mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-30 03:23:48 +01:00
aa80cf6451
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.
159 lines
5.3 KiB
TypeScript
159 lines
5.3 KiB
TypeScript
// Class representing a single hackable Server
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import { BaseServer } from "./BaseServer";
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import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
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import { createRandomString } from "../utils/helpers/createRandomString";
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import { createRandomIp } from "../utils/IPAddress";
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import { Generic_fromJSON, Generic_toJSON, IReviverValue, Reviver } from "../utils/JSONReviver";
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export interface IConstructorParams {
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adminRights?: boolean;
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hackDifficulty?: number;
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hostname: string;
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ip?: string;
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isConnectedTo?: boolean;
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maxRam?: number;
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moneyAvailable?: number;
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numOpenPortsRequired?: number;
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organizationName?: string;
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purchasedByPlayer?: boolean;
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requiredHackingSkill?: number;
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serverGrowth?: number;
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}
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export class Server extends BaseServer {
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// Flag indicating whether this server has a backdoor installed by a player
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backdoorInstalled = false;
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// Initial server security level
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// (i.e. security level when the server was created)
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baseDifficulty = 1;
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// Server Security Level
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hackDifficulty = 1;
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// Minimum server security level that this server can be weakened to
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minDifficulty = 1;
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// How much money currently resides on the server and can be hacked
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moneyAvailable = 0;
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// Maximum amount of money that this server can hold
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moneyMax = 0;
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// Number of open ports required in order to gain admin/root access
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numOpenPortsRequired = 5;
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// How many ports are currently opened on the server
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openPortCount = 0;
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// Hacking level required to hack this server
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requiredHackingSkill = 1;
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// Parameter that affects how effectively this server's money can
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// be increased using the grow() Netscript function
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serverGrowth = 1;
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constructor(params: IConstructorParams = { hostname: "", ip: createRandomIp() }) {
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super(params);
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// "hacknet-node-X" hostnames are reserved for Hacknet Servers
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if (this.hostname.startsWith("hacknet-node-")) {
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this.hostname = createRandomString(10);
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}
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this.purchasedByPlayer = params.purchasedByPlayer != null ? params.purchasedByPlayer : false;
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//RAM, CPU speed and Scripts
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this.maxRam = params.maxRam != null ? params.maxRam : 0; //GB
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/* Hacking information (only valid for "foreign" aka non-purchased servers) */
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this.requiredHackingSkill = params.requiredHackingSkill != null ? params.requiredHackingSkill : 1;
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this.moneyAvailable =
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params.moneyAvailable != null ? params.moneyAvailable * BitNodeMultipliers.ServerStartingMoney : 0;
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this.moneyMax = 25 * this.moneyAvailable * BitNodeMultipliers.ServerMaxMoney;
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//Hack Difficulty is synonymous with server security. Base Difficulty = Starting difficulty
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const realDifficulty =
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params.hackDifficulty != null ? params.hackDifficulty * BitNodeMultipliers.ServerStartingSecurity : 1;
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this.hackDifficulty = Math.min(realDifficulty, 100);
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this.baseDifficulty = this.hackDifficulty;
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this.minDifficulty = Math.min(Math.max(1, Math.round(realDifficulty / 3)), 100);
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this.serverGrowth = params.serverGrowth != null ? params.serverGrowth : 1; //Integer from 0 to 100. Affects money increase from grow()
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//Port information, required for porthacking servers to get admin rights
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this.numOpenPortsRequired = params.numOpenPortsRequired != null ? params.numOpenPortsRequired : 5;
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}
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/** Ensures that the server's difficulty (server security) doesn't get too high */
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capDifficulty(): void {
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if (this.hackDifficulty < this.minDifficulty) {
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this.hackDifficulty = this.minDifficulty;
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}
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if (this.hackDifficulty < 1) {
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this.hackDifficulty = 1;
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}
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// Place some arbitrarily limit that realistically should never happen unless someone is
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// screwing around with the game
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if (this.hackDifficulty > 100) {
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this.hackDifficulty = 100;
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}
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}
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/**
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* Change this server's minimum security
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* @param n - Value by which to increase/decrease the server's minimum security
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* @param perc - Whether it should be changed by a percentage, or a flat value
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*/
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changeMinimumSecurity(n: number, perc = false): void {
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if (perc) {
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this.minDifficulty *= n;
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} else {
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this.minDifficulty += n;
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}
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// Server security cannot go below 1
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this.minDifficulty = Math.max(1, this.minDifficulty);
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}
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/**
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* Change this server's maximum money
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* @param n - Value by which to change the server's maximum money
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*/
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changeMaximumMoney(n: number): void {
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const softCap = 10e12;
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if (this.moneyMax > softCap) {
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const aboveCap = this.moneyMax - softCap;
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n = 1 + (n - 1) / Math.log(aboveCap) / Math.log(8);
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}
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this.moneyMax *= n;
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}
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/** Strengthens a server's security level (difficulty) by the specified amount */
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fortify(amt: number): void {
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this.hackDifficulty += amt;
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this.capDifficulty();
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}
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/** Lowers the server's security level (difficulty) by the specified amount) */
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weaken(amt: number): void {
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this.hackDifficulty -= amt * BitNodeMultipliers.ServerWeakenRate;
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this.capDifficulty();
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}
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/** Serialize the current object to a JSON save state */
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toJSON(): IReviverValue {
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return Generic_toJSON("Server", this);
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}
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// Initializes a Server Object from a JSON save state
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static fromJSON(value: IReviverValue): Server {
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return Generic_fromJSON(Server, value.data);
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}
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}
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Reviver.constructors.Server = Server;
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