bitburner-src/src/Gang/GangMember.ts

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import { GangMemberTask } from "./GangMemberTask";
import { GangMemberTasks } from "./GangMemberTasks";
import { GangMemberUpgrade } from "./GangMemberUpgrade";
import { GangMemberUpgrades } from "./GangMemberUpgrades";
import { IAscensionResult } from "./IAscensionResult";
import { IPlayer } from "../PersonObjects/IPlayer";
import { AllGangs } from "./AllGangs";
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import { IGang } from "./IGang";
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import {
Generic_fromJSON,
Generic_toJSON,
Reviver,
} from "../../utils/JSONReviver";
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interface IMults {
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hack: number;
str: number;
def: number;
dex: number;
agi: number;
cha: number;
}
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export class GangMember {
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name: string;
task = "Unassigned";
earnedRespect = 0;
hack = 1;
str = 1;
def = 1;
dex = 1;
agi = 1;
cha = 1;
hack_exp = 0;
str_exp = 0;
def_exp = 0;
dex_exp = 0;
agi_exp = 0;
cha_exp = 0;
hack_mult = 1;
str_mult = 1;
def_mult = 1;
dex_mult = 1;
agi_mult = 1;
cha_mult = 1;
hack_asc_points = 0;
str_asc_points = 0;
def_asc_points = 0;
dex_asc_points = 0;
agi_asc_points = 0;
cha_asc_points = 0;
upgrades: string[] = []; // Names of upgrades
augmentations: string[] = []; // Names of augmentations only
constructor(name = "") {
this.name = name;
}
calculateSkill(exp: number, mult = 1): number {
return Math.max(Math.floor(mult * (32 * Math.log(exp + 534.5) - 200)), 1);
}
calculateAscensionMult(points: number): number {
return Math.max(Math.pow(points / 4000, 0.7), 1);
}
updateSkillLevels(): void {
this.hack = this.calculateSkill(
this.hack_exp,
this.hack_mult * this.calculateAscensionMult(this.hack_asc_points),
);
this.str = this.calculateSkill(
this.str_exp,
this.str_mult * this.calculateAscensionMult(this.str_asc_points),
);
this.def = this.calculateSkill(
this.def_exp,
this.def_mult * this.calculateAscensionMult(this.def_asc_points),
);
this.dex = this.calculateSkill(
this.dex_exp,
this.dex_mult * this.calculateAscensionMult(this.dex_asc_points),
);
this.agi = this.calculateSkill(
this.agi_exp,
this.agi_mult * this.calculateAscensionMult(this.agi_asc_points),
);
this.cha = this.calculateSkill(
this.cha_exp,
this.cha_mult * this.calculateAscensionMult(this.cha_asc_points),
);
}
calculatePower(): number {
return (
(this.hack + this.str + this.def + this.dex + this.agi + this.cha) / 95
);
}
assignToTask(taskName: string): boolean {
if (!GangMemberTasks.hasOwnProperty(taskName)) {
this.task = "Unassigned";
return false;
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}
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this.task = taskName;
return true;
}
unassignFromTask(): void {
this.task = "Unassigned";
}
getTask(): GangMemberTask {
// TODO(hydroflame): transfer that to a save file migration function
// Backwards compatibility
if ((this.task as any) instanceof GangMemberTask) {
this.task = (this.task as any).name;
}
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if (GangMemberTasks.hasOwnProperty(this.task)) {
return GangMemberTasks[this.task];
}
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return GangMemberTasks["Unassigned"];
}
calculateRespectGain(gang: IGang): number {
const task = this.getTask();
if (task.baseRespect === 0) return 0;
let statWeight =
(task.hackWeight / 100) * this.hack +
(task.strWeight / 100) * this.str +
