/** * Generic Game Constants * * Constants for specific mechanics or features will NOT be here. */ export const CONSTANTS: { VersionString: string; VersionNumber: number; _idleSpeed: 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; FactionWorkHacking: string; FactionWorkField: string; FactionWorkSecurity: string; WorkTypeCompany: string; WorkTypeCompanyPartTime: string; WorkTypeFaction: string; WorkTypeCreateProgram: string; WorkTypeStudyClass: string; WorkTypeCrime: string; WorkTypeGraftAugmentation: 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; AugmentationGraftingCostMult: number; AugmentationGraftingTimeBase: number; EntropyEffect: number; TotalNumBitNodes: number; LatestUpdate: string; } = { VersionString: "1.6.0", VersionNumber: 12, // 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, // 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, 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", WorkTypeGraftAugmentation: "Grafting an Augmentation", 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, // Augmentation crafting multipliers AugmentationGraftingCostMult: 3, AugmentationGraftingTimeBase: 3600000, // Value raised to the number of entropy stacks, then multiplied to player multipliers EntropyEffect: 0.98, // BitNode/Source-File related stuff TotalNumBitNodes: 24, LatestUpdate: ` v1.6.1 - 2022-03-29 Grafting ---------------------------- ** Vitalife secret lab ** * A new mechanic called Augmentation Grafting has been added. Resleeving has been removed. * Credit to @nickofolas for his incredible work. ** Stanek ** * BREAKING: Many functions in the stanek API were renamed in order to avoid name collision with things like Map.prototype.get ** UI ** * Major update to Sleeve, Gang UI, and Create Program (@nickofolas) * re-add pre tags to support slash n in prompt (@jacktose) * Tabelize linked output of 'ls' (@Master-Guy) * Add the ability to filter open scripts (@phyzical) * Add minHeight to editor tabs (@nickofolas) * Properly expand gang equipment cards to fill entire screen (@nickofolas) * Add shortcut to Faction augmentations page from FactionsRoot (@nickofolas) * Fix extra space on editor tabs (@nickofolas) * Present offline message as list (@DSteve595) * add box showing remaining augments per faction (@jjayeon) * Add tab switching support to vim mode (@JParisFerrer) * Show current task on gang management screen (@zeddrak) * Fix for ui of gang members current task when set via api (@phyzical) * Don't hide irrelevant materials if their stock is not empty and hide irrelevant divisions from Export (@SagePtr) * Fix regex to enable alpha transparency hex codes (8 digits) (@surdaft) ** API ** * Added dark web functions to ns api * BREAKING: purchaseTor() should returns true if player already has Tor. (@DavidGrinberg, @waffleattack) * Implement getBonusTime in Corporation API (@t-wolfeadam) * Added functions to purchase TIX and WSI (@incubusnb) * purchaseSleeveAug checks shock value (@incubusnb) * Fix bug with hacknet api * Fix spendHashes bug * Added 0 cost of asleep() (@Master-Guy) * Fix some misleading corporation errors (@TheRealMaxion) * expose the inBladeburner on the player object (@phyzical) * added ram charge for stanek width and height (@phyzical) * Fix sufficient player money check to buy back shares. (@ChrissiQ) * Fix Static Ram Circumventing for some NS functions (@CrafterKolyan) * added CorporationSoftCap to NetscriptDefinitions (@phyzical) * Added definition of autocomplete() 'data' argument. (@tigercat2000) * Adding support for text/select options in Prompt command (@PhilipArmstead) * Added the ability to exportGame via api (@phyzical) ** Arcade ** * Added an arcade to New Tokyo where you can play a 4 year old version of bitburner. ** Misc. ** * Add a warning triggered while auto-saves are off. (@MartinFournier) * Log info for field analysis now displays actual rank gained. (@ApamNapat) * Removed BladeburnerSkillCost from skill point cost description. (@ApamNapat) * Fix handling for UpArrow in bladeburner console. (@dowinter) * Add GitHub action to check PRs for generated files. (@MartinFournier) * Cap Staneks gift at 25x25 to prevent crashes. (@waffleattack) * Remove old & unused files from repository. (@MartinFournier) * Factions on the factions screens are sorted by story progress / type. (@phyzical) * Fix log manager not picking up new runs of scripts. (@phyzical) * Added prettier to cicd. * UI improvements (@phyzical) * Documentation / Typos (@nanogyth, @Master-Guy, @incubusnb, @ApamNapat, @phyzical, @SagePtr) * Give player code a copy of Division.upgrades instead of the live object (@Ornedan) * Fix bug with small town achievement. * Fix bug with purchaseSleeveAug (@phyzical) * Check before unlocking corp upgrade (@gianfun) * General codebase improvements. (@phyzical, @Master-Guy, @ApamNapat) * Waiting on promises in NS1 no longer freezes the script. (@Master-Guy) * Fix bug with missing ramcost for tFormat (@TheMas3212) * Fix crash with new prompt * Quick fix to prevent division by 0 in terminal (@Master-Guy) * removed ip references (@phyzical, @Master-Guy) * Terminal now supports 'ls -l' * Fix negative number formatting (@Master-Guy) * Fix unique ip generation (@InDieTasten) * remove terminal command theme from docs (@phyzical) * Fix 'Augmentations Left' with gang factions (@nickofolas) * Attempt to fix 'bladeburner.process()' early routing issue (@MartinFournier) * work in progress augment fix (@phyzical) * Fixes missing space in Smart Supply (@TheRealMaxion) * Change license to Apache 2 with Commons Clause * updated regex sanitization (@mbrannen) * Sleeve fix for when faction isnt found (@phyzical) * Fix editor "close" naming (@phyzical) * Fix bug with sleeves where some factions would be listed as workable. (@phyzical) * Fix research tree of product industries post-prestige (@pd) * Added a check for exisiting industry type before expanding (@phyzical) * fix hackAnalyzeThreads returning infinity (@chrisrabe) * Make growthAnalyze more accurate (@dwRchyngqxs) * Add 'Zoom -> Reset Zoom' command to Steam (@smolgumball) * Add hasOwnProperty check to GetServer (@SagePtr) * Speed up employee productivity calculation (@pd) * Field Work and Security Work benefit from 'share' (@SagePtr) * Nerf noodle bar. `, };