reverse engineered formulas.exe

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Vomitblood 2026-05-01 20:02:08 +08:00
parent c81b66610e
commit ed98896238
13 changed files with 1729 additions and 3 deletions

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src/utils/formulas/README Normal file
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- ALL UNTESTED CODE
- Reverse engineered from bitburner source
To be reverse engineered:
- work
- bladeburner
To be tested:
- everything lol

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/**
* Generic Game Constants
*
* Constants for specific mechanics or features will NOT be here.
*/
export const CONSTANTS = {
VersionString: "2.8.1",
isDevBranch: false,
VersionNumber: 43,
/** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
* and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
* the player will have this level assuming no multipliers. Multipliers can cause skills to go above this.
*/
MaxSkillLevel: 975,
// Milliseconds per game cycle
MilliPerCycle: 200,
// Multiplier for hacking income earned from offline scripts
OfflineHackingIncome: 0.75,
// How much reputation is needed to join a megacorporation's faction
CorpFactionRepRequirement: 400e3,
// Cost to travel to another city
TravelCost: 200e3,
// Faction and Company favor-related things
BaseFavorToDonate: 150,
DonateMoneyToRepDivisor: 1e6,
// NeuroFlux Governor Augmentation cost multiplier
NeuroFluxGovernorLevelMult: 1.14,
NumNetscriptPorts: Number.MAX_SAFE_INTEGER,
// Augmentation Constants
MultipleAugMultiplier: 1.9,
// TOR Router
TorRouterCost: 200e3,
// Hospital/Health
HospitalCostPerHp: 100e3,
// Intelligence-related constants
IntelligenceCrimeWeight: 0.025, // Weight for how much int affects crime success rates
IntelligenceCrimeBaseExpGain: 0.05,
IntelligenceProgramBaseExpGain: 0.1, // Program required hack level divided by this to determine int exp gain
IntelligenceGraftBaseExpGain: 0.05,
IntelligenceSingFnBaseExpGain: 1.5,
// Time-related constants
MillisecondsPer20Hours: 72000000,
GameCyclesPer20Hours: 72000000 / 200,
MillisecondsPer10Hours: 36000000,
GameCyclesPer10Hours: 36000000 / 200,
MillisecondsPer8Hours: 28800000,
GameCyclesPer8Hours: 28800000 / 200,
MillisecondsPer4Hours: 14400000,
GameCyclesPer4Hours: 14400000 / 200,
MillisecondsPer2Hours: 7200000,
GameCyclesPer2Hours: 7200000 / 200,
MillisecondsPerHour: 3600000,
GameCyclesPerHour: 3600000 / 200,
MillisecondsPerHalfHour: 1800000,
GameCyclesPerHalfHour: 1800000 / 200,
MillisecondsPerQuarterHour: 900000,
GameCyclesPerQuarterHour: 900000 / 200,
MillisecondsPerTenMinutes: 600000,
MillisecondsPerFiveMinutes: 300000,
GameCyclesPerFiveMinutes: 300000 / 200,
// Player Work & Action
BaseFocusBonus: 0.8,
// Coding Contract
// TODO: Move this into Coding contract implementation?
CodingContractBaseFactionRepGain: 2500,
CodingContractBaseCompanyRepGain: 4000,
CodingContractBaseMoneyGain: 75e6,
// Augmentation grafting multipliers
AugmentationGraftingCostMult: 3,
AugmentationGraftingTimeBase: 3600000,
// SoA mults
SoACostMult: 7,
SoARepMult: 1.3,
// Value raised to the number of entropy stacks, then multiplied to player multipliers
EntropyEffect: 0.98,
// Number of blood, plasma, or platelet donations the developer has verified. Boosts NFG.
Donations: 179,
// Only use this if a backdoor is installed in the company's server
CompanyRequiredReputationMultiplier: 0.75,
// Also update Documentation/doc/changelog.md when appropriate (when doing a release)
LatestUpdate: `asdf`,
} as const;
export const gameCPS = 1000 / CONSTANTS.MilliPerCycle; // 5 cycles per second
export const HacknetNodeConstants = {
MoneyGainPerLevel: 1.5,
BaseCost: 1000,
LevelBaseCost: 500,
RamBaseCost: 30e3,
CoreBaseCost: 500e3,
PurchaseNextMult: 1.85,
UpgradeLevelMult: 1.04,
UpgradeRamMult: 1.28,
UpgradeCoreMult: 1.48,
MaxLevel: 200,
MaxRam: 64,
MaxCores: 16,
} as const;
export const HacknetServerConstants = {
HashesPerLevel: 0.001,
BaseCost: 50e3,
RamBaseCost: 200e3,
CoreBaseCost: 1e6,
CacheBaseCost: 10e6,
PurchaseMult: 3.2,
UpgradeLevelMult: 1.1,
UpgradeRamMult: 1.4,
UpgradeCoreMult: 1.55,
UpgradeCacheMult: 1.85,
MaxServers: 20,
MaxLevel: 300,
MaxRam: 8192,
MaxCores: 128,
MaxCache: 15,
} as const;

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import { Player } from "./player";
import { clampNumber } from "./utils";
export type PartialRecord<K extends string, V> = Partial<Record<K, V>>;
export const getRecordEntries = Object.entries as <K extends string, V>(record: PartialRecord<K, V>) => [K, V][];
/**
* Bitnode multipliers influence the difficulty of different aspects of the game.
* Each Bitnode has a different theme/strategy to achieving the end goal, so these multipliers will can help drive the
* player toward the intended strategy. Unless they really want to play the long, slow game of waiting...
*/
export class BitNodeMultipliers {
/** Influences how quickly the player's agility level (not exp) scales */
AgilityLevelMultiplier = 1;
/** Influences the base cost to purchase an augmentation. */
AugmentationMoneyCost = 1;
/** Influences the base rep the player must have with a faction to purchase an augmentation. */
AugmentationRepCost = 1;
/** Influences how quickly the player can gain rank within Bladeburner. */
BladeburnerRank = 1;
/** Influences the cost of skill levels from Bladeburner. */
BladeburnerSkillCost = 1;
/** Influences how quickly the player's charisma level (not exp) scales */
CharismaLevelMultiplier = 1;
/** Influences the experience gained for each ability when a player completes a class. */
ClassGymExpGain = 1;
/** Influences the amount of money gained from completing Coding Contracts. */
CodingContractMoney = 1;
/** Influences the experience gained for each ability when the player completes working their job. */
CompanyWorkExpGain = 1;
/** Influences how much money the player earns when completing working their job. */
CompanyWorkMoney = 1;
/** Influences how much rep the player gains when performing work for a company. */
CompanyWorkRepGain = 1;
/** Influences the amount of divisions a corporation can have at the same time. */
CorporationDivisions = 1;
/** Influences profits from corporation dividends and selling shares. */
CorporationSoftcap = 1;
/** Influences the valuation of corporations created by the player. */
CorporationValuation = 1;
/** Influences the base experience gained for each ability when the player commits a crime. */
CrimeExpGain = 1;
/** Influences the base money gained when the player commits a crime. */
CrimeMoney = 1;
/** Influences the success chance of committing crimes */
CrimeSuccessRate = 1;
/** Influences how many Augmentations you need in order to get invited to the Daedalus faction */
DaedalusAugsRequirement = 30;
/** Influences how quickly the player's defense level (not exp) scales */
DefenseLevelMultiplier = 1;
/** Influences how quickly the player's dexterity level (not exp) scales */
DexterityLevelMultiplier = 1;
/** Influences how much rep the player gains in each faction simply by being a member. */
FactionPassiveRepGain = 1;
/** Influences the experience gained for each ability when the player completes work for a Faction. */
FactionWorkExpGain = 1;
/** Influences how much rep the player gains when performing work for a faction or donating to it. */
FactionWorkRepGain = 1;
/** Influences how much it costs to unlock the stock market's 4S Market Data API */
FourSigmaMarketDataApiCost = 1;
/** Influences how much it costs to unlock the stock market's 4S Market Data (NOT API) */
FourSigmaMarketDataCost = 1;
/** Influences the respect gain and money gain of your gang. */
GangSoftcap = 1;
/** Percentage of unique augs that the gang has. */
GangUniqueAugs = 1;
/** Percentage multiplier on the effect of the IPvGO rewards **/
GoPower = 1;
/** Influences the experienced gained when hacking a server. */
HackExpGain = 1;
/** Influences how quickly the player's hacking level (not experience) scales */
HackingLevelMultiplier = 1;
/** Influences how quickly the player's hack(), grow() and weaken() calls run */
HackingSpeedMultiplier = 1;
/**
* Influences how much money is produced by Hacknet Nodes.
