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https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-24 15:12:27 +01:00
Clean up coding contracts. Add coding contract generator to Dev Menu
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src/CodingContractGenerator.js
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76
src/CodingContractGenerator.js
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@ -0,0 +1,76 @@
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import {CodingContract,
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CodingContractRewardType,
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CodingContractTypes} from "./CodingContracts";
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import {Factions} from "./Faction";
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import {Player} from "./Player";
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import {AllServers} from "./Server";
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import {getRandomInt} from "../utils/helpers/getRandomInt";
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export function generateRandomContract() {
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// First select a random problem type
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const problemTypes = Object.keys(CodingContractTypes);
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let randIndex = getRandomInt(0, problemTypes.length - 1);
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let problemType = problemTypes[randIndex];
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// Then select a random reward type. 'Money' will always be the last reward type
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var reward = {};
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reward.type = getRandomInt(0, CodingContractRewardType.Money);
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// Change type based on certain conditions
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var factionsThatAllowHacking = Player.factions.filter((fac) => {
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try {
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return Factions[fac].getInfo().offerHackingWork;
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} catch (e) {
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console.error(`Error when trying to filter Hacking Factions for Coding Contract Generation: ${e}`);
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return false;
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}
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});
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if (reward.type === CodingContractRewardType.FactionReputation && factionsThatAllowHacking.length === 0) {
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reward.type = CodingContractRewardType.CompanyReputation;
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}
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if (reward.type === CodingContractRewardType.FactionReputationAll && factionsThatAllowHacking.length === 0) {
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reward.type = CodingContractRewardType.CompanyReputation;
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}
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if (reward.type === CodingContractRewardType.CompanyReputation && Player.companyName === "") {
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reward.type = CodingContractRewardType.Money;
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}
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// Add additional information based on the reward type
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switch (reward.type) {
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case CodingContractRewardType.FactionReputation:
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// Get a random faction that player is a part of. That
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// faction must allow hacking contracts
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var numFactions = factionsThatAllowHacking.length;
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var randFaction = factionsThatAllowHacking[getRandomInt(0, numFactions - 1)];
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reward.name = randFaction;
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break;
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case CodingContractRewardType.CompanyReputation:
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if (Player.companyName !== "") {
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reward.name = Player.companyName;
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} else {
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reward.type = CodingContractRewardType.Money;
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}
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break;
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default:
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break;
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}
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// Choose random server
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const servers = Object.keys(AllServers);
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randIndex = getRandomInt(0, servers.length - 1);
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var randServer = AllServers[servers[randIndex]];
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while (randServer.purchasedByPlayer === true) {
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randIndex = getRandomInt(0, servers.length - 1);
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randServer = AllServers[servers[randIndex]];
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}
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let contractFn = `contract-${getRandomInt(0, 1e6)}`;
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while (randServer.contracts.filter((c) => {return c.fn === contractFn}).length > 0) {
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contractFn = `contract-${getRandomInt(0, 1e6)}`;
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}
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if (reward.name) { contractFn += `-${reward.name.replace(/\s/g, "")}`; }
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let contract = new CodingContract(contractFn, problemType, reward);
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randServer.addContract(contract);
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}
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@ -1,13 +1,14 @@
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import {AugmentationNames} from "./Augmentations"
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import {Programs} from "./CreateProgram"
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import {Factions} from "./Faction";
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import {Player} from "./Player";
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import {AllServers} from "./Server";
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import {hackWorldDaemon} from "./RedPill";
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import {Terminal} from "./Terminal";
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import {exceptionAlert} from "../utils/helpers/exceptionAlert";
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import {createElement} from "../utils/uiHelpers/createElement";
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import {removeElementById} from "../utils/uiHelpers/removeElementById";
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import {AugmentationNames} from "./Augmentations";
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import {generateRandomContract} from "./CodingContractGenerator";
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import {Programs} from "./CreateProgram";
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import {Factions} from "./Faction";
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import {Player} from "./Player";
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import {AllServers} from "./Server";
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import {hackWorldDaemon} from "./RedPill";
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import {Terminal} from "./Terminal";
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import {exceptionAlert} from "../utils/helpers/exceptionAlert";
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import {createElement} from "../utils/uiHelpers/createElement";
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import {removeElementById} from "../utils/uiHelpers/removeElementById";
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const devMenuContainerId = "dev-menu-container";
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@ -60,7 +61,7 @@ export function createDevMenu() {
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},
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innerText: "Destroy Current BitNode",
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tooltip: "Will grant Source-File for the BitNode",
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})
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});
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// Experience / stats
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const statsHeader = createElement("h2", {
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@ -358,7 +359,18 @@ export function createDevMenu() {
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}
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},
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innerText: "Add cycles to Gang mechanic",
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})
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});
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// Coding Contracts
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const contractsHeader = createElement("h2", {innerText: "Coding Contracts"});
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const generateRandomContractBtn = createElement("button", {
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class: "std-button",
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clickListener: () => {
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generateRandomContract();
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},
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innerText: "Generate Random Contract",
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});
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// Add everything to container, then append to main menu
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const devMenuContainer = createElement("div", {
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@ -230,8 +230,11 @@ export const codingContractTypesMetadata: ICodingContractTypeMetadata[] = [
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desc: (arr: number[]) => {
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return ["You are given the following array of integers:\n\n",
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`${arr}\n\n`,
