mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-18 13:43:49 +01:00
Move player skills and exp to their struct
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3e4f26ac0a
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326d9fd7ef
@ -26,7 +26,7 @@ v2.0.0 - 2022-07-19 Work rework
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* Company faction require 400k rep to join (from 200k)
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* Backdooring company server reduces faction requirement to 300k.
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* All work generally no longer keep track of cumulative gains like exp and reputation since it's applied instantly.
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* getPlayer returns way less fields but does return the new 'currentWork' field.
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* getPlayer returns way less fields but does return the new 'currentWork' field, some fields are moved around.
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API breaks
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@ -60,7 +60,16 @@ getPlayer
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Take a look at the new singularity.getCurrentWork function.
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All fields ending in _mult have been moved to the 'mults' struct.
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For example: getPlayer().hacking_skill_mult is now getPlayer().mults.hacking_skill
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For example: getPlayer().hacking_skill_mult => getPlayer().mults.hacking_skill
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skills have been moved to the skills struct
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For example: getPlayer().hacking => getPlayer().skills.hacking
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exp have been moved to the exp struct
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For example: getPlayer().hacking_exp => getPlayer().exp.hacking
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hp have been moved to the hp struct
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For example: getPlayer().max_hp => getPlayer().hp.max or hp.current
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workForCompany
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--------------
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@ -254,13 +254,16 @@ export const achievements: IMap<Achievement> = {
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HACKING_100000: {
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...achievementData["HACKING_100000"],
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Icon: "hack100000",
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Condition: () => Player.hacking >= 100000,
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Condition: () => Player.skills.hacking >= 100000,
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},
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COMBAT_3000: {
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...achievementData["COMBAT_3000"],
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Icon: "combat3000",
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Condition: () =>
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Player.strength >= 3000 && Player.defense >= 3000 && Player.dexterity >= 3000 && Player.agility >= 3000,
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Player.skills.strength >= 3000 &&
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Player.skills.defense >= 3000 &&
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Player.skills.dexterity >= 3000 &&
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Player.skills.agility >= 3000,
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},
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NEUROFLUX_255: {
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...achievementData["NEUROFLUX_255"],
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@ -477,7 +480,7 @@ export const achievements: IMap<Achievement> = {
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...achievementData["INTELLIGENCE_255"],
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Icon: "INT255",
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Visible: () => hasAccessToSF(Player, 5),
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Condition: () => Player.intelligence >= 255,
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Condition: () => Player.skills.intelligence >= 255,
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},
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BLADEBURNER_DIVISION: {
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...achievementData["BLADEBURNER_DIVISION"],
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@ -644,12 +647,12 @@ export const achievements: IMap<Achievement> = {
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!Player.sleeves.some(
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(s) =>
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s.augmentations.length > 0 ||
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s.hacking_exp > 0 ||
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s.strength_exp > 0 ||
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s.defense_exp > 0 ||
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s.agility_exp > 0 ||
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s.dexterity_exp > 0 ||
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s.charisma_exp > 0,
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s.exp.hacking > 0 ||
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s.exp.strength > 0 ||
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s.exp.defense > 0 ||
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s.exp.agility > 0 ||
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s.exp.dexterity > 0 ||
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s.exp.charisma > 0,
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),
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},
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CHALLENGE_BN12: {
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@ -167,8 +167,8 @@ export class Action implements IAction {
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let baseTime = difficulty / BladeburnerConstants.DifficultyToTimeFactor;
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const skillFac = inst.skillMultipliers.actionTime; // Always < 1
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const effAgility = person.agility * inst.skillMultipliers.effAgi;
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const effDexterity = person.dexterity * inst.skillMultipliers.effDex;
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const effAgility = person.skills.agility * inst.skillMultipliers.effAgi;
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const effDexterity = person.skills.dexterity * inst.skillMultipliers.effDex;
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const statFac =
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0.5 *
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(Math.pow(effAgility, BladeburnerConstants.EffAgiExponentialFactor) +
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@ -1027,16 +1027,17 @@ export class Bladeburner implements IBladeburner {
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const CharismaLinearFactor = 1e3;
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const CharismaExponentialFactor = 0.045;
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const charismaEff = Math.pow(person.charisma, CharismaExponentialFactor) + person.charisma / CharismaLinearFactor;
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const charismaEff =
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Math.pow(person.skills.charisma, CharismaExponentialFactor) + person.skills.charisma / CharismaLinearFactor;
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return (100 - charismaEff) / 100;
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}
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getRecruitmentSuccessChance(person: IPerson): number {
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return Math.pow(person.charisma, 0.45) / (this.teamSize - this.sleeveSize + 1);
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return Math.pow(person.skills.charisma, 0.45) / (this.teamSize - this.sleeveSize + 1);
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}
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getRecruitmentTime(person: IPerson): number {
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const effCharisma = person.charisma * this.skillMultipliers.effCha;
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const effCharisma = person.skills.charisma * this.skillMultipliers.effCha;
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const charismaFactor = Math.pow(effCharisma, 0.81) + effCharisma / 90;
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return Math.max(10, Math.round(BladeburnerConstants.BaseRecruitmentTimeNeeded - charismaFactor));
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}
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@ -1126,7 +1127,7 @@ export class Bladeburner implements IBladeburner {
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const sup = player.sleeves.filter((x) => x.bbAction == "Support main sleeve");
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for (let i = 0; i > this.teamSize - this.sleeveSize; i--) {
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const r = Math.floor(Math.random() * sup.length);
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sup[r].takeDamage(sup[r].max_hp);
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sup[r].takeDamage(sup[r].hp.max);
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sup.splice(r, 1);
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}
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this.teamSize += this.sleeveSize;
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@ -1440,7 +1441,7 @@ export class Bladeburner implements IBladeburner {
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const sup = player.sleeves.filter((x) => x.bbAction == "Support main sleeve");
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for (let i = 0; i > this.teamSize - this.sleeveSize; i--) {
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const r = Math.floor(Math.random() * sup.length);
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sup[r].takeDamage(sup[r].max_hp);
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sup[r].takeDamage(sup[r].hp.max);
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sup.splice(r, 1);
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}
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this.teamSize += this.sleeveSize;
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@ -1489,9 +1490,9 @@ export class Bladeburner implements IBladeburner {
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case ActionTypes["Field Analysis"]: {
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// Does not use stamina. Effectiveness depends on hacking, int, and cha
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let eff =
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0.04 * Math.pow(person.hacking, 0.3) +
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0.04 * Math.pow(person.intelligence, 0.9) +
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0.02 * Math.pow(person.charisma, 0.3);
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0.04 * Math.pow(person.skills.hacking, 0.3) +
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0.04 * Math.pow(person.skills.intelligence, 0.9) +
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0.02 * Math.pow(person.skills.charisma, 0.3);
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eff *= person.mults.bladeburner_analysis;
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if (isNaN(eff) || eff < 0) {
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throw new Error("Field Analysis Effectiveness calculated to be NaN or negative");
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@ -1680,14 +1681,14 @@ export class Bladeburner implements IBladeburner {
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}
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calculateStaminaGainPerSecond(player: IPlayer): number {
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const effAgility = player.agility * this.skillMultipliers.effAgi;
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const effAgility = player.skills.agility * this.skillMultipliers.effAgi;
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const maxStaminaBonus = this.maxStamina / BladeburnerConstants.MaxStaminaToGainFactor;
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const gain = (BladeburnerConstants.StaminaGainPerSecond + maxStaminaBonus) * Math.pow(effAgility, 0.17);
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return gain * (this.skillMultipliers.stamina * player.mults.bladeburner_stamina_gain);
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}
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calculateMaxStamina(player: IPlayer): void {
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const effAgility = player.agility * this.skillMultipliers.effAgi;
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const effAgility = player.skills.agility * this.skillMultipliers.effAgi;
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const maxStamina =
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(Math.pow(effAgility, 0.8) + this.staminaBonus) *
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this.skillMultipliers.stamina *
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@ -89,7 +89,7 @@ export const CONSTANTS: {
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LatestUpdate: string;
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} = {
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VersionString: "2.0.0",
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VersionNumber: 21,
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VersionNumber: 22,
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// Speed (in ms) at which the main loop is updated
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_idleSpeed: 200,
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@ -255,7 +255,7 @@ v2.0.0 - 2022-07-19 Work rework
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* Company faction require 400k rep to join (from 200k)
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* Backdooring company server reduces faction requirement to 300k.
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* All work generally no longer keep track of cumulative gains like exp and reputation since it's applied instantly.
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* getPlayer returns way less fields but does return the new 'currentWork' field.
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* getPlayer returns way less fields but does return the new 'currentWork' field, some fields are moved around.
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API breaks
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@ -112,13 +112,13 @@ export class Crime {
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successRate(p: IPerson): number {
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let chance: number =
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this.hacking_success_weight * p.hacking +
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this.strength_success_weight * p.strength +
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this.defense_success_weight * p.defense +
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this.dexterity_success_weight * p.dexterity +
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this.agility_success_weight * p.agility +
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this.charisma_success_weight * p.charisma +
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CONSTANTS.IntelligenceCrimeWeight * p.intelligence;
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this.hacking_success_weight * p.skills.hacking +
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this.strength_success_weight * p.skills.strength +
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this.defense_success_weight * p.skills.defense +
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this.dexterity_success_weight * p.skills.dexterity +
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this.agility_success_weight * p.skills.agility +
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this.charisma_success_weight * p.skills.charisma +
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CONSTANTS.IntelligenceCrimeWeight * p.skills.intelligence;
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chance /= CONSTANTS.MaxSkillLevel;
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chance /= this.difficulty;
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chance *= p.mults.crime_success;
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@ -78,13 +78,13 @@ export function Stats(props: IProps): React.ReactElement {
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}
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function resetAllExp(): void {
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props.player.hacking_exp = 0;
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props.player.strength_exp = 0;
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props.player.defense_exp = 0;
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props.player.dexterity_exp = 0;
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props.player.agility_exp = 0;
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props.player.charisma_exp = 0;
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props.player.intelligence_exp = 0;
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props.player.exp.hacking = 0;
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props.player.exp.strength = 0;
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props.player.exp.defense = 0;
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props.player.exp.dexterity = 0;
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props.player.exp.agility = 0;
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props.player.exp.charisma = 0;
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props.player.exp.intelligence = 0;
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props.player.updateSkillLevels();
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}
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@ -92,25 +92,25 @@ export function Stats(props: IProps): React.ReactElement {
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return function () {
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switch (stat) {
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case "hacking":
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props.player.hacking_exp = 0;
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props.player.exp.hacking = 0;
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break;
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case "strength":
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props.player.strength_exp = 0;
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props.player.exp.strength = 0;
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break;
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case "defense":
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props.player.defense_exp = 0;
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props.player.exp.defense = 0;
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break;
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case "dexterity":
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props.player.dexterity_exp = 0;
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props.player.exp.dexterity = 0;
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break;
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case "agility":
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props.player.agility_exp = 0;
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props.player.exp.agility = 0;
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break;
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case "charisma":
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props.player.charisma_exp = 0;
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props.player.exp.charisma = 0;
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break;
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case "intelligence":
