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index.d.ts
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/**
* @public
*/
type FilenameOrPID = number | string;
/**
* @public
*/
interface Player {
hacking: number;
hp: number;
max_hp: number;
strength: number;
defense: number;
dexterity: number;
agility: number;
charisma: number;
intelligence: number;
hacking_chance_mult: number;
hacking_speed_mult: number;
hacking_money_mult: number;
hacking_grow_mult: number;
hacking_exp: number;
strength_exp: number;
defense_exp: number;
dexterity_exp: number;
agility_exp: number;
charisma_exp: number;
hacking_mult: number;
strength_mult: number;
defense_mult: number;
dexterity_mult: number;
agility_mult: number;
charisma_mult: number;
hacking_exp_mult: number;
strength_exp_mult: number;
defense_exp_mult: number;
dexterity_exp_mult: number;
agility_exp_mult: number;
charisma_exp_mult: number;
company_rep_mult: number;
faction_rep_mult: number;
numPeopleKilled: number;
money: number;
city: string;
location: string;
companyName: string;
crime_money_mult: number;
crime_success_mult: number;
isWorking: boolean;
workType: string;
currentWorkFactionName: string;
currentWorkFactionDescription: string;
workHackExpGainRate: number;
workStrExpGainRate: number;
workDefExpGainRate: number;
workDexExpGainRate: number;
workAgiExpGainRate: number;
workChaExpGainRate: number;
workRepGainRate: number;
workMoneyGainRate: number;
workMoneyLossRate: number;
workHackExpGained: number;
workStrExpGained: number;
workDefExpGained: number;
workDexExpGained: number;
workAgiExpGained: number;
workChaExpGained: number;
workRepGained: number;
workMoneyGained: number;
createProgramName: string;
createProgramReqLvl: number;
className: string;
crimeType: string;
work_money_mult: number;
hacknet_node_money_mult: number;
hacknet_node_purchase_cost_mult: number;
hacknet_node_ram_cost_mult: number;
hacknet_node_core_cost_mult: number;
hacknet_node_level_cost_mult: number;
hasWseAccount: boolean;
hasTixApiAccess: boolean;
has4SData: boolean;
has4SDataTixApi: boolean;
bladeburner_max_stamina_mult: number;
bladeburner_stamina_gain_mult: number;
bladeburner_analysis_mult: number;
bladeburner_success_chance_mult: number;
bitNodeN: number;
totalPlaytime: number;
playtimeSinceLastAug: number;
playtimeSinceLastBitnode: number;
jobs: any;
factions: string[];
tor: boolean;
hasCorporation: boolean;
}
/**
* @public
*/
interface RunningScript {
args: string[];
filename: string;
logs: string[];
offlineExpGained: number;
offlineMoneyMade: number;
offlineRunningTime: number;
onlineExpGained: number;
onlineMoneyMade: number;
onlineRunningTime: number;
pid: number;
ramUsage: number;
server: string;
threads: number;
}
/**
* Data representing the internal values of a crime.
* @public
*/
export 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;
/** Name of crime */
name: 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;
}
/**
* Data representing the internal values of an Augmentation.
* @public
*/
export interface AugmentationStats {
/** Multipler to hacking skill */
hacking_mult?: number;
/** Multipler to strength skill */
strength_mult?: number;
/** Multipler to defense skill */
defense_mult?: number;
/** Multipler to dexterity skill */
dexterity_mult?: number;
/** Multipler to agility skill */
agility_mult?: number;
/** Multipler to charisma skill */
charisma_mult?: number;
/** Multipler to hacking experience gain rate */
hacking_exp_mult?: number;
/** Multipler to strength experience gain rate */
strength_exp_mult?: number;
/** Multipler to defense experience gain rate */
defense_exp_mult?: number;
/** Multipler to dexterity experience gain rate */
dexterity_exp_mult?: number;
/** Multipler to agility experience gain rate */
agility_exp_mult?: number;
/** Multipler to charisma experience gain rate */
charisma_exp_mult?: number;
/** Multipler to chance of successfully performing a hack */
hacking_chance_mult?: number;
/** Multipler to hacking speed */
hacking_speed_mult?: number;
/** Multipler to amount of money the player gains from hacking */
hacking_money_mult?: number;
/** Multipler to amount of money injected into servers using grow */
hacking_grow_mult?: number;
/** Multipler to amount of reputation gained when working */
company_rep_mult?: number;
/** Multipler to amount of reputation gained when working */
faction_rep_mult?: number;
/** Multipler to amount of money gained from crimes */
crime_money_mult?: number;
/** Multipler to crime success rate */
crime_success_mult?: number;
/** Multipler to amount of money gained from working */
work_money_mult?: number;
/** Multipler to amount of money produced by Hacknet Nodes */
hacknet_node_money_mult?: number;
/** Multipler to cost of purchasing a Hacknet Node */
hacknet_node_purchase_cost_mult?: number;
/** Multipler to cost of ram for a Hacknet Node */
hacknet_node_ram_cost_mult?: number;
/** Multipler to cost of core for a Hacknet Node */
hacknet_node_core_cost_mult?: number;
/** Multipler to cost of leveling up a Hacknet Node */
hacknet_node_level_cost_mult?: number;
/** Multipler to Bladeburner max stamina */
bladeburner_max_stamina_mult?: number;
/** Multipler to Bladeburner stamina gain rate */
bladeburner_stamina_gain_mult?: number;
/** Multipler to effectiveness in Bladeburner Field Analysis */
bladeburner_analysis_mult?: number;
/** Multipler to success chance in Bladeburner contracts/operations */
bladeburner_success_chance_mult?: number;
}
/**
* Options to affect the behavior of {@link NS.hack | hack}, {@link NS.grow | grow}, and {@link NS.weaken | weaken}.
