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NetscriptDefinitions.d.ts
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NetscriptDefinitions.d.ts
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/** All netscript definitions */
/** @public */
interface HP {
current: number;
max: number;
}
/** @public */
interface Skills {
hacking: number;
strength: number;
defense: number;
dexterity: number;
agility: number;
charisma: number;
intelligence: number;
}
// TODO: provide same treatment to CodingContractData as for SleeveTask (actual types)
/**
* Coding contract data will differ depending on coding contract.
* @public
*/
type CodingContractData = any;
/** @public */
type PortData = string | number;
/** @public */
type ScriptArg = string | number | boolean;
/** @public */
type FilenameOrPID = number | string;
/** @public */
interface Person {
hp: HP;
skills: Skills;
exp: Skills;
mults: Multipliers;
city: CityName;
}
/** @public */
interface Player extends Person {
money: number;
numPeopleKilled: number;
entropy: number;
jobs: Partial<Record<CompanyName, JobName>>;
factions: string[];
totalPlaytime: number;
location: string;
}
/** @public */
interface SleevePerson extends Person {
/** Number 0-100 Experience earned and shared is multiplied with shock% before sync% */
shock: number;
/** Number 1-100 Experience earned by this sleeve and shared with the player is multiplied with sync% after shock% */
sync: number;
/** Number 1-100 initial Value of sync on BN start */
memory: number;
/** Number of 200ms cycles which are stored as bonus time */
storedCycles: number;
}
/** Various info about resets
* @public */
interface ResetInfo {
/** Numeric timestamp (from Date.now()) of last augmentation reset */
lastAugReset: number;
/** Numeric timestamp (from Date.now()) of last bitnode reset */
lastNodeReset: number;
/** The current bitnode */
currentNode: number;
/** A map of owned augmentations to their levels. Keyed by the augmentation name. Map values are the augmentation level (e.g. for NeuroFlux governor). */
ownedAugs: Map<string, number>;
/** A map of owned SF to their levels. Keyed by the SF number. Map values are the SF level. */
ownedSF: Map<number, number>;
}
/** @public */
interface MoneySource {
bladeburner: number;
casino: number;
class: number;
codingcontract: number;
corporation: number;
crime: number;
gang: number;
hacking: number;
hacknet: number;
hacknet_expenses: number;
hospitalization: number;
infiltration: number;
sleeves: number;
stock: number;
total: number;
work: number;
servers: number;
other: number;
augmentations: number;
}
/** @public */
interface MoneySources {
sinceInstall: MoneySource;
sinceStart: MoneySource;
}
/** @public */
interface Multipliers {
/** Multiplier to hacking skill */
hacking: number;
/** Multiplier to strength skill */
strength: number;
/** Multiplier to defense skill */
defense: number;
/** Multiplier to dexterity skill */
dexterity: number;
/** Multiplier to agility skill */
agility: number;
/** Multiplier to charisma skill */
charisma: number;
/** Multiplier to hacking experience gain rate */
hacking_exp: number;
/** Multiplier to strength experience gain rate */
strength_exp: number;
/** Multiplier to defense experience gain rate */
defense_exp: number;
/** Multiplier to dexterity experience gain rate */
dexterity_exp: number;
/** Multiplier to agility experience gain rate */
agility_exp: number;
/** Multiplier to charisma experience gain rate */
charisma_exp: number;
/** Multiplier to chance of successfully performing a hack */
hacking_chance: number;
/** Multiplier to hacking speed */
hacking_speed: number;
/** Multiplier to amount of money the player gains from hacking */
hacking_money: number;
/** Multiplier to amount of money injected into servers using grow */
hacking_grow: number;
/** Multiplier to amount of reputation gained when working */
company_rep: number;
/** Multiplier to amount of reputation gained when working */
faction_rep: number;
/** Multiplier to amount of money gained from crimes */
crime_money: number;
/** Multiplier to crime success rate */
crime_success: number;
/** Multiplier to amount of money gained from working */
work_money: number;
/** Multiplier to amount of money produced by Hacknet Nodes */
hacknet_node_money: number;
/** Multiplier to cost of purchasing a Hacknet Node */
hacknet_node_purchase_cost: number;
/** Multiplier to cost of ram for a Hacknet Node */
hacknet_node_ram_cost: number;
/** Multiplier to cost of core for a Hacknet Node */
hacknet_node_core_cost: number;
/** Multiplier to cost of leveling up a Hacknet Node */
hacknet_node_level_cost: number;
/** Multiplier to Bladeburner max stamina */
bladeburner_max_stamina: number;
/** Multiplier to Bladeburner stamina gain rate */
bladeburner_stamina_gain: number;
/** Multiplier to effectiveness in Bladeburner Field Analysis */
bladeburner_analysis: number;
/** Multiplier to success chance in Bladeburner contracts/operations */
bladeburner_success_chance: number;
}
/** @public */
interface TailProperties {
/** X-coordinate of the log window */
x: number;
/** Y-coordinate of the log window */
y: number;
/** Width of the log window content area */
width: number;
/** Height of the log window content area */
height: number;
}
/**
* @public
* A stand-in for the real React.ReactNode.