* Influences the hash rate of Hacknet Servers (unlocked in BitNode-9)
*/
HacknetNodeMoney = 1;
/** Influences how much money it costs to upgrade your home computer's RAM */
HomeComputerRamCost = 1;
/** Influences how much money is gained when the player infiltrates a company. */
InfiltrationMoney = 1;
/** Influences how much rep the player can gain from factions when selling stolen documents and secrets */
InfiltrationRep = 1;
/**
* Influences how much money the player actually gains when they hack a server via the terminal. This is different
* from ScriptHackMoney. When the player hack a server via the terminal, the amount of money in that server is
* reduced, but they do not gain that same amount.
*/
ManualHackMoney = 1;
/** Influence how much it costs to purchase a server */
PurchasedServerCost = 1;
/** Influence how much it costs to purchase a server */
PurchasedServerSoftcap = 1;
/** Influences the maximum number of purchased servers you can have */
PurchasedServerLimit = 1;
/** Influences the maximum allowed RAM for a purchased server */
PurchasedServerMaxRam = 1;
/** Influences the minimum favor the player must have with a faction before they can donate to gain rep. */
RepToDonateToFaction = 1;
/** Influences how much money is stolen from a server when the player performs a hack against it. */
ScriptHackMoney = 1;
/**
* Influences how much money the player actually gains when a script hacks a server. This is different from
* ScriptHackMoney. When a script hacks a server, the amount of money in that server is reduced, but the player does
* not gain that same amount.
*/
ScriptHackMoneyGain = 1;
/** Influences the growth percentage per cycle against a server. */
ServerGrowthRate = 1;
/** Influences the maximum money that a server can grow to. */
ServerMaxMoney = 1;
/** Influences the initial money that a server starts with. */
ServerStartingMoney = 1;
/** Influences the initial security level (hackDifficulty) of a server. */
ServerStartingSecurity = 1;
/** Influences the weaken amount per invocation against a server. */
ServerWeakenRate = 1;
/** Influences how quickly the player's strength level (not exp) scales */
StrengthLevelMultiplier = 1;
/** Influences the power of the gift. */
StaneksGiftPowerMultiplier = 1;
/** Influences the size of the gift. */
StaneksGiftExtraSize = 0;
/** Influences the hacking skill required to backdoor the world daemon. */
WorldDaemonDifficulty = 1;
constructor(a: PartialRecord<keyof BitNodeMultipliers, number> = {}) {
for (const [key, value] of getRecordEntries(a)) this[key] = clampNumber(value);
}
}
/** The multipliers currently in effect */
export const currentNodeMults = new BitNodeMultipliers();
export function calculateIntelligenceBonus(intelligence: number, weight = 1): number {
const effectiveIntelligence =
Player.bitNodeOptions.intelligenceOverride !== undefined
? Math.min(Player.bitNodeOptions.intelligenceOverride, intelligence)
: intelligence;
return 1 + (weight * Math.pow(effectiveIntelligence, 0.8)) / 600;
}

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src/utils/formulas/gang.ts Normal file
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import { currentNodeMults } from "./exports";
export interface FormulaGang {
respect: number;
territory: number;
wantedLevel: number;
}
export interface ITerritory {
money: number;
respect: number;
wanted: number;
}
export interface ITaskParams {
baseRespect?: number;
baseWanted?: number;
baseMoney?: number;
hackWeight?: number;
strWeight?: number;
defWeight?: number;
dexWeight?: number;
agiWeight?: number;
chaWeight?: number;
difficulty?: number;
territory?: ITerritory;
}
export class GangMember {
name: string;
task = "Unassigned";
earnedRespect = 0;
hack = 1;
str = 1;
def = 1;
dex = 1;
agi = 1;
cha = 1;
hack_exp = 0;
str_exp = 0;
def_exp = 0;
dex_exp = 0;
agi_exp = 0;
cha_exp = 0;
hack_mult = 1;
str_mult = 1;
def_mult = 1;
dex_mult = 1;
agi_mult = 1;
cha_mult = 1;
hack_asc_points = 0;
str_asc_points = 0;
def_asc_points = 0;
dex_asc_points = 0;
agi_asc_points = 0;
cha_asc_points = 0;
upgrades: string[] = []; // Names of upgrades
augmentations: string[] = []; // Names of augmentations only
constructor(name = "") {
this.name = name;
}
}
export class GangMemberTask {
name: string;
desc: string;
isHacking: boolean;
isCombat: boolean;
baseRespect: number;
baseWanted: number;
baseMoney: number;
hackWeight: number;
strWeight: number;
defWeight: number;
dexWeight: number;
agiWeight: number;
chaWeight: number;
difficulty: number;
territory: ITerritory;
// Defines tasks that Gang Members can work on
constructor(name: string, desc: string, isHacking: boolean, isCombat: boolean, params: ITaskParams) {
this.name = name;
this.desc = desc;
// Flags that describe whether this Task is applicable for Hacking/Combat gangs
this.isHacking = isHacking;
this.isCombat = isCombat;
// Base gain rates for respect/wanted/money
this.baseRespect = params.baseRespect ? params.baseRespect : 0;
this.baseWanted = params.baseWanted ? params.baseWanted : 0;
this.baseMoney = params.baseMoney ? params.baseMoney : 0;
// Weighting for the effect that each stat has on the tasks effectiveness.
