bitburner-src/src/PersonObjects/Player/PlayerObjectGeneralMethods.tsx

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import { IPlayer } from "../IPlayer";
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import { PlayerObject } from "./PlayerObject";
import { Augmentations } from "../../Augmentation/Augmentations";
import { applyAugmentation } from "../../Augmentation/AugmentationHelpers";
import { PlayerOwnedAugmentation } from "../../Augmentation/PlayerOwnedAugmentation";
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
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import { CodingContractRewardType, ICodingContractReward } from "../../CodingContracts";
import { Company } from "../../Company/Company";
import { Companies } from "../../Company/Companies";
import { getNextCompanyPositionHelper } from "../../Company/GetNextCompanyPosition";
import { getJobRequirementText } from "../../Company/GetJobRequirementText";
import { CompanyPositions } from "../../Company/CompanyPositions";
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import { CompanyPosition } from "../../Company/CompanyPosition";
import * as posNames from "../../Company/data/companypositionnames";
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import { CONSTANTS } from "../../Constants";
import { Programs } from "../../Programs/Programs";
import { determineCrimeSuccess } from "../../Crime/CrimeHelpers";
import { Crimes } from "../../Crime/Crimes";
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import { Exploit } from "../../Exploits/Exploit";
import { Faction } from "../../Faction/Faction";
import { Factions } from "../../Faction/Factions";
import { resetGangs } from "../../Gang/AllGangs";
import { Cities } from "../../Locations/Cities";
import { Locations } from "../../Locations/Locations";
import { CityName } from "../../Locations/data/CityNames";
import { LocationName } from "../../Locations/data/LocationNames";
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import { Sleeve } from "../Sleeve/Sleeve";
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import {
calculateSkill as calculateSkillF,
calculateSkillProgress as calculateSkillProgressF,
ISkillProgress,
} from "../formulas/skill";
import { calculateIntelligenceBonus } from "../formulas/intelligence";
import {
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getHackingWorkRepGain,
getFactionSecurityWorkRepGain,
getFactionFieldWorkRepGain,
} from "../formulas/reputation";
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import { GetServer, AddToAllServers, createUniqueRandomIp } from "../../Server/AllServers";
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import { Server } from "../../Server/Server";
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import { safetlyCreateUniqueServer } from "../../Server/ServerHelpers";
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import { SpecialServers } from "../../Server/data/SpecialServers";
import { applySourceFile } from "../../SourceFile/applySourceFile";
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import { applyExploit } from "../../Exploits/applyExploits";
import { SourceFiles } from "../../SourceFile/SourceFiles";
import { SourceFileFlags } from "../../SourceFile/SourceFileFlags";
import { influenceStockThroughCompanyWork } from "../../StockMarket/PlayerInfluencing";
import { getHospitalizationCost } from "../../Hospital/Hospital";
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import { WorkerScript } from "../../Netscript/WorkerScript";
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import { HacknetServer } from "../../Hacknet/HacknetServer";
import { numeralWrapper } from "../../ui/numeralFormat";
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import { IRouter } from "../../ui/Router";
import { MoneySourceTracker } from "../../utils/MoneySourceTracker";
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import { dialogBoxCreate } from "../../ui/React/DialogBox";
import { convertTimeMsToTimeElapsedString } from "../../utils/StringHelperFunctions";
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import { Reputation } from "../../ui/React/Reputation";
import { Money } from "../../ui/React/Money";
import React from "react";
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import { serverMetadata } from "../../Server/data/servers";
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import { SnackbarEvents } from "../../ui/React/Snackbar";
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import { calculateClassEarnings } from "../formulas/work";
import { achievements } from "../../Achievements/Achievements";
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export function init(this: IPlayer): void {
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/* Initialize Player's home computer */
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const t_homeComp = safetlyCreateUniqueServer({
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adminRights: true,
hostname: "home",
ip: createUniqueRandomIp(),
isConnectedTo: true,
maxRam: 8,
organizationName: "Home PC",
purchasedByPlayer: true,
});
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this.currentServer = SpecialServers.Home;
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AddToAllServers(t_homeComp);
this.getHomeComputer().programs.push(Programs.NukeProgram.name);
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}
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export function prestigeAugmentation(this: PlayerObject): void {
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this.currentServer = SpecialServers.Home;
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this.numPeopleKilled = 0;
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//Reset stats
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this.hacking = 1;
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this.strength = 1;
this.defense = 1;
this.dexterity = 1;
this.agility = 1;
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this.charisma = 1;
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this.hacking_exp = 0;
this.strength_exp = 0;
this.defense_exp = 0;
this.dexterity_exp = 0;
this.agility_exp = 0;
this.charisma_exp = 0;
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this.money = 1000;
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this.city = CityName.Sector12;
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this.location = LocationName.TravelAgency;
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this.companyName = "";
this.jobs = {};
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this.purchasedServers = [];
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this.factions = [];
this.factionInvitations = [];
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this.queuedAugmentations = [];
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this.resleeves = [];
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const numSleeves = Math.min(3, SourceFileFlags[10] + (this.bitNodeN === 10 ? 1 : 0)) + this.sleevesFromCovenant;
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if (this.sleeves.length > numSleeves) this.sleeves.length = numSleeves;
for (let i = this.sleeves.length; i < numSleeves; i++) {
this.sleeves.push(new Sleeve(this));
}
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for (let i = 0; i < this.sleeves.length; ++i) {
if (this.sleeves[i] instanceof Sleeve) {
if (this.sleeves[i].shock >= 100) {
this.sleeves[i].synchronize(this);
} else {
this.sleeves[i].shockRecovery(this);
}
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}
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}
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this.isWorking = false;
this.currentWorkFactionName = "";
this.currentWorkFactionDescription = "";
this.createProgramName = "";
this.className = "";
this.crimeType = "";
this.workHackExpGainRate = 0;
this.workStrExpGainRate = 0;
this.workDefExpGainRate = 0;
this.workDexExpGainRate = 0;
this.workAgiExpGainRate = 0;
this.workChaExpGainRate = 0;
this.workRepGainRate = 0;
this.workMoneyGainRate = 0;
this.workHackExpGained = 0;
this.workStrExpGained = 0;
this.workDefExpGained = 0;
this.workDexExpGained = 0;
this.workAgiExpGained = 0;
this.workChaExpGained = 0;
this.workRepGained = 0;
this.workMoneyGained = 0;
this.timeWorked = 0;
this.lastUpdate = new Date().getTime();
// Statistics Trackers
this.playtimeSinceLastAug = 0;
this.scriptProdSinceLastAug = 0;
this.moneySourceA.reset();
this.hacknetNodes.length = 0;
this.hashManager.prestige();
// Reapply augs, re-calculate skills and reset HP
this.reapplyAllAugmentations(true);
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this.hp = this.max_hp;
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}
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export function prestigeSourceFile(this: IPlayer): void {
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this.prestigeAugmentation();
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this.karma = 0;
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// Duplicate sleeves are reset to level 1 every Bit Node (but the number of sleeves you have persists)
for (let i = 0; i < this.sleeves.length; ++i) {
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if (this.sleeves[i] instanceof Sleeve) {
this.sleeves[i].prestige(this);
} else {
this.sleeves[i] = new Sleeve(this);
}
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}
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if (this.bitNodeN === 10) {
for (let i = 0; i < this.sleeves.length; i++) {
this.sleeves[i].shock = Math.max(25, this.sleeves[i].shock);
this.sleeves[i].sync = Math.max(25, this.sleeves[i].sync);
}
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}
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this.timeWorked = 0;
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// Gang
this.gang = null;
resetGangs();
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// Reset Stock market
this.hasWseAccount = false;
this.hasTixApiAccess = false;
this.has4SData = false;
this.has4SDataTixApi = false;
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// BitNode 3: Corporatocracy
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this.corporation = null;
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this.moneySourceB.reset();
this.playtimeSinceLastBitnode = 0;
this.augmentations = [];
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}
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export function receiveInvite(this: IPlayer, factionName: string): void {
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if (this.factionInvitations.includes(factionName) || this.factions.includes(factionName)) {
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return;
}
this.factionInvitations.push(factionName);
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}
//Calculates skill level based on experience. The same formula will be used for every skill
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export function calculateSkill(this: IPlayer, exp: number, mult = 1): number {
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return calculateSkillF(exp, mult);
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}
//Calculates skill level progress based on experience. The same formula will be used for every skill
export function calculateSkillProgress(this: IPlayer, exp: number, mult = 1): ISkillProgress {
return calculateSkillProgressF(exp, mult);
}
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export function updateSkillLevels(this: IPlayer): void {
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this.hacking = Math.max(
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1,
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Math.floor(this.calculateSkill(this.hacking_exp, this.hacking_mult * BitNodeMultipliers.HackingLevelMultiplier)),
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);
this.strength = Math.max(
1,
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Math.floor(this.calculateSkill(this.strength_exp, this.strength_mult * BitNodeMultipliers.StrengthLevelMultiplier)),
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);
this.defense = Math.max(
1,
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Math.floor(this.calculateSkill(this.defense_exp, this.defense_mult * BitNodeMultipliers.DefenseLevelMultiplier)),
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);
this.dexterity = Math.max(
1,
Math.floor(
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this.calculateSkill(this.dexterity_exp, this.dexterity_mult * BitNodeMultipliers.DexterityLevelMultiplier),
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),
);
this.agility = Math.max(
1,
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Math.floor(this.calculateSkill(this.agility_exp, this.agility_mult * BitNodeMultipliers.AgilityLevelMultiplier)),
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);
this.charisma = Math.max(
1,
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Math.floor(this.calculateSkill(this.charisma_exp, this.charisma_mult * BitNodeMultipliers.CharismaLevelMultiplier)),
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);
if (this.intelligence > 0) {
this.intelligence = Math.floor(this.calculateSkill(this.intelligence_exp));
} else {
this.intelligence = 0;
}
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const ratio = this.hp / this.max_hp;
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this.max_hp = Math.floor(10 + this.defense / 10);
this.hp = Math.round(this.max_hp * ratio);
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}
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export function resetMultipliers(this: IPlayer): void {
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this.hacking_chance_mult = 1;
this.hacking_speed_mult = 1;
this.hacking_money_mult = 1;
this.hacking_grow_mult = 1;
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this.hacking_mult = 1;
this.strength_mult = 1;
this.defense_mult = 1;
this.dexterity_mult = 1;
this.agility_mult = 1;
this.charisma_mult = 1;
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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;
