bitburner-src/src/CompanyManagement.js

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import {Locations} from "./src/Location.js";
import {getRandomInt} from "../utils/HelperFunctions.js";
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/*
Products
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For certain industries, players can creat their own custom products
Essentially, these are just things you give a certain name to.
Products have certain properties that affect how well they sell. These properties
are just numbers. For each Industry, only some of these properties are applicable
(e.g. Performance isnt applicable for food industry)
Demand: Determined by industry. For most industries this will slowly decrease over time, meaning
that you must create new and better products to remain successful. The speed at which this
decreases over time is dependent on industry
Competition: Determined by industry
Markup : Determined by Industry
Quality:
Performance:
Durability:
Reliability:
Aesthetics:
Features:
Location: Only valid for 'building' products like Restaurants, Hospitals, etc.
Scientific Research affects the properties of products
Materials:
To create Products, you need materials. There are different tiers of Materials
Materials have several properties that determine how profitable they can be:
Quality:
Demand:
Competition:
Markup: How much price markup a material can have before theres a significant dropoff in how much its bought
Materials Types:
1st tier:
Water - High Stable Demand, Medium competition, low markup
Energy - Suuuuuuper high stable demand, High competition, low markup
2nd Tier:
Food - High Stable Demand, Lots of competition, medium markup
Plants - Initially high but volatile demand. Decent competition, low markup
Metal - Very high stable demand, lots of competition, low markup
3rd Tier:
Hardware - Very high stable demand, lots of competition, med markup
Chemicals - High stable demand, good amount of competition, med markup
Real estate - Initially high but volatile demand. Decent competition, med markup. Tied to a certain city
4th tier:
Drugs - High stable demand, lots of competition, medium markup
Robots - Very high stable demand, looots of competition, high markup
AI Cores - Very high stable demand, looooots of competition, veeery high markup
5th tier:
Scientific Research
Industries:
- Some Industries let you create your own custom "Products", while others just produce Materials
- Each Industry has different characteristics for things
- List of Industries:
Energy - Requires metal, hardware
Produces Energy
Can Use Robotics/AI Cores to increase production
More real estate = more production with very little dimishing returns
Production increased by scientific research
High starting cost
Utilities - Requires metal, hardware
Produces Water
Can use Robotics, and AI Cores to increase production
More real estate = more production with medium diminishing returns
Production increased by scientific research
High starting cost
Agriculture - Requires Water and Energy
Produces food and plants
Can use Hardware/Robotics/AI Cores to increase production
Production increased by scientific research
More real estate = more production with very little diminishing returns
Medium starting cost
Fishing - Requires energy
Produces lots of food
Can use Hardware/Robotics/AI Cores to increase production
Production increased by scientific research
More real estate = slightly more production with very high diminishing returns
Medium starting cost (higher than agriculture)
Mining - Requires Energy
Produces Metal
Can use hardware/Robotics/AI Cores to increase production
Production increased by scientific research
More real estate = more production with medium diminishing returns
High starting cost
Food - Create your own "restaurant" products
Restaurants require food, water, energy
Restaurants in general are high stable demand, but lots of competition, and medium markup
Low starting cost
Production increase from real estate diminishes greatly in city. e.g. making many restaurants
in one city has high diminishing returns, but making a few in every city is good
Tobacco - Create your own tobacco products
Requires plants, water
High volatile demand, but not much competition. Low markup
Low starting cost
Product quality significantly affected by scientific research
Chemical - Create Chemicals
Requires plants, energy, water
High stable demand, high competition, low markup
Medium starting cost
Advertising does very little
Product quality significantly affected by scientific research
Pharmaceutical - Create your own drug products
Requires chemicals, energy, water
Very high stable demand. High competition, very high markup
High starting cost
Requires constant creation of new and better products to be successful
Product quality significantly affected by scientific research
Computer - Creates 'Hardware' material
Requires metal, energy
Can use Robotics/AI Cores to increase production
More real estate = more production with high diminishing returns
Production significantly affected by scientific research
High starting cost
Robotics - Create 'Robots' material and create your own 'Robot' products
Requires hardware, energy
Production can be improved by using AI Cores
Extremely high stable demand, medium competition, high markup
Extremely high starting cost
Product quality significantly affected by scientific research
more real estate = more production with medium diminishing returns for 'Robot' materials
Software - Create 'AI Cores' material and create your own software products
Requires hardware, energy
Very high stable demand, high competition, low markup
Low starting cost
Product quality slightly affected by scientific research
Healthcare - Open your own hospitals (each is its own product).
