bitburner-src/src/PersonObjects/Sleeve/Sleeve.ts

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/**
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* Sleeves are bodies that contain the player's cloned consciousness.
* The player can use these bodies to perform different tasks synchronously.
*
* Each sleeve is its own individual, meaning it has its own stats/exp
*
* Sleeves are unlocked in BitNode-10.
*/
import { SleeveTaskType } from "./SleeveTaskTypesEnum";
import { IPlayer } from "../IPlayer";
import { Person } from "../Person";
import { ITaskTracker, createTaskTracker } from "../ITaskTracker";
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import { Augmentation } from "../../Augmentation/Augmentation";
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
import { Crime } from "../../Crime/Crime";
import { Crimes } from "../../Crime/Crimes";
import { Companies } from "../../Company/Companies";
import { Company } from "../../Company/Company";
import { CompanyPosition } from "../../Company/CompanyPosition";
import { CompanyPositions } from "../../Company/CompanyPositions";
import { CONSTANTS } from "../../Constants";
import { Faction } from "../../Faction/Faction";
import { Factions } from "../../Faction/Factions";
import { CityName } from "../../Locations/data/CityNames";
import { LocationName } from "../../Locations/data/LocationNames";
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import { Generic_fromJSON, Generic_toJSON, IReviverValue, Reviver } from "../../utils/JSONReviver";
import { BladeburnerConstants } from "../../Bladeburner/data/Constants";
import { numeralWrapper } from "../../ui/numeralFormat";
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import { capitalizeFirstLetter } from "../../utils/StringHelperFunctions";
import { FactionWorkType } from "../../Work/data/FactionWorkType";
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import { Work } from "./Work/Work";
import { SleeveClassWork } from "./Work/SleeveClassWork";
import { ClassType } from "../../Work/ClassWork";
import { SleeveSynchroWork } from "./Work/SleeveSynchroWork";
import { SleeveRecoveryWork } from "./Work/SleeveRecoveryWork";
import { SleeveFactionWork } from "./Work/SleeveFactionWork";
import { SleeveCompanyWork } from "./Work/SleeveCompanyWork";
import { SleeveInfiltrateWork } from "./Work/SleeveInfiltrateWork";
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import { SleeveSupportWork } from "./Work/SleeveSupportWork";
import { SleeveBladeburnerWork } from "./Work/SleeveBladeburnerWork";
import { SleeveCrimeWork } from "./Work/SleeveCrimeWork";
export class Sleeve extends Person {
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currentWork: Work | null = null;
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/**
* Stores the name of the class that the player is currently taking
*/
className = "";
/**
* Stores the type of crime the sleeve is currently attempting
* Must match the name of a Crime object
*/
crimeType = "";
/**
* Enum value for current task
*/
currentTask: SleeveTaskType = SleeveTaskType.Idle;
/**
* Contains details about the sleeve's current task. The info stored
* in this depends on the task type
*
* Faction/Company Work: Name of Faction/Company
* Crime: Money earned if successful
* Class/Gym: Name of university/gym
* Bladeburner: success chance
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*/
currentTaskLocation = "";
/**
* Maximum amount of time (in milliseconds) that can be spent on current task.
