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autopilot.js
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autopilot.js
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import {
log, getFilePath, getConfiguration, instanceCount, getNsDataThroughFile, runCommand, waitForProcessToComplete,
getActiveSourceFiles, tryGetBitNodeMultipliers, getStocksValue, unEscapeArrayArgs,
formatMoney, formatDuration, formatNumber, getErrorInfo, tail
} from './helpers.js'
const argsSchema = [ // The set of all command line arguments
['next-bn', 0], // If we destroy the current BN, the next BN to start
['disable-auto-destroy-bn', false], // Set to true if you do not want to auto destroy this BN when done
['install-at-aug-count', 8], // Automatically install when we can afford this many new augmentations (with NF only counting as 1). Note: This number will automatically be increased by 1 for every level of SF11 you have (up to 3)
['install-at-aug-plus-nf-count', 12], // or... automatically install when we can afford this many augmentations including additional levels of Neuroflux. Note: This number will automatically be increased by 1 for every level of SF11 you have (up to 3)
['install-for-augs', ["The Red Pill"]], // or... automatically install as soon as we can afford one of these augmentations
['install-countdown', 5 * 60 * 1000], // If we're ready to install, wait this long first to see if more augs come online (we might just be gaining momentum)
['time-before-boosting-best-hack-server', 15 * 60 * 1000], // Wait this long before picking our best hack-income server and spending hashes on boosting it
['reduced-aug-requirement-per-hour', 0.5], // For every hour since the last reset, require this many fewer augs to install.
['interval', 2000], // Wake up this often (milliseconds) to check on things
['interval-check-scripts', 10000], // Get a listing of all running processes on home this frequently
['high-hack-threshold', 8000], // Once hack level reaches this, we start daemon in high-performance hacking mode
['enable-bladeburner', null], // (Deprecated) Bladeburner is now always enabled if it's available. Use '--disable-bladeburner' to explicitly turn off
['disable-bladeburner', false], // This will instruct daemon.js not to run the bladeburner.js, even if bladeburner is available.
['wait-for-4s-threshold', 0.9], // Set to 0 to not reset until we have 4S. If money is above this ratio of the 4S Tix API cost, don't reset until we buy it.
['disable-wait-for-4s', false], // If true, will doesn't wait for the 4S Tix API to be acquired under any circumstantes
['disable-rush-gangs', false], // Set to true to disable focusing work-for-faction on Karma until gangs are unlocked
['disable-casino', false], // Set to true to disable running the casino.js script automatically
['spend-hashes-on-server-hacking-threshold', 0.1], // Threshold for how good hacking multipliers must be to merit spending hashes for boosting hack income. Set to a large number to disable this entirely.
['on-completion-script', null], // Spawn this script when we defeat the bitnode
['on-completion-script-args', []], // Optional args to pass to the script when we defeat the bitnode
['xp-mode-interval-minutes', 55], // Every time this many minutes has elapsed, toggle daemon.js to runing in --xp-only mode, which prioritizes earning hack-exp rather than money
['xp-mode-duration-minutes', 5], // The number of minutes to keep daemon.js in --xp-only mode before switching back to normal money-earning mode.
['no-tail-windows', false], // Set to true to prevent the default behaviour of opening a tail window for certain launched scripts. (Doesn't affect scripts that open their own tail windows)
];
export function autocomplete(data, args) {
data.flags(argsSchema);
const lastFlag = args.length > 1 ? args[args.length - 2] : null;
if (["--on-completion-script"].includes(lastFlag))
return data.scripts;
return [];
}
/** The entire program is now wrapped in the main functino to avoid objects in
* global shared memory surviving between multiple invocations of this script.
* @param {NS} ns **/
export async function main(ns) {
const persistentLog = "log.autopilot.txt";
const factionManagerOutputFile = "/Temp/affordable-augs.txt"; // Temp file produced by faction manager with status information
const defaultBnOrder = [ // The order in which we intend to play bitnodes
// 1st Priority: Key new features and/or major stat boosts
4.3, // Normal. Need singularity to automate everything, and need the API costs reduced from 16x -> 4x -> 1x reliably do so from the start of each BN
1.2, // Easy. Big boost to all multipliers (16% -> 24%), and no penalties to slow us down. Should go quick.
5.1, // Normal. Unlock intelligence stat early to maximize growth, getBitNodeMultipliers + Formulas.exe for more accurate scripts, and +8% hack mults
1.3, // Easy. The last bonus is not as big a jump (24% -> 28%), but it's low-hanging fruit
2.1, // Easy. Unlocks gangs, which reduces the need to grind faction and company rep for getting access to most augmentations, speeding up all BNs
// 2nd Priority: More new features, from Harder BNs. Things will slow down for a while, but the new features should pay in dividends for all future BNs
10.1, // Hard. Unlock Sleeves (which tremendously speed along gangs outside of BN2) and grafting (can speed up slow rep-gain BNs). // TODO: Buying / upgrading sleeve mem has no API, requires manual interaction. Can we automate this with UI clicking like casino.js?
8.2, // Hard. 8.1 immediately unlocks stocks, 8.2 doubles stock earning rate with shorts. Stocks are never nerfed in any BN (4S can be made too pricey though), and we have a good pre-4S stock script.
13.1, // Hard. Unlock Stanek's Gift. We've put a lot of effort into min/maxing the Tetris, so we should try to get it early, even though it's a hard BN. I might change my mind and push this down if it proves too slow.
7.1, // Hard. Unlocks the bladeburner API (and bladeburner outside of BN 6/7). Many recommend it before BN9 since it ends up being a faster win condition in some of the tougher bitnodes ahead.
9.1, // Hard. Unlocks hacknet servers. Hashes can be earned and spent on cash very early in a tough BN to help kick-start things. Hacknet productin/costs improved by 12%
14.2, // Hard. Boosts go.js bonuses, but note that we can automate IPvGO from the very start (BN1.1), no need to unlock it. 14.1 doubles all bonuses. 14.2 unlocks the cheat API.
// 3nd Priority: With most features unlocked, max out SF levels roughly in the order of greatest boost and/or easiest difficulty, to hardest and/or less worthwhile
2.3, // Easy. Boosts to crime success / money / CHA will speed along gangs, training and earning augmentations in the future
5.3, // Normal. Diminishing boost to hacking multipliers (8% -> 12% -> 14%), but relatively normal bitnode, especially with other features unlocked
11.3, // Normal. Decrease augmentation cost scaling in a reset (4% -> 6% -> 7%) (can buy more augs per reset). Also boosts company salary/rep (32% -> 48% -> 56%), which we have little use for with gangs.)
14.3, // Hard. Makes go.js cheats slightly more successful, increases max go favour from (100->120) and not too difficult to get out of the way
13.3, // Hard. Make stanek's gift bigger to get more/different boosts
9.2, // Hard. Start with 128 GB home ram. Speeds up slow-starting new BNs, but less important with good ram-dodging scripts. Hacknet productin/costs improved by 12% -> 18%.
9.3, // Hard. Start each new BN with an already powerful hacknet server, but *only until the first reset*, which is a bit of a damper. Hacknet productin/costs improved by 18% -> 21%
10.3, // Hard. Get the last 2 sleeves (6 => 8) to boost their productivity ~30%. These really help with Bladeburner below. Putting this a little later because buying sleeves memory upgrades requires manual intervention right now.
// 4th Priority: Play some Bladeburners. Mostly not used to beat other BNs, because for much of the BN this can't be done concurrently with player actions like crime/faction work, and no other BNs are "tuned" to be beaten via Bladeburner win condition
6.3, // Normal. The 3 easier bladeburner BNs. Boosts combat stats by 8% -> 12% -> 14%
7.3, // Hard. The remaining 2 hard bladeburner BNs. Boosts all Bladeburner mults by 8% -> 12% -> 14%, so no interaction with other BNs unless trying to win via Bladeburner.
// Low Priority:
8.3, // Hard. Just gives stock "Limit orders" which we don't use in our scripts,
3.3, // Hard. Corporations. I have no corp scripts, maybe one day I will. The history here is: in 2021, corps were too exploity and broke the game (inf. money). Also the APIs were buggy and new, so I skipped it. Autopilot will win normally while ignoring corps.
12.9999 // Easy. Keep playing forever. Only stanek scales very well here, there is much work to be done to be able to climb these faster.
