bitburner-src/src/Bladeburner/data/Constants.ts

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export const BladeburnerConstants: {
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CityNames: string[];
CyclesPerSecond: number;
StaminaGainPerSecond: number;
BaseStaminaLoss: number;
MaxStaminaToGainFactor: number;
DifficultyToTimeFactor: number;
DiffMultExponentialFactor: number;
DiffMultLinearFactor: number;
EffAgiLinearFactor: number;
EffDexLinearFactor: number;
EffAgiExponentialFactor: number;
EffDexExponentialFactor: number;
BaseRecruitmentTimeNeeded: number;
PopulationThreshold: number;
PopulationExponent: number;
ChaosThreshold: number;
BaseStatGain: number;
BaseIntGain: number;
ActionCountGrowthPeriod: number;
RankToFactionRepFactor: number;
RankNeededForFaction: number;
ContractSuccessesPerLevel: number;
OperationSuccessesPerLevel: number;
RanksPerSkillPoint: number;
ContractBaseMoneyGain: number;
HrcHpGain: number;
HrcStaminaGain: number;
} = {
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CityNames: ["Aevum", "Chongqing", "Sector-12", "New Tokyo", "Ishima", "Volhaven"],
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CyclesPerSecond: 5, // Game cycle is 200 ms
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StaminaGainPerSecond: 0.0085,
BaseStaminaLoss: 0.285, // Base stamina loss per action. Increased based on difficulty
MaxStaminaToGainFactor: 70000, // Max Stamina is divided by this to get bonus stamina gain
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DifficultyToTimeFactor: 10, // Action Difficulty divided by this to get base action time
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/**
* The difficulty multiplier affects stamina loss and hp loss of an action. Also affects
* experience gain. Its formula is:
* difficulty ^ exponentialFactor + difficulty / linearFactor
*/
DiffMultExponentialFactor: 0.28,
DiffMultLinearFactor: 650,
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/**
* These factors are used to calculate action time.
* They affect how much action time is reduced based on your agility and dexterity
*/
EffAgiLinearFactor: 10e3,
EffDexLinearFactor: 10e3,
EffAgiExponentialFactor: 0.04,
EffDexExponentialFactor: 0.035,
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BaseRecruitmentTimeNeeded: 300, // Base time needed (s) to complete a Recruitment action
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PopulationThreshold: 1e9, // Population which determines baseline success rate
PopulationExponent: 0.7, // Exponent that influences how different populations affect success rate
ChaosThreshold: 50, // City chaos level after which it starts making tasks harder
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BaseStatGain: 1, // Base stat gain per second
BaseIntGain: 0.003, // Base intelligence stat gain
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ActionCountGrowthPeriod: 480, // Time (s) it takes for action count to grow by its specified value
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RankToFactionRepFactor: 2, // Delta Faction Rep = this * Delta Rank
RankNeededForFaction: 25,
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ContractSuccessesPerLevel: 3, // How many successes you need to level up a contract
OperationSuccessesPerLevel: 2.5, // How many successes you need to level up an op
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RanksPerSkillPoint: 3, // How many ranks needed to get 1 Skill Point
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ContractBaseMoneyGain: 250e3, // Base Money Gained per contract
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HrcHpGain: 2, // HP Gained from Hyperbolic Regeneration chamber
HrcStaminaGain: 1, // Percentage Stamina gained from Hyperbolic Regeneration Chamber
};