import {loadAliases, loadGlobalAliases, Aliases, GlobalAliases} from "./Alias.js"; import {loadCompanies, Companies, CompanyPositions} from "./Company.js"; import {CONSTANTS} from "./Constants.js"; import {Engine} from "./engine.js"; import {loadFactions, Factions, processPassiveFactionRepGain} from "./Faction.js"; import {FconfSettings, loadFconf} from "./Fconf.js"; import {loadAllGangs, AllGangs} from "./Gang.js"; import {processAllHacknetNodeEarnings, createPlayerHacknetNodeWrappers} from "./HacknetNode.js"; import {loadMessages, initMessages, Messages} from "./Message.js"; import {Player, loadPlayer} from "./Player.js"; import {loadAllRunningScripts} from "./Script.js"; import {AllServers, loadAllServers} from "./Server.js"; import {loadSettings, initSettings, Settings} from "./Settings.js"; import {loadSpecialServerIps, SpecialServerIps} from "./SpecialServerIps.js"; import {loadStockMarket, StockMarket} from "./StockMarket.js"; import {dialogBoxCreate} from "../utils/DialogBox.js"; import {gameOptionsBoxClose} from "../utils/GameOptions.js"; import {clearEventListeners, createElement, createPopup, removeElementById} from "../utils/HelperFunctions.js"; import {Reviver, Generic_toJSON, Generic_fromJSON} from "../utils/JSONReviver.js"; import {formatNumber} from "../utils/StringHelperFunctions.js"; 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.saveGame = function(db) { 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.bitNodeN == 2 && Player.inGang()) { this.AllGangsSave = JSON.stringify(AllGangs); } var saveString = btoa(unescape(encodeURIComponent(JSON.stringify(this)))); //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) { //console.log("Saved game to IndexedDB!"); } try { window.localStorage.setItem("bitburnerSave", saveString); //console.log("Saved game to LocalStorage!"); } catch(e) { if (e.code == 22) { Engine.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"); } } Engine.createStatusText("Game saved!"); } 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) { 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 { loadSettings(saveObj.SettingsSave); } catch(e) { console.log("ERROR: Failed to parse Settings. Re-initing default values"); initSettings(); } } else { initSettings(); } 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); if (Player.bitNodeN == null || Player.bitNodeN === 0) { Player.setBitNodeNumber(1); } if (ver.startsWith("0.27.") || ver.startsWith("0.28.")) { console.log("Evaluating changes needed for version compatibility"); if (Player.augmentations.length > 0 || Player.queuedAugmentations.length > 0 || Player.sourceFiles.length > 0) { //If you have already purchased an Aug...you are far enough in the game //that everything should be available Player.firstFacInvRecvd = true; Player.firstAugPurchased = true; Player.firstJobRecvd = true; Player.firstTimeTraveled = true; Player.firstProgramAvailable = true; } else { if (Player.factions.length > 0 || Player.factionInvitations.length > 0) { Player.firstFacInvRecvd = true; } if (Player.companyName !== "" || Player.companyPosition !== "") { Player.firstJobRecvd = true; } if (Player.hacking_skill >= 25) { Player.firstScriptAvailable = true; } } } if (ver != CONSTANTS.Version) { createNewUpdateText(); } } catch(e) { createNewUpdateText(); } } else { createNewUpdateText(); } if (Player.bitNodeN == 2 && Player.inGang() && saveObj.hasOwnProperty("AllGangsSave")) { try { loadAllGangs(saveObj.AllGangsSave); } catch(e) { console.log("ERROR: Failed to parse AllGangsSave: " + e); } } //Re-initialize Hacknet Node Wrappers createPlayerHacknetNodeWrappers(); 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; //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); tempPlayer.total_money = new Decimal(tempPlayer.total_money); tempPlayer.lifetime_money = new Decimal(tempPlayer.lifetime_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); if (ver.startsWith("0.27.") || ver.startsWith("0.28.")) { if (tempPlayer.bitNodeN == null || tempPlayer.bitNodeN == 0) { tempPlayer.bitNodeN = 1; } if (tempPlayer.sourceFiles == null) { tempPlayer.sourceFiles = []; } } if (ver != CONSTANTS.Version) { //createNewUpdateText(); } } catch(e) { console.log("Parsing Version save failed: " + e); //createNewUpdateText(); } } else { //createNewUpdateText(); } if (tempPlayer.bitNodeN == 2 && tempPlayer.inGang() && tempSaveObj.hasOwnProperty("AllGangsSave")) { try { loadAllGangs(tempSaveObj.AllGangsSave); } catch(e) { console.log("ERROR: Failed to parse AllGangsSave: " + 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 { loadSettings(saveObj.SettingsSave); } catch(e) { initSettings(); } } else { initSettings(); } 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); if (Player.bitNodeN == null || Player.bitNodeN == 0) { Player.setBitNodeNumber(1); } if (ver.startsWith("0.27.") || ver.startsWith("0.28.")) { console.log("Evaluating changes needed for version compatibility"); if (Player.augmentations.length > 0 || Player.queuedAugmentations.length > 0 || Player.sourceFiles.length > 0) { //If you have already purchased an Aug...you are far enough in the game //that everything should be available Player.firstFacInvRecvd = true; Player.firstAugPurchased = true; Player.firstJobRecvd = true; Player.firstTimeTraveled = true; Player.firstProgramAvailable = true; } else { if (Player.factions.length > 0 || Player.factionInvitations.length > 0) { Player.firstFacInvRecvd = true; } if (Player.companyName !== "" || Player.companyPosition !== "") { Player.firstJobRecvd = true; } if (Player.hacking_skill >= 25) { Player.firstScriptAvailable = true; } } } if (ver != CONSTANTS.Version) { createNewUpdateText(); } } catch(e) { createNewUpdateText(); } } else { createNewUpdateText(); } if (Player.bitNodeN == 2 && Player.inGang() && saveObj.hasOwnProperty("AllGangsSave")) { try { loadAllGangs(saveObj.AllGangsSave); } catch(e) { console.log("ERROR: Failed to parse AllGangsSave: " + e); } } //Re-initialize Hacknet Node Wrappers createPlayerHacknetNodeWrappers(); var popupId = "import-game-restart-game-notice"; var txt = createElement("p", { innerText:"Imported game! I would suggest saving the game and then reloading 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. CompanyPositions.init(); //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 = processAllHacknetNodeEarnings(numCyclesOffline); //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;} Player.totalPlaytime += time; Player.playtimeSinceLastAug += 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 dialogBoxCreate("While you were offline, your scripts generated $" + formatNumber(offlineProductionFromScripts, 2) + " and your Hacknet Nodes generated $" + formatNumber(offlineProductionFromHacknetNodes, 2)); return true; } BitburnerSaveObject.prototype.exportGame = function() { this.PlayerSave = JSON.stringify(Player); this.AllServersSave = JSON.stringify(AllServers); 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.VersionSave = JSON.stringify(CONSTANTS.Version); if (Player.bitNodeN == 2 && Player.inGang()) { this.AllGangsSave = JSON.stringify(AllGangs); } var saveString = btoa(unescape(encodeURIComponent(JSON.stringify(this)))); var filename = "bitburnerSave.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 = "bitburnerSave.json"; document.body.appendChild(a); a.click(); setTimeout(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); } Engine.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); } BitburnerSaveObject.prototype.toJSON = function() { return Generic_toJSON("BitburnerSaveObject", this); } BitburnerSaveObject.fromJSON = function(value) { return Generic_fromJSON(BitburnerSaveObject, value.data); } Reviver.constructors.BitburnerSaveObject = BitburnerSaveObject; //Import game 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};