bitburner-src/src/Company/CompanyPosition.ts

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import { Person as IPerson } from "@nsdefs";
import { CONSTANTS } from "../Constants";
import { JobName, JobField } from "@enums";
import type { Skills } from "../PersonObjects/Skills";
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export interface CompanyPositionCtorParams {
nextPosition: JobName | null;
field: JobField;
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baseSalary: number;
repMultiplier: number;
applyText?: string;
hiredText?: string;
isPartTime?: boolean;
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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: JobName;
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/** Field type of the position (software, it, business, etc) */
field: JobField;
/** Title of next position to be promoted to */
nextPosition: JobName | null;
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/**
* Base salary for this position ($ per 200ms game cycle)
* Will be multiplier by a company-specific multiplier for final salary
*/
baseSalary: number;
/** Reputation multiplier */
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repMultiplier: number;
/** Text to display when applying for this job */
applyText: string;
/** Text to display when receiving this job */
hiredText: string;
/** Whether this position is part-time */
isPartTime: boolean;
/** Required stats to earn this position */
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requiredAgility: number;
requiredCharisma: number;
requiredDefense: number;
requiredDexterity: number;
requiredHacking: number;
requiredStrength: number;
/** Required company reputation to earn this position */
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requiredReputation: number;
/** Effectiveness of each stat time for job performance */
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hackingEffectiveness: number;
strengthEffectiveness: number;
defenseEffectiveness: number;
dexterityEffectiveness: number;
agilityEffectiveness: number;
charismaEffectiveness: number;
/** Experience gain for performing job (per 200ms game cycle) */
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hackingExpGain: number;
strengthExpGain: number;
defenseExpGain: number;
dexterityExpGain: number;
agilityExpGain: number;
charismaExpGain: number;
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constructor(name: JobName, p: CompanyPositionCtorParams) {
this.name = name;
this.field = p.field;
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this.nextPosition = p.nextPosition;
this.baseSalary = p.baseSalary;
this.repMultiplier = p.repMultiplier;
this.isPartTime = p.isPartTime ?? false;
this.applyText = p.applyText ?? `Apply for ${this.name} Job`;
this.hiredText = p.hiredText ?? `Congratulations, you are now employed as a ${this.name}`;
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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;
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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;
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if (
Math.round(
this.hackingEffectiveness +
this.strengthEffectiveness +
this.defenseEffectiveness +
this.dexterityEffectiveness +
this.agilityEffectiveness +
this.charismaEffectiveness,
) !== 100
) {
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console.error(`CompanyPosition ${this.name} parameters do not sum to 100`);
}
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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;
}
requiredSkills(jobStatReqOffset: number): Skills {
return {
hacking: this.requiredHacking > 0 ? this.requiredHacking + jobStatReqOffset : 0,
strength: this.requiredStrength > 0 ? this.requiredStrength + jobStatReqOffset : 0,
defense: this.requiredDefense > 0 ? this.requiredDefense + jobStatReqOffset : 0,
dexterity: this.requiredDexterity > 0 ? this.requiredDexterity + jobStatReqOffset : 0,
agility: this.requiredAgility > 0 ? this.requiredAgility + jobStatReqOffset : 0,
charisma: this.requiredCharisma > 0 ? this.requiredCharisma + jobStatReqOffset : 0,
intelligence: 0,
};
}
NETSCRIPT: ns.sleeve.getSleeve added. getPlayer and getSleeve can both be used for formulas. (#200) * BREAKING CHANGE: Removed getSleeveStats and getSleeveInformation because this info is provided by getSleeve in a more usable form. * BREAKING CHANGE: Removed tor, inBladeburner, and hasCorporation fields from ns.getPlayer. Functionality still exists via added functions ns.hasTorRouter, ns.corporation.hasCorporation, and ns.bladeburner.inBladeburner. * Separated ns definitions for Person, Sleeve, and Player interfaces with both Player and Sleeve just extending Person. Added getSleeve, which provides a Sleeve object similar to getPlayer. * Renamed the sleeve ns layer's interface as sleeve lowercase because of name conflict. todo: May move all the ns layers interface names to lowercase for consistency * Added ns.formulas.work.crimeSuccessChance and reworked to allow both sleeve and player calculations. * Removed internal Person.getIntelligenceBonus function which was just a wrapper for calculateIntelligenceBonus. Any use of the former in formulas creates a conflict where ns-provided Person objects throw an error. * Renamed helpers.player to helpers.person for netscript person validation. Reduced number of fields validated due to Person being a smaller interface. * Fixed bug in bladeburner where Player multipliers and int were being used no matter which person was performing the task * Fixed leak of Player.jobs at ns.getPlayer * Person / Player / Sleeve classes now implement the netscript equivalent interfaces. Netscript helper for person no longer asserts that it's a real Person class member, only that it's a Person interface. Functions that use netscript persons have been changed to expect just a person interface to prevent needing this incorrect type assertion.
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calculateJobPerformance(worker: IPerson): number {
const hackRatio: number = (this.hackingEffectiveness * worker.skills.hacking) / CONSTANTS.MaxSkillLevel;
const strRatio: number = (this.strengthEffectiveness * worker.skills.strength) / CONSTANTS.MaxSkillLevel;
const defRatio: number = (this.defenseEffectiveness * worker.skills.defense) / CONSTANTS.MaxSkillLevel;
const dexRatio: number = (this.dexterityEffectiveness * worker.skills.dexterity) / CONSTANTS.MaxSkillLevel;
const agiRatio: number = (this.agilityEffectiveness * worker.skills.agility) / CONSTANTS.MaxSkillLevel;
const chaRatio: number = (this.charismaEffectiveness * worker.skills.charisma) / CONSTANTS.MaxSkillLevel;
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let reputationGain: number =
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(this.repMultiplier * (hackRatio + strRatio + defRatio + dexRatio + agiRatio + chaRatio)) / 100;
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if (isNaN(reputationGain)) {
console.error("Company reputation gain calculated to be NaN");
reputationGain = 0;
}
reputationGain += worker.skills.intelligence / CONSTANTS.MaxSkillLevel;
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return reputationGain;
}
}