* A {@link ReactElement} is rendered dynamically with React.
* number and string are displayed directly.
* boolean, null, and undefined are ignored and not rendered.
* An array of ReactNodes will display all members of that array sequentially.
*
* Use React.createElement to make the ReactElement type, see {@link https://react.dev/reference/react/createElement#creating-an-element-without-jsx | creating an element without jsx} from the official React documentation.
*/
type ReactNode = ReactElement | string | number | null | undefined | boolean | ReactNode[];
/**
* @public
* A stand-in for the real React.ReactElement.
* Use React.createElement to make these.
* See {@link https://react.dev/reference/react/createElement#creating-an-element-without-jsx | creating an element without jsx} from the official React documentation.
*/
interface ReactElement {
type: string | ((props: any) => ReactElement | null) | (new (props: any) => object);
props: any;
key: string | number | null;
}
/** @public */
interface RunningScript {
/** Arguments the script was called with */
args: (string | number | boolean)[];
/** Filename of the script */
filename: string;
/**
* Script logs as an array. The newest log entries are at the bottom.
* Timestamps, if enabled, are placed inside `[brackets]` at the start of each line.
**/
logs: string[];
/** Total amount of hacking experience earned from this script when offline */
offlineExpGained: number;
/** Total amount of money made by this script when offline */
offlineMoneyMade: number;
/** Number of seconds that the script has been running offline */
offlineRunningTime: number;
/** Total amount of hacking experience earned from this script when online */
onlineExpGained: number;
/** Total amount of money made by this script when online */
onlineMoneyMade: number;
/** Number of seconds that this script has been running online */
onlineRunningTime: number;
/** Process ID. Must be an integer */
pid: number;
/** How much RAM this script uses for ONE thread */
ramUsage: number;
/** Hostname of the server on which this script runs */
server: string;
/** Properties of the tail window, or null if it is not shown */
tailProperties: TailProperties | null;
/**
* The title, as shown in the script's log box. Defaults to the name + args,
* but can be changed by the user. If it is set to a React element (only by
* the user), that will not be persisted, and will be restored to default on
* load.
*/
title: string | ReactElement;
/** Number of threads that this script runs with */
threads: number;
/** Whether this RunningScript is excluded from saves */
temporary: boolean;
}
/** @public */
interface RunOptions {
/** Number of threads that the script will run with, defaults to 1 */
threads?: number;
/** Whether this script is excluded from saves, defaults to false */
temporary?: boolean;
/**
* The RAM allocation to launch each thread of the script with.
*
* Lowering this will <i>not</i> automatically let you get away with using less RAM:
* the dynamic RAM check enforces that all {@link NS} functions actually called incur their cost.
* However, if you know that certain functions that are statically present (and thus included
* in the static RAM cost) will never be called in a particular circumstance, you can use
* this to avoid paying for them.
*
* You can also use this to <i>increase</i> the RAM if the static RAM checker has missed functions
* that you need to call.
*
* Must be greater-or-equal to the base RAM cost. Defaults to the statically calculated cost.
*/
ramOverride?: number;
/**
* Should we fail to run if another instance is running with the exact same arguments?
* This used to be the default behavior, now defaults to false.
