Clean up coding contracts. Add coding contract generator to Dev Menu

This commit is contained in:
danielyxie 2018-10-27 14:26:22 -05:00
parent cc0a11bf77
commit 0d1fde0f87
4 changed files with 118 additions and 85 deletions

@ -0,0 +1,76 @@
import {CodingContract,
CodingContractRewardType,
CodingContractTypes} from "./CodingContracts";
import {Factions} from "./Faction";
import {Player} from "./Player";
import {AllServers} from "./Server";
import {getRandomInt} from "../utils/helpers/getRandomInt";
export function generateRandomContract() {
// First select a random problem type
const problemTypes = Object.keys(CodingContractTypes);
let randIndex = getRandomInt(0, problemTypes.length - 1);
let problemType = problemTypes[randIndex];
// Then select a random reward type. 'Money' will always be the last reward type
var reward = {};
reward.type = getRandomInt(0, CodingContractRewardType.Money);
// Change type based on certain conditions
var factionsThatAllowHacking = Player.factions.filter((fac) => {
try {
return Factions[fac].getInfo().offerHackingWork;
} catch (e) {
console.error(`Error when trying to filter Hacking Factions for Coding Contract Generation: ${e}`);
return false;
}
});
if (reward.type === CodingContractRewardType.FactionReputation && factionsThatAllowHacking.length === 0) {
reward.type = CodingContractRewardType.CompanyReputation;
}
if (reward.type === CodingContractRewardType.FactionReputationAll && factionsThatAllowHacking.length === 0) {
reward.type = CodingContractRewardType.CompanyReputation;
}
if (reward.type === CodingContractRewardType.CompanyReputation && Player.companyName === "") {
reward.type = CodingContractRewardType.Money;
}
// Add additional information based on the reward type
switch (reward.type) {
case CodingContractRewardType.FactionReputation:
// Get a random faction that player is a part of. That
// faction must allow hacking contracts
var numFactions = factionsThatAllowHacking.length;
var randFaction = factionsThatAllowHacking[getRandomInt(0, numFactions - 1)];
reward.name = randFaction;
break;
case CodingContractRewardType.CompanyReputation:
if (Player.companyName !== "") {
reward.name = Player.companyName;
} else {
reward.type = CodingContractRewardType.Money;
}
break;
default:
break;
}
// Choose random server
const servers = Object.keys(AllServers);
randIndex = getRandomInt(0, servers.length - 1);
var randServer = AllServers[servers[randIndex]];
while (randServer.purchasedByPlayer === true) {
randIndex = getRandomInt(0, servers.length - 1);
randServer = AllServers[servers[randIndex]];
}
let contractFn = `contract-${getRandomInt(0, 1e6)}`;
while (randServer.contracts.filter((c) => {return c.fn === contractFn}).length > 0) {
contractFn = `contract-${getRandomInt(0, 1e6)}`;
}
if (reward.name) { contractFn += `-${reward.name.replace(/\s/g, "")}`; }
let contract = new CodingContract(contractFn, problemType, reward);
randServer.addContract(contract);
}

@ -1,5 +1,6 @@
import {AugmentationNames} from "./Augmentations"
import {Programs} from "./CreateProgram"
import {AugmentationNames} from "./Augmentations";
import {generateRandomContract} from "./CodingContractGenerator";
import {Programs} from "./CreateProgram";
import {Factions} from "./Faction";
import {Player} from "./Player";
import {AllServers} from "./Server";
@ -60,7 +61,7 @@ export function createDevMenu() {
},
innerText: "Destroy Current BitNode",
tooltip: "Will grant Source-File for the BitNode",
})
});
// Experience / stats
const statsHeader = createElement("h2", {
@ -358,7 +359,18 @@ export function createDevMenu() {
}
},
innerText: "Add cycles to Gang mechanic",
})
});
// Coding Contracts
const contractsHeader = createElement("h2", {innerText: "Coding Contracts"});
const generateRandomContractBtn = createElement("button", {
class: "std-button",
clickListener: () => {
generateRandomContract();
},
innerText: "Generate Random Contract",
});
// Add everything to container, then append to main menu
const devMenuContainer = createElement("div", {

