bitburner-src/src/Gang/GangMemberUpgrade.ts

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import { IMults, UpgradeType } from "./data/upgrades";
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export class GangMemberUpgrade {
name: string;
cost: number;
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type: UpgradeType;
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desc: string;
mults: IMults;
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constructor(name = "", cost = 0, type: UpgradeType = UpgradeType.Weapon, mults: IMults = {}) {
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this.name = name;
this.cost = cost;
this.type = type;
this.mults = mults;
this.desc = this.createDescription();
}
createDescription(): string {
const lines = ["Increases:"];
if (this.mults.str != null) {
lines.push(`* Strength by ${Math.round((this.mults.str - 1) * 100)}%`);
}
if (this.mults.def != null) {
lines.push(`* Defense by ${Math.round((this.mults.def - 1) * 100)}%`);
}
if (this.mults.dex != null) {
lines.push(`* Dexterity by ${Math.round((this.mults.dex - 1) * 100)}%`);
}
if (this.mults.agi != null) {
lines.push(`* Agility by ${Math.round((this.mults.agi - 1) * 100)}%`);
}
if (this.mults.cha != null) {
lines.push(`* Charisma by ${Math.round((this.mults.cha - 1) * 100)}%`);
}
if (this.mults.hack != null) {
lines.push(`* Hacking by ${Math.round((this.mults.hack - 1) * 100)}%`);
}
return lines.join("<br>");
}
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// User friendly version of type.
getType(): string {
switch (this.type) {
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case UpgradeType.Weapon:
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return "Weapon";
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case UpgradeType.Armor:
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return "Armor";
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case UpgradeType.Vehicle:
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return "Vehicle";
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case UpgradeType.Rootkit:
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return "Rootkit";
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case UpgradeType.Augmentation:
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return "Augmentation";
default:
return "";
}
}
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}