mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-01 20:13:51 +01:00
5d26f4fa56
* GANG: Show error popup when there are errors * Only show error once when it's in a hot code path
474 lines
16 KiB
TypeScript
474 lines
16 KiB
TypeScript
import { convertTimeMsToTimeElapsedString } from "./utils/StringHelperFunctions";
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import { AugmentationName, ToastVariant } from "@enums";
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import { initBitNodeMultipliers } from "./BitNode/BitNode";
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import { initSourceFiles } from "./SourceFile/SourceFiles";
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import { tryGeneratingRandomContract } from "./CodingContractGenerator";
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import { CONSTANTS } from "./Constants";
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import { Factions } from "./Faction/Factions";
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import { staneksGift } from "./CotMG/Helper";
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import { processPassiveFactionRepGain, inviteToFaction } from "./Faction/FactionHelpers";
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import { Router } from "./ui/GameRoot";
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import "./utils/Protections"; // Side-effect: Protect against certain unrecoverable errors
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import "./PersonObjects/Player/PlayerObject"; // For side-effect of creating Player
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import {
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getHackingWorkRepGain,
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getFactionSecurityWorkRepGain,
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getFactionFieldWorkRepGain,
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} from "./PersonObjects/formulas/reputation";
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import { hasHacknetServers, processHacknetEarnings } from "./Hacknet/HacknetHelpers";
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import { iTutorialStart } from "./InteractiveTutorial";
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import { checkForMessagesToSend } from "./Message/MessageHelpers";
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import { loadAllRunningScripts, updateOnlineScriptTimes } from "./NetscriptWorker";
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import { Player } from "@player";
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import { saveObject, loadGame } from "./SaveObject";
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import { GetAllServers, initForeignServers } from "./Server/AllServers";
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import { Settings } from "./Settings/Settings";
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import { FormatsNeedToChange } from "./ui/formatNumber";
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import { initSymbolToStockMap, processStockPrices } from "./StockMarket/StockMarket";
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import { Terminal } from "./Terminal";
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import { Money } from "./ui/React/Money";
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import { Hashes } from "./ui/React/Hashes";
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import { Reputation } from "./ui/React/Reputation";
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import { AlertEvents } from "./ui/React/AlertManager";
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import { exceptionAlert } from "./utils/helpers/exceptionAlert";
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import { startExploits } from "./Exploits/loops";
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import { calculateAchievements } from "./Achievements/Achievements";
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import React from "react";
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import ReactDOM from "react-dom";
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import { setupUncaughtPromiseHandler } from "./UncaughtPromiseHandler";
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import { Button, Typography } from "@mui/material";
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import { SnackbarEvents } from "./ui/React/Snackbar";
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import { SaveData } from "./types";
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import { Go } from "./Go/Go";
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import { EventEmitter } from "./utils/EventEmitter";
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import { Companies } from "./Company/Companies";
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declare global {
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// This property is only available in the dev build
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// eslint-disable-next-line no-var
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var Bitburner: {
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Player: typeof Player;
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GetAllServers: typeof GetAllServers;
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Factions: typeof Factions;
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Companies: typeof Companies;
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SaveObject: {
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saveObject: typeof saveObject;
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loadGame: typeof loadGame;
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};
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};
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}
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export const GameCycleEvents = new EventEmitter<[]>();
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/** Game engine. Handles the main game loop. */
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const Engine: {
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_lastUpdate: number;
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updateGame: (numCycles?: number) => void;
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Counters: {
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[key: string]: number | undefined;
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autoSaveCounter: number;
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updateSkillLevelsCounter: number;
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updateDisplays: number;
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updateDisplaysLong: number;
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updateActiveScriptsDisplay: number;
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createProgramNotifications: number;
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augmentationsNotifications: number;
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checkFactionInvitations: number;
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passiveFactionGrowth: number;
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messages: number;
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mechanicProcess: number;
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contractGeneration: number;
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achievementsCounter: number;
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};
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decrementAllCounters: (numCycles?: number) => void;
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checkCounters: () => void;
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load: (saveData: SaveData) => Promise<void>;
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start: () => void;
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} = {
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// Time variables (milliseconds unix epoch time)
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_lastUpdate: new Date().getTime(),
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updateGame: function (numCycles = 1) {
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const time = numCycles * CONSTANTS.MilliPerCycle;
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if (Player.totalPlaytime == null) {
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Player.totalPlaytime = 0;
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}
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if (Player.playtimeSinceLastAug == null) {
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Player.playtimeSinceLastAug = 0;
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}
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if (Player.playtimeSinceLastBitnode == null) {
