bitburner-src/src/Work/Formulas.ts

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import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { Crime } from "../Crime/Crime";
import { newWorkStats, scaleWorkStats, WorkStats, multWorkStats } from "./WorkStats";
import { Person } from "../PersonObjects/Person";
import { CONSTANTS } from "../Constants";
import { FactionWorkType } from "./data/FactionWorkType";
import {
getFactionFieldWorkRepGain,
getFactionSecurityWorkRepGain,
getHackingWorkRepGain,
} from "../PersonObjects/formulas/reputation";
import { Locations } from "../Locations/Locations";
import { Location } from "../Locations/Location";
import { Player } from "@player";
import { Class, Classes, ClassType } from "./ClassWork";
import { Server } from "../Server/Server";
import { GetServer } from "../Server/AllServers";
import { serverMetadata } from "../Server/data/servers";
import { LocationName } from "../Locations/data/LocationNames";
import { Company } from "../Company/Company";
import { CompanyPosition } from "../Company/CompanyPosition";
const gameCPS = 1000 / CONSTANTS._idleSpeed; // 5 cycles per second
export const FactionWorkStats: Record<FactionWorkType, WorkStats> = {
[FactionWorkType.HACKING]: newWorkStats({ hackExp: 15 }),
[FactionWorkType.FIELD]: newWorkStats({
hackExp: 10,
strExp: 10,
defExp: 10,
dexExp: 10,
agiExp: 10,
chaExp: 10,
}),
[FactionWorkType.SECURITY]: newWorkStats({
hackExp: 5,
strExp: 15,
defExp: 15,
dexExp: 15,
agiExp: 15,
}),
};
export function calculateCrimeWorkStats(person: Person, crime: Crime): WorkStats {
const gains = scaleWorkStats(
multWorkStats(
//Todo: rework crime and workstats interfaces to use the same naming convention for exp values, then we can just make a workStats directly from a crime.
newWorkStats({
money: crime.money,
hackExp: crime.hacking_exp,
strExp: crime.strength_exp,
defExp: crime.defense_exp,
dexExp: crime.dexterity_exp,
agiExp: crime.agility_exp,
chaExp: crime.charisma_exp,
intExp: crime.intelligence_exp,
}),
person.mults,
person.mults.crime_money * BitNodeMultipliers.CrimeMoney,
),
BitNodeMultipliers.CrimeExpGain,
false,
);
return gains;
}
export const calculateFactionRep = (person: Person, type: FactionWorkType, favor: number): number => {
const repFormulas = {
[FactionWorkType.HACKING]: getHackingWorkRepGain,
[FactionWorkType.FIELD]: getFactionFieldWorkRepGain,
[FactionWorkType.SECURITY]: getFactionSecurityWorkRepGain,
};
return repFormulas[type](person, favor);
};
export function calculateFactionExp(person: Person, type: FactionWorkType): WorkStats {
return scaleWorkStats(
multWorkStats(FactionWorkStats[type], person.mults),
BitNodeMultipliers.FactionWorkExpGain / gameCPS,
);
}
/** Calculate cost for a class */
export function calculateCost(classs: Class, location: Location): number {
const serverMeta = serverMetadata.find((s) => s.specialName === location.name);
const server = GetServer(serverMeta ? serverMeta.hostname : "");
const discount = (server as Server).backdoorInstalled ? 0.9 : 1;
return classs.earnings.money * location.costMult * discount;
}
export function calculateClassEarnings(person: Person, type: ClassType, locationName: LocationName): WorkStats {
const hashManager = Player.hashManager;
const classs = Classes[type];
const location = Locations[locationName];
const hashMult = [ClassType.GymAgility, ClassType.GymDefense, ClassType.GymStrength, ClassType.GymDexterity].includes(
type,
)
? hashManager.getTrainingMult()
: hashManager.getStudyMult();
const earnings = multWorkStats(
scaleWorkStats(classs.earnings, (location.expMult / gameCPS) * hashMult, false),
person.mults,
);
earnings.money = calculateCost(classs, location) / gameCPS;
return earnings;
}
export const calculateCompanyWorkStats = (
worker: Person,
company: Company,
companyPosition: CompanyPosition,
favor: number,
): WorkStats => {
// If player has SF-11, calculate salary multiplier from favor
const favorMult = isNaN(favor) ? 1 : 1 + favor / 100;
const bn11Mult = Player.sourceFileLvl(11) > 0 ? favorMult : 1;
const gains = scaleWorkStats(
multWorkStats(
{
money: companyPosition.baseSalary * company.salaryMultiplier * bn11Mult * BitNodeMultipliers.CompanyWorkMoney,
hackExp: companyPosition.hackingExpGain,
strExp: companyPosition.strengthExpGain,
defExp: companyPosition.defenseExpGain,
dexExp: companyPosition.dexterityExpGain,
agiExp: companyPosition.agilityExpGain,
chaExp: companyPosition.charismaExpGain,
},
worker.mults,
worker.mults.work_money,
),
company.expMultiplier * BitNodeMultipliers.CompanyWorkExpGain,
false,
);
const jobPerformance = companyPosition.calculateJobPerformance(worker);
gains.reputation = jobPerformance * worker.mults.company_rep * favorMult;
return gains;
};