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this.company_rep_mult = 1;
this.faction_rep_mult = 1;
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this.crime_money_mult = 1;
this.crime_success_mult = 1;
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this.hacknet_node_money_mult = 1;
this.hacknet_node_purchase_cost_mult = 1;
this.hacknet_node_ram_cost_mult = 1;
this.hacknet_node_core_cost_mult = 1;
this.hacknet_node_level_cost_mult = 1;
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this.work_money_mult = 1;
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this.bladeburner_max_stamina_mult = 1;
this.bladeburner_stamina_gain_mult = 1;
this.bladeburner_analysis_mult = 1;
this.bladeburner_success_chance_mult = 1;
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}
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export function hasProgram(this: IPlayer, programName: string): boolean {
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const home = this.getHomeComputer();
if (home == null) {
return false;
}
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for (let i = 0; i < home.programs.length; ++i) {
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if (programName.toLowerCase() == home.programs[i].toLowerCase()) {
return true;
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}
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}
return false;
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}
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export function setMoney(this: PlayerObject, money: number): void {
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if (isNaN(money)) {
console.error("NaN passed into Player.setMoney()");
return;
}
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this.money = money;
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}
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export function gainMoney(this: PlayerObject, money: number, source: string): void {
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if (isNaN(money)) {
console.error("NaN passed into Player.gainMoney()");
return;
}
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this.money = this.money + money;
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this.recordMoneySource(money, source);
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}
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export function loseMoney(this: PlayerObject, money: number, source: string): void {
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if (isNaN(money)) {
console.error("NaN passed into Player.loseMoney()");
return;
}
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if (this.money === Infinity && money === Infinity) return;
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this.money = this.money - money;
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this.recordMoneySource(-1 * money, source);
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}
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export function canAfford(this: IPlayer, cost: number): boolean {
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if (isNaN(cost)) {
console.error(`NaN passed into Player.canAfford()`);
return false;
}
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return this.money >= cost;
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}
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export function recordMoneySource(this: PlayerObject, amt: number, source: string): void {
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if (!(this.moneySourceA instanceof MoneySourceTracker)) {
console.warn(`Player.moneySourceA was not properly initialized. Resetting`);
this.moneySourceA = new MoneySourceTracker();
}
if (!(this.moneySourceB instanceof MoneySourceTracker)) {
console.warn(`Player.moneySourceB was not properly initialized. Resetting`);
this.moneySourceB = new MoneySourceTracker();
}
this.moneySourceA.record(amt, source);
this.moneySourceB.record(amt, source);
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}
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export function gainHackingExp(this: IPlayer, exp: number): void {
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if (isNaN(exp)) {
console.error("ERR: NaN passed into Player.gainHackingExp()");
return;
}
this.hacking_exp += exp;
if (this.hacking_exp < 0) {
this.hacking_exp = 0;
}
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this.hacking = calculateSkillF(this.hacking_exp, this.hacking_mult * BitNodeMultipliers.HackingLevelMultiplier);
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}
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export function gainStrengthExp(this: IPlayer, exp: number): void {
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if (isNaN(exp)) {
console.error("ERR: NaN passed into Player.gainStrengthExp()");
return;
}
this.strength_exp += exp;
if (this.strength_exp < 0) {
this.strength_exp = 0;
}
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this.strength = calculateSkillF(this.strength_exp, this.strength_mult * BitNodeMultipliers.StrengthLevelMultiplier);
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}
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export function gainDefenseExp(this: IPlayer, exp: number): void {
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if (isNaN(exp)) {
console.error("ERR: NaN passed into player.gainDefenseExp()");
return;
}
this.defense_exp += exp;
if (this.defense_exp < 0) {
this.defense_exp = 0;
}
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this.defense = calculateSkillF(this.defense_exp, this.defense_mult * BitNodeMultipliers.DefenseLevelMultiplier);
const ratio = this.hp / this.max_hp;
this.max_hp = Math.floor(10 + this.defense / 10);
this.hp = Math.round(this.max_hp * ratio);
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}
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export function gainDexterityExp(this: IPlayer, exp: number): void {
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if (isNaN(exp)) {
console.error("ERR: NaN passed into Player.gainDexterityExp()");
return;
}
this.dexterity_exp += exp;
if (this.dexterity_exp < 0) {
this.dexterity_exp = 0;
}
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this.dexterity = calculateSkillF(
this.dexterity_exp,
this.dexterity_mult * BitNodeMultipliers.DexterityLevelMultiplier,
);
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}
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export function gainAgilityExp(this: IPlayer, exp: number): void {
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if (isNaN(exp)) {
console.error("ERR: NaN passed into Player.gainAgilityExp()");
return;
}
this.agility_exp += exp;
if (this.agility_exp < 0) {
this.agility_exp = 0;
}
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this.agility = calculateSkillF(this.agility_exp, this.agility_mult * BitNodeMultipliers.AgilityLevelMultiplier);
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}
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export function gainCharismaExp(this: IPlayer, exp: number): void {
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if (isNaN(exp)) {
console.error("ERR: NaN passed into Player.gainCharismaExp()");
return;
}
this.charisma_exp += exp;
if (this.charisma_exp < 0) {
this.charisma_exp = 0;
}
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this.charisma = calculateSkillF(this.charisma_exp, this.charisma_mult * BitNodeMultipliers.CharismaLevelMultiplier);
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}
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export function gainIntelligenceExp(this: IPlayer, exp: number): void {
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if (isNaN(exp)) {
console.error("ERROR: NaN passed into Player.gainIntelligenceExp()");
return;
}
if (SourceFileFlags[5] > 0 || this.intelligence > 0) {
this.intelligence_exp += exp;
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this.intelligence = Math.floor(this.calculateSkill(this.intelligence_exp));
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}
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}
//Given a string expression like "str" or "strength", returns the given stat
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export function queryStatFromString(this: IPlayer, str: string): number {
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const tempStr = str.toLowerCase();
if (tempStr.includes("hack")) {
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return this.hacking;
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}
if (tempStr.includes("str")) {
return this.strength;
}
if (tempStr.includes("def")) {
return this.defense;
}
if (tempStr.includes("dex")) {
return this.dexterity;
}
if (tempStr.includes("agi")) {
return this.agility;
}
if (tempStr.includes("cha")) {
return this.charisma;
}
if (tempStr.includes("int")) {
return this.intelligence;
}
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return 0;
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}
/******* Working functions *******/
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export function resetWorkStatus(this: IPlayer, generalType?: string, group?: string, workType?: string): void {
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if (this.workType !== CONSTANTS.WorkTypeFaction && generalType === this.workType && group === this.companyName)
return;
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if (generalType === this.workType && group === this.currentWorkFactionName && workType === this.factionWorkType)
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return;
if (this.isWorking) this.singularityStopWork();
this.workHackExpGainRate = 0;
this.workStrExpGainRate = 0;
this.workDefExpGainRate = 0;
this.workDexExpGainRate = 0;
this.workAgiExpGainRate = 0;
this.workChaExpGainRate = 0;
this.workRepGainRate = 0;
this.workMoneyGainRate = 0;
this.workMoneyLossRate = 0;
this.workHackExpGained = 0;
this.workStrExpGained = 0;
this.workDefExpGained = 0;
this.workDexExpGained = 0;
this.workAgiExpGained = 0;
this.workChaExpGained = 0;
this.workRepGained = 0;
this.workMoneyGained = 0;
this.timeWorked = 0;
this.timeWorkedCreateProgram = 0;
this.currentWorkFactionName = "";
this.currentWorkFactionDescription = "";
this.createProgramName = "";
this.className = "";
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this.workType = "";
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}
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export function processWorkEarnings(this: IPlayer, numCycles = 1): void {
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let focusBonus = 1;
if (!this.hasAugmentation(AugmentationNames["NeuroreceptorManager"])) {
focusBonus = this.focus ? 1 : CONSTANTS.BaseFocusBonus;
}
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const hackExpGain = focusBonus * this.workHackExpGainRate * numCycles;
const strExpGain = focusBonus * this.workStrExpGainRate * numCycles;
const defExpGain = focusBonus * this.workDefExpGainRate * numCycles;
const dexExpGain = focusBonus * this.workDexExpGainRate * numCycles;
const agiExpGain = focusBonus * this.workAgiExpGainRate * numCycles;
const chaExpGain = focusBonus * this.workChaExpGainRate * numCycles;
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const moneyGain = (this.workMoneyGainRate - this.workMoneyLossRate) * numCycles;
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this.gainHackingExp(hackExpGain);
this.gainStrengthExp(strExpGain);
this.gainDefenseExp(defExpGain);
this.gainDexterityExp(dexExpGain);
this.gainAgilityExp(agiExpGain);
this.gainCharismaExp(chaExpGain);
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this.gainMoney(moneyGain, this.className ? "class" : "work");
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this.workHackExpGained += hackExpGain;
this.workStrExpGained += strExpGain;
this.workDefExpGained += defExpGain;
this.workDexExpGained += dexExpGain;
this.workAgiExpGained += agiExpGain;
this.workChaExpGained += chaExpGain;
this.workRepGained += focusBonus * this.workRepGainRate * numCycles;
this.workMoneyGained += focusBonus * this.workMoneyGainRate * numCycles;
this.workMoneyGained -= focusBonus * this.workMoneyLossRate * numCycles;
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}
/* Working for Company */
export function startWork(this: IPlayer, companyName: string): void {
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this.resetWorkStatus(CONSTANTS.WorkTypeCompany, companyName);
this.isWorking = true;
this.companyName = companyName;
this.workType = CONSTANTS.WorkTypeCompany;
this.workHackExpGainRate = this.getWorkHackExpGain();
this.workStrExpGainRate = this.getWorkStrExpGain();
this.workDefExpGainRate = this.getWorkDefExpGain();
this.workDexExpGainRate = this.getWorkDexExpGain();
this.workAgiExpGainRate = this.getWorkAgiExpGain();
this.workChaExpGainRate = this.getWorkChaExpGain();
this.workRepGainRate = this.getWorkRepGain();
this.workMoneyGainRate = this.getWorkMoneyGain();
this.timeNeededToCompleteWork = CONSTANTS.MillisecondsPer8Hours;
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}
export function process(this: IPlayer, router: IRouter, numCycles = 1): void {
// Working
if (this.isWorking) {
if (this.workType == CONSTANTS.WorkTypeFaction) {
if (this.workForFaction(numCycles)) {
router.toFaction();
}
} else if (this.workType == CONSTANTS.WorkTypeCreateProgram) {
if (this.createProgramWork(numCycles)) {
router.toTerminal();
}
} else if (this.workType == CONSTANTS.WorkTypeStudyClass) {
if (this.takeClass(numCycles)) {
router.toCity();
}
} else if (this.workType == CONSTANTS.WorkTypeCrime) {
if (this.commitCrime(numCycles)) {
router.toLocation(Locations[LocationName.Slums]);
}
} else if (this.workType == CONSTANTS.WorkTypeCompanyPartTime) {
if (this.workPartTime(numCycles)) {
router.toCity();
}
} else {
if (this.work(numCycles)) {
router.toCity();
}
}
}
}
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export function cancelationPenalty(this: IPlayer): number {
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const data = serverMetadata.find((s) => s.specialName === this.companyName);
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if (!data) return 0.5; // Does not have special server.
