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563 lines
17 KiB
ReStructuredText
563 lines
17 KiB
ReStructuredText
Netscript Bladeburner API
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=========================
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Netscript provides the following API for interacting with the game's Bladeburner mechanic.
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The Bladeburner API is **not** immediately available to the player and must be unlocked
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later in the game
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**WARNING: This page contains spoilers for the game**
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The Bladeburner API is unlocked in BitNode-7. If you are in BitNode-7, you will
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automatically gain access to this API. Otherwise, you must have Source-File 7 in
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order to use this API in other BitNodes
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**Bladeburner API functions must be accessed through the 'bladeburner' namespace**
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In :ref:`netscript1`::
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bladeburner.getContractNames();
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bladeburner.startAction("general", "Training");
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In :ref:`netscriptjs`::
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ns.bladeburner.getContractNames();
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ns.bladeburner.startAction("general", "Training");
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.. _bladeburner_action_types:
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Bladeburner Action Types
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------------------------
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Several functions in the Bladeburner API require you to specify an action using
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its type and name. The following are valid values when specifying the action's type:
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**Contracts**
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* contract
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* contracts
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* contr
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**Operations**
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* operation
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* operations
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* op
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* ops
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**Black Ops**
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* blackoperation
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* black operation
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* black operations
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* black op
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* black ops
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* blackop
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* blackops
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**General Actions (Training, Field Analysis, Recruitment)**
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* general
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* general action
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* gen
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getContractNames
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----------------
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.. js:function:: getContractNames()
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Returns an array of strings containing the names of all Bladeburner contracts
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getOperationNames
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-----------------
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.. js:function:: getOperationNames()
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Returns an array of strings containing the names of all Bladeburner operations
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getBlackOpNames
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---------------
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.. js:function:: getBlackOpNames()
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Returns an array of strings containing the names of all Bladeburner Black Ops
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getGeneralActionNames
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---------------------
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.. js:function:: getGeneralActionNames()
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Returns an array of strings containing the names of all general Bladeburner actions
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getSkillNames
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-------------
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.. js:function:: getSkillNames()
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Returns an array of strings containing the names of all Bladeburner skills
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startAction
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-----------
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.. js:function:: startAction(type, name)
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:param string type: Type of action. See :ref:`bladeburner_action_types`
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:param string name: Name of action. Must be an exact match
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Attempts to start the specified Bladeburner action. Returns true if the action
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was started successfully, and false otherwise.
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stopBladeburnerAction
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---------------------
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.. js:function:: stopBladeburnerAction()
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Stops the current Bladeburner action
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getCurrentAction
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----------------
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.. js:function:: getCurrentAction()
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Returns an object that represents the player's current Bladeburner action::
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{
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type: Type of Action
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name: Name of Action
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}
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If the player is not performing an action, the function will return an object
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with the 'type' property set to "Idle".
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getActionTime
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-------------
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.. js:function:: getActionTime(type, name)
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:param string type: Type of action. See :ref:`bladeburner_action_types`
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:param string name: Name of action. Must be an exact match
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Returns the number of seconds it takes to complete the specified action
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getActionEstimatedSuccessChance
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-------------------------------
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.. js:function:: getActionEstimatedSuccessChance(type, name)
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:param string type: Type of action. See :ref:`bladeburner_action_types`
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:param string name: Name of action. Must be an exact match
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Returns the estimated success chance for the specified action. This chance
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is returned as a decimal value, NOT a percentage (e.g. if you have an estimated
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success chance of 80%, then this function will return 0.80, NOT 80).
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getActionRepGain
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----------------
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.. js:function:: getActionRepGain(type, name[, level=current level])
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:param string type: Type of action. See :ref:`bladeburner_action_types`
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:param string name: Name of action. Must be an exact match
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:param number level: Optional action level at which to calculate the gain
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Returns the average Bladeburner reputation gain for successfully completing
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the specified action. Note that this value is an 'average' and the real
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reputation gain may vary slightly from this value.