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props.player.intelligence_exp = 0;
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props.player.exp.intelligence = 0;
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break;
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}
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props.player.updateSkillLevels();
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@ -124,15 +124,15 @@ export function Stats(props: IProps): React.ReactElement {
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}
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function enableIntelligence(): void {
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if (props.player.intelligence === 0) {
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props.player.intelligence = 1;
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if (props.player.skills.intelligence === 0) {
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props.player.skills.intelligence = 1;
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props.player.updateSkillLevels();
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}
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}
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function disableIntelligence(): void {
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props.player.intelligence_exp = 0;
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props.player.intelligence = 0;
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props.player.exp.intelligence = 0;
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props.player.skills.intelligence = 0;
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props.player.updateSkillLevels();
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}
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@ -9,10 +9,13 @@ import { Server } from "./Server/Server";
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export function calculateHackingChance(server: Server, player: IPlayer): number {
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const hackFactor = 1.75;
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const difficultyMult = (100 - server.hackDifficulty) / 100;
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const skillMult = hackFactor * player.hacking;
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const skillMult = hackFactor * player.skills.hacking;
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const skillChance = (skillMult - server.requiredHackingSkill) / skillMult;
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const chance =
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skillChance * difficultyMult * player.mults.hacking_chance * calculateIntelligenceBonus(player.intelligence, 1);
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skillChance *
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difficultyMult *
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player.mults.hacking_chance *
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calculateIntelligenceBonus(player.skills.intelligence, 1);
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if (chance > 1) {
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return 1;
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}
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@ -48,7 +51,7 @@ export function calculatePercentMoneyHacked(server: Server, player: IPlayer): nu
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const balanceFactor = 240;
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const difficultyMult = (100 - server.hackDifficulty) / 100;
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const skillMult = (player.hacking - (server.requiredHackingSkill - 1)) / player.hacking;
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const skillMult = (player.skills.hacking - (server.requiredHackingSkill - 1)) / player.skills.hacking;
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const percentMoneyHacked =
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(difficultyMult * skillMult * player.mults.hacking_money * BitNodeMultipliers.ScriptHackMoney) / balanceFactor;
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if (percentMoneyHacked < 0) {
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@ -72,12 +75,12 @@ export function calculateHackingTime(server: Server, player: IPlayer): number {
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const diffFactor = 2.5;
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let skillFactor = diffFactor * difficultyMult + baseDiff;
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// tslint:disable-next-line
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skillFactor /= player.hacking + baseSkill;
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skillFactor /= player.skills.hacking + baseSkill;
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const hackTimeMultiplier = 5;
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const hackingTime =
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(hackTimeMultiplier * skillFactor) /
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(player.mults.hacking_speed * calculateIntelligenceBonus(player.intelligence, 1));
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(player.mults.hacking_speed * calculateIntelligenceBonus(player.skills.intelligence, 1));
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return hackingTime;
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}
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@ -36,7 +36,7 @@ export function netscriptCanHack(server: Server, p: IPlayer): IReturnStatus {
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}
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const s = server;
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if (s.requiredHackingSkill > p.hacking) {
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if (s.requiredHackingSkill > p.skills.hacking) {
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return {
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res: false,
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msg: `Cannot hack ${server.hostname} server because your hacking skill is not high enough`,
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@ -6,13 +6,13 @@ export function getHospitalizationCost(p: IPlayer): number {
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return 0;
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}
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return Math.min(p.money * 0.1, (p.max_hp - p.hp) * CONSTANTS.HospitalCostPerHp);
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return Math.min(p.money * 0.1, (p.hp.max - p.hp.current) * CONSTANTS.HospitalCostPerHp);
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}
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export function calculateHospitalizationCost(p: IPlayer, damage: number): number {
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const oldhp = p.hp;
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p.hp -= damage;
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const oldhp = p.hp.current;
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p.hp.current -= damage;
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const cost = getHospitalizationCost(p);
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p.hp = oldhp;
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p.hp.current = oldhp;
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return cost;
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}
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@ -2,14 +2,19 @@ import { IPlayer } from "../../PersonObjects/IPlayer";
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import { calculateSkill } from "../../PersonObjects/formulas/skill";
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function calculateRawDiff(player: IPlayer, stats: number, startingDifficulty: number): number {
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const difficulty = startingDifficulty - Math.pow(stats, 0.9) / 250 - player.intelligence / 1600;
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const difficulty = startingDifficulty - Math.pow(stats, 0.9) / 250 - player.skills.intelligence / 1600;
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if (difficulty < 0) return 0;
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if (difficulty > 3) return 3;
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return difficulty;
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}
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export function calculateDifficulty(player: IPlayer, startingSecurityLevel: number): number {
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const totalStats = player.strength + player.defense + player.dexterity + player.agility + player.charisma;
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const totalStats =
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player.skills.strength +
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player.skills.defense +
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player.skills.dexterity +
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player.skills.agility +
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player.skills.charisma;
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return calculateRawDiff(player, totalStats, startingSecurityLevel);
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}
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@ -91,7 +91,7 @@ export function Game(props: IProps): React.ReactElement {
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// Kill the player immediately if they use automation, so
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// it's clear they're not meant to
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const damage = options?.automated
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? player.hp
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? player.hp.current
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: props.StartingDifficulty * 3 * (player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 0.5 : 1);
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if (player.takeDamage(damage)) {
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router.toCity();
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@ -34,7 +34,7 @@ export class HospitalLocation extends React.Component<IProps, IState> {
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this.getHealed = this.getHealed.bind(this);
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this.state = {
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currHp: this.props.p.hp,
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currHp: this.props.p.hp.current,
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};
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}
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@ -47,20 +47,20 @@ export class HospitalLocation extends React.Component<IProps, IState> {
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return;
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}
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if (this.props.p.hp < 0) {
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this.props.p.hp = 0;
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if (this.props.p.hp.current < 0) {
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this.props.p.hp.current = 0;
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}
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if (this.props.p.hp >= this.props.p.max_hp) {
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if (this.props.p.hp.current >= this.props.p.hp.max) {
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return;
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}
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const cost = this.getCost();
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this.props.p.loseMoney(cost, "hospitalization");
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this.props.p.hp = this.props.p.max_hp;
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this.props.p.hp.current = this.props.p.hp.max;
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// This just forces a re-render to update the cost
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this.setState({
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currHp: this.props.p.hp,
|
||||
currHp: this.props.p.hp.current,
|
||||
});
|
||||
|
||||
dialogBoxCreate(
|
||||
|
@ -54,7 +54,12 @@ export function SpecialLocation(props: IProps): React.ReactElement {
|
||||
if (p.inBladeburner()) {
|
||||
// Enter Bladeburner division
|
||||
router.toBladeburner();
|
||||
} else if (p.strength >= 100 && p.defense >= 100 && p.dexterity >= 100 && p.agility >= 100) {
|
||||
} else if (
|
||||
p.skills.strength >= 100 &&
|
||||
p.skills.defense >= 100 &&
|
||||
p.skills.dexterity >= 100 &&
|
||||
p.skills.agility >= 100
|
||||
) {
|
||||
// Apply for Bladeburner division
|
||||
p.startBladeburner();
|
||||
dialogBoxCreate("You have been accepted into the Bladeburner division!");
|
||||
@ -96,14 +101,14 @@ export function SpecialLocation(props: IProps): React.ReactElement {
|
||||
N00dles(); // This is the true power of the noodles.
|
||||
if (player.sourceFiles.length > 0) player.giveExploit(Exploit.N00dles);
|
||||
if (player.sourceFileLvl(5) > 0 || player.bitNodeN === 5) {
|
||||
player.intelligence_exp *= 1.0000000000000002;
|
||||
player.exp.intelligence *= 1.0000000000000002;
|
||||
}
|
||||
player.hacking_exp *= 1.0000000000000002;
|
||||
player.strength_exp *= 1.0000000000000002;
|
||||
player.defense_exp *= 1.0000000000000002;
|
||||
player.agility_exp *= 1.0000000000000002;
|
||||
player.dexterity_exp *= 1.0000000000000002;
|
||||
player.charisma_exp *= 1.0000000000000002;
|
||||
player.exp.hacking *= 1.0000000000000002;
|
||||
player.exp.strength *= 1.0000000000000002;
|
||||
player.exp.defense *= 1.0000000000000002;
|
||||
player.exp.agility *= 1.0000000000000002;
|
||||
player.exp.dexterity *= 1.0000000000000002;
|
||||
player.exp.charisma *= 1.0000000000000002;
|
||||
for (const node of player.hacknetNodes) {
|
||||
if (node instanceof HacknetNode) {
|
||||
player.gainMoney(node.moneyGainRatePerSecond * 0.001, "other");
|
||||
|
@ -76,33 +76,33 @@ function checkForMessagesToSend(): void {
|
||||
throw new Error("The world daemon is not a server???? Please un-break reality");
|
||||
}
|
||||
//If the daemon can be hacked, send the player icarus.msg
|
||||
if (Player.hacking >= worldDaemon.requiredHackingSkill) {
|
||||
if (Player.skills.hacking >= worldDaemon.requiredHackingSkill) {
|
||||
sendMessage(redpill, Player.sourceFiles.length === 0);
|
||||
}
|
||||
//If the daemon cannot be hacked, send the player truthgazer.msg a single time.
|
||||
else if (!recvd(truthGazer)) {
|
||||
sendMessage(truthGazer);
|
||||
}
|
||||
} else if (!recvd(jumper0) && Player.hacking >= 25) {
|
||||
} else if (!recvd(jumper0) && Player.skills.hacking >= 25) {
|
||||
sendMessage(jumper0);
|
||||
const flightName = Programs.Flight.name;
|
||||
const homeComp = Player.getHomeComputer();
|
||||
if (!homeComp.programs.includes(flightName)) {
|
||||
homeComp.programs.push(flightName);
|
||||
}
|
||||
} else if (!recvd(jumper1) && Player.hacking >= 40) {
|
||||
} else if (!recvd(jumper1) && Player.skills.hacking >= 40) {
|
||||
sendMessage(jumper1);
|
||||
} else if (!recvd(cybersecTest) && Player.hacking >= 50) {
|
||||
} else if (!recvd(cybersecTest) && Player.skills.hacking >= 50) {
|
||||
sendMessage(cybersecTest);
|
||||
} else if (!recvd(jumper2) && Player.hacking >= 175) {
|
||||
} else if (!recvd(jumper2) && Player.skills.hacking >= 175) {
|
||||
sendMessage(jumper2);
|
||||
} else if (!recvd(nitesecTest) && Player.hacking >= 200) {
|
||||
} else if (!recvd(nitesecTest) && Player.skills.hacking >= 200) {
|
||||
sendMessage(nitesecTest);
|
||||
} else if (!recvd(jumper3) && Player.hacking >= 350) {
|
||||
} else if (!recvd(jumper3) && Player.skills.hacking >= 350) {
|
||||
sendMessage(jumper3);
|
||||
} else if (!recvd(jumper4) && Player.hacking >= 490) {
|
||||
} else if (!recvd(jumper4) && Player.skills.hacking >= 490) {
|
||||
sendMessage(jumper4);
|
||||
} else if (!recvd(bitrunnersTest) && Player.hacking >= 500) {
|
||||
} else if (!recvd(bitrunnersTest) && Player.skills.hacking >= 500) {
|
||||
sendMessage(bitrunnersTest);
|
||||
}
|
||||
}
|
||||
|
@ -941,7 +941,9 @@ export function NetscriptFunctions(workerScript: WorkerScript): NS {
|
||||
},
|
||||
share: (ctx: NetscriptContext) => async (): Promise<void> => {
|
||||
ctx.log(() => "Sharing this computer.");
|
||||
const end = StartSharing(workerScript.scriptRef.threads * calculateIntelligenceBonus(Player.intelligence, 2));
|
||||
const end = StartSharing(
|
||||
workerScript.scriptRef.threads * calculateIntelligenceBonus(Player.skills.intelligence, 2),
|
||||
);
|
||||
return netscriptDelay(10000, workerScript).finally(function () {
|
||||
ctx.log(() => "Finished sharing this computer.");
|
||||
end();
|
||||
@ -1614,8 +1616,8 @@ export function NetscriptFunctions(workerScript: WorkerScript): NS {
|
||||
},
|
||||
getHackingLevel: (ctx: NetscriptContext) => (): number => {
|
||||
Player.updateSkillLevels();
|
||||
ctx.log(() => `returned ${Player.hacking}`);
|
||||
return Player.hacking;
|
||||
ctx.log(() => `returned ${Player.skills.hacking}`);
|
||||
return Player.skills.hacking;
|
||||
},
|
||||
getHackingMultipliers: () => (): HackingMultipliers => {
|
||||
return {
|
||||
@ -2434,21 +2436,9 @@ export function NetscriptFunctions(workerScript: WorkerScript): NS {
|
||||
},
|
||||
getPlayer: () => (): INetscriptPlayer => {
|
||||
const data = {
|
||||
hacking: Player.hacking,
|
||||
hp: Player.hp,
|
||||
max_hp: Player.max_hp,
|
||||
strength: Player.strength,
|
||||
defense: Player.defense,
|
||||
dexterity: Player.dexterity,
|
||||
agility: Player.agility,
|
||||
charisma: Player.charisma,
|
||||
intelligence: Player.intelligence,
|
||||
hacking_exp: Player.hacking_exp,
|
||||
strength_exp: Player.strength_exp,
|
||||
defense_exp: Player.defense_exp,
|
||||
dexterity_exp: Player.dexterity_exp,
|
||||
agility_exp: Player.agility_exp,
|
||||
charisma_exp: Player.charisma_exp,
|
||||
skills: Player.skills,
|
||||
exp: Player.exp,
|
||||
hacking_chance_mult: Player.mults.hacking_chance,
|
||||
mults: JSON.parse(JSON.stringify(Player.mults)),
|
||||
numPeopleKilled: Player.numPeopleKilled,
|
||||
@ -2469,7 +2459,6 @@ export function NetscriptFunctions(workerScript: WorkerScript): NS {
|
||||
inBladeburner: Player.inBladeburner(),
|
||||
hasCorporation: Player.hasCorporation(),
|
||||
entropy: Player.entropy,
|
||||
currentWork: Player.currentWork,
|
||||
};
|
||||
Object.assign(data.jobs, Player.jobs);
|
||||
return data;
|
||||
|
@ -403,10 +403,10 @@ export function NetscriptBladeburner(player: IPlayer, workerScript: WorkerScript
|
||||
if (player.bladeburner instanceof Bladeburner) {
|
||||
return true; // Already member
|
||||
} else if (
|
||||
player.strength >= 100 &&
|
||||
player.defense >= 100 &&
|
||||
player.dexterity >= 100 &&
|
||||
player.agility >= 100
|
||||
player.skills.strength >= 100 &&
|
||||
player.skills.defense >= 100 &&
|
||||
player.skills.dexterity >= 100 &&
|
||||
player.skills.agility >= 100
|
||||
) {
|
||||
player.bladeburner = new Bladeburner(player);
|
||||
ctx.log(() => "You have been accepted into the Bladeburner division");
|
||||
|
@ -1257,7 +1257,7 @@ export function NetscriptSingularity(player: IPlayer, workerScript: WorkerScript
|
||||
const wd = GetServer(SpecialServers.WorldDaemon);
|
||||
if (!(wd instanceof Server))
|
||||
throw new Error("WorldDaemon was not a normal server. This is a bug contact dev.");
|
||||
if (player.hacking < wd.requiredHackingSkill) return false;
|
||||
if (player.skills.hacking < wd.requiredHackingSkill) return false;
|
||||
if (!wd.hasAdminRights) return false;
|
||||
return true;
|
||||
};
|
||||
|
@ -40,12 +40,12 @@ export function NetscriptSleeve(player: IPlayer): InternalAPI<ISleeve> {
|
||||
shock: 100 - sl.shock,
|
||||
sync: sl.sync,
|
||||
memory: sl.memory,
|
||||
hacking: sl.hacking,
|
||||
strength: sl.strength,
|
||||
defense: sl.defense,
|
||||
dexterity: sl.dexterity,
|
||||
agility: sl.agility,
|
||||
charisma: sl.charisma,
|
||||
hacking: sl.skills.hacking,
|
||||
strength: sl.skills.strength,
|
||||
defense: sl.skills.defense,
|
||||
dexterity: sl.skills.dexterity,
|
||||
agility: sl.skills.agility,
|
||||
charisma: sl.skills.charisma,
|
||||
};
|
||||
};
|
||||
|
||||
@ -206,10 +206,10 @@ export function NetscriptSleeve(player: IPlayer): InternalAPI<ISleeve> {
|
||||
return {
|
||||
tor: false,
|
||||
city: sl.city,
|
||||
hp: sl.hp,
|
||||
hp: sl.hp.current,
|
||||
jobs: Object.keys(player.jobs), // technically sleeves have the same jobs as the player.