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const server = GetServer(data.hostname);
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if (server instanceof Server) {
if (server && server.backdoorInstalled) return 0.75;
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}
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return 0.5;
}
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export function work(this: IPlayer, numCycles: number): boolean {
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// Cap the number of cycles being processed to whatever would put you at
// the work time limit (8 hours)
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let overMax = false;
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if (this.timeWorked + CONSTANTS._idleSpeed * numCycles >= CONSTANTS.MillisecondsPer8Hours) {
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overMax = true;
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numCycles = Math.round((CONSTANTS.MillisecondsPer8Hours - this.timeWorked) / CONSTANTS._idleSpeed);
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}
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this.timeWorked += CONSTANTS._idleSpeed * numCycles;
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this.workRepGainRate = this.getWorkRepGain();
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this.workMoneyGainRate = this.getWorkMoneyGain();
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this.processWorkEarnings(numCycles);
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const comp = Companies[this.companyName];
influenceStockThroughCompanyWork(comp, this.workRepGainRate, numCycles);
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// If timeWorked == 8 hours, then finish. You can only gain 8 hours worth of exp and money
if (overMax || this.timeWorked >= CONSTANTS.MillisecondsPer8Hours) {
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this.finishWork(false);
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return true;
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}
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return false;
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}
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export function finishWork(this: IPlayer, cancelled: boolean, sing = false): string {
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//Since the work was cancelled early, player only gains half of what they've earned so far
if (cancelled) {
this.workRepGained *= this.cancelationPenalty();
}
const penaltyString = this.cancelationPenalty() === 0.5 ? "half" : "three-quarters";
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const company = Companies[this.companyName];
company.playerReputation += this.workRepGained;
this.updateSkillLevels();
let content = (
<>
You earned a total of: <br />
<Money money={this.workMoneyGained} />
<br />
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<Reputation reputation={this.workRepGained} /> reputation for the company <br />
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{this.workHackExpGained > 0 && (
<>
{numeralWrapper.formatExp(this.workHackExpGained)} hacking exp <br />
</>
)}
{this.workStrExpGained > 0 && (
<>
{numeralWrapper.formatExp(this.workStrExpGained)} strength exp <br />
</>
)}
{this.workDefExpGained > 0 && (
<>
{numeralWrapper.formatExp(this.workDefExpGained)} defense exp <br />
</>
)}
{this.workDexExpGained > 0 && (
<>
{numeralWrapper.formatExp(this.workDexExpGained)} dexterity exp <br />
</>
)}
{this.workAgiExpGained > 0 && (
<>
{numeralWrapper.formatExp(this.workAgiExpGained)} agility exp <br />
</>
)}
{this.workChaExpGained > 0 && (
<>
{numeralWrapper.formatExp(this.workChaExpGained)} charisma exp <br />
</>
)}
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<br />
</>
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);
if (cancelled) {
content = (
<>
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You worked a short shift of {convertTimeMsToTimeElapsedString(this.timeWorked)} <br />
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<br />
Since you cancelled your work early, you only gained {penaltyString} of the reputation you earned. <br />
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<br />
{content}
</>
);
} else {
content = (
<>
You worked a full shift of 8 hours! <br />
<br />
{content}
</>
);
}
if (!sing) {
dialogBoxCreate(content);
}
this.isWorking = false;
this.focus = false;
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this.resetWorkStatus();
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if (sing) {
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const res =
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"You worked a short shift of " +
convertTimeMsToTimeElapsedString(this.timeWorked) +
" and " +
"earned $" +
numeralWrapper.formatMoney(this.workMoneyGained) +
", " +
numeralWrapper.formatReputation(this.workRepGained) +
" reputation, " +
numeralWrapper.formatExp(this.workHackExpGained) +
" hacking exp, " +
numeralWrapper.formatExp(this.workStrExpGained) +
" strength exp, " +
numeralWrapper.formatExp(this.workDefExpGained) +
" defense exp, " +
numeralWrapper.formatExp(this.workDexExpGained) +
" dexterity exp, " +
numeralWrapper.formatExp(this.workAgiExpGained) +
" agility exp, and " +
numeralWrapper.formatExp(this.workChaExpGained) +
" charisma exp.";
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return res;
}
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return "";
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}
export function startWorkPartTime(this: IPlayer, companyName: string): void {
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this.resetWorkStatus(CONSTANTS.WorkTypeCompanyPartTime, companyName);
this.isWorking = true;
this.companyName = companyName;
this.workType = CONSTANTS.WorkTypeCompanyPartTime;
this.workHackExpGainRate = this.getWorkHackExpGain();
this.workStrExpGainRate = this.getWorkStrExpGain();
this.workDefExpGainRate = this.getWorkDefExpGain();
this.workDexExpGainRate = this.getWorkDexExpGain();
this.workAgiExpGainRate = this.getWorkAgiExpGain();
this.workChaExpGainRate = this.getWorkChaExpGain();
this.workRepGainRate = this.getWorkRepGain();
this.workMoneyGainRate = this.getWorkMoneyGain();
this.timeNeededToCompleteWork = CONSTANTS.MillisecondsPer8Hours;
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}
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export function workPartTime(this: IPlayer, numCycles: number): boolean {
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//Cap the number of cycles being processed to whatever would put you at the
//work time limit (8 hours)
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let overMax = false;
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if (this.timeWorked + CONSTANTS._idleSpeed * numCycles >= CONSTANTS.MillisecondsPer8Hours) {
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overMax = true;
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numCycles = Math.round((CONSTANTS.MillisecondsPer8Hours - this.timeWorked) / CONSTANTS._idleSpeed);
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}
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this.timeWorked += CONSTANTS._idleSpeed * numCycles;
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this.workRepGainRate = this.getWorkRepGain();
this.processWorkEarnings(numCycles);
//If timeWorked == 8 hours, then finish. You can only gain 8 hours worth of exp and money
if (overMax || this.timeWorked >= CONSTANTS.MillisecondsPer8Hours) {
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this.finishWorkPartTime();
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return true;
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}
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return false;
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}
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export function finishWorkPartTime(this: IPlayer, sing = false): string {
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const company = Companies[this.companyName];
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company.playerReputation += this.workRepGained;
this.updateSkillLevels();
const content = (
<>
You worked for {convertTimeMsToTimeElapsedString(this.timeWorked)}
<br />
<br />
You earned a total of: <br />
<Money money={this.workMoneyGained} />
<br />
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<Reputation reputation={this.workRepGained} /> reputation for the company <br />
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{numeralWrapper.formatExp(this.workHackExpGained)} hacking exp <br />
{numeralWrapper.formatExp(this.workStrExpGained)} strength exp <br />
{numeralWrapper.formatExp(this.workDefExpGained)} defense exp <br />
{numeralWrapper.formatExp(this.workDexExpGained)} dexterity exp <br />
{numeralWrapper.formatExp(this.workAgiExpGained)} agility exp <br />
{numeralWrapper.formatExp(this.workChaExpGained)} charisma exp
<br />
</>
);
if (!sing) {
dialogBoxCreate(content);
}
this.isWorking = false;
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this.resetWorkStatus();
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if (sing) {
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const res =
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"You worked for " +
convertTimeMsToTimeElapsedString(this.timeWorked) +
" and " +
"earned a total of " +
"$" +
numeralWrapper.formatMoney(this.workMoneyGained) +
", " +
numeralWrapper.formatReputation(this.workRepGained) +
" reputation, " +
numeralWrapper.formatExp(this.workHackExpGained) +
" hacking exp, " +
numeralWrapper.formatExp(this.workStrExpGained) +
" strength exp, " +
numeralWrapper.formatExp(this.workDefExpGained) +
" defense exp, " +
numeralWrapper.formatExp(this.workDexExpGained) +
" dexterity exp, " +
numeralWrapper.formatExp(this.workAgiExpGained) +
" agility exp, and " +
numeralWrapper.formatExp(this.workChaExpGained) +
" charisma exp";
return res;
}
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return "";
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}
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export function startFocusing(this: IPlayer): void {
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this.focus = true;
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}
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export function stopFocusing(this: IPlayer): void {
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this.focus = false;
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}
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/* Working for Faction */
export function startFactionWork(this: IPlayer, faction: Faction): void {
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//Update reputation gain rate to account for faction favor
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let favorMult = 1 + faction.favor / 100;
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if (isNaN(favorMult)) {
favorMult = 1;
}
this.workRepGainRate *= favorMult;
this.workRepGainRate *= BitNodeMultipliers.FactionWorkRepGain;
this.isWorking = true;
this.workType = CONSTANTS.WorkTypeFaction;
this.currentWorkFactionName = faction.name;
this.timeNeededToCompleteWork = CONSTANTS.MillisecondsPer20Hours;
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}
export function startFactionHackWork(this: IPlayer, faction: Faction): void {
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this.resetWorkStatus(CONSTANTS.WorkTypeFaction, faction.name, CONSTANTS.FactionWorkHacking);
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this.workHackExpGainRate = 0.15 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
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this.workRepGainRate = getHackingWorkRepGain(this, faction);
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this.factionWorkType = CONSTANTS.FactionWorkHacking;
this.currentWorkFactionDescription = "carrying out hacking contracts";
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this.startFactionWork(faction);
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}
export function startFactionFieldWork(this: IPlayer, faction: Faction): void {
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this.resetWorkStatus(CONSTANTS.WorkTypeFaction, faction.name, CONSTANTS.FactionWorkField);
this.workHackExpGainRate = 0.1 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.workStrExpGainRate = 0.1 * this.strength_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.workDefExpGainRate = 0.1 * this.defense_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.workDexExpGainRate = 0.1 * this.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.workAgiExpGainRate = 0.1 * this.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.workChaExpGainRate = 0.1 * this.charisma_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
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this.workRepGainRate = getFactionFieldWorkRepGain(this, faction);
this.factionWorkType = CONSTANTS.FactionWorkField;
this.currentWorkFactionDescription = "carrying out field missions";
this.startFactionWork(faction);
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}
export function startFactionSecurityWork(this: IPlayer, faction: Faction): void {
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this.resetWorkStatus(CONSTANTS.WorkTypeFaction, faction.name, CONSTANTS.FactionWorkSecurity);
this.workHackExpGainRate = 0.05 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.workStrExpGainRate = 0.15 * this.strength_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.workDefExpGainRate = 0.15 * this.defense_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.workDexExpGainRate = 0.15 * this.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.workAgiExpGainRate = 0.15 * this.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.workChaExpGainRate = 0.0 * this.charisma_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
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this.workRepGainRate = getFactionSecurityWorkRepGain(this, faction);
this.factionWorkType = CONSTANTS.FactionWorkSecurity;
this.currentWorkFactionDescription = "performing security detail";
this.startFactionWork(faction);
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}
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export function workForFaction(this: IPlayer, numCycles: number): boolean {
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const faction = Factions[this.currentWorkFactionName];
//Constantly update the rep gain rate
switch (this.factionWorkType) {
case CONSTANTS.FactionWorkHacking:
this.workRepGainRate = getHackingWorkRepGain(this, faction);
break;
case CONSTANTS.FactionWorkField:
this.workRepGainRate = getFactionFieldWorkRepGain(this, faction);
break;
case CONSTANTS.FactionWorkSecurity:
this.workRepGainRate = getFactionSecurityWorkRepGain(this, faction);
break;
default:
break;
}
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this.workRepGainRate *= BitNodeMultipliers.FactionWorkRepGain;
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//Cap the number of cycles being processed to whatever would put you at limit (20 hours)
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let overMax = false;
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if (this.timeWorked + CONSTANTS._idleSpeed * numCycles >= CONSTANTS.MillisecondsPer20Hours) {
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overMax = true;
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numCycles = Math.round((CONSTANTS.MillisecondsPer20Hours - this.timeWorked) / CONSTANTS._idleSpeed);
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}
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this.timeWorked += CONSTANTS._idleSpeed * numCycles;
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this.processWorkEarnings(numCycles);
//If timeWorked == 20 hours, then finish. You can only work for the faction for 20 hours
if (overMax || this.timeWorked >= CONSTANTS.MillisecondsPer20Hours) {
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this.finishFactionWork(false);
return true;
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}
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return false;
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}
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export function finishFactionWork(this: IPlayer, cancelled: boolean, sing = false): string {
const faction = Factions[this.currentWorkFactionName];
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faction.playerReputation += this.workRepGained;
this.updateSkillLevels();
if (!sing) {
dialogBoxCreate(
<>
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You worked for your faction {faction.name} for a total of {convertTimeMsToTimeElapsedString(this.timeWorked)}{" "}
<br />
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<br />
You earned a total of: <br />
<Money money={this.workMoneyGained} />
<br />
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<Reputation reputation={this.workRepGained} /> reputation for the faction <br />
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{numeralWrapper.formatExp(this.workHackExpGained)} hacking exp <br />
