/** * Game engine. Handles the main game loop. */ import { convertTimeMsToTimeElapsedString } from "./utils/StringHelperFunctions"; import { Augmentations } from "./Augmentation/Augmentations"; import { initAugmentations } from "./Augmentation/AugmentationHelpers"; import { AugmentationNames } from "./Augmentation/data/AugmentationNames"; import { initBitNodeMultipliers } from "./BitNode/BitNode"; import { Bladeburner } from "./Bladeburner/Bladeburner"; import { generateRandomContract } from "./CodingContractGenerator"; import { initCompanies } from "./Company/Companies"; import { Corporation } from "./Corporation/Corporation"; import { CONSTANTS } from "./Constants"; import { Factions, initFactions } from "./Faction/Factions"; import { processPassiveFactionRepGain, inviteToFaction } from "./Faction/FactionHelpers"; import { Router } from "./ui/GameRoot"; import { SetupTextEditor } from "./ScriptEditor/ui/Root"; import { getHackingWorkRepGain, getFactionSecurityWorkRepGain, getFactionFieldWorkRepGain, } from "./PersonObjects/formulas/reputation"; import { hasHacknetServers, processHacknetEarnings } from "./Hacknet/HacknetHelpers"; import { iTutorialStart } from "./InteractiveTutorial"; import { checkForMessagesToSend, initMessages } from "./Message/MessageHelpers"; import { loadAllRunningScripts, updateOnlineScriptTimes } from "./NetscriptWorker"; import { Player } from "./Player"; import { saveObject, loadGame } from "./SaveObject"; import { initForeignServers } from "./Server/AllServers"; import { Settings } from "./Settings/Settings"; import { ThemeEvents } from "./ui/React/Theme"; import { updateSourceFileFlags } from "./SourceFile/SourceFileFlags"; import { initSymbolToStockMap, processStockPrices } from "./StockMarket/StockMarket"; import { Terminal } from "./Terminal"; import { Sleeve } from "./PersonObjects/Sleeve/Sleeve"; import { Locations } from "./Locations/Locations"; import { LocationName } from "./Locations/data/LocationNames"; import { Money } from "./ui/React/Money"; import { Hashes } from "./ui/React/Hashes"; import { Reputation } from "./ui/React/Reputation"; import { AlertEvents } from "./ui/React/AlertManager"; import { exceptionAlert } from "./utils/helpers/exceptionAlert"; import { startExploits } from "./Exploits/loops"; import React from "react"; const Engine: { _lastUpdate: number; updateGame: (numCycles?: number) => void; Counters: { [key: string]: number | undefined; autoSaveCounter: number; updateSkillLevelsCounter: number; updateDisplays: number; updateDisplaysLong: number; updateActiveScriptsDisplay: number; createProgramNotifications: number; augmentationsNotifications: number; checkFactionInvitations: number; passiveFactionGrowth: number; messages: number; mechanicProcess: number; contractGeneration: number; }; decrementAllCounters: (numCycles?: number) => void; checkCounters: () => void; load: (saveString: string) => void; start: () => void; } = { // Time variables (milliseconds unix epoch time) _lastUpdate: new Date().getTime(), updateGame: function (numCycles = 1) { const time = numCycles * CONSTANTS._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; Terminal.process(Router, Player, numCycles); // Working if (Player.isWorking) { if (Player.workType == CONSTANTS.WorkTypeFaction) { if (Player.workForFaction(numCycles)) { Router.toFaction(); } } else if (Player.workType == CONSTANTS.WorkTypeCreateProgram) { if (Player.createProgramWork(numCycles)) { Router.toTerminal(); } } else if (Player.workType == CONSTANTS.WorkTypeStudyClass) { if (Player.takeClass(numCycles)) { Router.toCity(); } } else if (Player.workType == CONSTANTS.WorkTypeCrime) { if (Player.commitCrime(numCycles)) { Router.toLocation(Locations[LocationName.Slums]); } } else if (Player.workType == CONSTANTS.WorkTypeCompanyPartTime) { if (Player.workPartTime(numCycles)) { Router.toCity(); } } else { if (Player.work(numCycles)) { Router.toCity(); } } } // Update stock prices if (Player.hasWseAccount) { processStockPrices(numCycles); } // Gang, if applicable if (Player.inGang() && Player.gang !== null) { Player.gang.process(numCycles, Player); } // 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(); // 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 (const counterName in Engine.Counters) { const counter = Engine.Counters[counterName]; if (counter === undefined) throw new Error("counter should not be undefined"); Engine.Counters[counterName] = 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(); } } 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) { const 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 (Player.corporation instanceof Corporation) { Player.corporation.process(Player); } if (Engine.Counters.mechanicProcess <= 0) { if (Player.bladeburner instanceof Bladeburner) { try { Player.bladeburner.process(Router, 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; } }, load: function (saveString) { startExploits(); // Load game from save or create new game if (loadGame(saveString)) { ThemeEvents.emit(); initBitNodeMultipliers(Player); 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 / CONSTANTS._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 const offlineProductionFromHacknetNodes = processHacknetEarnings(Player, numCyclesOffline); const hacknetProdInfo = hasHacknetServers(Player) ? ( <> hashes ) : ( ); // Passive faction rep gain offline processPassiveFactionRepGain(numCyclesOffline); // Stock Market offline progress if (Player.hasWseAccount) { processStockPrices(numCyclesOffline); } // Gang progress for BitNode 2 const gang = Player.gang; if (Player.inGang() && gang !== null) { 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 const time = numCyclesOffline * CONSTANTS._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 const timeOfflineString = convertTimeMsToTimeElapsedString(time); setTimeout( () => AlertEvents.emit( <> Offline for {timeOfflineString}. While you were offline, your scripts generated{" "} , your Hacknet Nodes generated {hacknetProdInfo} and you gained{" "} reputation divided amongst your factions. , ), 250, ); } else { // No save found, start new game initBitNodeMultipliers(Player); Engine.start(); // Run main game loop and Scripts loop Player.init(); initForeignServers(Player.getHomeComputer()); initCompanies(); initFactions(); initAugmentations(); initMessages(); updateSourceFileFlags(Player); // Start interactive tutorial iTutorialStart(); } SetupTextEditor(); }, start: function () { // Get time difference const _thisUpdate = new Date().getTime(); let diff = _thisUpdate - Engine._lastUpdate; const offset = diff % CONSTANTS._idleSpeed; // Divide this by cycle time to determine how many cycles have elapsed since last update diff = Math.floor(diff / CONSTANTS._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.start); }, }; export { Engine };