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getActionCountRemaining
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-----------------------
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.. js:function:: getActionCountRemaining(type, name)
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:param string type: Type of action. See :ref:`bladeburner_action_types`
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:param string name: Name of action. Must be an exact match
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Returns the remaining count of the specified action.
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Note that this is meant to be used for Contracts and Operations.
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This function will return 'Infinity' for actions such as Training and Field Analysis.
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getActionMaxLevel
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-----------------
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.. js:function:: getActionMaxLevel(type, name)
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:param string type: Type of action. See :ref:`bladeburner_action_types`
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:param string name: Name of action. Must be an exact match
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Returns the maximum level for this action.
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Returns -1 if an invalid action is specified.
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getActionCurrentLevel
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---------------------
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.. js:function:: getActionCurrentLevel(type, name)
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:param string type: Type of action. See :ref:`bladeburner_action_types`
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:param string name: Name of action. Must be an exact match
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Returns the current level of this action.
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Returns -1 if an invalid action is specified.
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getActionAutolevel
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------------------
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.. js:function:: getActionAutolevel(type, name)
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:param string type: Type of action. See :ref:`bladeburner_action_types`
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:param string name: Name of action. Must be an exact match
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Return a boolean indicating whether or not this action is currently set to autolevel.
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Returns false if an invalid action is specified.
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setActionAutolevel
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------------------
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.. js:function:: setActionAutolevel(type, name, autoLevel)
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:param string type: Type of action. See :ref:`bladeburner_action_types`
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:param string name: Name of action. Must be an exact match
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:param boolean autoLevel: Whether or not to autolevel this action
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Enable/disable autoleveling for the specified action.
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setActionLevel
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--------------
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.. js:function:: setActionLevel(type, name, level)
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:param string type: Type of action. See :ref:`bladeburner_action_types`
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:param string name: Name of action. Must be an exact match
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:param level int: Level to set this action to
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Set the level for the specified action.
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getRank
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-------
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.. js:function:: getRank()
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Returns the player's Bladeburner Rank
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getSkillPoints
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--------------
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.. js:function:: getSkillPoints()
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Returns the number of Bladeburner skill points you have
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getSkillLevel
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-------------
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.. js:function:: getSkillLevel(skillName="")
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:param string skillName: Name of skill. Case-sensitive and must be an exact match
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This function returns your level in the specified skill.
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The function returns -1 if an invalid skill name is passed in
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getSkillUpgradeCost
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-------------------
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.. js:function:: getSkillUpgradeCost(skillName="")
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:param string skillName: Name of skill. Case-sensitive and must be an exact match
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This function returns the number of skill points needed to upgrade the
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specified skill.
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The function returns -1 if an invalid skill name is passed in.
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upgradeSkill
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------------
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.. js:function:: upgradeSkill(skillName)
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:param string skillName: Name of Skill to be upgraded. Case-sensitive and must be an exact match
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Attempts to upgrade the specified Bladeburner skill. Returns true if the
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skill is successfully upgraded, and false otherwise
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getTeamSize
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-----------
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.. js:function:: getTeamSize(type, name)
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:param string type: Type of action. See :ref:`bladeburner_action_types`
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:param string name: Name of action. Must be an exact match
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Returns the number of Bladeburner team members you have assigned to the
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specified action.
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Setting a team is only applicable for Operations and BlackOps. This function
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will return 0 for other action types.
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setTeamSize
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-----------
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.. js:function:: setTeamSize(type, name, size)
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:param string type: Type of action. See :ref:`bladeburner_action_types`
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:param string name: Name of action. Must be an exact match
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:param int size: Number of team members to set. Will be converted using Math.round()
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Set the team size for the specified Bladeburner action.
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Returns the team size that was set, or -1 if the function failed.
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getCityEstimatedPopulation
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--------------------------
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.. js:function:: getCityEstimatedPopulation(cityName)
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:param string cityName: Name of city. Case-sensitive
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Returns the estimated number of Synthoids in the specified city, or -1
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if an invalid city was specified.
