Merge pull request #954 from Daniferrito/bladeburner-fixes

Bladeburner fixes
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hydroflame 2021-05-17 21:05:19 -04:00 committed by GitHub
commit 2f3e5c79e7
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@ -158,6 +158,7 @@ function Bladeburner(params={}) {
// These times are in seconds
this.actionTimeToComplete = 0; // 0 or -1 is an infinite running action (like training)
this.actionTimeCurrent = 0;
this.actionTimeOverflow = 0;
// ActionIdentifier Object
var idleActionType = ActionTypes["Idle"];
@ -381,22 +382,16 @@ Bladeburner.prototype.process = function() {
this.stamina = Math.min(this.maxStamina, this.stamina);
// Count increase for contracts/operations
for (var contractName in this.contracts) {
if (this.contracts.hasOwnProperty(contractName)) {
var contract = this.contracts[contractName];
for (let contract of Object.values(this.contracts)) {
contract.count += (seconds * contract.countGrowth/BladeburnerConstants.ActionCountGrowthPeriod);
}
}
for (var operationName in this.operations) {
if (this.operations.hasOwnProperty(operationName)) {
var op = this.operations[operationName];
for (let op of Object.values(this.operations)) {
op.count += (seconds * op.countGrowth/BladeburnerConstants.ActionCountGrowthPeriod);
}
}
// Chaos goes down very slowly
for (var i = 0; i < BladeburnerConstants.CityNames.length; ++i) {
var city = this.cities[BladeburnerConstants.CityNames[i]];
for (let cityName of BladeburnerConstants.CityNames) {
var city = this.cities[cityName];
if (!(city instanceof City)) {throw new Error("Invalid City object when processing passive chaos reduction in Bladeburner.process");}
city.chaos -= (0.0001 * seconds);
city.chaos = Math.max(0, city.chaos);
@ -406,7 +401,8 @@ Bladeburner.prototype.process = function() {
this.randomEventCounter -= seconds;
if (this.randomEventCounter <= 0) {
this.randomEvent();
this.randomEventCounter = getRandomInt(240, 600);
// Add instead of setting because we might have gone over the required time for the event
this.randomEventCounter += getRandomInt(240, 600);
}
this.processAction(seconds);
@ -664,8 +660,12 @@ Bladeburner.prototype.processAction = function(seconds) {
throw new Error("Bladeburner.action is not an ActionIdentifier Object");
}
this.actionTimeCurrent += seconds;
// If the previous action went past its completion time, add to the next action
// This is not added inmediatly in case the automation changes the action
this.actionTimeCurrent += seconds + this.actionTimeOverflow;
this.actionTimeOverflow = 0;
if (this.actionTimeCurrent >= this.actionTimeToComplete) {
this.actionTimeOverflow = this.actionTimeCurrent - this.actionTimeToComplete;
return this.completeAction();
}
}
@ -1889,17 +1889,18 @@ Bladeburner.prototype.updateActionAndSkillsContent = function() {
Bladeburner.prototype.updateGeneralActionsUIElement = function(el, action) {
removeChildrenFromElement(el);
var isActive = el.classList.contains(ActiveActionCssClass);
var computedActionTimeCurrent = Math.min(this.actionTimeCurrent+this.actionTimeOverflow,this.actionTimeToComplete);
el.appendChild(createElement("h2", { // Header
innerText:isActive ? action.name + " (IN PROGRESS - " +
formatNumber(this.actionTimeCurrent, 0) + " / " +
formatNumber(computedActionTimeCurrent, 0) + " / " +
formatNumber(this.actionTimeToComplete, 0) + ")"
: action.name,
display:"inline-block",
}));
if (isActive) { // Progress bar if its active
var progress = this.actionTimeCurrent / this.actionTimeToComplete;
var progress = computedActionTimeCurrent / this.actionTimeToComplete;
el.appendChild(createElement("p", {
display:"block",
innerText:createProgressBarText({progress:progress}),
@ -1931,17 +1932,18 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
removeChildrenFromElement(el);
var isActive = el.classList.contains(ActiveActionCssClass);
var estimatedSuccessChance = action.getSuccessChance(this, {est:true});
var computedActionTimeCurrent = Math.min(this.actionTimeCurrent+this.actionTimeOverflow,this.actionTimeToComplete);
el.appendChild(createElement("h2", { // Header
innerText:isActive ? action.name + " (IN PROGRESS - " +
formatNumber(this.actionTimeCurrent, 0) + " / " +
formatNumber(computedActionTimeCurrent, 0) + " / " +
formatNumber(this.actionTimeToComplete, 0) + ")"
: action.name,
display:"inline-block",
}));
if (isActive) { // Progress bar if its active
var progress = this.actionTimeCurrent / this.actionTimeToComplete;
var progress = computedActionTimeCurrent / this.actionTimeToComplete;
el.appendChild(createElement("p", {
display:"block",
innerText:createProgressBarText({progress:progress}),
@ -2030,16 +2032,18 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
removeChildrenFromElement(el);
var isActive = el.classList.contains(ActiveActionCssClass);
var estimatedSuccessChance = action.getSuccessChance(this, {est:true});
var computedActionTimeCurrent = Math.min(this.actionTimeCurrent+this.actionTimeOverflow,this.actionTimeToComplete);
el.appendChild(createElement("h2", { // Header
innerText:isActive ? action.name + " (IN PROGRESS - " +
formatNumber(this.actionTimeCurrent, 0) + " / " +
formatNumber(computedActionTimeCurrent, 0) + " / " +
formatNumber(this.actionTimeToComplete, 0) + ")"
: action.name,
display:"inline-block",
}));
if (isActive) { // Progress bar if its active
var progress = this.actionTimeCurrent / this.actionTimeToComplete;
var progress = computedActionTimeCurrent / this.actionTimeToComplete;
el.appendChild(createElement("p", {
display:"block",
innerText:createProgressBarText({progress:progress}),
@ -2093,6 +2097,7 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
},
});
createPopup(popupId, [txt, input, setBtn, cancelBtn]);
input.focus();
},
}));
}
@ -2171,6 +2176,7 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
var estimatedSuccessChance = action.getSuccessChance(this, {est:true});
var actionTime = action.getActionTime(this);
var hasReqdRank = this.rank >= action.reqdRank;
var computedActionTimeCurrent = Math.min(this.actionTimeCurrent+this.actionTimeOverflow,this.actionTimeToComplete);
// UI for Completed Black Op
if (isCompleted) {
@ -2182,14 +2188,14 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
el.appendChild(createElement("h2", { // Header
innerText:isActive ? action.name + " (IN PROGRESS - " +
formatNumber(this.actionTimeCurrent, 0) + " / " +
formatNumber(computedActionTimeCurrent, 0) + " / " +
formatNumber(this.actionTimeToComplete, 0) + ")"
: action.name,
display:"inline-block",
}));
if (isActive) { // Progress bar if its active
var progress = this.actionTimeCurrent / this.actionTimeToComplete;
var progress = computedActionTimeCurrent / this.actionTimeToComplete;
el.appendChild(createElement("p", {
display:"block",
innerText:createProgressBarText({progress:progress}),
@ -2243,6 +2249,7 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
},
});
createPopup(popupId, [txt, input, setBtn, cancelBtn]);
input.focus();
},
}));
}