*/
preventDuplicates?: boolean;
}
/** @public */
interface SpawnOptions extends RunOptions {
/** Number of milliseconds to delay before spawning script, defaults to 10000 (10s). Must be a positive integer. */
spawnDelay?: number;
}
/** @public */
interface RecentScript extends RunningScript {
/** Timestamp of when the script was killed */
timeOfDeath: Date;
}
/**
* Data representing the internal values of a crime.
* @public
*/
interface CrimeStats {
/** Number representing the difficulty of the crime. Used for success chance calculations */
difficulty: number;
/** Amount of karma lost for successfully committing this crime */
karma: number;
/** How many people die as a result of this crime */
kills: number;
/** How much money is given */
money: number;
/** Milliseconds it takes to attempt the crime */
time: number;
/** Description of the crime activity */
type: string;
/** hacking level impact on success change of the crime */
hacking_success_weight: number;
/** strength level impact on success change of the crime */
strength_success_weight: number;
/** defense level impact on success change of the crime */
defense_success_weight: number;
/** dexterity level impact on success change of the crime */
dexterity_success_weight: number;
/** agility level impact on success change of the crime */
agility_success_weight: number;
/** charisma level impact on success change of the crime */
charisma_success_weight: number;
/** hacking exp gained from crime */
hacking_exp: number;
/** strength exp gained from crime */
strength_exp: number;
/** defense exp gained from crime */
defense_exp: number;
/** dexterity exp gained from crime */
dexterity_exp: number;
/** agility exp gained from crime */
agility_exp: number;
/** charisma exp gained from crime */
charisma_exp: number;
/** intelligence exp gained from crime */
intelligence_exp: number;
}
/**
* Options to affect the behavior of {@link NS.hack | hack}, {@link NS.grow | grow}, and {@link NS.weaken | weaken}.
* @public
*/
interface BasicHGWOptions {
/** Number of threads to use for this function.
* Must be less than or equal to the number of threads the script is running with. */
threads?: number;
/** Set to true this action will affect the stock market. */
stock?: boolean;
/** Number of additional milliseconds that will be spent waiting between the start of the function and when it
* completes. */
additionalMsec?: number;
}
/**
* Return value of {@link Sleeve.getSleevePurchasableAugs | getSleevePurchasableAugs}
* @public
*/
interface AugmentPair {
/** augmentation name */
name: string;
/** augmentation cost */
cost: number;
}
/** @public */
declare enum PositionType {
Long = "L",
Short = "S",
}
/** @public */
declare enum OrderType {
LimitBuy = "Limit Buy Order",
LimitSell = "Limit Sell Order",
StopBuy = "Stop Buy Order",
StopSell = "Stop Sell Order",
}
/**
* Value in map of {@link StockOrder}
* @public
*/
interface StockOrderObject {
/** Number of shares */
shares: number;
/** Price per share */
price: number;
/** Order type */
type: OrderType;
/** Order position */
position: PositionType;
}
/**
* Return value of {@link TIX.getOrders | getOrders}
*
* Keys are stock symbols, properties are arrays of {@link StockOrderObject}
* @public
*/
interface StockOrder {
[key: string]: StockOrderObject[];
}
/** Constants used for the stockmarket game mechanic.
* @public */
interface StockMarketConstants {
/** Normal time in ms between stock market updates */
msPerStockUpdate: number;
/** Minimum time in ms between stock market updates if there is stored offline/bonus time */
msPerStockUpdateMin: number;
/** An internal constant used while determining when to flip a stock's forecast */
TicksPerCycle: number;
/** Cost of the WSE account */
WSEAccountCost: number;
/** Cost of the TIX API */
TIXAPICost: number;
/** Cost of the 4S Market Data */
MarketData4SCost: number;
/** Cost of the 4S Market Data TIX API integration */
MarketDataTixApi4SCost: number;
/** Commission fee for transactions */
StockMarketCommission: number;
}
/**
* A single process on a server.
* @public
*/
interface ProcessInfo {
/** Script name. */
filename: string;
/** Number of threads script is running with */
threads: number;
/** Script's arguments */
args: (string | number | boolean)[];
/** Process ID */
pid: number;
/** Whether this process is excluded from saves */
temporary: boolean;
}
/**
* Hack related multipliers.