// Weights must add up to 100
this.hackWeight = params.hackWeight ? params.hackWeight : 0;
this.strWeight = params.strWeight ? params.strWeight : 0;
this.defWeight = params.defWeight ? params.defWeight : 0;
this.dexWeight = params.dexWeight ? params.dexWeight : 0;
this.agiWeight = params.agiWeight ? params.agiWeight : 0;
this.chaWeight = params.chaWeight ? params.chaWeight : 0;
if (
Math.round(
this.hackWeight + this.strWeight + this.defWeight + this.dexWeight + this.agiWeight + this.chaWeight,
) != 100
) {
console.error(`GangMemberTask ${this.name} weights do not add up to 100`);
}
// 1 - 100
this.difficulty = params.difficulty ? params.difficulty : 1;
// Territory Factors. Exponential factors that dictate how territory affects gains
// Formula: Territory Multiplier = (Territory * 100) ^ factor / 100
// So factor should be > 1 if something should scale exponentially with territory
// and should be < 1 if it should have diminishing returns
this.territory = params.territory ? params.territory : { money: 1, respect: 1, wanted: 1 };
}
}
export function calculateWantedPenalty(gang: FormulaGang): number {
return gang.respect / (gang.respect + gang.wantedLevel);
}
export function calculateRespectGain(gang: FormulaGang, member: GangMember, task: GangMemberTask): number {
if (task.baseRespect === 0) return 0;
let statWeight =
(task.hackWeight / 100) * member.hack +
(task.strWeight / 100) * member.str +
(task.defWeight / 100) * member.def +
(task.dexWeight / 100) * member.dex +
(task.agiWeight / 100) * member.agi +
(task.chaWeight / 100) * member.cha;
statWeight -= 4 * task.difficulty;
if (statWeight <= 0) return 0;
const territoryMult = Math.max(0.005, Math.pow(gang.territory * 100, task.territory.respect) / 100);
const territoryPenalty = (0.2 * gang.territory + 0.8) * currentNodeMults.GangSoftcap;
if (isNaN(territoryMult) || territoryMult <= 0) return 0;
const respectMult = calculateWantedPenalty(gang);
return Math.pow(11 * task.baseRespect * statWeight * territoryMult * respectMult, territoryPenalty);
}
export function calculateWantedLevelGain(gang: FormulaGang, member: GangMember, task: GangMemberTask): number {
if (task.baseWanted === 0) return 0;
let statWeight =
(task.hackWeight / 100) * member.hack +
(task.strWeight / 100) * member.str +
(task.defWeight / 100) * member.def +
(task.dexWeight / 100) * member.dex +
(task.agiWeight / 100) * member.agi +
(task.chaWeight / 100) * member.cha;
statWeight -= 3.5 * task.difficulty;
if (statWeight <= 0) return 0;
const territoryMult = Math.max(0.005, Math.pow(gang.territory * 100, task.territory.wanted) / 100);
if (isNaN(territoryMult) || territoryMult <= 0) return 0;
if (task.baseWanted < 0) {
return 0.4 * task.baseWanted * statWeight * territoryMult;
}
const calc = (7 * task.baseWanted) / Math.pow(3 * statWeight * territoryMult, 0.8);
// Put an arbitrary cap on this to prevent wanted level from rising too fast if the
// denominator is very small. Might want to rethink formula later
return Math.min(100, calc);
}
export function calculateMoneyGain(gang: FormulaGang, member: GangMember, task: GangMemberTask): number {
if (task.baseMoney === 0) return 0;
let statWeight =
(task.hackWeight / 100) * member.hack +
(task.strWeight / 100) * member.str +
(task.defWeight / 100) * member.def +
(task.dexWeight / 100) * member.dex +
(task.agiWeight / 100) * member.agi +
(task.chaWeight / 100) * member.cha;
statWeight -= 3.2 * task.difficulty;
if (statWeight <= 0) return 0;
const territoryMult = Math.max(0.005, Math.pow(gang.territory * 100, task.territory.money) / 100);
if (isNaN(territoryMult) || territoryMult <= 0) return 0;
const respectMult = calculateWantedPenalty(gang);
const territoryPenalty = (0.2 * gang.territory + 0.8) * currentNodeMults.GangSoftcap;
return Math.pow(5 * task.baseMoney * statWeight * territoryMult * respectMult, territoryPenalty);
}
export function calculateAscensionPointsGain(exp: number): number {
return Math.max(exp - 1000, 0);
}
export function calculateAscensionMult(points: number): number {
return Math.max(Math.pow(points / 2000, 0.5), 1);
}

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import { Player as IPerson, Server as IServer } from "@ns";
import { currentNodeMults } from "./exports";
import { clampNumber } from "./utils";
import { Player } from "./player";
export const ServerConstants = {
// Base RAM costs
BaseCostFor1GBOfRamHome: 32000,
BaseCostFor1GBOfRamServer: 55000, //1 GB of RAM
// Server-related constants
HomeComputerMaxRam: 1073741824, // 2 ^ 30
ServerBaseGrowthIncr: 0.03, // Unadjusted growth increment (growth rate is this * adjustment + 1)
ServerMaxGrowthLog: 0.00349388925425578, // Maximum possible growth rate accounting for server security, precomputed as log1p(.0035)
ServerFortifyAmount: 0.002, // Amount by which server's security increases when its hacked/grown
ServerWeakenAmount: 0.05, // Amount by which server's security decreases when weakened
PurchasedServerLimit: 25,
PurchasedServerMaxRam: 1048576, // 2^20
} as const;
/**
* Checks that a variable is a valid number. A valid number
* must be a "number" type and cannot be NaN
*/
export function isValidNumber(n: number): boolean {
return typeof n === "number" && !isNaN(n);
}
export function calculateIntelligenceBonus(intelligence: number, weight = 1): number {
const effectiveIntelligence =
Player.bitNodeOptions.intelligenceOverride !== undefined
? Math.min(Player.bitNodeOptions.intelligenceOverride, intelligence)
: intelligence;
return 1 + (weight * Math.pow(effectiveIntelligence, 0.8)) / 600;
}
/** Returns the chance the person has to successfully hack a server */
export function calculateHackingChance(server: IServer, person: IPerson): number {
const hackDifficulty = server.hackDifficulty ?? 100;
const requiredHackingSkill = server.requiredHackingSkill ?? 1e9;
// Unrooted or unhackable server
if (!server.hasAdminRights || hackDifficulty >= 100) return 0;
const hackFactor = 1.75;
const difficultyMult = (100 - hackDifficulty) / 100;
const skillMult = clampNumber(hackFactor * person.skills.hacking, 1);
const skillChance = (skillMult - requiredHackingSkill) / skillMult;
const chance =
skillChance *
difficultyMult *
person.mults.hacking_chance *
calculateIntelligenceBonus(person.skills.intelligence, 1);
return clampNumber(chance, 0, 1);
}
/**
* Returns the amount of hacking experience the person will gain upon
* successfully hacking a server
*/
export function calculateHackingExpGain(server: IServer, person: IPerson): number {
const baseDifficulty = server.baseDifficulty;
if (!baseDifficulty) return 0;
const baseExpGain = 3;
const diffFactor = 0.3;
let expGain = baseExpGain;
expGain += baseDifficulty * diffFactor;
return expGain * person.mults.hacking_exp * currentNodeMults.HackExpGain;
}
/**
* Returns the percentage of money that will be stolen from a server if
* it is successfully hacked (returns the decimal form, not the actual percent value)
*/
export function calculatePercentMoneyHacked(server: IServer, person: IPerson): number {
const hackDifficulty = server.hackDifficulty ?? 100;
if (hackDifficulty >= 100) return 0;
const requiredHackingSkill = server.requiredHackingSkill ?? 1e9;
// Adjust if needed for balancing. This is the divisor for the final calculation
const balanceFactor = 240;
const difficultyMult = (100 - hackDifficulty) / 100;
const skillMult = (person.skills.hacking - (requiredHackingSkill - 1)) / person.skills.hacking;
const percentMoneyHacked =
(difficultyMult * skillMult * person.mults.hacking_money * currentNodeMults.ScriptHackMoney) / balanceFactor;
return Math.min(1, Math.max(percentMoneyHacked, 0));
}
/** Returns time it takes to complete a hack on a server, in seconds */
export function calculateHackingTime(server: IServer, person: IPerson): number {
const { hackDifficulty, requiredHackingSkill } = server;
if (typeof hackDifficulty !== "number" || typeof requiredHackingSkill !== "number") return Infinity;
const difficultyMult = requiredHackingSkill * hackDifficulty;
const baseDiff = 500;
const baseSkill = 50;
const diffFactor = 2.5;
let skillFactor = diffFactor * difficultyMult + baseDiff;
skillFactor /= person.skills.hacking + baseSkill;
const hackTimeMultiplier = 5;
const hackingTime =
(hackTimeMultiplier * skillFactor) /
(person.mults.hacking_speed *
currentNodeMults.HackingSpeedMultiplier *
calculateIntelligenceBonus(person.skills.intelligence, 1));
return hackingTime;
}
/** Returns time it takes to complete a grow operation on a server, in seconds */
export function calculateGrowTime(server: IServer, person: IPerson): number {
const growTimeMultiplier = 3.2; // Relative to hacking time. 16/5 = 3.2
return growTimeMultiplier * calculateHackingTime(server, person);
}
/** Returns time it takes to complete a weaken operation on a server, in seconds */
export function calculateWeakenTime(server: IServer, person: IPerson): number {
const weakenTimeMultiplier = 4; // Relative to hacking time
return weakenTimeMultiplier * calculateHackingTime(server, person);
}
// Returns the log of the growth rate. When passing 1 for threads, this gives a useful constant.
