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268 lines
16 KiB
TypeScript
268 lines
16 KiB
TypeScript
/**
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* Generic Game Constants
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*
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* Constants for specific mechanics or features will NOT be here.
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*/
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import { IMap } from "./types";
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export let CONSTANTS: IMap<any> = {
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Version: "0.47.0",
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/** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
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* and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
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* the player will have this level assuming no multipliers. Multipliers can cause skills to go above this.
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*/
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MaxSkillLevel: 975,
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// Milliseconds per game cycle
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MilliPerCycle: 200,
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// How much reputation is needed to join a megacorporation's faction
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CorpFactionRepRequirement: 200e3,
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// Base RAM costs
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BaseCostFor1GBOfRamHome: 32000,
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BaseCostFor1GBOfRamServer: 55000, //1 GB of RAM
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// Cost to travel to another city
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TravelCost: 200e3,
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// Faction and Company favor-related things
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BaseFavorToDonate: 150,
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DonateMoneyToRepDivisor: 1e6,
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FactionReputationToFavorBase: 500,
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FactionReputationToFavorMult: 1.02,
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CompanyReputationToFavorBase: 500,
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CompanyReputationToFavorMult: 1.02,
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// NeuroFlux Governor Augmentation cost multiplier
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NeuroFluxGovernorLevelMult: 1.14,
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NumNetscriptPorts: 20,
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// Server-related constants
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HomeComputerMaxRam: 1073741824, // 2 ^ 30
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ServerBaseGrowthRate: 1.03, // Unadjusted Growth rate
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ServerMaxGrowthRate: 1.0035, // Maximum possible growth rate (max rate accounting for server security)
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ServerFortifyAmount: 0.002, // Amount by which server's security increases when its hacked/grown
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ServerWeakenAmount: 0.05, // Amount by which server's security decreases when weakened
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PurchasedServerLimit: 25,
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PurchasedServerMaxRam: 1048576, // 2^20
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// Augmentation Constants
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AugmentationCostMultiplier: 5, // Used for balancing costs without having to readjust every Augmentation cost
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AugmentationRepMultiplier: 2.5, // Used for balancing rep cost without having to readjust every value
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MultipleAugMultiplier: 1.9,
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// TOR Router
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TorRouterCost: 200e3,
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// Infiltration
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InfiltrationBribeBaseAmount: 100e3, //Amount per clearance level
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InfiltrationMoneyValue: 5e3, //Convert "secret" value to money
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InfiltrationRepValue: 1.4, //Convert "secret" value to faction reputation
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InfiltrationExpPow: 0.8,
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// Stock market
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WSEAccountCost: 200e6,
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TIXAPICost: 5e9,
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MarketData4SCost: 1e9,
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MarketDataTixApi4SCost: 25e9,
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StockMarketCommission: 100e3,
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// Hospital/Health
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HospitalCostPerHp: 100e3,
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// Intelligence-related constants
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IntelligenceCrimeWeight: 0.05, // Weight for how much int affects crime success rates
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IntelligenceInfiltrationWeight: 0.1, // Weight for how much int affects infiltration success rates
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IntelligenceCrimeBaseExpGain: 0.001,
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IntelligenceProgramBaseExpGain: 500, // Program required hack level divided by this to determine int exp gain
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IntelligenceTerminalHackBaseExpGain: 200, // Hacking exp divided by this to determine int exp gain
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IntelligenceSingFnBaseExpGain: 0.002,
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IntelligenceClassBaseExpGain: 0.000001,
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IntelligenceHackingMissionBaseExpGain: 0.03, // Hacking Mission difficulty multiplied by this to get exp gain
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// Hacking Missions
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// TODO Move this into Hacking Mission implementation
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HackingMissionRepToDiffConversion: 10000, // Faction rep is divided by this to get mission difficulty
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HackingMissionRepToRewardConversion: 7, // Faction rep divided byt his to get mission rep reward
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HackingMissionSpamTimeIncrease: 25000, // How much time limit increase is gained when conquering a Spam Node (ms)
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HackingMissionTransferAttackIncrease: 1.05, // Multiplier by which the attack for all Core Nodes is increased when conquering a Transfer Node
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HackingMissionMiscDefenseIncrease: 1.05, // The amount by which every misc node's defense is multiplied when one is conquered
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HackingMissionDifficultyToHacking: 135, // Difficulty is multiplied by this to determine enemy's "hacking" level (to determine effects of scan/attack, etc)
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HackingMissionHowToPlay: "Hacking missions are a minigame that, if won, will reward you with faction reputation.<br><br>" +
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"In this game you control a set of Nodes and use them to try and defeat an enemy. Your Nodes " +
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"are colored blue, while the enemy's are red. There are also other nodes on the map colored gray " +
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"that initially belong to neither you nor the enemy. The goal of the game is " +
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"to capture all of the enemy's Database nodes within the time limit. " +
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"If you fail to do this, you will lose.<br><br>" +