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getCityEstimatedCommunities
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---------------------------
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.. js:function:: getCityEstimatedCommunities(cityName)
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:param string cityName: Name of city. Case-sensitive
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Returns the estimated number of Synthoid communities in the specified city,
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or -1 if an invalid city was specified.
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getCityChaos
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------------
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.. js:function:: getCityChaos(cityName)
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:param string cityName: Name of city. Case-sensitive
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Returns the chaos in the specified city, or -1 if an invalid city was specified
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switchCity
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----------
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.. js:function:: switchCity(cityName)
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:param string cityName: Name of city
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Attempts to switch to the specified city (for Bladeburner only).
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Returns true if successful, and false otherwise
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getStamina
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----------
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.. js:function:: getStamina()
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Returns an array with two elements:
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[Current stamina, Max stamina]
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Example usage::
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function getStaminaPercentage() {
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let res = bladeburner.getStamina();
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return res[0] / res[1];
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}
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joinBladeburnerFaction
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----------------------
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.. js:function:: joinBladeburnerFaction()
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Attempts to join the Bladeburner faction.
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Returns true if you successfully join the Bladeburner faction, or if
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you are already a member.
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Returns false otherwise.
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joinBladeburnerDivision
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-----------------------
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.. js:function:: joinBladeburnerDivision()
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Attempts to join the Bladeburner division.
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Returns true if you successfully join the Bladeburner division, or if you
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are already a member.
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Returns false otherwise
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getBonusTime
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------------
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.. js:function:: getBonusTime()
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Returns the amount of accumulated "bonus time" (seconds) for the Bladeburner mechanic.
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"Bonus time" is accumulated when the game is offline or if the game is
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inactive in the browser.
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"Bonus time" makes the game progress faster, up to 5x the normal speed.
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For example, if an action takes 30 seconds to complete but you've accumulated
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over 30 seconds in bonus time, then the action will only take 6 seconds
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in real life to complete.
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Examples
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--------
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**Basic example usage**::
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tprint(bladeburner.getContractNames());
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tprint(bladeburner.getOperationNames());
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tprint(bladeburner.getBlackOpNames());
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tprint(bladeburner.getGeneralActionNames());
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tprint(bladeburner.getSkillNames());
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tprint(bladeburner.getActionTime("contract", "Tracking"));
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tprint("Rank: " + bladeburner.getRank());
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tprint("Skill Points: " + bladeburner.getSkillPoints());
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tprint("Cloak Skill Level: " + bladeburner.getSkillLevel("Cloak"));
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tprint("Trying to upgradeSkill: " + bladeburner.upgradeSkill("Cloak"));
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tprint("Skill Points remaining: " + bladeburner.getSkillPoints());
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tprint("Trying to switch to a nonexistent city: " + bladeburner.switchCity("lskgns"));
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var chongqing = "Chongqing";
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tprint("Trying to switch to Chongqing: " + bladeburner.switchCity(chongqing));
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tprint("Chongqing chaos: " + bladeburner.getCityChaos(chongqing));
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tprint("Chongqing estimated pop: " + bladeburner.getCityEstimatedPopulation(chongqing));
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tprint("Chonqging estimated communities: " + bladeburner.getCityEstimatedCommunities(chongqing));
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**Bladeburner handler example**. Note that this avoids the need of using the *bladeburner* namespace
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identifier by attaching the Bladeburner API functions to an object::
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const FIELD_ANALYSIS_INTERVAL = 10; //Number of minutes between field analysis states
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const FIELD_ANALYSIS_DURATION = 5; //Duration in minutes
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function BladeburnerHandler(ns, params) {
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//Netscript environment becomes part of the instance
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this.ns = ns;
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//Netscript bladeburner API becomes part of this instance
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for (var bladeburnerFn in ns.bladeburner) {
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this[bladeburnerFn] = ns.bladeburner[bladeburnerFn];
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}
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this.fieldAnalysis = {
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inProgress: params.startFieldAnalysis ? true : false,
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cyclesRemaining: params.startFieldAnalysis ? FIELD_ANALYSIS_DURATION : 0,
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cyclesSince: params.startFieldAnalysis ? FIELD_ANALYSIS_INTERVAL : 0,
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}
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}
