/** * Generic Game Constants * * Constants for specific mechanics or features will NOT be here. */ import {IMap} from "./types"; export let CONSTANTS: IMap = { Version: "0.46.0", //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 costs */ BaseCostFor1GBOfRamHome: 32000, BaseCostFor1GBOfRamServer: 55000, //1 GB of RAM TravelCost: 200e3, /* Faction and Company favor */ BaseFavorToDonate: 150, DonateMoneyToRepDivisor: 1e6, FactionReputationToFavorBase: 500, FactionReputationToFavorMult: 1.02, CompanyReputationToFavorBase: 500, CompanyReputationToFavorMult: 1.02, /* Augmentation */ //NeuroFlux Governor cost multiplier as you level up NeuroFluxGovernorLevelMult: 1.14, /* Netscript Constants */ //RAM Costs for different commands ScriptBaseRamCost: 1.6, ScriptDomRamCost: 25, ScriptWhileRamCost: 0, ScriptForRamCost: 0, ScriptIfRamCost: 0, ScriptHackRamCost: 0.1, ScriptHackAnalyzeRamCost: 1, ScriptGrowRamCost: 0.15, ScriptGrowthAnalyzeRamCost: 1, ScriptWeakenRamCost: 0.15, ScriptScanRamCost: 0.2, ScriptPortProgramRamCost: 0.05, ScriptRunRamCost: 1.0, ScriptExecRamCost: 1.3, ScriptSpawnRamCost: 2.0, ScriptScpRamCost: 0.6, ScriptKillRamCost: 0.5, //Kill and killall ScriptHasRootAccessRamCost: 0.05, ScriptGetHostnameRamCost: 0.05, //getHostname() and getIp() ScriptGetHackingLevelRamCost: 0.05, //getHackingLevel() ScriptGetMultipliersRamCost: 4.0, //getHackingMultipliers() and getBitNodeMultipliers() ScriptGetServerRamCost: 0.1, ScriptFileExistsRamCost: 0.1, ScriptIsRunningRamCost: 0.1, ScriptHacknetNodesRamCost: 4.0, //Base cost for accessing Hacknet Node API ScriptHNUpgLevelRamCost: 0.4, ScriptHNUpgRamRamCost: 0.6, ScriptHNUpgCoreRamCost: 0.8, ScriptGetStockRamCost: 2.0, ScriptBuySellStockRamCost: 2.5, ScriptGetPurchaseServerRamCost: 0.25, ScriptPurchaseServerRamCost: 2.25, ScriptGetPurchasedServerLimit: 0.05, ScriptGetPurchasedServerMaxRam: 0.05, ScriptRoundRamCost: 0.05, ScriptReadWriteRamCost: 1.0, ScriptArbScriptRamCost: 1.0, // Functions that apply to all scripts regardless of args ScriptGetScriptRamCost: 0.1, ScriptGetHackTimeRamCost: 0.05, ScriptGetFavorToDonate: 0.10, ScriptCodingContractBaseRamCost:10, ScriptSleeveBaseRamCost: 4, ScriptSingularityFn1RamCost: 1, ScriptSingularityFn2RamCost: 2, ScriptSingularityFn3RamCost: 3, ScriptSingularityFnRamMult: 2, // Multiplier for RAM cost outside of BN-4 ScriptGangApiBaseRamCost: 4, ScriptBladeburnerApiBaseRamCost: 4, NumNetscriptPorts: 20, //Server 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 AugmentationCostMultiplier: 5, //Used for balancing costs without having to readjust every Augmentation cost AugmentationRepMultiplier: 2.5, //Used for balancing rep cost without having to readjust every value MultipleAugMultiplier: 1.9, //How much a TOR router costs TorRouterCost: 200000, //Infiltration constants 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 constants WSEAccountCost: 200e6, TIXAPICost: 5e9, MarketData4SCost: 1e9, MarketDataTixApi4SCost: 25e9, StockMarketCommission: 100e3, //Hospital/Health HospitalCostPerHp: 100e3, //Intelligence-related constants IntelligenceCrimeWeight: 0.05, //Weight for how much int affects crime success rates IntelligenceInfiltrationWeight: 0.1, //Weight for how much int affects infiltration success rates IntelligenceCrimeBaseExpGain: 0.001, IntelligenceProgramBaseExpGain: 500, //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: 0.002, IntelligenceClassBaseExpGain: 0.000001, IntelligenceHackingMissionBaseExpGain: 0.03, //Hacking Mission difficulty multiplied by this to get exp gain //Hacking Missions 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 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 related Constants */ 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, 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 Constants */ CodingContractBaseFactionRepGain: 2500, CodingContractBaseCompanyRepGain: 4000, CodingContractBaseMoneyGain: 75e6, // BitNode/Source-File related stuff TotalNumBitNodes: 24, LatestUpdate: ` v0.46.1 * Added a very rudimentary directory system to the Terminal ** Details here: https://bitburner.readthedocs.io/en/latest/basicgameplay/terminal.html#filesystem-directories * Added numHashes(), hashCost(), and spendHashes() functions to the Netscript Hacknet Node API * 'Generate Coding Contract' hash upgrade is now more expensive * 'Generate Coding Contract' hash upgrade now generates the contract randomly on the server, rather than on home computer * The cost of selling hashes for money no longer increases each time * Selling hashes for money now costs 4 hashes (in exchange for $1m) * Bug Fix: Hacknet Node earnings should work properly when game is inactive/offline * Bug Fix: Duplicate Sleeve augmentations are now properly reset when switching to a new BitNode ` }