export function calculateServerGrowthLog(server: IServer, threads: number, p: IPerson, cores = 1): number {
if (!server.serverGrowth) return -Infinity;
const hackDifficulty = server.hackDifficulty ?? 100;
const numServerGrowthCycles = Math.max(threads, 0);
//Get adjusted growth log, which accounts for server security
//log1p computes log(1+p), it is far more accurate for small values.
let adjGrowthLog = Math.log1p(ServerConstants.ServerBaseGrowthIncr / hackDifficulty);
if (adjGrowthLog >= ServerConstants.ServerMaxGrowthLog) {
adjGrowthLog = ServerConstants.ServerMaxGrowthLog;
}
//Calculate adjusted server growth rate based on parameters
const serverGrowthPercentage = server.serverGrowth / 100;
const serverGrowthPercentageAdjusted = serverGrowthPercentage * currentNodeMults.ServerGrowthRate;
//Apply serverGrowth for the calculated number of growth cycles
const coreBonus = 1 + (cores - 1) * (1 / 16);
// It is critical that numServerGrowthCycles (aka threads) is multiplied last,
// so that it rounds the same way as numCycleForGrowthCorrected.
return adjGrowthLog * serverGrowthPercentageAdjusted * p.mults.hacking_grow * coreBonus * numServerGrowthCycles;
}
export function calculateServerGrowth(server: IServer, threads: number, p: IPerson, cores = 1): number {
if (!server.serverGrowth) return 0;
return Math.exp(calculateServerGrowthLog(server, threads, p, cores));
}
// This differs from calculateServerGrowth in that it includes the additive
// factor and all the boundary checks.
export function calculateGrowMoney(server: IServer, threads: number, p: IPerson, cores = 1): number {
let serverGrowth = calculateServerGrowth(server, threads, p, cores);
if (serverGrowth < 1) {
console.warn("serverGrowth calculated to be less than 1");
serverGrowth = 1;
}
let moneyAvailable = server.moneyAvailable ?? Number.NaN;
moneyAvailable += threads; // It can be grown even if it has no money
moneyAvailable *= serverGrowth;
// cap at max (or data corruption)
if (
server.moneyMax !== undefined &&
isValidNumber(server.moneyMax) &&
(moneyAvailable > server.moneyMax || isNaN(moneyAvailable))
) {
moneyAvailable = server.moneyMax;
}
return moneyAvailable;
}
/**
* Returns the number of "growth cycles" needed to grow the specified server by the specified amount, taking into
* account only the multiplicative factor. Does not account for the additive $1/thread. Only used for growthAnalyze.
* @param server - Server being grown
* @param growth - How much the server is being grown by, in DECIMAL form (e.g. 1.5 rather than 50)
* @param p - Reference to Player object
* @returns Number of "growth cycles" needed
*/
export function numCycleForGrowth(server: IServer, growth: number, cores = 1): number {
if (!server.serverGrowth) return Infinity;
return Math.log(growth) / calculateServerGrowthLog(server, 1, Player, cores);
}
/**
* This function calculates the number of threads needed to grow a server from one $amount to a higher $amount
* (ie, how many threads to grow this server from $200 to $600 for example).
* It protects the inputs (so putting in INFINITY for targetMoney will use moneyMax, putting in a negative for start will use 0, etc.)
* @param server - Server being grown
* @param targetMoney - How much you want the server grown TO (not by), for instance, to grow from 200 to 600, input 600
* @param startMoney - How much you are growing the server from, for instance, to grow from 200 to 600, input 200
* @param cores - Number of cores on the host performing grow
* @returns Integer threads needed by a single ns.grow call to reach targetMoney from startMoney.
*/
export function numCycleForGrowthCorrected(
server: IServer,
targetMoney: number,
startMoney: number,
cores = 1,
person: IPerson = Player,
): number {
if (!server.serverGrowth) return Infinity;
const moneyMax = server.moneyMax ?? 1;
if (startMoney < 0) startMoney = 0; // servers "can't" have less than 0 dollars on them
if (targetMoney > moneyMax) targetMoney = moneyMax; // can't grow a server to more than its moneyMax
if (targetMoney <= startMoney) return 0; // no growth --> no threads
const k = calculateServerGrowthLog(server, 1, person, cores);
/* To understand what is done below we need to do some math. I hope the explanation is clear enough.
* First of, the names will be shortened for ease of manipulation:
* n:= targetMoney (n for new), o:= startMoney (o for old), k:= calculateServerGrowthLog, x:= threads
* x is what we are trying to compute.
*
* After growing, the money on a server is n = (o + x) * exp(k*x)
* x appears in an exponent and outside it, this is usually solved using the productLog/lambert's W special function,
* but it turns out that due to floating-point range issues this approach is *useless* to us, so it will be ignored.
*
* Instead, we proceed directly to Newton-Raphson iteration. We first rewrite the equation in
* log-form, since iterating it this way has faster convergence: log(n) = log(o+x) + k*x.
* Now our goal is to find the zero of f(x) = log((o+x)/n) + k*x.
* (Due to the shape of the function, there will be a single zero.)
*
* The idea of this method is to take the horizontal position at which the horizontal axis
* intersects with of the tangent of the function's curve as the next approximation.
* It is equivalent to treating the curve as a line (it is called a first order approximation)
* If the current approximation is x then the new approximated value is x - f(x)/f'(x)
* (where f' is the derivative of f).
*
* In our case f(x) = log((o+x)/n) + k*x, f'(x) = d(log((o+x)/n) + k*x)/dx
* = 1/(o + x) + k
* And the update step is x[new] = x - (log((o+x)/n) + k*x)/(1/(o+x) + k)
* We can simplify this by bringing the first term up into the fraction:
* = (x * (1/(o+x) + k) - log((o+x)/n) - k*x) / (1/(o+x) + k)
* = (x/(o+x) - log((o+x)/n)) / (1/(o+x) + k) [multiplying top and bottom by (o+x)]
* = (x - (o+x)*log((o+x)/n)) / (1 + (o+x)*k)
*
* The main question to ask when using this method is "does it converge?"
* (are the approximations getting better?), if it does then it does quickly.
* Since the derivative is always positive but also strictly decreasing, convergence is guaranteed.
* This also provides the useful knowledge that any x which starts *greater* than the solution will
* undershoot across to the left, while values *smaller* than the zero will continue to find
* closer approximations that are still smaller than the final value.
*
* Of great importance for reducing the number of iterations is starting with a good initial
* guess. We use a very simple starting condition: x_0 = n - o. We *know* this will always overshot
* the target, usually by a vast amount. But we can run it manually through one Newton iteration
* to get a better start with nice properties:
* x_1 = ((n - o) - (n - o + o)*log((n-o+o)/n)) / (1 + (n-o+o)*k)
* = ((n - o) - n * log(n/n)) / (1 + n*k)
* = ((n - o) - n * 0) / (1 + n*k)
* = (n - o) / (1 + n*k)
* We can do the same procedure with the exponential form of Newton's method, starting from x_0 = 0.
* This gives x_1 = (n - o) / (1 + o*k), (full derivation omitted) which will be an overestimate.
* We use a weighted average of the denominators to get the final guess:
* x = (n - o) / (1 + (1/16*n + 15/16*o)*k)
* The reason for this particular weighting is subtle; it is exactly representable and holds up
* well under a wide variety of conditions, making it likely that the we start within 1 thread of
* correct. It particularly bounds the worst-case to 3 iterations, and gives a very wide swatch
* where 2 iterations is good enough.
