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aa7facd4ba
* Remove the limitation unique args per script * Internal changes to how runningScripts are stored on the server, to make common usage faster.
197 lines
7.1 KiB
ReStructuredText
197 lines
7.1 KiB
ReStructuredText
.. _gameplay_scripts:
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Scripts
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=======
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Scripts are programs that can be used to automate the hacking process
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and almost every other part of the game. Scripts must be written
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in the :ref:`netscript` language.
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It is highly recommended that you have a basic background in programming
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to start writing scripts. You by no means need to be an expert. All you
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need is some familiarity with basic programming constructs like
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for/while loops, conditionals (if/else), functions, variables, etc.
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If you'd like to learn a little bit about programming, see
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:ref:`netscriptlearntoprogram`.
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Script Arguments
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^^^^^^^^^^^^^^^^
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When running a script, you can choose to pass arguments to that script.
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The script's logic can access and act on these arguments. This allows
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for flexibility in your scripts. For more details, see
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:ref:`netscript_script_arguments`.
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For information on how to run scripts with arguments, see
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:ref:`gameplay_working_with_scripts_in_terminal` and
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:ref:`gameplay_working_with_scripts_in_netscript` below.
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Identifying a Script
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^^^^^^^^^^^^^^^^^^^^
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Many commands and functions act on an executing script
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(i.e. a script that is running). Therefore, there must
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be a way to specify which script you want those commands & functions
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to act on.
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The best way to identify a script is by its PID (Process IDentifier). This
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unique number is returned from :js:func:`run`, :js:func:`exec`, etc., and also
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shows in the output of "ps".
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A secondary way to identify scripts is by name **and** arguments. However (by
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default) you can run a multiple copies of a script with the same arguments, so
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this does not necessarily **uniquely** identify a script. In case of multiple
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matches, most functions will return an arbitrary one (typically the first one
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to be started). An exception is :js:func:`kill`, which will kill all the
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matching scripts.
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The arguments must be an **exact** match. This means that both
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the order and type of the arguments matter.
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.. _gameplay_scripts_multithreadingscripts:
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Multithreading scripts
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^^^^^^^^^^^^^^^^^^^^^^
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A script can be run with multiple threads. This is also called multithreading.
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The effect of multithreading is that every call to the
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:js:func:`hack`, :js:func:`grow`, and :js:func:`weaken` Netscript functions
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will have their results multiplied by the number of threads.
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For example, if a normal single-threaded script
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is able to hack $10,000, then running the same script with 5 threads would
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yield $50,000.
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(This is the **only** affect of running a script with multiple threads.
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Scripts will not actually become multithreaded in the real-world
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sense.)
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When multithreading a script, the total RAM cost can be calculated by
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simply multiplying the base RAM cost of the script with the number of
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threads, where the base cost refers to the amount of RAM required to
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run the script single-threaded. In the terminal, you can run the
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:ref:`mem_terminal_command` Terminal command to see how much RAM a script
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requires with `n` threads::
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$ mem [scriptname] -t n
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.. _gameplay_working_with_scripts_in_terminal:
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Working with Scripts in Terminal
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Running a script requires RAM. The more complex a script is, the more
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RAM it requires to run. Scripts can be run on any server you have root
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access to.
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Here are some :ref:`terminal` commands that are useful when working
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with scripts:
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**check [script] [args...]**
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Prints the logs of the script specified by the name and arguments to
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Terminal. Arguments should be separated by a space. Remember that scripts
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are uniquely identified by their arguments as well as their name. For
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example, if you ran a script `foo.hs` with the argument `foodnstuff`
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then in order to 'check' it you must also add the `foodnstuff` argument
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to the check command::
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$ check foo.js foodnstuff
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**free**
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Shows the current server's RAM usage and availability
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**kill [pid]** or **kill [script] [args...]**
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Stops a script that is running with the specified PID, or script name and
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arguments. Arguments should be separated by a space. Remember that
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scripts are identified by their arguments as well as their name.
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For example, if you ran a script `foo.js` with
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the argument 1 and 2, then just typing "`kill foo.js`" will
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not work. You have to use::
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$ kill foo.js 1 2
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**mem [script] [-t] [n]**
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Check how much RAM a script requires to run with n threads
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**nano [script]**
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Create/Edit a script. The name of the script must end with a valid
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extension: .script, or .js
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**ps**
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Displays all scripts that are actively running on the current server
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**rm [script]**
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Delete a script from the server. This is permanent
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**run [script] [-t] [n] [args...]**
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Run a script with n threads and the specified arguments. Each argument should
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be separated by a space. Both the arguments and thread specification are
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optional. If neither are specified, then the script will be run single-threaded
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with no arguments.
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Examples:
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Run 'foo.js' single-threaded with no arguments::
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$ run foo.js
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Run 'foo.js' with 10 threads and no arguments::
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$ run foo.js -t 10
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Run 'foo.js' single-threaded with three arguments: [foodnstuff, sigma-cosmetics, 10]::
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$ run foo.js foodnstuff sigma-cosmetics 10
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Run 'foo.js' with 50 threads and a single argument: [foodnstuff]::
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$ run foo.js -t 50 foodnstuff
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**tail [pid]** or **tail [script] [args...]**
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Displays the logs of the script specified by the PID or name and arguments. Note that
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scripts are identified by their arguments as well as their name. For example,
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if you ran a script 'foo.js' with the argument 'foodnstuff' then in order to
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'tail' it you must also add the 'foodnstuff' argument to the tail command as
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so: tail foo.js foodnstuff
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**top**
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Displays all active scripts and their RAM usage
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.. _gameplay_working_with_scripts_in_netscript:
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Working with Scripts in Netscript
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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TODO/Coming Soon...
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Notes about how Scripts Work Offline
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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The scripts that you write and execute are interpreted in Javascript.
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For this reason, it is not possible for these scripts to run while
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offline (when the game is closed). It is important to note that for
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this reason, conditionals such as if/else statements and certain
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commands such as purchaseHacknetNode() or nuke() will not work while
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the game is offline.
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However, Scripts WILL continue to generate money and hacking exp
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for you while the game is offline. This offline production is based
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off of the scripts' production while the game is online.
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grow() and weaken() are two Netscript commands that will also be
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applied when the game is offline, although at a slower rate compared
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to if the game was open. This is done by having each script keep
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track of the rate at which the grow() and weaken() commands are called
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when the game is online. These calculated rates are used to determine
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how many times these function calls would be made while the game is
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offline.
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Also, note that because of the way the Netscript interpreter is
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implemented, whenever you reload or re-open the game all of the
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scripts that you are running will start running from the BEGINNING
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of the code. The game does not keep track of where exactly the
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execution of a script is when it saves/loads.
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