Requires robots, AI Cores, energy, water
Extremely high stable demand, semi-high competition, super high markup
Extremely high starting cost
Production increase from real estate diminishes greatly in city. e.g. making many hospitals
in one city has high diminishing returns, but making a few in every city is goodIn
Real Estate - Create 'Real Estate'.
Requires metal, energy, water, hardware
Can use Robotics/AI Cores to increase production
Production slightly affected by scientific research
Heavily affected by advertising
Extremely high starting cost
Biotechnology -
Entertainment -
Finance -
Mass Media -
Telecommunications -
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Employees:
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Has morale, happiness, and energy that must be managed to maintain productivity
Has a city property
Stats:
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Age, Intelligence, Charisma, Experience, Creativity, Efficiency
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Assigned to different positions. The productivity at each position is determined by
stats. I.e. each employe should be assigned to positions based on stats to optimize production
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Hiring Employees:
When you choose to hire employees you are given a randomly generated list of employees to hire
They will demand a certain salary and maybe stock shares
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Employee Position
Operations -
Engineer -
Business -
Accounting -
Management -
Research and Development -
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Company stats
A Company has an inventory of products and materials
Financial stats (All numbers are in per second):
Revenue - Total income generated
Expenses - Total Expenses
Profit - Revenue minus Expenses
Private Valuation: Investor valuation of your company before you go public. Affects how much money they invest
Market Cap: Once you go public, it is the total number of shares times stock price
Earnings Per Share(EPS): Net Income (Profit) / Number of Oustanding Shares
Price to Earnings: P/E Ratio = Price per Share / EPS
Awareness: A number indicating how many people are aware of your company
Popularity: A number indicating how many people like your company
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Warehouse Space: How many materials it can stock
Office Space:
Costs $/s in upkeep
You can open one office space in each city
Size - increased by upgrades, increases max # employees in the city
However if your # employees is near the max this affects employee happiness
Comfort - Increased by upgrades, affects employees in that office
Beauty - Increased by upgrades, affects employees in that office
Tiers of Office Space:
Basic
Enhanced
Luxurious
Extravagant
Upgrades
Things that increase comfort/beauty. Some may cost upkeep and some might not
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Company Upgrades:
Can upgrade Warehouse Space and Office Space
Can throw 'events' (company picnic, outing, party, etc.) for one time expenses and temporary boosts
Advertising, Increases Company Awareness and Popularity
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Investors
When you start a company you have 1 billion shares (subject to change)
Four rounds of investing: Seed, Series A, Series B, Series C
In each round, you can give up certain shares to receive money
These are optional
You can choose to go public at any time, at which point your stock price
will fluctuate based on company performance. Then you can sell whatever
shares you have left on the stock market.
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*/
/* Constants */
var TOTALSHARES = 1000000000; //Total number of shares you have at your company
var CyclesPerMarketCycle = 150;
var SecsPerMarketCycle = CyclesPerMarketCycle / 5;
var Cities = [Locations.Aevum, Locations.Chongqing, Locations.Sector12,
Locations.NewTokyo, Locations.Ishima, Locations.Volhaven];
function Material(params={}) {
this.name = params.name ? params.name : "";
this.qty = 0; //Quantity
this.qlt = 0; //Quality, unbounded
this.dmd = 0; //Demand, 0-100?