* @public
*/
interface HackingMultipliers {
/** Player's hacking chance multiplier. */
chance: number;
/** Player's hacking speed multiplier. */
speed: number;
/** Player's hacking money stolen multiplier. */
money: number;
/** Player's hacking growth multiplier */
growth: number;
}
/**
* Hacknet related multipliers.
* @public
*/
interface HacknetMultipliers {
/** Player's hacknet production multiplier */
production: number;
/** Player's hacknet purchase cost multiplier */
purchaseCost: number;
/** Player's hacknet ram cost multiplier */
ramCost: number;
/** Player's hacknet core cost multiplier */
coreCost: number;
/** Player's hacknet level cost multiplier */
levelCost: number;
}
/**
* Hacknet node related constants
* @public
*/
interface HacknetNodeConstants {
/** Amount of money gained per level */
MoneyGainPerLevel: number;
/** Base cost for a new node */
BaseCost: number;
/** Base cost per level */
LevelBaseCost: number;
/** Base cost to increase RAM */
RamBaseCost: number;
/** Base cost to increase cores */
CoreBaseCost: number;
/** Multiplier to purchase new node */
PurchaseNextMult: number;
/** Multiplier to increase node level */
UpgradeLevelMult: number;
/** Multiplier to increase RAM */
UpgradeRamMult: number;
/** Multiplier to increase cores */
UpgradeCoreMult: number;
/** Max node level */
MaxLevel: number;
/** Max amount of RAM in GB */
MaxRam: number;
/** Max number of cores */
MaxCores: number;
}
/**
* Hacknet server related constants
* @public
*/
interface HacknetServerConstants {
/** Number of hashes calculated per level */
HashesPerLevel: number;
/** Base cost for a new server */
BaseCost: number;
/** Base cost to increase RAM */
RamBaseCost: number;
/** Base cost to increase cores */
CoreBaseCost: number;
/** Base cost to upgrade cache */
CacheBaseCost: number;
/** Multiplier to purchase a new server */
PurchaseMult: number;
/** Multiplier to increase server level */
UpgradeLevelMult: number;
/** Multiplier to increase RAM */
UpgradeRamMult: number;
/** Multiplier to increase cores */
UpgradeCoreMult: number;
/** Multiplier to upgrade cache */
UpgradeCacheMult: number;
/** Max number of servers */
MaxServers: number;
/** Max level for a server */
MaxLevel: number;
/** Max amount of RAM in GB */
MaxRam: number;
/** Max number of cores */
MaxCores: number;
/** Max cache size */
MaxCache: number;
}
/**
* A server. Not all servers have all of these properties - optional properties are missing on certain servers.
* @public
*/
export interface Server {
/** Hostname. Must be unique */
hostname: string;
/** IP Address. Must be unique */
ip: string;
/** Whether or not the SSH Port is open */
sshPortOpen: boolean;
/** Whether or not the FTP port is open */
ftpPortOpen: boolean;
/** Whether or not the SMTP Port is open */
smtpPortOpen: boolean;
/** Whether or not the HTTP Port is open */
httpPortOpen: boolean;
/** Whether or not the SQL Port is open */
sqlPortOpen: boolean;
/** Flag indicating whether player has admin/root access to this server */
hasAdminRights: boolean;
/** How many CPU cores this server has. Affects magnitude of grow and weaken ran from this server. */
cpuCores: number;
/** Flag indicating whether player is currently connected to this server */
isConnectedTo: boolean;
/** RAM (GB) used. i.e. unavailable RAM */
ramUsed: number;
/** RAM (GB) available on this server */
maxRam: number;
/** Name of company/faction/etc. that this server belongs to, not applicable to all Servers */
organizationName: string;
/** Flag indicating whether this is a purchased server */
purchasedByPlayer: boolean;
/** Flag indicating whether this server has a backdoor installed by a player */
backdoorInstalled?: boolean;
/** Server's initial server security level at creation. */
baseDifficulty?: number;
/** Server Security Level */
hackDifficulty?: number;
/** Minimum server security level that this server can be weakened to */
minDifficulty?: number;
/** How much money currently resides on the server and can be hacked */
moneyAvailable?: number;
/** Maximum amount of money that this server can hold */
moneyMax?: number;
/** Number of open ports required in order to gain admin/root access */
numOpenPortsRequired?: number;
/** How many ports are currently opened on the server */
openPortCount?: number;
/** Hacking level required to hack this server */
requiredHackingSkill?: number;
/** Growth effectiveness statistic. Higher values produce more growth with ns.grow() */
serverGrowth?: number;
}
/**
* All multipliers affecting the difficulty of the current challenge.