*
* The accuracy of the initial guess is good for many inputs - often one iteration
* is sufficient. This means the overall cost is two logs (counting the one in calculateServerGrowthLog),
* possibly one exp, 5 divisions, and a handful of basic arithmetic.
*/
const guess = (targetMoney - startMoney) / (1 + (targetMoney * (1 / 16) + startMoney * (15 / 16)) * k);
let x = guess;
let diff;
do {
const ox = startMoney + x;
// Have to use division instead of multiplication by inverse, because
// if targetMoney is MIN_VALUE then inverting gives Infinity
const newx = (x - ox * Math.log(ox / targetMoney)) / (1 + ox * k);
diff = newx - x;
x = newx;
} while (diff < -1 || diff > 1);
/* If we see a diff of 1 or less we know all future diffs will be smaller, and the rate of
* convergence means the *sum* of the diffs will be less than 1.
* In most cases, our result here will be ceil(x).
*/
const ccycle = Math.ceil(x);
if (ccycle - x > 0.999999) {
// Rounding-error path: It's possible that we slightly overshot the integer value due to
// rounding error, and more specifically precision issues with log and the size difference of
// startMoney vs. x. See if a smaller integer works. Most of the time, x was not close enough
// that we need to try.
const fcycle = ccycle - 1;
if (targetMoney <= (startMoney + fcycle) * Math.exp(k * fcycle)) {
return fcycle;
}
}
if (ccycle >= x + ((diff <= 0 ? -diff : diff) + 0.000001)) {
// Fast-path: We know the true value is somewhere in the range [x, x + |diff|] but the next
// greatest integer is past this. Since we have to round up grows anyway, we can return this
// with no more calculation. We need some slop due to rounding errors - we can't fast-path
// a value that is too small.
return ccycle;
}
if (targetMoney <= (startMoney + ccycle) * Math.exp(k * ccycle)) {
return ccycle;
}
return ccycle + 1;
}

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import { currentNodeMults } from "./exports";
import { HacknetNodeConstants } from "./constants";
export function calculateMoneyGainRate(level: number, ram: number, cores: number, mult: number): number {
const gainPerLevel = HacknetNodeConstants.MoneyGainPerLevel;
const levelMult = level * gainPerLevel;
const ramMult = Math.pow(1.035, ram - 1);
const coresMult = (cores + 5) / 6;
return levelMult * ramMult * coresMult * mult * currentNodeMults.HacknetNodeMoney;
}
export function calculateLevelUpgradeCost(startingLevel: number, extraLevels = 1, costMult = 1): number {
const sanitizedLevels = Math.round(extraLevels);
if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {
return 0;
}
if (startingLevel + sanitizedLevels > HacknetNodeConstants.MaxLevel) {
return Infinity;
}
const mult = HacknetNodeConstants.UpgradeLevelMult;
let totalMultiplier = 0;
let currLevel = startingLevel - 1;
for (let i = 0; i < sanitizedLevels; ++i) {
totalMultiplier += Math.pow(mult, currLevel);
++currLevel;
}
return HacknetNodeConstants.LevelBaseCost * totalMultiplier * costMult;
}
export function calculateRamUpgradeCost(startingRam: number, extraLevels = 1, costMult = 1): number {
const sanitizedLevels = Math.round(extraLevels);
if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {
return 0;
}
if (startingRam * Math.pow(2, sanitizedLevels) > HacknetNodeConstants.MaxRam) {
return Infinity;
}
let totalCost = 0;
let numUpgrades = Math.round(Math.log2(startingRam));
let currentRam = startingRam;
for (let i = 0; i < sanitizedLevels; ++i) {
const baseCost = currentRam * HacknetNodeConstants.RamBaseCost;
const mult = Math.pow(HacknetNodeConstants.UpgradeRamMult, numUpgrades);
totalCost += baseCost * mult;
currentRam *= 2;
++numUpgrades;
}
totalCost *= costMult;
return totalCost;
}
export function calculateCoreUpgradeCost(startingCores: number, extraLevels = 1, costMult = 1): number {
const sanitizedCores = Math.round(extraLevels);
if (isNaN(sanitizedCores) || sanitizedCores < 1) {
return 0;
}
if (startingCores + sanitizedCores > HacknetNodeConstants.MaxCores) {
return Infinity;
}
const coreBaseCost = HacknetNodeConstants.CoreBaseCost;
const mult = HacknetNodeConstants.UpgradeCoreMult;
let totalCost = 0;
let currentCores = startingCores;
for (let i = 0; i < sanitizedCores; ++i) {
totalCost += coreBaseCost * Math.pow(mult, currentCores - 1);
++currentCores;
}
totalCost *= costMult;
return totalCost;
}
export function calculateNodeCost(n: number, mult = 1): number {
if (n <= 0) {
return 0;
}
return HacknetNodeConstants.BaseCost * Math.pow(HacknetNodeConstants.PurchaseNextMult, n - 1) * mult;
}

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import { currentNodeMults } from "./exports";
import { HacknetServerConstants } from "./constants";
export function calculateHashGainRate(
level: number,
ramUsed: number,
maxRam: number,
cores: number,
mult: number,
): number {
const baseGain = HacknetServerConstants.HashesPerLevel * level;
const ramMultiplier = Math.pow(1.07, Math.log2(maxRam));
const coreMultiplier = 1 + (cores - 1) / 5;
const ramRatio = 1 - ramUsed / maxRam;
return baseGain * ramMultiplier * coreMultiplier * ramRatio * mult * currentNodeMults.HacknetNodeMoney;
}
export function calculateLevelUpgradeCost(startingLevel: number, extraLevels = 1, costMult = 1): number {
const sanitizedLevels = Math.round(extraLevels);
if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {
return 0;
}
if (startingLevel + sanitizedLevels > HacknetServerConstants.MaxLevel) {
return Infinity;
}
const mult = HacknetServerConstants.UpgradeLevelMult;
let totalMultiplier = 0;
let currLevel = startingLevel;
for (let i = 0; i < sanitizedLevels; ++i) {
totalMultiplier += Math.pow(mult, currLevel);
++currLevel;
}
return 10 * HacknetServerConstants.BaseCost * totalMultiplier * costMult;
}
export function calculateRamUpgradeCost(startingRam: number, extraLevels = 1, costMult = 1): number {
const sanitizedLevels = Math.round(extraLevels);
if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {
return 0;
}
if (startingRam * Math.pow(2, sanitizedLevels) > HacknetServerConstants.MaxRam) {
return Infinity;
}
let totalCost = 0;
let numUpgrades = Math.round(Math.log2(startingRam));
let currentRam = startingRam;
for (let i = 0; i < sanitizedLevels; ++i) {
const baseCost = currentRam * HacknetServerConstants.RamBaseCost;
const mult = Math.pow(HacknetServerConstants.UpgradeRamMult, numUpgrades);
totalCost += baseCost * mult;
currentRam *= 2;
++numUpgrades;
}
totalCost *= costMult;
