working cancel button if (Player.isWorking) { var cancelButton = document.getElementById("work-in-progress-cancel-button"); cancelButton.addEventListener("click", function () { if (Player.workType == CONSTANTS.WorkTypeFaction) { Player.finishFactionWork(true); } else if (Player.workType == CONSTANTS.WorkTypeCreateProgram) { Player.finishCreateProgramWork(true); } else if (Player.workType == CONSTANTS.WorkTypeStudyClass) { Player.finishClass(); } else if (Player.workType == CONSTANTS.WorkTypeCrime) { Player.finishCrime(true); } else if (Player.workType == CONSTANTS.WorkTypeCompanyPartTime) { Player.finishWorkPartTime(); } else { Player.finishWork(true); } }); const focusButton = document.getElementById("work-in-progress-something-else-button"); focusButton.style.visibility = "hidden"; const focusable = [CONSTANTS.WorkTypeFaction, CONSTANTS.WorkTypeCompanyPartTime, CONSTANTS.WorkTypeCompany]; if (focusable.includes(Player.workType)) { focusButton.style.visibility = "visible"; focusButton.addEventListener("click", function () { Player.stopFocusing(); }); } Engine.loadWorkInProgressContent(); Engine.displayCharacterOverviewInfo(); } }, start: function () { // Run main loop Engine.idleTimer(); }, }; var indexedDbRequest; window.onload = function () { if (!window.indexedDB) { return Engine.load(null); // Will try to load from localstorage } /** * DB is called bitburnerSave * Object store is called savestring * key for the Object store is called save */ indexedDbRequest = window.indexedDB.open("bitburnerSave", 1); indexedDbRequest.onerror = function (e) { console.error("Error opening indexedDB: "); console.error(e); return Engine.load(null); // Try to load from localstorage }; indexedDbRequest.onsuccess = function (e) { Engine.indexedDb = e.target.result; var transaction = Engine.indexedDb.transaction(["savestring"]); var objectStore = transaction.objectStore("savestring"); var request = objectStore.get("save"); request.onerror = function (e) { console.error("Error in Database request to get savestring: " + e); return Engine.load(null); // Try to load from localstorage }; request.onsuccess = function () { Engine.load(request.result); }; }; indexedDbRequest.onupgradeneeded = function (e) { const db = e.target.result; db.createObjectStore("savestring"); }; }; export { Engine };