bitburner-src/src/Work/WorkStats.ts

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import { AugmentationNames } from "../Augmentation/data/AugmentationNames";
import { CONSTANTS } from "../Constants";
import { IPlayer } from "../PersonObjects/IPlayer";
export interface WorkStats {
money: number;
hackExp: number;
strExp: number;
defExp: number;
dexExp: number;
agiExp: number;
chaExp: number;
intExp: number;
}
interface newWorkStatsParams {
money?: number;
hackExp?: number;
strExp?: number;
defExp?: number;
dexExp?: number;
agiExp?: number;
chaExp?: number;
intExp?: number;
}
export const newWorkStats = (params?: newWorkStatsParams): WorkStats => {
return {
money: params?.money ?? 0,
hackExp: params?.hackExp ?? 0,
strExp: params?.strExp ?? 0,
defExp: params?.defExp ?? 0,
dexExp: params?.dexExp ?? 0,
agiExp: params?.agiExp ?? 0,
chaExp: params?.chaExp ?? 0,
intExp: params?.intExp ?? 0,
};
};
export const sumWorkStats = (w0: WorkStats, w1: WorkStats): WorkStats => {
return {
money: w0.money + w1.money,
hackExp: w0.hackExp + w1.hackExp,
strExp: w0.strExp + w1.strExp,
defExp: w0.defExp + w1.defExp,
dexExp: w0.dexExp + w1.dexExp,
agiExp: w0.agiExp + w1.agiExp,
chaExp: w0.chaExp + w1.chaExp,
intExp: w0.intExp + w1.intExp,
};
};
export const scaleWorkStats = (w: WorkStats, n: number): WorkStats => {
return {
money: w.money * n,
hackExp: w.hackExp * n,
strExp: w.strExp * n,
defExp: w.defExp * n,
dexExp: w.dexExp * n,
agiExp: w.agiExp * n,
chaExp: w.chaExp * n,
intExp: w.intExp * n,
};
};
export const applyWorkStats = (player: IPlayer, workStats: WorkStats, cycles: number, source: string): WorkStats => {
let focusBonus = 1;
if (!player.hasAugmentation(AugmentationNames.NeuroreceptorManager)) {
focusBonus = player.focus ? 1 : CONSTANTS.BaseFocusBonus;
}
const gains = {
money: workStats.money * cycles,
hackExp: focusBonus * workStats.hackExp * cycles,
strExp: focusBonus * workStats.strExp * cycles,
defExp: focusBonus * workStats.defExp * cycles,
dexExp: focusBonus * workStats.dexExp * cycles,
agiExp: focusBonus * workStats.agiExp * cycles,
chaExp: focusBonus * workStats.chaExp * cycles,
intExp: focusBonus * workStats.intExp * cycles,
};
player.gainHackingExp(gains.hackExp);
player.gainStrengthExp(gains.strExp);
player.gainDefenseExp(gains.defExp);
player.gainDexterityExp(gains.dexExp);
player.gainAgilityExp(gains.agiExp);
player.gainCharismaExp(gains.chaExp);
player.gainIntelligenceExp(gains.intExp);
player.gainMoney(gains.money, source);
return gains;
};