bitburner-src/src/PersonObjects/PersonMethods.ts

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import { Person } from "./Person";
import { calculateSkill } from "./formulas/skill";
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { Player } from "@player";
import { WorkStats } from "@nsdefs";
export function gainHackingExp(this: Person, exp: number): void {
if (isNaN(exp)) {
console.error("ERR: NaN passed into Player.gainHackingExp()");
return;
}
this.exp.hacking += exp;
if (this.exp.hacking < 0) {
this.exp.hacking = 0;
}
this.skills.hacking = calculateSkill(
this.exp.hacking,
this.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier,
);
}
export function gainStrengthExp(this: Person, exp: number): void {
if (isNaN(exp)) {
console.error("ERR: NaN passed into Player.gainStrengthExp()");
return;
}
this.exp.strength += exp;
if (this.exp.strength < 0) {
this.exp.strength = 0;
}
this.skills.strength = calculateSkill(
this.exp.strength,
this.mults.strength * BitNodeMultipliers.StrengthLevelMultiplier,
);
}
export function gainDefenseExp(this: Person, exp: number): void {
if (isNaN(exp)) {
console.error("ERR: NaN passed into player.gainDefenseExp()");
return;
}
this.exp.defense += exp;
if (this.exp.defense < 0) {
this.exp.defense = 0;
}
this.skills.defense = calculateSkill(
this.exp.defense,
this.mults.defense * BitNodeMultipliers.DefenseLevelMultiplier,
);
const ratio = this.hp.current / this.hp.max;
this.hp.max = Math.floor(10 + this.skills.defense / 10);
this.hp.current = Math.round(this.hp.max * ratio);
}
export function gainDexterityExp(this: Person, exp: number): void {
if (isNaN(exp)) {
console.error("ERR: NaN passed into Player.gainDexterityExp()");
return;
}
this.exp.dexterity += exp;
if (this.exp.dexterity < 0) {
this.exp.dexterity = 0;
}
this.skills.dexterity = calculateSkill(
this.exp.dexterity,
this.mults.dexterity * BitNodeMultipliers.DexterityLevelMultiplier,
);
}
export function gainAgilityExp(this: Person, exp: number): void {
if (isNaN(exp)) {
console.error("ERR: NaN passed into Player.gainAgilityExp()");
return;
}
this.exp.agility += exp;
if (this.exp.agility < 0) {
this.exp.agility = 0;
}
this.skills.agility = calculateSkill(
this.exp.agility,
this.mults.agility * BitNodeMultipliers.AgilityLevelMultiplier,
);
}
export function gainCharismaExp(this: Person, exp: number): void {
if (isNaN(exp)) {
console.error("ERR: NaN passed into Player.gainCharismaExp()");
return;
}
this.exp.charisma += exp;
if (this.exp.charisma < 0) {
this.exp.charisma = 0;
}
this.skills.charisma = calculateSkill(
this.exp.charisma,
this.mults.charisma * BitNodeMultipliers.CharismaLevelMultiplier,
);
}
export function gainIntelligenceExp(this: Person, exp: number): void {
if (isNaN(exp)) {
console.error("ERROR: NaN passed into Player.gainIntelligenceExp()");
return;
}
if (Player.sourceFileLvl(5) > 0 || this.skills.intelligence > 0 || Player.bitNodeN === 5) {
this.exp.intelligence += exp;
this.skills.intelligence = Math.floor(this.calculateSkill(this.exp.intelligence, 1));
}
}
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export function gainStats(this: Person, retValue: WorkStats): void {
this.gainHackingExp(retValue.hackExp * this.mults.hacking_exp);
this.gainStrengthExp(retValue.strExp * this.mults.strength_exp);
this.gainDefenseExp(retValue.defExp * this.mults.defense_exp);
this.gainDexterityExp(retValue.dexExp * this.mults.dexterity_exp);
this.gainAgilityExp(retValue.agiExp * this.mults.agility_exp);
this.gainCharismaExp(retValue.chaExp * this.mults.charisma_exp);
this.gainIntelligenceExp(retValue.intExp);
}
//Given a string expression like "str" or "strength", returns the given stat
export function queryStatFromString(this: Person, str: string): number {
const tempStr = str.toLowerCase();
if (tempStr.includes("hack")) {
return this.skills.hacking;
}
if (tempStr.includes("str")) {
return this.skills.strength;
}
if (tempStr.includes("def")) {
return this.skills.defense;
}
if (tempStr.includes("dex")) {
return this.skills.dexterity;
}
if (tempStr.includes("agi")) {
return this.skills.agility;
}
if (tempStr.includes("cha")) {
return this.skills.charisma;
}
if (tempStr.includes("int")) {
return this.skills.intelligence;
}
return 0;
}
export function regenerateHp(this: Person, amt: number): void {
if (typeof amt !== "number") {
console.warn(`Player.regenerateHp() called without a numeric argument: ${amt}`);
return;
}
this.hp.current += amt;
if (this.hp.current > this.hp.max) {
this.hp.current = this.hp.max;
}
}
export function updateSkillLevels(this: Person): void {
this.skills.hacking = Math.max(
1,
Math.floor(this.calculateSkill(this.exp.hacking, this.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier)),
);
this.skills.strength = Math.max(
1,
Math.floor(
this.calculateSkill(this.exp.strength, this.mults.strength * BitNodeMultipliers.StrengthLevelMultiplier),
),
);
this.skills.defense = Math.max(
1,
Math.floor(this.calculateSkill(this.exp.defense, this.mults.defense * BitNodeMultipliers.DefenseLevelMultiplier)),
);
this.skills.dexterity = Math.max(
1,
Math.floor(
this.calculateSkill(this.exp.dexterity, this.mults.dexterity * BitNodeMultipliers.DexterityLevelMultiplier),
),
);
this.skills.agility = Math.max(
1,
Math.floor(this.calculateSkill(this.exp.agility, this.mults.agility * BitNodeMultipliers.AgilityLevelMultiplier)),
);
this.skills.charisma = Math.max(
1,
Math.floor(
this.calculateSkill(this.exp.charisma, this.mults.charisma * BitNodeMultipliers.CharismaLevelMultiplier),
),
);
const ratio: number = this.hp.current / this.hp.max;
this.hp = {
max: Math.floor(10 + this.skills.defense / 10),
current: Math.round(this.hp.max * ratio),
};
}
export function hasAugmentation(this: Person, augName: string, ignoreQueued = false) {
if (this.augmentations.some((a) => a.name === augName)) {
return true;
}
if (!ignoreQueued && this.queuedAugmentations.some((a) => a.name === augName)) {
return true;
}
return false;
}