*/
currentTaskMaxTime = 0;
/**
* Milliseconds spent on current task
*/
currentTaskTime = 0;
/**
* Keeps track of experience earned for other sleeves
*/
earningsForSleeves: ITaskTracker = createTaskTracker();
/**
* Keeps track of experience + money earned for player
*/
earningsForPlayer: ITaskTracker = createTaskTracker();
/**
* Keeps track of experienced earned in the current task/action
*/
earningsForTask: ITaskTracker = createTaskTracker();
/**
* Keeps track of what type of work sleeve is doing for faction, if applicable
*/
factionWorkType: FactionWorkType = FactionWorkType.HACKING;
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/**
* Records experience gain rate for the current task
*/
gainRatesForTask: ITaskTracker = createTaskTracker();
/**
* String that stores what stat the sleeve is training at the gym
*/
gymStatType = "";
/**
* String that stores what stat the sleeve is training at the gym
*/
bbAction = "";
/**
* String that stores what stat the sleeve is training at the gym
*/
bbContract = "";
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/**
* Clone retains 'memory' synchronization (and maybe exp?) upon prestige/installing Augs
*/
memory = 1;
/**
* Sleeve shock. Number between 0 and 100
* Trauma/shock that comes with being in a sleeve. Experience earned
* is multipled by shock%. This gets applied before synchronization
*
* Reputation earned is also multiplied by shock%
*/
shock = 1;
/**
* Stored number of game "loop" cycles
*/
storedCycles = 0;
/**
* Synchronization. Number between 0 and 100
* When experience is earned by sleeve, both the player and the sleeve get
* sync% of the experience earned. Other sleeves get sync^2% of exp
*/
sync = 1;
constructor(p: IPlayer | null = null) {
super();
if (p != null) {
this.shockRecovery(p);
}
}
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shockBonus(): number {
return this.shock / 100;
}
syncBonus(): number {
return this.sync / 100;
}
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startWork(player: IPlayer, w: Work): void {
if (this.currentWork) this.currentWork.finish(player);
this.currentWork = w;
}
stopWork(player: IPlayer): void {
if (this.currentWork) this.currentWork.finish(player);
this.currentWork = null;
}
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/**
* Commit crimes
*/
commitCrime(p: IPlayer, crimeKey: string): boolean {
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const crime: Crime | null = Crimes[crimeKey] || Object.values(Crimes).find((crime) => crime.name === crimeKey);
if (!crime) {
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return false;
}
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if (this.currentTask !== SleeveTaskType.Idle || this.currentWork === null) {
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this.finishTask(p);
} else {
this.resetTaskStatus(p);
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}
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this.startWork(p, new SleeveCrimeWork(crime.type));
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return true;
}
/**
* Called to stop the current task
*/
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finishTask(p: IPlayer): void {
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this.stopWork(p);
this.resetTaskStatus(p);
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return;
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}
/**
* Earn experience for any stats (supports multiple)
* This function also handles experience propogating to Player and other sleeves
*/
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gainExperience(p: IPlayer, exp: ITaskTracker, numCycles = 1, fromOtherSleeve = false): ITaskTracker {
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// If the experience is coming from another sleeve, it is not multiplied by anything.
// Also the player does not earn anything
if (fromOtherSleeve) {
if (exp.hack > 0) {
this.exp.hacking += exp.hack;
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}
if (exp.str > 0) {
this.exp.strength += exp.str;
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}
if (exp.def > 0) {
this.exp.defense += exp.def;
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}
if (exp.dex > 0) {
this.exp.dexterity += exp.dex;
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}
if (exp.agi > 0) {
this.exp.agility += exp.agi;
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}
if (exp.cha > 0) {
this.exp.charisma += exp.cha;
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}
return createTaskTracker();
}
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// Experience is first multiplied by shock. Then 'synchronization'
// is accounted for
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const multFac = (this.shock / 100) * (this.sync / 100) * numCycles;
const pHackExp = exp.hack * multFac;
const pStrExp = exp.str * multFac;
const pDefExp = exp.def * multFac;
const pDexExp = exp.dex * multFac;
const pAgiExp = exp.agi * multFac;
const pChaExp = exp.cha * multFac;
const pIntExp = exp.int * multFac;
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// Experience is gained by both this sleeve and player
if (pHackExp > 0) {