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"Each Node has three stats: Attack, Defense, and HP. There are five different actions that " +
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"a Node can take:<br><br> " +
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"Attack - Targets an enemy Node and lowers its HP. The effectiveness is determined by the owner's Attack, the Player's " +
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"hacking level, and the enemy's defense.<br><br>" +
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"Scan - Targets an enemy Node and lowers its Defense. The effectiveness is determined by the owner's Attack, the Player's hacking level, and the " +
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"enemy's defense.<br><br>" +
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"Weaken - Targets an enemy Node and lowers its Attack. The effectiveness is determined by the owner's Attack, the Player's hacking level, and the enemy's " +
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"defense.<br><br>" +
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"Fortify - Raises the Node's Defense. The effectiveness is determined by your hacking level.<br><br>" +
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"Overflow - Raises the Node's Attack but lowers its Defense. The effectiveness is determined by your hacking level.<br><br>" +
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"Note that when determining the effectiveness of the above actions, the TOTAL Attack or Defense of the team is used, not just the " +
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"Attack/Defense of the individual Node that is performing the action.<br><br>" +
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"To capture a Node, you must lower its HP down to 0.<br><br>" +
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"There are six different types of Nodes:<br><br>" +
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"CPU Core - These are your main Nodes that are used to perform actions. Capable of performing every action<br><br>" +
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"Firewall - Nodes with high defense. These Nodes can 'Fortify'<br><br>" +
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"Database - A special type of Node. The player's objective is to conquer all of the enemy's Database Nodes within " +
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"the time limit. These Nodes cannot perform any actions<br><br>" +
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"Spam - Conquering one of these Nodes will slow the enemy's trace, giving the player additional time to complete " +
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"the mission. These Nodes cannot perform any actions<br><br>" +
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"Transfer - Conquering one of these nodes will increase the Attack of all of your CPU Cores by a small fixed percentage. " +
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"These Nodes are capable of performing every action except the 'Attack' action<br><br>" +
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"Shield - Nodes with high defense. These Nodes can 'Fortify'<br><br>" +
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"To assign an action to a Node, you must first select one of your Nodes. This can be done by simply clicking on it. Double-clicking " +
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"a node will select all of your Nodes of the same type (e.g. select all CPU Core Nodes or all Transfer Nodes). Note that only Nodes " +
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"that can perform actions (CPU Core, Transfer, Shield, Firewall) can be selected. Selected Nodes will be denoted with a white highlight. After selecting a Node or multiple Nodes, " +
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"select its action using the Action Buttons near the top of the screen. Every action also has a corresponding keyboard " +
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"shortcut.<br><br>" +
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"For certain actions such as attacking, scanning, and weakening, the Node performing the action must have a target. To target " +
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"another node, simply click-and-drag from the 'source' Node to a target. A Node can only have one target, and you can target " +
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"any Node that is adjacent to one of your Nodes (immediately above, below, or to the side. NOT diagonal). Furthermore, only CPU Cores and Transfer Nodes " +
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"can target, since they are the only ones that can perform the related actions. To remove a target, you can simply click on the line that represents " +
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"the connection between one of your Nodes and its target. Alternatively, you can select the 'source' Node and click the 'Drop Connection' button, " +
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"or press 'd'.<br><br>" +
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"Other Notes:<br><br>" +
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"-Whenever a miscellenaous Node (not owned by the player or enemy) is conquered, the defense of all remaining miscellaneous Nodes that " +
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"are not actively being targeted will increase by a fixed percentage.<br><br>" +
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"-Whenever a Node is conquered, its stats are significantly reduced<br><br>" +
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"-Miscellaneous Nodes slowly raise their defense over time<br><br>" +
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"-Nodes slowly regenerate health over time.",
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// Time-related constants
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MillisecondsPer20Hours: 72000000,
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GameCyclesPer20Hours: 72000000 / 200,
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MillisecondsPer10Hours: 36000000,
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GameCyclesPer10Hours: 36000000 / 200,
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MillisecondsPer8Hours: 28800000,
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GameCyclesPer8Hours: 28800000 / 200,
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MillisecondsPer4Hours: 14400000,
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GameCyclesPer4Hours: 14400000 / 200,
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MillisecondsPer2Hours: 7200000,
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GameCyclesPer2Hours: 7200000 / 200,
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MillisecondsPerHour: 3600000,
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GameCyclesPerHour: 3600000 / 200,
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MillisecondsPerHalfHour: 1800000,
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GameCyclesPerHalfHour: 1800000 / 200,
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MillisecondsPerQuarterHour: 900000,
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GameCyclesPerQuarterHour: 900000 / 200,
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MillisecondsPerFiveMinutes: 300000,
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GameCyclesPerFiveMinutes: 300000 / 200,
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// Player Work & Action
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FactionWorkHacking: "Faction Hacking Work",
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FactionWorkField: "Faction Field Work",
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FactionWorkSecurity: "Faction Security Work",
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WorkTypeCompany: "Working for Company",
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WorkTypeCompanyPartTime: "Working for Company part-time",
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WorkTypeFaction: "Working for Faction",
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WorkTypeCreateProgram: "Working on Create a Program",
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WorkTypeStudyClass: "Studying or Taking a class at university",
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WorkTypeCrime: "Committing a crime",
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ClassStudyComputerScience: "studying Computer Science",
