mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-10 09:43:54 +01:00
261 lines
9.7 KiB
ReStructuredText
261 lines
9.7 KiB
ReStructuredText
.. _netscript_bladeburnerapi:
|
|
|
|
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 player 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 :ref:`netscript1`::
|
|
|
|
bladeburner.getContractNames();
|
|
bladeburner.startAction("general", "Training");
|
|
|
|
In :ref:`netscriptjs`::
|
|
|
|
ns.bladeburner.getContractNames();
|
|
ns.bladeburner.startAction("general", "Training");
|
|
|
|
.. toctree::
|
|
:caption: Functions:
|
|
|
|
getContractNames() <bladeburnerapi/getContractNames>
|
|
getOperationNames() <bladeburnerapi/getOperationNames>
|
|
getBlackOpNames() <bladeburnerapi/getBlackOpNames>
|
|
getGeneralActionNames() <bladeburnerapi/getGeneralActionNames>
|
|
getSkillNames() <bladeburnerapi/getSkillNames>
|
|
startAction() <bladeburnerapi/startAction>
|
|
stopBladeburnerAction() <bladeburnerapi/stopBladeburnerAction>
|
|
getCurrentAction() <bladeburnerapi/getCurrentAction>
|
|
getActionTime() <bladeburnerapi/getActionTime>
|
|
getActionEstimatedSuccessChance() <bladeburnerapi/getActionEstimatedSuccessChance>
|
|
getActionRepGain() <bladeburnerapi/getActionRepGain>
|
|
getActionCountRemaining() <bladeburnerapi/getActionCountRemaining>
|
|
getActionMaxLevel() <bladeburnerapi/getActionMaxLevel>
|
|
getActionCurrentLevel() <bladeburnerapi/getActionCurrentLevel>
|
|
getActionAutolevel() <bladeburnerapi/getActionAutolevel>
|
|
setActionAutolevel() <bladeburnerapi/setActionAutolevel>
|
|
setActionLevel() <bladeburnerapi/setActionLevel>
|
|
getRank() <bladeburnerapi/getRank>
|
|
getBlackOpRank() <bladeburnerapi/getBlackOpRank>
|
|
getSkillPoints() <bladeburnerapi/getSkillPoints>
|
|
getSkillLevel() <bladeburnerapi/getSkillLevel>
|
|
getSkillUpgradeCost() <bladeburnerapi/getSkillUpgradeCost>
|
|
upgradeSkill() <bladeburnerapi/upgradeSkill>
|
|
getTeamSize() <bladeburnerapi/getTeamSize>
|
|
setTeamSize() <bladeburnerapi/setTeamSize>
|
|
getCityEstimatedPopulation() <bladeburnerapi/getCityEstimatedPopulation>
|
|
getCityEstimatedCommunities() <bladeburnerapi/getCityEstimatedCommunities>
|
|
getCityChaos() <bladeburnerapi/getCityChaos>
|
|
getCity() <bladeburnerapi/getCity>
|
|
switchCity() <bladeburnerapi/switchCity>
|
|
getStamina() <bladeburnerapi/getStamina>
|
|
joinBladeburnerFaction() <bladeburnerapi/joinBladeburnerFaction>
|
|
joinBladeburnerDivision() <bladeburnerapi/joinBladeburnerDivision>
|
|
getBonusTime() <bladeburnerapi/getBonusTime>
|
|
|
|
|
|
.. _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
|
|
|
|
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: params.startFieldAnalysis ? FIELD_ANALYSIS_DURATION : 0,
|
|
cyclesSince: params.startFieldAnalysis ? FIELD_ANALYSIS_INTERVAL : 0,
|
|
}
|
|
}
|
|
|
|
|
|
|
|
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 31; //Field Analysis Time + 1
|
|
}
|
|
} 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");
|
|
return 31; //Training time + 1
|
|
} else {
|
|
var action = this.chooseAction();
|
|
this.ns.print("handler chose " + action.name + " " + action.type + " through chooseAction()");
|
|
this.startAction(action.type, action.name);
|
|
return (this.getActionTime(action.type, action.name) + 1);
|
|
}
|
|
}
|
|
|
|
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() {
|
|
await this.ns.sleep(this.handle() * 1000);
|
|
}
|
|
|
|
export async function main(ns) {
|
|
//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();
|
|
}
|
|
}
|