this.gainHackingExp(pHackExp);
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p.gainHackingExp(pHackExp);
this.earningsForPlayer.hack += pHackExp;
this.earningsForTask.hack += pHackExp;
}
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if (pStrExp > 0) {
this.gainStrengthExp(pStrExp);
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p.gainStrengthExp(pStrExp);
this.earningsForPlayer.str += pStrExp;
this.earningsForTask.str += pStrExp;
}
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if (pDefExp > 0) {
this.gainDefenseExp(pDefExp);
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p.gainDefenseExp(pDefExp);
this.earningsForPlayer.def += pDefExp;
this.earningsForTask.def += pDefExp;
}
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if (pDexExp > 0) {
this.gainDexterityExp(pDexExp);
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p.gainDexterityExp(pDexExp);
this.earningsForPlayer.dex += pDexExp;
this.earningsForTask.dex += pDexExp;
}
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if (pAgiExp > 0) {
this.gainAgilityExp(pAgiExp);
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p.gainAgilityExp(pAgiExp);
this.earningsForPlayer.agi += pAgiExp;
this.earningsForTask.agi += pAgiExp;
}
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if (pChaExp > 0) {
this.gainCharismaExp(pChaExp);
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p.gainCharismaExp(pChaExp);
this.earningsForPlayer.cha += pChaExp;
this.earningsForTask.cha += pChaExp;
}
if (pIntExp > 0) {
this.gainIntelligenceExp(pIntExp);
p.gainIntelligenceExp(pIntExp);
}
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// Record earnings for other sleeves
this.earningsForSleeves.hack += pHackExp * (this.sync / 100);
this.earningsForSleeves.str += pStrExp * (this.sync / 100);
this.earningsForSleeves.def += pDefExp * (this.sync / 100);
this.earningsForSleeves.dex += pDexExp * (this.sync / 100);
this.earningsForSleeves.agi += pAgiExp * (this.sync / 100);
this.earningsForSleeves.cha += pChaExp * (this.sync / 100);
// Return the experience to be gained by other sleeves
return {
hack: pHackExp * (this.sync / 100),
str: pStrExp * (this.sync / 100),
def: pDefExp * (this.sync / 100),
dex: pDexExp * (this.sync / 100),
agi: pAgiExp * (this.sync / 100),
cha: pChaExp * (this.sync / 100),
int: pIntExp * (this.sync / 100),
money: exp.money,
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};
}
/**
* Earn money for player
*/
gainMoney(p: IPlayer, task: ITaskTracker, numCycles = 1): void {
const gain: number = task.money * numCycles;
this.earningsForTask.money += gain;
this.earningsForPlayer.money += gain;
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p.gainMoney(gain, "sleeves");
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}
/**
* Returns the cost of upgrading this sleeve's memory by a certain amount
*/
getMemoryUpgradeCost(n: number): number {
const amt = Math.round(n);
if (amt < 0) {
return 0;
}
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if (this.memory + amt > 100) {
return this.getMemoryUpgradeCost(100 - this.memory);
}
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const mult = 1.02;
const baseCost = 1e12;
let currCost = 0;
let currMemory = this.memory - 1;
for (let i = 0; i < n; ++i) {
currCost += Math.pow(mult, currMemory);
++currMemory;
}
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return currCost * baseCost;
}
/**
* Gets reputation gain for the current task
* Only applicable when working for company or faction
*/
getRepGain(p: IPlayer): number {
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if (this.currentTask === SleeveTaskType.Company) {
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const companyName: string = this.currentTaskLocation;
const company: Company | null = Companies[companyName];
if (company == null) {
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console.error(`Invalid company found when trying to calculate rep gain: ${companyName}`);
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return 0;
}
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const companyPosition: CompanyPosition | null = CompanyPositions[p.jobs[companyName]];
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if (companyPosition == null) {
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console.error(`Invalid company position name found when trying to calculate rep gain: ${p.jobs[companyName]}`);
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return 0;
}
const jobPerformance: number = companyPosition.calculateJobPerformance(
this.skills.hacking,
this.skills.strength,
this.skills.defense,
this.skills.dexterity,
this.skills.agility,
this.skills.charisma,
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);
const favorMult = 1 + company.favor / 100;
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return jobPerformance * this.mults.company_rep * favorMult;
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} else {
return 0;
}
}
installAugmentation(aug: Augmentation): void {
this.exp.hacking = 0;
this.exp.strength = 0;
this.exp.defense = 0;
this.exp.dexterity = 0;
this.exp.agility = 0;
this.exp.charisma = 0;
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this.applyAugmentation(aug);