return totalCost;
}
export function calculateCoreUpgradeCost(startingCores: number, extraLevels = 1, costMult = 1): number {
const sanitizedLevels = Math.round(extraLevels);
if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {
return 0;
}
if (startingCores + sanitizedLevels > HacknetServerConstants.MaxCores) {
return Infinity;
}
const mult = HacknetServerConstants.UpgradeCoreMult;
let totalCost = 0;
let currentCores = startingCores;
for (let i = 0; i < sanitizedLevels; ++i) {
totalCost += Math.pow(mult, currentCores - 1);
++currentCores;
}
totalCost *= HacknetServerConstants.CoreBaseCost;
totalCost *= costMult;
return totalCost;
}
export function calculateCacheUpgradeCost(startingCache: number, extraLevels = 1): number {
const sanitizedLevels = Math.round(extraLevels);
if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {
return 0;
}
if (startingCache + sanitizedLevels > HacknetServerConstants.MaxCache) {
return Infinity;
}
const mult = HacknetServerConstants.UpgradeCacheMult;
let totalCost = 0;
let currentCache = startingCache;
for (let i = 0; i < sanitizedLevels; ++i) {
totalCost += Math.pow(mult, currentCache - 1);
++currentCache;
}
totalCost *= HacknetServerConstants.CacheBaseCost;
return totalCost;
}
// TODO: reverse engineer hashUpgradeCost
export function calculateServerCost(n: number, mult = 1): number {
if (n - 1 >= HacknetServerConstants.MaxServers) {
return Infinity;
}
return HacknetServerConstants.BaseCost * Math.pow(HacknetServerConstants.PurchaseMult, n - 1) * mult;
}

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import {
BitNodeOptions,
Bladeburner,
CityName,
CompanyName,
Corporation,
FactionName,
Gang,
HP,
Person as IPerson,
Player as IPlayer,
JobName,
LocationName,
Skills,
Sleeve,
WorkStats,
} from "@ns";
import { CONSTANTS } from "./constants";
import { currentNodeMults, PartialRecord } from "./exports";
import { calculateSkill } from "./skills";
export interface Multipliers {
hacking_chance: number;
hacking_speed: number;
hacking_money: number;
hacking_grow: number;
hacking: number;
hacking_exp: number;
strength: number;
strength_exp: number;
defense: number;
defense_exp: number;
dexterity: number;
dexterity_exp: number;
agility: number;
agility_exp: number;
charisma: number;
charisma_exp: number;
hacknet_node_money: number;
hacknet_node_purchase_cost: number;
hacknet_node_ram_cost: number;
hacknet_node_core_cost: number;
hacknet_node_level_cost: number;
company_rep: number;
faction_rep: number;
work_money: number;
crime_success: number;
crime_money: number;
bladeburner_max_stamina: number;
bladeburner_stamina_gain: number;
bladeburner_analysis: number;
bladeburner_success_chance: number;
}
export const defaultMultipliers = (): Multipliers => {
return {
hacking_chance: 1,
hacking_speed: 1,
hacking_money: 1,
hacking_grow: 1,
hacking: 1,
hacking_exp: 1,
strength: 1,
strength_exp: 1,
defense: 1,
defense_exp: 1,
dexterity: 1,
dexterity_exp: 1,
agility: 1,
agility_exp: 1,
charisma: 1,
charisma_exp: 1,
hacknet_node_money: 1,
hacknet_node_purchase_cost: 1,
hacknet_node_ram_cost: 1,
hacknet_node_core_cost: 1,
hacknet_node_level_cost: 1,
company_rep: 1,
faction_rep: 1,
work_money: 1,
crime_success: 1,
crime_money: 1,
bladeburner_max_stamina: 1,
bladeburner_stamina_gain: 1,
bladeburner_analysis: 1,
bladeburner_success_chance: 1,
};
};
export let Player: PlayerObject;
// Base class representing a person-like object
export abstract class Person implements IPerson {
hp: HP = { current: 10, max: 10 };
skills: Skills = {
hacking: 1,
strength: 1,
defense: 1,
dexterity: 1,
agility: 1,
charisma: 1,
intelligence: 0,
};
exp: Skills = {
hacking: 0,
strength: 0,
defense: 0,
dexterity: 0,
agility: 0,
charisma: 0,
intelligence: 0,
};
mults = defaultMultipliers();
/** Augmentations */
// augmentations: PlayerOwnedAugmentation[] = [];
// queuedAugmentations: PlayerOwnedAugmentation[] = [];
/** City that the person is in */
city: CityName = CityName.Sector12;
gainHackingExp(exp: number): void {
if (isNaN(exp)) {
console.error("ERR: NaN passed into Player.gainHackingExp()");
return;
}
this.exp.hacking += exp;
if (this.exp.hacking < 0) {
this.exp.hacking = 0;
}
this.skills.hacking = calculateSkill(
this.exp.hacking,
this.mults.hacking * currentNodeMults.HackingLevelMultiplier,
);
}
gainStrengthExp(exp: number): void {
if (isNaN(exp)) {
console.error("ERR: NaN passed into Player.gainStrengthExp()");
return;
}
this.exp.strength += exp;
if (this.exp.strength < 0) {
this.exp.strength = 0;
}
this.skills.strength = calculateSkill(
this.exp.strength,
this.mults.strength * currentNodeMults.StrengthLevelMultiplier,
);
}
gainDefenseExp(exp: number): void {
if (isNaN(exp)) {
console.error("ERR: NaN passed into player.gainDefenseExp()");
return;
}
this.exp.defense += exp;
if (this.exp.defense < 0) {
this.exp.defense = 0;
}
this.skills.defense = calculateSkill(
this.exp.defense,
this.mults.defense * currentNodeMults.DefenseLevelMultiplier,
);
const ratio = this.hp.current / this.hp.max;
this.hp.max = Math.floor(10 + this.skills.defense / 10);
this.hp.current = Math.round(this.hp.max * ratio);
}
gainDexterityExp(exp: number): void {
if (isNaN(exp)) {
console.error("ERR: NaN passed into Player.gainDexterityExp()");
return;
}
this.exp.dexterity += exp;
if (this.exp.dexterity < 0) {
this.exp.dexterity = 0;
}
this.skills.dexterity = calculateSkill(
this.exp.dexterity,
this.mults.dexterity * currentNodeMults.DexterityLevelMultiplier,
);
}
gainAgilityExp(exp: number): void {
if (isNaN(exp)) {
console.error("ERR: NaN passed into Player.gainAgilityExp()");
return;
}
this.exp.agility += exp;
if (this.exp.agility < 0) {
this.exp.agility = 0;
}
this.skills.agility = calculateSkill(
this.exp.agility,
this.mults.agility * currentNodeMults.AgilityLevelMultiplier,
);
}
gainCharismaExp(exp: number): void {
if (isNaN(exp)) {
console.error("ERR: NaN passed into Player.gainCharismaExp()");
return;
}
this.exp.charisma += exp;
if (this.exp.charisma < 0) {
this.exp.charisma = 0;
}
this.skills.charisma = calculateSkill(
this.exp.charisma,
this.mults.charisma * currentNodeMults.CharismaLevelMultiplier,
);
}
// gainIntelligenceExp(exp: number): void {
// if (isNaN(exp)) {
// console.error("ERROR: NaN passed into Player.gainIntelligenceExp()");
// return;
// }
// /**
// * Don't change sourceFileLvl to activeSourceFileLvl. When the player has int level, the ability to gain more int is
// * a permanent benefit.