(task.defWeight / 100) * this.def +
(task.dexWeight / 100) * this.dex +
(task.agiWeight / 100) * this.agi +
(task.chaWeight / 100) * this.cha;
statWeight -= 4 * task.difficulty;
if (statWeight <= 0) return 0;
const territoryMult = Math.max(
0.005,
Math.pow(AllGangs[gang.facName].territory * 100, task.territory.respect) /
100,
);
if (isNaN(territoryMult) || territoryMult <= 0) return 0;
const respectMult = gang.getWantedPenalty();
return 11 * task.baseRespect * statWeight * territoryMult * respectMult;
}
calculateWantedLevelGain(gang: IGang): number {
const task = this.getTask();
if (task.baseWanted === 0) return 0;
let statWeight =
(task.hackWeight / 100) * this.hack +
(task.strWeight / 100) * this.str +
(task.defWeight / 100) * this.def +
(task.dexWeight / 100) * this.dex +
(task.agiWeight / 100) * this.agi +
(task.chaWeight / 100) * this.cha;
statWeight -= 3.5 * task.difficulty;
if (statWeight <= 0) return 0;
const territoryMult = Math.max(
0.005,
Math.pow(AllGangs[gang.facName].territory * 100, task.territory.wanted) /
100,
);
if (isNaN(territoryMult) || territoryMult <= 0) return 0;
if (task.baseWanted < 0) {
return 0.4 * task.baseWanted * statWeight * territoryMult;
}
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const calc =
(7 * task.baseWanted) / Math.pow(3 * statWeight * territoryMult, 0.8);
// Put an arbitrary cap on this to prevent wanted level from rising too fast if the
// denominator is very small. Might want to rethink formula later
return Math.min(100, calc);
}
calculateMoneyGain(gang: IGang): number {
const task = this.getTask();
if (task.baseMoney === 0) return 0;
let statWeight =
(task.hackWeight / 100) * this.hack +
(task.strWeight / 100) * this.str +
(task.defWeight / 100) * this.def +
(task.dexWeight / 100) * this.dex +
(task.agiWeight / 100) * this.agi +
(task.chaWeight / 100) * this.cha;
statWeight -= 3.2 * task.difficulty;
if (statWeight <= 0) return 0;
const territoryMult = Math.max(
0.005,
Math.pow(AllGangs[gang.facName].territory * 100, task.territory.money) /
100,
);
if (isNaN(territoryMult) || territoryMult <= 0) return 0;
const respectMult = gang.getWantedPenalty();
return 5 * task.baseMoney * statWeight * territoryMult * respectMult;
}
expMult(): IMults {
return {
hack: (this.hack_mult - 1) / 4 + 1,
str: (this.str_mult - 1) / 4 + 1,
def: (this.def_mult - 1) / 4 + 1,
dex: (this.dex_mult - 1) / 4 + 1,
agi: (this.agi_mult - 1) / 4 + 1,
cha: (this.cha_mult - 1) / 4 + 1,
};
}
gainExperience(numCycles = 1): void {
const task = this.getTask();
if (task === GangMemberTasks["Unassigned"]) return;
const difficultyMult = Math.pow(task.difficulty, 0.9);
const difficultyPerCycles = difficultyMult * numCycles;
const weightDivisor = 1500;
const expMult = this.expMult();
this.hack_exp +=
(task.hackWeight / weightDivisor) * difficultyPerCycles * expMult.hack;
this.str_exp +=
(task.strWeight / weightDivisor) * difficultyPerCycles * expMult.str;
this.def_exp +=
(task.defWeight / weightDivisor) * difficultyPerCycles * expMult.def;
this.dex_exp +=
(task.dexWeight / weightDivisor) * difficultyPerCycles * expMult.dex;
this.agi_exp +=
(task.agiWeight / weightDivisor) * difficultyPerCycles * expMult.agi;
this.cha_exp +=
(task.chaWeight / weightDivisor) * difficultyPerCycles * expMult.cha;
}
recordEarnedRespect(numCycles = 1, gang: IGang): void {
this.earnedRespect += this.calculateRespectGain(gang) * numCycles;
}
getGainedAscensionPoints(): IMults {
return {
hack: Math.max(this.hack_exp - 1000, 0),
str: Math.max(this.str_exp - 1000, 0),
def: Math.max(this.def_exp - 1000, 0),
dex: Math.max(this.dex_exp - 1000, 0),
agi: Math.max(this.agi_exp - 1000, 0),