];
const augTRP = "The Red Pill";
const augStanek = `Stanek's Gift - Genesis`;
let options; // The options used at construction time
let playerInGang = false, rushGang = false; // Tells us whether we're should be trying to work towards getting into a gang
let playerInBladeburner = false; // Whether we've joined bladeburner
let wdHack = (/**@returns{null|number}*/() => null)(); // If the WD server is available (i.e. TRP is installed), caches the required hack level
let ranCasino = false; // Flag to indicate whether we've stolen 10b from the casino yet
let reservedPurchase = 0; // The amount of player money that has been reserved to purchase augmentations
let alreadyJoinedDaedalus = false, autoJoinDaedalusUnavailable = false, reservingMoneyForDaedalus = false, disableStockmasterForDaedalus = false; // Flags to indicate that we should be keeping 100b cash on hand to earn an invite to Daedalus
let prioritizeHackForDaedalus = false, prioritizeHackForWd = false;
let lastScriptsCheck = 0; // Last time we got a listing of all running scripts
let homeRam = 0; // Amount of RAM on the home server, last we checked
let killScripts = []; // A list of scripts flagged to be restarted due to changes in priority
let dictOwnedSourceFiles = (/**@returns{{[k: number]: number;}}*/() => [])(); // Player owned source files
let dictServerHackReqs = (/**@returns{{[serverName: string]: number;}}*/() => undefined)(); // Hacking requirement for each server
let unlockedSFs = [], nextBn = 0; // Info for the current bitnode
let resetInfo = (/**@returns{ResetInfo}*/() => undefined)(); // Information about the current bitnode
let bitNodeMults = (/**@returns{BitNodeMultipliers}*/() => undefined)(); // bitNode multipliers that can be automatically determined after SF-5
let playerInstalledAugCount = (/**@returns{null|number}*/() => null)(); // Number of augs installed, or null if we don't have SF4 and can't tell.
let installedAugmentations = [];
let acceptedStanek = false, stanekLaunched = false;
let daemonStartTime = 0; // The time we personally launched daemon.
let installCountdown = 0; // Start of a countdown before we install augmentations.
let bnCompletionSuppressed = false; // Flag if we've detected that we've won the BN, but are suppressing a restart
let sleevesMaxedOut = false; // Flag used only when the player is replaying BN 10 with all sleeves but has suppressed auto-destroying the BN, to allow continued auto-installs
let loggedBnCompletion = false; // Flag set to ensure that if we choose to stay in the BN, we only log the "BN completed" message once per reset.
// Replacements for player properties deprecated since 2.3.0
function getTimeInAug() { return Date.now() - resetInfo.lastAugReset; }
function getTimeInBitnode() { return Date.now() - resetInfo.lastNodeReset; }
/** @param {NS} ns **/
async function main_start(ns) {
const runOptions = getConfiguration(ns, argsSchema);
if (!runOptions || await instanceCount(ns) > 1) return; // Prevent multiple instances of this script from being started, even with different args.
options = runOptions; // We don't set the global "options" until we're sure this is the only running instance
log(ns, "INFO: Auto-pilot engaged...", true, 'info');
// The game does not allow boolean flags to be turned "off" via command line, only on. Since this gets saved, notify the user about how they can turn it off.
const flagsSet = ['disable-auto-destroy-bn', 'disable-bladeburner', 'disable-wait-for-4s', 'disable-rush-gangs'].filter(f => options[f]);
for (const flag of flagsSet)
log(ns, `WARNING: You have previously enabled the flag "--${flag}". Because of the way this script saves its run settings, the ` +
`only way to now turn this back off will be to manually edit or delete the file ${ns.getScriptName()}.config.txt`, true);
let startUpRan = false, keepRunning = true;
while (keepRunning) {
try {
// Start-up actions, wrapped in error handling in case of temporary failures
if (!startUpRan) startUpRan = await startUp(ns);
// Main loop: Monitor progress in the current BN and automatically reset when we can afford TRP, or N augs.
keepRunning = await mainLoop(ns);
}
catch (err) {
log(ns, `WARNING: autopilot.js Caught (and suppressed) an unexpected error:` +
`\n${getErrorInfo(err)}`, false, 'warning');
keepRunning = shouldWeKeepRunning(ns);
}
await ns.sleep(options['interval']);
}
}
/** @param {NS} ns **/
async function startUp(ns) {
await persistConfigChanges(ns);
// Collect and cache some one-time data
resetInfo = await getNsDataThroughFile(ns, 'ns.getResetInfo()');
bitNodeMults = await tryGetBitNodeMultipliers(ns);
dictOwnedSourceFiles = await getActiveSourceFiles(ns, false);
unlockedSFs = await getActiveSourceFiles(ns, true);
homeRam = await getNsDataThroughFile(ns, `ns.getServerMaxRam(ns.args[0])`, null, ["home"]);
try {
if (!(4 in unlockedSFs)) {
log(ns, `WARNING: This script requires SF4 (singularity) functions to assess purchasable augmentations ascend automatically. ` +
`Some functionality will be disabled and you'll have to manage working for factions, purchasing, and installing augmentations yourself.`, true);
installedAugmentations = [];
playerInstalledAugCount = null; // 'null' is treated as 'Unknown'
} else {
installedAugmentations = await getNsDataThroughFile(ns, 'ns.singularity.getOwnedAugmentations()', '/Temp/player-augs-installed.txt');
playerInstalledAugCount = installedAugmentations.length;
}
} catch (err) {
if (unlockedSFs[4] || 0 == 3) throw err; // No idea why this failed, treat as temporary and allow auto-retry.
log(ns, `WARNING: You only have SF4 level ${unlockedSFs[4]}. Without level 3, some singularity functions will be ` +
`too expensive to run until you have bought a lot of home RAM.`, true);
}
// We currently no longer have any one-time logic that needs to be run at the start of a new bitnode
//if (getTimeInBitnode() < 60 * 1000) // Skip initialization if we've been in the bitnode for more than 1 minute
// await initializeNewBitnode(ns);
// Decide what the next-up bitnode should be
const getSFLevel = bn => Number(bn + "." + ((dictOwnedSourceFiles[bn] || 0) + (resetInfo.currentNode == bn ? 1 : 0)));
const nextSfEarned = getSFLevel(resetInfo.currentNode);
const nextRecommendedSf = defaultBnOrder.find(v => v - Math.floor(v) > getSFLevel(Math.floor(v)) - Math.floor(v));
const nextRecommendedBn = Math.floor(nextRecommendedSf);
nextBn = options['next-bn'] || nextRecommendedBn;
log(ns, `INFO: After the current BN (${nextSfEarned}), the next recommended BN is ${nextRecommendedBn} until you have SF ${nextRecommendedSf}.` +
`\nYou are currently earning SF${nextSfEarned}, and you already own the following source files: ` +
Object.keys(dictOwnedSourceFiles).map(bn => `${bn}.${dictOwnedSourceFiles[bn]}`).join(", "));
if (nextBn != nextRecommendedBn)
log(ns, `WARN: The next recommended BN is ${nextRecommendedBn}, but the --next-bn parameter is set to override this with ${nextBn}.`, true, 'warning');
return true;
}
/** Write any configuration changes to disk so that they will survive resets and new bitnodes
* @param {NS} ns **/
async function persistConfigChanges(ns) {
// Because we cannot pass args to "install" and "destroy" functions, we write them to disk to override defaults
const changedArgs = JSON.stringify(argsSchema
.filter(a => JSON.stringify(options[a[0]]) != JSON.stringify(a[1]))
.map(a => [a[0], options[a[0]]]));
// Only update the config file if it doesn't match the most resent set of run args
const configPath = `${ns.getScriptName()}.config.txt`
const currentConfig = ns.read(configPath);
if ((changedArgs.length > 2 || currentConfig) && changedArgs != currentConfig) {
ns.write(configPath, changedArgs, "w");
log(ns, `INFO: Updated "${configPath}" to persist the most recent run args through resets: ${changedArgs}`, true, 'info');
}
}
/** Logic run once at the beginning of a new BN
* @param {NS} ns */
async function initializeNewBitnode(ns) {
// Nothing to do here (yet)
}
/** Logic run periodically throughout the BN
* @param {NS} ns */
async function mainLoop(ns) {
const player = await getPlayerInfo(ns);
await updateCachedData(ns);
let stocksValue = 0;
try { stocksValue = await getStocksValue(ns); } catch { /* Assume if this fails (insufficient ram) we also have no stocks */ }
manageReservedMoney(ns, player, stocksValue);
await checkOnDaedalusStatus(ns, player, stocksValue);
await checkIfBnIsComplete(ns, player);
await maybeAcceptStaneksGift(ns, player);
await checkOnRunningScripts(ns, player);
await maybeDoCasino(ns, player);
await maybeInstallAugmentations(ns, player);
return shouldWeKeepRunning(ns); // Return false to shut down autopilot.js if we installed augs, or don't have enough home RAM
}
/** Ram-dodge getting player info.