{numeralWrapper.formatExp(this.workStrExpGained)} strength exp <br />
{numeralWrapper.formatExp(this.workDefExpGained)} defense exp <br />
{numeralWrapper.formatExp(this.workDexExpGained)} dexterity exp <br />
{numeralWrapper.formatExp(this.workAgiExpGained)} agility exp <br />
{numeralWrapper.formatExp(this.workChaExpGained)} charisma exp
<br />
</>,
);
}
this.isWorking = false;
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this.resetWorkStatus();
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if (sing) {
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const res =
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"You worked for your faction " +
faction.name +
" for a total of " +
convertTimeMsToTimeElapsedString(this.timeWorked) +
". " +
"You earned " +
numeralWrapper.formatReputation(this.workRepGained) +
" rep, " +
numeralWrapper.formatExp(this.workHackExpGained) +
" hacking exp, " +
numeralWrapper.formatExp(this.workStrExpGained) +
" str exp, " +
numeralWrapper.formatExp(this.workDefExpGained) +
" def exp, " +
numeralWrapper.formatExp(this.workDexExpGained) +
" dex exp, " +
numeralWrapper.formatExp(this.workAgiExpGained) +
" agi exp, and " +
numeralWrapper.formatExp(this.workChaExpGained) +
" cha exp.";
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return res;
}
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return "";
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}
//Money gained per game cycle
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export function getWorkMoneyGain(this: IPlayer): number {
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// If player has SF-11, calculate salary multiplier from favor
let bn11Mult = 1;
const company = Companies[this.companyName];
if (SourceFileFlags[11] > 0) {
bn11Mult = 1 + company.favor / 100;
}
// Get base salary
const companyPositionName = this.jobs[this.companyName];
const companyPosition = CompanyPositions[companyPositionName];
if (companyPosition == null) {
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console.error(`Could not find CompanyPosition object for ${companyPositionName}. Work salary will be 0`);
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return 0;
}
return (
companyPosition.baseSalary *
company.salaryMultiplier *
this.work_money_mult *
BitNodeMultipliers.CompanyWorkMoney *
bn11Mult
);
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}
//Hack exp gained per game cycle
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export function getWorkHackExpGain(this: IPlayer): number {
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const company = Companies[this.companyName];
const companyPositionName = this.jobs[this.companyName];
const companyPosition = CompanyPositions[companyPositionName];
if (company == null || companyPosition == null) {
console.error(
[
`Could not find Company object for ${this.companyName}`,
`or CompanyPosition object for ${companyPositionName}.`,
`Work hack exp gain will be 0`,
].join(" "),
);
return 0;
}
return (
companyPosition.hackingExpGain *
company.expMultiplier *
this.hacking_exp_mult *
BitNodeMultipliers.CompanyWorkExpGain
);
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}
//Str exp gained per game cycle
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export function getWorkStrExpGain(this: IPlayer): number {
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const company = Companies[this.companyName];
const companyPositionName = this.jobs[this.companyName];
const companyPosition = CompanyPositions[companyPositionName];
if (company == null || companyPosition == null) {
console.error(
[
`Could not find Company object for ${this.companyName}`,
`or CompanyPosition object for ${companyPositionName}.`,
`Work str exp gain will be 0`,
].join(" "),
);
return 0;
}
return (
companyPosition.strengthExpGain *
company.expMultiplier *
this.strength_exp_mult *
BitNodeMultipliers.CompanyWorkExpGain
);
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}
//Def exp gained per game cycle
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export function getWorkDefExpGain(this: IPlayer): number {
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const company = Companies[this.companyName];
const companyPositionName = this.jobs[this.companyName];
const companyPosition = CompanyPositions[companyPositionName];
if (company == null || companyPosition == null) {
console.error(
[
`Could not find Company object for ${this.companyName}`,
`or CompanyPosition object for ${companyPositionName}.`,
`Work def exp gain will be 0`,
].join(" "),
);
return 0;
}
return (
companyPosition.defenseExpGain *
company.expMultiplier *
this.defense_exp_mult *
BitNodeMultipliers.CompanyWorkExpGain
);
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}
//Dex exp gained per game cycle
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export function getWorkDexExpGain(this: IPlayer): number {
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const company = Companies[this.companyName];
const companyPositionName = this.jobs[this.companyName];
const companyPosition = CompanyPositions[companyPositionName];
if (company == null || companyPosition == null) {
console.error(
[
`Could not find Company object for ${this.companyName}`,
`or CompanyPosition object for ${companyPositionName}.`,
`Work dex exp gain will be 0`,
].join(" "),
);
return 0;
}
return (
companyPosition.dexterityExpGain *
company.expMultiplier *
this.dexterity_exp_mult *
BitNodeMultipliers.CompanyWorkExpGain
);
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}
//Agi exp gained per game cycle
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export function getWorkAgiExpGain(this: IPlayer): number {
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const company = Companies[this.companyName];
const companyPositionName = this.jobs[this.companyName];
const companyPosition = CompanyPositions[companyPositionName];
if (company == null || companyPosition == null) {
console.error(
[
`Could not find Company object for ${this.companyName}`,
`or CompanyPosition object for ${companyPositionName}.`,
`Work agi exp gain will be 0`,
].join(" "),
);
return 0;
}
return (
companyPosition.agilityExpGain *
company.expMultiplier *
this.agility_exp_mult *
BitNodeMultipliers.CompanyWorkExpGain
);
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}
//Charisma exp gained per game cycle
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export function getWorkChaExpGain(this: IPlayer): number {
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const company = Companies[this.companyName];
const companyPositionName = this.jobs[this.companyName];
const companyPosition = CompanyPositions[companyPositionName];
if (company == null || companyPosition == null) {
console.error(
[
`Could not find Company object for ${this.companyName}`,
`or CompanyPosition object for ${companyPositionName}.`,
`Work cha exp gain will be 0`,
].join(" "),
);
return 0;
}
return (
companyPosition.charismaExpGain *
company.expMultiplier *
this.charisma_exp_mult *
BitNodeMultipliers.CompanyWorkExpGain
);
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}
//Reputation gained per game cycle
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export function getWorkRepGain(this: IPlayer): number {
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const company = Companies[this.companyName];
const companyPositionName = this.jobs[this.companyName];
const companyPosition = CompanyPositions[companyPositionName];
if (company == null || companyPosition == null) {
console.error(
[
`Could not find Company object for ${this.companyName}`,
`or CompanyPosition object for ${companyPositionName}.`,
`Work rep gain will be 0`,
].join(" "),
);
return 0;
}
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let jobPerformance = companyPosition.calculateJobPerformance(
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this.hacking,
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this.strength,
this.defense,
this.dexterity,
this.agility,
this.charisma,
);
//Intelligence provides a flat bonus to job performance
jobPerformance += this.intelligence / CONSTANTS.MaxSkillLevel;
//Update reputation gain rate to account for company favor
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let favorMult = 1 + company.favor / 100;
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if (isNaN(favorMult)) {
favorMult = 1;
}
return jobPerformance * this.company_rep_mult * favorMult;
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}
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// export function getFactionSecurityWorkRepGain(this: IPlayer) {
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// var t = 0.9 * (this.hacking / 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;
// }
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// export function getFactionFieldWorkRepGain(this: IPlayer) {
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// var t = 0.9 * (this.hacking / CONSTANTS.MaxSkillLevel +
// this.strength / CONSTANTS.MaxSkillLevel +
// this.defense / CONSTANTS.MaxSkillLevel +
// this.dexterity / CONSTANTS.MaxSkillLevel +
// this.agility / CONSTANTS.MaxSkillLevel +
// this.charisma / CONSTANTS.MaxSkillLevel +
// this.intelligence / CONSTANTS.MaxSkillLevel) / 5.5;
// return t * this.faction_rep_mult;
// }
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/* Creating a Program */
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export function startCreateProgramWork(
this: IPlayer,
programName: string,
time: number,
reqLevel: number,
): void {
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this.resetWorkStatus();
this.isWorking = true;
this.workType = CONSTANTS.WorkTypeCreateProgram;
//Time needed to complete work affected by hacking skill (linearly based on
//ratio of (your skill - required level) to MAX skill)
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//var timeMultiplier = (CONSTANTS.MaxSkillLevel - (this.hacking - reqLevel)) / CONSTANTS.MaxSkillLevel;
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//if (timeMultiplier > 1) {timeMultiplier = 1;}
//if (timeMultiplier < 0.01) {timeMultiplier = 0.01;}
this.createProgramReqLvl = reqLevel;
this.timeNeededToCompleteWork = time;
//Check for incomplete program
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for (let i = 0; i < this.getHomeComputer().programs.length; ++i) {
const programFile = this.getHomeComputer().programs[i];
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if (programFile.startsWith(programName) && programFile.endsWith("%-INC")) {
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const res = programFile.split("-");
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if (res.length != 3) {
break;
}
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const percComplete = Number(res[1].slice(0, -1));
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if (isNaN(percComplete) || percComplete < 0 || percComplete >= 100) {
break;
}
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this.timeWorkedCreateProgram = (percComplete / 100) * this.timeNeededToCompleteWork;
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this.getHomeComputer().programs.splice(i, 1);
}
}
this.createProgramName = programName;
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}
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export function createProgramWork(this: IPlayer, numCycles: number): boolean {
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let focusBonus = 1;
if (!this.hasAugmentation(AugmentationNames["NeuroreceptorManager"])) {
focusBonus = this.focus ? 1 : CONSTANTS.BaseFocusBonus;
}
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//Higher hacking skill will allow you to create programs faster
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const reqLvl = this.createProgramReqLvl;
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let skillMult = (this.hacking / reqLvl) * this.getIntelligenceBonus(3); //This should always be greater than 1;
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skillMult = 1 + (skillMult - 1) / 5; //The divider constant can be adjusted as necessary
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skillMult *= focusBonus;
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//Skill multiplier directly applied to "time worked"
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this.timeWorked += CONSTANTS._idleSpeed * numCycles;
this.timeWorkedCreateProgram += CONSTANTS._idleSpeed * numCycles * skillMult;
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if (this.timeWorkedCreateProgram >= this.timeNeededToCompleteWork) {
this.finishCreateProgramWork(false);
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return true;
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}
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return false;
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}
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export function finishCreateProgramWork(this: IPlayer, cancelled: boolean): string {
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const programName = this.createProgramName;
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if (cancelled === false) {
dialogBoxCreate(
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"You've finished creating " + programName + "!<br>" + "The new program can be found on your home computer.",
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);
this.getHomeComputer().programs.push(programName);
} else {
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const perc = (Math.floor((this.timeWorkedCreateProgram / this.timeNeededToCompleteWork) * 10000) / 100).toString();
const incompleteName = programName + "-" + perc + "%-INC";
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this.getHomeComputer().programs.push(incompleteName);
}
if (!cancelled) {
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this.gainIntelligenceExp((CONSTANTS.IntelligenceProgramBaseExpGain * this.timeWorked) / 1000);
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}
this.isWorking = false;
this.resetWorkStatus();
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return "You've finished creating " + programName + "! The new program can be found on your home computer.";
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}
/* Studying/Taking Classes */
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export function startClass(this: IPlayer, costMult: number, expMult: number, className: string): void {
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this.resetWorkStatus();
this.isWorking = true;
this.workType = CONSTANTS.WorkTypeStudyClass;
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this.workCostMult = costMult;
this.workExpMult = expMult;
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this.className = className;
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const earnings = calculateClassEarnings(this);
this.workMoneyLossRate = earnings.workMoneyLossRate;
this.workHackExpGainRate = earnings.workHackExpGainRate;
this.workStrExpGainRate = earnings.workStrExpGainRate;
this.workDefExpGainRate = earnings.workDefExpGainRate;
this.workDexExpGainRate = earnings.workDexExpGainRate;
this.workAgiExpGainRate = earnings.workAgiExpGainRate;
this.workChaExpGainRate = earnings.workChaExpGainRate;
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}
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export function takeClass(this: IPlayer, numCycles: number): boolean {
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this.timeWorked += CONSTANTS._idleSpeed * numCycles;
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const earnings = calculateClassEarnings(this);
this.workMoneyLossRate = earnings.workMoneyLossRate;
this.workHackExpGainRate = earnings.workHackExpGainRate;
this.workStrExpGainRate = earnings.workStrExpGainRate;
this.workDefExpGainRate = earnings.workDefExpGainRate;
this.workDexExpGainRate = earnings.workDexExpGainRate;
this.workAgiExpGainRate = earnings.workAgiExpGainRate;
this.workChaExpGainRate = earnings.workChaExpGainRate;
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this.processWorkEarnings(numCycles);
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return false;
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}
//The 'sing' argument defines whether or not this function was called
//through a Singularity Netscript function
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export function finishClass(this: IPlayer, sing = false): string {
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this.gainIntelligenceExp(CONSTANTS.IntelligenceClassBaseExpGain * Math.round(this.timeWorked / 1000));
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if (this.workMoneyGained > 0) {
throw new Error("ERR: Somehow gained money while taking class");
}
this.updateSkillLevels();
if (!sing) {
dialogBoxCreate(
<>
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After {this.className} for {convertTimeMsToTimeElapsedString(this.timeWorked)}, <br />
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you spent a total of <Money money={-this.workMoneyGained} />. <br />
<br />
You earned a total of: <br />