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ClassDataStructures: "taking a Data Structures course",
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ClassNetworks: "taking a Networks course",
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ClassAlgorithms: "taking an Algorithms course",
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ClassManagement: "taking a Management course",
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ClassLeadership: "taking a Leadership course",
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ClassGymStrength: "training your strength at a gym",
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ClassGymDefense: "training your defense at a gym",
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ClassGymDexterity: "training your dexterity at a gym",
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ClassGymAgility: "training your agility at a gym",
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ClassDataStructuresBaseCost: 40,
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ClassNetworksBaseCost: 80,
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ClassAlgorithmsBaseCost: 320,
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ClassManagementBaseCost: 160,
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ClassLeadershipBaseCost: 320,
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ClassGymBaseCost: 120,
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CrimeShoplift: "shoplift",
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CrimeRobStore: "rob a store",
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CrimeMug: "mug someone",
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CrimeLarceny: "commit larceny",
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CrimeDrugs: "deal drugs",
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CrimeBondForgery: "forge corporate bonds",
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CrimeTraffickArms: "traffick illegal arms",
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CrimeHomicide: "commit homicide",
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CrimeGrandTheftAuto: "commit grand theft auto",
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CrimeKidnap: "kidnap someone for ransom",
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CrimeAssassination: "assassinate a high-profile target",
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CrimeHeist: "pull off the ultimate heist",
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// Coding Contract
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// TODO Move this into Coding contract impelmentation?
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CodingContractBaseFactionRepGain: 2500,
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CodingContractBaseCompanyRepGain: 4000,
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CodingContractBaseMoneyGain: 75e6,
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// BitNode/Source-File related stuff
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TotalNumBitNodes: 24,
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LatestUpdate:
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`
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v0.47.0
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* Stock Market changes:
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** Implemented spread. Stock's now have bid and ask prices at which transactions occur
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** Large transactions will now influence a stock's price and forecast
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** This "influencing" can take effect in the middle of a transaction
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** See documentation for more details on these changes
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** Added getStockAskPrice(), getStockBidPrice() Netscript functions to the TIX API
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** Added getStockPurchaseCost(), getStockSaleGain() Netscript functions to the TIX API
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* Re-sleeves can no longer have the NeuroFlux Governor augmentation
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** This is just a temporary patch until the mechanic gets re-worked
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* hack(), grow(), and weaken() functions now take optional arguments for number of threads to use (by MasonD)
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* codingcontract.attempt() now takes an optional argument that allows you to configure the function to return a contract's reward
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* Adjusted RAM costs of Netscript Singularity functions (mostly increased)
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* Adjusted RAM cost of codingcontract.getNumTriesRemaining() Netscript function
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* Netscript Singularity functions no longer cost extra RAM outside of BitNode-4
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* Corporation employees no longer have an "age" stat
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* Gang Wanted level gain rate capped at 100 (per employee)
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* Script startup/kill is now processed every 3 seconds, instead of 6 seconds
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* getHackTime(), getGrowTime(), and getWeakenTime() now return Infinity if called on a Hacknet Server
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* Money/Income tracker now displays money lost from hospitalizations
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* Exported saves now have a unique filename based on current BitNode and timestamp
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* Maximum number of Hacknet Servers decreased from 25 to 20
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* Bug Fix: Corporation employees stats should no longer become negative
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* Bug Fix: Fixed sleeve.getInformation() throwing error in certain scenarios
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* Bug Fix: Coding contracts should no longer generate on the w0r1d_d43m0n server
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* Bug Fix: Duplicate Sleeves now properly have access to all Augmentations if you have a gang
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* Bug Fix: getAugmentationsFromFaction() & purchaseAugmentation() functions should now work properly if you have a gang
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* Bug Fix: Fixed issue that caused messages (.msg) to be sent when refreshing/reloading the game
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* Bug Fix: Purchasing hash upgrades for Bladeburner/Corporation when you don't actually have access to those mechanics no longer gives hashes
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* Bug Fix: run(), exec(), and spawn() Netscript functions now throw if called with 0 threads
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* Bug Fix: Faction UI should now automatically update reputation
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* Bug Fix: Fixed purchase4SMarketData()
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* Bug Fix: Netscript1.0 now works properly for multiple 'namespace' imports (import * as namespace from "script")
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* Bug Fix: Terminal 'wget' command now correctly evaluates directory paths
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* Bug Fix: wget(), write(), and scp() Netscript functions now fail if an invalid filepath is passed in
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* Bug Fix: Having Corporation warehouses at full capacity should no longer freeze game in certain conditions
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* Bug Fix: Prevented an exploit that allows you to buy multiple copies of an Augmentation by holding the 'Enter' button
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* Bug Fix: gang.getOtherGangInformation() now properly returns a deep copy
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* Bug Fix: Fixed getScriptIncome() returning an undefined value
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* Bug Fix: Fixed an issue with Hacknet Server hash rate not always updating
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`
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}
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