* @param {NS} ns
* @returns {Promise<Player>} */
async function getPlayerInfo(ns) {
return await getNsDataThroughFile(ns, `ns.getPlayer()`);
}
/** Update some information that can be safely cached for small periods of time
* @param {NS} ns */
async function updateCachedData(ns) {
// Now that grafting is a thing, we need to check if new augmentations have been installed between resets
if ((4 in unlockedSFs)) { // Note: Installed augmentations can also be obtained from getResetInfo() (without SF4), but this seems unintended and will probably be removed from the game.
try {
installedAugmentations = await getNsDataThroughFile(ns, 'ns.singularity.getOwnedAugmentations()', '/Temp/player-augs-installed.txt');
playerInstalledAugCount = installedAugmentations.length;
} catch (err) {
log(ns, `WARNING: failed to update owned augmentations (low RAM?)`, true);
}
}
}
/** Logic run periodically to if there is anything we can do to speed along earning a Daedalus invite
* @param {NS} ns
* @param {Player} player **/
async function checkOnDaedalusStatus(ns, player, stocksValue) {
// Early exit conditions, if we Daedalus is not (or is no longer) a concern for this reset
if (alreadyJoinedDaedalus || autoJoinDaedalusUnavailable) return;
// If we've already installed the red pill we no longer need to try to join this faction.
// Even without SF4, we can "deduce" whether we've installed TRP by checking whether w0r1d_d43m0n has a non-zero hack level
if (installedAugmentations.includes(augTRP) || (wdHack != null && Number.isFinite(wdHack) && wdHack > 0))
return alreadyJoinedDaedalus = true; // Set up an early exit condition for future checks
// See if we even have enough augmentations to attempt to join Daedalus (once we have a count of our augmentations)
if (playerInstalledAugCount !== null && playerInstalledAugCount < bitNodeMults.DaedalusAugsRequirement) {
if (!(10 in unlockedSFs))
autoJoinDaedalusUnavailable = true; // Won't be able to unlock daedalus this ascend if we can't graft augs and have to install for them
return; // Either way, for now we can't get into Daedalus without more augmentations
}
// See if we've already joined this faction
if (player.factions.includes("Daedalus")) {
alreadyJoinedDaedalus = true;
disableStockmasterForDaedalus = false;
// If we previously took any action to "rush" Daedalus, keep the momentum going by restarting work-for-factions.js
// so that it immediately re-assesses priorities and sees there's a new priority faction to earn reputation for.
if (prioritizeHackForDaedalus || reservingMoneyForDaedalus) {
let reason;
if (prioritizeHackForDaedalus) {
prioritizeHackForDaedalus = false; // Can turn off this flag now so daemon.js can be reverted
reason = "by prioritizing hack exp gains";
}
if (reservingMoneyForDaedalus) {
reservingMoneyForDaedalus = false; // Turn this flag off now so we reset our reserve.txt
reason = (reason ? reason + " and" : "by") + " saving up our money";
}
log(ns, `SUCCESS: We sped along joining the faction 'Daedalus' ${reason}. ` + // Pat ourselves on the back
`Restarting work-for-factions.js to speed along earn rep.`, false, 'success');
killScripts.push("work-for-factions.js"); // Schedule this to be killed (will be restarted) on the next script loop.
lastScriptsCheck = 0; // Reset cooldown on checking whether any changes need to be made to running scripts
}
return;
}
const moneyReq = 100E9;
// If we've previously set a flag to wait for the daedalus invite and reserve money, try to speed-along joining them
if (reservingMoneyForDaedalus && player.money >= moneyReq) // If our cash has dipped below the threshold again, we may need to take action below
return await getNsDataThroughFile(ns, 'ns.singularity.joinFaction(ns.args[0])', null, ["Daedalus"]); // Note, we should have already checked that we have SF4 access before reserving money
// Remaining logic below is for rushing a Daedalus invite in the current reset
const totalWorth = player.money + stocksValue;
// Check for sufficient hacking level before attempting to reserve money
if (player.skills.hacking < 2500) {
// If we happen to already have enough money for daedalus and are only waiting on hack-level,
// set a flag to switch daemon.js into --xp-only mode, to prioritize earning hack exp over money
// HEURISTIC (i.e. Hack): Only do this if we naturally get within 75% of the hack stat requirement,
// otherwise, assume our hack gain rate is too low in this reset to make it all the way to 2500.
if (totalWorth >= moneyReq && player.skills.hacking >= (2500 * 0.75))
prioritizeHackForDaedalus = true;
//log(ns, `total worth: ${formatMoney(totalWorth)} moneyReq: ${formatMoney(moneyReq)} prioritizeHackForDaedalus: ${prioritizeHackForDaedalus}`)
return reservingMoneyForDaedalus = false; // Don't reserve money until hack level suffices
}
// If we have sufficient augs and hacking, the only requirement left is the money (100b)
// If our net worth is sufficient, reserve our money and liquidate stocks if necessary until we get the invite
if (player.money < moneyReq && totalWorth > moneyReq * 1.001 /* slight buffer to account for timing issues */) {
// Note: Without SF4, we have no way of knowing how many augmentations we own, so we should probably
// never reserve money in case this requirement is not met, or we're potentially just wasting money
if (!(4 in unlockedSFs)) {
log(ns, `SUCCESS: ${player.money < moneyReq ? "If you sell your stocks, y" : "Y"}ou should have enough money ` +
`(>=${formatMoney(moneyReq)}) and a sufficiently high hack level (>=${2500}) to get an invite from the faction Daedalus. ` +
`Before you attempt this though, ensure you have ${bitNodeMults.DaedalusAugsRequirement} ` +
`augmentations installed (scripts cannot check this without SF4).`, true, 'success');
return autoJoinDaedalusUnavailable = true; // We won't show this again.
}
reservingMoneyForDaedalus = true; // Flag to pause all spending (set reserve.txt) until we've gotten the Daedalus invite
if (player.money < moneyReq) { // Only liquidate stocks if we don't have enough cash lying around.
disableStockmasterForDaedalus = true; // Flag to keep stockmaster offline until we've gotten a daedalus invite
log(ns, "INFO: Temporarily liquidating stocks to earn an invite to Daedalus...", true, 'info');
launchScriptHelper(ns, 'stockmaster.js', ['--liquidate']);
} // else if we don't liquidate stocks, and our money dips below 100E9 again, we can always do it on the next loop
} else if (resetInfo.currentNode == 8) {
// In BN8, there is nothing worth spending money on when we've met all other Daedalus requirements except the $100b money.
// We should immediately set the reserve and wait until we have enough wealth to liquidate stocks and get the invite.
reservingMoneyForDaedalus = true;
} // Cancel the reserve if our money drops below the threshold before getting an invite (due to other scripts not respecting the reserve?)
else if (reservingMoneyForDaedalus && totalWorth < moneyReq * 0.999 /* slight buffer to let cash recover */) {
reservingMoneyForDaedalus = false; // Cancel the hold on funds, and wait for total worth to increase again
disableStockmasterForDaedalus = false; // Allow stockmaster to be relaunched
log(ns, `WARN: We previously had sufficient wealth to earn a Daedalus invite (>=${formatMoney(moneyReq)}), ` +
`but our wealth somehow decreased (to ${formatMoney(totalWorth)}) before the invite was recieved, ` +
`so we'll need to wait for it to recover and try again later.`, false, 'warning');
}
}
/** Logic run periodically throughout the BN to see if we are ready to complete it.
* @param {NS} ns
* @param {Player} player */
async function checkIfBnIsComplete(ns, player) {
if (bnCompletionSuppressed) return true;
if (wdHack === null) { // If we haven't checked yet, see if w0r1d_d43m0n (server) has been unlocked and get its required hack level
wdHack = await getNsDataThroughFile(ns, 'ns.scan("The-Cave").includes("w0r1d_d43m0n") ? ' +
'ns.getServerRequiredHackingLevel("w0r1d_d43m0n"): -1',
'/Temp/wd-hackingLevel.txt');
if (wdHack == -1) wdHack = Number.POSITIVE_INFINITY; // Cannot stringify infinity, so use -1 in transit
}
// Detect if a BN win condition has been met
let bnComplete = player.skills.hacking >= wdHack;
// Detect the BB win condition (requires SF7 (bladeburner API) or being in BN6)
if (7 in unlockedSFs) // No point making this async check if bladeburner API is unavailable
playerInBladeburner = playerInBladeburner || await getNsDataThroughFile(ns, 'ns.bladeburner.inBladeburner()');
if (!bnComplete && playerInBladeburner)
bnComplete = await getNsDataThroughFile(ns,
`ns.bladeburner.getActionCountRemaining('blackop', 'Operation Daedalus') === 0`,
'/Temp/bladeburner-completed.txt');
// HEURISTIC: If we naturally get within 75% of the if w0r1d_d43m0n hack stat requirement,
// switch daemon.js to prioritize earning hack exp for the remainder of the BN
if (player.skills.hacking >= (wdHack * 0.75))
prioritizeHackForWd = !bnComplete;
if (!bnComplete) return false; // No win conditions met
if (!loggedBnCompletion) {
const text = `BN ${resetInfo.currentNode}.${(dictOwnedSourceFiles[resetInfo.currentNode] || 0) + 1} completed at ` +
`${formatDuration(getTimeInBitnode())} ` +
`(${(player.skills.hacking >= wdHack ? `hack (${wdHack.toFixed(0)})` : 'bladeburner')} win condition)`;
persist_log(ns, text);
log(ns, `SUCCESS: ${text}`, true, 'success');
loggedBnCompletion = true; // Flag set to ensure that if we choose to stay in the BN, we only log the "BN completed" message once per reset.