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Player.playtimeSinceLastBitnode = 0;
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}
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Player.totalPlaytime += time;
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Player.playtimeSinceLastAug += time;
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Player.playtimeSinceLastBitnode += time;
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Terminal.process(numCycles);
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Player.processWork(numCycles);
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// Update stock prices
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if (Player.hasWseAccount) {
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processStockPrices(numCycles);
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}
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// Gang
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if (Player.gang) Player.gang.process(numCycles);
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// Stanek's gift
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staneksGift.process(numCycles);
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// Corporation
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if (Player.corporation) {
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Player.corporation.storeCycles(numCycles);
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Player.corporation.process();
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}
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// Bladeburner
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if (Player.bladeburner) Player.bladeburner.storeCycles(numCycles);
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// Sleeves
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Player.sleeves.forEach((sleeve) => sleeve.process(numCycles));
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// Update the running time of all active scripts
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updateOnlineScriptTimes(numCycles);
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// Hacknet Nodes
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processHacknetEarnings(numCycles);
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// Counters
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Engine.decrementAllCounters(numCycles);
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// This **MUST** be the last call in the function, because checkCounters()
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// can invoke the autosave, so any work done after here risks not getting saved!
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Engine.checkCounters();
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},
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/**
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* Counters for the main event loop. Represent the number of game cycles that
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* are required for something to happen. These counters are in game cycles,
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* which is once every 200ms
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*/
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Counters: {
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autoSaveCounter: 300,
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updateSkillLevelsCounter: 10,
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updateDisplays: 3,
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updateDisplaysLong: 15,
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updateActiveScriptsDisplay: 5,
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createProgramNotifications: 10,
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augmentationsNotifications: 10,
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checkFactionInvitations: 100,
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passiveFactionGrowth: 5,
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messages: 150,
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mechanicProcess: 5, // Process Bladeburner
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contractGeneration: 3000, // Generate Coding Contracts
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achievementsCounter: 60, // Check if we have new achievements
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},
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decrementAllCounters: function (numCycles = 1) {
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for (const [counterName, counter] of Object.entries(Engine.Counters)) {
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if (counter === undefined) {
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exceptionAlert(new Error(`counter value is undefined. counterName: ${counterName}.`), true);
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continue;
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}
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Engine.Counters[counterName] = counter - numCycles;
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}
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},
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/**
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* Checks if any counters are 0. If they are, executes whatever
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* is necessary and then resets the counter
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*/
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checkCounters: function () {
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if (Engine.Counters.checkFactionInvitations <= 0) {
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const invitedFactions = Player.checkForFactionInvitations();
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for (const invitedFaction of invitedFactions) {
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inviteToFaction(invitedFaction);
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}
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Engine.Counters.checkFactionInvitations = 100;
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}
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if (Engine.Counters.passiveFactionGrowth <= 0) {
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const adjustedCycles = Math.floor(5 - Engine.Counters.passiveFactionGrowth);
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processPassiveFactionRepGain(adjustedCycles);
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Engine.Counters.passiveFactionGrowth = 5;
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}
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if (Engine.Counters.messages <= 0) {
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checkForMessagesToSend();
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if (Player.hasAugmentation(AugmentationName.TheRedPill)) {
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Engine.Counters.messages = 4500; // 15 minutes for Red pill message
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} else {
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Engine.Counters.messages = 150;
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}
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}
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if (Engine.Counters.mechanicProcess <= 0) {
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if (Player.bladeburner) {
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try {
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Player.bladeburner.process();
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} catch (e) {
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exceptionAlert(e, true);
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}
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}
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Engine.Counters.mechanicProcess = 5;
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}
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if (Engine.Counters.contractGeneration <= 0) {
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tryGeneratingRandomContract(1);
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Engine.Counters.contractGeneration = 3000;
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}
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if (Engine.Counters.achievementsCounter <= 0) {
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calculateAchievements();
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Engine.Counters.achievementsCounter = 300;
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}
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// This **MUST** remain the last block in the function!