this.dmdR = 0; //Range of possible demand
this.cmp = 0; //Competition, 0-100
this.cmpR = 0; //Range of possible competition
this.mv = 0; //Maximum Volatility of stats
//Markup. Determines how high of a price you can charge on the material
//compared to the market price (bCost) based on quality
//Quality is divided by this to determine markup limits
//e.g if mku is 10 and quality is 100 then you can mark up prices by 100/10 = 10
//without consequences
this.mku = 0;
this.buy = 0; //How much of this material is being bought per second
this.sll = 0; //How much of this material is being sold per second
this.prd = 0; //How much of this material is being produced per second
this.exp = []; //Exports of this material to another warehouse/industry
this.bCost = 0; //$ Cost/sec to buy material
this.sCost = 0; //$ Cost/sec to sell material
this.prdman = [false, 0]; //Production for this material is manually limited
this.sllman = [false, 0]; //Sale of this material is manually limited
}
Material.prototype.init = function(mats={}) {
switch(this.name) {
case "Water":
this.dmd = 75; this.dmdR = [65, 85];
this.cmp = 50; this.cmpR = [40, 60];
this.bCost = 100; this.mv = 0.3;
this.mku = 25;
break;
case "Energy":
this.dmd = 90; this.dmdR = [80, 100];
this.cmp = 80; this.cmpR = [65, 95];
this.bCost = 250; this.mv = 0.3;
this.mku = 25;
break;
case "Food":
this.dmd = 80; this.dmdR = [70, 90];
this.cmp = 60; this.cmpR = [35, 85];
this.bCost = 500; this.mv = 1.5;
this.mku = 15;
break;
case "Plants":
this.dmd = 70; this.dmdR = [20, 90];
this.cmp = 50; this.cmpR = [30, 70];
this.bCost = 300; this.mv = 0.9;
this.mku = 20;
break;
case "Metal":
this.dmd = 80; this.dmdR = [75, 85];
this.cmp = 70; this.cmpR = [60, 80];
this.bCost = 250; this.mv = 1.5;
this.mku = 25;
break;
case "Hardware":
this.dmd = 85; this.dmdR = [80, 90];
this.cmp = 80; this.cmpR = [65, 95];
this.bCost = 1000; this.mv = 1.2;
this.mku = 12;
break;
case "Chemicals":
this.dmd = 55; this.dmdR = [40, 70];
this.cmp = 60; this.cmpR = [40, 80];
this.bCost = 750; this.mv = 1.8;
this.mku = 14;
break;
case "Real Estate":
this.dmd = 50; this.dmdR = [5, 100];
this.cmp = 50; this.cmpR = [25, 75];
this.bCost = 1500; this.mv = 2.5;
this.mku = 11;
break;
case "Drugs":
this.dmd = 60; this.dmdR = [45, 75];
this.cmp = 70; this.cmpR = [40, 100];
this.bCost = 800; this.mv = 2.2;
this.mku = 10;
break;
case "Robots":
this.dmd = 90; this.dmdR = [80, 100];
this.cmp = 90; this.cmpR = [80, 100];
this.bCost = 2000; this.mv = 1.2;
this.mku = 5;
break;
case "AI Cores":
this.dmd = 90; this.dmdR = [80, 100];
this.cmp = 90; this.cmpR = [80, 100];
this.bCost = 2500; this.mv = 1.6;
this.mku = 4
break;
default:
console.log("Invalid material type in init(): " + this.name);
break;
}
}
//Process change in demand, competition, and buy cost of this material
Material.prototype.processMarket = function() {
//This 1st random check determines whether competition increases or decreases
//More competition = lower market price
var v = (Math.random() * this.mv) / 100;
var pv = (Math.random() * this.mv) / 100;
if (Math.random() < 0.42) {
this.cmp *= (1+v);
this.cmp > this.cmpR[1] ? this.cmp = this.cmpR[1];
this.bCost *= (1-pv);
} else {
this.cmp *= (1-v);
this.cmp < this.cmpR[0] ? this.cmp = this.cmpR[0];
this.bCost *= (1+pv);
}
//This 2nd random check determines whether demand increases or decreases
//More demand = higher market price
v = (Math.random() * this.mv) / 100;
pv = (Math.random() * this.mv) / 100;
if (Math.random() < 0.45) {
this.dmd *= (1+v);
this.dmd > this.dmdR[1] ? this.dmd = this.dmdR[1];
this.bCost *= (1+pv);
} else {
this.dmd *= (1-v);
this.dmd < this.dmdR[0] ? this.dmd = this.dmdR[0];
this.bCost *= (1-pv);
}
}
//Map of material (by name) to their sizes (how much space it takes in warehouse)
let MaterialSizes = {
Water: 0.05,
Energy: 0.01,
Food: 0.03,
Plants: 0.05,
Metal: 0.1,
Hardware: 0.06,
Chemicals: 0.05,
Drugs: 0.02,
Robots: 0.5,
"AI Cores": 0.1
}
function Product(params={}) {
"use strict"
this.name = params.name ? params.name : 0;
this.dmd = params.demand ? params.demand : 0;
this.cmp = params.competition ? params.competition : 0;
this.mku = params.markup ? params.markup : 0;
//Aggregate score for quality based on the other properties below
//The weighting of the other properties (performance, durability)
//differs between industries
this.qlt = params.quality ? params.quality : 0;
this.qty = 0;
this.per = params.performance ? params.performance : 0;
this.dur = params.durability ? params.durability : 0;
this.rel = params.reliability ? params.reliability : 0;
this.aes = params.aesthetics ? params.aesthetics : 0;
this.fea = params.features ? params.features : 0;
//Only applicable for certain products like Restaurants
this.loc = params.location ? params.location : "";
//How much space it takes in the warehouse. Not applicable for all products
this.siz = params.size ? params.size : 0;
//Material requirements. An object that maps the name of a material to how much it requires
//to make 1 unit of the product.