* @public
*/
interface BitNodeMultipliers {
/** Influences how quickly the player's agility level (not exp) scales */
AgilityLevelMultiplier: number;
/** Influences the base cost to purchase an augmentation. */
AugmentationMoneyCost: number;
/** Influences the base rep the player must have with a faction to purchase an augmentation. */
AugmentationRepCost: number;
/** Influences how quickly the player can gain rank within Bladeburner. */
BladeburnerRank: number;
/** Influences the cost of skill levels from Bladeburner. */
BladeburnerSkillCost: number;
/** Influences how quickly the player's charisma level (not exp) scales */
CharismaLevelMultiplier: number;
/** Influences the experience gained for each ability when a player completes a class. */
ClassGymExpGain: number;
/** Influences the amount of money gained from completing Coding Contracts */
CodingContractMoney: number;
/** Influences the experience gained for each ability when the player completes working their job. */
CompanyWorkExpGain: number;
/** Influences how much money the player earns when completing working their job. */
CompanyWorkMoney: number;
/** Influences the amount of divisions a corporation can have at the same time*/
CorporationDivisions: number;
/** Influences the money gain from dividends of corporations created by the player. */
CorporationSoftcap: number;
/** Influences the valuation of corporations created by the player. */
CorporationValuation: number;
/** Influences the base experience gained for each ability when the player commits a crime. */
CrimeExpGain: number;
/** Influences the base money gained when the player commits a crime. */
CrimeMoney: number;
/** Influences how many Augmentations you need in order to get invited to the Daedalus faction */
DaedalusAugsRequirement: number;
/** Influences how quickly the player's defense level (not exp) scales */
DefenseLevelMultiplier: number;
/** Influences how quickly the player's dexterity level (not exp) scales */
DexterityLevelMultiplier: number;
/** Influences how much rep the player gains in each faction simply by being a member. */
FactionPassiveRepGain: number;
/** Influences the experience gained for each ability when the player completes work for a Faction. */
FactionWorkExpGain: number;
/** Influences how much rep the player gains when performing work for a faction. */
FactionWorkRepGain: number;
/** Influences how much it costs to unlock the stock market's 4S Market Data API */
FourSigmaMarketDataApiCost: number;
/** Influences how much it costs to unlock the stock market's 4S Market Data (NOT API) */
FourSigmaMarketDataCost: number;
/** Influences the respect gain and money gain of your gang. */
GangSoftcap: number;
/** Influences the experienced gained when hacking a server. */
HackExpGain: number;
/** Influences how quickly the player's hacking level (not experience) scales */
HackingLevelMultiplier: number;
/** Influences how much money is produced by Hacknet Nodes
* and the hash rate of Hacknet Servers (unlocked in BitNode-9) */
HacknetNodeMoney: number;
/** Influences how much money it costs to upgrade your home computer's RAM */
HomeComputerRamCost: number;
/** Influences how much money is gained when the player infiltrates a company. */
InfiltrationMoney: number;
/** Influences how much rep the player can gain from factions when selling stolen documents and secrets */
InfiltrationRep: number;
/** Influences how much money can be stolen from a server when the player
* performs a hack against it through the Terminal. */
ManualHackMoney: number;
/** Influence how much it costs to purchase a server */
PurchasedServerCost: number;
/** Influences the maximum number of purchased servers you can have */
PurchasedServerLimit: number;
/** Influences the maximum allowed RAM for a purchased server */
PurchasedServerMaxRam: number;
/** Influences cost of any purchased server at or above 128GB */
PurchasedServerSoftcap: number;
/** Influences the minimum favor the player must have with a faction before they can donate to gain rep. */
RepToDonateToFaction: number;
/** Influences how much the money on a server can be reduced when a script performs a hack against it. */
ScriptHackMoney: number;
/** Influences how much of the money stolen by a scripted hack will be added to the player's money. */
ScriptHackMoneyGain: number;
/** Influences the growth percentage per cycle against a server. */
ServerGrowthRate: number;
/** Influences the maximum money that a server can grow to. */
ServerMaxMoney: number;
/** Influences the initial money that a server starts with. */
ServerStartingMoney: number;
/** Influences the initial security level (hackDifficulty) of a server. */
ServerStartingSecurity: number;
/** Influences the weaken amount per invocation against a server. */
ServerWeakenRate: number;
/** Influences how quickly the player's strength level (not exp) scales */
StrengthLevelMultiplier: number;
/** Influences the power of the gift */
StaneksGiftPowerMultiplier: number;
/** Influences the size of the gift */
StaneksGiftExtraSize: number;
/** Influences the hacking skill required to backdoor the world daemon. */
WorldDaemonDifficulty: number;
}
/**
* Object representing all the values related to a hacknet node.