this.augmentations.push({ name: aug.name, level: 1 });
this.updateStatLevels();
}
/**
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* Called on every sleeve for a Source File Prestige
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*/
prestige(p: IPlayer): void {
// Reset exp
this.exp.hacking = 0;
this.exp.strength = 0;
this.exp.defense = 0;
this.exp.dexterity = 0;
this.exp.agility = 0;
this.exp.charisma = 0;
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// Reset task-related stuff
this.resetTaskStatus(p);
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this.earningsForSleeves = createTaskTracker();
this.earningsForPlayer = createTaskTracker();
this.shockRecovery(p);
// Reset augs and multipliers
this.augmentations = [];
this.resetMultipliers();
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// Reset Location
this.city = CityName.Sector12;
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// Reset sleeve-related stats
this.shock = 1;
this.storedCycles = 0;
this.sync = Math.max(this.memory, 1);
}
/**
* Process loop
* Returns an object containing the amount of experience that should be
* transferred to all other sleeves
*/
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process(p: IPlayer, numCycles = 1): void {
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// Only process once every second (5 cycles)
const CyclesPerSecond = 1000 / CONSTANTS.MilliPerCycle;
this.storedCycles += numCycles;
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if (this.storedCycles < CyclesPerSecond) return;
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let cyclesUsed = this.storedCycles;
cyclesUsed = Math.min(cyclesUsed, 15);
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if (this.currentWork) {
this.currentWork.process(p, this, cyclesUsed);
this.storedCycles -= cyclesUsed;
return;
}
let time = cyclesUsed * CONSTANTS.MilliPerCycle;
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if (this.currentTaskMaxTime !== 0 && this.currentTaskTime + time > this.currentTaskMaxTime) {
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time = this.currentTaskMaxTime - this.currentTaskTime;
cyclesUsed = Math.floor(time / CONSTANTS.MilliPerCycle);
if (time < 0 || cyclesUsed < 0) {
console.warn(`Sleeve.process() calculated negative cycle usage`);
time = 0;
cyclesUsed = 0;
}
}
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this.currentTaskTime += time;
// Shock gradually goes towards 100
this.shock = Math.min(100, this.shock + 0.0001 * cyclesUsed);
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this.updateStatLevels();
this.storedCycles -= cyclesUsed;
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return;
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}
/**
* Resets all parameters used to keep information about the current task
*/
resetTaskStatus(p: IPlayer): void {
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this.stopWork(p);
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if (this.bbAction == "Support main sleeve") {
p.bladeburner?.sleeveSupport(false);
}
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this.earningsForTask = createTaskTracker();
this.gainRatesForTask = createTaskTracker();
this.currentTask = SleeveTaskType.Idle;
this.currentTaskTime = 0;
this.currentTaskMaxTime = 0;
this.factionWorkType = FactionWorkType.HACKING;
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this.crimeType = "";
this.currentTaskLocation = "";
this.gymStatType = "";
this.className = "";
this.bbAction = "";
this.bbContract = "------";
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}
shockRecovery(p: IPlayer): boolean {
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if (this.currentTask !== SleeveTaskType.Idle || this.currentWork === null) {
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this.finishTask(p);
} else {
this.resetTaskStatus(p);
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}
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this.startWork(p, new SleeveRecoveryWork());
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return true;
}
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synchronize(p: IPlayer): boolean {
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if (this.currentTask !== SleeveTaskType.Idle || this.currentWork !== null) {
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this.finishTask(p);
} else {
this.resetTaskStatus(p);
}
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this.startWork(p, new SleeveSynchroWork());
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return true;
}
/**
* Take a course at a university
*/
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takeUniversityCourse(p: IPlayer, universityName: string, className: string): boolean {
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if (this.currentTask !== SleeveTaskType.Idle || this.currentWork) {
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this.finishTask(p);
} else {
this.resetTaskStatus(p);
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}
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// Set exp/money multipliers based on which university.