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// Otherwise, any work done after this point won't be saved!
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// Due to the way most of these counters are reset, that would probably be
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// OK, but it's much simpler to reason about if we can assume that the
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// entire function has been performed after a save.
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if (Engine.Counters.autoSaveCounter <= 0) {
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if (Settings.AutosaveInterval == null) {
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Settings.AutosaveInterval = 60;
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}
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if (Settings.AutosaveInterval === 0) {
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warnAutosaveDisabled();
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Engine.Counters.autoSaveCounter = 60 * 5; // Let's check back in a bit
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} else {
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Engine.Counters.autoSaveCounter = Settings.AutosaveInterval * 5;
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saveObject.saveGame(!Settings.SuppressSavedGameToast).catch((error) => console.error(error));
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}
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}
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},
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load: async function (saveData) {
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startExploits();
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setupUncaughtPromiseHandler();
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// Source files must be initialized early because save-game translation in
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// loadGame() needs them sometimes.
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initSourceFiles();
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// Load game from save or create new game
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if (await loadGame(saveData)) {
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FormatsNeedToChange.emit();
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initBitNodeMultipliers();
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if (Player.hasWseAccount) {
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initSymbolToStockMap();
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}
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// Apply penalty for entropy accumulation
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Player.applyEntropy(Player.entropy);
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// Calculate the number of cycles have elapsed while offline
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Engine._lastUpdate = new Date().getTime();
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const lastUpdate = Player.lastUpdate;
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let timeOffline = Engine._lastUpdate - lastUpdate;
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if (timeOffline < 0) {
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timeOffline = 0;
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}
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const numCyclesOffline = Math.floor(timeOffline / CONSTANTS.MilliPerCycle);
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// Generate bonus CCTs
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tryGeneratingRandomContract(timeOffline / CONSTANTS.MillisecondsPerTenMinutes);
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let offlineReputation = 0;
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const offlineHackingIncome =
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(Player.moneySourceA.hacking / Player.playtimeSinceLastAug) * timeOffline * CONSTANTS.OfflineHackingIncome;
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Player.gainMoney(offlineHackingIncome, "hacking");
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// Process offline progress
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loadAllRunningScripts(); // This also takes care of offline production for those scripts
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if (Player.currentWork !== null) {
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Player.focus = true;
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Player.processWork(numCyclesOffline);
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} else if (Player.bitNodeN !== 2) {
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for (let i = 0; i < Player.factions.length; i++) {
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const facName = Player.factions[i];
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if (!Object.hasOwn(Factions, facName)) continue;
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const faction = Factions[facName];
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if (!faction.isMember) continue;
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// No rep for special factions.
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const info = faction.getInfo();
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if (!info.offersWork()) continue;
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// No rep for gangs.
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if (Player.getGangName() === facName) continue;
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const hRep = getHackingWorkRepGain(Player, faction.favor);
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const sRep = getFactionSecurityWorkRepGain(Player, faction.favor);
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const fRep = getFactionFieldWorkRepGain(Player, faction.favor);
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// can be infinite, doesn't matter.