* @public
*/
interface NodeStats {
/** Node's name */
name: string;
/** Node's level */
level: number;
/** Node's RAM (GB) */
ram: number;
/** Node's used RAM (GB) */
ramUsed?: number;
/** Node's number of cores */
cores: number;
/** Cache level. Only applicable for Hacknet Servers */
cache?: number;
/** Hash Capacity provided by this Node. Only applicable for Hacknet Servers */
hashCapacity?: number;
/** Node's production per second */
production: number;
/** Number of seconds since Node has been purchased */
timeOnline: number;
/** Total number of money Node has produced */
totalProduction: number;
}
/** @public */
interface SourceFileLvl {
/** The number of the source file */
n: number;
/** The level of the source file */
lvl: number;
}
/**
* Bladeburner current action.
* @public
*/
interface BladeburnerCurAction {
/** Type of Action */
type: string;
/** Name of Action */
name: string;
}
/**
* Gang general info.
* @public
*/
interface GangGenInfo {
/** Name of faction that the gang belongs to ("Slum Snakes", etc.) */
faction: string;
/** Indicating whether or not it's a hacking gang */
isHacking: boolean;
/** Money earned per game cycle */
moneyGainRate: number;
/** Gang's power for territory warfare */
power: number;
/** Gang's respect */
respect: number;
/** Respect earned per game cycle */
respectGainRate: number;
/** Amount of Respect needed for next gang recruit, if possible */
respectForNextRecruit: number;
/** Amount of territory held */
territory: number;
/** Clash chance */
territoryClashChance: number;
/** Gang's wanted level */
wantedLevel: number;
/** Wanted level gained/lost per game cycle (negative for losses) */
wantedLevelGainRate: number;
/** Indicating if territory clashes are enabled */
territoryWarfareEngaged: boolean;
/** Number indicating the current wanted penalty */
wantedPenalty: number;
}
/** @public */
interface GangOtherInfoObject {
/** Gang power */
power: number;
/** Gang territory, in decimal form */
territory: number;
}
/** @public */
interface GangOtherInfo {
[key: string]: GangOtherInfoObject;
}
/**
* Object representing data representing a gang member task.
* @public
*/
interface GangTaskStats {
/** Task name */
name: string;
/** Task Description */
desc: string;
/** Is a task of a hacking gang */
isHacking: boolean;
/** Is a task of a combat gang */
isCombat: boolean;
/** Base respect earned */
baseRespect: number;
/** Base wanted earned */
baseWanted: number;
/** Base money earned */
baseMoney: number;
/** Hacking skill impact on task scaling */
hackWeight: number;
/** Strength skill impact on task scaling */
strWeight: number;
/** Defense skill impact on task scaling */
defWeight: number;
/** Dexterity skill impact on task scaling */
dexWeight: number;
/** Agility skill impact on task scaling */
agiWeight: number;
/** Charisma skill impact on task scaling */
chaWeight: number;
/** Number representing the difficulty of the task */
difficulty: number;
/** Territory impact on task scaling */
territory: GangTerritory;
}
/**
* Object representing data representing a gang member equipment.
