bitburner-src/doc/build/html/_sources/netscriptbladeburnerapi.rst.txt

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Netscript Bladeburner API
=========================
Netscript provides the following API for interacting with the game's Bladeburner mechanic.
The Bladeburner API is **not** immediately available to the palyer and must be unlocked
later in the game
**WARNING: This page contains spoilers for the game**
The Bladeburner API is unlocked in BitNode-7. If you are in BitNode-7, you will
automatically gain access to this API. Otherwise, you must have Source-File 7 in
order to use this API in other BitNodes
**Bladeburner API functions must be accessed through the bladeburner namespace**
In Netscript 1.0::
bladeburner.getContractNames();
bladeburner.startAction("general", "Training");
In :ref:`netscriptjs`::
ns.bladeburner.getContractNames();
ns.bladeburner.startAction("general", "Training");
.. _bladeburner_action_types:
Bladeburner Action Types
------------------------
Several functions in the Bladeburner API require you to specify an action using
its type and name. The following are valid values when specifying the action's type:
**Contracts**
* contract
* contracts
* contr
**Operations**
* operation
* operations
* op
* ops
**Black Ops**
* blackoperation
* black operation
* black operations
* black op
* black ops
* blackop
* blackops
**General Actions (Training, Field Analysis, Recruitment)**
* general
* general action
* gen
getContractNames
----------------
.. js:function:: getContractNames()
Returns an array of strings containing the names of all Bladeburner contracts
getOperationNames
-----------------
.. js:function:: getOperationNames()
Returns an array of strings containing the names of all Bladeburner operations
getBlackOpNames
---------------
.. js:function:: getBlackOpNames()
Returns an array of strings containing the names of all Bladeburner Black Ops
getGeneralActionNames
---------------------
.. js:function:: getGeneralActionNames()
Returns an array of strings containing the names of all general Bladeburner actions
getSkillNames
-------------
.. js:function:: getSkillNames()
Returns an array of strings containing the names of all Bladeburner skills
startAction
-----------
.. js:function:: startAction(type, name)
:param string type: Type of action. See :ref:`bladeburner_action_types`
:param string name: Name of action. Must be an exact match
Attempts to start the specified Bladeburner action. Returns true if the action
was started successfully, and false otherwise.
stopBladeburnerAction
---------------------
.. js:function:: stopBladeburnerAction()
Stops the current Bladeburner action
getActionTime
-------------
.. js:function:: getActionTime(type, name)
:param string type: Type of action. See :ref:`bladeburner_action_types`
:param string name: Name of action. Must be an exact match
Returns the number of seconds it takes to complete the specified action
getActionEstimatedSuccessChance
-------------------------------
.. js:function:: getActionEstimatedSuccessChance(type, name)
:param string type: Type of action. See :ref:`bladeburner_action_types`
:param string name: Name of action. Must be an exact match
Returns the estimated success chance for the specified action
getActionCountRemaining
-----------------------
.. js:function:: getActionCountRemaining(type, name)
:param string type: Type of action. See :ref:`bladeburner_action_types`
:param string name: Name of action. Must be an exact match
Returns the remaining count of the specified action.
Note that this is meant to be used for Contracts and Operations.
This function will return 'Infinity' for actions such as Training and Field Analysis.
getRank
-------
.. js:function:: getRank()
Returns the player's Bladeburner Rank
getSkillPoints
--------------
.. js:function:: getSkillPoints()
Returns the number of Bladeburner skill points you have
getSkillLevel
-------------
.. js:function:: getSkillLevel(skillName="")
:param string skillName: Optional name of Skill. Empty string by default
If no argument or an empty string is passed in, this function returns
an object with your level for all Bladeburner Skills (only for skills that
have at least one level). In the object, the name of the Bladeburner Skills
are the keys and your skill levels are the values. For example::
{
"Blade's Intuition": 10,
"Cloak": 5,
"Evasive System": 6
}
If the name of a skill is passed in as an argument, then this function
returns your level in the specified skill.