this.req = params.req ? params.req : {};
}
var Industries = {
Energy: 50,
Utilities: 51,
Agriculture: 52,
Fishing: 53,
Mining: 54,
Food: 55,
Tobacco: 56,
Chemical: 57,
Pharmaceutical: 58,
Computer: 59,
Robotics: 60,
Software: 61,
Healthcare: 62,
RealEstate: 63,
}
function Industry(params={}) {
"use strict"
if (params.company == null) {
throw new Error("ERROR: Industry being created without a parent company");
}
this.offices = { //Maps locations to offices. 0 if no office at that location
Locations.Aevum: 0,
Locations.Chonqing: 0,
Locations.Sector12: 0,
Locations.NewTokyo: 0,
Locations.Ishima: 0,
Locations.Volhaven: 0
};
this.warehouses = { //Maps locations to warehouses. 0 if no warehouse at that location
Locations.Aevum: 0,
Locations.Chonqing: 0,
Locations.Sector12: 0,
Locations.NewTokyo: 0,
Locations.Ishima: 0,
Locations.Volhaven: 0
};
this.type = params.type ? params.type : 0;
this.sciResearch = new Material({name: "Scientific Research"});
//A map of the NAME of materials required to create produced materials to
//how many are needed to produce 1 unit of produced materials
this.reqMats = {};
//An array of the name of materials being produced
this.prodMats = [];
this.products = {};
this.awareness = 0;
this.popularity = 0; //Should always be less than awareness
this.startingCost = 0;
/* The following are factors for how much production/other things are increased by
different factors. The production increase always has diminishing returns,
and they are all reprsented by exponentials of < 1 (e.g x ^ 0.5, x ^ 0.8)
The number for these represent the exponential. A lower number means more
diminishing returns */
this.reFac = 0; //Real estate Factor
this.sciFac = 0; //Scientific Research Factor, affects quality
this.hwFac = 0; //Hardware factor
this.robFac = 0; //Robotics Factor
this.aiFac = 0; //AI Cores factor;
this.advFac = 0; //Advertising factor, affects sales
this.prodMult = 0; //Production multiplier
//Financials
this.funds = new Decimal(0);
this.revenue = new Decimal(0);
this.expenses = new Decimal(0);
this.init();
}
Industry.prototype.init = function() {
//Set the unique properties of an industry (how much its affected by real estate/scientific research, etc.)
switch (this.type) {
case Industries.Energy:
this.reFac = 0.75;
this.sciFac = 0.8;
this.robFac = 0.1;
this.aiFac = 0.4;
this.advFac = 0.25;
this.startingCost = 200e9;
this.reqMats = {
"Hardware": 0.1,
"Metal": 0.25,
};
this.prodMats = ["Energy"];
break;
case Industries.Utilities:
this.reFac = 0.5;
this.sciFac = 0.7;
this.robFac = 0.4;
this.aiFac = 0.4;
this.advFac = 0.3;
this.startingCost = 125e9;
this.reqMats = {
"Hardware": 0.1,
"Metal": 0.2,
}
this.prodMats = ["Water"];
break;
case Industries.Agriculture:
this.reFac = 0.9;
this.sciFac = 0.6;
this.hwFac = 0.3;
this.robFac = 0.4;
this.aiFac = 0.4;
this.advFac = 0.1;
this.startingCost = 30e9;
this.reqMats = {
"Water": 0.5,
"Energy": 0.5,
}
this.prodMats = ["Plants", "Food"];
break;
case Industries.Fishing:
this.reFac = 0.15;
this.sciFac = 0.4;
this.hwFac = 0.4;
this.robFac = 0.6;
this.aiFac = 0.25;
this.advFac = 0.2;
this.startingCost = 60e9;
this.reqMats = {
"Energy": 0.5,
}
this.prodMats = ["Food"];
break;
case Industries.Mining:
this.reFac = 0.4;
this.sciFac = 0.35;
this.hwFac = 0.5;
this.robFac = 0.6;
this.aiFac = 0.6;
this.advFac = 0.1;
this.startingCost = 300e9;
this.reqMats = {
"Energy": 0.8,
}
this.prodMats = ["Metal"];
break;
case Industries.Food:
//reFac is unique for this bc it diminishes greatly per city. Handle this separately in code?
