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Changed loops to be more concise
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@ -382,22 +382,16 @@ Bladeburner.prototype.process = function() {
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this.stamina = Math.min(this.maxStamina, this.stamina);
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this.stamina = Math.min(this.maxStamina, this.stamina);
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// Count increase for contracts/operations
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// Count increase for contracts/operations
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for (var contractName in this.contracts) {
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for (let contract of Object.values(this.contracts)) {
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if (this.contracts.hasOwnProperty(contractName)) {
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contract.count += (seconds * contract.countGrowth/BladeburnerConstants.ActionCountGrowthPeriod);
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var contract = this.contracts[contractName];
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contract.count += (seconds * contract.countGrowth/BladeburnerConstants.ActionCountGrowthPeriod);
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}
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}
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}
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for (var operationName in this.operations) {
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for (let op of Object.values(this.operations)) {
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if (this.operations.hasOwnProperty(operationName)) {
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op.count += (seconds * op.countGrowth/BladeburnerConstants.ActionCountGrowthPeriod);
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var op = this.operations[operationName];
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op.count += (seconds * op.countGrowth/BladeburnerConstants.ActionCountGrowthPeriod);
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}
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}
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}
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// Chaos goes down very slowly
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// Chaos goes down very slowly
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for (var i = 0; i < BladeburnerConstants.CityNames.length; ++i) {
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for (let cityName of BladeburnerConstants.CityNames) {
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var city = this.cities[BladeburnerConstants.CityNames[i]];
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var city = this.cities[cityName];
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if (!(city instanceof City)) {throw new Error("Invalid City object when processing passive chaos reduction in Bladeburner.process");}
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if (!(city instanceof City)) {throw new Error("Invalid City object when processing passive chaos reduction in Bladeburner.process");}
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city.chaos -= (0.0001 * seconds);
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city.chaos -= (0.0001 * seconds);
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city.chaos = Math.max(0, city.chaos);
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city.chaos = Math.max(0, city.chaos);
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