bitburner-scripts/src/utils/formulas/hacking.ts

310 lines
15 KiB
TypeScript

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;
}