// */
// if (Player.sourceFileLvl(5) > 0 || this.skills.intelligence > 0 || Player.bitNodeN === 5) {
// this.exp.intelligence += exp;
// this.skills.intelligence = Math.floor(this.calculateSkill(this.exp.intelligence, 1));
// }
// }
gainStats(retValue: WorkStats): void {
this.gainHackingExp(retValue.hackExp * this.mults.hacking_exp);
this.gainStrengthExp(retValue.strExp * this.mults.strength_exp);
this.gainDefenseExp(retValue.defExp * this.mults.defense_exp);
this.gainDexterityExp(retValue.dexExp * this.mults.dexterity_exp);
this.gainAgilityExp(retValue.agiExp * this.mults.agility_exp);
this.gainCharismaExp(retValue.chaExp * this.mults.charisma_exp);
// this.gainIntelligenceExp(retValue.intExp);
}
regenerateHp(amt: number): void {
if (typeof amt !== "number") {
console.warn(`Player.regenerateHp() called without a numeric argument: ${amt}`);
return;
}
this.hp.current += amt;
if (this.hp.current > this.hp.max) {
this.hp.current = this.hp.max;
}
}
updateSkillLevels(this: Person): void {
for (const [skill, bnMult] of [
["hacking", "HackingLevelMultiplier"],
["strength", "StrengthLevelMultiplier"],
["defense", "DefenseLevelMultiplier"],
["dexterity", "DexterityLevelMultiplier"],
["agility", "AgilityLevelMultiplier"],
["charisma", "CharismaLevelMultiplier"],
] as const) {
this.skills[skill] = Math.max(
1,
Math.floor(this.calculateSkill(this.exp[skill], this.mults[skill] * currentNodeMults[bnMult])),
);
}
const ratio: number = Math.min(this.hp.current / this.hp.max, 1);
this.hp.max = Math.floor(10 + this.skills.defense / 10);
this.hp.current = Math.round(this.hp.max * ratio);
}
// hasAugmentation(augName: string, ignoreQueued = false) {
// if (this.augmentations.some((a) => a.name === augName)) {
// return true;
// }
// if (!ignoreQueued && this.queuedAugmentations.some((a) => a.name === augName)) {
// return true;
// }
// return false;
// }
// travel(cityName: CityName): boolean {
// if (!Player.canAfford(CONSTANTS.TravelCost)) {
// return false;
// }
// Player.loseMoney(CONSTANTS.TravelCost, this.travelCostMoneySource());
// this.city = cityName;
// return true;
// }
calculateSkill = calculateSkill; //Class version is equal to imported version
/** Reset all multipliers to 1 */
resetMultipliers() {
this.mults = defaultMultipliers();
}
// abstract travelCostMoneySource(): MoneySource;
// abstract takeDamage(amt: number): boolean;
// abstract whoAmI(): string;
// abstract toJSON(): IReviverValue;
}
export class PlayerObject extends Person implements IPlayer {
// Player-specific properties
bitNodeN = 1; //current bitnode
corporation: Corporation | null = null;
gang: Gang | null = null;
bladeburner: Bladeburner | null = null;
currentServer = "";
factions: FactionName[] = [];
factionInvitations: FactionName[] = [];
// factionRumors = new JSONSet<FactionName>();
// hacknetNodes: (HacknetNode | string)[] = []; // HacknetNode object or hostname of Hacknet Server
has4SData = false;
has4SDataTixApi = false;
// hashManager = new HashManager();
hasTixApiAccess = false;
hasWseAccount = false;
jobs: PartialRecord<CompanyName, JobName> = {};
karma = 0;
numPeopleKilled = 0;
location = LocationName.TravelAgency;
money = 1000 + CONSTANTS.Donations;
// moneySourceA = new MoneySourceTracker();
// moneySourceB = new MoneySourceTracker();
playtimeSinceLastAug = 0;
playtimeSinceLastBitnode = 0;
lastAugReset = -1;
lastNodeReset = -1;
purchasedServers: string[] = [];
scriptProdSinceLastAug = 0;
sleeves: Sleeve[] = [];
sleevesFromCovenant = 0;
// sourceFiles = new JSONMap<number, number>();
// exploits: Exploit[] = [];
// achievements: PlayerAchievement[] = [];
terminalCommandHistory: string[] = [];
// identifier: string;
lastUpdate = 0;
lastSave = 0;
totalPlaytime = 0;
// currentWork: Work | null = null;
focus = false;
entropy = 0;
bitNodeOptions: BitNodeOptions = {
sourceFileOverrides: new Map<number, number>(),
// sourceFileOverrides: new JSONMap<number, number>(),
intelligenceOverride: undefined,
restrictHomePCUpgrade: false,
disableGang: false,
disableCorporation: false,
disableBladeburner: false,
disable4SData: false,
disableHacknetServer: false,
disableSleeveExpAndAugmentation: false,
};
// get activeSourceFiles(): JSONMap<number, number> {
// return new JSONMap([...this.sourceFiles, ...this.bitNodeOptions.sourceFileOverrides]);
// }
// Player-specific methods
// init = generalMethods.init;
// startWork = workMethods.startWork;
// processWork = workMethods.processWork;
// finishWork = workMethods.finishWork;
// applyForJob = generalMethods.applyForJob;
// canAccessBladeburner = bladeburnerMethods.canAccessBladeburner;
// canAccessCorporation = corporationMethods.canAccessCorporation;
// canAccessGang = gangMethods.canAccessGang;
// canAccessGrafting = generalMethods.canAccessGrafting;
// canAfford = generalMethods.canAfford;
// gainMoney = generalMethods.gainMoney;
// getCurrentServer = serverMethods.getCurrentServer;
// getGangFaction = gangMethods.getGangFaction;
// getGangName = gangMethods.getGangName;
// getHomeComputer = serverMethods.getHomeComputer;
// getNextCompanyPosition = generalMethods.getNextCompanyPosition;
// getUpgradeHomeRamCost = serverMethods.getUpgradeHomeRamCost;
// getUpgradeHomeCoresCost = serverMethods.getUpgradeHomeCoresCost;
// gotoLocation = generalMethods.gotoLocation;
// hasGangWith = gangMethods.hasGangWith;
// hasTorRouter = serverMethods.hasTorRouter;
// hasProgram = generalMethods.hasProgram;
// inGang = gangMethods.inGang;
// isAwareOfGang = gangMethods.isAwareOfGang;
// isQualified = generalMethods.isQualified;
// loseMoney = generalMethods.loseMoney;
// reapplyAllAugmentations = generalMethods.reapplyAllAugmentations;
// reapplyAllSourceFiles = generalMethods.reapplyAllSourceFiles;
// recordMoneySource = generalMethods.recordMoneySource;
// setMoney = generalMethods.setMoney;
// startBladeburner = bladeburnerMethods.startBladeburner;
// startCorporation = corporationMethods.startCorporation;
// startFocusing = generalMethods.startFocusing;
// startGang = gangMethods.startGang;
// takeDamage = generalMethods.takeDamage;
// giveExploit = generalMethods.giveExploit;
// giveAchievement = generalMethods.giveAchievement;
// getCasinoWinnings = generalMethods.getCasinoWinnings;
// quitJob = generalMethods.quitJob;
// hasJob = generalMethods.hasJob;
// createHacknetServer = serverMethods.createHacknetServer;
// queueAugmentation = generalMethods.queueAugmentation;
// receiveInvite = generalMethods.receiveInvite;
// receiveRumor = generalMethods.receiveRumor;
// gainCodingContractReward = generalMethods.gainCodingContractReward;
// stopFocusing = generalMethods.stopFocusing;
// prestigeAugmentation = generalMethods.prestigeAugmentation;
// prestigeSourceFile = generalMethods.prestigeSourceFile;
// calculateSkillProgress = generalMethods.calculateSkillProgress;
// hospitalize = generalMethods.hospitalize;
// checkForFactionInvitations = generalMethods.checkForFactionInvitations;
// setBitNodeNumber = generalMethods.setBitNodeNumber;
// canAccessCotMG = generalMethods.canAccessCotMG;
// sourceFileLvl = generalMethods.sourceFileLvl;
// activeSourceFileLvl = generalMethods.activeSourceFileLvl;
// applyEntropy = augmentationMethods.applyEntropy;
// focusPenalty = generalMethods.focusPenalty;
// constructor() {
// super();
// // Let's get a hash of some semi-random stuff so we have something unique.