The function returns -1 if an invalid skill name is passed in
upgradeSkill
------------
.. js:function:: upgradeSkill(skillName)
:param string skillName: Name of Skill to be upgraded. Must be an exact match
Attempts to upgrade the specified Bladeburner skill. Returns true if the
skill is successfully upgraded, and false otherwise
getTeamSize
-----------
.. js:function:: getTeamSize(type, name)
:param string type: Type of action. See :ref:`bladeburner_action_types`
:param string name: Name of action. Must be an exact match
Returns the number of Bladeburner team members you have assigned to the
specified action.
Setting a team is only applicable for Operations and BlackOps. This function
will return 0 for other action types.
setTeamSize
-----------
.. js:function:: setTeamSize(type, name, size)
:param string type: Type of action. See :ref:`bladeburner_action_types`
:param string name: Name of action. Must be an exact match
:param int size: Number of team members to set. Will be converted using Math.round()
Set the team size for the specified Bladeburner action.
Returns the team size that was set, or -1 if the function failed.
getCityEstimatedPopulation
--------------------------
.. js:function:: getCityEstimatedPopulation(cityName)
:param string cityName: Name of city. Case-sensitive
Returns the estimated number of Synthoids in the specified city, or -1
if an invalid city was specified.
getCityEstimatedCommunities
---------------------------
.. js:function:: getCityEstimatedCommunities(cityName)
:param string cityName: Name of city. Case-sensitive
Returns the estimated number of Synthoid communities in the specified city,
or -1 if an invalid city was specified.
getCityChaos
------------
.. js:function:: getCityChaos(cityName)
:param string cityName: Name of city. Case-sensitive
Returns the chaos in the specified city, or -1 if an invalid city was specified
switchCity
----------
.. js:function:: switchCity(cityName)
:param string cityName: Name of city
Attempts to switch to the specified city (for Bladeburner only).
Returns true if successful, and false otherwise
getStamina
----------
.. js:function:: getStamina()
Returns an array with two elements:
[Current stamina, Max stamina]
Example usage::
function getStaminaPercentage() {
let res = bladeburner.getStamina();
return res[0] / res[1];
}
joinBladeburnerFaction
----------------------
.. js:function:: joinBladeburnerFaction()
Attempts to join the Bladeburner faction.
Returns true if you successfully join the Bladeburner faction, or if
you are already a member.
Returns false otherwise.
Examples
--------
**Basic example usage**::
tprint(bladeburner.getContractNames());
tprint(bladeburner.getOperationNames());
tprint(bladeburner.getBlackOpNames());
tprint(bladeburner.getGeneralActionNames());
tprint(bladeburner.getSkillNames());
tprint(bladeburner.getActionTime("contract", "Tracking"));
tprint("Rank: " + bladeburner.getRank());
tprint("Skill Points: " + bladeburner.getSkillPoints());
tprint("Cloak Skill Level: " + bladeburner.getSkillLevel("Cloak"));
tprint("Trying to upgradeSkill: " + bladeburner.upgradeSkill("Cloak"));
tprint("Skill Points remaining: " + bladeburner.getSkillPoints());
tprint("Trying to switch to a nonexistent city: " + bladeburner.switchCity("lskgns"));
var chongqing = "Chongqing";
tprint("Trying to switch to Chongqing: " + bladeburner.switchCity(chongqing));
tprint("Chongqing chaos: " + bladeburner.getCityChaos(chongqing));
tprint("Chongqing estimated pop: " + bladeburner.getCityEstimatedPopulation(chongqing));
tprint("Chonqging estimated communities: " + bladeburner.getCityEstimatedCommunities(chongqing));
**Bladeburner handler example**. Note that this avoids the need of using the *bladeburner* namespace
identifier by attaching the Bladeburner API functions to an object::
