bitburner-src/src/PersonObjects/Person.ts

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// Base class representing a person-like object
import { Augmentation } from "../Augmentation/Augmentation";
import { IPlayerOwnedAugmentation } from "../Augmentation/PlayerOwnedAugmentation";
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { CityName } from "../Locations/data/CityNames";
import { CONSTANTS } from "../Constants";
import { calculateSkill } from "./formulas/skill";
import { calculateIntelligenceBonus } from "./formulas/intelligence";
// Interface that defines a generic object used to track experience/money
// earnings for tasks
export interface ITaskTracker {
hack: number;
str: number;
def: number;
dex: number;
agi: number;
cha: number;
money: number;
}
export function createTaskTracker(): ITaskTracker {
return {
hack: 0,
str: 0,
def: 0,
dex: 0,
agi: 0,
cha: 0,
money: 0,
}
}
export abstract class Person {
/**
* Stats
*/
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hacking_skill = 1;
strength = 1;
defense = 1;
dexterity = 1;
agility = 1;
charisma = 1;
intelligence = 1;
hp = 10;
max_hp = 10;
/**
* Experience
*/
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hacking_exp = 0;
strength_exp = 0;
defense_exp = 0;
dexterity_exp = 0;
agility_exp = 0;
charisma_exp = 0;
intelligence_exp = 0;
/**
* Multipliers
*/
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hacking_mult = 1;
strength_mult = 1;
defense_mult = 1;
dexterity_mult = 1;
agility_mult = 1;
charisma_mult = 1;
hacking_exp_mult = 1;
strength_exp_mult = 1;
defense_exp_mult = 1;
dexterity_exp_mult = 1;
agility_exp_mult = 1;
charisma_exp_mult = 1;
hacking_chance_mult = 1;
hacking_speed_mult = 1;
hacking_money_mult = 1;
hacking_grow_mult = 1;
company_rep_mult = 1;
faction_rep_mult = 1;
crime_money_mult = 1;
crime_success_mult = 1;
work_money_mult = 1;
hacknet_node_money_mult = 1;
hacknet_node_purchase_cost_mult = 1;
hacknet_node_ram_cost_mult = 1;
hacknet_node_core_cost_mult = 1;
hacknet_node_level_cost_mult = 1;
bladeburner_max_stamina_mult = 1;
bladeburner_stamina_gain_mult = 1;
bladeburner_analysis_mult = 1;
bladeburner_success_chance_mult = 1;
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/**
* Augmentations
*/
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augmentations: IPlayerOwnedAugmentation[] = [];
queuedAugmentations: IPlayerOwnedAugmentation[] = [];
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/**
* City that the person is in
*/
city: CityName = CityName.Sector12;
/**
* Updates this object's multipliers for the given augmentation
*/
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applyAugmentation(aug: Augmentation): void {
for (const mult in aug.mults) {
if ((<any>this)[mult] == null) {
console.warn(`Augmentation has unrecognized multiplier property: ${mult}`);
} else {
(<any>this)[mult] *= aug.mults[mult];
}
}
}
/**
* Given an experience amount and stat multiplier, calculates the
* stat level. Stat-agnostic (same formula for every stat)
*/
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calculateStat(exp: number, mult=1): number {
return calculateSkill(exp, mult);
}
/**
* Calculate and return the amount of faction reputation earned per cycle
* when doing Field Work for a faction
*/
getFactionFieldWorkRepGain(): number {
const t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel +
this.strength / CONSTANTS.MaxSkillLevel +
this.defense / CONSTANTS.MaxSkillLevel +
this.dexterity / CONSTANTS.MaxSkillLevel +
this.agility / CONSTANTS.MaxSkillLevel +
this.charisma / CONSTANTS.MaxSkillLevel) / 5.5;
return t * this.faction_rep_mult;
}
/**
* Calculate and return the amount of faction reputation earned per cycle
* when doing Hacking Work for a faction
*/
getFactionHackingWorkRepGain(): number {
return this.hacking_skill / CONSTANTS.MaxSkillLevel * this.faction_rep_mult;
}
/**
* Calculate and return the amount of faction reputation earned per cycle
* when doing Security Work for a faction
*/
getFactionSecurityWorkRepGain(): number {
const t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel +
this.strength / CONSTANTS.MaxSkillLevel +
this.defense / CONSTANTS.MaxSkillLevel +
this.dexterity / CONSTANTS.MaxSkillLevel +
this.agility / CONSTANTS.MaxSkillLevel) / 4.5;
return t * this.faction_rep_mult;
}
/**
* Reset all multipliers to 1
*/
resetMultipliers(): void {
this.hacking_mult = 1;
this.strength_mult = 1;
this.defense_mult = 1;
this.dexterity_mult = 1;
this.agility_mult = 1;
this.charisma_mult = 1;
this.hacking_exp_mult = 1;
this.strength_exp_mult = 1;
this.defense_exp_mult = 1;
this.dexterity_exp_mult = 1;
this.agility_exp_mult = 1;
this.charisma_exp_mult = 1;
this.company_rep_mult = 1;
this.faction_rep_mult = 1;
this.crime_money_mult = 1;
this.crime_success_mult = 1;
this.work_money_mult = 1;
}
/**
* Update all stat levels
*/
updateStatLevels(): void {
this.hacking_skill = Math.max(1, Math.floor(this.calculateStat(this.hacking_exp, this.hacking_mult * BitNodeMultipliers.HackingLevelMultiplier)));
this.strength = Math.max(1, Math.floor(this.calculateStat(this.strength_exp, this.strength_mult * BitNodeMultipliers.StrengthLevelMultiplier)));
this.defense = Math.max(1, Math.floor(this.calculateStat(this.defense_exp, this.defense_mult * BitNodeMultipliers.DefenseLevelMultiplier)));
this.dexterity = Math.max(1, Math.floor(this.calculateStat(this.dexterity_exp, this.dexterity_mult * BitNodeMultipliers.DexterityLevelMultiplier)));
this.agility = Math.max(1, Math.floor(this.calculateStat(this.agility_exp, this.agility_mult * BitNodeMultipliers.AgilityLevelMultiplier)));
this.charisma = Math.max(1, Math.floor(this.calculateStat(this.charisma_exp, this.charisma_mult * BitNodeMultipliers.CharismaLevelMultiplier)));
const ratio: number = this.hp / this.max_hp;
this.max_hp = Math.floor(10 + this.defense / 10);
this.hp = Math.round(this.max_hp * ratio);
}
getIntelligenceBonus(weight: number): number {
return calculateIntelligenceBonus(this.intelligence, weight);
}
}