bitburner-src/src/Company/CompanyPosition.ts

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import { CONSTANTS } from "../Constants";
import * as names from "./data/CompanyPositionNames";
/* tslint:disable:completed-docs */
export interface IConstructorParams {
name: string;
nextPosition: string | null;
baseSalary: number;
repMultiplier: number;
reqdHacking?: number;
reqdStrength?: number;
reqdDefense?: number;
reqdDexterity?: number;
reqdAgility?: number;
reqdCharisma?: number;
reqdReputation?: number;
hackingEffectiveness?: number;
strengthEffectiveness?: number;
defenseEffectiveness?: number;
dexterityEffectiveness?: number;
agilityEffectiveness?: number;
charismaEffectiveness?: number;
hackingExpGain?: number;
strengthExpGain?: number;
defenseExpGain?: number;
dexterityExpGain?: number;
agilityExpGain?: number;
charismaExpGain?: number;
}
export class CompanyPosition {
/**
* Position title
*/
name: string;
/**
* Title of next position to be promoted to
*/
nextPosition: string | null;
/**
* Base salary for this position ($ per 200ms game cycle)
* Will be multiplier by a company-specific multiplier for final salary
*/
baseSalary: number;
/**
* Reputation multiplier
*/
repMultiplier: number;
/**
* Required stats to earn this position
*/
requiredAgility: number;
requiredCharisma: number;
requiredDefense: number;
requiredDexterity: number;
requiredHacking: number;
requiredStrength: number;
/**
* Required company reputation to earn this position
*/
requiredReputation: number;
/**
* Effectiveness of each stat time for job performance
*/
hackingEffectiveness: number;
strengthEffectiveness: number;
defenseEffectiveness: number;
dexterityEffectiveness: number;
agilityEffectiveness: number;
charismaEffectiveness: number;
/**
* Experience gain for performing job (per 200ms game cycle)
*/
hackingExpGain: number;
strengthExpGain: number;
defenseExpGain: number;
dexterityExpGain: number;
agilityExpGain: number;
charismaExpGain: number;
constructor(p: IConstructorParams) {
this.name = p.name;
this.nextPosition = p.nextPosition;
this.baseSalary = p.baseSalary;
this.repMultiplier = p.repMultiplier;
this.requiredHacking = (p.reqdHacking != null) ? p.reqdHacking : 0;
this.requiredStrength = (p.reqdStrength != null) ? p.reqdStrength : 0;
this.requiredDefense = (p.reqdDefense != null) ? p.reqdDefense : 0;
this.requiredDexterity = (p.reqdDexterity != null) ? p.reqdDexterity : 0;
this.requiredAgility = (p.reqdAgility != null) ? p.reqdAgility : 0;
this.requiredCharisma = (p.reqdCharisma != null) ? p.reqdCharisma : 0;
this.requiredReputation = (p.reqdReputation != null) ? p.reqdReputation : 0;
this.hackingEffectiveness = (p.hackingEffectiveness != null) ? p.hackingEffectiveness : 0;
this.strengthEffectiveness = (p.strengthEffectiveness != null) ? p.strengthEffectiveness : 0;
this.defenseEffectiveness = (p.defenseEffectiveness != null) ? p.defenseEffectiveness : 0;
this.dexterityEffectiveness = (p.dexterityEffectiveness != null) ? p.dexterityEffectiveness : 0;
this.agilityEffectiveness = (p.agilityEffectiveness != null) ? p.agilityEffectiveness : 0;
this.charismaEffectiveness = (p.charismaEffectiveness != null) ? p.charismaEffectiveness : 0;
if (Math.round(this.hackingEffectiveness + this.strengthEffectiveness + this.defenseEffectiveness +
this.dexterityEffectiveness + this.agilityEffectiveness + this.charismaEffectiveness) !== 100) {
console.error(`CompanyPosition ${this.name} parameters do not sum to 100`);
}
this.hackingExpGain = (p.hackingExpGain != null) ? p.hackingExpGain : 0;
this.strengthExpGain = (p.strengthExpGain != null) ? p.strengthExpGain : 0;
this.defenseExpGain = (p.defenseExpGain != null) ? p.defenseExpGain : 0;
this.dexterityExpGain = (p.dexterityExpGain != null) ? p.dexterityExpGain : 0;
this.agilityExpGain = (p.agilityExpGain != null) ? p.agilityExpGain : 0;
this.charismaExpGain = (p.charismaExpGain != null) ? p.charismaExpGain : 0;
}
calculateJobPerformance(hack: number, str: number, def: number, dex: number, agi: number, cha: number): number {
const hackRatio: number = this.hackingEffectiveness * hack / CONSTANTS.MaxSkillLevel;
const strRatio: number = this.strengthEffectiveness * str / CONSTANTS.MaxSkillLevel;
const defRatio: number = this.defenseEffectiveness * def / CONSTANTS.MaxSkillLevel;
const dexRatio: number = this.dexterityEffectiveness * dex / CONSTANTS.MaxSkillLevel;
const agiRatio: number = this.agilityEffectiveness * agi / CONSTANTS.MaxSkillLevel;
const chaRatio: number = this.charismaEffectiveness * cha / CONSTANTS.MaxSkillLevel;
let reputationGain: number = this.repMultiplier * (hackRatio + strRatio + defRatio + dexRatio + agiRatio + chaRatio) / 100;
if (isNaN(reputationGain)) {
console.error("Company reputation gain calculated to be NaN");
reputationGain = 0;
}
return reputationGain;
}
isSoftwareJob(): boolean {
return names.SoftwareCompanyPositions.includes(this.name);
}
isITJob(): boolean {
return names.ITCompanyPositions.includes(this.name);
}
isSecurityEngineerJob(): boolean {
return names.SecurityEngineerCompanyPositions.includes(this.name);
}
isNetworkEngineerJob(): boolean {
return names.NetworkEngineerCompanyPositions.includes(this.name);
}
isBusinessJob(): boolean {
return names.BusinessCompanyPositions.includes(this.name);
}
isSecurityJob(): boolean {
return names.SecurityCompanyPositions.includes(this.name);
}
isAgentJob(): boolean {
return names.AgentCompanyPositions.includes(this.name);
}
isSoftwareConsultantJob(): boolean {
return names.SoftwareConsultantCompanyPositions.includes(this.name);
}
isBusinessConsultantJob(): boolean {
return names.BusinessConsultantCompanyPositions.includes(this.name);
}
isPartTimeJob(): boolean {
return names.PartTimeCompanyPositions.includes(this.name);
}
}