|
||||
jobTitle: Object.values(player.jobs),
|
||||
maxHp: sl.max_hp,
|
||||
maxHp: sl.hp.max,
|
||||
|
||||
mult: {
|
||||
agility: sl.mults.agility,
|
||||
|
4
src/PersonObjects/HP.ts
Normal file
4
src/PersonObjects/HP.ts
Normal file
@ -0,0 +1,4 @@
|
||||
export interface HP {
|
||||
current: number;
|
||||
max: number;
|
||||
}
|
@ -2,29 +2,15 @@
|
||||
// a Sleeve. Used for functions that need to take in both.
|
||||
|
||||
import { IPlayerOwnedAugmentation } from "../Augmentation/PlayerOwnedAugmentation";
|
||||
import { HP } from "./HP";
|
||||
import { ITaskTracker } from "./ITaskTracker";
|
||||
import { Multipliers } from "./Multipliers";
|
||||
import { Skills } from "./Skills";
|
||||
|
||||
export interface IPerson {
|
||||
// Stats
|
||||
hacking: number;
|
||||
strength: number;
|
||||
defense: number;
|
||||
dexterity: number;
|
||||
agility: number;
|
||||
charisma: number;
|
||||
intelligence: number;
|
||||
hp: number;
|
||||
max_hp: number;
|
||||
|
||||
// Experience
|
||||
hacking_exp: number;
|
||||
strength_exp: number;
|
||||
defense_exp: number;
|
||||
dexterity_exp: number;
|
||||
agility_exp: number;
|
||||
charisma_exp: number;
|
||||
intelligence_exp: number;
|
||||
hp: HP;
|
||||
skills: Skills;
|
||||
exp: Skills;
|
||||
|
||||
mults: Multipliers;
|
||||
|
||||
|
@ -31,6 +31,8 @@ import { PlayerAchievement } from "../Achievements/Achievements";
|
||||
import { IPerson } from "./IPerson";
|
||||
import { Work } from "../Work/Work";
|
||||
import { Multipliers } from "./Multipliers";
|
||||
import { Skills } from "./Skills";
|
||||
import { HP } from "./HP";
|
||||
|
||||
export interface IPlayer extends IPerson {
|
||||
bitNodeN: number;
|
||||
@ -47,12 +49,10 @@ export interface IPlayer extends IPerson {
|
||||
hashManager: HashManager;
|
||||
hasTixApiAccess: boolean;
|
||||
hasWseAccount: boolean;
|
||||
hp: number;
|
||||
jobs: IMap<string>;
|
||||
karma: number;
|
||||
numPeopleKilled: number;
|
||||
location: LocationName;
|
||||
max_hp: number;
|
||||
readonly money: number;
|
||||
moneySourceA: MoneySourceTracker;
|
||||
moneySourceB: MoneySourceTracker;
|
||||
@ -70,23 +70,9 @@ export interface IPlayer extends IPerson {
|
||||
lastUpdate: number;
|
||||
totalPlaytime: number;
|
||||
|
||||
// Stats
|
||||
hacking: number;
|
||||
strength: number;
|
||||
defense: number;
|
||||
dexterity: number;
|
||||
agility: number;
|
||||
charisma: number;
|
||||
intelligence: number;
|
||||
|
||||
// Experience
|
||||
hacking_exp: number;
|
||||
strength_exp: number;
|
||||
defense_exp: number;
|
||||
dexterity_exp: number;
|
||||
agility_exp: number;
|
||||
charisma_exp: number;
|
||||
intelligence_exp: number;
|
||||
hp: HP;
|
||||
skills: Skills;
|
||||
exp: Skills;
|
||||
|
||||
mults: Multipliers;
|
||||
|
||||
|
@ -8,32 +8,30 @@ import { calculateSkill } from "./formulas/skill";
|
||||
import { calculateIntelligenceBonus } from "./formulas/intelligence";
|
||||
import { IPerson } from "./IPerson";
|
||||
import { defaultMultipliers, mergeMultipliers } from "./Multipliers";
|
||||
import { Skills } from "./Skills";
|
||||
import { HP } from "./HP";
|
||||
|
||||
// Base class representing a person-like object
|
||||
export abstract class Person implements IPerson {
|
||||
/**
|
||||
* Stats
|
||||
*/
|
||||
hacking = 1;
|
||||
strength = 1;
|
||||
defense = 1;
|
||||
dexterity = 1;
|
||||
agility = 1;
|
||||
charisma = 1;
|
||||
intelligence = 0;
|
||||
hp = 10;
|
||||
max_hp = 10;
|
||||
|
||||
/**
|
||||
* Experience
|
||||
*/
|
||||
hacking_exp = 0;
|
||||
strength_exp = 0;
|
||||
defense_exp = 0;
|
||||
dexterity_exp = 0;
|
||||
agility_exp = 0;
|
||||
charisma_exp = 0;
|
||||
intelligence_exp = 0;
|
||||
hp: HP = { current: 10, max: 10 };
|
||||
skills: Skills = {
|
||||
hacking: 1,
|
||||
strength: 1,
|
||||
defense: 1,
|
||||
dexterity: 1,
|
||||
agility: 1,
|
||||
charisma: 1,
|
||||
intelligence: 1,
|
||||
};
|
||||
exp: Skills = {
|
||||
hacking: 0,
|
||||
strength: 0,
|
||||
defense: 0,
|
||||
dexterity: 0,
|
||||
agility: 0,
|
||||
charisma: 0,
|
||||
intelligence: 0,
|
||||
};
|
||||
|
||||
mults = defaultMultipliers();
|
||||
|
||||
@ -81,12 +79,12 @@ export abstract class Person implements IPerson {
|
||||
getFactionFieldWorkRepGain(): number {
|
||||
const t =
|
||||
(0.9 *
|
||||
(this.hacking / CONSTANTS.MaxSkillLevel +
|
||||
this.strength / CONSTANTS.MaxSkillLevel +
|
||||
this.defense / CONSTANTS.MaxSkillLevel +
|
||||
this.dexterity / CONSTANTS.MaxSkillLevel +
|
||||
this.agility / CONSTANTS.MaxSkillLevel +
|
||||
this.charisma / CONSTANTS.MaxSkillLevel)) /
|
||||
(this.skills.hacking / CONSTANTS.MaxSkillLevel +
|
||||
this.skills.strength / CONSTANTS.MaxSkillLevel +
|
||||
this.skills.defense / CONSTANTS.MaxSkillLevel +
|
||||
this.skills.dexterity / CONSTANTS.MaxSkillLevel +
|
||||
this.skills.agility / CONSTANTS.MaxSkillLevel +
|
||||
this.skills.charisma / CONSTANTS.MaxSkillLevel)) /
|
||||
5.5;
|
||||
return t * this.mults.faction_rep;
|
||||
}
|
||||
@ -96,7 +94,7 @@ export abstract class Person implements IPerson {
|
||||
* when doing Hacking Work for a faction
|
||||
*/
|
||||
getFactionHackingWorkRepGain(): number {
|
||||
return (this.hacking / CONSTANTS.MaxSkillLevel) * this.mults.faction_rep;
|
||||
return (this.skills.hacking / CONSTANTS.MaxSkillLevel) * this.mults.faction_rep;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -106,11 +104,11 @@ export abstract class Person implements IPerson {
|
||||
getFactionSecurityWorkRepGain(): number {
|
||||
const t =
|
||||
(0.9 *
|
||||
(this.hacking / CONSTANTS.MaxSkillLevel +
|
||||
this.strength / CONSTANTS.MaxSkillLevel +
|
||||
this.defense / CONSTANTS.MaxSkillLevel +
|
||||
this.dexterity / CONSTANTS.MaxSkillLevel +
|
||||
this.agility / CONSTANTS.MaxSkillLevel)) /
|
||||
(this.skills.hacking / CONSTANTS.MaxSkillLevel +
|
||||
this.skills.strength / CONSTANTS.MaxSkillLevel +
|
||||
this.skills.defense / CONSTANTS.MaxSkillLevel +
|
||||
this.skills.dexterity / CONSTANTS.MaxSkillLevel +
|
||||
this.skills.agility / CONSTANTS.MaxSkillLevel)) /
|
||||
4.5;
|
||||
return t * this.mults.faction_rep;
|
||||
}
|
||||
@ -126,44 +124,44 @@ export abstract class Person implements IPerson {
|
||||
* Update all stat levels
|
||||
*/
|
||||
updateStatLevels(): void {
|
||||
this.hacking = Math.max(
|
||||
this.skills.hacking = Math.max(
|
||||
1,
|
||||
Math.floor(this.calculateStat(this.hacking_exp, this.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier)),
|
||||
Math.floor(this.calculateStat(this.exp.hacking, this.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier)),
|
||||
);
|
||||
this.strength = Math.max(
|
||||
this.skills.strength = Math.max(
|
||||
1,
|
||||
Math.floor(
|
||||
this.calculateStat(this.strength_exp, this.mults.strength * BitNodeMultipliers.StrengthLevelMultiplier),
|
||||
this.calculateStat(this.exp.strength, this.mults.strength * BitNodeMultipliers.StrengthLevelMultiplier),
|
||||
),
|
||||
);
|
||||
this.defense = Math.max(
|
||||
this.skills.defense = Math.max(
|
||||
1,
|
||||
Math.floor(this.calculateStat(this.defense_exp, this.mults.defense * BitNodeMultipliers.DefenseLevelMultiplier)),
|
||||
Math.floor(this.calculateStat(this.exp.defense, this.mults.defense * BitNodeMultipliers.DefenseLevelMultiplier)),
|
||||
);
|
||||
this.dexterity = Math.max(
|
||||
this.skills.dexterity = Math.max(
|
||||
1,
|
||||
Math.floor(
|
||||
this.calculateStat(this.dexterity_exp, this.mults.dexterity * BitNodeMultipliers.DexterityLevelMultiplier),
|
||||
this.calculateStat(this.exp.dexterity, this.mults.dexterity * BitNodeMultipliers.DexterityLevelMultiplier),
|
||||
),
|
||||
);
|
||||
this.agility = Math.max(
|
||||
this.skills.agility = Math.max(
|
||||
1,
|
||||
Math.floor(this.calculateStat(this.agility_exp, this.mults.agility * BitNodeMultipliers.AgilityLevelMultiplier)),
|
||||
Math.floor(this.calculateStat(this.exp.agility, this.mults.agility * BitNodeMultipliers.AgilityLevelMultiplier)),
|
||||
);
|
||||
this.charisma = Math.max(
|
||||
this.skills.charisma = Math.max(
|
||||
1,
|
||||
Math.floor(
|
||||
this.calculateStat(this.charisma_exp, this.mults.charisma * BitNodeMultipliers.CharismaLevelMultiplier),
|
||||
this.calculateStat(this.exp.charisma, this.mults.charisma * BitNodeMultipliers.CharismaLevelMultiplier),
|
||||
),
|
||||
);
|
||||
|
||||
const ratio: number = this.hp / this.max_hp;
|
||||
this.max_hp = Math.floor(10 + this.defense / 10);
|
||||
this.hp = Math.round(this.max_hp * ratio);
|
||||
const ratio: number = this.hp.current / this.hp.max;
|
||||
this.hp.max = Math.floor(10 + this.skills.defense / 10);
|
||||
this.hp.current = Math.round(this.hp.max * ratio);
|
||||
}
|
||||
|
||||
getIntelligenceBonus(weight: number): number {
|
||||
return calculateIntelligenceBonus(this.intelligence, weight);
|
||||
return calculateIntelligenceBonus(this.skills.intelligence, weight);
|
||||
}
|
||||
|
||||
abstract takeDamage(amt: number): boolean;
|
||||
|
@ -40,6 +40,8 @@ import { ITaskTracker } from "../ITaskTracker";
|
||||
import { CONSTANTS } from "../../Constants";
|
||||
import { Work } from "src/Work/Work";
|
||||
import { defaultMultipliers, Multipliers } from "../Multipliers";
|
||||
import { HP } from "../HP";
|
||||
import { Skills } from "../Skills";
|
||||
|
||||
export class PlayerObject implements IPlayer {
|
||||
// Class members
|
||||
@ -58,13 +60,11 @@ export class PlayerObject implements IPlayer {
|
||||
hashManager: HashManager;
|
||||
hasTixApiAccess: boolean;
|
||||
hasWseAccount: boolean;
|
||||
hp: number;
|
||||
jobs: IMap<string>;
|
||||
init: () => void;
|
||||
karma: number;
|
||||
numPeopleKilled: number;
|
||||
location: LocationName;
|
||||
max_hp: number;
|
||||
money: number;
