2019-01-15 14:11:14 +01:00
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/**
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* Implements the Re-sleeving mechanic for BitNode-10.
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* This allows the player to purchase and "use" new sleeves at VitaLife.
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* These new sleeves come with different starting experience and Augmentations
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* The cost of these new sleeves scales based on the exp and Augs.
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*
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* Note that this is different from the "Sleeve mechanic". The "Sleeve" mechanic
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* provides new sleeves, essentially clones. This Re-sleeving mechanic lets
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* the player purchase a new body with pre-existing Augmentations and experience
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*
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* As of right now, this feature is only available in BitNode 10
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*/
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import { Resleeve } from "./Resleeve";
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2019-01-17 16:40:43 +01:00
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import { IPlayer } from "../IPlayer";
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2019-01-15 14:11:14 +01:00
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import { Augmentation } from "../../Augmentation/Augmentation";
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import { Augmentations } from "../../Augmentation/Augmentations";
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2021-09-09 05:47:34 +02:00
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import { IPlayerOwnedAugmentation, PlayerOwnedAugmentation } from "../../Augmentation/PlayerOwnedAugmentation";
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2019-01-17 16:40:43 +01:00
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import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
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2019-01-15 14:11:14 +01:00
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import { getRandomInt } from "../../../utils/helpers/getRandomInt";
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// Executes the actual re-sleeve when one is purchased
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2019-01-20 23:57:38 +01:00
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export function purchaseResleeve(r: Resleeve, p: IPlayer): boolean {
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2021-09-05 01:09:30 +02:00
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const cost: number = r.getCost();
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if (!p.canAfford(cost)) {
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return false;
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}
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p.loseMoney(cost);
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// Set the player's exp
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p.hacking_exp = r.hacking_exp;
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p.strength_exp = r.strength_exp;
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p.defense_exp = r.defense_exp;
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p.dexterity_exp = r.dexterity_exp;
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p.agility_exp = r.agility_exp;
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p.charisma_exp = r.charisma_exp;
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// Reset Augmentation "owned" data
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for (const augKey in Augmentations) {
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Augmentations[augKey].owned = false;
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}
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// Clear all of the player's augmentations, except the NeuroFlux Governor
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// which is kept
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for (let i = p.augmentations.length - 1; i >= 0; --i) {
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if (p.augmentations[i].name !== AugmentationNames.NeuroFluxGovernor) {
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p.augmentations.splice(i, 1);
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} else {
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// NeuroFlux Governor
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Augmentations[AugmentationNames.NeuroFluxGovernor].owned = true;
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2019-01-20 23:57:38 +01:00
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}
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2021-09-05 01:09:30 +02:00
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}
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for (let i = 0; i < r.augmentations.length; ++i) {
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p.augmentations.push(new PlayerOwnedAugmentation(r.augmentations[i].name));
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Augmentations[r.augmentations[i].name].owned = true;
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}
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// The player's purchased Augmentations should remain the same, but any purchased
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// Augmentations that are given by the resleeve should be removed so there are no duplicates
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for (let i = p.queuedAugmentations.length - 1; i >= 0; --i) {
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const name: string = p.queuedAugmentations[i].name;
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if (
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p.augmentations.filter((e: IPlayerOwnedAugmentation) => {
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2021-09-09 05:47:34 +02:00
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return e.name !== AugmentationNames.NeuroFluxGovernor && e.name === name;
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2021-09-05 01:09:30 +02:00
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}).length >= 1
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) {
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p.queuedAugmentations.splice(i, 1);
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2019-01-15 14:11:14 +01:00
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}
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2021-09-05 01:09:30 +02:00
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}
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2019-01-15 14:11:14 +01:00
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2021-09-05 01:09:30 +02:00
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p.reapplyAllAugmentations(true);
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p.reapplyAllSourceFiles(); //Multipliers get reset, so have to re-process source files too
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return true;
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2019-01-15 14:11:14 +01:00
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}
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// Creates all of the Re-sleeves that will be available for purchase at VitaLife
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export function generateResleeves(): Resleeve[] {
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2021-09-05 01:09:30 +02:00
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const NumResleeves = 40; // Total number of Resleeves to generate
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const ret: Resleeve[] = [];
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for (let i = 0; i < NumResleeves; ++i) {
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// i will be a number indicating how "powerful" the Re-sleeve should be
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const r: Resleeve = new Resleeve();
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// Generate experience
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const expMult: number = 5 * i + 1;
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r.hacking_exp = expMult * getRandomInt(1000, 5000);
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r.strength_exp = expMult * getRandomInt(1000, 5000);
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r.defense_exp = expMult * getRandomInt(1000, 5000);
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r.dexterity_exp = expMult * getRandomInt(1000, 5000);
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r.agility_exp = expMult * getRandomInt(1000, 5000);
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r.charisma_exp = expMult * getRandomInt(1000, 5000);
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// Generate Augs
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// Augmentation prequisites will be ignored for this
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const baseNumAugs: number = Math.max(2, Math.ceil((i + 3) / 2));
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const numAugs: number = getRandomInt(baseNumAugs, baseNumAugs + 2);
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const augKeys: string[] = Object.keys(Augmentations);
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for (let a = 0; a < numAugs; ++a) {
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// Get a random aug
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const randIndex: number = getRandomInt(0, augKeys.length - 1);
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const randKey: string = augKeys[randIndex];
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// Forbidden augmentations
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2021-09-09 05:47:34 +02:00
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if (randKey === AugmentationNames.TheRedPill || randKey === AugmentationNames.NeuroFluxGovernor) {
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2021-09-05 01:09:30 +02:00
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continue;
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}
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const randAug: Augmentation | null = Augmentations[randKey];
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if (randAug === null) throw new Error(`null augmentation: ${randKey}`);
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r.augmentations.push({ name: randAug.name, level: 1 });
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r.applyAugmentation(Augmentations[randKey]);
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r.updateStatLevels();
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// Remove Augmentation so that there are no duplicates
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augKeys.splice(randIndex, 1);
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2019-01-15 14:11:14 +01:00
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}
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2021-09-05 01:09:30 +02:00
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ret.push(r);
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}
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return ret;
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2019-01-15 14:11:14 +01:00
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}
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