* @public
*/
export 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;
}
/**
* Options to affect the behavior of {@link CodingContract} attempt.
* @public
*/
export interface CodingAttemptOptions {
/** If truthy, then the function will return a string that states the contract’s reward when it is successfully solved. */
returnReward: boolean;
}
/**
* Return value of {@link Sleeve.getSleevePurchasableAugs | getSleevePurchasableAugs}
* @public
*/
export interface AugmentPair {
/** augmentation name */
name: string;
/** augmentation cost */
cost: number;
}
/**
* @public
*/
export enum PositionTypes {
Long = "L",
Short = "S",
}
/**
* @public
*/
export enum OrderTypes {
LimitBuy = "Limit Buy Order",
LimitSell = "Limit Sell Order",
StopBuy = "Stop Buy Order",
StopSell = "Stop Sell Order",
}
/**
* Value in map of {@link StockOrder}
* @public
*/
export interface StockOrderObject {
/** Number of shares */
shares: number;
/** Price per share */
price: number;
/** Order type */
type: OrderTypes;
/** Order position */
position: PositionTypes;
}
/**
* Return value of {@link TIX.getOrders | getOrders}
*
* Keys are stock symbols, properties are arrays of {@link StockOrderObject}
* @public
*/
export interface StockOrder {
[key: string]: StockOrderObject[];
}
/**
* A single process on a server.
* @public
*/
export interface ProcessInfo {
/** Script name. */
filename: string;
/** Number of threads script is running with */
threads: number;
/** Script's arguments */
args: string[];
/** Process ID */
pid: number;
}
/**
* Hack related multipliers.
* @public
*/
export 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
*/
export 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
*/
export 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 incrase 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
*/
export 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 single server.
* @public
*/
export interface Server {
/**
* How many CPU cores this server has. Maximum of 8.
* Affects magnitude of grow and weaken.
*/
cpuCores: number;
/** Flag indicating whether the FTP port is open */
ftpPortOpen: boolean;
/** Flag indicating whether player has admin/root access to this server */
hasAdminRights: boolean;
/** Hostname. Must be unique */
hostname: string;
/** Flag indicating whether HTTP Port is open */
httpPortOpen: boolean;
/** IP Address. Must be unique */
ip: string;
/** Flag indicating whether player is curently connected to this server */
isConnectedTo: boolean;
/** RAM (GB) available on this server */
maxRam: number;
/**
* Name of company/faction/etc. that this server belongs to.
* Optional, not applicable to all Servers
*/
organizationName: string;
/** RAM (GB) used. i.e. unavailable RAM */
ramUsed: number;
/** Flag indicating whether SMTP Port is open */
smtpPortOpen: boolean;
/** Flag indicating whether SQL Port is open */
sqlPortOpen: boolean;
/** Flag indicating whether the SSH Port is open */
sshPortOpen: boolean;
/** Flag indicating whether this is a purchased server */
purchasedByPlayer: boolean;
/** Flag indicating whether this server has a backdoor installed by a player */
backdoorInstalled: boolean;
/**
* Initial server security level
* (i.e. security level when the server was created)
*/
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;
/**
* Parameter that affects how effectively this server's money can
* be increased using the grow() Netscript function
*/
serverGrowth: number;
}
/**
* All multipliers affecting the difficulty of the current challenge.
* @public
*/
export 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 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 maxmimum 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
*/
export 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;
}
/**
* Short summary of the players skills.