{numeralWrapper.formatExp(this.workHackExpGained)} hacking exp <br />
{numeralWrapper.formatExp(this.workStrExpGained)} strength exp <br />
{numeralWrapper.formatExp(this.workDefExpGained)} defense exp <br />
{numeralWrapper.formatExp(this.workDexExpGained)} dexterity exp <br />
{numeralWrapper.formatExp(this.workAgiExpGained)} agility exp <br />
{numeralWrapper.formatExp(this.workChaExpGained)} charisma exp
<br />
</>,
);
}
this.isWorking = false;
if (sing) {
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const res =
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"After " +
this.className +
" for " +
convertTimeMsToTimeElapsedString(this.timeWorked) +
", " +
"you spent a total of " +
numeralWrapper.formatMoney(this.workMoneyGained * -1) +
". " +
"You earned a total of: " +
numeralWrapper.formatExp(this.workHackExpGained) +
" hacking exp, " +
numeralWrapper.formatExp(this.workStrExpGained) +
" strength exp, " +
numeralWrapper.formatExp(this.workDefExpGained) +
" defense exp, " +
numeralWrapper.formatExp(this.workDexExpGained) +
" dexterity exp, " +
numeralWrapper.formatExp(this.workAgiExpGained) +
" agility exp, and " +
numeralWrapper.formatExp(this.workChaExpGained) +
" charisma exp";
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this.resetWorkStatus();
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return res;
}
this.resetWorkStatus();
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return "";
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}
//The EXP and $ gains are hardcoded. Time is in ms
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export function startCrime(
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this: IPlayer,
router: IRouter,
crimeType: string,
hackExp: number,
strExp: number,
defExp: number,
dexExp: number,
agiExp: number,
chaExp: number,
money: number,
time: number,
workerscript: WorkerScript | null = null,
): void {
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this.crimeType = crimeType;
this.resetWorkStatus();
this.isWorking = true;
this.focus = true;
this.workType = CONSTANTS.WorkTypeCrime;
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if (workerscript !== null) {
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this.committingCrimeThruSingFn = true;
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this.singFnCrimeWorkerScript = workerscript;
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}
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this.workHackExpGained = hackExp * this.hacking_exp_mult * BitNodeMultipliers.CrimeExpGain;
this.workStrExpGained = strExp * this.strength_exp_mult * BitNodeMultipliers.CrimeExpGain;
this.workDefExpGained = defExp * this.defense_exp_mult * BitNodeMultipliers.CrimeExpGain;
this.workDexExpGained = dexExp * this.dexterity_exp_mult * BitNodeMultipliers.CrimeExpGain;
this.workAgiExpGained = agiExp * this.agility_exp_mult * BitNodeMultipliers.CrimeExpGain;
this.workChaExpGained = chaExp * this.charisma_exp_mult * BitNodeMultipliers.CrimeExpGain;
this.workMoneyGained = money * this.crime_money_mult * BitNodeMultipliers.CrimeMoney;
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this.timeNeededToCompleteWork = time;
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router.toWork();
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}
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export function commitCrime(this: IPlayer, numCycles: number): boolean {
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this.timeWorked += CONSTANTS._idleSpeed * numCycles;
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if (this.timeWorked >= this.timeNeededToCompleteWork) {
this.finishCrime(false);
return true;
}
return false;
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}
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export function finishCrime(this: IPlayer, cancelled: boolean): string {
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//Determine crime success/failure
if (!cancelled) {
if (determineCrimeSuccess(this, this.crimeType)) {
//Handle Karma and crime statistics
let crime = null;
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for (const i of Object.keys(Crimes)) {
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if (Crimes[i].type == this.crimeType) {
crime = Crimes[i];
break;
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}
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}
if (crime == null) {
dialogBoxCreate(
`ERR: Unrecognized crime type (${this.crimeType}). This is probably a bug please contact the developer`,
);
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return "";
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}
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this.gainMoney(this.workMoneyGained, "crime");
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this.karma -= crime.karma;
this.numPeopleKilled += crime.kills;
if (crime.intelligence_exp > 0) {
this.gainIntelligenceExp(crime.intelligence_exp);
}
//On a crime success, gain 2x exp
this.workHackExpGained *= 2;
this.workStrExpGained *= 2;
this.workDefExpGained *= 2;
this.workDexExpGained *= 2;
this.workAgiExpGained *= 2;
this.workChaExpGained *= 2;
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const ws = this.singFnCrimeWorkerScript;
if (this.committingCrimeThruSingFn && ws !== null) {
if (ws.disableLogs.ALL == null && ws.disableLogs.commitCrime == null) {
ws.scriptRef.log(
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"SUCCESS: Crime successful! Gained " +
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numeralWrapper.formatMoney(this.workMoneyGained) +
", " +
numeralWrapper.formatExp(this.workHackExpGained) +
" hack exp, " +
numeralWrapper.formatExp(this.workStrExpGained) +
" str exp, " +
numeralWrapper.formatExp(this.workDefExpGained) +
" def exp, " +
numeralWrapper.formatExp(this.workDexExpGained) +
" dex exp, " +
numeralWrapper.formatExp(this.workAgiExpGained) +
" agi exp, " +
numeralWrapper.formatExp(this.workChaExpGained) +
" cha exp.",
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);
}
} else {
dialogBoxCreate(
<>
Crime successful!
<br />
<br />
You gained:
<br />
<Money money={this.workMoneyGained} />
<br />
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{numeralWrapper.formatExp(this.workHackExpGained)} hacking experience <br />
{numeralWrapper.formatExp(this.workStrExpGained)} strength experience
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<br />
{numeralWrapper.formatExp(this.workDefExpGained)} defense experience
<br />
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{numeralWrapper.formatExp(this.workDexExpGained)} dexterity experience
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<br />
{numeralWrapper.formatExp(this.workAgiExpGained)} agility experience
<br />
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{numeralWrapper.formatExp(this.workChaExpGained)} charisma experience
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</>,
);
}
} else {
//Exp halved on failure
this.workHackExpGained /= 2;
this.workStrExpGained /= 2;
this.workDefExpGained /= 2;
this.workDexExpGained /= 2;
this.workAgiExpGained /= 2;
this.workChaExpGained /= 2;
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const ws = this.singFnCrimeWorkerScript;
if (this.committingCrimeThruSingFn && ws !== null) {
if (ws.disableLogs.ALL == null && ws.disableLogs.commitCrime == null) {
ws.scriptRef.log(
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"FAIL: Crime failed! Gained " +
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numeralWrapper.formatExp(this.workHackExpGained) +
" hack exp, " +
numeralWrapper.formatExp(this.workStrExpGained) +
" str exp, " +
numeralWrapper.formatExp(this.workDefExpGained) +
" def exp, " +
numeralWrapper.formatExp(this.workDexExpGained) +
" dex exp, " +
numeralWrapper.formatExp(this.workAgiExpGained) +
" agi exp, " +
numeralWrapper.formatExp(this.workChaExpGained) +
" cha exp.",
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);
}
} else {
dialogBoxCreate(
<>
Crime failed!
<br />
<br />
You gained:
<br />
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{numeralWrapper.formatExp(this.workHackExpGained)} hacking experience <br />
{numeralWrapper.formatExp(this.workStrExpGained)} strength experience
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<br />
{numeralWrapper.formatExp(this.workDefExpGained)} defense experience
<br />
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{numeralWrapper.formatExp(this.workDexExpGained)} dexterity experience
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<br />
{numeralWrapper.formatExp(this.workAgiExpGained)} agility experience
<br />
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{numeralWrapper.formatExp(this.workChaExpGained)} charisma experience
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</>,
);
}
}
this.gainHackingExp(this.workHackExpGained);
this.gainStrengthExp(this.workStrExpGained);
this.gainDefenseExp(this.workDefExpGained);
this.gainDexterityExp(this.workDexExpGained);
this.gainAgilityExp(this.workAgiExpGained);
this.gainCharismaExp(this.workChaExpGained);
}
this.committingCrimeThruSingFn = false;
this.singFnCrimeWorkerScript = null;
this.isWorking = false;
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this.crimeType = "";
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this.resetWorkStatus();
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return "";
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}
//Cancels the player's current "work" assignment and gives the proper rewards
//Used only for Singularity functions, so no popups are created
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export function singularityStopWork(this: IPlayer): string {
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if (!this.isWorking) {
return "";
}
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let res = ""; //Earnings text for work
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switch (this.workType) {
case CONSTANTS.WorkTypeStudyClass:
res = this.finishClass(true);
break;
case CONSTANTS.WorkTypeCompany:
res = this.finishWork(true, true);
break;
case CONSTANTS.WorkTypeCompanyPartTime:
res = this.finishWorkPartTime(true);
break;
case CONSTANTS.WorkTypeFaction:
res = this.finishFactionWork(true, true);
break;
case CONSTANTS.WorkTypeCreateProgram:
res = this.finishCreateProgramWork(true);
break;
case CONSTANTS.WorkTypeCrime:
res = this.finishCrime(true);
break;
default:
console.error(`Unrecognized work type (${this.workType})`);
return "";
}
return res;
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}
// Returns true if hospitalized, false otherwise
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export function takeDamage(this: IPlayer, amt: number): boolean {
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if (typeof amt !== "number") {
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console.warn(`Player.takeDamage() called without a numeric argument: ${amt}`);
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return false;
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}
this.hp -= amt;
if (this.hp <= 0) {
this.hospitalize();
return true;
} else {
return false;
}
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}
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export function regenerateHp(this: IPlayer, amt: number): void {
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if (typeof amt !== "number") {
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console.warn(`Player.regenerateHp() called without a numeric argument: ${amt}`);
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return;
}
this.hp += amt;
if (this.hp > this.max_hp) {
this.hp = this.max_hp;
}
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}
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export function hospitalize(this: IPlayer): number {
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const cost = getHospitalizationCost(this);
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SnackbarEvents.emit(`You've been Hospitalized for ${numeralWrapper.formatMoney(cost)}`, "warning", 2000);
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this.loseMoney(cost, "hospitalization");
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this.hp = this.max_hp;
return cost;
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}
/********* Company job application **********/
//Determines the job that the Player should get (if any) at the current company
//The 'sing' argument designates whether or not this is being called from
//the applyToCompany() Netscript Singularity function
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export function applyForJob(this: IPlayer, entryPosType: CompanyPosition, sing = false): boolean {
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// Get current company and job
let currCompany = null;
if (this.companyName !== "") {
currCompany = Companies[this.companyName];
}
const currPositionName = this.jobs[this.companyName];
// Get company that's being applied to
const company = Companies[this.location]; //Company being applied to
if (!(company instanceof Company)) {
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console.error(`Could not find company that matches the location: ${this.location}. Player.applyToCompany() failed`);
return false;
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}
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let pos = entryPosType;
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if (!this.isQualified(company, pos)) {
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const reqText = getJobRequirementText(company, pos);
if (!sing) {
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dialogBoxCreate("Unfortunately, you do not qualify for this position<br>" + reqText);
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}
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return false;
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}
// Check if this company has the position
if (!company.hasPosition(pos)) {
return false;
}
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while (true) {
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const newPos = getNextCompanyPositionHelper(pos);
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if (newPos == null) {
break;
}
//Check if this company has this position
if (company.hasPosition(newPos)) {
if (!this.isQualified(company, newPos)) {
//If player not qualified for next job, break loop so player will be given current job
break;
}
pos = newPos;
} else {
break;
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}
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}
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//Check if the determined job is the same as the player's current job
if (currCompany != null) {
if (currCompany.name == company.name && pos.name == currPositionName) {
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const nextPos = getNextCompanyPositionHelper(pos);
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if (nextPos == null) {
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if (!sing) {
dialogBoxCreate("You are already at the highest position for your field! No promotion available");
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}
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return false;
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} else if (company.hasPosition(nextPos)) {
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if (!sing) {
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const reqText = getJobRequirementText(company, nextPos);
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dialogBoxCreate("Unfortunately, you do not qualify for a promotion<br>" + reqText);
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}
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return false;
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} else {
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if (!sing) {
dialogBoxCreate("You are already at the highest position for your field! No promotion available");
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}
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return false;
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}
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return false; //Same job, do nothing
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}
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}
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this.jobs[company.name] = pos.name;
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if (!this.focus && this.isWorking && this.companyName !== this.location) this.resetWorkStatus();
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this.companyName = this.location;
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if (!sing) {
dialogBoxCreate("Congratulations! You were offered a new job at " + this.companyName + " as a " + pos.name + "!");
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}
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return true;
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}
//Returns your next position at a company given the field (software, business, etc.)
