bitburner-src/src/Hacking.js

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import { BitNodeMultipliers } from "./BitNode/BitNodeMultipliers";
import { Player } from "./Player";
import { Server } from "./Server/Server";
/**
* Returns the chance the player has to successfully hack a server
*/
export function calculateHackingChance(server) {
const hackFactor = 1.75;
const intFactor = 0.2;
const difficultyMult = (100 - server.hackDifficulty) / 100;
const skillMult = (hackFactor * Player.hacking_skill) + (intFactor * Player.intelligence);
const skillChance = (skillMult - server.requiredHackingSkill) / skillMult;
const chance = skillChance * difficultyMult * Player.hacking_chance_mult;
if (chance > 1) { return 1; }
if (chance < 0) { return 0; }
return chance;
}
/**
* Returns the amount of hacking experience the player will gain upon
* successfully hacking a server
*/
export function calculateHackingExpGain(server) {
const baseExpGain = 3;
const diffFactor = 0.3;
if (server.baseDifficulty == null) {
server.baseDifficulty = server.hackDifficulty;
}
var expGain = baseExpGain;
expGain += (server.baseDifficulty * Player.hacking_exp_mult * diffFactor);
return expGain * BitNodeMultipliers.HackExpGain;
}
/**
* Returns the percentage of money that will be stolen from a server if
* it is successfully hacked (returns the decimal form, not the actual percent value)
*/
export function calculatePercentMoneyHacked(server) {
// Adjust if needed for balancing. This is the divisor for the final calculation
const balanceFactor = 240;
const difficultyMult = (100 - server.hackDifficulty) / 100;
const skillMult = (Player.hacking_skill - (server.requiredHackingSkill - 1)) / Player.hacking_skill;
const percentMoneyHacked = difficultyMult * skillMult * Player.hacking_money_mult / balanceFactor;
if (percentMoneyHacked < 0) { return 0; }
if (percentMoneyHacked > 1) { return 1; }
return percentMoneyHacked * BitNodeMultipliers.ScriptHackMoney;
}
/**
* Returns time it takes to complete a hack on a server, in seconds
*/
export function calculateHackingTime(server, hack, int) {
const difficultyMult = server.requiredHackingSkill * server.hackDifficulty;
const baseDiff = 500;
const baseSkill = 50;
const diffFactor = 2.5;
const intFactor = 0.1;
if (hack == null) {hack = Player.hacking_skill;}
if (int == null) {int = Player.intelligence;}
var skillFactor = (diffFactor * difficultyMult + baseDiff);
// tslint:disable-next-line
skillFactor /= (hack + baseSkill + (intFactor * int));
const hackTimeMultiplier = 5;
const hackingTime = hackTimeMultiplier * skillFactor / Player.hacking_speed_mult;
return hackingTime;
}
/**
* Returns time it takes to complete a grow operation on a server, in seconds
*/
export function calculateGrowTime(server, hack, int) {
const growTimeMultiplier = 3.2; // Relative to hacking time. 16/5 = 3.2
return growTimeMultiplier * calculateHackingTime(server, hack, int);
}
/**
* Returns time it takes to complete a weaken operation on a server, in seconds
*/
export function calculateWeakenTime(server, hack, int) {
const weakenTimeMultiplier = 4; // Relative to hacking time
return weakenTimeMultiplier * calculateHackingTime(server, hack, int);
}