|
||||
moneySourceA: MoneySourceTracker;
|
||||
moneySourceB: MoneySourceTracker;
|
||||
@ -84,23 +84,9 @@ export class PlayerObject implements IPlayer {
|
||||
lastSave: number;
|
||||
totalPlaytime: number;
|
||||
|
||||
// Stats
|
||||
hacking: number;
|
||||
strength: number;
|
||||
defense: number;
|
||||
dexterity: number;
|
||||
agility: number;
|
||||
charisma: number;
|
||||
intelligence: number;
|
||||
|
||||
// Experience
|
||||
hacking_exp: number;
|
||||
strength_exp: number;
|
||||
defense_exp: number;
|
||||
dexterity_exp: number;
|
||||
agility_exp: number;
|
||||
charisma_exp: number;
|
||||
intelligence_exp: number;
|
||||
hp: HP;
|
||||
skills: Skills;
|
||||
exp: Skills;
|
||||
|
||||
mults: Multipliers;
|
||||
|
||||
@ -197,31 +183,25 @@ export class PlayerObject implements IPlayer {
|
||||
focusPenalty: () => number;
|
||||
|
||||
constructor() {
|
||||
//Skills and stats
|
||||
this.hacking = 1;
|
||||
|
||||
//Combat stats
|
||||
this.hp = 10;
|
||||
this.max_hp = 10;
|
||||
this.strength = 1;
|
||||
this.defense = 1;
|
||||
this.dexterity = 1;
|
||||
this.agility = 1;
|
||||
|
||||
//Labor stats
|
||||
this.charisma = 1;
|
||||
|
||||
//Special stats
|
||||
this.intelligence = 0;
|
||||
|
||||
//Experience and multipliers
|
||||
this.hacking_exp = 0;
|
||||
this.strength_exp = 0;
|
||||
this.defense_exp = 0;
|
||||
this.dexterity_exp = 0;
|
||||
this.agility_exp = 0;
|
||||
this.charisma_exp = 0;
|
||||
this.intelligence_exp = 0;
|
||||
this.hp = { current: 10, max: 10 };
|
||||
this.skills = {
|
||||
hacking: 1,
|
||||
strength: 1,
|
||||
defense: 1,
|
||||
dexterity: 1,
|
||||
agility: 1,
|
||||
charisma: 1,
|
||||
intelligence: 1,
|
||||
};
|
||||
this.exp = {
|
||||
hacking: 0,
|
||||
strength: 0,
|
||||
defense: 0,
|
||||
dexterity: 0,
|
||||
agility: 0,
|
||||
charisma: 0,
|
||||
intelligence: 0,
|
||||
};
|
||||
|
||||
this.mults = defaultMultipliers();
|
||||
|
||||
|
@ -78,21 +78,21 @@ export function prestigeAugmentation(this: PlayerObject): void {
|
||||
this.numPeopleKilled = 0;
|
||||
|
||||
//Reset stats
|
||||
this.hacking = 1;
|
||||
this.skills.hacking = 1;
|
||||
|
||||
this.strength = 1;
|
||||
this.defense = 1;
|
||||
this.dexterity = 1;
|
||||
this.agility = 1;
|
||||
this.skills.strength = 1;
|
||||
this.skills.defense = 1;
|
||||
this.skills.dexterity = 1;
|
||||
this.skills.agility = 1;
|
||||
|
||||
this.charisma = 1;
|
||||
this.skills.charisma = 1;
|
||||
|
||||
this.hacking_exp = 0;
|
||||
this.strength_exp = 0;
|
||||
this.defense_exp = 0;
|
||||
this.dexterity_exp = 0;
|
||||
this.agility_exp = 0;
|
||||
this.charisma_exp = 0;
|
||||
this.exp.hacking = 0;
|
||||
this.exp.strength = 0;
|
||||
this.exp.defense = 0;
|
||||
this.exp.dexterity = 0;
|
||||
this.exp.agility = 0;
|
||||
this.exp.charisma = 0;
|
||||
|
||||
this.money = 1000 + CONSTANTS.Donations;
|
||||
|
||||
@ -136,7 +136,7 @@ export function prestigeAugmentation(this: PlayerObject): void {
|
||||
|
||||
// Reapply augs, re-calculate skills and reset HP
|
||||
this.reapplyAllAugmentations(true);
|
||||
this.hp = this.max_hp;
|
||||
this.hp.current = this.hp.max;
|
||||
|
||||
this.finishWork(true);
|
||||
}
|
||||
@ -197,46 +197,46 @@ export function calculateSkillProgress(this: IPlayer, exp: number, mult = 1): IS
|
||||
}
|
||||
|
||||
export function updateSkillLevels(this: IPlayer): void {
|
||||
this.hacking = Math.max(
|
||||
this.skills.hacking = Math.max(
|
||||
1,
|
||||
Math.floor(this.calculateSkill(this.hacking_exp, this.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier)),
|
||||
Math.floor(this.calculateSkill(this.exp.hacking, this.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier)),
|
||||
);
|
||||
this.strength = Math.max(
|
||||
this.skills.strength = Math.max(
|
||||
1,
|
||||
Math.floor(
|
||||
this.calculateSkill(this.strength_exp, this.mults.strength * BitNodeMultipliers.StrengthLevelMultiplier),
|
||||
this.calculateSkill(this.exp.strength, this.mults.strength * BitNodeMultipliers.StrengthLevelMultiplier),
|
||||
),
|
||||
);
|
||||
this.defense = Math.max(
|
||||
this.skills.defense = Math.max(
|
||||
1,
|
||||
Math.floor(this.calculateSkill(this.defense_exp, this.mults.defense * BitNodeMultipliers.DefenseLevelMultiplier)),
|
||||
Math.floor(this.calculateSkill(this.exp.defense, this.mults.defense * BitNodeMultipliers.DefenseLevelMultiplier)),
|
||||
);
|
||||
this.dexterity = Math.max(
|
||||
this.skills.dexterity = Math.max(
|
||||
1,
|
||||
Math.floor(
|
||||
this.calculateSkill(this.dexterity_exp, this.mults.dexterity * BitNodeMultipliers.DexterityLevelMultiplier),
|
||||
this.calculateSkill(this.exp.dexterity, this.mults.dexterity * BitNodeMultipliers.DexterityLevelMultiplier),
|
||||
),
|
||||
);
|
||||
this.agility = Math.max(
|
||||
this.skills.agility = Math.max(
|
||||
1,
|
||||
Math.floor(this.calculateSkill(this.agility_exp, this.mults.agility * BitNodeMultipliers.AgilityLevelMultiplier)),
|
||||
Math.floor(this.calculateSkill(this.exp.agility, this.mults.agility * BitNodeMultipliers.AgilityLevelMultiplier)),
|
||||
);
|
||||
this.charisma = Math.max(
|
||||
this.skills.charisma = Math.max(
|
||||
1,
|
||||
Math.floor(
|
||||
this.calculateSkill(this.charisma_exp, this.mults.charisma * BitNodeMultipliers.CharismaLevelMultiplier),
|
||||
this.calculateSkill(this.exp.charisma, this.mults.charisma * BitNodeMultipliers.CharismaLevelMultiplier),
|
||||
),
|
||||
);
|
||||
|
||||
if (this.intelligence > 0) {
|
||||
this.intelligence = Math.floor(this.calculateSkill(this.intelligence_exp));
|
||||
if (this.skills.intelligence > 0) {
|
||||
this.skills.intelligence = Math.floor(this.calculateSkill(this.exp.intelligence));
|
||||
} else {
|
||||
this.intelligence = 0;
|
||||
this.skills.intelligence = 0;
|
||||
}
|
||||
|
||||
const ratio = this.hp / this.max_hp;
|
||||
this.max_hp = Math.floor(10 + this.defense / 10);
|
||||
this.hp = Math.round(this.max_hp * ratio);
|
||||
const ratio = this.hp.current / this.hp.max;
|
||||
this.hp.max = Math.floor(10 + this.skills.defense / 10);
|
||||
this.hp.current = Math.round(this.hp.max * ratio);
|
||||
}
|
||||
|
||||
export function resetMultipliers(this: IPlayer): void {
|
||||
@ -311,12 +311,15 @@ export function gainHackingExp(this: IPerson, exp: number): void {
|
||||
console.error("ERR: NaN passed into Player.gainHackingExp()");
|
||||
return;
|
||||
}
|
||||
this.hacking_exp += exp;
|
||||
if (this.hacking_exp < 0) {
|
||||
this.hacking_exp = 0;
|
||||
this.exp.hacking += exp;
|
||||
if (this.exp.hacking < 0) {
|
||||
this.exp.hacking = 0;
|
||||
}
|
||||
|
||||
this.hacking = calculateSkillF(this.hacking_exp, this.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier);
|
||||
this.skills.hacking = calculateSkillF(
|
||||
this.exp.hacking,
|
||||
this.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier,
|
||||
);
|
||||
}
|
||||
|
||||
export function gainStrengthExp(this: IPerson, exp: number): void {
|
||||
@ -324,12 +327,15 @@ export function gainStrengthExp(this: IPerson, exp: number): void {
|
||||
console.error("ERR: NaN passed into Player.gainStrengthExp()");
|
||||
return;
|
||||
}
|
||||
this.strength_exp += exp;
|
||||
if (this.strength_exp < 0) {
|
||||
this.strength_exp = 0;
|
||||
this.exp.strength += exp;
|
||||
if (this.exp.strength < 0) {
|
||||
this.exp.strength = 0;
|
||||
}
|
||||
|
||||
this.strength = calculateSkillF(this.strength_exp, this.mults.strength * BitNodeMultipliers.StrengthLevelMultiplier);
|
||||
this.skills.strength = calculateSkillF(
|
||||
this.exp.strength,
|
||||
this.mults.strength * BitNodeMultipliers.StrengthLevelMultiplier,
|
||||
);
|
||||
}
|
||||
|
||||
export function gainDefenseExp(this: IPerson, exp: number): void {
|
||||
@ -337,15 +343,18 @@ export function gainDefenseExp(this: IPerson, exp: number): void {
|
||||
console.error("ERR: NaN passed into player.gainDefenseExp()");
|
||||
return;
|
||||
}
|
||||
this.defense_exp += exp;
|
||||
if (this.defense_exp < 0) {
|
||||
this.defense_exp = 0;
|
||||
this.exp.defense += exp;
|
||||
if (this.exp.defense < 0) {
|
||||
this.exp.defense = 0;
|
||||
}
|
||||
|
||||
this.defense = calculateSkillF(this.defense_exp, this.mults.defense * BitNodeMultipliers.DefenseLevelMultiplier);
|
||||
const ratio = this.hp / this.max_hp;
|
||||
this.max_hp = Math.floor(10 + this.defense / 10);
|
||||
this.hp = Math.round(this.max_hp * ratio);
|
||||
this.skills.defense = calculateSkillF(
|
||||
this.exp.defense,
|
||||
this.mults.defense * BitNodeMultipliers.DefenseLevelMultiplier,
|
||||
);
|
||||
const ratio = this.hp.current / this.hp.max;
|
||||
this.hp.max = Math.floor(10 + this.skills.defense / 10);
|
||||
this.hp.current = Math.round(this.hp.max * ratio);
|
||||
}
|
||||
|
||||
export function gainDexterityExp(this: IPerson, exp: number): void {
|
||||
@ -353,13 +362,13 @@ export function gainDexterityExp(this: IPerson, exp: number): void {
|
||||
console.error("ERR: NaN passed into Player.gainDexterityExp()");
|
||||
return;
|
||||
}
|
||||
this.dexterity_exp += exp;
|
||||
if (this.dexterity_exp < 0) {
|
||||
this.dexterity_exp = 0;
|
||||
this.exp.dexterity += exp;
|
||||
if (this.exp.dexterity < 0) {
|
||||
this.exp.dexterity = 0;
|
||||
}
|
||||
|
||||
this.dexterity = calculateSkillF(
|
||||
this.dexterity_exp,
|
||||
this.skills.dexterity = calculateSkillF(
|
||||
this.exp.dexterity,
|
||||
this.mults.dexterity * BitNodeMultipliers.DexterityLevelMultiplier,
|
||||
);
|
||||
}
|
||||
@ -369,12 +378,15 @@ export function gainAgilityExp(this: IPerson, exp: number): void {
|
||||
console.error("ERR: NaN passed into Player.gainAgilityExp()");
|
||||
return;
|
||||
}
|
||||
this.agility_exp += exp;
|
||||
if (this.agility_exp < 0) {
|
||||