}
// Run the --on-completion-script if specified
if (options['on-completion-script']) {
const pid = launchScriptHelper(ns, options['on-completion-script'], unEscapeArrayArgs(options['on-completion-script-args']), false);
if (pid) await waitForProcessToComplete(ns, pid);
}
// Check if there is some reason not to automatically destroy this BN
if (resetInfo.currentNode == 10) { // Suggest the user doesn't reset until they buy all sleeves and max memory
const shouldHaveSleeveCount = Math.min(8, 6 + (dictOwnedSourceFiles[10] || 0));
const numSleeves = await getNsDataThroughFile(ns, `ns.sleeve.getNumSleeves()`);
let reasonToStay = null;
if (numSleeves < shouldHaveSleeveCount)
reasonToStay = `Detected that you only have ${numSleeves} sleeves, but you could have ${shouldHaveSleeveCount}.`;
else {
let sleeveInfo = (/** @returns {SleevePerson[]} */() => [])();
sleeveInfo = await getNsDataThroughFile(ns, `ns.args.map(i => ns.sleeve.getSleeve(i))`, '/Temp/sleeve-getSleeve-all.txt', [...Array(numSleeves).keys()]);
if (sleeveInfo.some(s => s.memory < 100))
reasonToStay = `Detected that you have ${numSleeves}/${shouldHaveSleeveCount} sleeves, but they do not all have the maximum memory of 100:\n ` +
sleeveInfo.map((s, i) => `- Sleeve ${i} has ${s.memory}/100 memory`).join('\n ');
else
sleevesMaxedOut = true; // Flag is used elsewhere to allow continued installs
}
if (reasonToStay) {
log_once(ns, `WARNING: ${reasonToStay}\nTry not to leave BN10 before buying all you can from the faction "The Covenant", especially sleeve memory!` +
`\nNOTE: You can ONLY buy sleeves & memory from The Covenant in BN10, which is why it's important to do this before you leave.`, true);
return true; // Return true, but do not set `bnCompletionSuppressed = true` so we can auto-reset once the user intervenes.
}
}
if (options['disable-auto-destroy-bn']) {
log(ns, `--disable-auto-destroy-bn is set, you can manually exit the bitnode when ready.`, true);
return bnCompletionSuppressed = true;
}
if (!(4 in unlockedSFs)) {
log(ns, `You do not own SF4, so you must manually exit the bitnode (` +
`${player.skills.hacking >= wdHack ? "by hacking W0r1dD43m0n" : "on the bladeburner BlackOps tab"}).`, true);
return bnCompletionSuppressed = true;
}
// Clean out our temp folder and flags so we don't have any stale data when the next BN starts.
let pid = launchScriptHelper(ns, 'cleanup.js');
if (pid) await waitForProcessToComplete(ns, pid);
// In all likelihood, daemon.js has already nuked this like it does all servers, but in case it hasn't:
pid = launchScriptHelper(ns, '/Tasks/crack-host.js', ['w0r1d_d43m0n']);
if (pid) await waitForProcessToComplete(ns, pid);
// Use the new special singularity function to automate entering a new BN
pid = await runCommand(ns, `ns.singularity.destroyW0r1dD43m0n(ns.args[0], ns.args[1]` +
`, { sourceFileOverrides: new Map() }` + // Work around a long-standing bug on bitburner-official.github.io TODO: Remove
`)`, null, [nextBn, ns.getScriptName()]);
if (pid) {
log(ns, `SUCCESS: Initiated process ${pid} to execute 'singularity.destroyW0r1dD43m0n' with args: [${nextBn}, ${ns.getScriptName()}]`, true, 'success')
await waitForProcessToComplete(ns, pid);
log(ns, `WARNING: Process is done running, why am I still here? Sleeping 10 seconds...`, true, 'error')
await ns.sleep(10000);
}
persist_log(ns, log(ns, `ERROR: Tried destroy the bitnode (pid=${pid}), but we're still here...`, true, 'error'));
//return bnCompletionSuppressed = true; // Don't suppress bn Completion, try again on our next loop.
}
/** Helper to get a list of all scripts running (on home)
* @param {NS} ns */
async function getRunningScripts(ns) {
return await getNsDataThroughFile(ns, 'ns.ps(ns.args[0])', null, ['home']);
}
/** Helper to get the first instance of a running script by name.
* @param {NS} ns
* @param {string} baseScriptName The name of a script (before applying getFilePath)
* @param {ProcessInfo[]} runningScripts - (optional) Cached list of running scripts to avoid repeating this expensive request
* @param {(value: ProcessInfo, index: number, array: ProcessInfo[]) => unknown} filter - (optional) Filter the list of processes beyond just matching on the script name */
function findScriptHelper(baseScriptName, runningScripts, filter = null) {
return runningScripts.filter(s => s.filename == getFilePath(baseScriptName) && (!filter || filter(s)))[0];
}
/** Helper to kill a running script instance by name
* @param {NS} ns
* @param {ProcessInfo[]} runningScripts - (optional) Cached list of running scripts to avoid repeating this expensive request
* @param {ProcessInfo} processInfo - (optional) The process to kill, if we've already found it in advance */
async function killScript(ns, baseScriptName, runningScripts = null, processInfo = null) {
processInfo = processInfo || findScriptHelper(baseScriptName, runningScripts || (await getRunningScripts(ns)))
if (processInfo) {
log(ns, `INFO: Killing script ${baseScriptName} with pid ${processInfo.pid} and args: [${processInfo.args.join(", ")}].`, false, 'info');
return await getNsDataThroughFile(ns, 'ns.kill(ns.args[0])', null, [processInfo.pid]);
}
log(ns, `INFO: Skipping request to kill script ${baseScriptName}, no running instance was found...`, false, 'warning');
return false;
}
/** Logic to ensure scripts are running to progress the BN
* @param {NS} ns
* @param {Player} player */
async function checkOnRunningScripts(ns, player) {
if (lastScriptsCheck > Date.now() - options['interval-check-scripts']) return;
lastScriptsCheck = Date.now();
const runningScripts = await getRunningScripts(ns); // Cache the list of running scripts for the duration
const findScript = /** @param {(value: ProcessInfo, index: number, array: ProcessInfo[]) => unknown} filter @returns {ProcessInfo} */
(baseScriptName, filter = null) => findScriptHelper(baseScriptName, runningScripts, filter);
// Kill any scripts that were flagged for restart
while (killScripts.length > 0)
await killScript(ns, killScripts.pop(), runningScripts);
// See if home ram has improved. We hold back on launching certain scripts if we are low on home RAM
homeRam = await getNsDataThroughFile(ns, `ns.getServerMaxRam(ns.args[0])`, null, ["home"]);
// Launch stock-master in a way that emphasizes it as our main source of income early-on
if (!findScript('stockmaster.js') && !disableStockmasterForDaedalus && homeRam >= 32)
launchScriptHelper(ns, 'stockmaster.js', [
"--fracH", resetInfo.currentNode == 8 ? 0.001 : 0.1, // Fraction of wealth to keep as cash (10% - unless in BN8)
"--reserve", 0, // Override to ignore the global reserve.txt. Any money we reserve can more or less safely live as stocks
]);
// Launch sleeves and allow them to also ignore the reserve so they can train up to boost gang unlock speed
if ((10 in unlockedSFs) && (2 in unlockedSFs) && !findScript('sleeve.js')) {
let sleeveArgs = [];
if (!options["disable-casino"] && !ranCasino)
sleeveArgs.push("--training-reserve", 300000); // Avoid training away our casino seed money
if (options["disable-bladeburner"])
sleeveArgs.push("--disable-bladeburner");
launchScriptHelper(ns, 'sleeve.js', sleeveArgs);
}
// Spend hacknet hashes on our boosting best hack-income server once established
const existingSpendHashesProc = findScript('spend-hacknet-hashes.js', s => s.args.includes("--spend-on-server"))
if ((9 in unlockedSFs) && getTimeInAug() >= options['time-before-boosting-best-hack-server']
&& 0 != bitNodeMults.ScriptHackMoney * bitNodeMults.ScriptHackMoneyGain) // No point in boosting hack income if it's scaled to 0 in the current BN
{
const strServerIncomeInfo = ns.read('/Temp/analyze-hack.txt'); // HACK: Steal this file that Daemon also relies on
if (strServerIncomeInfo) {
const incomeByServer = JSON.parse(strServerIncomeInfo);
dictServerHackReqs ??= await getNsDataThroughFile(ns, 'Object.fromEntries(ns.args.map(server => [server, ns.getServerRequiredHackingLevel(server)]))',
'/Temp/getServerRequiredHackingLevel-all.txt', incomeByServer.map(s => s.hostname));
const [bestServer, gain] = incomeByServer.filter(s => dictServerHackReqs[s.hostname] <= player.skills.hacking)
.reduce(([bestServer, bestIncome], target) => target.gainRate > bestIncome ? [target.hostname, target.gainRate] : [bestServer, bestIncome], [null, -1]);
const spendHashesMultThreshold = options['spend-hashes-on-server-hacking-threshold'];
// If hacking gain multipliers are too low, assume the bitnode is meant to be won a different way and don't bother wasting hashes on boosting hack income
// The exception is that in BN9, despite high penalties, we're definitely meant to spend hashes to boost hack income
if (bestServer && (gain > spendHashesMultThreshold || resetInfo.currentNode == 9)) {
// Check whether we should be spending hashes to reduce minimum security
const serverMinSecurity = await getNsDataThroughFile(ns, 'ns.getServerMinSecurityLevel(ns.args[0])', null, [bestServer]);
const shouldReduceMinSecurity = serverMinSecurity > 2; // Each purchase reduces by 2%. Can't go below 1, but not worth the cost to keep going below 2.