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"Each element in the array represents your maximum jump length",
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"at that position. Assuming you are initially positioned",
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"Each element in the array represents your MAXIMUM jump length",
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"at that position. This means that if you are at position i and your",
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"maximum jump length is n, you can jump to any position from",
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"i to i+n.",
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"\n\nAssuming you are initially positioned",
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"at the start of the array, determine whether you are",
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"able to reach the last index exactly.\n\n",
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"Your answer should be submitted as 1 or 0, representing true and false respectively"].join(" ");
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@ -242,7 +245,11 @@ export const codingContractTypesMetadata: ICodingContractTypeMetadata[] = [
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const arr: number[] = [];
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arr.length = len;
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for (let i: number = 0; i < arr.length; ++i) {
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arr[i] = getRandomInt(0, 24);
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if (Math.random() < 0.2) {
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arr[i] = 0; // 20% chance of being 0
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} else {
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arr[i] = getRandomInt(0, 24);
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}
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}
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return arr;
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@ -278,7 +285,7 @@ export const codingContractTypesMetadata: ICodingContractTypeMetadata[] = [
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difficulty: 3,
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gen: () => {
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const intervals: number[][] = [];
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const numIntervals: number = getRandomInt(1, 15);
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const numIntervals: number = getRandomInt(1, 20);
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for (let i: number = 0; i < numIntervals; ++i) {
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const start: number = getRandomInt(1, 25);
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const end: number = start + getRandomInt(1, 10);
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@ -322,8 +329,11 @@ export const codingContractTypesMetadata: ICodingContractTypeMetadata[] = [
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"an array with all possible valid IP address combinations",
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"that can be created from the string:\n\n",
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`${data}\n\n`,
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"Example:\n\n",
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"25525511135 -> [255.255.11.135, 255.255.111.35]"].join(" ");
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"Note that an octet cannot begin with a '0' unless the number",
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"itself is actually 0. For example, '192.168.010.1' is not a valid IP.\n\n",
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"Examples:\n\n",
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"25525511135 -> [255.255.11.135, 255.255.111.35]\n",
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"1938718066 -> [193.87.180.66]"].join(" ");
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},
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difficulty: 3,
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gen: () => {
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import {Bladeburner} from "./Bladeburner";
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import {CharacterOverview} from "./CharacterOverview";
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import {cinematicTextFlag} from "./CinematicText";
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import {CodingContract, CodingContractRewardType,
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CodingContractTypes} from "./CodingContracts";
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import {generateRandomContract} from "./CodingContractGenerator";
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import {CompanyPositions, initCompanies} from "./Company";
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import {Corporation} from "./CompanyManagement";
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import {CONSTANTS} from "./Constants";
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@ -1089,71 +1088,7 @@ const Engine = {
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if (Engine.Counters.contractGeneration <= 0) {
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// X% chance of a contract being generated
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if (Math.random() <= 0.25) {
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// First select a random problem type
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const problemTypes = Object.keys(CodingContractTypes);
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let randIndex = getRandomInt(0, problemTypes.length - 1);
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let problemType = problemTypes[randIndex];
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// Then select a random reward type. 'Money' will always be the last reward type
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var reward = {};
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reward.type = getRandomInt(0, CodingContractRewardType.Money);
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// Change type based on certain conditions
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var factionsThatAllowHacking = Player.factions.filter((fac) => {
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try {
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return Factions[fac].getInfo().offerHackingWork;
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} catch (e) {
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console.error(`Error when trying to filter Hacking Factions for Coding Contract Generation: ${e}`);
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return false;
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}
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});
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if (reward.type === CodingContractRewardType.FactionReputation && factionsThatAllowHacking.length === 0) {
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reward.type = CodingContractRewardType.CompanyReputation;
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}
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if (reward.type === CodingContractRewardType.FactionReputationAll && factionsThatAllowHacking.length === 0) {
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reward.type = CodingContractRewardType.CompanyReputation;
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}
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if (reward.type === CodingContractRewardType.CompanyReputation && Player.companyName === "") {
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reward.type = CodingContractRewardType.Money;
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}
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// Add additional information based on the reward type
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switch (reward.type) {
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case CodingContractRewardType.FactionReputation:
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// Get a random faction that player is a part of. That
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// faction must allow hacking contracts
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var numFactions = factionsThatAllowHacking.length;
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var randFaction = factionsThatAllowHacking[getRandomInt(0, numFactions - 1)];
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reward.name = randFaction;
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break;
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case CodingContractRewardType.CompanyReputation:
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if (Player.companyName !== "") {
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reward.name = Player.companyName;
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} else {
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reward.type = CodingContractRewardType.Money;
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}
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break;
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default:
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break;
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}
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// Choose random server
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const servers = Object.keys(AllServers);
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randIndex = getRandomInt(0, servers.length - 1);
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var randServer = AllServers[servers[randIndex]];
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while (randServer.purchasedByPlayer === true) {
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randIndex = getRandomInt(0, servers.length - 1);
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randServer = AllServers[servers[randIndex]];
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}
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let contractFn = `contract-${getRandomInt(0, 1e6)}`;
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while (randServer.contracts.filter((c) => {return c.fn === contractFn}).length > 0) {
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contractFn = `contract-${getRandomInt(0, 1e6)}`;
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}
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if (reward.name) { contractFn += `-${reward.name.replace(/\s/g, "")}`; }
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let contract = new CodingContract(contractFn, problemType, reward);
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randServer.addContract(contract);
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generateRandomContract();
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}
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Engine.Counters.contractGeneration = 3000;
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}
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