(WIP) Incremental save

Just saving my progress so far before pressing on after lunch.
This commit is contained in:
zeddrak 2022-01-28 13:36:28 -08:00 committed by GitHub
parent 9294ff3e9e
commit 3401f7d0d0
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

@ -66,6 +66,48 @@ export function numCycleForGrowth(server: Server, growth: number, p: IPlayer, co
return cycles;
}
/**
* Replacement function for the above function that accounts for the +$1/thread functionality of grow
* with parameters that are the same (for compatibility), but functionality is slightly different.
* This function can ONLY be used to calculate the threads needed for a given server in its current state,
* and so wouldn't be appropriate to use for formulas.exe or ns.growthAnalyze (as those are meant to
* provide theoretical scenaarios, or inverse hack respectively). Players COULD use this function with a
* custom server object with the correct moneyAvailable and moneyMax amounts, combined with a multplier
* correctly calculated to bring the server to a new moneyAvailable (ie, pasing in moneyAvailable 300 and x2
* when you want the number of threads required to grow that particular server from 300 to 600), and this
* function would pass back the correct number of threads. But the key thing is that it doesn't just
* inverse/undo a hack (since the amount hacked from/to matters, not just the multiplier).
* The above is also a rather unnecessarily obtuse way of thinking about it for a formulas.exe type of
* application, so another function with different parameters is provided for that case below this one.
* Instead this function is meant to hand-off from the old numCycleForGrowth function to the new one
* where used internally for pro-rating or the like. Where you have applied a grow and want to determine
* how many htreads were needed for THAT SPECIFIC grow case using a multiplier.
* Idealy, this function, and the original function above will be depreciated to use the methodology
* and inputs of the new function below this one. Even for internal cases (it's actually easier to do so).
* @param server - Server being grown
* @param growth - How much the server is being grown by, in DECIMAL form (e.g. 1.5 rather than 50)
* @param p - Reference to Player object
* @returns Number of "growth cycles" needed
*/
export function numCycleForGrowthTransition(server: Server, growth: number, p: IPlayer, cores = 1): number {
return numCycleForGrowthCorrected(server, server.moneyAvailable * growth, server.moneyAvailable, p, cores);
}
/**
* This function calculates the number of threads needed to grow a server from one $amount to a the same or higher $amount
* (ie, how many threads to grow this server from $200 to $600 for example). Used primarily for a formulas (or possibly growthAnalyze)
* type of application. It lets you "theorycraft" and easily ask what-if type questions. It's also the one that implements the
* main thread calculation algorith, and so is the fuinction all helper functions should call.
* It protects the inputs (so putting in INFINITY for targetMoney will use moneyMax, putting in a nagitive for start will use 0, etc.)
* @param server - Server being grown
* @param targetMoney - How much you want the server grown TO (not by), for instance, to grow from 200 to 600, input 600
* @param startMoney - How much you are growing the server from, for instance, to grow from 200 to 600, input 200
* @param p - Reference to Player object
* @returns Number of "growth cycles" needed
export function numCycleForGrowthCorrected(server: Server, targetMoney: number, startMoney: number, p: IPlayer, cores = 1): number {
return 0; //left off here.
}
//Applied server growth for a single server. Returns the percentage growth
export function processSingleServerGrowth(server: Server, threads: number, p: IPlayer, cores = 1): number {
let serverGrowth = calculateServerGrowth(server, threads, p, cores);