// If we were already spending hashes to boost a server, check to see if things have changed
if (existingSpendHashesProc) {
const currentBoostTarget = existingSpendHashesProc.args[1 + existingSpendHashesProc.args.indexOf("--spend-on-server")];
const isReducingSecurity = existingSpendHashesProc.args.includes("Reduce_Minimum_Security");
if (currentBoostTarget != bestServer || isReducingSecurity != shouldReduceMinSecurity) {
log(ns, `Killing a prior spend-hacknet-hashes.js process targetting ${currentBoostTarget} because ` +
(currentBoostTarget != bestServer ? `The new best income server is ${bestServer}.` : 'We no longer need to reduce minimum security.'), true);
await killScript(ns, 'spend-hacknet-hashes.js', null, existingSpendHashesProc);
existingSpendHashesProc = false;
}
}
if (!existingSpendHashesProc) { //
log(ns, `Identified that the best hack income server is ${bestServer} worth ${formatMoney(gain)}/sec.`);
const spendHashesArgs = ["--liquidate", "--spend-on-server", bestServer, "--spend-on", "Increase_Maximum_Money"];
if (shouldReduceMinSecurity) spendHashesArgs.push("--spend-on", "Reduce_Minimum_Security");
launchScriptHelper(ns, 'spend-hacknet-hashes.js', spendHashesArgs);
}
} else if (gain <= 1)
log_once(ns, `INFO: The best server (${bestServer})'s hack income multiplier (${formatNumber(gain)}) is currently too severely penalized ` +
`(< ${spendHashesMultThreshold}) to merit launching spend-hacknet-hashes.js to boost servers. (Configure with --spend-hashes-on-server-hacking-threshold)`);
else
log(ns, `WARNING: strServerIncomeInfo was not empty, but could not determine best server:\n${strServerIncomeInfo}`);
}
}
const existingDaemon = findScript('daemon.js');
let daemonArgs = []; // The args we currently want deamon to have
let daemonRelaunchMessage; // Will hold any special messages we want to show the user if relaunching daemon.
// If daemon.js is already running in --looping-mode, we should not restart it, because
// TODO: currently daemon.js has no ability to kill it's loops on shutdown (so the next instance will be stuck with no RAM available)
if (existingDaemon?.args.includes("--looping-mode"))
daemonArgs = existingDaemon.args;
else {
// Determine the arguments we want to run daemon.js with. We will either pass these directly, or through stanek.js if we're running it first.
const hackThreshold = options['high-hack-threshold']; // If player.skills.hacking level is about 8000, tweak daemon to increase income rates
// When our hack level gets sufficiently high, hack/grow/weaken go so fast that spawning new scripts for each cycle becomes very
// expensive / laggy. To help with this, daemon.js supports "looping mode", to just spawn one long-lived script that does H/G/W in a loop.
if (false /* TODO: LOOPING MODE DISABLED UNTIL WORKING BETTER */ && player.skills.hacking >= hackThreshold) {
daemonArgs = ["--looping-mode", "--cycle-timing-delay", 40, "--queue-delay", 2000, "--initial-max-targets", 61, "--silent-misfires", "--no-share",
"--recovery-thread-padding", Math.min(5.0, player.skills.hacking / hackThreshold)]; // Use more recovery thread padding as our hack level increases
// Log a special notice if we're going to be relaunching daemon.js for this reason
if (!existingDaemon || !(existingDaemon.args.includes("--looping-mode")))
daemonRelaunchMessage = `Hack level (${player.skills.hacking}) is >= ${hackThreshold} (--high-hack-threshold): Starting daemon.js in high-performance hacking mode.`;
} else if (player.skills.hacking >= hackThreshold) { // "tight" mode. Tighter batches to increase income rate, at the cost of more frequent misfires
daemonArgs = ["--cycle-timing-delay", 40, "--queue-delay", 50, "--silent-misfires",
"--recovery-thread-padding", Math.min(5.0, player.skills.hacking / hackThreshold)]; // Use more recovery thread padding as our hack level increases
}
else if (homeRam < 32) { // If we're in early BN 1.1 (i.e. with < 32GB home RAM), avoid squandering RAM
daemonArgs.push("--no-share", "--initial-max-targets", 1);
} else { // XP-ONLY MODE: We can shift daemon.js to this when we want to prioritize earning hack exp rather than money
// Only do this if we aren't in --looping mode because TODO: currently it does not kill it's loops on shutdown, so they'd be stuck in hack exp mode
let useXpOnlyMode = prioritizeHackForDaedalus || prioritizeHackForWd ||
// In BNs that give no money for hacking, always start daemon.js in this mode (except BN8, because TODO: --xp-only doesn't handle stock manipulation)
(bitNodeMults.ScriptHackMoney * bitNodeMults.ScriptHackMoneyGain == 0 && resetInfo.currentNode != 8);
if (!useXpOnlyMode) { // Otherwise, respect the configured interval / duration
const xpInterval = Number(options['xp-mode-interval-minutes']);
const xpDuration = Number(options['xp-mode-duration-minutes']);
const minutesInAug = getTimeInAug() / 60.0 / 1000.0;
if (xpInterval > 0 && xpDuration > 0 && (minutesInAug % (xpInterval + xpDuration)) <= xpDuration)
useXpOnlyMode = true; // We're in the time window where we should focus hack exp
// If daemon.js was previously running in hack exp mode, prepare a message indicating that we 're switching back
else if (existingDaemon?.args.includes("--xp-only"))
daemonRelaunchMessage = `Time is up for "xp-mode", Relaunching daemon.js normally to focus on earning money for ${xpInterval} minutes (--xp-mode-interval-minutes)`;
}
if (useXpOnlyMode) {
daemonArgs.push("--xp-only", "--silent-misfires", "--no-share");
// If daemon.js isn't already running in hack exp mode, prepare a message to communicate the change
if (!existingDaemon?.args.includes("--xp-only"))
daemonRelaunchMessage = prioritizeHackForWd ? `We're close to the required hack level destroy the BN.` :
prioritizeHackForDaedalus ? `Hack Level is the only missing requirement for Daedalus, so we will run daemon.js in --xp-only mode to try and speed along the invite.` :
(bitNodeMults.ScriptHackMoney * bitNodeMults.ScriptHackMoneyGain == 0) ?
`The current BitNode does not give any money from hacking, so we will run daemon.js in --xp-only mode.` :
`Relaunching daemon.js to focus on earning Hack Experience for ${options['xp-mode-duration-minutes']} minutes (--xp-mode-duration-minutes)`;
}
}
// Prevent daemon from starting "work-for-faction.js" since we now manage that script
daemonArgs.push('--disable-script', getFilePath('work-for-factions.js'));
// In BN8, always run in a mode that prioritizes stock market manipulation
if (resetInfo.currentNode == 8) daemonArgs.push("--stock-manipulation-focus");
// Don't run the script to join and manage bladeburner if it is explicitly disabled
if (options['disable-bladeburner']) daemonArgs.push('--disable-script', getFilePath('bladeburner.js'));
// Relay the option to suppress tail windows
if (options['no-tail-windows']) daemonArgs.push('--no-tail-windows');
// If we have SF4, but not level 3, instruct daemon.js to reserve additional home RAM
if ((4 in unlockedSFs) && unlockedSFs[4] < 3)
daemonArgs.push('--reserved-ram', 32 * ((unlockedSFs[4] ?? 0) == 2 ? 4 : 16));
}
// Once stanek's gift is accepted, launch it once per reset before we launch daemon (Note: stanek's gift is auto-purchased by faction-manager.js on your first install)
let stanekRunning = (13 in unlockedSFs) && findScript('stanek.js') !== undefined;
if ((13 in unlockedSFs) && !stanekLaunched && !stanekRunning && installedAugmentations.includes(augStanek)) {
stanekLaunched = true; // Once we've know we've launched stanek once, we never have to again this reset.
const stanekArgs = ["--on-completion-script", getFilePath('daemon.js')]
if (options['no-tail-windows']) stanekArgs.push('--no-tail'); // Relay the option to suppress tail windows
if (daemonArgs.length >= 0) stanekArgs.push("--on-completion-script-args", JSON.stringify(daemonArgs)); // Pass in all the args we wanted to run daemon.js with
launchScriptHelper(ns, 'stanek.js', stanekArgs);
stanekRunning = true;
}
// If stanek is running, tell daemon to reserve all home RAM for it.
if (stanekRunning)
daemonArgs.push("--reserved-ram", 1E100);
// Launch (or re-launch) daemon if it is not already running with all our desired args.