// Also check that the sleeve is in the right city
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let loc: LocationName | undefined;
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switch (universityName.toLowerCase()) {
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case LocationName.AevumSummitUniversity.toLowerCase(): {
if (this.city !== CityName.Aevum) return false;
loc = LocationName.AevumSummitUniversity;
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break;
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}
case LocationName.Sector12RothmanUniversity.toLowerCase(): {
if (this.city !== CityName.Sector12) return false;
loc = LocationName.Sector12RothmanUniversity;
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break;
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}
case LocationName.VolhavenZBInstituteOfTechnology.toLowerCase(): {
if (this.city !== CityName.Volhaven) return false;
loc = LocationName.VolhavenZBInstituteOfTechnology;
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break;
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}
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}
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if (!loc) return false;
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// Set experience/money gains based on class
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let classType: ClassType | undefined;
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switch (className.toLowerCase()) {
case "study computer science":
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classType = ClassType.StudyComputerScience;
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break;
case "data structures":
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classType = ClassType.DataStructures;
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break;
case "networks":
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classType = ClassType.Networks;
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break;
case "algorithms":
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classType = ClassType.Algorithms;
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break;
case "management":
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classType = ClassType.Management;
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break;
case "leadership":
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classType = ClassType.Leadership;
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break;
}
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if (!classType) return false;
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this.startWork(
p,
new SleeveClassWork({
classType: classType,
location: loc,
}),
);
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return true;
}
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/**
* Travel to another City. Costs money from player
*/
travel(p: IPlayer, newCity: CityName): boolean {
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p.loseMoney(CONSTANTS.TravelCost, "sleeves");
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this.city = newCity;
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return true;
}
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tryBuyAugmentation(p: IPlayer, aug: Augmentation): boolean {
if (!p.canAfford(aug.baseCost)) {
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return false;
}
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// Verify that this sleeve does not already have that augmentation.
if (this.augmentations.some((a) => a.name === aug.name)) {
return false;
}
p.loseMoney(aug.baseCost, "sleeves");
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this.installAugmentation(aug);
return true;
}
upgradeMemory(n: number): void {
if (n < 0) {
console.warn(`Sleeve.upgradeMemory() called with negative value: ${n}`);
return;
}
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this.memory = Math.min(100, Math.round(this.memory + n));
}
/**
* Start work for one of the player's companies
* Returns boolean indicating success
*/
workForCompany(p: IPlayer, companyName: string): boolean {
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if (!(Companies[companyName] instanceof Company) || p.jobs[companyName] == null) {
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return false;
}
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if (this.currentTask !== SleeveTaskType.Idle || this.currentWork !== null) {
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this.finishTask(p);
} else {
this.resetTaskStatus(p);
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}
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const company: Company | null = Companies[companyName];
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const companyPosition: CompanyPosition | null = CompanyPositions[p.jobs[companyName]];
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if (company == null) return false;
if (companyPosition == null) return false;
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this.startWork(p, new SleeveCompanyWork({ companyName: companyName }));
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return true;
}
/**
* Start work for one of the player's factions
* Returns boolean indicating success
*/
workForFaction(p: IPlayer, factionName: string, workType: string): boolean {
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const faction = Factions[factionName];
if (factionName === "" || !faction || !(faction instanceof Faction) || !p.factions.includes(factionName)) {
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return false;
}
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if (this.currentTask !== SleeveTaskType.Idle || this.currentWork === null) {
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this.finishTask(p);
} else {
this.resetTaskStatus(p);
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}
const factionInfo = faction.getInfo();
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// Set type of work (hacking/field/security), and the experience gains
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const sanitizedWorkType = workType.toLowerCase();
let factionWorkType: FactionWorkType;
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if (sanitizedWorkType.includes("hack")) {
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if (!factionInfo.offerHackingWork) return false;
factionWorkType = FactionWorkType.HACKING;
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} else if (sanitizedWorkType.includes("field")) {
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if (!factionInfo.offerFieldWork) return false;
factionWorkType = FactionWorkType.FIELD;
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} else if (sanitizedWorkType.includes("security")) {
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if (!factionInfo.offerSecurityWork) return false;
factionWorkType = FactionWorkType.SECURITY;
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} else {
return false;
}
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this.startWork(
p,
new SleeveFactionWork({
factionWorkType: factionWorkType,
factionName: faction.name,
}),
);
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return true;
}
/**
* Begin a gym workout task
*/
workoutAtGym(p: IPlayer, gymName: string, stat: string): boolean {
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if (this.currentTask !== SleeveTaskType.Idle || this.currentWork) {
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this.finishTask(p);
} else {
this.resetTaskStatus(p);
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}
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// Set exp/money multipliers based on which university.