this.agility_exp = 0;
|
||||
this.exp.agility += exp;
|
||||
if (this.exp.agility < 0) {
|
||||
this.exp.agility = 0;
|
||||
}
|
||||
|
||||
this.agility = calculateSkillF(this.agility_exp, this.mults.agility * BitNodeMultipliers.AgilityLevelMultiplier);
|
||||
this.skills.agility = calculateSkillF(
|
||||
this.exp.agility,
|
||||
this.mults.agility * BitNodeMultipliers.AgilityLevelMultiplier,
|
||||
);
|
||||
}
|
||||
|
||||
export function gainCharismaExp(this: IPerson, exp: number): void {
|
||||
@ -382,12 +394,15 @@ export function gainCharismaExp(this: IPerson, exp: number): void {
|
||||
console.error("ERR: NaN passed into Player.gainCharismaExp()");
|
||||
return;
|
||||
}
|
||||
this.charisma_exp += exp;
|
||||
if (this.charisma_exp < 0) {
|
||||
this.charisma_exp = 0;
|
||||
this.exp.charisma += exp;
|
||||
if (this.exp.charisma < 0) {
|
||||
this.exp.charisma = 0;
|
||||
}
|
||||
|
||||
this.charisma = calculateSkillF(this.charisma_exp, this.mults.charisma * BitNodeMultipliers.CharismaLevelMultiplier);
|
||||
this.skills.charisma = calculateSkillF(
|
||||
this.exp.charisma,
|
||||
this.mults.charisma * BitNodeMultipliers.CharismaLevelMultiplier,
|
||||
);
|
||||
}
|
||||
|
||||
export function gainIntelligenceExp(this: IPerson, exp: number): void {
|
||||
@ -395,9 +410,9 @@ export function gainIntelligenceExp(this: IPerson, exp: number): void {
|
||||
console.error("ERROR: NaN passed into Player.gainIntelligenceExp()");
|
||||
return;
|
||||
}
|
||||
if (Player.sourceFileLvl(5) > 0 || this.intelligence > 0) {
|
||||
this.intelligence_exp += exp;
|
||||
this.intelligence = Math.floor(this.calculateSkill(this.intelligence_exp, 1));
|
||||
if (Player.sourceFileLvl(5) > 0 || this.skills.intelligence > 0) {
|
||||
this.exp.intelligence += exp;
|
||||
this.skills.intelligence = Math.floor(this.calculateSkill(this.exp.intelligence, 1));
|
||||
}
|
||||
}
|
||||
|
||||
@ -415,25 +430,25 @@ export function gainStats(this: IPerson, retValue: ITaskTracker): void {
|
||||
export function queryStatFromString(this: IPlayer, str: string): number {
|
||||
const tempStr = str.toLowerCase();
|
||||
if (tempStr.includes("hack")) {
|
||||
return this.hacking;
|
||||
return this.skills.hacking;
|
||||
}
|
||||
if (tempStr.includes("str")) {
|
||||
return this.strength;
|
||||
return this.skills.strength;
|
||||
}
|
||||
if (tempStr.includes("def")) {
|
||||
return this.defense;
|
||||
return this.skills.defense;
|
||||
}
|
||||
if (tempStr.includes("dex")) {
|
||||
return this.dexterity;
|
||||
return this.skills.dexterity;
|
||||
}
|
||||
if (tempStr.includes("agi")) {
|
||||
return this.agility;
|
||||
return this.skills.agility;
|
||||
}
|
||||
if (tempStr.includes("cha")) {
|
||||
return this.charisma;
|
||||
return this.skills.charisma;
|
||||
}
|
||||
if (tempStr.includes("int")) {
|
||||
return this.intelligence;
|
||||
return this.skills.intelligence;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
@ -453,8 +468,8 @@ export function takeDamage(this: IPlayer, amt: number): boolean {
|
||||
return false;
|
||||
}
|
||||
|
||||
this.hp -= amt;
|
||||
if (this.hp <= 0) {
|
||||
this.hp.current -= amt;
|
||||
if (this.hp.current <= 0) {
|
||||
this.hospitalize();
|
||||
return true;
|
||||
} else {
|
||||
@ -467,9 +482,9 @@ export function regenerateHp(this: IPerson, amt: number): void {
|
||||
console.warn(`Player.regenerateHp() called without a numeric argument: ${amt}`);
|
||||
return;
|
||||
}
|
||||
this.hp += amt;
|
||||
if (this.hp > this.max_hp) {
|
||||
this.hp = this.max_hp;
|
||||
this.hp.current += amt;
|
||||
if (this.hp.current > this.hp.max) {
|
||||
this.hp.current = this.hp.max;
|
||||
}
|
||||
}
|
||||
|
||||
@ -478,7 +493,7 @@ export function hospitalize(this: IPlayer): number {
|
||||
SnackbarEvents.emit(`You've been Hospitalized for ${numeralWrapper.formatMoney(cost)}`, ToastVariant.WARNING, 2000);
|
||||
|
||||
this.loseMoney(cost, "hospitalization");
|
||||
this.hp = this.max_hp;
|
||||
this.hp.current = this.hp.max;
|
||||
return cost;
|
||||
}
|
||||
|
||||
@ -754,12 +769,12 @@ export function isQualified(this: IPlayer, company: Company, position: CompanyPo
|
||||
const reqCharisma = position.requiredCharisma > 0 ? position.requiredCharisma + offset : 0;
|
||||
|
||||
return (
|
||||
this.hacking >= reqHacking &&
|
||||
this.strength >= reqStrength &&
|
||||
this.defense >= reqDefense &&
|
||||
this.dexterity >= reqDexterity &&
|
||||
this.agility >= reqAgility &&
|
||||
this.charisma >= reqCharisma &&
|
||||
this.skills.hacking >= reqHacking &&
|
||||
this.skills.strength >= reqStrength &&
|
||||
this.skills.defense >= reqDefense &&
|
||||
this.skills.dexterity >= reqDexterity &&
|
||||
this.skills.agility >= reqAgility &&
|
||||
this.skills.charisma >= reqCharisma &&
|
||||
company.playerReputation >= position.requiredReputation
|
||||
);
|
||||
}
|
||||
@ -851,11 +866,11 @@ export function checkForFactionInvitations(this: IPlayer): Faction[] {
|
||||
!illuminatiFac.alreadyInvited &&
|
||||
numAugmentations >= 30 &&
|
||||
this.money >= 150000000000 &&
|
||||
this.hacking >= 1500 &&
|
||||
this.strength >= 1200 &&
|
||||
this.defense >= 1200 &&
|
||||
this.dexterity >= 1200 &&
|
||||
this.agility >= 1200
|
||||
this.skills.hacking >= 1500 &&
|
||||
this.skills.strength >= 1200 &&
|
||||
this.skills.defense >= 1200 &&
|
||||
this.skills.dexterity >= 1200 &&
|
||||
this.skills.agility >= 1200
|
||||
) {
|
||||
invitedFactions.push(illuminatiFac);
|
||||
}
|
||||
@ -868,8 +883,11 @@ export function checkForFactionInvitations(this: IPlayer): Faction[] {
|
||||
!daedalusFac.alreadyInvited &&
|
||||
numAugmentations >= BitNodeMultipliers.DaedalusAugsRequirement &&
|
||||
this.money >= 100000000000 &&
|
||||
(this.hacking >= 2500 ||
|
||||
(this.strength >= 1500 && this.defense >= 1500 && this.dexterity >= 1500 && this.agility >= 1500))
|
||||
(this.skills.hacking >= 2500 ||
|
||||
(this.skills.strength >= 1500 &&
|
||||
this.skills.defense >= 1500 &&
|
||||
this.skills.dexterity >= 1500 &&
|
||||
this.skills.agility >= 1500))
|
||||
) {
|
||||
invitedFactions.push(daedalusFac);
|
||||
}
|
||||
@ -882,11 +900,11 @@ export function checkForFactionInvitations(this: IPlayer): Faction[] {
|
||||
!covenantFac.alreadyInvited &&
|
||||
numAugmentations >= 20 &&
|
||||
this.money >= 75000000000 &&
|
||||
this.hacking >= 850 &&
|
||||
this.strength >= 850 &&
|
||||
this.defense >= 850 &&
|
||||
this.dexterity >= 850 &&
|
||||
this.agility >= 850
|
||||
this.skills.hacking >= 850 &&
|
||||
this.skills.strength >= 850 &&
|
||||
this.skills.defense >= 850 &&
|
||||
this.skills.dexterity >= 850 &&
|
||||
this.skills.agility >= 850
|
||||
) {
|
||||
invitedFactions.push(covenantFac);
|
||||
}
|
||||
@ -1131,11 +1149,11 @@ export function checkForFactionInvitations(this: IPlayer): Faction[] {
|
||||
!speakersforthedeadFac.isBanned &&
|
||||
!speakersforthedeadFac.isMember &&
|
||||
!speakersforthedeadFac.alreadyInvited &&
|
||||
this.hacking >= 100 &&
|
||||
this.strength >= 300 &&
|
||||
this.defense >= 300 &&
|
||||
this.dexterity >= 300 &&
|
||||
this.agility >= 300 &&
|
||||
this.skills.hacking >= 100 &&
|
||||
this.skills.strength >= 300 &&
|
||||
this.skills.defense >= 300 &&
|
||||
this.skills.dexterity >= 300 &&
|
||||
this.skills.agility >= 300 &&
|
||||
this.numPeopleKilled >= 30 &&
|
||||
this.karma <= -45 &&
|
||||
!allCompanies.includes(LocationName.Sector12CIA) &&
|
||||
@ -1150,11 +1168,11 @@ export function checkForFactionInvitations(this: IPlayer): Faction[] {
|
||||
!thedarkarmyFac.isBanned &&
|
||||
!thedarkarmyFac.isMember &&
|
||||
!thedarkarmyFac.alreadyInvited &&
|
||||
this.hacking >= 300 &&
|
||||
this.strength >= 300 &&
|
||||
this.defense >= 300 &&
|
||||
this.dexterity >= 300 &&
|
||||
this.agility >= 300 &&
|
||||
this.skills.hacking >= 300 &&
|
||||
this.skills.strength >= 300 &&
|
||||
this.skills.defense >= 300 &&
|
||||
this.skills.dexterity >= 300 &&
|
||||
this.skills.agility >= 300 &&
|
||||
this.city == CityName.Chongqing &&
|
||||
this.numPeopleKilled >= 5 &&
|
||||
this.karma <= -45 &&
|
||||
@ -1170,11 +1188,11 @@ export function checkForFactionInvitations(this: IPlayer): Faction[] {
|
||||
!thesyndicateFac.isBanned &&
|
||||
!thesyndicateFac.isMember &&
|
||||
!thesyndicateFac.alreadyInvited &&
|
||||
this.hacking >= 200 &&
|
||||
this.strength >= 200 &&
|
||||
this.defense >= 200 &&
|
||||
this.dexterity >= 200 &&
|
||||
this.agility >= 200 &&
|
||||
this.skills.hacking >= 200 &&
|
||||
this.skills.strength >= 200 &&
|
||||
this.skills.defense >= 200 &&
|
||||
this.skills.dexterity >= 200 &&
|
||||
this.skills.agility >= 200 &&
|
||||
(this.city == CityName.Aevum || this.city == CityName.Sector12) &&
|
||||
this.money >= 10000000 &&
|
||||
this.karma <= -90 &&
|
||||
@ -1206,10 +1224,10 @@ export function checkForFactionInvitations(this: IPlayer): Faction[] {
|
||||
!tetradsFac.isMember &&
|
||||
!tetradsFac.alreadyInvited &&
|
||||
(this.city == CityName.Chongqing || this.city == CityName.NewTokyo || this.city == CityName.Ishima) &&
|
||||
this.strength >= 75 &&
|
||||
this.defense >= 75 &&
|
||||
this.dexterity >= 75 &&
|
||||
this.agility >= 75 &&
|
||||
this.skills.strength >= 75 &&
|
||||
this.skills.defense >= 75 &&
|
||||
this.skills.dexterity >= 75 &&
|
||||
this.skills.agility >= 75 &&
|
||||
this.karma <= -18
|
||||
) {
|
||||
invitedFactions.push(tetradsFac);
|
||||
@ -1221,10 +1239,10 @@ export function checkForFactionInvitations(this: IPlayer): Faction[] {
|
||||
!slumsnakesFac.isBanned &&
|
||||
!slumsnakesFac.isMember &&
|
||||
!slumsnakesFac.alreadyInvited &&
|
||||
this.strength >= 30 &&
|
||||
this.defense >= 30 &&
|
||||
this.dexterity >= 30 &&
|
||||
this.agility >= 30 &&
|
||||