this.sciFac = 0.15;
this.hwFac = 0.2;
this.robFac = 0.4;
this.aiFac = 0.35;
this.advFac = 0.85;
this.startingCost = 5e9;
this.reqMats = {
"Food": 0.5,
"Water": 0.5,
"Energy": 0.2,
}
break;
case Industries.Tobacco:
this.reFac = 0.2;
this.sciFac = 0.85;
this.hwFac = 0.2;
this.robFac = 0.25;
this.aiFac = 0.2;
this.advFac = 0.7;
this.startingCost = 10e9;
this.reqMats = {
"Plants": 1,
"Water": 0.2,
}
break;
case Industries.Chemical:
this.reFac = 0.3;
this.sciFac = 0.85;
this.hwFac = 0.2;
this.robFac = 0.3;
this.aiFac = 0.2;
this.advFac = 0.15;
this.startingCost = 70e9;
this.reqMats = {
"Plants": 1,
"Energy": 0.5,
"Water": 0.5,
}
this.prodMats = ["Chemicals"];
break;
case Industries.Pharmaceutical:
this.reFac = 0.1;
this.sciFac = 0.9;
this.hwFac = 0.2;
this.robFac = 0.3;
this.aiFac = 0.25;
this.advFac = 0.65;
this.startingCost = 150e9;
this.reqMats = {
"Chemicals": 2,
"Energy": 1,
"Water": 0.5,
}
this.prodMats = ["Drugs"];
break;
case Industries.Computer:
this.reFac = 0.25;
this.sciFac = 0.75;
this.robFac = 0.5;
this.aiFac = 0.3;
this.advFac = 0.6;
this.startingCost = 200e9;
this.reqMats = {
"Metal": 2.5,
"Energy": 1,
}
this.prodMats = ["Hardware"];
break;
case Industries.Robotics:
this.reFac = 0.45;
this.sciFac = 0.8;
this.aiFac = 0.5;
this.advFac = 0.7;
this.startingCost = 1e12;
this.reqMats = {
"Hardware": 5,
"Energy": 3,
}
this.prodMats = ["Robots"];
break;
case Industries.Software:
this.sciFac = 0.8;
this.advFac = 0.6;
this.startingCost = 10e9;
this.reqMats = {
"Hardware": 0.5,
"Energy": 1,
}
this.prodMats = ["AI Cores"];
break;
case Industries.Healthcare:
//reFac is unique for this bc it diminishes greatly per city. Handle this separately in code?
this.sciFac = 0.85;
this.advFac = 0.4;
this.startingCost = 750e9;
this.reqMats = {
"Robots": 10,
"AI Cores": 5,
"Energy": 5,
"Water": 5,
}
break;
case Industries.RealEstate:
this.robFac = 0.7;
this.aiFac = 0.7;
this.advFac = 0.75;
this.startingCost = 600e9;
this.reqMats = {
"Metal": 20,
"Energy": 10,
"Water": 10,
"Hardware": 5
}
this.prodMats = ["Real Estate"];
break;
default:
console.log("ERR: Invalid Industry Type passed into Industry.init(): " + this.type);
return;
}
}
//Calculates the values that factor into the production and properties of
//materials/products (such as quality, etc.)