cha: Math.max(this.cha_exp - 1000, 0),
};
}
canAscend(): boolean {
const points = this.getGainedAscensionPoints();
return (
points.hack > 0 ||
points.str > 0 ||
points.def > 0 ||
points.dex > 0 ||
points.agi > 0 ||
points.cha > 0
);
}
getAscensionResults(): IMults {
const points = this.getGainedAscensionPoints();
return {
hack:
this.calculateAscensionMult(this.hack_asc_points + points.hack) /
this.calculateAscensionMult(this.hack_asc_points),
str:
this.calculateAscensionMult(this.str_asc_points + points.str) /
this.calculateAscensionMult(this.str_asc_points),
def:
this.calculateAscensionMult(this.def_asc_points + points.def) /
this.calculateAscensionMult(this.def_asc_points),
dex:
this.calculateAscensionMult(this.dex_asc_points + points.dex) /
this.calculateAscensionMult(this.dex_asc_points),
agi:
this.calculateAscensionMult(this.agi_asc_points + points.agi) /
this.calculateAscensionMult(this.agi_asc_points),
cha:
this.calculateAscensionMult(this.cha_asc_points + points.cha) /
this.calculateAscensionMult(this.cha_asc_points),
};
}
ascend(): IAscensionResult {
const res = this.getAscensionResults();
const points = this.getGainedAscensionPoints();
this.hack_asc_points += points.hack;
this.str_asc_points += points.str;
this.def_asc_points += points.def;
this.dex_asc_points += points.dex;
this.agi_asc_points += points.agi;
this.cha_asc_points += points.cha;
// Remove upgrades. Then re-calculate multipliers and stats
this.upgrades.length = 0;
this.hack_mult = 1;
this.str_mult = 1;
this.def_mult = 1;
this.dex_mult = 1;
this.agi_mult = 1;
this.cha_mult = 1;
for (let i = 0; i < this.augmentations.length; ++i) {
const aug = GangMemberUpgrades[this.augmentations[i]];
this.applyUpgrade(aug);
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}
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// Clear exp and recalculate stats
this.hack_exp = 0;
this.str_exp = 0;
this.def_exp = 0;
this.dex_exp = 0;
this.agi_exp = 0;
this.cha_exp = 0;
this.updateSkillLevels();
const respectToDeduct = this.earnedRespect;
this.earnedRespect = 0;
return {
respect: respectToDeduct,
hack: res.hack,
str: res.str,
def: res.def,
dex: res.dex,
agi: res.agi,
cha: res.cha,
};
}
applyUpgrade(upg: GangMemberUpgrade): void {
if (upg.mults.str != null) this.str_mult *= upg.mults.str;
if (upg.mults.def != null) this.def_mult *= upg.mults.def;
if (upg.mults.dex != null) this.dex_mult *= upg.mults.dex;
if (upg.mults.agi != null) this.agi_mult *= upg.mults.agi;
if (upg.mults.cha != null) this.cha_mult *= upg.mults.cha;
if (upg.mults.hack != null) this.hack_mult *= upg.mults.hack;
}
buyUpgrade(upg: GangMemberUpgrade, player: IPlayer, gang: IGang): boolean {
// Prevent purchasing of already-owned upgrades
if (
this.augmentations.includes(upg.name) ||
this.upgrades.includes(upg.name)
)
return false;
if (player.money.lt(gang.getUpgradeCost(upg))) return false;
player.loseMoney(gang.getUpgradeCost(upg));
if (upg.type === "g") {
this.augmentations.push(upg.name);
} else {
this.upgrades.push(upg.name);
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}
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this.applyUpgrade(upg);
return true;
}
/**
* Serialize the current object to a JSON save state.
*/
toJSON(): any {
return Generic_toJSON("GangMember", this);
}
/**
* Initiatizes a GangMember object from a JSON save state.
*/
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): GangMember {
return Generic_fromJSON(GangMember, value.data);
}
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}
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Reviver.constructors.GangMember = GangMember;