Fmt and lint

This commit is contained in:
rderfler 2022-04-14 15:28:13 -04:00
parent 9d18118208
commit 332b803332
7 changed files with 154 additions and 75 deletions

@ -1456,9 +1456,7 @@ export class Bladeburner implements IBladeburner {
} }
this.teamLost += losses; this.teamLost += losses;
if (this.logging.blackops) { if (this.logging.blackops) {
this.log( this.log(`${person.whoAmI()}: You lost ${formatNumber(losses, 0)} team members during ${action.name}`);
`${person.whoAmI()}: ` + "You lost " + formatNumber(losses, 0) + " team members during " + action.name,
);
} }
} }
} catch (e: any) { } catch (e: any) {
@ -1595,7 +1593,7 @@ export class Bladeburner implements IBladeburner {
this.operations[operation].count += (60 * 3 * growthF()) / BladeburnerConstants.ActionCountGrowthPeriod; this.operations[operation].count += (60 * 3 * growthF()) / BladeburnerConstants.ActionCountGrowthPeriod;
} }
if (this.logging.general) { if (this.logging.general) {
this.log(`${person.whoAmI()}: ` + `Incited violence in the synthoid communities.`); this.log(`${person.whoAmI()}: Incited violence in the synthoid communities.`);
} }
for (const cityName of Object.keys(this.cities)) { for (const cityName of Object.keys(this.cities)) {
const city = this.cities[cityName]; const city = this.cities[cityName];