// Hack: Ignore numeric arguments in the comparison, since we e.g. tweak --recovery-thread-padding over time
let launchDaemon = !existingDaemon || daemonArgs.some(arg => !existingDaemon.args.includes(arg) && !Number.isFinite(arg)) ||
// Special cases: We also must relaunch daemon if it is running with certain flags we wish to remove
(["--xp-only"].some(arg => !daemonArgs.includes(arg) && existingDaemon.args.includes(arg)))
if (launchDaemon) {
if (existingDaemon) {
daemonRelaunchMessage ??= `Relaunching daemon.js with new arguments since the current instance doesn't include all the args we want.`;
log(ns, daemonRelaunchMessage);
}
let daemonPid = launchScriptHelper(ns, 'daemon.js', daemonArgs);
daemonStartTime = Date.now();
// Open the tail window if it's the start of a new BN. Especially useful to new players.
if (getTimeInBitnode() < 1000 * 60 * 5 || homeRam == 8) // First 5 minutes, or BN1.1 where we have 8GB ram
tail(ns, daemonPid);
}
// Default work for faction args we think are ideal for speed-running BNs
const workForFactionsArgs = [
"--fast-crimes-only", // Essentially means we do mug until we can do homicide, then stick to homicide
"--get-invited-to-every-faction" // Join factions even we have all their augs. Good for having NeuroFlux providers
];
// Relay the options to suppress tail windows and ignore bladeburner
if (options['no-tail-windows']) workForFactionsArgs.push('--no-tail-windows');
if (options['disable-bladeburner']) workForFactionsArgs.push("--no-bladeburner-check")
// The following args are ideal when running 'work-for-factions.js' to rush unlocking gangs (earn karma)
const rushGangsArgs = workForFactionsArgs.concat(...[ // Everything above, plus...
"--crime-focus", // Start off by trying to work for each of the crime factions (generally have combat reqs)
"--training-stat-per-multi-threshold", 200, // Be willing to spend more time grinding for stats rather than skipping a faction
"--prioritize-invites"]); // Don't actually start working for factions until we've earned as many invites as we think we can
// If gangs are unlocked, micro-manage how 'work-for-factions.js' is running by killing off unwanted instances
if (2 in unlockedSFs) {
// Check if we've joined a gang yet. (Never have to check again once we know we're in one)
if (!playerInGang) playerInGang = await getNsDataThroughFile(ns, 'ns.gang.inGang()');
rushGang = !options['disable-rush-gangs'] && !playerInGang;
// Detect if a 'work-for-factions.js' instance is running with args that don't match our goal. We aren't too picky,
// (so the player can run with custom args), but should have --crime-focus if (and only if) we're still working towards a gang.
const wrongWork = findScript('work-for-factions.js', !rushGang ? s => s.args.includes("--crime-focus") :
s => !rushGangsArgs.every(a => s.args.includes(a))); // Require all rushGangsArgs if we're not in a gang yet.
// If running with the wrong args, kill it so we can start it with the desired args
if (wrongWork) await killScript(ns, 'work-for-factions.js', null, wrongWork);
// Start gangs immediately (even though daemon would eventually start it) since we want any income they provide right away after an ascend
// TODO: Consider monitoring gangs territory progress and increasing their budget / decreasing their reserve to help kick-start them
if (playerInGang && !findScript('gangs.js'))
launchScriptHelper(ns, 'gangs.js');
}
// Launch work-for-factions if it isn't already running (rules for maybe killing unproductive instances are above)
// Note: We delay launching our own 'work-for-factions.js' until daemon has warmed up, so we don't steal it's "kickstartHackXp" study focus
if ((4 in unlockedSFs) && !findScript('work-for-factions.js') && Date.now() - daemonStartTime > 30000) {
// If we're trying to rush gangs, run in such a way that we will spend most of our time doing crime, reducing Karma (also okay early income)
// NOTE: Default work-for-factions behaviour is to spend hashes on coding contracts, which suits us fine
launchScriptHelper(ns, 'work-for-factions.js', rushGang ? rushGangsArgs : workForFactionsArgs);
}
}
/** Get the source of the player's earnings by category.
* @param {NS} ns
* @returns {Promise<MoneySources>} */
async function getPlayerMoneySources(ns) {
return await getNsDataThroughFile(ns, 'ns.getMoneySources()');
}
/** Accept Stanek's gift immediately at the start of the BN (as opposed to just before the first install)
* if it looks like it will scale well.
* @param {NS} ns
* @param {Player} player */
async function maybeAcceptStaneksGift(ns, player) {
// Look for any reason not to accept stanek's gift (do the quickest checks first)
if (acceptedStanek) return;
// Don't get Stanek's gift too early if its size is reduced in this BN
if (bitNodeMults.StaneksGiftExtraSize < 0) return;
// If Stanek's gift size isn't reduced, but is penalized, don't get it too early
if (bitNodeMults.StaneksGiftExtraSize == 0 && bitNodeMults.StaneksGiftPowerMultiplier < 1) return;
// Otherwise, it is not penalized in any way, it's probably safe to get it immediately despite the 10% penalty to all stats
// If we won't have access to Stanek yet, skip this
if (!(13 in unlockedSFs)) return;
// If we've already accepted Stanek's gift (Genesis aug is installed), skip
if (installedAugmentations.includes(augStanek)) return acceptedStanek = true;
// If we have more than Neuroflux (aug) installed, we won't be allowed to accept the gift (but we can try)
if (installedAugmentations.length > 1)
log(ns, `WARNING: We think it's a good idea to accept Stanek's Gift, but it appears to be too late - other augmentations have been installed. Trying Anyway...`);
// Use the API to accept Stanek's gift
if (await getNsDataThroughFile(ns, 'ns.stanek.acceptGift()')) {
log(ns, `SUCCESS: Accepted Stanek's Gift!`, true, 'success');
installedAugmentations.push(augStanek); // Manually add Genesis to installed augmentations so checkOnRunningScripts picks up on the change.
} else
log(ns, `WARNING: autopilot.js tried to accepted Stanek's Gift, but was denied.`, true, 'warning');
// Whether we succeded or failed, don't try again - if we're denied entry (due to having an augmentation) we will never be allowed in
acceptedStanek = true;
}
/** Logic to steal 10b from the casino
* @param {NS} ns
* @param {Player} player */
async function maybeDoCasino(ns, player) {
if (ranCasino || options['disable-casino']) return;
// Figure out whether we've already been kicked out of the casino for earning more than 10b there
const moneySources = await getPlayerMoneySources(ns);
const casinoEarnings = moneySources.sinceInstall.casino;
if (casinoEarnings >= 1e10) {
log(ns, `INFO: Skipping running casino.js, as we've previously earned ${formatMoney(casinoEarnings)} and been kicked out.`);
return ranCasino = true;
}
// If we already have more than 1t money but hadn't run casino.js yet, don't bother. Another 10b won't move the needle much.
const playerWealth = player.money + (await getStocksValue(ns));
if (playerWealth >= 1e12) {
log(ns, `INFO: Skipping running casino.js, since we're already ridiculously wealthy (${formatMoney(playerWealth)} > 1t).`);
return ranCasino = true;
}
// If we're making more than ~5b / minute from the start of the BN, there's no need to run casino.