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BladeburnerHandler.prototype.getStaminaPercentage = function() {
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var res = this.getStamina();
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return 100 * (res[0] / res[1]);
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}
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BladeburnerHandler.prototype.hasSimulacrum = function() {
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var augs = this.ns.getOwnedAugmentations();
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return augs.includes("The Blade's Simulacrum");
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}
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BladeburnerHandler.prototype.handle = function() {
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//If we're doing something else manually (without Simlacrum),
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//it overrides Bladeburner stuff
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if (!this.hasSimulacrum() && this.ns.isBusy()) {
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this.ns.print("Idling bc player is busy with some other action");
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return;
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}
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if (this.fieldAnalysis.inProgress) {
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--(this.fieldAnalysis.cyclesRemaining);
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if (this.fieldAnalysis.cyclesRemaining < 0) {
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this.fieldAnalysis.inProgress = false;
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this.fieldAnalysis.cyclesSince = 0;
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return this.handle();
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} else {
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this.startAction("general", "Field Analysis");
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this.ns.print("handler is doing field analyis for " +
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(this.fieldAnalysis.cyclesRemaining+1) + " more mins");
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return 31; //Field Analysis Time + 1
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}
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} else {
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++(this.fieldAnalysis.cyclesSince);
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if (this.fieldAnalysis.cyclesSince > FIELD_ANALYSIS_INTERVAL) {
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this.fieldAnalysis.inProgress = true;
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this.fieldAnalysis.cyclesRemaining = FIELD_ANALYSIS_DURATION;
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return this.handle();
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}
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}
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this.stopBladeburnerAction();
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var staminaPerc = this.getStaminaPercentage();
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if (staminaPerc < 55) {
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this.ns.print("handler is starting training due to low stamina percentage");
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this.startAction("general", "Training");
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return 31; //Training time + 1
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} else {
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var action = this.chooseAction();
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this.ns.print("handler chose " + action.name + " " + action.type + " through chooseAction()");
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this.startAction(action.type, action.name);
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return (this.getActionTime(action.type, action.name) + 1);
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}
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}
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BladeburnerHandler.prototype.chooseAction = function() {
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//Array of all Operations
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var ops = this.getOperationNames();
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//Sort Operations in order of increasing success chance
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ops.sort((a, b)=>{
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return this.getActionEstimatedSuccessChance("operation", a) -
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this.getActionEstimatedSuccessChance("operation", b);
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});
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//Loop through until you find one with 99+% success chance
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for (let i = 0; i < ops.length; ++i) {
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let successChance = this.getActionEstimatedSuccessChance("operation", ops[i]);
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let count = this.getActionCountRemaining("operation", ops[i]);
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if (successChance >= 0.99 && count > 10) {
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return {type: "operation", name: ops[i]};
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}
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}
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//Repeat for Contracts
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var contracts = this.getContractNames();
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contracts.sort((a, b)=>{
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return this.getActionEstimatedSuccessChance("contract", a) -
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this.getActionEstimatedSuccessChance("contract", b);
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});
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for (let i = 0; i < contracts.length; ++i) {
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let successChance = this.getActionEstimatedSuccessChance("contract", contracts[i]);
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let count = this.getActionCountRemaining("contract", contracts[i]);
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if (successChance >= 0.80 && count > 10) {
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return {type: "contract", name: contracts[i]};
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}
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}
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return {type:"general", name:"Training"};
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}
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BladeburnerHandler.prototype.process = async function() {
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await this.ns.sleep(this.handle() * 1000);
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}
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export async function main(ns) {
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//Check if Bladeburner is available. This'll throw a runtime error if it's not
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ns.bladeburner.getContractNames();
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var startFieldAnalysis = true;
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if (ns.args.length >= 1 && ns.args[0] == "false") {
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startFieldAnalysis = false;
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}
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var handler = new BladeburnerHandler(ns, {
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startFieldAnalysis: startFieldAnalysis
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});
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while(true) {
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await handler.process();
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}
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}
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