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export function getNextCompanyPosition(
this: IPlayer,
company: Company,
entryPosType: CompanyPosition,
): CompanyPosition | null {
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let currCompany = null;
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if (this.companyName !== "") {
currCompany = Companies[this.companyName];
}
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//Not employed at this company, so return the entry position
if (currCompany == null || currCompany.name != company.name) {
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return entryPosType;
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}
//If the entry pos type and the player's current position have the same type,
//return the player's "nextCompanyPosition". Otherwise return the entryposType
//Employed at this company, so just return the next position if it exists.
const currentPositionName = this.jobs[this.companyName];
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if (!currentPositionName) return entryPosType;
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const currentPosition = CompanyPositions[currentPositionName];
if (
(currentPosition.isSoftwareJob() && entryPosType.isSoftwareJob()) ||
(currentPosition.isITJob() && entryPosType.isITJob()) ||
(currentPosition.isBusinessJob() && entryPosType.isBusinessJob()) ||
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(currentPosition.isSecurityEngineerJob() && entryPosType.isSecurityEngineerJob()) ||
(currentPosition.isNetworkEngineerJob() && entryPosType.isNetworkEngineerJob()) ||
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(currentPosition.isSecurityJob() && entryPosType.isSecurityJob()) ||
(currentPosition.isAgentJob() && entryPosType.isAgentJob()) ||
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(currentPosition.isSoftwareConsultantJob() && entryPosType.isSoftwareConsultantJob()) ||
(currentPosition.isBusinessConsultantJob() && entryPosType.isBusinessConsultantJob()) ||
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(currentPosition.isPartTimeJob() && entryPosType.isPartTimeJob())
) {
return getNextCompanyPositionHelper(currentPosition);
}
return entryPosType;
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}
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export function quitJob(this: IPlayer, company: string): void {
if (this.isWorking == true && this.workType.includes("Working for Company") && this.companyName == company) {
this.isWorking = false;
this.companyName = "";
}
if (this.companyName === company) {
this.companyName = "";
}
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delete this.jobs[company];
}
/**
* Method to see if the player has at least one job assigned to them
* @param this The player instance
* @returns Whether the user has at least one job
*/
export function hasJob(this: IPlayer): boolean {
return Boolean(Object.keys(this.jobs).length);
}
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export function applyForSoftwareJob(this: IPlayer, sing = false): boolean {
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return this.applyForJob(CompanyPositions[posNames.SoftwareCompanyPositions[0]], sing);
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}
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export function applyForSoftwareConsultantJob(this: IPlayer, sing = false): boolean {
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return this.applyForJob(CompanyPositions[posNames.SoftwareConsultantCompanyPositions[0]], sing);
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}
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export function applyForItJob(this: IPlayer, sing = false): boolean {
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return this.applyForJob(CompanyPositions[posNames.ITCompanyPositions[0]], sing);
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}
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export function applyForSecurityEngineerJob(this: IPlayer, sing = false): boolean {
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const company = Companies[this.location]; //Company being applied to
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if (this.isQualified(company, CompanyPositions[posNames.SecurityEngineerCompanyPositions[0]])) {
return this.applyForJob(CompanyPositions[posNames.SecurityEngineerCompanyPositions[0]], sing);
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} else {
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if (!sing) {
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dialogBoxCreate("Unfortunately, you do not qualify for this position");
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}
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return false;
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}
}
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export function applyForNetworkEngineerJob(this: IPlayer, sing = false): boolean {
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const company = Companies[this.location]; //Company being applied to
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if (this.isQualified(company, CompanyPositions[posNames.NetworkEngineerCompanyPositions[0]])) {
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const pos = CompanyPositions[posNames.NetworkEngineerCompanyPositions[0]];
return this.applyForJob(pos, sing);
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} else {
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if (!sing) {
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dialogBoxCreate("Unfortunately, you do not qualify for this position");
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}
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return false;
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}
}
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export function applyForBusinessJob(this: IPlayer, sing = false): boolean {
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return this.applyForJob(CompanyPositions[posNames.BusinessCompanyPositions[0]], sing);
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}
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export function applyForBusinessConsultantJob(this: IPlayer, sing = false): boolean {
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return this.applyForJob(CompanyPositions[posNames.BusinessConsultantCompanyPositions[0]], sing);
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}
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export function applyForSecurityJob(this: IPlayer, sing = false): boolean {
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// TODO Police Jobs
// Indexing starts at 2 because 0 is for police officer
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return this.applyForJob(CompanyPositions[posNames.SecurityCompanyPositions[2]], sing);
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}
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export function applyForAgentJob(this: IPlayer, sing = false): boolean {
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const company = Companies[this.location]; //Company being applied to
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if (this.isQualified(company, CompanyPositions[posNames.AgentCompanyPositions[0]])) {
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const pos = CompanyPositions[posNames.AgentCompanyPositions[0]];
return this.applyForJob(pos, sing);
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} else {
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if (!sing) {
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dialogBoxCreate("Unfortunately, you do not qualify for this position");
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}
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return false;
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}
}
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export function applyForEmployeeJob(this: IPlayer, sing = false): boolean {
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const company = Companies[this.location]; //Company being applied to
const position = posNames.MiscCompanyPositions[1];
// Check if this company has the position
if (!company.hasPosition(position)) {
return false;
}
if (this.isQualified(company, CompanyPositions[position])) {
this.jobs[company.name] = position;
if (!this.focus && this.isWorking && this.companyName !== company.name) this.resetWorkStatus();
this.companyName = company.name;
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if (!sing) {
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dialogBoxCreate("Congratulations, you are now employed at " + this.location);
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}
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return true;
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} else {
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if (!sing) {
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dialogBoxCreate("Unfortunately, you do not qualify for this position");
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}
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return false;
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}
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}
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export function applyForPartTimeEmployeeJob(this: IPlayer, sing = false): boolean {
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const company = Companies[this.location]; //Company being applied to
const position = posNames.PartTimeCompanyPositions[1];
// Check if this company has the position
if (!company.hasPosition(position)) {
return false;
}
if (this.isQualified(company, CompanyPositions[position])) {
this.jobs[company.name] = position;
if (!this.focus && this.isWorking && this.companyName !== company.name) this.resetWorkStatus();
this.companyName = company.name;
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if (!sing) {
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dialogBoxCreate("Congratulations, you are now employed part-time at " + this.location);
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}
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return true;
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} else {
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if (!sing) {
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dialogBoxCreate("Unfortunately, you do not qualify for this position");
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}
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return false;
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}
}
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export function applyForWaiterJob(this: IPlayer, sing = false): boolean {
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const company = Companies[this.location]; //Company being applied to
const position = posNames.MiscCompanyPositions[0];
// Check if this company has the position
if (!company.hasPosition(position)) {
return false;
}
if (this.isQualified(company, CompanyPositions[position])) {
this.jobs[company.name] = position;
if (!this.focus && this.isWorking && this.companyName !== company.name) this.resetWorkStatus();
this.companyName = company.name;
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if (!sing) {
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dialogBoxCreate("Congratulations, you are now employed as a waiter at " + this.location);
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}
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return true;
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} else {
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if (!sing) {
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dialogBoxCreate("Unfortunately, you do not qualify for this position");
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}
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return false;
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}
}
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export function applyForPartTimeWaiterJob(this: IPlayer, sing = false): boolean {
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const company = Companies[this.location]; //Company being applied to
const position = posNames.PartTimeCompanyPositions[0];
// Check if this company has the position
if (!company.hasPosition(position)) {
return false;
}
if (this.isQualified(company, CompanyPositions[position])) {
this.jobs[company.name] = position;
if (!this.focus && this.isWorking && this.companyName !== company.name) this.resetWorkStatus();
this.companyName = company.name;
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if (!sing) {
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dialogBoxCreate("Congratulations, you are now employed as a part-time waiter at " + this.location);
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}
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return true;
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} else {
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if (!sing) {
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dialogBoxCreate("Unfortunately, you do not qualify for this position");
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}
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return false;
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}
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}
//Checks if the Player is qualified for a certain position
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export function isQualified(this: IPlayer, company: Company, position: CompanyPosition): boolean {
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const offset = company.jobStatReqOffset;
const reqHacking = position.requiredHacking > 0 ? position.requiredHacking + offset : 0;
const reqStrength = position.requiredStrength > 0 ? position.requiredStrength + offset : 0;
const reqDefense = position.requiredDefense > 0 ? position.requiredDefense + offset : 0;
const reqDexterity = position.requiredDexterity > 0 ? position.requiredDexterity + offset : 0;
const reqAgility = position.requiredDexterity > 0 ? position.requiredDexterity + offset : 0;
const reqCharisma = position.requiredCharisma > 0 ? position.requiredCharisma + offset : 0;
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if (
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this.hacking >= reqHacking &&
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this.strength >= reqStrength &&
this.defense >= reqDefense &&
this.dexterity >= reqDexterity &&
this.agility >= reqAgility &&
this.charisma >= reqCharisma &&
company.playerReputation >= position.requiredReputation
) {
return true;
}
return false;
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}
