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https://github.com/bitburner-official/bitburner-src.git
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@ -1456,9 +1456,7 @@ export class Bladeburner implements IBladeburner {
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}
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}
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this.teamLost += losses;
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this.teamLost += losses;
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if (this.logging.blackops) {
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if (this.logging.blackops) {
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this.log(
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this.log(`${person.whoAmI()}: You lost ${formatNumber(losses, 0)} team members during ${action.name}`);
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`${person.whoAmI()}: ` + "You lost " + formatNumber(losses, 0) + " team members during " + action.name,
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);
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}
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}
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}
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}
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} catch (e: any) {
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} catch (e: any) {
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@ -1595,7 +1593,7 @@ export class Bladeburner implements IBladeburner {
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this.operations[operation].count += (60 * 3 * growthF()) / BladeburnerConstants.ActionCountGrowthPeriod;
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this.operations[operation].count += (60 * 3 * growthF()) / BladeburnerConstants.ActionCountGrowthPeriod;
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}
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}
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if (this.logging.general) {
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if (this.logging.general) {
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this.log(`${person.whoAmI()}: ` + `Incited violence in the synthoid communities.`);
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this.log(`${person.whoAmI()}: Incited violence in the synthoid communities.`);
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}
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}
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for (const cityName of Object.keys(this.cities)) {
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for (const cityName of Object.keys(this.cities)) {
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const city = this.cities[cityName];
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const city = this.cities[cityName];
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@ -15,74 +15,74 @@ export abstract class Person implements IPerson {
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/**
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/**
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* Stats
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* Stats
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*/
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*/
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hacking = 1;
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hacking;
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strength = 1;
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strength;
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defense = 1;
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defense;
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dexterity = 1;
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dexterity;
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agility = 1;
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agility;
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charisma = 1;
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charisma;
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intelligence = 1;
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intelligence;
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hp = 10;
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hp;
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max_hp = 10;
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max_hp;
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money = 0;
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money;
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/**
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/**
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* Experience
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* Experience
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*/
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*/
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hacking_exp = 0;
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hacking_exp;
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strength_exp = 0;
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strength_exp;
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defense_exp = 0;
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defense_exp;
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dexterity_exp = 0;
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dexterity_exp;
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agility_exp = 0;
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agility_exp;
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charisma_exp = 0;
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charisma_exp;
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intelligence_exp = 0;
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intelligence_exp;
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/**
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/**
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* Multipliers
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* Multipliers
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*/
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*/
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hacking_mult = 1;
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hacking_mult;
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strength_mult = 1;
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strength_mult;
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defense_mult = 1;
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defense_mult;
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dexterity_mult = 1;
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dexterity_mult;
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agility_mult = 1;
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agility_mult;
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charisma_mult = 1;
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charisma_mult;
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hacking_exp_mult = 1;
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hacking_exp_mult;
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strength_exp_mult = 1;
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strength_exp_mult;
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defense_exp_mult = 1;
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defense_exp_mult;
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dexterity_exp_mult = 1;
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dexterity_exp_mult;
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agility_exp_mult = 1;
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agility_exp_mult;
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charisma_exp_mult = 1;
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charisma_exp_mult;
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hacking_chance_mult = 1;
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hacking_chance_mult;
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hacking_speed_mult = 1;
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hacking_speed_mult;
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hacking_money_mult = 1;
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hacking_money_mult;
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hacking_grow_mult = 1;
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hacking_grow_mult;
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company_rep_mult = 1;
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company_rep_mult;
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faction_rep_mult = 1;
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faction_rep_mult;
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crime_money_mult = 1;
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crime_money_mult;
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crime_success_mult = 1;
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crime_success_mult;
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work_money_mult = 1;
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work_money_mult;
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hacknet_node_money_mult = 1;
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hacknet_node_money_mult;
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hacknet_node_purchase_cost_mult = 1;
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hacknet_node_purchase_cost_mult;
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hacknet_node_ram_cost_mult = 1;
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hacknet_node_ram_cost_mult;
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hacknet_node_core_cost_mult = 1;
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hacknet_node_core_cost_mult;
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hacknet_node_level_cost_mult = 1;
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hacknet_node_level_cost_mult;
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bladeburner_max_stamina_mult = 1;
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bladeburner_max_stamina_mult;
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bladeburner_stamina_gain_mult = 1;
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bladeburner_stamina_gain_mult;
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bladeburner_analysis_mult = 1;
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bladeburner_analysis_mult;
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bladeburner_success_chance_mult = 1;
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bladeburner_success_chance_mult;
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/**
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/**
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* Augmentations
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* Augmentations
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*/
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*/
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augmentations: IPlayerOwnedAugmentation[] = [];
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augmentations: IPlayerOwnedAugmentation[];
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queuedAugmentations: IPlayerOwnedAugmentation[] = [];
