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Merge pull request #4139 from Mughur/Sleeve
MISC: crime gains, sleeve gang augs and faq
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commit
2cce14a95b
@ -2,12 +2,14 @@ import { FactionNames } from "../../Faction/data/FactionNames";
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import { Sleeve } from "./Sleeve";
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import { Sleeve } from "./Sleeve";
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import { IPlayer } from "../IPlayer";
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import { IPlayer } from "../IPlayer";
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import { Player } from "../../Player";
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import { Augmentation } from "../../Augmentation/Augmentation";
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import { Augmentation } from "../../Augmentation/Augmentation";
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import { StaticAugmentations } from "../../Augmentation/StaticAugmentations";
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import { StaticAugmentations } from "../../Augmentation/StaticAugmentations";
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import { Faction } from "../../Faction/Faction";
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import { Faction } from "../../Faction/Faction";
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import { Factions } from "../../Faction/Factions";
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import { Factions } from "../../Faction/Factions";
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import { Multipliers } from "../Multipliers";
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import { Multipliers } from "../Multipliers";
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import { getFactionAugmentationsFiltered } from "../../Faction/FactionHelpers";
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export function findSleevePurchasableAugs(sleeve: Sleeve, p: IPlayer): Augmentation[] {
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export function findSleevePurchasableAugs(sleeve: Sleeve, p: IPlayer): Augmentation[] {
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// You can only purchase Augmentations that are actually available from
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// You can only purchase Augmentations that are actually available from
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@ -65,8 +67,9 @@ export function findSleevePurchasableAugs(sleeve: Sleeve, p: IPlayer): Augmentat
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// has enough reputation for (since that gang offers all augs)
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// has enough reputation for (since that gang offers all augs)
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if (p.inGang()) {
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if (p.inGang()) {
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const fac = p.getGangFaction();
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const fac = p.getGangFaction();
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const gangAugs = getFactionAugmentationsFiltered(Player, fac);
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for (const augName of Object.keys(StaticAugmentations)) {
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for (const augName of gangAugs) {
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const aug = StaticAugmentations[augName];
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const aug = StaticAugmentations[augName];
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if (!isAvailableForSleeve(aug)) {
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if (!isAvailableForSleeve(aug)) {
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continue;
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continue;
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@ -71,15 +71,8 @@ export function FAQModal({ open, onClose }: IProps): React.ReactElement {
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<br />
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<br />
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<Typography>
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<Typography>
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Only one of your sleeves can work for a given company/faction a time. To clarify further, if you have two
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Only one of your sleeves can work for a given company/faction a time. To clarify further, if you have two
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sleeves they can work for two different companies, but they cannot both work for the same company.
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sleeves they can work for two different companies/factions, but they cannot both work for the same
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</Typography>
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company/faction.
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<br />
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<br />
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<Typography variant="h4">Why did my Sleeve stop working?</Typography>
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<br />
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<Typography>
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Sleeves are subject to the same time restrictions as you. This means that they automatically stop working at a
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company after 8 hours, and stop working for a faction after 20 hours.
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</Typography>
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</Typography>
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<br />
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<br />
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<br />
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<br />
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@ -92,13 +85,16 @@ export function FAQModal({ open, onClose }: IProps): React.ReactElement {
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<br />
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<br />
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<Typography>
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<Typography>
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Certain Augmentations, like {FactionNames.Bladeburners}-specific ones and NeuroFlux Governor, are not
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Certain Augmentations, like {FactionNames.Bladeburners}-specific ones and NeuroFlux Governor, are not
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available for sleeves.
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available for sleeves. You also need enough current reputation on some faction that offers that Augmentation.
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</Typography>
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</Typography>
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<br />
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<br />
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<br />
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<br />
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<Typography variant="h4">Do sleeves get reset when installing Augmentations or switching BitNodes?</Typography>
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<Typography variant="h4">Do sleeves get reset when installing Augmentations or switching BitNodes?</Typography>
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<br />
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<br />
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<Typography>Sleeves are reset when switching BitNodes, but not when installing Augmentations.</Typography>
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<Typography>
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Sleeves are reset when switching BitNodes, but not when installing Augmentations. However installing
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Augmentations on a sleeve does reset their stats.
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</Typography>
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<br />
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<br />
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<br />
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<br />
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<Typography variant="h4">What is Memory?</Typography>
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<Typography variant="h4">What is Memory?</Typography>
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@ -108,7 +108,7 @@ export class CrimeWork extends Work {
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let karma = crime.karma;
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let karma = crime.karma;
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const success = determineCrimeSuccess(player, crime.type);
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const success = determineCrimeSuccess(player, crime.type);
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if (success) {
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if (success) {
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player.gainMoney(gains.money * player.mults.crime_money, "crime");
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player.gainMoney(gains.money, "crime");
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player.numPeopleKilled += crime.kills;
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player.numPeopleKilled += crime.kills;
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player.gainIntelligenceExp(gains.intExp);
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player.gainIntelligenceExp(gains.intExp);
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} else {
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} else {
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@ -1,17 +1,18 @@
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import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
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import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
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import { Crime } from "src/Crime/Crime";
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import { Crime } from "src/Crime/Crime";
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import { newWorkStats, scaleWorkStats, WorkStats } from "../WorkStats";
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import { newWorkStats, scaleWorkStats, WorkStats } from "../WorkStats";
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import { Player } from "../../Player";
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export const calculateCrimeWorkStats = (crime: Crime): WorkStats => {
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export const calculateCrimeWorkStats = (crime: Crime): WorkStats => {
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const gains = scaleWorkStats(
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const gains = scaleWorkStats(
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newWorkStats({
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newWorkStats({
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money: crime.money,
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money: crime.money * Player.mults.crime_money,
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hackExp: crime.hacking_exp * 2,
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hackExp: crime.hacking_exp * 2 * Player.mults.hacking_exp,
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strExp: crime.strength_exp * 2,
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strExp: crime.strength_exp * 2 * Player.mults.strength_exp,
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defExp: crime.defense_exp * 2,
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defExp: crime.defense_exp * 2 * Player.mults.defense_exp,
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dexExp: crime.dexterity_exp * 2,
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dexExp: crime.dexterity_exp * 2 * Player.mults.dexterity_exp,
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agiExp: crime.agility_exp * 2,
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agiExp: crime.agility_exp * 2 * Player.mults.agility_exp,
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chaExp: crime.charisma_exp * 2,
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chaExp: crime.charisma_exp * 2 * Player.mults.charisma_exp,
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intExp: crime.intelligence_exp * 2,
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intExp: crime.intelligence_exp * 2,
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}),
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}),
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BitNodeMultipliers.CrimeExpGain,
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BitNodeMultipliers.CrimeExpGain,
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