/********** Reapplying Augmentations and Source File ***********/
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export function reapplyAllAugmentations(this: IPlayer, resetMultipliers = true): void {
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if (resetMultipliers) {
this.resetMultipliers();
}
for (let i = 0; i < this.augmentations.length; ++i) {
//Compatibility with new version
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if (this.augmentations[i].name === "HacknetNode NIC Architecture Neural-Upload") {
this.augmentations[i].name = "Hacknet Node NIC Architecture Neural-Upload";
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}
const augName = this.augmentations[i].name;
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const aug = Augmentations[augName];
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if (aug == null) {
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console.warn(`Invalid augmentation name in Player.reapplyAllAugmentations(). Aug ${augName} will be skipped`);
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continue;
}
aug.owned = true;
if (aug.name == AugmentationNames.NeuroFluxGovernor) {
for (let j = 0; j < aug.level; ++j) {
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applyAugmentation(this.augmentations[i], true);
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}
continue;
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}
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applyAugmentation(this.augmentations[i], true);
}
this.updateSkillLevels();
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}
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export function reapplyAllSourceFiles(this: IPlayer): void {
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//Will always be called after reapplyAllAugmentations() so multipliers do not have to be reset
//this.resetMultipliers();
for (let i = 0; i < this.sourceFiles.length; ++i) {
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const srcFileKey = "SourceFile" + this.sourceFiles[i].n;
const sourceFileObject = SourceFiles[srcFileKey];
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if (sourceFileObject == null) {
console.error(`Invalid source file number: ${this.sourceFiles[i].n}`);
continue;
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}
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applySourceFile(this.sourceFiles[i]);
}
applyExploit();
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this.updateSkillLevels();
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}
/*************** Check for Faction Invitations *************/
//This function sets the requirements to join a Faction. It checks whether the Player meets
//those requirements and will return an array of all factions that the Player should
//receive an invitation to
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export function checkForFactionInvitations(this: IPlayer): Faction[] {
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const invitedFactions: Faction[] = []; //Array which will hold all Factions the player should be invited to
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const numAugmentations = this.augmentations.length;
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const allCompanies = Object.keys(this.jobs);
const allPositions = Object.values(this.jobs);
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// Given a company name, safely returns the reputation (returns 0 if invalid company is specified)
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function getCompanyRep(companyName: string): number {
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const company = Companies[companyName];
if (company == null) {
return 0;
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} else {
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return company.playerReputation;
}
}
// Helper function that returns a boolean indicating whether the Player meets
// the requirements for the specified company. There are two requirements:
// 1. High enough reputation
// 2. Player is employed at the company
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function checkMegacorpRequirements(companyName: string, repNeeded = CONSTANTS.CorpFactionRepRequirement): boolean {
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return allCompanies.includes(companyName) && getCompanyRep(companyName) > repNeeded;
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}
//Illuminati
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const illuminatiFac = Factions["Illuminati"];
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if (
!illuminatiFac.isBanned &&
!illuminatiFac.isMember &&
!illuminatiFac.alreadyInvited &&
numAugmentations >= 30 &&
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this.money >= 150000000000 &&
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this.hacking >= 1500 &&
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this.strength >= 1200 &&
this.defense >= 1200 &&
this.dexterity >= 1200 &&
this.agility >= 1200
) {
invitedFactions.push(illuminatiFac);
}
//Daedalus
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const daedalusFac = Factions["Daedalus"];
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if (
!daedalusFac.isBanned &&
!daedalusFac.isMember &&
!daedalusFac.alreadyInvited &&
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numAugmentations >= Math.round(30 * BitNodeMultipliers.DaedalusAugsRequirement) &&
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this.money >= 100000000000 &&
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(this.hacking >= 2500 ||
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(this.strength >= 1500 && this.defense >= 1500 && this.dexterity >= 1500 && this.agility >= 1500))
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) {
invitedFactions.push(daedalusFac);
}
//The Covenant
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const covenantFac = Factions["The Covenant"];
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if (
!covenantFac.isBanned &&
!covenantFac.isMember &&
!covenantFac.alreadyInvited &&
numAugmentations >= 20 &&
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this.money >= 75000000000 &&
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this.hacking >= 850 &&
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this.strength >= 850 &&
this.defense >= 850 &&
this.dexterity >= 850 &&
this.agility >= 850
) {
invitedFactions.push(covenantFac);
}
//ECorp
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const ecorpFac = Factions["ECorp"];
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if (
!ecorpFac.isBanned &&
!ecorpFac.isMember &&
!ecorpFac.alreadyInvited &&
checkMegacorpRequirements(LocationName.AevumECorp)
) {
invitedFactions.push(ecorpFac);
}
//MegaCorp
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const megacorpFac = Factions["MegaCorp"];
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if (
!megacorpFac.isBanned &&
!megacorpFac.isMember &&
!megacorpFac.alreadyInvited &&
checkMegacorpRequirements(LocationName.Sector12MegaCorp)
) {
invitedFactions.push(megacorpFac);
}
//Bachman & Associates
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const bachmanandassociatesFac = Factions["Bachman & Associates"];
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if (
!bachmanandassociatesFac.isBanned &&
!bachmanandassociatesFac.isMember &&
!bachmanandassociatesFac.alreadyInvited &&
checkMegacorpRequirements(LocationName.AevumBachmanAndAssociates)
) {
invitedFactions.push(bachmanandassociatesFac);
}
//Blade Industries
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const bladeindustriesFac = Factions["Blade Industries"];
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if (
!bladeindustriesFac.isBanned &&
!bladeindustriesFac.isMember &&
!bladeindustriesFac.alreadyInvited &&
checkMegacorpRequirements(LocationName.Sector12BladeIndustries)
) {
invitedFactions.push(bladeindustriesFac);
}
//NWO
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const nwoFac = Factions["NWO"];
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if (
!nwoFac.isBanned &&
!nwoFac.isMember &&
!nwoFac.alreadyInvited &&
checkMegacorpRequirements(LocationName.VolhavenNWO)
) {
invitedFactions.push(nwoFac);
}
//Clarke Incorporated
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const clarkeincorporatedFac = Factions["Clarke Incorporated"];
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if (
!clarkeincorporatedFac.isBanned &&
!clarkeincorporatedFac.isMember &&
!clarkeincorporatedFac.alreadyInvited &&
checkMegacorpRequirements(LocationName.AevumClarkeIncorporated)
) {
invitedFactions.push(clarkeincorporatedFac);
}
//OmniTek Incorporated
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const omnitekincorporatedFac = Factions["OmniTek Incorporated"];
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if (
!omnitekincorporatedFac.isBanned &&
!omnitekincorporatedFac.isMember &&
!omnitekincorporatedFac.alreadyInvited &&
checkMegacorpRequirements(LocationName.VolhavenOmniTekIncorporated)
) {
invitedFactions.push(omnitekincorporatedFac);
}
//Four Sigma
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const foursigmaFac = Factions["Four Sigma"];
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if (
!foursigmaFac.isBanned &&
!foursigmaFac.isMember &&
!foursigmaFac.alreadyInvited &&
checkMegacorpRequirements(LocationName.Sector12FourSigma)
) {
invitedFactions.push(foursigmaFac);
}
//KuaiGong International
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const kuaigonginternationalFac = Factions["KuaiGong International"];
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if (
!kuaigonginternationalFac.isBanned &&
!kuaigonginternationalFac.isMember &&
!kuaigonginternationalFac.alreadyInvited &&
checkMegacorpRequirements(LocationName.ChongqingKuaiGongInternational)
) {
invitedFactions.push(kuaigonginternationalFac);
}
//Fulcrum Secret Technologies - If u've unlocked fulcrum secret technolgoies server and have a high rep with the company
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const fulcrumsecrettechonologiesFac = Factions["Fulcrum Secret Technologies"];
2021-10-07 23:55:49 +02:00
const fulcrumSecretServer = GetServer(SpecialServers.FulcrumSecretTechnologies);
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if (!(fulcrumSecretServer instanceof Server)) throw new Error("Fulcrum Secret Technologies should be normal server");
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if (fulcrumSecretServer == null) {
console.error("Could not find Fulcrum Secret Technologies Server");
} else {
if (
!fulcrumsecrettechonologiesFac.isBanned &&
!fulcrumsecrettechonologiesFac.isMember &&
!fulcrumsecrettechonologiesFac.alreadyInvited &&
fulcrumSecretServer.backdoorInstalled &&
checkMegacorpRequirements(LocationName.AevumFulcrumTechnologies, 250e3)
) {
invitedFactions.push(fulcrumsecrettechonologiesFac);
}
}
//BitRunners
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const bitrunnersFac = Factions["BitRunners"];
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const bitrunnersServer = GetServer(SpecialServers.BitRunnersServer);
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if (!(bitrunnersServer instanceof Server)) throw new Error("BitRunners should be normal server");
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if (bitrunnersServer == null) {
console.error("Could not find BitRunners Server");
} else if (
!bitrunnersFac.isBanned &&
!bitrunnersFac.isMember &&
bitrunnersServer.backdoorInstalled &&
!bitrunnersFac.alreadyInvited
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) {
invitedFactions.push(bitrunnersFac);
}
//The Black Hand
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const theblackhandFac = Factions["The Black Hand"];
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const blackhandServer = GetServer(SpecialServers.TheBlackHandServer);
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if (!(blackhandServer instanceof Server)) throw new Error("TheBlackHand should be normal server");
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if (blackhandServer == null) {
console.error("Could not find The Black Hand Server");
} else if (
!theblackhandFac.isBanned &&
!theblackhandFac.isMember &&
blackhandServer.backdoorInstalled &&
!theblackhandFac.alreadyInvited
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) {
invitedFactions.push(theblackhandFac);
}
//NiteSec
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const nitesecFac = Factions["NiteSec"];
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const nitesecServer = GetServer(SpecialServers.NiteSecServer);
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if (!(nitesecServer instanceof Server)) throw new Error("NiteSec should be normal server");
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if (nitesecServer == null) {
console.error("Could not find NiteSec Server");
} else if (
!nitesecFac.isBanned &&
!nitesecFac.isMember &&
nitesecServer.backdoorInstalled &&
!nitesecFac.alreadyInvited
2021-09-05 01:09:30 +02:00
) {
invitedFactions.push(nitesecFac);
}
//Chongqing
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const chongqingFac = Factions["Chongqing"];
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if (
!chongqingFac.isBanned &&
!chongqingFac.isMember &&
!chongqingFac.alreadyInvited &&
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this.money >= 20000000 &&
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this.city == CityName.Chongqing
) {
invitedFactions.push(chongqingFac);
}
//Sector-12
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const sector12Fac = Factions["Sector-12"];
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if (
!sector12Fac.isBanned &&
!sector12Fac.isMember &&
!sector12Fac.alreadyInvited &&
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this.money >= 15000000 &&
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this.city == CityName.Sector12
) {
invitedFactions.push(sector12Fac);
}
//New Tokyo
2021-09-25 07:26:03 +02:00
const newtokyoFac = Factions["New Tokyo"];
2021-09-05 01:09:30 +02:00
if (
!newtokyoFac.isBanned &&
!newtokyoFac.isMember &&
!newtokyoFac.alreadyInvited &&
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this.money >= 20000000 &&
2021-09-05 01:09:30 +02:00
this.city == CityName.NewTokyo
) {
invitedFactions.push(newtokyoFac);
}
//Aevum
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const aevumFac = Factions["Aevum"];
2021-09-05 01:09:30 +02:00
if (
!aevumFac.isBanned &&
!aevumFac.isMember &&
!aevumFac.alreadyInvited &&
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this.money >= 40000000 &&
2021-09-05 01:09:30 +02:00
this.city == CityName.Aevum
) {
invitedFactions.push(aevumFac);
}
//Ishima
2021-09-25 07:26:03 +02:00
const ishimaFac = Factions["Ishima"];
2021-09-05 01:09:30 +02:00
if (
!ishimaFac.isBanned &&
!ishimaFac.isMember &&