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queuedAugmentations: IPlayerOwnedAugmentation[];
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/**
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/**
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* City that the person is in
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* City that the person is in
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@ -101,6 +101,97 @@ export abstract class Person implements IPerson {
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regenerateHp: (amt: number) => void;
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regenerateHp: (amt: number) => void;
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queryStatFromString: (str: string) => number;
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queryStatFromString: (str: string) => number;
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constructor() {
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/**
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* Stats
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*/
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this.hacking = 1;
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this.strength = 1;
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this.defense = 1;
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this.dexterity = 1;
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this.agility = 1;
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this.charisma = 1;
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this.intelligence = 1;
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this.hp = 10;
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this.max_hp = 10;
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this.money = 0;
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/**
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* Experience
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*/
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this.hacking_exp = 0;
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this.strength_exp = 0;
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this.defense_exp = 0;
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this.dexterity_exp = 0;
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this.agility_exp = 0;
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this.charisma_exp = 0;
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this.intelligence_exp = 0;
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/**
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* Multipliers
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*/
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this.hacking_mult = 1;
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this.strength_mult = 1;
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this.defense_mult = 1;
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this.dexterity_mult = 1;
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this.agility_mult = 1;
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this.charisma_mult = 1;
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this.hacking_exp_mult = 1;
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this.strength_exp_mult = 1;
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this.defense_exp_mult = 1;
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this.dexterity_exp_mult = 1;
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this.agility_exp_mult = 1;
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this.charisma_exp_mult = 1;
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this.hacking_chance_mult = 1;
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this.hacking_speed_mult = 1;
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this.hacking_money_mult = 1;
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this.hacking_grow_mult = 1;
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this.company_rep_mult = 1;
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this.faction_rep_mult = 1;
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this.crime_money_mult = 1;
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this.crime_success_mult = 1;
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this.work_money_mult = 1;
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this.hacknet_node_money_mult = 1;
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this.hacknet_node_purchase_cost_mult = 1;
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this.hacknet_node_ram_cost_mult = 1;
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this.hacknet_node_core_cost_mult = 1;
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this.hacknet_node_level_cost_mult = 1;
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this.bladeburner_max_stamina_mult = 1;
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this.bladeburner_stamina_gain_mult = 1;
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this.bladeburner_analysis_mult = 1;
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this.bladeburner_success_chance_mult = 1;
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/**
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* Augmentations
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*/
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this.augmentations = [];
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this.queuedAugmentations = [];
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/**
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* City that the person is in
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*/
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this.city = CityName.Sector12;
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this.gainHackingExp = generalMethods.gainHackingExp;
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this.gainStrengthExp = generalMethods.gainStrengthExp;
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this.gainDefenseExp = generalMethods.gainDefenseExp;
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this.gainDexterityExp = generalMethods.gainDexterityExp;
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this.gainAgilityExp = generalMethods.gainAgilityExp;
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this.gainCharismaExp = generalMethods.gainCharismaExp;
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this.gainIntelligenceExp = generalMethods.gainIntelligenceExp;
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this.gainStats = generalMethods.gainStats;
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this.calculateSkill = generalMethods.calculateSkill;
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this.regenerateHp = generalMethods.regenerateHp;
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this.queryStatFromString = generalMethods.queryStatFromString;
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}
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/**
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/**
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* Updates this object's multipliers for the given augmentation
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* Updates this object's multipliers for the given augmentation
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*/
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*/
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@ -237,20 +328,6 @@ export abstract class Person implements IPerson {
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abstract takeDamage(amt: number): boolean;
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abstract takeDamage(amt: number): boolean;
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abstract whoAmI(): string;
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abstract whoAmI(): string;
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constructor() {
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this.gainHackingExp = generalMethods.gainHackingExp;
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this.gainStrengthExp = generalMethods.gainStrengthExp;
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this.gainDefenseExp = generalMethods.gainDefenseExp;
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this.gainDexterityExp = generalMethods.gainDexterityExp;
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this.gainAgilityExp = generalMethods.gainAgilityExp;
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this.gainCharismaExp = generalMethods.gainCharismaExp;
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this.gainIntelligenceExp = generalMethods.gainIntelligenceExp;
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this.gainStats = generalMethods.gainStats;
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this.calculateSkill = generalMethods.calculateSkill;
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this.regenerateHp = generalMethods.regenerateHp;
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this.queryStatFromString = generalMethods.queryStatFromString;
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}
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}
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}
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Reviver.constructors.Person = Person;
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Reviver.constructors.Person = Person;
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@ -304,9 +304,6 @@ export class PlayerObject implements IPlayer {
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graftAugmentationWork: (numCycles: number) => boolean;
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graftAugmentationWork: (numCycles: number) => boolean;
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finishGraftAugmentationWork: (cancelled: boolean) => string;
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finishGraftAugmentationWork: (cancelled: boolean) => string;
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applyEntropy: (stacks?: number) => void;
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applyEntropy: (stacks?: number) => void;
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whoAmI(): string {
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return "Player";
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}
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constructor() {
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constructor() {
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//Skills and stats
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//Skills and stats
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@ -634,6 +631,10 @@ export class PlayerObject implements IPlayer {
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this.applyEntropy = augmentationMethods.applyEntropy;
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this.applyEntropy = augmentationMethods.applyEntropy;
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}
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}
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whoAmI(): string {
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return "Player";
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}
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/**
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/**
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* Serialize the current object to a JSON save state.