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const reputationRate = Math.max(hRep, sRep, fRep) / Player.factions.length;
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const rep = reputationRate * numCyclesOffline;
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faction.playerReputation += rep;
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offlineReputation += rep;
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}
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}
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// Hacknet Nodes offline progress
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const offlineProductionFromHacknetNodes = processHacknetEarnings(numCyclesOffline);
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const hacknetProdInfo = hasHacknetServers() ? (
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<>
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<Hashes hashes={offlineProductionFromHacknetNodes} /> hashes
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</>
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) : (
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<Money money={offlineProductionFromHacknetNodes} />
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);
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// Passive faction rep gain offline
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processPassiveFactionRepGain(numCyclesOffline);
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// Stock Market offline progress
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if (Player.hasWseAccount) {
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processStockPrices(numCyclesOffline);
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}
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// Gang progress for BitNode 2
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if (Player.gang) Player.gang.process(numCyclesOffline);
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// Corporation offline progress
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if (Player.corporation) Player.corporation.storeCycles(numCyclesOffline);
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// Bladeburner offline progress
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if (Player.bladeburner) Player.bladeburner.storeCycles(numCyclesOffline);
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Go.storeCycles(numCyclesOffline);
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staneksGift.process(numCyclesOffline);
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// Sleeves offline progress
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Player.sleeves.forEach((sleeve) => sleeve.process(numCyclesOffline));
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// Update total playtime
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const time = numCyclesOffline * CONSTANTS.MilliPerCycle;
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Player.totalPlaytime ??= 0;
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Player.playtimeSinceLastAug ??= 0;
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Player.playtimeSinceLastBitnode ??= 0;
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Player.totalPlaytime += time;
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Player.playtimeSinceLastAug += time;
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Player.playtimeSinceLastBitnode += time;
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Player.lastUpdate = Engine._lastUpdate;
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Engine.start(); // Run main game loop and Scripts loop
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const timeOfflineString = convertTimeMsToTimeElapsedString(time);
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setTimeout(
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() =>
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AlertEvents.emit(
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<>
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<Typography>Offline for {timeOfflineString}. While you were offline:</Typography>
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<ul>
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<li>
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<Typography>
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Your scripts generated <Money money={offlineHackingIncome} />
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</Typography>
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</li>
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<li>
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<Typography>Your Hacknet Nodes generated {hacknetProdInfo}</Typography>
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</li>
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<li>
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<Typography>
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You gained <Reputation reputation={offlineReputation} /> reputation divided amongst your factions
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</Typography>
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</li>
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</ul>
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</>,
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),
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250,
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);
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} else {
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// No save found, start new game
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FormatsNeedToChange.emit();
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initBitNodeMultipliers();
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Engine.start(); // Run main game loop and Scripts loop
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Player.init();
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initForeignServers(Player.getHomeComputer());
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Player.reapplyAllAugmentations();
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// Start interactive tutorial
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iTutorialStart();
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}
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// Expose internal objects/functions in the dev build
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if (process.env.NODE_ENV === "development") {
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globalThis.Bitburner = {
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// Most data is in this object
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Player: Player,
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// Manipulate data of servers
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GetAllServers: GetAllServers,
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// Manipulate data of Factions and Companies
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Factions: Factions,
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Companies: Companies,
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// saveObject and loadGame can be used to create a custom save/load tool
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SaveObject: {
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saveObject: saveObject,
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loadGame: loadGame,
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},
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};
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}
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},
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start: function () {
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// Get time difference
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const _thisUpdate = new Date().getTime();
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let diff = _thisUpdate - Engine._lastUpdate;
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if (diff < 0) {
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diff = 0;
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Engine._lastUpdate = _thisUpdate;
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Player.lastUpdate = _thisUpdate;
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}
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const offset = diff % CONSTANTS.MilliPerCycle;
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// Divide this by cycle time to determine how many cycles have elapsed since last update
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diff = Math.floor(diff / CONSTANTS.MilliPerCycle);
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if (diff > 0) {
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// Update the game engine by the calculated number of cycles
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Engine._lastUpdate = _thisUpdate - offset;
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Player.lastUpdate = _thisUpdate - offset;
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Engine.updateGame(diff);
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if (GameCycleEvents.hasSubscibers()) {
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ReactDOM.unstable_batchedUpdates(() => {
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GameCycleEvents.emit();
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});
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}
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}
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window.setTimeout(Engine.start, CONSTANTS.MilliPerCycle - offset);
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},
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};
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/** Shows a toast warning that lets the player know that auto-saves are disabled, with an button to re-enable them. */
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function warnAutosaveDisabled(): void {
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// If the player has suppressed those warnings let's just exit right away.
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if (Settings.SuppressAutosaveDisabledWarnings) return;
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// We don't want this warning to show up on certain pages.
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// When in recovery or importing we want to keep autosave disabled.
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if (Router.hidingMessages()) return;
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const warningToast = (
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<>
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Auto-saves are <strong>disabled</strong>!
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<Button
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sx={{ ml: 1 }}
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color="warning"
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size="small"
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onClick={() => {
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// We reset the value to a default
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Settings.AutosaveInterval = 60;
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}}
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>
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Enable
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</Button>
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</>
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);
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SnackbarEvents.emit(warningToast, ToastVariant.WARNING, 5000);
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}
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export { Engine };
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