!ishimaFac.alreadyInvited &&
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this.money >= 30000000 &&
2021-09-05 01:09:30 +02:00
this.city == CityName.Ishima
) {
invitedFactions.push(ishimaFac);
}
//Volhaven
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const volhavenFac = Factions["Volhaven"];
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if (
!volhavenFac.isBanned &&
!volhavenFac.isMember &&
!volhavenFac.alreadyInvited &&
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this.money >= 50000000 &&
2021-09-05 01:09:30 +02:00
this.city == CityName.Volhaven
) {
invitedFactions.push(volhavenFac);
}
//Speakers for the Dead
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const speakersforthedeadFac = Factions["Speakers for the Dead"];
2021-09-05 01:09:30 +02:00
if (
!speakersforthedeadFac.isBanned &&
!speakersforthedeadFac.isMember &&
!speakersforthedeadFac.alreadyInvited &&
2021-11-05 22:12:52 +01:00
this.hacking >= 100 &&
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this.strength >= 300 &&
this.defense >= 300 &&
this.dexterity >= 300 &&
this.agility >= 300 &&
this.numPeopleKilled >= 30 &&
this.karma <= -45 &&
!allCompanies.includes(LocationName.Sector12CIA) &&
!allCompanies.includes(LocationName.Sector12NSA)
) {
invitedFactions.push(speakersforthedeadFac);
}
//The Dark Army
2021-09-25 07:26:03 +02:00
const thedarkarmyFac = Factions["The Dark Army"];
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if (
!thedarkarmyFac.isBanned &&
!thedarkarmyFac.isMember &&
!thedarkarmyFac.alreadyInvited &&
2021-11-05 22:12:52 +01:00
this.hacking >= 300 &&
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this.strength >= 300 &&
this.defense >= 300 &&
this.dexterity >= 300 &&
this.agility >= 300 &&
this.city == CityName.Chongqing &&
this.numPeopleKilled >= 5 &&
this.karma <= -45 &&
!allCompanies.includes(LocationName.Sector12CIA) &&
!allCompanies.includes(LocationName.Sector12NSA)
) {
invitedFactions.push(thedarkarmyFac);
}
//The Syndicate
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const thesyndicateFac = Factions["The Syndicate"];
2021-09-05 01:09:30 +02:00
if (
!thesyndicateFac.isBanned &&
!thesyndicateFac.isMember &&
!thesyndicateFac.alreadyInvited &&
2021-11-05 22:12:52 +01:00
this.hacking >= 200 &&
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this.strength >= 200 &&
this.defense >= 200 &&
this.dexterity >= 200 &&
this.agility >= 200 &&
(this.city == CityName.Aevum || this.city == CityName.Sector12) &&
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this.money >= 10000000 &&
2021-09-05 01:09:30 +02:00
this.karma <= -90 &&
!allCompanies.includes(LocationName.Sector12CIA) &&
!allCompanies.includes(LocationName.Sector12NSA)
) {
invitedFactions.push(thesyndicateFac);
}
//Silhouette
2021-09-25 07:26:03 +02:00
const silhouetteFac = Factions["Silhouette"];
2021-09-05 01:09:30 +02:00
if (
!silhouetteFac.isBanned &&
!silhouetteFac.isMember &&
!silhouetteFac.alreadyInvited &&
(allPositions.includes("Chief Technology Officer") ||
allPositions.includes("Chief Financial Officer") ||
allPositions.includes("Chief Executive Officer")) &&
2021-11-12 03:35:26 +01:00
this.money >= 15000000 &&
2021-09-05 01:09:30 +02:00
this.karma <= -22
) {
invitedFactions.push(silhouetteFac);
}
//Tetrads
2021-09-25 07:26:03 +02:00
const tetradsFac = Factions["Tetrads"];
2021-09-05 01:09:30 +02:00
if (
!tetradsFac.isBanned &&
!tetradsFac.isMember &&
!tetradsFac.alreadyInvited &&
2021-09-09 05:47:34 +02:00
(this.city == CityName.Chongqing || this.city == CityName.NewTokyo || this.city == CityName.Ishima) &&
2021-09-05 01:09:30 +02:00
this.strength >= 75 &&
this.defense >= 75 &&
this.dexterity >= 75 &&
this.agility >= 75 &&
this.karma <= -18
) {
invitedFactions.push(tetradsFac);
}
//SlumSnakes
2021-09-25 07:26:03 +02:00
const slumsnakesFac = Factions["Slum Snakes"];
2021-09-05 01:09:30 +02:00
if (
!slumsnakesFac.isBanned &&
!slumsnakesFac.isMember &&
!slumsnakesFac.alreadyInvited &&
this.strength >= 30 &&
this.defense >= 30 &&
this.dexterity >= 30 &&
this.agility >= 30 &&
this.karma <= -9 &&
2021-11-12 03:35:26 +01:00
this.money >= 1000000
2021-09-05 01:09:30 +02:00
) {
invitedFactions.push(slumsnakesFac);
}
//Netburners
2021-09-25 07:26:03 +02:00
const netburnersFac = Factions["Netburners"];
let totalHacknetRam = 0;
let totalHacknetCores = 0;
let totalHacknetLevels = 0;
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for (let i = 0; i < this.hacknetNodes.length; ++i) {
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const v = this.hacknetNodes[i];
if (typeof v === "string") {
2021-10-07 22:56:01 +02:00
const hserver = GetServer(v);
2021-10-07 22:04:04 +02:00
if (hserver === null || !(hserver instanceof HacknetServer))
throw new Error("player hacknet server was not HacknetServer");
2021-09-24 00:47:43 +02:00
totalHacknetLevels += hserver.level;
totalHacknetRam += hserver.maxRam;
totalHacknetCores += hserver.cores;
2021-09-05 01:09:30 +02:00
} else {
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totalHacknetLevels += v.level;
totalHacknetRam += v.ram;
totalHacknetCores += v.cores;
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}
}
if (
!netburnersFac.isBanned &&
!netburnersFac.isMember &&
!netburnersFac.alreadyInvited &&
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this.hacking >= 80 &&
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totalHacknetRam >= 8 &&
totalHacknetCores >= 4 &&
totalHacknetLevels >= 100
) {
invitedFactions.push(netburnersFac);
}
//Tian Di Hui
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const tiandihuiFac = Factions["Tian Di Hui"];
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if (
!tiandihuiFac.isBanned &&
!tiandihuiFac.isMember &&
!tiandihuiFac.alreadyInvited &&
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this.money >= 1000000 &&
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this.hacking >= 50 &&
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(this.city == CityName.Chongqing || this.city == CityName.NewTokyo || this.city == CityName.Ishima)
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) {
invitedFactions.push(tiandihuiFac);
}
//CyberSec
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const cybersecFac = Factions["CyberSec"];
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const cybersecServer = GetServer(SpecialServers.CyberSecServer);
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if (!(cybersecServer instanceof Server)) throw new Error("cybersec should be normal server");
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if (cybersecServer == null) {
console.error("Could not find CyberSec Server");
} else if (
!cybersecFac.isBanned &&
!cybersecFac.isMember &&
cybersecServer.backdoorInstalled &&
!cybersecFac.alreadyInvited
) {
invitedFactions.push(cybersecFac);
}
return invitedFactions;
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}
/************* BitNodes **************/
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export function setBitNodeNumber(this: IPlayer, n: number): void {
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this.bitNodeN = n;
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}
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export function queueAugmentation(this: IPlayer, name: string): void {
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for (const aug of this.queuedAugmentations) {
if (aug.name == name) {
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console.warn(`tried to queue ${name} twice, this may be a bug`);
return;
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}
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}
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for (const aug of this.augmentations) {
if (aug.name == name) {
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console.warn(`tried to queue ${name} twice, this may be a bug`);
return;
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}
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}
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this.queuedAugmentations.push(new PlayerOwnedAugmentation(name));
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}
/************* Coding Contracts **************/
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export function gainCodingContractReward(this: IPlayer, reward: ICodingContractReward, difficulty = 1): string {
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if (reward == null || reward.type == null || reward == null) {
return `No reward for this contract`;
}
/* eslint-disable no-case-declarations */
switch (reward.type) {
case CodingContractRewardType.FactionReputation:
if (reward.name == null || !(Factions[reward.name] instanceof Faction)) {
// If no/invalid faction was designated, just give rewards to all factions
reward.type = CodingContractRewardType.FactionReputationAll;
return this.gainCodingContractReward(reward);
}
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const repGain = CONSTANTS.CodingContractBaseFactionRepGain * difficulty;
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Factions[reward.name].playerReputation += repGain;
return `Gained ${repGain} faction reputation for ${reward.name}`;
case CodingContractRewardType.FactionReputationAll:
const totalGain = CONSTANTS.CodingContractBaseFactionRepGain * difficulty;
// Ignore Bladeburners and other special factions for this calculation
const specialFactions = ["Bladeburners"];
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const factions = this.factions.slice().filter((f) => {
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return !specialFactions.includes(f);
});
// If the player was only part of the special factions, we'll just give money
if (factions.length == 0) {
reward.type = CodingContractRewardType.Money;
return this.gainCodingContractReward(reward, difficulty);
}
const gainPerFaction = Math.floor(totalGain / factions.length);
for (const facName of factions) {
if (!(Factions[facName] instanceof Faction)) {
continue;
}
Factions[facName].playerReputation += gainPerFaction;
}
return `Gained ${gainPerFaction} reputation for each of the following factions: ${factions.toString()}`;
break;
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case CodingContractRewardType.CompanyReputation: {
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if (reward.name == null || !(Companies[reward.name] instanceof Company)) {
//If no/invalid company was designated, just give rewards to all factions
reward.type = CodingContractRewardType.FactionReputationAll;
return this.gainCodingContractReward(reward);
}
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const repGain = CONSTANTS.CodingContractBaseCompanyRepGain * difficulty;
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Companies[reward.name].playerReputation += repGain;
return `Gained ${repGain} company reputation for ${reward.name}`;
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}
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case CodingContractRewardType.Money:
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default: {
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const moneyGain = CONSTANTS.CodingContractBaseMoneyGain * difficulty * BitNodeMultipliers.CodingContractMoney;
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this.gainMoney(moneyGain, "codingcontract");
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return `Gained ${numeralWrapper.formatMoney(moneyGain)}`;
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}
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}
/* eslint-enable no-case-declarations */
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}
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export function travel(this: IPlayer, to: CityName): boolean {
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if (Cities[to] == null) {
console.warn(`Player.travel() called with invalid city: ${to}`);
return false;
}
this.city = to;
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return true;
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}
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export function gotoLocation(this: IPlayer, to: LocationName): boolean {
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if (Locations[to] == null) {
console.warn(`Player.gotoLocation() called with invalid location: ${to}`);
return false;
}
this.location = to;
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return true;
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}
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export function canAccessResleeving(this: IPlayer): boolean {
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return this.bitNodeN === 10 || SourceFileFlags[10] > 0;
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}
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export function giveExploit(this: IPlayer, exploit: Exploit): void {
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if (!this.exploits.includes(exploit)) {
this.exploits.push(exploit);
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SnackbarEvents.emit("SF -1 acquired!", "success", 2000);
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}
}
export function giveAchievement(this: IPlayer, achievementId: string): void {
const achievement = achievements[achievementId];
if (!achievement) return;
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if (!this.achievements.map((a) => a.ID).includes(achievementId)) {
this.achievements.push({ ID: achievementId, unlockedOn: new Date().getTime() });
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SnackbarEvents.emit(`Unlocked Achievement: "${achievement.Name}"`, "success", 2000);
}
}
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export function getIntelligenceBonus(this: IPlayer, weight: number): number {
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return calculateIntelligenceBonus(this.intelligence, weight);
}
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export function getCasinoWinnings(this: IPlayer): number {
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return this.moneySourceA.casino;
}
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export function getMult(this: IPlayer, name: string): number {
if (!this.hasOwnProperty(name)) return 1;
return (this as any)[name];
}
export function setMult(this: IPlayer, name: string, mult: number): void {
if (!this.hasOwnProperty(name)) return;
(this as any)[name] = mult;
}
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export function canAccessCotMG(this: IPlayer): boolean {
return this.bitNodeN === 13 || SourceFileFlags[13] > 0;
}
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export function sourceFileLvl(this: IPlayer, n: number): number {
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const sf = this.sourceFiles.find((sf) => sf.n === n);
if (!sf) return 0;
return sf.lvl;
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}