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BUGFIX: Fix Bladeburner city chaos reaching Infinity/NaN (#1588)
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@ -645,8 +645,8 @@ export class Bladeburner {
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}
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}
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} else if (chance <= 0.7) {
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} else if (chance <= 0.7) {
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// Synthoid Riots (+chaos), 20%
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// Synthoid Riots (+chaos), 20%
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sourceCity.chaos += 1;
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sourceCity.changeChaosByCount(1);
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sourceCity.chaos *= 1 + getRandomIntInclusive(5, 20) / 100;
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sourceCity.changeChaosByPercentage(getRandomIntInclusive(5, 20));
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if (this.logging.events) {
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if (this.logging.events) {
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this.log("Tensions between Synthoids and humans lead to riots in " + sourceCityName + "! Chaos increased");
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this.log("Tensions between Synthoids and humans lead to riots in " + sourceCityName + "! Chaos increased");
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}
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}
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@ -700,14 +700,14 @@ export class Bladeburner {
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};
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};
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}
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}
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getDiplomacyEffectiveness(person: Person): number {
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getDiplomacyPercentage(person: Person): number {
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// Returns a decimal by which the city's chaos level should be multiplied (e.g. 0.98)
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// Returns a percentage by which the city's chaos level should be modified (e.g. 2 for 2%)
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const CharismaLinearFactor = 1e3;
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const CharismaLinearFactor = 1e3;
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const CharismaExponentialFactor = 0.045;
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const CharismaExponentialFactor = 0.045;
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const charismaEff =
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const charismaEff =
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Math.pow(person.skills.charisma, CharismaExponentialFactor) + person.skills.charisma / CharismaLinearFactor;
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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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return charismaEff;
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}
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}
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getRecruitmentSuccessChance(person: Person): number {
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getRecruitmentSuccessChance(person: Person): number {
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@ -1155,15 +1155,12 @@ export class Bladeburner {
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break;
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break;
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}
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}
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case BladeGeneralActionName.diplomacy: {
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case BladeGeneralActionName.diplomacy: {
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const eff = this.getDiplomacyEffectiveness(person);
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const diplomacyPct = this.getDiplomacyPercentage(person);
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this.getCurrentCity().chaos *= eff;
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this.getCurrentCity().changeChaosByPercentage(-diplomacyPct);
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if (this.getCurrentCity().chaos < 0) {
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this.getCurrentCity().chaos = 0;
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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(
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this.log(
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`${person.whoAmI()}: Diplomacy completed. Chaos levels in the current city fell by ${formatPercent(
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`${person.whoAmI()}: Diplomacy completed. Chaos levels in the current city fell by ${formatPercent(
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1 - eff,
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diplomacyPct / 100,
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)}.`,
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)}.`,
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);
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);
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}
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}
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@ -1203,8 +1200,8 @@ export class Bladeburner {
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}
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}
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for (const cityName of Object.values(CityName)) {
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for (const cityName of Object.values(CityName)) {
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const city = this.cities[cityName];
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const city = this.cities[cityName];
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city.chaos += 10;
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city.changeChaosByCount(10);
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city.chaos += city.chaos / (Math.log(city.chaos) / Math.log(10));
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city.changeChaosByCount(city.chaos / Math.log10(city.chaos));
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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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}
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@ -50,10 +50,10 @@ export function BladeburnerDev({ bladeburner }: { bladeburner: Bladeburner }): R
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const wipeAllChaos = () => Object.values(CityName).forEach((city) => (bladeburner.cities[city].chaos = 0));
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const wipeAllChaos = () => Object.values(CityName).forEach((city) => (bladeburner.cities[city].chaos = 0));
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const wipeActiveCityChaos = () => (bladeburner.cities[bladeburner.city].chaos = 0);
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const wipeActiveCityChaos = () => (bladeburner.cities[bladeburner.city].chaos = 0);
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const addAllChaos = (modify: number) => (chaos: number) => {
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const addAllChaos = (modify: number) => (chaos: number) => {
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Object.values(CityName).forEach((city) => (bladeburner.cities[city].chaos += chaos * modify));
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Object.values(CityName).forEach((city) => bladeburner.cities[city].changeChaosByCount(chaos * modify));
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};
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};
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const addTonsAllChaos = () => {
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const addTonsAllChaos = () => {
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Object.values(CityName).forEach((city) => (bladeburner.cities[city].chaos += bigNumber));
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Object.values(CityName).forEach((city) => bladeburner.cities[city].changeChaosByCount(bigNumber));
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};
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};
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// Skill functions
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// Skill functions
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