this.skills.strength >= 30 &&
|
||||
this.skills.defense >= 30 &&
|
||||
this.skills.dexterity >= 30 &&
|
||||
this.skills.agility >= 30 &&
|
||||
this.karma <= -9 &&
|
||||
this.money >= 1000000
|
||||
) {
|
||||
@ -1255,7 +1273,7 @@ export function checkForFactionInvitations(this: IPlayer): Faction[] {
|
||||
!netburnersFac.isBanned &&
|
||||
!netburnersFac.isMember &&
|
||||
!netburnersFac.alreadyInvited &&
|
||||
this.hacking >= 80 &&
|
||||
this.skills.hacking >= 80 &&
|
||||
totalHacknetRam >= 8 &&
|
||||
totalHacknetCores >= 4 &&
|
||||
totalHacknetLevels >= 100
|
||||
@ -1270,7 +1288,7 @@ export function checkForFactionInvitations(this: IPlayer): Faction[] {
|
||||
!tiandihuiFac.isMember &&
|
||||
!tiandihuiFac.alreadyInvited &&
|
||||
this.money >= 1000000 &&
|
||||
this.hacking >= 50 &&
|
||||
this.skills.hacking >= 50 &&
|
||||
(this.city == CityName.Chongqing || this.city == CityName.NewTokyo || this.city == CityName.Ishima)
|
||||
) {
|
||||
invitedFactions.push(tiandihuiFac);
|
||||
@ -1418,7 +1436,7 @@ export function giveAchievement(this: IPlayer, achievementId: string): void {
|
||||
}
|
||||
|
||||
export function getIntelligenceBonus(this: IPlayer, weight: number): number {
|
||||
return calculateIntelligenceBonus(this.intelligence, weight);
|
||||
return calculateIntelligenceBonus(this.skills.intelligence, weight);
|
||||
}
|
||||
|
||||
export function getCasinoWinnings(this: IPlayer): number {
|
||||
|
9
src/PersonObjects/Skills.ts
Normal file
9
src/PersonObjects/Skills.ts
Normal file
@ -0,0 +1,9 @@
|
||||
export interface Skills {
|
||||
hacking: number;
|
||||
strength: number;
|
||||
defense: number;
|
||||
dexterity: number;
|
||||
agility: number;
|
||||
charisma: number;
|
||||
intelligence: number;
|
||||
}
|
@ -289,27 +289,27 @@ export class Sleeve extends Person {
|
||||
// Also the player does not earn anything
|
||||
if (fromOtherSleeve) {
|
||||
if (exp.hack > 0) {
|
||||
this.hacking_exp += exp.hack;
|
||||
this.exp.hacking += exp.hack;
|
||||
}
|
||||
|
||||
if (exp.str > 0) {
|
||||
this.strength_exp += exp.str;
|
||||
this.exp.strength += exp.str;
|
||||
}
|
||||
|
||||
if (exp.def > 0) {
|
||||
this.defense_exp += exp.def;
|
||||
this.exp.defense += exp.def;
|
||||
}
|
||||
|
||||
if (exp.dex > 0) {
|
||||
this.dexterity_exp += exp.dex;
|
||||
this.exp.dexterity += exp.dex;
|
||||
}
|
||||
|
||||
if (exp.agi > 0) {
|
||||
this.agility_exp += exp.agi;
|
||||
this.exp.agility += exp.agi;
|
||||
}
|
||||
|
||||
if (exp.cha > 0) {
|
||||
this.charisma_exp += exp.cha;
|
||||
this.exp.charisma += exp.cha;
|
||||
}
|
||||
|
||||
return createTaskTracker();
|
||||
@ -469,12 +469,12 @@ export class Sleeve extends Person {
|
||||
}
|
||||
|
||||
const jobPerformance: number = companyPosition.calculateJobPerformance(
|
||||
this.hacking,
|
||||
this.strength,
|
||||
this.defense,
|
||||
this.dexterity,
|
||||
this.agility,
|
||||
this.charisma,
|
||||
this.skills.hacking,
|
||||
this.skills.strength,
|
||||
this.skills.defense,
|
||||
this.skills.dexterity,
|
||||
this.skills.agility,
|
||||
this.skills.charisma,
|
||||
);
|
||||
const favorMult = 1 + company.favor / 100;
|
||||
|
||||
@ -485,12 +485,12 @@ export class Sleeve extends Person {
|
||||
}
|
||||
|
||||
installAugmentation(aug: Augmentation): void {
|
||||
this.hacking_exp = 0;
|
||||
this.strength_exp = 0;
|
||||
this.defense_exp = 0;
|
||||
this.dexterity_exp = 0;
|
||||
this.agility_exp = 0;
|
||||
this.charisma_exp = 0;
|
||||
this.exp.hacking = 0;
|
||||
this.exp.strength = 0;
|
||||
this.exp.defense = 0;
|
||||
this.exp.dexterity = 0;
|
||||
this.exp.agility = 0;
|
||||
this.exp.charisma = 0;
|
||||
this.applyAugmentation(aug);
|
||||
this.augmentations.push({ name: aug.name, level: 1 });
|
||||
this.updateStatLevels();
|
||||
@ -509,12 +509,12 @@ export class Sleeve extends Person {
|
||||
*/
|
||||
prestige(p: IPlayer): void {
|
||||
// Reset exp
|
||||
this.hacking_exp = 0;
|
||||
this.strength_exp = 0;
|
||||
this.defense_exp = 0;
|
||||
this.dexterity_exp = 0;
|
||||
this.agility_exp = 0;
|
||||
this.charisma_exp = 0;
|
||||
this.exp.hacking = 0;
|
||||
this.exp.strength = 0;
|
||||
this.exp.defense = 0;
|
||||
this.exp.dexterity = 0;
|
||||
this.exp.agility = 0;
|
||||
this.exp.charisma = 0;
|
||||
|
||||
// Reset task-related stuff
|
||||
this.resetTaskStatus(p);
|
||||
@ -1232,10 +1232,10 @@ export class Sleeve extends Person {
|
||||
return false;
|
||||
}
|
||||
|
||||
this.hp -= amt;
|
||||
if (this.hp <= 0) {
|
||||
this.hp.current -= amt;
|
||||
if (this.hp.current <= 0) {
|
||||
this.shock = Math.min(1, this.shock - 0.5);
|
||||
this.hp = this.max_hp;
|
||||
this.hp.current = this.hp.max;
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
|
@ -20,33 +20,33 @@ export function MoreStatsModal(props: IProps): React.ReactElement {
|
||||
rows={[
|
||||
[
|
||||
<>Hacking: </>,
|
||||
props.sleeve.hacking,
|
||||
<> ({numeralWrapper.formatExp(props.sleeve.hacking_exp)} exp)</>,
|
||||
props.sleeve.skills.hacking,
|
||||
<> ({numeralWrapper.formatExp(props.sleeve.exp.hacking)} exp)</>,
|
||||
],
|
||||
[
|
||||
<>Strength: </>,
|
||||
props.sleeve.strength,
|
||||
<> ({numeralWrapper.formatExp(props.sleeve.strength_exp)} exp)</>,
|
||||
props.sleeve.skills.strength,
|
||||
<> ({numeralWrapper.formatExp(props.sleeve.exp.strength)} exp)</>,
|
||||
],
|
||||
[
|
||||
<>Defense: </>,
|
||||
props.sleeve.defense,
|
||||
<> ({numeralWrapper.formatExp(props.sleeve.defense_exp)} exp)</>,
|
||||
props.sleeve.skills.defense,
|
||||
<> ({numeralWrapper.formatExp(props.sleeve.exp.defense)} exp)</>,
|
||||
],
|
||||
[
|
||||
<>Dexterity: </>,
|
||||
props.sleeve.dexterity,
|
||||
<> ({numeralWrapper.formatExp(props.sleeve.dexterity_exp)} exp)</>,
|
||||
props.sleeve.skills.dexterity,
|
||||
<> ({numeralWrapper.formatExp(props.sleeve.exp.dexterity)} exp)</>,
|
||||
],
|
||||
[
|
||||
<>Agility: </>,
|
||||
props.sleeve.agility,
|
||||
<> ({numeralWrapper.formatExp(props.sleeve.agility_exp)} exp)</>,
|
||||
props.sleeve.skills.agility,
|
||||
<> ({numeralWrapper.formatExp(props.sleeve.exp.agility)} exp)</>,
|
||||
],
|
||||
[
|
||||
<>Charisma: </>,
|
||||
props.sleeve.charisma,
|
||||
<> ({numeralWrapper.formatExp(props.sleeve.charisma_exp)} exp)</>,
|
||||
props.sleeve.skills.charisma,
|
||||
<> ({numeralWrapper.formatExp(props.sleeve.exp.charisma)} exp)</>,
|
||||
],
|
||||
]}
|
||||
title="Stats:"
|
||||
|
@ -29,38 +29,40 @@ export function StatsElement(props: IProps): React.ReactElement {
|
||||
name="HP"
|
||||
color={Settings.theme.hp}
|
||||
data={{
|
||||
content: `${numeralWrapper.formatHp(props.sleeve.hp)} / ${numeralWrapper.formatHp(props.sleeve.max_hp)}`,
|
||||
content: `${numeralWrapper.formatHp(props.sleeve.hp.current)} / ${numeralWrapper.formatHp(
|
||||
props.sleeve.hp.max,
|
||||
)}`,
|
||||
}}
|
||||
/>
|
||||
<StatsRow
|
||||
name="Hacking"
|
||||
color={Settings.theme.hack}
|
||||
data={{ level: props.sleeve.hacking, exp: props.sleeve.hacking_exp }}
|
||||
data={{ level: props.sleeve.skills.hacking, exp: props.sleeve.exp.hacking }}
|
||||
/>
|
||||
<StatsRow
|
||||
name="Strength"
|
||||
color={Settings.theme.combat}
|
||||
data={{ level: props.sleeve.strength, exp: props.sleeve.strength_exp }}
|
||||
data={{ level: props.sleeve.skills.strength, exp: props.sleeve.exp.strength }}
|
||||
/>
|
||||
<StatsRow
|
||||
name="Defense"
|
||||
color={Settings.theme.combat}
|
||||
data={{ level: props.sleeve.defense, exp: props.sleeve.defense_exp }}
|
||||
data={{ level: props.sleeve.skills.defense, exp: props.sleeve.exp.defense }}
|
||||
/>
|
||||
<StatsRow
|
||||
name="Dexterity"
|
||||
color={Settings.theme.combat}
|
||||
data={{ level: props.sleeve.dexterity, exp: props.sleeve.dexterity_exp }}
|
||||
data={{ level: props.sleeve.skills.dexterity, exp: props.sleeve.exp.dexterity }}
|
||||
/>
|
||||
<StatsRow
|
||||
name="Agility"
|
||||
color={Settings.theme.combat}
|
||||
data={{ level: props.sleeve.agility, exp: props.sleeve.agility_exp }}
|
||||
data={{ level: props.sleeve.skills.agility, exp: props.sleeve.exp.agility }}
|
||||
/>
|
||||
<StatsRow
|
||||
name="Charisma"
|
||||
color={Settings.theme.cha}
|
||||
data={{ level: props.sleeve.charisma, exp: props.sleeve.charisma_exp }}
|
||||
data={{ level: props.sleeve.skills.charisma, exp: props.sleeve.exp.charisma }}
|
||||
/>
|
||||
<TableRow>
|
||||
<TableCell classes={{ root: classes.cellNone }}>
|
||||
|
@ -14,7 +14,7 @@ function mult(f: Faction): number {
|
||||
|
||||
export function getHackingWorkRepGain(p: IPlayer, f: Faction): number {
|
||||
return (
|
||||
((p.hacking + p.intelligence / 3) / CONSTANTS.MaxSkillLevel) *
|
||||
((p.skills.hacking + p.skills.intelligence / 3) / CONSTANTS.MaxSkillLevel) *
|
||||
p.mults.faction_rep *
|
||||
p.getIntelligenceBonus(1) *
|
||||
mult(f) *
|
||||
@ -24,7 +24,12 @@ export function getHackingWorkRepGain(p: IPlayer, f: Faction): number {
|
||||
|
||||
export function getFactionSecurityWorkRepGain(p: IPlayer, f: Faction): number {
|
||||
const t =
|
||||
(0.9 * (p.strength + p.defense + p.dexterity + p.agility + (p.hacking + p.intelligence) * CalculateShareMult())) /
|
||||
(0.9 *
|
||||
(p.skills.strength +
|
||||
p.skills.defense +
|
||||
p.skills.dexterity +
|
||||
p.skills.agility +
|
||||
(p.skills.hacking + p.skills.intelligence) * CalculateShareMult())) /
|
||||
CONSTANTS.MaxSkillLevel /
|
||||
4.5;
|
||||
return t * p.mults.faction_rep * mult(f) * p.getIntelligenceBonus(1);
|
||||
@ -33,12 +38,12 @@ export function getFactionSecurityWorkRepGain(p: IPlayer, f: Faction): number {
|
||||
export function getFactionFieldWorkRepGain(p: IPlayer, f: Faction): number {
|
||||
const t =
|
||||
(0.9 *
|
||||
(p.strength +
|
||||
p.defense +
|
||||
p.dexterity +
|