Industry.prototype.calculateProductionFactors = function(city) {
var warehouse = this.warehouses[city], materials = warehouse.materials,
office = this.offices[city];
//Production is multiplied by this
this.prodMult = Math.pow(0.1 * materials.RealEstate, this.reFac) *
Math.pow(0.1 * materials.Hardware, this.hwFac) *
Math.pow(0.1 * materials.Robots, this.robFac) *
Math.pow(0.1 * materials.AICores, this.aiFac);
this.prodMult += 1;
}
Industry.prototype.updateWarehouseSizeUsed = function(city) {
var warehouse = this.warehouses[city];
if (warehouse instanceof Warehouse) {
//This resets the size back to 1 and accounts for materials
warehouse.updateWarehouseSizeUsed();
}
//TODO Account for products
}
Industry.prototype.process = function(numCycles=1) {
//Process change in demand/competition of materials/products
//Determine production of materials/products (including their quality)
//Determine sale of materials/products (how many sell)
}
//Process change in demand and competition for this industry's materials
Industry.prototype.processMaterialMarket = function(marketCycles=1) {
//References to prodMats and reqMats
var reqMats = this.reqMats, prodMats = this.prodMats;
//Only 'process the market' for materials that this industry deals with
for (var i = 0; i < Cities.length; ++i) {
//If this industry has a warehouse in this city, process the market
//for every material this industry requires or produces
if (this.warehouses[Cities[i]] instanceof Warehouse) {
var wh = this.warehouses[Cities[i]];
for (var name in reqMats) {
if (reqMats.hasOwnProperty(name)) {
wh.materials[name].processMarket();
}
}
for (var name in prodMats) {
if (prodMats.hasOwnProperty(name)) {
wh.materials[name].processMarket();
}
}
}
}
}
//Process change in demand and competition for this industry's products
Industry.prototype.processProductMarket = function(marketCycles=1) {
//Demand gradually decreases, and competition gradually increases
for (var name in this.products) {
if (this.products.hasOwnProperty(name)) {
var product = this.products[name];
var change = getRandomInt(1, 5) * 0.001;
if (this.type === Industries.Pharmaceutical || this.type === Industries.Software ||
this.type === Industries.Robotics) {
change *= 2.5;
}
product.dmd -= change;
product.cmp += change;
}
}
}
//Calculate employee producitivity values, which are unique per office
Industry.prototype.processEmployeeProductivity = function(marketCycles=1) {
for (var i = 0; i < Cities.length; ++i) {
var city = Cities[i];
if (this.offices[city] instanceof OfficeSpace) {
this.offices[city].calculateEmployeeProductivity();
} else {
console.log("ERROR: calling Industry.processEmployeeProductivity() for an office that doesn't exist");
}
}
}
//Process production, purchase, and import/export of materials
Industry.prototype.processMaterials = function(marketCycles=1) {
for (var i = 0; i < Cities.length; ++i) {
var city = Cities[i], office = this.offices[city];
this.calculateProductionFactors(city); //TODO Should this go here?
if (this.warehouses[city] instanceof Warehouse) {
var warehouse = this.warehouses[city];
/* Process purchase of materials */
for (var matName in warehouse.materials) {
if (warehouse.materials.hasOwnProperty(matName)) {
var mat = warehouse.materials[matName];
var buyAmt = (mat.buy * SecsPerMarketCycle * marketCycles);
var maxAmt = Math.floor((warehouse.size - warehouse.sizedUsed) / MaterialSizes[matName]);
var buyAmt = Math.min(buyAmt, maxAmt);
if (buyAmt > 0) {
mat.qty += buyAmt;
this.funds = this.funds.minus(buyAmt * mat.bCost);
}
}
} //End process purchase of materials
warehouse.updateSizeUsed();
/* Process production of materials */
if (this.prodMats.length > 0) {
var mat = warehouse.materials[this.prodMats[0]];
//Calculate the maximum production of this material based
//on the office's productivity
var total = office.employeeProd[EmployeePositions.Operations] +
office.employeeProd[EmployeePositions.Engineer] +
office.employeeProd[EmployeePositions.Management];
var ratio = (office.employeeProd[EmployeePositions.Operations] / total) *
(office.employeeProd[EmployeePositions.Engineer] / total) *
(office.employeeProd[EmployeePositions.Management] / total);
var maxProd = ratio * (0.5 * total), prod;
