bitburner-src/src/PersonObjects/Resleeving/Resleeving.ts

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/**
* Implements the Re-sleeving mechanic for BitNode-10.
* This allows the player to purchase and "use" new sleeves at VitaLife.
* These new sleeves come with different starting experience and Augmentations
* The cost of these new sleeves scales based on the exp and Augs.
*
* Note that this is different from the "Sleeve mechanic". The "Sleeve" mechanic
* provides new sleeves, essentially clones. This Re-sleeving mechanic lets
* the player purchase a new body with pre-existing Augmentations and experience
*
* As of right now, this feature is only available in BitNode 10
*/
import { Resleeve } from "./Resleeve";
import { IPlayer } from "../Person";
import { Augmentation } from "../../Augmentation/Augmentation";
import { Augmentations } from "../../Augmentation/Augmentations";
import { PlayerOwnedAugmentation } from "../../Augmentation/PlayerOwnedAugmentation";
import { getRandomInt } from "../../../utils/helpers/getRandomInt";
// Executes the actual re-sleeve when one is purchased
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export function resleeve(r: Resleeve, p: IPlayer):void {
// Set the player's exp
p.hacking_exp = r.hacking_exp;
p.strength_exp = r.strength_exp;
p.defense_exp = r.defense_exp;
p.dexterity_exp = r.dexterity_exp;
p.agility_exp = r.agility_exp;
p.charisma_exp = r.charisma_exp;
// Clear all of the player's augmentations, including those that are
// purchased but not installed
p.queuedAugmentations.length = 0;
p.augmentations.length = 0;
for (let i = 0; i < r.augmentations.length; ++i) {
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p.augmentations.push(new PlayerOwnedAugmentation(r.augmentations[i].name));
}
p.reapplyAllAugmentations(true);
}
// Creates all of the Re-sleeves that will be available for purchase at VitaLife
export function generateResleeves(): Resleeve[] {
const NumResleeves: number = 40; // Total number of Resleeves to generate
let ret: Resleeve[] = [];
for (let i = 0; i < NumResleeves; ++i) {
// i will be a number indicating how "powerful" the Re-sleeve should be
let r: Resleeve = new Resleeve();
// Generate experience
const expMult: number = i + 1;
r.hacking_exp = expMult * getRandomInt(500, 1500);
r.strength_exp = expMult * getRandomInt(500, 1500);
r.defense_exp = expMult * getRandomInt(500, 1500);
r.dexterity_exp = expMult * getRandomInt(500, 1500);
r.agility_exp = expMult * getRandomInt(500, 1500);
r.charisma_exp = expMult * getRandomInt(500, 1500);
// Generate Augs
const baseNumAugs: number = Math.ceil((i + 1) / 2);
const numAugs: number = getRandomInt(baseNumAugs, baseNumAugs + 2);
for (let a = 0; a < numAugs; ++a) {
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// We'll ignore Aug prerequisites for this
const augKeys: string[] = Object.keys(Augmentations);
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const randKey: string = augKeys[getRandomInt(0, augKeys.length - 1)];
const randAug: Augmentation | null = Augmentations[randKey];
r.augmentations.push({name: randAug!.name, level: 1});
}
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ret.push(r);
}
return ret;
}