||||
p.agility +
|
||||
p.charisma +
|
||||
(p.hacking + p.intelligence) * CalculateShareMult())) /
|
||||
(p.skills.strength +
|
||||
p.skills.defense +
|
||||
p.skills.dexterity +
|
||||
p.skills.agility +
|
||||
p.skills.charisma +
|
||||
(p.skills.hacking + p.skills.intelligence) * CalculateShareMult())) /
|
||||
CONSTANTS.MaxSkillLevel /
|
||||
5.5;
|
||||
return t * p.mults.faction_rep * mult(f) * p.getIntelligenceBonus(1);
|
||||
|
@ -15,13 +15,13 @@ import { FactionNames } from "../../Faction/data/FactionNames";
|
||||
|
||||
function requireHackingLevel(lvl: number) {
|
||||
return function (p: IPlayer) {
|
||||
return p.hacking + p.intelligence / 2 >= lvl;
|
||||
return p.skills.hacking + p.skills.intelligence / 2 >= lvl;
|
||||
};
|
||||
}
|
||||
|
||||
function bitFlumeRequirements() {
|
||||
return function (p: IPlayer) {
|
||||
return p.sourceFiles.length > 0 && p.hacking >= 1;
|
||||
return p.sourceFiles.length > 0 && p.skills.hacking >= 1;
|
||||
};
|
||||
}
|
||||
|
||||
@ -308,11 +308,12 @@ export const programsMetadata: IProgramCreationParams[] = [
|
||||
create: null,
|
||||
run: (router: IRouter, terminal: ITerminal, player: IPlayer): void => {
|
||||
const numAugReq = BitNodeMultipliers.DaedalusAugsRequirement;
|
||||
const fulfilled = player.augmentations.length >= numAugReq && player.money > 1e11 && player.hacking >= 2500;
|
||||
const fulfilled =
|
||||
player.augmentations.length >= numAugReq && player.money > 1e11 && player.skills.hacking >= 2500;
|
||||
if (!fulfilled) {
|
||||
terminal.print(`Augmentations: ${player.augmentations.length} / ${numAugReq}`);
|
||||
terminal.print(`Money: ${numeralWrapper.formatMoney(player.money)} / $100b`);
|
||||
terminal.print(`Hacking skill: ${player.hacking} / 2500`);
|
||||
terminal.print(`Hacking skill: ${player.skills.hacking} / 2500`);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -48,7 +48,7 @@ export function ProgramsRoot(): React.ReactElement {
|
||||
}, []);
|
||||
|
||||
const getHackingLevelRemaining = (lvl: number): number => {
|
||||
return Math.ceil(Math.max(lvl - (player.hacking + player.intelligence / 2), 0));
|
||||
return Math.ceil(Math.max(lvl - (player.skills.hacking + player.skills.intelligence / 2), 0));
|
||||
};
|
||||
|
||||
const getProgCompletion = (name: string): number => {
|
||||
|
@ -47,9 +47,9 @@ function giveSourceFile(bitNodeNumber: number): void {
|
||||
} else {
|
||||
const playerSrcFile = new PlayerOwnedSourceFile(bitNodeNumber, 1);
|
||||
Player.sourceFiles.push(playerSrcFile);
|
||||
if (bitNodeNumber === 5 && Player.intelligence === 0) {
|
||||
if (bitNodeNumber === 5 && Player.skills.intelligence === 0) {
|
||||
// Artificial Intelligence
|
||||
Player.intelligence = 1;
|
||||
Player.skills.intelligence = 1;
|
||||
}
|
||||
dialogBoxCreate(
|
||||
<>
|
||||
@ -69,11 +69,11 @@ export function enterBitNode(router: IRouter, flume: boolean, destroyedBitNode:
|
||||
if (!flume) {
|
||||
giveSourceFile(destroyedBitNode);
|
||||
} else if (Player.sourceFileLvl(5) === 0 && newBitNode !== 5) {
|
||||
Player.intelligence = 0;
|
||||
Player.intelligence_exp = 0;
|
||||
Player.skills.intelligence = 0;
|
||||
Player.exp.intelligence = 0;
|
||||
}
|
||||
if (newBitNode === 5 && Player.intelligence === 0) {
|
||||
Player.intelligence = 1;
|
||||
if (newBitNode === 5 && Player.skills.intelligence === 0) {
|
||||
Player.skills.intelligence = 1;
|
||||
}
|
||||
// Set new Bit Node
|
||||
Player.bitNodeN = newBitNode;
|
||||
|
@ -218,7 +218,7 @@ class BitburnerSaveObject {
|
||||
totalPlaytime: importedPlayer.totalPlaytime,
|
||||
|
||||
money: importedPlayer.money,
|
||||
hacking: importedPlayer.hacking,
|
||||
hacking: importedPlayer.skills.hacking,
|
||||
|
||||
augmentations: importedPlayer.augmentations?.reduce<number>((total, current) => (total += current.level), 0) ?? 0,
|
||||
factions: importedPlayer.factions?.length ?? 0,
|
||||
@ -462,6 +462,22 @@ function evaluateVersionCompatibility(ver: string | number): void {
|
||||
if (create) Player.getHomeComputer().pushProgram(create);
|
||||
const graft = anyPlayer["graftAugmentationName"];
|
||||
if (graft) Player.augmentations.push({ name: graft, level: 1 });
|
||||
}
|
||||
if (ver < 22) {
|
||||
// reset HP correctly to avoid crash
|
||||
anyPlayer.hp = { current: 1, max: 1 };
|
||||
for (const sleeve of anyPlayer.sleeves) {
|
||||
sleeve.hp = { current: 1, max: 1 };
|
||||
}
|
||||
|
||||
// transfer over old exp to new struct
|
||||
anyPlayer.exp.hacking = anyPlayer.hacking_exp;
|
||||
anyPlayer.exp.strength = anyPlayer.strength_exp;
|
||||
anyPlayer.exp.defense = anyPlayer.defense_exp;
|
||||
anyPlayer.exp.dexterity = anyPlayer.dexterity_exp;
|
||||
anyPlayer.exp.agility = anyPlayer.agility_exp;
|
||||
anyPlayer.exp.charisma = anyPlayer.charisma_exp;
|
||||
anyPlayer.exp.intelligence = anyPlayer.intelligence_exp;
|
||||
v2APIBreak();
|
||||
}
|
||||
}
|
||||
|
39
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
39
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
@ -1,3 +1,24 @@
|
||||
/**
|
||||
* @public
|
||||
*/
|
||||
export interface HP {
|
||||
current: number;
|
||||
max: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* @public
|
||||
*/
|
||||
export interface Skills {
|
||||
hacking: number;
|
||||
strength: number;
|
||||
defense: number;
|
||||
dexterity: number;
|
||||
agility: number;
|
||||
charisma: number;
|
||||
intelligence: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* @public
|
||||
*/
|
||||
@ -31,21 +52,9 @@ type FilenameOrPID = number | string;
|
||||
* @public
|
||||
*/
|
||||
interface Player {
|
||||
hacking: number;
|
||||
hp: number;
|
||||
max_hp: number;
|
||||
strength: number;
|
||||
defense: number;
|
||||
dexterity: number;
|
||||
agility: number;
|
||||
charisma: number;
|
||||
intelligence: number;
|
||||
hacking_exp: number;
|
||||
strength_exp: number;
|
||||
defense_exp: number;
|
||||
dexterity_exp: number;
|
||||
agility_exp: number;
|
||||
charisma_exp: number;
|
||||
hp: HP;
|
||||
skills: Skills;
|
||||
exp: Skills;
|
||||
mults: Multipliers;
|
||||
numPeopleKilled: number;
|
||||
money: number;
|
||||
|
@ -29,7 +29,7 @@ export function backdoor(
|
||||
);
|
||||
} else if (!normalServer.hasAdminRights) {
|
||||
terminal.error("You do not have admin rights for this machine! Cannot backdoor");
|
||||
} else if (normalServer.requiredHackingSkill > player.hacking) {
|
||||
} else if (normalServer.requiredHackingSkill > player.skills.hacking) {
|
||||
terminal.error(
|
||||
"Your hacking skill is not high enough to use backdoor on this machine. Try analyzing the machine to determine the required hacking skill",
|
||||
);
|
||||
|
@ -34,7 +34,7 @@ export function grow(
|
||||
terminal.error("You do not have admin rights for this machine! Cannot grow");
|
||||
return;
|
||||
}
|
||||
if (normalServer.requiredHackingSkill > player.hacking) {
|
||||
if (normalServer.requiredHackingSkill > player.skills.hacking) {
|
||||
terminal.error(
|
||||
"Your hacking skill is not high enough to attempt hacking this machine. Try analyzing the machine to determine the required hacking skill",
|
||||
);
|
||||
|
@ -34,7 +34,7 @@ export function hack(
|
||||
terminal.error("You do not have admin rights for this machine! Cannot hack");
|
||||
return;
|
||||
}
|
||||
if (normalServer.requiredHackingSkill > player.hacking) {
|
||||
if (normalServer.requiredHackingSkill > player.skills.hacking) {
|
||||
terminal.error(
|
||||
"Your hacking skill is not high enough to attempt hacking this machine. Try analyzing the machine to determine the required hacking skill",
|
||||
);
|
||||
|
@ -34,7 +34,7 @@ export function weaken(
|
||||
terminal.error("You do not have admin rights for this machine! Cannot weaken");
|
||||
return;
|
||||
}
|
||||
if (normalServer.requiredHackingSkill > player.hacking) {
|
||||
if (normalServer.requiredHackingSkill > player.skills.hacking) {
|
||||
terminal.error(
|
||||
"Your hacking skill is not high enough to attempt hacking this machine. Try analyzing the machine to determine the required hacking skill",
|
||||
);
|
||||
|
@ -63,7 +63,7 @@ export class CreateProgramWork extends Work {
|
||||
}
|
||||
//Higher hacking skill will allow you to create programs faster
|
||||
const reqLvl = this.getProgram().create?.level ?? 0;
|
||||
let skillMult = (player.hacking / reqLvl) * player.getIntelligenceBonus(3); //This should always be greater than 1;
|
||||
let skillMult = (player.skills.hacking / reqLvl) * player.getIntelligenceBonus(3); //This should always be greater than 1;
|
||||
skillMult = 1 + (skillMult - 1) / 5; //The divider constant can be adjusted as necessary
|
||||
skillMult *= focusBonus;
|
||||
//Skill multiplier directly applied to "time worked"
|
||||
|
@ -27,15 +27,15 @@ export const calculateCompanyWorkStats = (player: IPlayer, company: Company): Wo
|
||||
}
|
||||
|
||||
let jobPerformance = companyPosition.calculateJobPerformance(
|
||||
player.hacking,
|
||||
player.strength,
|
||||
player.defense,
|
||||
player.dexterity,
|
||||
player.agility,
|
||||
player.charisma,
|
||||
player.skills.hacking,
|
||||
player.skills.strength,
|
||||
player.skills.defense,
|
||||
player.skills.dexterity,
|
||||
player.skills.agility,
|
||||
player.skills.charisma,
|
||||
);
|
||||
|
||||
jobPerformance += player.intelligence / CONSTANTS.MaxSkillLevel;
|
||||
jobPerformance += player.skills.intelligence / CONSTANTS.MaxSkillLevel;
|
||||
|
||||
return {
|
||||
money:
|
||||
|
@ -293,38 +293,38 @@ export function CharacterStats(): React.ReactElement {
|
||||
<StatsRow
|
||||
name="Hacking"
|
||||
color={Settings.theme.hack}
|
||||
data={{ level: player.hacking, exp: player.hacking_exp }}
|
||||
data={{ level: player.skills.hacking, exp: player.exp.hacking }}