if (mat.prdman[0]) {
//Production is manually limited
prod = Math.min(maxProd, mat.prdman[1]);
} else {
prod = maxProd;
}
prod *= (SecsPerMarketCycle * marketCycles); //Convert production from per second to per market cycle
//Calculate net change in warehouse storage making
//the produced materials will cost
var totalMatSize = 0;
for (var tmp = 0; tmp < this.prodMats.length; ++tmp)
totalMatSize += MaterialSizes[this.prodMats[tmp]];
}
for (var reqMatName in this.reqMats) {
if (this.reqMats.hasOwnProperty(reqMatName)) {
var normQty = this.reqMats[reqMatName];
totalMatSize -= (MaterialSizes[reqMatName] * normQty);
}
}
//If not enough space in warehouse, limit the amount of produced
//materials
if (totalMatSize > 0) {
var maxAmt = Math.floor((warehouse.size - warehouse.sizedUsed) / totalMatSize);
prod = Math.min(maxAmt, prod);
}
//Make sure we have enough resource to make our materials
var producableFrac = 1;
for (var reqMatName in this.reqMats) {
if (this.reqMats.hasOwnProperty(reqMatName)) {
var req = this.reqMats[reqMatName] * prod;
if (warehouse[reqMatName].qty < req) {
producableFrac = Math.min(producableFrac, warehouse[reqMatName].qty / req);
}
}
}
//Make our materials if they are producable
if (producableFrac > 0) {
for (var reqMatName in this.reqMats) {
if (this.reqMats.hasOwnProperty(reqMatName)) {
warehouse[reqMatName].qty -= (this.reqMats[reqMatName] * prod * producableFrac);
}
}
for (var j = 0; j < this.prodMats.length; ++j) {
warehouse[this.prodMats[j]].qty += (prod * producableFrac * this.prodMult);
warehouse[this.prodMats[j]].qlt =
(office.employeeProd[EmployeePositions.Engineer] +
Math.pow(this.sciResearch, this.sciFac) +
Math.pow(materials.AICores, this.aiFac) / 10e3;
}
}
//Per second
mat.prd = prod * producableFrac * this.prodMult / (SecsPerMarketCycle * marketCycles);
}
/* Process sale of materials */
for (var matName in warehouse.materials) {
if (warehouse.materials.hasOwnProperty(matName)) {
var mat = warehouse.materials[matName];
//Calculate how much of the material sells (per second)
var markup = 1, markupLimit = mat.qlt / mat.mku;
if (mat.sCost > mat.bCost) {
//Penalty if difference between sCost and bCost is greater than markup limit
if ((mat.sCost - mat.bCost) > markupLimit) {
markup = markupLimit / (mat.sCost - mat.bCost);
}
}
var maxSell = mat.qlt * mat.dmd * (1 - mat.cmp) *
(this.popularity / this.awareness) * markup;
var sellAmt;
if (mat.sllman[0]) {
//Sell amount is manually limited
sellAmt = Math.min(maxSell, mat.sllman[1]);
}
sellAmt = (sellAmt * SecsPerMarketCycle * marketCycles);
sellAmt = Math.min(mat.qty, sellAmt);
if (sellAmt && mat.sCost) {
mat.qty -= sellAmt;
this.funds = this.funds.plus(sellAmt * mat.sCost);
mat.sll = sellAmt / (SecsPerMarketCycle * marketCycles);
} else {
mat.sll = 0;
}
}
} //End processing of sale of materials
warehouse.updateSizeUsed();
/* TODO Process Export of materials */
} // End warehouse
//Produce Scientific Research based on R&D employees
//Scientific Research can be produced without a warehouse
this.sciResearch += (0.01 * office.employeeProd[EmployeePositions.RandD]);
}
}
//Process this industry's producton of products (including all of their stats)
Industry.prototype.processProducts = function(marketCycles=1) {
for (var i = 0; i < Cities.length; ++i) {
var city = Cities[i], office = this.offices[city];
if (this.warehouses[city] instanceof Warehouse) {
var warehouse = this.warehouses[city];
//Process production of products
var total =
}
}
}
Industry.prototype.processProduct = function(marketCycles=1, product) {
}
var EmployeePositions = {
Operations: 1,
Engineer: 2,
Business: 3,
Accounting: 4,
Management: 5,
RandD: 6
}
function Employee(params={}) {
"use strict"
if (!(this instanceof Employee)) {
return new Employee(params);
}
this.name = params.name ? params.name : "Bobby";
this.mor = params.morale ? params.morale : getRandomInt(50, 100);
this.hap = params.happiness ? params.happiness : getRandomInt(50, 100);
this.ene = params.energy ? params.energy : getRandomInt(50, 100);
this.age = params.age ? params.age : getRandomInt(20, 50);
this.int = params.intelligence ? params.intelligence : getRandomInt(10, 50);