* @public
*/
interface EquipmentStats {
/** Strength multiplier */
str?: number;
/** Defense multiplier */
def?: number;
/** Dexterity multiplier */
dex?: number;
/** Agility multiplier */
agi?: number;
/** Charisma multiplier */
cha?: number;
/** Hacking multiplier */
hack?: number;
}
/** @public */
interface GangTerritory {
/** Money gain impact on task scaling */
money: number;
/** Respect gain impact on task scaling */
respect: number;
/** Wanted gain impact on task scaling */
wanted: number;
}
/** @public */
interface GangMemberInfo {
/** Name of the gang member */
name: string;
/** Currently assigned task */
task: string;
/** Amount of Respect earned by member since they last Ascended */
earnedRespect: number;
/** Hack skill level */
hack: number;
/** Strength skill level */
str: number;
/** Defense skill level */
def: number;
/** Dexterity skill level */
dex: number;
/** Agility skill level */
agi: number;
/** Charisma skill level */
cha: number;
/** Current hack experience */
hack_exp: number;
/** Current strength experience */
str_exp: number;
/** Current defense experience */
def_exp: number;
/** Current dexterity experience */
dex_exp: number;
/** Current agility experience */
agi_exp: number;
/** Current charisma experience */
cha_exp: number;
/** Hack multiplier from equipment */
hack_mult: number;
/** Strength multiplier from equipment */
str_mult: number;
/** Defense multiplier from equipment */
def_mult: number;
/** Dexterity multiplier from equipment */
dex_mult: number;
/** Agility multiplier from equipment */
agi_mult: number;
/** Charisma multiplier from equipment */
cha_mult: number;
/** Hack multiplier from ascensions */
hack_asc_mult: number;
/** Strength multiplier from ascensions */
str_asc_mult: number;
/** Defense multiplier from ascensions */
def_asc_mult: number;
/** Dexterity multiplier from ascensions */
dex_asc_mult: number;
/** Agility multiplier from ascensions */
agi_asc_mult: number;
/** Charisma multiplier from ascensions */
cha_asc_mult: number;
/** Total Hack Ascension points accumulated */
hack_asc_points: number;
/** Total Strength Ascension points accumulated */
str_asc_points: number;
/** Total Defense Ascension points accumulated */
def_asc_points: number;
/** Total Dexterity Ascension points accumulated */
dex_asc_points: number;
/** Total Agility Ascension points accumulated */
agi_asc_points: number;
/** Total Charisma Ascension points accumulated */
cha_asc_points: number;
/** List of all non-Augmentation Equipment owned by gang member */
upgrades: string[];
/** List of all Augmentations currently installed on gang member */
augmentations: string[];
/** Per Cycle Rate this member is currently gaining Respect */
respectGain: number;
/** Per Cycle Rate by which this member is affecting your gang's Wanted Level */
wantedLevelGain: number;
/** Per Cycle Income for this gang member */
moneyGain: number;
}
/** @public */
interface GangMemberAscension {
/** Amount of respect lost from ascending */
respect: number;
/** Factor by which the hacking ascension multiplier was increased (newMult / oldMult) */
hack: number;
/** Factor by which the strength ascension multiplier was increased (newMult / oldMult) */
str: number;
/** Factor by which the defense ascension multiplier was increased (newMult / oldMult) */
def: number;
/** Factor by which the dexterity ascension multiplier was increased (newMult / oldMult) */
dex: number;
/** Factor by which the agility ascension multiplier was increased (newMult / oldMult) */
agi: number;
/** Factor by which the charisma ascension multiplier was increased (newMult / oldMult) */
cha: number;
}
/** @public */
type SleeveBladeburnerTask = {
type: "BLADEBURNER";
actionType: "General" | "Contracts";
actionName: string;
cyclesWorked: number;
cyclesNeeded: number;
nextCompletion: Promise<void>;
};
/** @public */
type SleeveClassTask = {
type: "CLASS";
classType: UniversityClassType | GymType | `${UniversityClassType}` | `${GymType}`;
location: LocationName | `${LocationName}`;
};
/** @public */
type SleeveCompanyTask = { type: "COMPANY"; companyName: CompanyName };