bitburner-src/src/Server/Server.ts
Snarling aa80cf6451 See description
Reverted ToastVariant back to an enum internally. Still exposed to player as just possible strings.
Changed all 1-line documentation comments to actually be 1-line. Moved some because they were not providing documentation for the thing they were trying to.
2022-10-04 06:40:10 -04:00

159 lines
5.3 KiB
TypeScript

// Class representing a single hackable Server
import { BaseServer } from "./BaseServer";
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { createRandomString } from "../utils/helpers/createRandomString";
import { createRandomIp } from "../utils/IPAddress";
import { Generic_fromJSON, Generic_toJSON, IReviverValue, Reviver } from "../utils/JSONReviver";
export interface IConstructorParams {
adminRights?: boolean;
hackDifficulty?: number;
hostname: string;
ip?: string;
isConnectedTo?: boolean;
maxRam?: number;
moneyAvailable?: number;
numOpenPortsRequired?: number;
organizationName?: string;
purchasedByPlayer?: boolean;
requiredHackingSkill?: number;
serverGrowth?: number;
}
export class Server extends BaseServer {
// Flag indicating whether this server has a backdoor installed by a player
backdoorInstalled = false;
// Initial server security level
// (i.e. security level when the server was created)
baseDifficulty = 1;
// Server Security Level
hackDifficulty = 1;
// Minimum server security level that this server can be weakened to
minDifficulty = 1;
// How much money currently resides on the server and can be hacked
moneyAvailable = 0;
// Maximum amount of money that this server can hold
moneyMax = 0;
// Number of open ports required in order to gain admin/root access
numOpenPortsRequired = 5;
// How many ports are currently opened on the server
openPortCount = 0;
// Hacking level required to hack this server
requiredHackingSkill = 1;
// Parameter that affects how effectively this server's money can
// be increased using the grow() Netscript function
serverGrowth = 1;
constructor(params: IConstructorParams = { hostname: "", ip: createRandomIp() }) {
super(params);
// "hacknet-node-X" hostnames are reserved for Hacknet Servers
if (this.hostname.startsWith("hacknet-node-")) {
this.hostname = createRandomString(10);
}
this.purchasedByPlayer = params.purchasedByPlayer != null ? params.purchasedByPlayer : false;
//RAM, CPU speed and Scripts
this.maxRam = params.maxRam != null ? params.maxRam : 0; //GB
/* Hacking information (only valid for "foreign" aka non-purchased servers) */
this.requiredHackingSkill = params.requiredHackingSkill != null ? params.requiredHackingSkill : 1;
this.moneyAvailable =
params.moneyAvailable != null ? params.moneyAvailable * BitNodeMultipliers.ServerStartingMoney : 0;
this.moneyMax = 25 * this.moneyAvailable * BitNodeMultipliers.ServerMaxMoney;
//Hack Difficulty is synonymous with server security. Base Difficulty = Starting difficulty
const realDifficulty =
params.hackDifficulty != null ? params.hackDifficulty * BitNodeMultipliers.ServerStartingSecurity : 1;
this.hackDifficulty = Math.min(realDifficulty, 100);
this.baseDifficulty = this.hackDifficulty;
this.minDifficulty = Math.min(Math.max(1, Math.round(realDifficulty / 3)), 100);
this.serverGrowth = params.serverGrowth != null ? params.serverGrowth : 1; //Integer from 0 to 100. Affects money increase from grow()
//Port information, required for porthacking servers to get admin rights
this.numOpenPortsRequired = params.numOpenPortsRequired != null ? params.numOpenPortsRequired : 5;
}
/** Ensures that the server's difficulty (server security) doesn't get too high */
capDifficulty(): void {
if (this.hackDifficulty < this.minDifficulty) {
this.hackDifficulty = this.minDifficulty;
}
if (this.hackDifficulty < 1) {
this.hackDifficulty = 1;
}
// Place some arbitrarily limit that realistically should never happen unless someone is
// screwing around with the game
if (this.hackDifficulty > 100) {
this.hackDifficulty = 100;
}
}
/**
* Change this server's minimum security
* @param n - Value by which to increase/decrease the server's minimum security
* @param perc - Whether it should be changed by a percentage, or a flat value
*/
changeMinimumSecurity(n: number, perc = false): void {
if (perc) {
this.minDifficulty *= n;
} else {
this.minDifficulty += n;
}
// Server security cannot go below 1
this.minDifficulty = Math.max(1, this.minDifficulty);
}
/**
* Change this server's maximum money
* @param n - Value by which to change the server's maximum money
*/
changeMaximumMoney(n: number): void {
const softCap = 10e12;
if (this.moneyMax > softCap) {
const aboveCap = this.moneyMax - softCap;
n = 1 + (n - 1) / Math.log(aboveCap) / Math.log(8);
}
this.moneyMax *= n;
}
/** Strengthens a server's security level (difficulty) by the specified amount */
fortify(amt: number): void {
this.hackDifficulty += amt;
this.capDifficulty();
}
/** Lowers the server's security level (difficulty) by the specified amount) */
weaken(amt: number): void {
this.hackDifficulty -= amt * BitNodeMultipliers.ServerWeakenRate;
this.capDifficulty();
}
/** Serialize the current object to a JSON save state */
toJSON(): IReviverValue {
return Generic_toJSON("Server", this);
}
// Initializes a Server Object from a JSON save state
static fromJSON(value: IReviverValue): Server {
return Generic_fromJSON(Server, value.data);
}
}
Reviver.constructors.Server = Server;