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BitBurner TypeScript template repo

This is a starter repo for anyone wanting to use TypeScript to play BitBurner!

The template relies on a number of things that you can probably change to your liking; just be aware you might need to fiddle with settings if you change them.

Usage

Requirements

  • npm: The Node Package Manager
    • It's recommended to use a version manager like nvm
    • Alternatively, you can just use Node and git-bash

Quickstart

  • In Git Bash or terminal
    • clone / fork the repo. You can also click Use as template in GitHub to create a repo from this one
    • run npm install
    • run npm run build
    • run npm run webserver
  • Go to the game
    • wget http://localhost:9182/bin/utils/initRepo.js /bin/utils/initRepo.js
    • run /bin/utils/initRepo.js
    • run /bin/sayHelloTs.js

If you see the colored output until the fake error, you should be good to go :)

After the first pull, I usually make an alias alias pull="run /bin/utils/pullFiles.js" to make things more convenient.

You can leave the server running and just npm run re to clean rebuild the whole project, then use the pull alias in-game whenever you want to update your scripts.

Description

A short description of the most important parts of the template.

package.json

{
  "scripts": {
    "build": "npm-run-all buildTs buildManifest",
    "buildTs": "tsc -p tsconfig.json",
    "buildManifest": "node bin/generateManifest.js",
    "clean": "rm -rf build/*",
    "re": "npm-run-all clean buildTs buildManifest",
    "webserver": "node bin/webserver.js -p 9182 -d build --enable_cors"
  },
  "devDependencies": {
    "npm-run-all": "^4.1.5",
    "rimraf": "^3.0.2",
    "typescript": "^4.7.3"
  }
}
  • build: Runs everything necessary to build ts files into js and convert js files to ns before writing their paths to the resources/manifest.txt file.
  • buildTs: runs tsc
  • buildManifest: runs the bin/generateManifest.js to generate resources/manifest.txt file containing paths to all your scripts.
  • clean: cleans build folder
  • re: I like make, sue me :|
  • webserver: runs the tiny webserver that will serve your scripts so that you can wget them from the game.
    • Careful with the server, CORS are activated, so do not serve any sensitive data! You never know~

TypeScript compiler configuration (tsconfig.json)

{
  "compilerOptions": {
    "target": "ES2021",
    "module": "ES2020",
    "rootDir": "src/",
    "baseUrl": "src/",
    "paths": {
      "/lib/*": [
        "lib/*"
      ]
    },
    "outDir": "build/",
    "moduleResolution": "node",
    "strictNullChecks": true,
    "strictPropertyInitialization": true
  }
}
  • target and module: Set to generate 'raw' js to avoid any compatibility errors in NS. I did not test every possible value, but these seem to work. commonjs fails, so does es5, because of the generated Object.setPorperty(exports ...) and such.
  • rootDir baseUrl and paths: Allows replacing import references with an absolute path.
  • You can change lib to whatever you want, or even add more if you want.
  • outDir is used by the scripts in the bin folder. Be sure to change them accordingly if you change that.

These are the important bits in the tsc config; the rest is optional. Refer to the tsc documentation if you want to make modifications.

Bash scripts and webserver

  • bin/webserver.js: Just a webserver that serves the build folder to be able to wget your scripts from the game.
  • bin/generateManifest.js: Simple script that finds every .js in the build folder and writes its path to resources/manifest.txt. This is used to pull all files on your in-game filesystem.

These helper scripts are called by npm run commands listed in package.json.

Code

Organization

The type definition for NetScript (the NS type and other game APIs) is located in src/lib/Bitburner.t.ts and is taken directly from the Bitburner repo.

'Executable scripts' are located in the src/bin subfolder and will generally contain main functions. This is just for tidiness and completely optional.

'Library' files are stored in src/lib to make it easier to make sure links are correct when generating .js files.

Files

  • src/bin/sayHelloTs.ts: A sample script referencing utils and logging dummy string to the terminal to test the setup.
  • src/bin/utils/initRepo.ts: A simple script with no references. Used to init the repo the first time when no files are available on the game home server.
  • src/bin/utils/pullFiles.ts: Utility script that wgets the manifest.txt file from the server and downloads all scripts to the same location on the game home.
  • src/lib/Helpers.ts: Just some helper functions to make things neater in executable scripts.

Recommendations

I would recommend not putting any files in the root of the src folder. For some reason, I had a lot of problems when trying to get them from the wget cmdlet in-game. It creates a ghost / folder in-game, sometimes creates ghost files, etc...

Just putting everything in a subfolder (like src/lib or src/bin) seems to be a workaround.

Putting every file that is referenced by other files in the src/lib folder helps with the module resolution. Since NS only understands absolute paths (starting with /, from the root of the game filesystem), it's easier to make a rule that replaces imports with their absolute version. If you want to add more than just the src/lib folder to these roots, you need to change the settings paths in the tsconfig.json file

Always check that your IDE / tools don't import modules like this:

import { Blep } from "../lib/Blep";

BitBurner doesn't understand relative path, so even though this will compile fine, it will not run in-game. Make sure they look like this instead (absolute path, c.f previous paragraph):

import { Blep } from "/lib/Blep";

This would result in this javascript:

import {Blep} from "/lib/Blep";

which is valid for the game.

Contributing

Feel free to send PRs!