// Also check that the sleeve is in the right city
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let loc: LocationName | undefined;
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switch (gymName.toLowerCase()) {
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case LocationName.AevumCrushFitnessGym.toLowerCase(): {
if (this.city != CityName.Aevum) return false;
loc = LocationName.AevumCrushFitnessGym;
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break;
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}
case LocationName.AevumSnapFitnessGym.toLowerCase(): {
if (this.city != CityName.Aevum) return false;
loc = LocationName.AevumSnapFitnessGym;
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break;
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}
case LocationName.Sector12IronGym.toLowerCase(): {
if (this.city != CityName.Sector12) return false;
loc = LocationName.Sector12IronGym;
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break;
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}
case LocationName.Sector12PowerhouseGym.toLowerCase(): {
if (this.city != CityName.Sector12) return false;
loc = LocationName.Sector12PowerhouseGym;
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break;
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}
case LocationName.VolhavenMilleniumFitnessGym.toLowerCase(): {
if (this.city != CityName.Volhaven) return false;
loc = LocationName.VolhavenMilleniumFitnessGym;
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break;
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}
}
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if (!loc) return false;
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// Set experience/money gains based on class
const sanitizedStat: string = stat.toLowerCase();
// set stat to a default value.
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let classType: ClassType | undefined;
if (sanitizedStat.includes("str")) {
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classType = ClassType.GymStrength;
}
if (sanitizedStat.includes("def")) {
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classType = ClassType.GymDefense;
}
if (sanitizedStat.includes("dex")) {
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classType = ClassType.GymDexterity;
}
if (sanitizedStat.includes("agi")) {
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classType = ClassType.GymAgility;
}
// if stat is still equals its default value, then validation has failed.
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if (!classType) return false;
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this.startWork(
p,
new SleeveClassWork({
classType: classType,
location: loc,
}),
);
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return true;
}
/**
* Begin a bladeburner task
*/
bladeburner(p: IPlayer, action: string, contract: string): boolean {
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if (this.currentTask !== SleeveTaskType.Idle || this.currentWork === null) {
this.finishTask(p);
} else {
this.resetTaskStatus(p);
}
this.gainRatesForTask.hack = 0;
this.gainRatesForTask.str = 0;
this.gainRatesForTask.def = 0;
this.gainRatesForTask.dex = 0;
this.gainRatesForTask.agi = 0;
this.gainRatesForTask.cha = 0;
this.gainRatesForTask.money = 0;
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this.currentTaskLocation = "";
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const time = 0;
this.bbContract = "------";
switch (action) {
case "Field analysis":
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// time = this.getBladeburnerActionTime(p, "General", action);
// this.gainRatesForTask.hack = 20 * this.mults.hacking_exp;
// this.gainRatesForTask.cha = 20 * this.mults.charisma_exp;
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this.startWork(p, new SleeveBladeburnerWork({ type: "General", name: "Field Analysis" }));
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return true;
case "Recruitment":
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// time = this.getBladeburnerActionTime(p, "General", action);
// this.gainRatesForTask.cha =
// 2 * BladeburnerConstants.BaseStatGain * (p.bladeburner?.getRecruitmentTime(this) ?? 0) * 1000;
// this.currentTaskLocation = `(Success Rate: ${numeralWrapper.formatPercentage(
// this.recruitmentSuccessChance(p),
// )})`;
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this.startWork(p, new SleeveBladeburnerWork({ type: "General", name: "Recruitment" }));
return true;
case "Diplomacy":
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// time = this.getBladeburnerActionTime(p, "General", action);
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this.startWork(p, new SleeveBladeburnerWork({ type: "General", name: "Diplomacy" }));
return true;
case "Infiltrate synthoids":
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this.startWork(p, new SleeveInfiltrateWork());
return true;
case "Support main sleeve":
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this.startWork(p, new SleeveSupportWork(p));
return true;
case "Take on contracts":
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this.startWork(p, new SleeveBladeburnerWork({ type: "Contracts", name: contract }));