// In BN8 this is impossible, so in that case we don't even check and head straight to the casino.
if (resetInfo.currentNode != 8) {
// If we've been in the BN for less than 1 minute, wait a while to establish player's income rate
if (getTimeInAug() < 60000)
return log_once(ns, `INFO: Waiting a minute to establish player income before deciding whether casino.js is needed.`);
// Since it's possible that the CashRoot Startker Kit could give a false income velocity, account for that.
const cashRootBought = installedAugmentations.includes(`CashRoot Starter Kit`);
const incomePerMs = (playerWealth - (cashRootBought ? 1e6 : 0)) / getTimeInAug();
const incomePerMinute = incomePerMs * 60_000;
if (incomePerMinute >= 5e9) {
log(ns, `INFO: Skipping running casino.js this augmentation, since our income (${formatMoney(incomePerMinute)}/min) >= 5b/min`);
return ranCasino = true;
}
}
// If we aren't in Aevum already, wait until we have the 200K required to travel (plus some extra buffer to actually spend at the casino)
if (player.city != "Aevum" && player.money < 300000)
return log_once(ns, `INFO: Waiting until we have ${formatMoney(300000)} to travel to Aevum and run casino.js`);
// Run casino.js (and expect this script to get killed in the process)
// Make sure "work-for-factions.js" is dead first, lest it steal focus and break the casino script before it has a chance to kill all scripts.
await killScript(ns, 'work-for-factions.js');
await killScript(ns, 'daemon.js'); // We also have to kill daemon which can make us study.
// Kill any action, in case we are studying or working out, as it might steal focus or funds before we can bet it at the casino.
if (4 in unlockedSFs) // No big deal if we can't, casino.js has logic to find the stop button and click it.
_ = await getNsDataThroughFile(ns, `ns.singularity.stopAction()`);
const pid = launchScriptHelper(ns, 'casino.js', ['--kill-all-scripts', true, '--on-completion-script', ns.getScriptName()]);
if (pid) {
await waitForProcessToComplete(ns, pid);
await ns.sleep(10000); // Give time for this script to be killed if the game is being restarted by casino.js
// Otherwise, something went wrong
log(ns, `ERROR: Something went wrong. casino.js was run, but we haven't been killed. It must have run into a problem...`)
}
}
/** Retrieves the last faction manager output file, parses, and provides type-hints for it.
* @returns {{ installed_augs: string[], installed_count: number, installed_count_nf: number, installed_count_ex_nf: number,
* owned_augs: string[], owned_count: number, owned_count_nf: number, owned_count_ex_nf: number,
* awaiting_install_augs: string[], awaiting_install_count: number, awaiting_install_count_nf: number, awaiting_install_count_ex_nf: number,
* affordable_augs: string[], affordable_count: number, affordable_count_nf: number, affordable_count_ex_nf: number,
* total_rep_cost: number, total_aug_cost: number, unowned_count: number }} */
function getFactionManagerOutput(ns) {
const facmanOutput = ns.read(factionManagerOutputFile)
return !facmanOutput ? null : JSON.parse(facmanOutput)
}
/** Logic to detect if it's a good time to install augmentations, and if so, do so
* @param {NS} ns
* @param {Player} player */
async function maybeInstallAugmentations(ns, player) {
if (!(4 in unlockedSFs)) // Cannot automate augmentations or installs without singularity
return setStatus(ns, `No singularity access, so you're on your own. You should manually work for factions and install augmentations!`);
// If we previously attempted to reserve money for an augmentation purchase order, do a fresh facman run to ensure it's still available
if (reservedPurchase && installCountdown <= Date.now()) {
log(ns, "INFO: Manually running faction-manager.js to ensure previously reserved purchase is still obtainable.");
ns.write(factionManagerOutputFile, "", "w"); // Reset the output file to ensure it isn't stale
const pid = launchScriptHelper(ns, 'faction-manager.js');
await waitForProcessToComplete(ns, pid, true); // Wait for the script to shut down (and output to be generated)
}
// Grab the latest output from faction manager to see if it's a good time to reset
const facman = getFactionManagerOutput(ns);
if (!facman) {
setStatus(ns, `Faction manager output not available. Will try again later.`);
return reservedPurchase = 0;
}
playerInstalledAugCount = facman.installed_count; // Augmentations bought *and installed* by the player (used for Daedalus requirement)
// If we're in BN9 (where hacknet is most important) and we're still on our first reset (where we have an upgraded hacknet node), resist installing
const inFirstBn9Aug = resetInfo.currentNode == 9 && Math.abs(resetInfo.lastNodeReset - resetInfo.lastAugReset) < 1000;
// Reduce the augmentations required to reset over time, except in cetain situations. This is because in most situations,
// pefoming an ascention in a slow-going BN will let us lock in bonuses that will speed up overall pogression.
let reducedAugReq = Math.floor(options['reduced-aug-requirement-per-hour'] * getTimeInAug() / 3.6E6);
// In our first BN9 augmentation and in BN8, use this mechanic to actually *increase* aug count requirements.
if (inFirstBn9Aug || resetInfo.currentNode == 8) // In BN8, no reset bonuses are possible, and we'd lose our stock progress
reducedAugReq = -2; // In our first BN9 augmentation, delay resetting as we'd lose our boosted hacknet server
// Collect additional information about how many augmentations we need before it's worth resetting, based on the current configuration
const sf11Level = dictOwnedSourceFiles[11] ?? 0; // SF11 makes augs scale cheaper, so for each level, require +1 augs
const augsNeeded = Math.max(1, options['install-at-aug-count'] + sf11Level - reducedAugReq);
const augsNeededInclNf = Math.max(1, options['install-at-aug-plus-nf-count'] + sf11Level - reducedAugReq);
// Get a count of pending augmentations (augs we plan to buy, plus any we've bought but not yet installed)
const pendingAugCount = facman.affordable_count_ex_nf + facman.awaiting_install_count_ex_nf; // Excludes neuroflux levels
const pendingNfCount = facman.affordable_count_nf + facman.awaiting_install_count_nf; // Only neuroflux levels
const pendingAugInclNfCount = pendingAugCount + pendingNfCount; // Includes neuroflux levels
// Create a list of augmentations pending install or pending puchase to display. Group all nf augs into one.
const strNF = "NeuroFlux Governor"
let augsToInstall = facman.awaiting_install_augs.filter(aug => aug != strNF)
.concat(...facman.affordable_augs.filter(aug => aug != strNF));
if (pendingNfCount > 0)
augsToInstall.push(`${strNF} (x${pendingNfCount})`)
// Determine whether we can afford enough augmentations to merit a reset
let totalCost = facman.total_rep_cost + facman.total_aug_cost;
const augSummary = `${pendingAugCount} of ${facman.unpurchased_count - 1} remaining augmentations` + // Unowned - 1 because we can always buy more Neuroflux
(pendingNfCount > 0 ? ` + ${pendingNfCount} levels of NeuroFlux.` : '.') +
(pendingAugCount > 0 ? `\n Augs: [\"${augsToInstall.join("\", \"")}\"]` : '');
let resetStatus = `Reserving ${formatMoney(totalCost)} to install ${augSummary}`
let shouldReset = options['install-for-augs'].some(a => facman.affordable_augs.includes(a)) ||
pendingAugCount >= augsNeeded || pendingAugInclNfCount >= augsNeededInclNf;
// If we are in Daedalus, and we do not yet have enough favour to unlock rep donations with Daedalus,
// but we DO have enough rep to earn that favor on our next restart, trigger an install immediately (need at least 1 aug)
// (doesn't apply in BN8, since we can immediately donate to all factions)
if (player.factions.includes("Daedalus") && bitNodeMults.RepToDonateToFaction !== 0 && ns.read("/Temp/Daedalus-donation-rep-attained.txt")) {
shouldReset = true;
resetStatus = `We have enough reputation with Daedalus to unlock donations on our next reset.\n${resetStatus}`;
if (totalCost == 0) totalCost = 1; // Hack, logic below expects some non-zero reserve in preparation for ascending.
}
// Heuristic: if we can afford 4 or more augs in the first ~20 minutes, it's usually worth doing a "quick install"
// For example, in BN8, we get a big cash influx on each reset and can buy reputation immediately, so it's worth
// doing an few immediate installs to purchase upgrades, then reset for more free cash.