const FIELD_ANALYSIS_INTERVAL = 10; //Number of minutes between field analysis states
const FIELD_ANALYSIS_DURATION = 5; //Duration in minutes
function BladeburnerHandler(ns, params) {
//Netscript environment becomes part of the instance
this.ns = ns;
//Netscript bladeburner API becomes part of this instance
for (var bladeburnerFn in ns.bladeburner) {
this[bladeburnerFn] = ns.bladeburner[bladeburnerFn];
}
this.fieldAnalysis = {
inProgress: params.startFieldAnalysis ? true : false,
cyclesRemaining: FIELD_ANALYSIS_DURATION,
cyclesSince: FIELD_ANALYSIS_INTERVAL
}
}
BladeburnerHandler.prototype.getStaminaPercentage = function() {
var res = this.getStamina();
return 100 * (res[0] / res[1]);
}
BladeburnerHandler.prototype.hasSimulacrum = function() {
var augs = this.ns.getOwnedAugmentations();
return augs.includes("The Blade's Simulacrum");
}
BladeburnerHandler.prototype.handle = function() {
//If we're doing something else manually (without Simlacrum),
//it overrides Bladeburner stuff
if (!this.hasSimulacrum() && this.ns.isBusy()) {
this.ns.print("Idling bc player is busy with some other action");
return;
}
if (this.fieldAnalysis.inProgress) {
--(this.fieldAnalysis.cyclesRemaining);
if (this.fieldAnalysis.cyclesRemaining < 0) {
this.fieldAnalysis.inProgress = false;
this.fieldAnalysis.cyclesSince = 0;
return this.handle();
} else {
this.startAction("general", "Field Analysis");
this.ns.print("handler is doing field analyis for " +
(this.fieldAnalysis.cyclesRemaining+1) + " more mins");
return;
}
} else {
++(this.fieldAnalysis.cyclesSince);
if (this.fieldAnalysis.cyclesSince > FIELD_ANALYSIS_INTERVAL) {
this.fieldAnalysis.inProgress = true;
this.fieldAnalysis.cyclesRemaining = FIELD_ANALYSIS_DURATION;
return this.handle();
}
}
this.stopBladeburnerAction();
var staminaPerc = this.getStaminaPercentage();
if (staminaPerc < 55) {
this.ns.print("handler is starting training due to low stamina percentage");
this.startAction("general", "Training");
} else {
var action = this.chooseAction();
this.ns.print("handler chose " + action.name + " " + action.type + " through chooseAction()");
this.startAction(action.type, action.name);
}
}
BladeburnerHandler.prototype.chooseAction = function() {
//Array of all Operations
var ops = this.getOperationNames();
//Sort Operations in order of increasing success chance
ops.sort((a, b)=>{
return this.getActionEstimatedSuccessChance("operation", a) -
this.getActionEstimatedSuccessChance("operation", b);
});
//Loop through until you find one with 99+% success chance
for (let i = 0; i < ops.length; ++i) {
let successChance = this.getActionEstimatedSuccessChance("operation", ops[i]);
let count = this.getActionCountRemaining("operation", ops[i]);
if (successChance >= 0.99 && count > 10) {
return {type: "operation", name: ops[i]};
}
}
//Repeat for Contracts
var contracts = this.getContractNames();
contracts.sort((a, b)=>{
return this.getActionEstimatedSuccessChance("contract", a) -
this.getActionEstimatedSuccessChance("contract", b);
});
for (let i = 0; i < contracts.length; ++i) {
let successChance = this.getActionEstimatedSuccessChance("contract", contracts[i]);
let count = this.getActionCountRemaining("contract", contracts[i]);
if (successChance >= 0.80 && count > 10) {
return {type: "contract", name: contracts[i]};
}
}
return {type:"general", name:"Training"};
}
BladeburnerHandler.prototype.process = async function() {
this.handle();
await this.ns.sleep(60000);
}
export async function main(ns) {
ns.disableLog("sleep");
//Check if Bladeburner is available. This'll throw a runtime error if it's not
ns.bladeburner.getContractNames();
var startFieldAnalysis = true;
if (ns.args.length >= 1 && ns.args[0] == "false") {
startFieldAnalysis = false;
}
var handler = new BladeburnerHandler(ns, {
startFieldAnalysis: startFieldAnalysis
});
while(true) {
await handler.process();
}
}