/** * Generic Game Constants * * Constants for specific mechanics or features will NOT be here. */ export const CONSTANTS: { VersionString: string; VersionNumber: 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; ClassDataStructuresBaseCost: number; ClassNetworksBaseCost: number; ClassAlgorithmsBaseCost: number; ClassManagementBaseCost: number; ClassLeadershipBaseCost: number; ClassGymBaseCost: number; ClassStudyComputerScienceBaseExp: number; ClassDataStructuresBaseExp: number; ClassNetworksBaseExp: number; ClassAlgorithmsBaseExp: number; ClassManagementBaseExp: number; ClassLeadershipBaseExp: number; CodingContractBaseFactionRepGain: number; CodingContractBaseCompanyRepGain: number; CodingContractBaseMoneyGain: number; AugmentationGraftingCostMult: number; AugmentationGraftingTimeBase: number; SoACostMult: number; SoARepMult: number; EntropyEffect: number; TotalNumBitNodes: number; InfiniteLoopLimit: number; Donations: number; // number of blood/plasma/palette donation the dev have verified., boosts NFG LatestUpdate: string; } = { VersionString: "2.3.0", VersionNumber: 30, /** 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: 400e3, // 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: Number.MAX_SAFE_INTEGER, // 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, 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, // Coding Contract // TODO: Move this into Coding contract implementation? CodingContractBaseFactionRepGain: 2500, CodingContractBaseCompanyRepGain: 4000, CodingContractBaseMoneyGain: 75e6, // Augmentation grafting multipliers AugmentationGraftingCostMult: 3, AugmentationGraftingTimeBase: 3600000, // SoA mults SoACostMult: 7, SoARepMult: 1.3, // Value raised to the number of entropy stacks, then multiplied to player multipliers EntropyEffect: 0.98, // BitNode/Source-File related stuff TotalNumBitNodes: 24, InfiniteLoopLimit: 2000, Donations: 79, LatestUpdate: ` v2.3 Dev General: * Monaco script editor updated to a newer version + more config options. (@Snarling) * Revamp of script ram calculation process, should be more reliable now. (@Snarling) * Improve ns.scp filename recognition when leading slash discrepancy (@lucebac) * Fix memory leak when netscript ports were initialized and never used again. (@Snarling) * Fix a bug that could result in an infinite atExit loop if a script killed itself. (@Snarling) * Fix a bug where numeric terminal arguments were not being detected as strings when enclosed in quote marks. (@LiamGeorge1999) * Fix a bug with hackAnalyzeThreads where infinite threads would be indicated any time a single thread would hack less than $1 (@Snarling) * All Math Expressions contract no longer accepts wrong answers (@Snarling) * Improve Electron's handling of external links (@Snarling) * Documentation improvements (@Mughur, @quacksouls, @Snarling, @AdityaHegde) * Performance improvements for shallow typechecking on objects sent into API (e.g. for formulas) (@Snarling) * Faction invites now trigger immediately when backdooring a server. SF2: * Corrected the "Next equipment unlock" text for member upgrades. (@LiamGeorge1999) SF4: * Faction invites trigger immediately when running ns.singularity.getFactionInvitations (@Snarling) SF6: * Failing a contract or operation now consumes the action (@Zelow79) SF9: * The SF9.3 bonus is also given to the player when inside of BN9. (@Zelow79) * Adjusted the SF1 bonus for hacknet costs (slight nerf), and raised the SF9 bonus to compensate. (@d0sboots) SF10: * Sleeve shock recovery now scales with intelligence. (@Tyasuh) * Sleeve kills during crimes count towards numPeopleKilled (@Zelow79) * Fix a misspelled moneySourceTracker call for sleeves (@zerbosh) * ns.sleeve.getTask return value now includes cyclesNeeded where applicable (@Snarling) * Internal type refactoring on Sleeve Work. (@Snarling) SF13: * Improve performance of Stanek's gift update cycle, and rework (buff) bonus time handling. (@Snarling) Misc: * Nerf noodle bar 2.2.2 Hotfixes * Fix an issue that prevented the Electron API server from communicating with the VSCode plugin. (credit to u/AnyGiraffe4367 on reddit) Planned changes remaining in 2.3: * 2.3 will include a large planned rework to corporation. This may cause api breaks for any corporation scripts, and there will be large changes in how the corporation mechanic functions. * Enum changes, potentially causing API break with some enums. Enums will be more usable and there will be more of them. * Constants rework - interenal game constants will be reorganized and will be provided to the player as different categories of constants. * Further deprecation of ns1. Removal of more documentation, add ingame notice to prompt player to update scripts to .js. * Nerf noodle bar `, };