// When in a gang, require a more augs and don't countdown as quickly, since each reset reduces gang member ascention multipliers
const quickInstallThreshold = playerInGang ? 6 : 4;
if (!inFirstBn9Aug && (
(getTimeInAug() < 20 * 60 * 1000 && pendingAugInclNfCount >= quickInstallThreshold) ||
// Heuristic: In BN8, reinstall repeatedly for the first 10 minutes to purchase every little thing we can with our flat 10B casino winnings
(resetInfo.currentNode == 8 && getTimeInBitnode() < 10 * 60 * 1000))) {
shouldReset = true;
resetStatus = `We haven't been in this reset for long. We can do a quick reset immediately for a quick stat boost.\n${resetStatus}`;
if (options['install-countdown'] > 30 * 1000 && !playerInGang)
options['install-countdown'] = 30 * 1000; // Install relatively quickly in this scenario (30s)
}
// If not ready to reset, set a status with our progress and return
if (!shouldReset) {
setStatus(ns, `Currently at ${formatDuration(getTimeInAug())} since last aug. ` +
`Waiting for ${augsNeeded} new augs (or ${augsNeededInclNf} including NeuroFlux levels) before installing.` +
`\nCan currently get: ${augSummary}` + (pendingAugCount == 0 ? '' : `\n Total Cost: ${formatMoney(totalCost)}`) +
` (\`run faction-manager.js\` for details)`, augSummary);
return reservedPurchase = 0; // If we were previously reserving money for a purchase, reset that flag now
}
// If we want to reset, but there is a reason to delay, don't reset
if (await shouldDelayInstall(ns, player, facman)) // If we're currently in a state where we should not be resetting, skip reset logic
return reservedPurchase = 0;
// Ensure the money needed for the above augs doesn't get ripped out from under us by reserving it and waiting one more loop
if (reservedPurchase < totalCost) {
if (reservedPurchase != 0) // If we were already reserving for a purchase and the nubmer went up, log a notice of the timer being reset.
log(ns, `INFO: The augmentation purchase we can afford has increased from ${formatMoney(reservedPurchase)} ` +
`to ${formatMoney(totalCost)}. Resetting the timer before we install augmentations.`);
installCountdown = Date.now() + options['install-countdown']; // Each time we can afford more augs, reset the install delay timer
ns.write("reserve.txt", totalCost, "w"); // Should prevent other scripts from spending this money
}
// We must wait until the configured cooldown elapses before we install augs.
if (installCountdown > Date.now()) {
resetStatus += `\n Waiting for ${formatDuration(options['install-countdown'])} (--install-countdown) ` +
`to elapse before we install, in case we're close to being able to purchase more augmentations...`;
setStatus(ns, resetStatus);
ns.toast(`Heads up: Autopilot plans to reset in ${formatDuration(installCountdown - Date.now())}`, 'info');
return reservedPurchase = totalCost;
}
// Otherwise, we've got the money reserved, we can afford the augs, we should be confident to ascend
const resetLog = `Invoking ascend.js at ${formatDuration(getTimeInAug()).padEnd(11)} since last aug to install: ${augSummary}`;
persist_log(ns, log(ns, resetLog, true, 'info'));
// Kick off ascend.js
let errLog;
const ascendArgs = ['--install-augmentations', true, '--on-reset-script', ns.getScriptName()]
if (pendingAugInclNfCount == 0) // If we know we would install 0 augs, but still wish to reset, we must enable soft resetting
ascendArgs.push("--allow-soft-reset")
let pid = launchScriptHelper(ns, 'ascend.js', ascendArgs);
if (pid) {
await waitForProcessToComplete(ns, pid, true); // Wait for the script to shut down (Ascend should get killed as it does, since the BN will be rebooting)
await ns.sleep(1000); // If we've been scheduled to be killed, awaiting an NS function should trigger it?
errLog = `ERROR: ascend.js ran, but we're still here. Something must have gone wrong. Will try again later`;
} else
errLog = `ERROR: Failed to launch ascend.js (pid == 0). Will try again later`;
// If we got this far, something went wrong
persist_log(ns, log(ns, errLog, true, 'error'));
}
/** Logic to detect if we are close to a milestone and should postpone installing augmentations until it is hit
* @param {NS} ns
* @param {Player} player
* @param {{ installed_augs: string[], installed_count: number, installed_count_nf: number, installed_count_ex_nf: number,
* owned_augs: string[], owned_count: number, owned_count_nf: number, owned_count_ex_nf: number,
* awaiting_install_augs: string[], awaiting_install_count: number, awaiting_install_count_nf: number, awaiting_install_count_ex_nf: number,
* affordable_augs: string[], affordable_count: number, affordable_count_nf: number, affordable_count_ex_nf: number,
* total_rep_cost: number, total_aug_cost: number, unowned_count: number }} facmanOutput
*/
async function shouldDelayInstall(ns, player, facmanOutput) {
// Don't install if we're currently grafting an augmentation
if (await checkIfGrafting(ns))
return true;
// Are we close to being able to afford 4S TIX data?
if (!options['disable-wait-for-4s'] && !(await getNsDataThroughFile(ns, `ns.stock.has4SDataTIXAPI()`))) {
const totalWorth = player.money + await getStocksValue(ns);
const has4S = await getNsDataThroughFile(ns, `ns.stock.has4SData()`);
const totalCost = 25E9 * bitNodeMults.FourSigmaMarketDataApiCost +
(has4S ? 0 : 1E9 * bitNodeMults.FourSigmaMarketDataCost);
const ratio = totalWorth / totalCost;
// If we're e.g. 50% of the way there, hold off, regardless of the '--wait-for-4s' setting
// TODO: If ratio is > 1, we can afford it - but stockmaster won't buy until it has e.g. 20% more than the cost
// (so it still has money to invest). It doesn't know we want to restart ASAP. Perhaps we should purchase ourselves?
if (ratio >= options['wait-for-4s-threshold']) {
setStatus(ns, `Not installing until scripts purchase the 4SDataTixApi because we have ` +
`${(100 * totalWorth / totalCost).toFixed(0)}% of the cost (controlled by --wait-for-4s-threshold)`);
return true;
}
}
if (resetInfo.currentNode == 8) { // Many special rules for this special Bitnode
if (player.factions.includes("Daedalus")) { // If we've already joined Daedalus
// In BN8, large sums of money are hard to accumulate, so if we've made it into Daedalus, but can't purchase TRP rep yet,
// remain in the BN until we have enough rep and/or money to buy TRP (Reminder: in BN8, donations are immediately unlocked for all factions)
if (!installedAugmentations.includes(augTRP) && !facmanOutput.affordable_augs.includes(augTRP) && !facmanOutput.awaiting_install_augs.includes(augTRP)) {
setStatus(ns, `We're in Daedalus, so we won't install until we can afford to purchase "${augTRP}".`);
return true;
}
} else if (playerInstalledAugCount >= bitNodeMults.DaedalusAugsRequirement && player.skills.hacking >= (2500 * 0.9)) {
// If we meet the Daedalus aug count requirement and at least 90% of the required hack level, wait to earn the invite
setStatus(ns, `Not installing because we're in BN8 and we have enough augs and ` + (player.skills.hacking < 2500 ? 'nearly ' : '')
+ 'enough hack level to get invited to Daedalus once we hit $100b.');
return true;
} else if (getTimeInAug() > 4 * 60 * 60 * 1000) { // 4 hours = 4hrs/min * 60mins/sec * 60secs/ms * 1000ms
// If we've been in BN8 for more than 4 hours, we shouldn't reset unless we're making significant progress towards unlocking Daedalus.
// because it takes so long to build up money, and nothing we install will accellerate our earnings in the next augmentation.
const augsReadyToInstall = facmanOutput.awaiting_install_count_ex_nf + facmanOutput.affordable_count_ex_nf;
if (augsReadyToInstall < 10) { // Heuristic: 10 augs per install means max 3 installs before we meet the Daedalus aug requirement
setStatus(ns, `Not installing because we've in BN8 for more than 4 hours (~${Math.round(getTimeInAug() / 1000 / 60 / 60)}h) and aren't in Daedalus yet, ` +
`so our threshold is at least 10 new augs installed to merit resetting (currently at ${augsReadyToInstall}).`);
return true;
}
}
}
// If we're reserving money because we're close to getting an invite to Daedalus don't reset.
if (reservingMoneyForDaedalus) {
setStatus(ns, `Not installing since we are close to earning an invite from Daedalus.`);
return true;
}
// In BN10, it takes a while to build up the 100q needed to purchase the last sleeve, so don't reset if we're close
if (resetInfo.currentNode == 10 && player.money >= 10e15 && !sleevesMaxedOut) { // Heuristic: If we hit 10q (10% the cost of the last sleeve) before an install, we can probably go all the way
setStatus(ns, `Not installing anymore since we are nearing the 100q needed to purchase the 6th sleeve from the Covenant.`);
return true;
}
// TODO: Bladeburner black-op in progress
// TODO: Close to the rep needed for unlocking donations with a new faction?
return false;
}
let wasGrafting = false;
/** Checks if we are current grafting. If so, certain actions should not be taken.
* @param {NS} ns
* @returns {bool} true if the player is grafting, false otherwise. */
async function checkIfGrafting(ns) {
let currentWork = (/**@returns{Task|null}*/() => null)();
currentWork = await getNsDataThroughFile(ns, 'ns.singularity.getCurrentWork()');
// Never interrupt grafting
if (currentWork?.type == "GRAFTING") {
if (!wasGrafting) // Only log the first time we detect we've started grafting
log(ns, "Grafting in progress. autopilot.js will make sure to not install augmentations or otherwise interrupt it.");
return wasGrafting = true;
}
else
return wasGrafting = false
}
/** Consolidated logic for all the times we want to reserve money
* @param {NS} ns
* @param {Player} player */