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https://github.com/bitburner-official/bitburner-src.git
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Hotfix 30 May 2023 (#555)
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@ -420,28 +420,31 @@ export function MakeProduct(
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division.products.set(product.name, product);
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}
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export function Research(division: Division, researchName: CorpResearchName): void {
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export function Research(researchingDivision: Division, researchName: CorpResearchName): void {
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const corp = Player.corporation;
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if (!corp) return;
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const researchTree = IndustryResearchTrees[division.type];
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if (researchTree === undefined) throw new Error(`No research tree for industry '${division.type}'`);
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const researchTree = IndustryResearchTrees[researchingDivision.type];
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if (researchTree === undefined) throw new Error(`No research tree for industry '${researchingDivision.type}'`);
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const research = ResearchMap[researchName];
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if (division.researched.has(researchName)) return;
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if (division.researchPoints < research.cost)
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if (researchingDivision.researched.has(researchName)) return;
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if (researchingDivision.researchPoints < research.cost) {
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throw new Error(`You do not have enough Scientific Research for ${research.name}`);
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division.researchPoints -= research.cost;
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}
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researchingDivision.researchPoints -= research.cost;
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// Get the Node from the Research Tree and set its 'researched' property
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researchTree.research(researchName);
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division.researched.add(researchName);
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// I couldn't figure out where else to put this so that warehouse size would get updated instantly
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// whether research is done by script or UI. All other stats gets calculated in every cycle
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// Warehouse size gets updated only when something increases it.
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if (researchName == "Drones - Transport") {
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for (const warehouse of getRecordValues(division.warehouses)) {
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warehouse.updateSize(corp, division);
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// All divisions of the same type as the researching division get the new research.
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for (const division of corp.divisions.values()) {
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if (division.type !== researchingDivision.type) continue;
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division.researched.add(researchName);
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// Handle researches that need to have their effects manually applied here.
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// Warehouse size needs to be updated here because it is not recalculated during normal processing.
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if (researchName == "Drones - Transport") {
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for (const warehouse of getRecordValues(division.warehouses)) {
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warehouse.updateSize(corp, division);
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}
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}
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}
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}
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@ -16,6 +16,7 @@ import { CorpMaterialName, CorpResearchName, CorpStateName } from "@nsdefs";
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import { JSONMap, JSONSet } from "../Types/Jsonable";
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import { PartialRecord, getRecordEntries, getRecordKeys, getRecordValues } from "../Types/Record";
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import { Material } from "./Material";
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import { getKeyList } from "../utils/helpers/getKeyList";
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interface DivisionParams {
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name: string;
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@ -30,6 +31,9 @@ export class Division {
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researched = new JSONSet<CorpResearchName>();
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requiredMaterials: PartialRecord<CorpMaterialName, number> = {};
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// Not included in save file. Just used for tracking whether research tree has been updated since game load.
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treeInitialized = false;
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//An array of the name of materials being produced
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producedMaterials: CorpMaterialName[] = [];
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@ -1031,8 +1035,13 @@ export class Division {
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}
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updateResearchTree(): void {
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if (this.treeInitialized) return;
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const researchTree = IndustryResearchTrees[this.type];
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// Need to populate the tree in case we are loading a game.
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for (const research of this.researched) researchTree.research(research);
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// Also need to load researches from the tree in case we are making a new division.
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for (const research of researchTree.researched) this.researched.add(research);
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this.treeInitialized = true;
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}
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// Get multipliers from Research
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@ -1098,13 +1107,15 @@ export class Division {
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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("Division", this);
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return Generic_toJSON("Division", this, Division.includedKeys);
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}
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/** Initializes a Industry object from a JSON save state. */
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static fromJSON(value: IReviverValue): Division {
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return Generic_fromJSON(Division, value.data);
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return Generic_fromJSON(Division, value.data, Division.includedKeys);
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}
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static includedKeys = getKeyList(Division, { removedKeys: ["treeInitialized"] });
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}
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constructorsForReviver.Division = Division;
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@ -217,9 +217,7 @@ export class ResearchTree {
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// Marks a Node as researched
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research(name: CorpResearchName): void {
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if (this.root == null) {
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return;
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}
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if (!this.root || this.researched.has(name)) return;
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const queue: Node[] = [];
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queue.push(this.root);
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@ -233,9 +231,7 @@ export class ResearchTree {
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return;
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}
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for (let i = 0; i < node.children.length; ++i) {
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queue.push(node.children[i]);
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}
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queue.push(...node.children);
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}
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console.warn(`ResearchTree.research() did not find the specified Research node for: ${name}`);
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@ -652,6 +652,7 @@ function evaluateVersionCompatibility(ver: string | number): void {
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// Prior to v2.2.0, sleeve shock was 0 to 100 internally but displayed as 100 to 0. This unifies them as 100 to 0.
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for (const sleeve of Player.sleeves) sleeve.shock = 100 - sleeve.shock;
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}
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// Some 2.3 changes are actually in BaseServer.js fromJSONBase function
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if (ver < 31) {
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Terminal.warn("Migrating to 2.3.0, loading with no scripts.");
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for (const server of GetAllServers()) {
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@ -680,6 +681,20 @@ function evaluateVersionCompatibility(ver: string | number): void {
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}
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// End 2.3 changes
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}
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//2.3 hotfix changes and 2.3.1 changes
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if (ver < 32) {
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// Due to a bug from before 2.3, some scripts have the wrong server listed. In 2.3 this caused issues.
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for (const server of GetAllServers()) {
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for (const script of server.scripts.values()) {
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if (script.server !== server.hostname) {
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console.warn(
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`Detected script ${script.filename} on ${server.hostname} with incorrect server property: ${script.server}. Repairing.`,
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);
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script.server = server.hostname;
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}
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}
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}
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}
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}
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function loadGame(saveString: string): boolean {
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