return true;
// time = this.getBladeburnerActionTime(p, "Contracts", contract);
// this.contractGainRates(p, "Contracts", contract);
// this.currentTaskLocation = this.contractSuccessChance(p, "Contracts", contract);
// this.bbContract = capitalizeEachWord(contract.toLowerCase());
// break;
}
this.bbAction = capitalizeFirstLetter(action.toLowerCase());
this.currentTaskMaxTime = time;
this.currentTask = SleeveTaskType.Bladeburner;
return true;
}
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recruitmentSuccessChance(p: IPlayer): number {
return Math.max(0, Math.min(1, p.bladeburner?.getRecruitmentSuccessChance(this) ?? 0));
}
contractSuccessChance(p: IPlayer, type: string, name: string): string {
const bb = p.bladeburner;
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if (bb === null) {
const errorLogText = `bladeburner is null`;
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console.error(`Function: sleeves.contractSuccessChance; Message: '${errorLogText}'`);
return "0%";
}
const chances = bb.getActionEstimatedSuccessChanceNetscriptFn(this, type, name);
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if (typeof chances === "string") {
console.error(`Function: sleeves.contractSuccessChance; Message: '${chances}'`);
return "0%";
}
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if (chances[0] >= 1) {
return "100%";
} else {
return `${numeralWrapper.formatPercentage(chances[0])} - ${numeralWrapper.formatPercentage(chances[1])}`;
}
}
contractGainRates(p: IPlayer, type: string, name: string): void {
const bb = p.bladeburner;
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if (bb === null) {
const errorLogText = `bladeburner is null`;
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console.error(`Function: sleeves.contractGainRates; Message: '${errorLogText}'`);
return;
}
const actionIdent = bb.getActionIdFromTypeAndName(type, name);
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if (actionIdent === null) {
const errorLogText = `Invalid action: type='${type}' name='${name}'`;
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console.error(`Function: sleeves.contractGainRates; Message: '${errorLogText}'`);
this.resetTaskStatus(p);
return;
}
const action = bb.getActionObject(actionIdent);
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if (action === null) {
const errorLogText = `Invalid action: type='${type}' name='${name}'`;
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console.error(`Function: sleeves.contractGainRates; Message: '${errorLogText}'`);
this.resetTaskStatus(p);
return;
}
const retValue = bb.getActionStats(action, true);
this.gainRatesForTask.hack = retValue.hack;
this.gainRatesForTask.str = retValue.str;
this.gainRatesForTask.def = retValue.def;
this.gainRatesForTask.dex = retValue.dex;
this.gainRatesForTask.agi = retValue.agi;
this.gainRatesForTask.cha = retValue.cha;
const rewardMultiplier = Math.pow(action.rewardFac, action.level - 1);
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this.gainRatesForTask.money =
BladeburnerConstants.ContractBaseMoneyGain * rewardMultiplier * bb.skillMultipliers.money;
}
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getBladeburnerActionTime(p: IPlayer, type: string, name: string): number {
//Maybe find workerscript and use original
const bb = p.bladeburner;
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if (bb === null) {
const errorLogText = `bladeburner is null`;
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console.error(`Function: sleeves.getBladeburnerActionTime; Message: '${errorLogText}'`);
return -1;
}
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const time = bb.getActionTimeNetscriptFn(this, type, name);
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if (typeof time === "string") {
const errorLogText = `Invalid action: type='${type}' name='${name}'`;
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console.error(`Function: sleeves.getBladeburnerActionTime; Message: '${errorLogText}'`);
return -1;
} else {
return time;
}
}
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takeDamage(amt: number): boolean {
if (typeof amt !== "number") {
console.warn(`Player.takeDamage() called without a numeric argument: ${amt}`);
return false;
}
this.hp.current -= amt;
if (this.hp.current <= 0) {
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this.shock = Math.min(1, this.shock - 0.5);
this.hp.current = this.hp.max;
return true;
} else {
return false;
}
}
whoAmI(): string {
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return "Sleeve";
}
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/**
* Serialize the current object to a JSON save state.
*/
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toJSON(): IReviverValue {
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return Generic_toJSON("Sleeve", this);
}
/**
* Initiatizes a Sleeve object from a JSON save state.
*/
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static fromJSON(value: IReviverValue): Sleeve {
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return Generic_fromJSON(Sleeve, value.data);
}
}
Reviver.constructors.Sleeve = Sleeve;