this.cha = params.charisma ? params.charisma : getRandomInt(10, 50);
this.exp = params.experience ? params.experience : getRandomInt(10, 50);
this.cre = params.creativity ? params.creativity : getRandomInt(10, 50);
this.eff = params.efficiency ? params.efficiency : getRandomInt(10, 50);
this.sal = params.salary ? params.salary : getRandomInt(0.1, 5);
this.pro = 0; //Productivity, This is calculated
this.off = params.officeSpace ? params.officeSpace : {};
this.loc = params.officeSpace ? params.officeSpace.loc : "";
this.pos = params.position ? params.position : EmployeePositions.Operations;
}
Employee.prototype.calculateProductivity = function() {
var prodBase = this.mor * this.hap * this.ene, prodMult;
switch(this.pos) {
//Calculate productivity based on position. This is multipled by prodBase
//to get final value
EmployeePositions.Operations:
prodMult = (0.6 * this.int) + (0.1 * this.cha) + (this.exp) +
(0.5 * this.cre) + (this.eff);
break;
EmployeePositions.Engineer:
prodMult = (this.int) + (0.1 * this.cha) + (1.5 * this.exp) +
(this.eff);
break;
EmployeePositions.Business:
prodMult = (0.4 * this.int) + (this.cha) + (0.5 * this.exp);
break;
EmployeePositions.Accounting:
prodMult = (0.25 * this.int) + (0.5 * this.exp) + (this.eff);
break;
EmployeePositions.Management:
prodMult = (2 * this.cha) + (this.exp) + (0.2 * this.cre) +
(0.7 * this.eff);
break;
EmployeePositions.RandD:
prodMult = (1.5 * this.int) + (0.8 * this.exp) + (this.cre) +
(0.5 * this.eff);
break;
default:
console.log("Invalid employee position: " + this.pos);
break;
}
return prodBase * prodMult;
}
var OfficeSpaceTiers = {
Basic: 7,
Enhanced: 8,
Luxurious: 9,
Extravagant: 10
}
function OfficeSpace(params={}) {
"use strict"
this.loc = params.loc ? params.loc : "";
this.cost = params.cost ? params.cost : 1;
this.size = params.size ? params.size : 1;
this.comf = params.comfort ? params.comfort : 1;
this.beau = parms.beauty ? params.beauty : 1;
this.tier = OfficeSpaceTiers.Basic;
this.employees = [];
this.employeeProd = {
EmployeePositions.Operations: 0,
EmployeePositions.Engineer: 0,
EmployeePositions.Business: 0,
EmployeePositions.Accounting: 0,
EmployeePositions.Management: 0,
EmployeePositions.RandD:0,
};
}
OfficeSpace.prototype.calculateEmployeeProductivity = function(marketCycles=1) {
//Reset
for (var name in this.employeeProd) {
if (this.employeeProd.hasOwnProperty(name)) {
this.employeeProd[name] = 0;
}
}
for (var i = 0; i < this.employees.length; ++i) {
var employee = this.employees[i];
var prod = employee.calculateProductivity();
this.employeeProd[employee.pos] += prod;
}
}
function Warehouse(params={}) {
"use strict"
this.loc = params.loc ? params.loc : "";
this.size = params.size ? params.size : 0;
this.sizeUsed = 0;
this.materials = {
Water: new Material({name: "Water"}),
Energy: new Material({name: "Energy"}),
Food: new Material({name: "Food"}),
Plants: new Material({name: "Plants"}),
Metal: new Material({name: "Metal"}),
Hardware: new Material({name: "Hardware"}),
Chemicals: new Material({name: "Chemicals"}),
Drugs: new Material({name: "Drugs"}),
Robots: new Material({name: "Robots"}),
AICores: new Material({name: "AI Cores"}),
RealEstate: new Material({name: "Real Estate"})
}
}
Warehouse.prototype.updateMaterialSizeUsed = function() {
this.sizeUsed = 0;
for (var matName in this.materials) {
if (this.materials.hasOwnProperty(matName)) {
var mat = this.materials[matName];
this.sizeUsed += (mat.qty * MaterialSizes[mat.name]);
}
}
if (this.sizeUsed > this.size) {
console.log("ERROR: Warehouse sized used greater than capacity, something went wrong");
}
//After this function is called, the Industry owning this Warehouse will call
//its own updateWarehouseSizeUsed function which accounts for products
}
function Company(params={}) {
"use strict"
this.name = params.name ? params.name : "The Company";
//A division/business sector is represented by the object:
//{name: "NAME HERE", industry: INDUSTRY OBJECT}
this.divisions = [];
//Financial stats
this.funds = new Decimal(0);
this.revenue = new Decimal(0);
this.expenses = new Decimal(0);
this.valuation = 0; //Private investory valuation of company before you go public.
this.numShares = TOTALSHARES;
this.sharePrice = 0;
}