// this.identifier = cyrb53(
// "I-" +
// new Date().getTime() +
// navigator.userAgent +
// window.innerWidth +
// window.innerHeight +
// getRandomIntInclusive(100, 999),
// );
// this.lastAugReset = this.lastNodeReset = Date.now();
// }
// travelCostMoneySource(): MoneySource {
// return "other";
// }
// whoAmI(): string {
// return "Player";
// }
// sleevesSupportingBladeburner(): Sleeve[] {
// return this.sleeves.filter((s) => isSleeveSupportWork(s.currentWork));
// }
// /** Serialize the current object to a JSON save state. */
// toJSON(): IReviverValue {
// return Generic_toJSON("PlayerObject", this);
// }
/** Initializes a PlayerObject object from a JSON save state. */
// static fromJSON(value: IReviverValue): PlayerObject {
// const player = Generic_fromJSON(PlayerObject, value.data);
// // Any statistics that could be infinite would be serialized as null (JSON.stringify(Infinity) is "null")
// player.hp = { current: player.hp?.current ?? 10, max: player.hp?.max ?? 10 };
// player.money ??= 0;
// // Just remove from the save file any augs that have invalid name
// player.augmentations = player.augmentations.filter((ownedAug) => isMember("AugmentationName", ownedAug.name));
// player.queuedAugmentations = player.queuedAugmentations.filter((ownedAug) =>
// isMember("AugmentationName", ownedAug.name),
// );
// player.updateSkillLevels();
// // Conversion code for Player.sourceFiles is here instead of normal save conversion area because it needs
// // to happen earlier for use in the savegame comparison tool.
// if (Array.isArray(player.sourceFiles)) {
// // Expect pre-2.3 sourcefile format here.
// type OldSourceFiles = { n: number; lvl: number }[];
// player.sourceFiles = new JSONMap((player.sourceFiles as OldSourceFiles).map(({ n, lvl }) => [n, lvl]));
// }
// // Remove any invalid jobs
// for (const [loadedCompanyName, loadedJobName] of Object.entries(player.jobs)) {
// if (!isMember("CompanyName", loadedCompanyName) || !isMember("JobName", loadedJobName)) {
// // eslint-disable-next-line @typescript-eslint/no-dynamic-delete
// delete player.jobs[loadedCompanyName as CompanyName];
// }
// }
// return player;
// }
}

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@ -0,0 +1,40 @@
import { Person as IPerson } from "@ns";
import { currentNodeMults } from "./exports";
import { clampNumber } from "./utils";
import { CONSTANTS } from "./constants";
import { Player } from "./player";
export const MaxFavor = 35331;
// This is the nearest representable value of log(1.02), which is the base of our power.
// It is *not* the same as Math.log(1.02), since "1.02" lacks sufficient precision.
const log1point02 = 0.019802627296179712;
export function favorToRep(f: number): number {
// expm1 is e^x - 1, which is more accurate for small x than doing it the obvious way.
return clampNumber(25000 * Math.expm1(log1point02 * f), 0);
}
export function repToFavor(r: number): number {
// log1p is log(x + 1), which is more accurate for small x than doing it the obvious way.
return clampNumber(Math.log1p(r / 25000) / log1point02, 0, MaxFavor);
}
export function calculateFavorAfterResetting(favor: number, playerReputation: number) {
return repToFavor(favorToRep(favor) + playerReputation);
}
export function repFromDonation(amt: number, person: IPerson): number {
return (amt / CONSTANTS.DonateMoneyToRepDivisor) * person.mults.faction_rep * currentNodeMults.FactionWorkRepGain;
}
export function donationForRep(rep: number, person: IPerson): number {
return (rep * CONSTANTS.DonateMoneyToRepDivisor) / person.mults.faction_rep / currentNodeMults.FactionWorkRepGain;
}
export function repNeededToDonate(): number {
return Math.floor(CONSTANTS.BaseFavorToDonate * currentNodeMults.RepToDonateToFaction);
}
export function canDonate(amt: number): boolean {
return !isNaN(amt) && amt > 0 && Player.money >= amt;
}

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@ -0,0 +1,85 @@
import { clampNumber } from "./utils";
/**
* Given an experience amount and stat multiplier, calculates the
* stat level. Stat-agnostic (same formula for every stat)
*/
export function calculateSkill(exp: number, mult = 1): number {
// Mult can be 0 in BN12 when the player has a very high SF12 level. In this case, the skill level will never change
// from its initial value (1 for most stats, except intelligence).
if (mult === 0) {
return 1;
}
const value = Math.floor(mult * (32 * Math.log(exp + 534.6) - 200));
return clampNumber(value, 1);
}
export function calculateExp(skill: number, mult = 1): number {
const floorSkill = Math.floor(skill);
let value = Math.exp((skill / mult + 200) / 32) - 534.6;
if (skill === floorSkill && Number.isFinite(skill) && Number.isFinite(value)) {
// Check for floating point rounding issues that would cause the inverse
// operation to return the wrong result.
let calcSkill = calculateSkill(value, mult);
let diff = Math.abs(value * Number.EPSILON);
let newValue = value;
while (calcSkill < skill) {
newValue = value + diff;
diff *= 2;
calcSkill = calculateSkill(newValue, mult);
}
value = newValue;
}
return clampNumber(value, 0);
}
export function calculateSkillProgress(exp: number, mult = 1): ISkillProgress {
const currentSkill = calculateSkill(exp, mult);
const nextSkill = currentSkill + 1;
const baseExperience = calculateExp(currentSkill, mult);
const nextExperience = calculateExp(nextSkill, mult);
const normalize = (value: number): number => ((value - baseExperience) * 100) / (nextExperience - baseExperience);
const rawProgress = nextExperience - baseExperience !== 0 ? normalize(exp) : 99.99;
const progress = clampNumber(rawProgress, 0, 100);
const currentExperience = clampNumber(exp - baseExperience, 0);
const remainingExperience = clampNumber(nextExperience - exp, 0);
return {
currentSkill,
nextSkill,
baseExperience,
experience: exp,
nextExperience,
currentExperience,
remainingExperience,
progress,
};
}
export interface ISkillProgress {
currentSkill: number;
nextSkill: number;
baseExperience: number;
experience: number;
nextExperience: number;
currentExperience: number;
remainingExperience: number;
progress: number;
}
export function getEmptySkillProgress(): ISkillProgress {
return {
currentSkill: 0,
nextSkill: 0,
baseExperience: 0,
experience: 0,
nextExperience: 0,
currentExperience: 0,
remainingExperience: 0,
progress: 0,
};
}

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@ -0,0 +1,25 @@
import { CONSTANTS } from "./constants";
/**
* Clamps the value on a lower and an upper bound
* @param {number} value Value to clamp
* @param {number} min Lower bound, defaults to negative Number.MAX_VALUE
* @param {number} max Upper bound, defaults to Number.MAX_VALUE
* @returns {number} Clamped value
*/
export function clampNumber(value: number, min = -Number.MAX_VALUE, max = Number.MAX_VALUE) {
if (isNaN(value)) {
if (CONSTANTS.isDevBranch) throw new Error("NaN passed into clampNumber()");
return min;
}
return Math.max(Math.min(value, max), min);
}
export function clampInteger(value: number, min = -Number.MAX_SAFE_INTEGER, max = Number.MAX_SAFE_INTEGER) {
if (isNaN(value)) {
if (CONSTANTS.isDevBranch) throw new Error("NaN passed into clampInteger()");
return min;
}
return Math.round(Math.max(Math.min(value, max), min));
}

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@ -14,9 +14,8 @@
"noEmit": true, "noEmit": true,
"isolatedModules": true, "isolatedModules": true,
"esModuleInterop": true, "esModuleInterop": true,
"baseUrl": ".",
"inlineSourceMap": true, "inlineSourceMap": true,
"moduleResolution": "Node", "moduleResolution": "node",
"resolveJsonModule": true, "resolveJsonModule": true,
"skipLibCheck": true, "skipLibCheck": true,
"paths": { "paths": {