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Integrated Infiltration in autopilot

Open otto-kirchheim opened this issue 2 years ago • 4 comments

I built a service for "infiltration" and integrated it into "autopilot.js". By the way, I removed the bugfix in "work-for-factions.js" for the update to Bitburner v2.1.0.

otto-kirchheim avatar Sep 30 '22 08:09 otto-kirchheim

There's a lot of great work here, and I want to leave the PR up for those who want to see and try your branch, but I'm also seeing a few tangential changes mixed in (like disabling casino, and work-for-factions from focusing) which could be cause for debate. I'll test and consider merging changes piecemeal.

alainbryden avatar Sep 30 '22 11:09 alainbryden

I believe this to be the best way to leave some comments to that part of the script so:

  • the fact that casino is disabled is good since you can earn money way faster with infiltration unless we are in SF8 (which should be auto implemented into autopilot)
  • if running autopilot with the infiltration enabled, it should really run as much as possible, so after getting rep when apropriate, and nothing else is beeing done, it should run for more money, which is not the case
  • while the infiltrator is running, it should not be stopped by other functions, as it leads to a lot of lost profit
  • there is zero point in having both casino and infiltrator disabled on default, one should be always enabled, preferably first casino as it always works, and then switch to infiltrator as a calback from casino
  • the posibility of earning with infiltration should be taken into account when autopilot decides time to ascend
  • running infiltration to gain reputation for factions that have no more available augments makes no sens

cyberze avatar Oct 08 '22 13:10 cyberze

All good comments.

Note that the reason I've been hesitant to include infiltration automation in my scripts is because (like Casino) there is no built-in API for it, it wasn't designed/balanced to be automated. As such, those who do manage to automate it end up with an overpowered mechanic that dominates the game in (almost) every BN.

Corporations have the same problem. Due to balance issues, and easy access to the investor fraud exploit, they are overpowered and a fun-ruiner. I'm sure an extensive debate could be had about how I've already ruined the fun (for others) by automating the majority of the game in my scripts and making them available. It's a delicate line to draw, but this is where I've decided to draw it.

I let casino.js exist because the game includes a mechanic that acknowledges its exploitabolity and caps earnings. There's no cap (yet) on automated infiltration earnings, or exploited corporation earnings, so I'm steering clear of them, lest they become the only mechanic of any significance.

alainbryden avatar Oct 08 '22 15:10 alainbryden

All good points, but imho the soft cap with infiltration is that earning never change, hence after a few runs it becomes less viable than earnings from other ventures.

cyberze avatar Oct 08 '22 18:10 cyberze

Infiltration money/reputation exp lowers based on chance (str/def/dex/agi/cha) and SoA aurguments (for best rewards have both as low as possible)

I would love to see this implanted though

teunisv avatar Oct 27 '22 13:10 teunisv

Sorry semi hi-jack this post. Once I got fully working I’ll make my own pull request.

But is there a way to get Neuroflux reputations requirements, so that I can have infiltration focus on reputation before it focuses on money ?

teunisv avatar Oct 27 '22 17:10 teunisv

Small thing. Noticed the guard attack routine is not working correctly. It should be attacking when it says "Preparing?" to succeed. If it gets to "ATTACKING!" it's too late. Also, I have the augment where it shows the countdown bar until the guard is ready to be attacked, and I'm not sure if that is a factor when it doesn't work.

Ricochetv1 avatar Jan 23 '23 08:01 Ricochetv1

Ongoing work moved to #286

alainbryden avatar Apr 24 '23 19:04 alainbryden