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* Serialize the current object to a JSON save state.
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*/
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*/
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@ -67,6 +67,7 @@ import { achievements } from "../../Achievements/Achievements";
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import { FactionNames } from "../../Faction/data/FactionNames";
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import { FactionNames } from "../../Faction/data/FactionNames";
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import { ITaskTracker } from "../ITaskTracker";
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import { ITaskTracker } from "../ITaskTracker";
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import { IPerson } from "../IPerson";
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import { IPerson } from "../IPerson";
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import { use } from "../../ui/Context";
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export function init(this: IPlayer): void {
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export function init(this: IPlayer): void {
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/* Initialize Player's home computer */
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/* Initialize Player's home computer */
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@ -468,7 +469,8 @@ export function gainIntelligenceExp(this: IPerson, exp: number): void {
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console.error("ERROR: NaN passed into Player.gainIntelligenceExp()");
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console.error("ERROR: NaN passed into Player.gainIntelligenceExp()");
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return;
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return;
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}
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}
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if (this.sourceFileLvl(5) > 0 || this.intelligence > 0) {
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const player = use.Player();
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if (player.sourceFileLvl(5) > 0 || this.intelligence > 0) {
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this.intelligence_exp += exp;
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this.intelligence_exp += exp;
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this.intelligence = Math.floor(this.calculateSkill(this.intelligence_exp, 1));
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this.intelligence = Math.floor(this.calculateSkill(this.intelligence_exp, 1));
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}
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}
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@ -1091,8 +1091,8 @@ export class Sleeve extends Person {
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break;
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break;
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case "Recruitment":
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case "Recruitment":
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time = this.getBladeburnerActionTime(p, "General", action);
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time = this.getBladeburnerActionTime(p, "General", action);
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const recruitTime = (p.bladeburner?.getRecruitmentTime(this) ?? 0) * 1000;
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this.gainRatesForTask.cha =
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this.gainRatesForTask.cha = 2 * BladeburnerConstants.BaseStatGain * recruitTime;
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2 * BladeburnerConstants.BaseStatGain * (p.bladeburner?.getRecruitmentTime(this) ?? 0) * 1000;
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this.currentTaskLocation = (p.bladeburner?.getRecruitmentSuccessChance(this) ?? 0).toString() + "%";
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this.currentTaskLocation = (p.bladeburner?.getRecruitmentSuccessChance(this) ?? 0).toString() + "%";
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break;
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break;
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case "Diplomacy":
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case "Diplomacy":
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@ -113,7 +113,7 @@ export function SleeveElem(props: IProps): React.ReactElement {
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case SleeveTaskType.Gym:
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case SleeveTaskType.Gym:
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desc = <>This sleeve is currently working out at {props.sleeve.currentTaskLocation}.</>;
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desc = <>This sleeve is currently working out at {props.sleeve.currentTaskLocation}.</>;
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break;
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break;
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case SleeveTaskType.Bladeburner:
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case SleeveTaskType.Bladeburner: {
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let contract = "";
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let contract = "";
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if (props.sleeve.bbContract !== "------") {
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if (props.sleeve.bbContract !== "------") {
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contract = ` - ${props.sleeve.bbContract} (Success Rate: ${props.sleeve.currentTaskLocation})`;
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contract = ` - ${props.sleeve.bbContract} (Success Rate: ${props.sleeve.currentTaskLocation})`;
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@ -125,6 +125,7 @@ export function SleeveElem(props: IProps): React.ReactElement {
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</>
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</>
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);
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);
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break;
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break;
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}
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case SleeveTaskType.Recovery:
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case SleeveTaskType.Recovery:
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desc = (
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desc = (
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<>
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<>
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@ -236,7 +236,7 @@ const canDo: {
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[CityName.Aevum, CityName.Sector12, CityName.Volhaven].includes(sleeve.city),
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[CityName.Aevum, CityName.Sector12, CityName.Volhaven].includes(sleeve.city),
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"Workout at Gym": (player: IPlayer, sleeve: Sleeve) =>
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"Workout at Gym": (player: IPlayer, sleeve: Sleeve) =>
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[CityName.Aevum, CityName.Sector12, CityName.Volhaven].includes(sleeve.city),
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[CityName.Aevum, CityName.Sector12, CityName.Volhaven].includes(sleeve.city),
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"Perform Bladeburner Actions": (player: IPlayer, sleeve: Sleeve) => player.inBladeburner(),
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"Perform Bladeburner Actions": (player: IPlayer, _: Sleeve) => player.inBladeburner(),
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"Shock Recovery": (player: IPlayer, sleeve: Sleeve) => sleeve.shock < 100,
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"Shock Recovery": (player: IPlayer, sleeve: Sleeve) => sleeve.shock < 100,
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Synchronize: (player: IPlayer, sleeve: Sleeve) => sleeve.sync < 100,
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Synchronize: (player: IPlayer, sleeve: Sleeve) => sleeve.sync < 100,
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};
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};
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