@ -15,74 +15,74 @@ export abstract class Person implements IPerson {
/** /**
* Stats * Stats
*/ */
hacking = 1; hacking;
strength = 1; strength;
defense = 1; defense;
dexterity = 1; dexterity;
agility = 1; agility;
charisma = 1; charisma;
intelligence = 1; intelligence;
hp = 10; hp;
max_hp = 10; max_hp;
money = 0; money;
/** /**
* Experience * Experience
*/ */
hacking_exp = 0; hacking_exp;
strength_exp = 0; strength_exp;
defense_exp = 0; defense_exp;
dexterity_exp = 0; dexterity_exp;
agility_exp = 0; agility_exp;
charisma_exp = 0; charisma_exp;
intelligence_exp = 0; intelligence_exp;
/** /**
* Multipliers * Multipliers
*/ */
hacking_mult = 1; hacking_mult;
strength_mult = 1; strength_mult;
defense_mult = 1; defense_mult;
dexterity_mult = 1; dexterity_mult;
agility_mult = 1; agility_mult;
charisma_mult = 1; charisma_mult;
hacking_exp_mult = 1; hacking_exp_mult;
strength_exp_mult = 1; strength_exp_mult;
defense_exp_mult = 1; defense_exp_mult;
dexterity_exp_mult = 1; dexterity_exp_mult;
agility_exp_mult = 1; agility_exp_mult;
charisma_exp_mult = 1; charisma_exp_mult;
hacking_chance_mult = 1; hacking_chance_mult;
hacking_speed_mult = 1; hacking_speed_mult;
hacking_money_mult = 1; hacking_money_mult;
hacking_grow_mult = 1; hacking_grow_mult;
company_rep_mult = 1; company_rep_mult;
faction_rep_mult = 1; faction_rep_mult;
crime_money_mult = 1; crime_money_mult;
crime_success_mult = 1; crime_success_mult;
work_money_mult = 1; work_money_mult;
hacknet_node_money_mult = 1; hacknet_node_money_mult;
hacknet_node_purchase_cost_mult = 1; hacknet_node_purchase_cost_mult;
hacknet_node_ram_cost_mult = 1; hacknet_node_ram_cost_mult;
hacknet_node_core_cost_mult = 1; hacknet_node_core_cost_mult;
hacknet_node_level_cost_mult = 1; hacknet_node_level_cost_mult;
bladeburner_max_stamina_mult = 1; bladeburner_max_stamina_mult;
bladeburner_stamina_gain_mult = 1; bladeburner_stamina_gain_mult;
bladeburner_analysis_mult = 1; bladeburner_analysis_mult;
bladeburner_success_chance_mult = 1; bladeburner_success_chance_mult;
/** /**
* Augmentations * Augmentations
*/ */
augmentations: IPlayerOwnedAugmentation[] = []; augmentations: IPlayerOwnedAugmentation[];
queuedAugmentations: IPlayerOwnedAugmentation[] = []; queuedAugmentations: IPlayerOwnedAugmentation[];
/** /**
* City that the person is in * City that the person is in
@ -101,6 +101,97 @@ export abstract class Person implements IPerson {
regenerateHp: (amt: number) => void; regenerateHp: (amt: number) => void;
queryStatFromString: (str: string) => number; queryStatFromString: (str: string) => number;
constructor() {
/**
* Stats
*/
this.hacking = 1;
this.strength = 1;
this.defense = 1;
this.dexterity = 1;
this.agility = 1;
this.charisma = 1;
this.intelligence = 1;
this.hp = 10;
this.max_hp = 10;
this.money = 0;
/**
* Experience
*/
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;
/**
* Multipliers
*/
this.hacking_mult = 1;
this.strength_mult = 1;
this.defense_mult = 1;
this.dexterity_mult = 1;
this.agility_mult = 1;
this.charisma_mult = 1;
this.hacking_exp_mult = 1;
this.strength_exp_mult = 1;
this.defense_exp_mult = 1;
this.dexterity_exp_mult = 1;
this.agility_exp_mult = 1;
this.charisma_exp_mult = 1;
this.hacking_chance_mult = 1;
this.hacking_speed_mult = 1;
this.hacking_money_mult = 1;
this.hacking_grow_mult = 1;
this.company_rep_mult = 1;
this.faction_rep_mult = 1;
this.crime_money_mult = 1;
this.crime_success_mult = 1;
this.work_money_mult = 1;
this.hacknet_node_money_mult = 1;
this.hacknet_node_purchase_cost_mult = 1;
this.hacknet_node_ram_cost_mult = 1;
this.hacknet_node_core_cost_mult = 1;
this.hacknet_node_level_cost_mult = 1;
this.bladeburner_max_stamina_mult = 1;
this.bladeburner_stamina_gain_mult = 1;
this.bladeburner_analysis_mult = 1;
this.bladeburner_success_chance_mult = 1;
/**
* Augmentations
*/
this.augmentations = [];
this.queuedAugmentations = [];
/**
* City that the person is in
*/
this.city = CityName.Sector12;
this.gainHackingExp = generalMethods.gainHackingExp;
this.gainStrengthExp = generalMethods.gainStrengthExp;
this.gainDefenseExp = generalMethods.gainDefenseExp;
this.gainDexterityExp = generalMethods.gainDexterityExp;
this.gainAgilityExp = generalMethods.gainAgilityExp;
this.gainCharismaExp = generalMethods.gainCharismaExp;
this.gainIntelligenceExp = generalMethods.gainIntelligenceExp;
this.gainStats = generalMethods.gainStats;
this.calculateSkill = generalMethods.calculateSkill;
this.regenerateHp = generalMethods.regenerateHp;
this.queryStatFromString = generalMethods.queryStatFromString;
}
/** /**
* Updates this object's multipliers for the given augmentation * Updates this object's multipliers for the given augmentation
*/ */
@ -237,20 +328,6 @@ export abstract class Person implements IPerson {
abstract takeDamage(amt: number): boolean; abstract takeDamage(amt: number): boolean;
abstract whoAmI(): string; abstract whoAmI(): string;
constructor() {
this.gainHackingExp = generalMethods.gainHackingExp;
this.gainStrengthExp = generalMethods.gainStrengthExp;
this.gainDefenseExp = generalMethods.gainDefenseExp;
this.gainDexterityExp = generalMethods.gainDexterityExp;
this.gainAgilityExp = generalMethods.gainAgilityExp;
this.gainCharismaExp = generalMethods.gainCharismaExp;
this.gainIntelligenceExp = generalMethods.gainIntelligenceExp;
this.gainStats = generalMethods.gainStats;
this.calculateSkill = generalMethods.calculateSkill;
this.regenerateHp = generalMethods.regenerateHp;
this.queryStatFromString = generalMethods.queryStatFromString;
}
} }
Reviver.constructors.Person = Person; Reviver.constructors.Person = Person;

@ -304,9 +304,6 @@ export class PlayerObject implements IPlayer {
graftAugmentationWork: (numCycles: number) => boolean; graftAugmentationWork: (numCycles: number) => boolean;
finishGraftAugmentationWork: (cancelled: boolean) => string; finishGraftAugmentationWork: (cancelled: boolean) => string;
applyEntropy: (stacks?: number) => void; applyEntropy: (stacks?: number) => void;
whoAmI(): string {
return "Player";
}
constructor() { constructor() {
//Skills and stats //Skills and stats
@ -634,6 +631,10 @@ export class PlayerObject implements IPlayer {
this.applyEntropy = augmentationMethods.applyEntropy; this.applyEntropy = augmentationMethods.applyEntropy;
} }
whoAmI(): string {
return "Player";
}
/** /**
* Serialize the current object to a JSON save state. * Serialize the current object to a JSON save state.
*/ */