|
||||
/>
|
||||
<StatsRow
|
||||
name="Strength"
|
||||
color={Settings.theme.combat}
|
||||
data={{ level: player.strength, exp: player.strength_exp }}
|
||||
data={{ level: player.skills.strength, exp: player.exp.strength }}
|
||||
/>
|
||||
<StatsRow
|
||||
name="Defense"
|
||||
color={Settings.theme.combat}
|
||||
data={{ level: player.defense, exp: player.defense_exp }}
|
||||
data={{ level: player.skills.defense, exp: player.exp.defense }}
|
||||
/>
|
||||
<StatsRow
|
||||
name="Dexterity"
|
||||
color={Settings.theme.combat}
|
||||
data={{ level: player.dexterity, exp: player.dexterity_exp }}
|
||||
data={{ level: player.skills.dexterity, exp: player.exp.dexterity }}
|
||||
/>
|
||||
<StatsRow
|
||||
name="Agility"
|
||||
color={Settings.theme.combat}
|
||||
data={{ level: player.agility, exp: player.agility_exp }}
|
||||
data={{ level: player.skills.agility, exp: player.exp.agility }}
|
||||
/>
|
||||
<StatsRow
|
||||
name="Charisma"
|
||||
color={Settings.theme.cha}
|
||||
data={{ level: player.charisma, exp: player.charisma_exp }}
|
||||
data={{ level: player.skills.charisma, exp: player.exp.charisma }}
|
||||
/>
|
||||
{player.intelligence > 0 && (player.bitNodeN === 5 || player.sourceFileLvl(5) > 0) && (
|
||||
{player.skills.intelligence > 0 && (player.bitNodeN === 5 || player.sourceFileLvl(5) > 0) && (
|
||||
<StatsRow
|
||||
name="Intelligence"
|
||||
color={Settings.theme.int}
|
||||
data={{ level: player.intelligence, exp: player.intelligence_exp }}
|
||||
data={{ level: player.skills.intelligence, exp: player.exp.intelligence }}
|
||||
/>
|
||||
)}
|
||||
</TableBody>
|
||||
|
@ -44,8 +44,8 @@ function Intelligence(): React.ReactElement {
|
||||
const theme = useTheme();
|
||||
const player = use.Player();
|
||||
const classes = useStyles();
|
||||
if (player.intelligence === 0) return <></>;
|
||||
const progress = player.calculateSkillProgress(player.intelligence_exp);
|
||||
if (player.skills.intelligence === 0) return <></>;
|
||||
const progress = player.calculateSkillProgress(player.exp.intelligence);
|
||||
|
||||
return (
|
||||
<>
|
||||
@ -54,7 +54,9 @@ function Intelligence(): React.ReactElement {
|
||||
<Typography classes={{ root: classes.int }}>Int </Typography>
|
||||
</TableCell>
|
||||
<TableCell align="right" classes={{ root: classes.cell }}>
|
||||
<Typography classes={{ root: classes.int }}>{numeralWrapper.formatSkill(player.intelligence)}</Typography>
|
||||
<Typography classes={{ root: classes.int }}>
|
||||
{numeralWrapper.formatSkill(player.skills.intelligence)}
|
||||
</Typography>
|
||||
</TableCell>
|
||||
<TableCell align="right" classes={{ root: classes.cell }}>
|
||||
<Typography id="overview-int-hook" classes={{ root: classes.int }}>
|
||||
@ -292,27 +294,27 @@ export function CharacterOverview({ save, killScripts }: IProps): React.ReactEle
|
||||
const theme = useTheme();
|
||||
|
||||
const hackingProgress = player.calculateSkillProgress(
|
||||
player.hacking_exp,
|
||||
player.exp.hacking,
|
||||
player.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier,
|
||||
);
|
||||
const strengthProgress = player.calculateSkillProgress(
|
||||
player.strength_exp,
|
||||
player.exp.strength,
|
||||
player.mults.strength * BitNodeMultipliers.StrengthLevelMultiplier,
|
||||
);
|
||||
const defenseProgress = player.calculateSkillProgress(
|
||||
player.defense_exp,
|
||||
player.exp.defense,
|
||||
player.mults.defense * BitNodeMultipliers.DefenseLevelMultiplier,
|
||||
);
|
||||
const dexterityProgress = player.calculateSkillProgress(
|
||||
player.dexterity_exp,
|
||||
player.exp.dexterity,
|
||||
player.mults.dexterity * BitNodeMultipliers.DexterityLevelMultiplier,
|
||||
);
|
||||
const agilityProgress = player.calculateSkillProgress(
|
||||
player.agility_exp,
|
||||
player.exp.agility,
|
||||
player.mults.agility * BitNodeMultipliers.AgilityLevelMultiplier,
|
||||
);
|
||||
const charismaProgress = player.calculateSkillProgress(
|
||||
player.charisma_exp,
|
||||
player.exp.charisma,
|
||||
player.mults.charisma * BitNodeMultipliers.CharismaLevelMultiplier,
|
||||
);
|
||||
|
||||
@ -326,7 +328,7 @@ export function CharacterOverview({ save, killScripts }: IProps): React.ReactEle
|
||||
</TableCell>
|
||||
<TableCell align="right" classes={{ root: classes.cellNone }}>
|
||||
<Typography classes={{ root: classes.hp }}>
|
||||
{numeralWrapper.formatHp(player.hp)} / {numeralWrapper.formatHp(player.max_hp)}
|
||||
{numeralWrapper.formatHp(player.hp.current)} / {numeralWrapper.formatHp(player.hp.max)}
|
||||
</Typography>
|
||||
</TableCell>
|
||||
<TableCell align="right" classes={{ root: classes.cellNone }}>
|
||||
@ -355,7 +357,9 @@ export function CharacterOverview({ save, killScripts }: IProps): React.ReactEle
|
||||
<Typography classes={{ root: classes.hack }}>Hack </Typography>
|
||||
</TableCell>
|
||||
<TableCell align="right" classes={{ root: classes.cellNone }}>
|
||||
<Typography classes={{ root: classes.hack }}>{numeralWrapper.formatSkill(player.hacking)}</Typography>
|
||||
<Typography classes={{ root: classes.hack }}>
|
||||
{numeralWrapper.formatSkill(player.skills.hacking)}
|
||||
</Typography>
|
||||
</TableCell>
|
||||
</TableRow>
|
||||
<TableRow>
|
||||
@ -379,7 +383,9 @@ export function CharacterOverview({ save, killScripts }: IProps): React.ReactEle
|
||||
<Typography classes={{ root: classes.combat }}>Str </Typography>
|
||||
</TableCell>
|
||||
<TableCell align="right" classes={{ root: classes.cellNone }}>
|
||||
<Typography classes={{ root: classes.combat }}>{numeralWrapper.formatSkill(player.strength)}</Typography>
|
||||
<Typography classes={{ root: classes.combat }}>
|
||||
{numeralWrapper.formatSkill(player.skills.strength)}
|
||||
</Typography>
|
||||
</TableCell>
|
||||
<TableCell align="right" classes={{ root: classes.cellNone }}>
|
||||
<Typography id="overview-str-hook" classes={{ root: classes.combat }}>
|
||||
@ -398,7 +404,9 @@ export function CharacterOverview({ save, killScripts }: IProps): React.ReactEle
|
||||
<Typography classes={{ root: classes.combat }}>Def </Typography>
|
||||
</TableCell>
|
||||
<TableCell align="right" classes={{ root: classes.cellNone }}>
|
||||
<Typography classes={{ root: classes.combat }}>{numeralWrapper.formatSkill(player.defense)}</Typography>
|
||||
<Typography classes={{ root: classes.combat }}>
|
||||
{numeralWrapper.formatSkill(player.skills.defense)}
|
||||
</Typography>
|
||||
</TableCell>
|
||||
<TableCell align="right" classes={{ root: classes.cellNone }}>
|
||||
<Typography id="overview-def-hook" classes={{ root: classes.combat }}>
|
||||
@ -417,7 +425,9 @@ export function CharacterOverview({ save, killScripts }: IProps): React.ReactEle
|
||||
<Typography classes={{ root: classes.combat }}>Dex </Typography>
|
||||
</TableCell>
|
||||
<TableCell align="right" classes={{ root: classes.cellNone }}>
|
||||
<Typography classes={{ root: classes.combat }}>{numeralWrapper.formatSkill(player.dexterity)}</Typography>
|
||||
<Typography classes={{ root: classes.combat }}>
|
||||
{numeralWrapper.formatSkill(player.skills.dexterity)}
|
||||
</Typography>
|
||||
</TableCell>
|
||||
<TableCell align="right" classes={{ root: classes.cellNone }}>
|
||||
<Typography id="overview-dex-hook" classes={{ root: classes.combat }}>
|
||||
@ -436,7 +446,9 @@ export function CharacterOverview({ save, killScripts }: IProps): React.ReactEle
|
||||
<Typography classes={{ root: classes.combat }}>Agi </Typography>
|
||||
</TableCell>
|
||||
<TableCell align="right" classes={{ root: classes.cell }}>
|
||||
<Typography classes={{ root: classes.combat }}>{numeralWrapper.formatSkill(player.agility)}</Typography>
|
||||
<Typography classes={{ root: classes.combat }}>
|
||||
{numeralWrapper.formatSkill(player.skills.agility)}
|
||||
</Typography>
|
||||
</TableCell>
|
||||
<TableCell align="right" classes={{ root: classes.cell }}>
|
||||
<Typography id="overview-agi-hook" classes={{ root: classes.combat }}>
|
||||
@ -455,7 +467,9 @@ export function CharacterOverview({ save, killScripts }: IProps): React.ReactEle
|
||||
<Typography classes={{ root: classes.cha }}>Cha </Typography>
|
||||
</TableCell>
|
||||
<TableCell align="right" classes={{ root: classes.cellNone }}>
|
||||
<Typography classes={{ root: classes.cha }}>{numeralWrapper.formatSkill(player.charisma)}</Typography>
|
||||
<Typography classes={{ root: classes.cha }}>
|
||||
{numeralWrapper.formatSkill(player.skills.charisma)}
|
||||
</Typography>
|
||||
</TableCell>
|
||||
<TableCell align="right" classes={{ root: classes.cellNone }}>
|
||||
<Typography id="overview-cha-hook" classes={{ root: classes.cha }}>
|
||||
|
@ -86,6 +86,22 @@ const getPlayerFields = [
|
||||
"workDefExpGainRate",
|
||||
"workAgiExpGained",
|
||||
"className",
|
||||
"hacking",
|
||||
"strength",
|
||||
"defense",
|
||||
"dexterity",
|
||||
"agility",
|
||||
"charisma",
|
||||
"intelligence",
|
||||
"hacking_exp",
|
||||
"strength_exp",
|
||||
"defense_exp",
|
||||
"dexterity_exp",
|
||||
"agility_exp",
|
||||
"charisma_exp",
|
||||
"intelligence_exp",
|
||||
"hp",
|
||||
"max_hp",
|
||||
];
|
||||
|
||||
const mults = [
|
||||
@ -188,7 +204,7 @@ export const v2APIBreak = () => {
|
||||
for (const f of getPlayerFields) {
|
||||
rules.push({
|
||||
match: new RegExp(f, "g"),
|
||||
reason: `The work system is completely reworked and ns.getPlayer().${f} no longer exists. This data is likely available inside ns.getPlayer().currentWork`,
|
||||
reason: `The work system is completely reworked and ns.getPlayer().${f} no longer exists. This data is likely available inside ns.getPlayer().currentWork, skills, exp, or hp`,
|
||||
offenders: [],
|
||||
});
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user