bitburner-src/src/Bladeburner/City.ts

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import { BladeburnerConstants } from "./data/Constants";
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import { getRandomInt } from "../utils/helpers/getRandomInt";
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import { Generic_fromJSON, Generic_toJSON, IReviverValue, Reviver } from "../utils/JSONReviver";
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import { addOffset } from "../utils/helpers/addOffset";
import { CityName } from "../Enums";
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interface IChangePopulationByCountParams {
/** How much the estimate should change by. */
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estChange: number;
/** Add offset to estimate (offset by percentage). */
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estOffset: number;
}
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interface IChangePopulationByPercentageParams {
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nonZero: boolean;
changeEstEqually: boolean;
}
export class City {
/** Name of the city. */
name: CityName;
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/** Population of the city. */
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pop = 0;
/** Population estimation of the city. */
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popEst = 0;
/** Number of communities in the city. */
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comms = 0;
/** Chaos level of the city. */
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chaos = 0;
constructor(name = CityName.Sector12) {
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this.name = name;
// Synthoid population and estimate
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this.pop = getRandomInt(BladeburnerConstants.PopulationThreshold, 1.5 * BladeburnerConstants.PopulationThreshold);
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this.popEst = this.pop * (Math.random() + 0.5);
// Number of Synthoid communities population and estimate
this.comms = getRandomInt(5, 150);
this.chaos = 0;
}
/** p is the percentage, not the multiplier (e.g. pass in p = 5 for 5%) */
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changeChaosByPercentage(p: number): void {
if (isNaN(p)) {
throw new Error("NaN passed into City.chaosChaosByPercentage()");
}
if (p === 0) {
return;
}
this.chaos += this.chaos * (p / 100);
if (this.chaos < 0) {
this.chaos = 0;
}
}
improvePopulationEstimateByCount(n: number): void {
if (isNaN(n)) {
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throw new Error("NaN passed into City.improvePopulationEstimateByCount()");
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}
if (this.popEst < this.pop) {
this.popEst += n;
if (this.popEst > this.pop) {
this.popEst = this.pop;
}
} else if (this.popEst > this.pop) {
this.popEst -= n;
if (this.popEst < this.pop) {
this.popEst = this.pop;
}
}
}
/** p is the percentage, not the multiplier (e.g. pass in p = 5 for 5%) */
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improvePopulationEstimateByPercentage(p: number, skillMult = 1): void {
p = p * skillMult;
if (isNaN(p)) {
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throw new Error("NaN passed into City.improvePopulationEstimateByPercentage()");
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}
if (this.popEst < this.pop) {
++this.popEst; // In case estimate is 0
this.popEst *= 1 + p / 100;
if (this.popEst > this.pop) {
this.popEst = this.pop;
}
} else if (this.popEst > this.pop) {
this.popEst *= 1 - p / 100;
if (this.popEst < this.pop) {
this.popEst = this.pop;
}
}
}
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changePopulationByCount(n: number, params: IChangePopulationByCountParams = { estChange: 0, estOffset: 0 }): void {
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if (isNaN(n)) {
throw new Error("NaN passed into City.changePopulationByCount()");
}
this.pop += n;
if (params.estChange && !isNaN(params.estChange)) {
this.popEst += params.estChange;
}
if (params.estOffset) {
this.popEst = addOffset(this.popEst, params.estOffset);
}
this.popEst = Math.max(this.popEst, 0);
}
/**
* @p is the percentage, not the multiplier. e.g. pass in p = 5 for 5%
* @params options:
* changeEstEqually(bool) - Change the population estimate by an equal amount
* nonZero (bool) - Set to true to ensure that population always changes by at least 1
*/
changePopulationByPercentage(
p: number,
params: IChangePopulationByPercentageParams = {
nonZero: false,
changeEstEqually: false,
},
): number {
if (isNaN(p)) {
throw new Error("NaN passed into City.changePopulationByPercentage()");
}
if (p === 0) {
return 0;
}
let change = Math.round(this.pop * (p / 100));
// Population always changes by at least 1
if (params.nonZero && change === 0) {
p > 0 ? (change = 1) : (change = -1);
}
this.pop += change;
if (params.changeEstEqually) {
this.popEst += change;
if (this.popEst < 0) {
this.popEst = 0;
}
}
return change;
}
changeChaosByCount(n: number): void {
if (isNaN(n)) {
throw new Error("NaN passed into City.changeChaosByCount()");
}
if (n === 0) {
return;
}
this.chaos += n;
if (this.chaos < 0) {
this.chaos = 0;
}
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}
/** Serialize the current object to a JSON save state. */
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toJSON(): IReviverValue {
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return Generic_toJSON("City", this);
}
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/** Initializes a City object from a JSON save state. */
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static fromJSON(value: IReviverValue): City {
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return Generic_fromJSON(City, value.data);
}
}
Reviver.constructors.City = City;