@ -67,6 +67,7 @@ import { achievements } from "../../Achievements/Achievements";
import { FactionNames } from "../../Faction/data/FactionNames"; import { FactionNames } from "../../Faction/data/FactionNames";
import { ITaskTracker } from "../ITaskTracker"; import { ITaskTracker } from "../ITaskTracker";
import { IPerson } from "../IPerson"; import { IPerson } from "../IPerson";
import { use } from "../../ui/Context";
export function init(this: IPlayer): void { export function init(this: IPlayer): void {
/* Initialize Player's home computer */ /* Initialize Player's home computer */
@ -468,7 +469,8 @@ export function gainIntelligenceExp(this: IPerson, exp: number): void {
console.error("ERROR: NaN passed into Player.gainIntelligenceExp()"); console.error("ERROR: NaN passed into Player.gainIntelligenceExp()");
return; return;
} }
if (this.sourceFileLvl(5) > 0 || this.intelligence > 0) { const player = use.Player();
if (player.sourceFileLvl(5) > 0 || this.intelligence > 0) {
this.intelligence_exp += exp; this.intelligence_exp += exp;
this.intelligence = Math.floor(this.calculateSkill(this.intelligence_exp, 1)); this.intelligence = Math.floor(this.calculateSkill(this.intelligence_exp, 1));
} }

@ -1091,8 +1091,8 @@ export class Sleeve extends Person {
break; break;
case "Recruitment": case "Recruitment":
time = this.getBladeburnerActionTime(p, "General", action); time = this.getBladeburnerActionTime(p, "General", action);
const recruitTime = (p.bladeburner?.getRecruitmentTime(this) ?? 0) * 1000; this.gainRatesForTask.cha =
this.gainRatesForTask.cha = 2 * BladeburnerConstants.BaseStatGain * recruitTime; 2 * BladeburnerConstants.BaseStatGain * (p.bladeburner?.getRecruitmentTime(this) ?? 0) * 1000;
this.currentTaskLocation = (p.bladeburner?.getRecruitmentSuccessChance(this) ?? 0).toString() + "%"; this.currentTaskLocation = (p.bladeburner?.getRecruitmentSuccessChance(this) ?? 0).toString() + "%";
break; break;
case "Diplomacy": case "Diplomacy":

@ -113,7 +113,7 @@ export function SleeveElem(props: IProps): React.ReactElement {
case SleeveTaskType.Gym: case SleeveTaskType.Gym:
desc = <>This sleeve is currently working out at {props.sleeve.currentTaskLocation}.</>; desc = <>This sleeve is currently working out at {props.sleeve.currentTaskLocation}.</>;
break; break;
case SleeveTaskType.Bladeburner: case SleeveTaskType.Bladeburner: {
let contract = ""; let contract = "";
if (props.sleeve.bbContract !== "------") { if (props.sleeve.bbContract !== "------") {
contract = ` - ${props.sleeve.bbContract} (Success Rate: ${props.sleeve.currentTaskLocation})`; contract = ` - ${props.sleeve.bbContract} (Success Rate: ${props.sleeve.currentTaskLocation})`;
@ -125,6 +125,7 @@ export function SleeveElem(props: IProps): React.ReactElement {
</> </>
); );
break; break;
}
case SleeveTaskType.Recovery: case SleeveTaskType.Recovery:
desc = ( desc = (
<> <>

@ -236,7 +236,7 @@ const canDo: {
[CityName.Aevum, CityName.Sector12, CityName.Volhaven].includes(sleeve.city), [CityName.Aevum, CityName.Sector12, CityName.Volhaven].includes(sleeve.city),
"Workout at Gym": (player: IPlayer, sleeve: Sleeve) => "Workout at Gym": (player: IPlayer, sleeve: Sleeve) =>
[CityName.Aevum, CityName.Sector12, CityName.Volhaven].includes(sleeve.city), [CityName.Aevum, CityName.Sector12, CityName.Volhaven].includes(sleeve.city),
"Perform Bladeburner Actions": (player: IPlayer, sleeve: Sleeve) => player.inBladeburner(), "Perform Bladeburner Actions": (player: IPlayer, _: Sleeve) => player.inBladeburner(),
"Shock Recovery": (player: IPlayer, sleeve: Sleeve) => sleeve.shock < 100, "Shock Recovery": (player: IPlayer, sleeve: Sleeve) => sleeve.shock < 100,
Synchronize: (player: IPlayer, sleeve: Sleeve) => sleeve.sync < 100, Synchronize: (player: IPlayer, sleeve: Sleeve) => sleeve.sync < 100,
}; };