* @public
*/
export interface PlayerSkills {
/** Hacking level */
hacking: number;
/** Strength level */
strength: number;
/** Defense level */
defense: number;
/** Dexterity level */
dexterity: number;
/** Agility level */
agility: number;
/** Chraisma level */
charisma: number;
/** Intelligence level */
intelligence: number;
}
/**
* @public
*/
export interface CharacterMult {
/** Agility stat */
agility: number;
/** Agility exp */
agilityExp: number;
/** Company reputation */
companyRep: number;
/** Money earned from crimes */
crimeMoney: number;
/** Crime success chance */
crimeSuccess: number;
/** Defense stat */
defense: number;
/** Defense exp */
defenseExp: number;
/** Dexterity stat */
dexterity: number;
/** Dexterity exp */
dexterityExp: number;
/** Faction reputation */
factionRep: number;
/** Hacking stat */
hacking: number;
/** Hacking exp */
hackingExp: number;
/** Strength stat */
strength: number;
/** Strength exp */
strengthExp: number;
/** Money earned from jobs */
workMoney: number;
}
/**
* @public
*/
export interface CharacterInfo {
/** Current BitNode number */
bitnode: number;
/** Name of city you are currently in */
city: string;
/** Array of factions you are currently a member of */
factions: string[];
/** Current health points */
hp: number;
/** Array of all companies at which you have jobs */
company: string[];
/** Array of job positions for all companies you are employed at. Same order as 'jobs' */
jobTitle: string[];
/** Maximum health points */
maxHp: number;
/** Boolean indicating whether or not you have a tor router */
tor: boolean;
/** Object with many of the player's multipliers from Augmentations/Source Files */
mult: CharacterMult;
/** Timed worked in ms */
timeWorked: number;
/** Hacking experience earned so far from work */
workHackExpGain: number;
/** Str experience earned so far from work */
workStrExpGain: number;
/** Def experience earned so far from work */
workDefExpGain: number;
/** Dex experience earned so far from work */
workDexExpGain: number;
/** Agi experience earned so far from work */
workAgiExpGain: number;
/** Cha experience earned so far from work */
workChaExpGain: number;
/** Reputation earned so far from work, if applicable */
workRepGain: number;
/** Money earned so far from work, if applicable */
workMoneyGain: number;
}
/**
* @public
*/
export interface SleeveWorkGains {
/** Hacking exp gained from work */
workHackExpGain: number;
/** Strength exp gained from work */
workStrExpGain: number;
/** Defense exp gained from work, */
workDefExpGain: number;
/** Dexterity exp gained from work */
workDexExpGain: number;
/** Agility exp gained from work */
workAgiExpGain: number;
/** Charisma exp gained from work */
workChaExpGain: number;
/** Money gained from work */
workMoneyGain: number;
}
/**
* @public
*/
export interface SourceFileLvl {
/** The number of the source file */
n: number;
/** The level of the source file */
lvl: number;
}
/**
* Bladeburner current action.
* @public
*/
export interface BladeburnerCurAction {
/** Type of Action */
type: string;
/** Name of Action */
name: string;
}
/**
* Gang general info.
* @public
*/
export 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 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 warfare is enabled */
territoryWarfareEngaged: boolean;
/** Number indicating the current wanted penalty */
wantedPenalty: number;
}
/**
* @public
*/
export interface GangOtherInfoObject {
/** Gang power */
power: number;
/** Gang territory, in decimal form */
territory: number;
}
/**
* @public
*/
export interface GangOtherInfo {
"Slum Snakes": GangOtherInfoObject;
Tetrads: GangOtherInfoObject;
"The Syndicate": GangOtherInfoObject;
"The Dark Army": GangOtherInfoObject;
"Speakers for the Dead": GangOtherInfoObject;
NiteSec: GangOtherInfoObject;
"The Black Hand": GangOtherInfoObject;
}
/**
* Object representing data representing a gang member task.
* @public
*/
export 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;
/** Stength 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
*/
export 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
*/
export 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
*/
export interface GangMemberInfo {
name: string;
task: string;
earnedRespect: number;
hack: number;
str: number;
def: number;
dex: number;
agi: number;
cha: number;
hack_exp: number;
str_exp: number;
def_exp: number;
dex_exp: number;
agi_exp: number;
cha_exp: number;
hack_mult: number;
str_mult: number;
def_mult: number;
dex_mult: number;
agi_mult: number;
cha_mult: number;
hack_asc_mult: number;
str_asc_mult: number;
def_asc_mult: number;
dex_asc_mult: number;
agi_asc_mult: number;
cha_asc_mult: number;
hack_asc_points: number;
str_asc_points: number;
def_asc_points: number;
dex_asc_points: number;
agi_asc_points: number;
cha_asc_points: number;
upgrades: string[];
augmentations: string[];
respectGain: number;
wantedLevelGain: number;
moneyGain: number;
}
/**
* @public
*/
export interface GangMemberAscension {
/** Amount of respect lost from ascending */
respect: number;
/** Hacking multiplier gained from ascending */
hack: number;
/** Strength multiplier gained from ascending */
str: number;
/** Defense multiplier gained from ascending */
def: number;
/** Dexterity multiplier gained from ascending */
dex: number;
/** Agility multiplier gained from ascending */
agi: number;
/** Charisma multiplier gained from ascending */
cha: number;
}
/**
* Object representing a sleeve stats.
* @public
*/
export interface SleeveSkills {
/** Current shock of the sleeve [0-100] */
shock: number;
/** Current sync of the sleeve [0-100] */
sync: number;
/** Current hacking skill of the sleeve */
hacking: number;
/** Current strength of the sleeve */
strength: number;
/** Current defense of the sleeve */
defense: number;
/** Current dexterity of the sleeve */
dexterity: number;
/** Current agility of the sleeve */
agility: number;
/** Current charisma of the sleeve */
charisma: number;
}
/**
* Object representing sleeve information.
* @public
*/
export interface SleeveInformation {
/** Location of the sleeve */
city: string;
/** Current hp of the sleeve */
hp: number;
/** Max hp of the sleeve */
maxHp: number;