@ -230,8 +230,11 @@ export const codingContractTypesMetadata: ICodingContractTypeMetadata[] = [
desc: (arr: number[]) => {
return ["You are given the following array of integers:\n\n",
`${arr}\n\n`,
"Each element in the array represents your maximum jump length",
"at that position. Assuming you are initially positioned",
"Each element in the array represents your MAXIMUM jump length",
"at that position. This means that if you are at position i and your",
"maximum jump length is n, you can jump to any position from",
"i to i+n.",
"\n\nAssuming you are initially positioned",
"at the start of the array, determine whether you are",
"able to reach the last index exactly.\n\n",
"Your answer should be submitted as 1 or 0, representing true and false respectively"].join(" ");
@ -242,8 +245,12 @@ export const codingContractTypesMetadata: ICodingContractTypeMetadata[] = [
const arr: number[] = [];
arr.length = len;
for (let i: number = 0; i < arr.length; ++i) {
if (Math.random() < 0.2) {
arr[i] = 0; // 20% chance of being 0
} else {
arr[i] = getRandomInt(0, 24);
}
}
return arr;
},
@ -278,7 +285,7 @@ export const codingContractTypesMetadata: ICodingContractTypeMetadata[] = [
difficulty: 3,
gen: () => {
const intervals: number[][] = [];
const numIntervals: number = getRandomInt(1, 15);
const numIntervals: number = getRandomInt(1, 20);
for (let i: number = 0; i < numIntervals; ++i) {
const start: number = getRandomInt(1, 25);
const end: number = start + getRandomInt(1, 10);
@ -322,8 +329,11 @@ export const codingContractTypesMetadata: ICodingContractTypeMetadata[] = [
"an array with all possible valid IP address combinations",
"that can be created from the string:\n\n",
`${data}\n\n`,
"Example:\n\n",
"25525511135 -> [255.255.11.135, 255.255.111.35]"].join(" ");
"Note that an octet cannot begin with a '0' unless the number",
"itself is actually 0. For example, '192.168.010.1' is not a valid IP.\n\n",
"Examples:\n\n",
"25525511135 -> [255.255.11.135, 255.255.111.35]\n",
"1938718066 -> [193.87.180.66]"].join(" ");
},
difficulty: 3,
gen: () => {

@ -24,8 +24,7 @@ import {BitNodes, initBitNodes,
import {Bladeburner} from "./Bladeburner";
import {CharacterOverview} from "./CharacterOverview";
import {cinematicTextFlag} from "./CinematicText";
import {CodingContract, CodingContractRewardType,
CodingContractTypes} from "./CodingContracts";
import {generateRandomContract} from "./CodingContractGenerator";
import {CompanyPositions, initCompanies} from "./Company";
import {Corporation} from "./CompanyManagement";
import {CONSTANTS} from "./Constants";
@ -1089,71 +1088,7 @@ const Engine = {
if (Engine.Counters.contractGeneration <= 0) {
// X% chance of a contract being generated
if (Math.random() <= 0.25) {
// First select a random problem type
const problemTypes = Object.keys(CodingContractTypes);
let randIndex = getRandomInt(0, problemTypes.length - 1);
let problemType = problemTypes[randIndex];
// Then select a random reward type. 'Money' will always be the last reward type
var reward = {};
reward.type = getRandomInt(0, CodingContractRewardType.Money);
// Change type based on certain conditions
var factionsThatAllowHacking = Player.factions.filter((fac) => {
try {
return Factions[fac].getInfo().offerHackingWork;
} catch (e) {
console.error(`Error when trying to filter Hacking Factions for Coding Contract Generation: ${e}`);
return false;
}
});
if (reward.type === CodingContractRewardType.FactionReputation && factionsThatAllowHacking.length === 0) {
reward.type = CodingContractRewardType.CompanyReputation;
}
if (reward.type === CodingContractRewardType.FactionReputationAll && factionsThatAllowHacking.length === 0) {
reward.type = CodingContractRewardType.CompanyReputation;
}
if (reward.type === CodingContractRewardType.CompanyReputation && Player.companyName === "") {
reward.type = CodingContractRewardType.Money;
}
// Add additional information based on the reward type
switch (reward.type) {
case CodingContractRewardType.FactionReputation:
// Get a random faction that player is a part of. That
// faction must allow hacking contracts
var numFactions = factionsThatAllowHacking.length;
var randFaction = factionsThatAllowHacking[getRandomInt(0, numFactions - 1)];
reward.name = randFaction;
break;
case CodingContractRewardType.CompanyReputation:
if (Player.companyName !== "") {
reward.name = Player.companyName;
} else {
reward.type = CodingContractRewardType.Money;
}
break;
default:
break;
}
// Choose random server
const servers = Object.keys(AllServers);
randIndex = getRandomInt(0, servers.length - 1);
var randServer = AllServers[servers[randIndex]];
while (randServer.purchasedByPlayer === true) {
randIndex = getRandomInt(0, servers.length - 1);
randServer = AllServers[servers[randIndex]];
}
let contractFn = `contract-${getRandomInt(0, 1e6)}`;
while (randServer.contracts.filter((c) => {return c.fn === contractFn}).length > 0) {
contractFn = `contract-${getRandomInt(0, 1e6)}`;
}
if (reward.name) { contractFn += `-${reward.name.replace(/\s/g, "")}`; }
let contract = new CodingContract(contractFn, problemType, reward);
randServer.addContract(contract);
generateRandomContract();
}
Engine.Counters.contractGeneration = 3000;
}