mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-26 01:23:49 +01:00
BLADEBURNER: Fix NaN in getSuccessRange (#1394)
This commit is contained in:
parent
a12056a898
commit
417d420793
@ -8,6 +8,7 @@ import { BladeburnerConstants } from "../data/Constants";
|
|||||||
import { calculateIntelligenceBonus } from "../../PersonObjects/formulas/intelligence";
|
import { calculateIntelligenceBonus } from "../../PersonObjects/formulas/intelligence";
|
||||||
import { BladeMultName } from "../Enums";
|
import { BladeMultName } from "../Enums";
|
||||||
import { getRecordKeys } from "../../Types/Record";
|
import { getRecordKeys } from "../../Types/Record";
|
||||||
|
import { clampNumber } from "../../utils/helpers/clampNumber";
|
||||||
|
|
||||||
export interface ActionParams {
|
export interface ActionParams {
|
||||||
desc: string;
|
desc: string;
|
||||||
@ -146,9 +147,16 @@ export abstract class ActionClass {
|
|||||||
let high = real + diff;
|
let high = real + diff;
|
||||||
const city = bladeburner.getCurrentCity();
|
const city = bladeburner.getCurrentCity();
|
||||||
let r = city.pop / city.popEst;
|
let r = city.pop / city.popEst;
|
||||||
if (Number.isNaN(r)) r = 0;
|
if (Number.isNaN(r)) {
|
||||||
if (r < 1) low *= r;
|
r = 0;
|
||||||
else high *= r;
|
}
|
||||||
|
if (r < 1) {
|
||||||
|
low *= r;
|
||||||
|
} else {
|
||||||
|
// We need to "clamp" r with "clampNumber" (not "clamp"), otherwise (high *= r) may be NaN. This happens when the
|
||||||
|
// action is Raid, popEst=0, and comms=0.
|
||||||
|
high *= clampNumber(r);
|
||||||
|
}
|
||||||
return [clamp(low), clamp(high)];
|
return [clamp(low), clamp(high)];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -34,18 +34,20 @@ export class BlackOperation extends ActionClass {
|
|||||||
if (bladeburner.rank < this.reqdRank) return { error: "Insufficient rank" };
|
if (bladeburner.rank < this.reqdRank) return { error: "Insufficient rank" };
|
||||||
return { available: true };
|
return { available: true };
|
||||||
}
|
}
|
||||||
// To be implemented by subtypes
|
|
||||||
getActionTimePenalty(): number {
|
getActionTimePenalty(): number {
|
||||||
return 1.5;
|
return 1.5;
|
||||||
}
|
}
|
||||||
|
|
||||||
getPopulationSuccessFactor(/*inst: Bladeburner, params: ISuccessChanceParams*/): number {
|
getPopulationSuccessFactor(): number {
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
getChaosSuccessFactor(/*inst: Bladeburner, params: ISuccessChanceParams*/): number {
|
getChaosSuccessFactor(): number {
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
getTeamSuccessBonus = operationTeamSuccessBonus;
|
getTeamSuccessBonus = operationTeamSuccessBonus;
|
||||||
|
|
||||||
getActionTypeSkillSuccessBonus = operationSkillSuccessBonus;
|
getActionTypeSkillSuccessBonus = operationSkillSuccessBonus;
|
||||||
}
|
}
|
||||||
|
@ -32,6 +32,7 @@ export class Operation extends LevelableActionClass {
|
|||||||
|
|
||||||
// These functions are shared between operations and blackops, so they are defined outside of Operation
|
// These functions are shared between operations and blackops, so they are defined outside of Operation
|
||||||
getTeamSuccessBonus = operationTeamSuccessBonus;
|
getTeamSuccessBonus = operationTeamSuccessBonus;
|
||||||
|
|
||||||
getActionTypeSkillSuccessBonus = operationSkillSuccessBonus;
|
getActionTypeSkillSuccessBonus = operationSkillSuccessBonus;
|
||||||
|
|
||||||
getChaosSuccessFactor(inst: Bladeburner /*, params: ISuccessChanceParams*/): number {
|
getChaosSuccessFactor(inst: Bladeburner /*, params: ISuccessChanceParams*/): number {
|
||||||
@ -45,7 +46,9 @@ export class Operation extends LevelableActionClass {
|
|||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
getSuccessChance(inst: Bladeburner, person: Person, params: SuccessChanceParams) {
|
getSuccessChance(inst: Bladeburner, person: Person, params: SuccessChanceParams) {
|
||||||
if (this.name == BladeOperationName.raid && inst.getCurrentCity().comms <= 0) return 0;
|
if (this.name === BladeOperationName.raid && inst.getCurrentCity().comms <= 0) {
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
return ActionClass.prototype.getSuccessChance.call(this, inst, person, params);
|
return ActionClass.prototype.getSuccessChance.call(this, inst, person, params);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -57,6 +60,7 @@ export class Operation extends LevelableActionClass {
|
|||||||
toJSON(): IReviverValue {
|
toJSON(): IReviverValue {
|
||||||
return this.save("Operation", "teamCount");
|
return this.save("Operation", "teamCount");
|
||||||
}
|
}
|
||||||
|
|
||||||
loadData(loadedObject: Operation): void {
|
loadData(loadedObject: Operation): void {
|
||||||
this.teamCount = clampInteger(loadedObject.teamCount, 0);
|
this.teamCount = clampInteger(loadedObject.teamCount, 0);
|
||||||
LevelableActionClass.prototype.loadData.call(this, loadedObject);
|
LevelableActionClass.prototype.loadData.call(this, loadedObject);
|
||||||
@ -73,6 +77,7 @@ constructorsForReviver.Operation = Operation;
|
|||||||
export const operationSkillSuccessBonus = (inst: Bladeburner) => {
|
export const operationSkillSuccessBonus = (inst: Bladeburner) => {
|
||||||
return inst.getSkillMult(BladeMultName.successChanceOperation);
|
return inst.getSkillMult(BladeMultName.successChanceOperation);
|
||||||
};
|
};
|
||||||
|
|
||||||
export function operationTeamSuccessBonus(this: Operation | BlackOperation, inst: Bladeburner) {
|
export function operationTeamSuccessBonus(this: Operation | BlackOperation, inst: Bladeburner) {
|
||||||
if (this.teamCount && this.teamCount > 0) {
|
if (this.teamCount && this.teamCount > 0) {
|
||||||
this.teamCount = Math.min(this.teamCount, inst.teamSize);
|
this.teamCount = Math.min(this.teamCount, inst.teamSize);
|
||||||
|
@ -125,7 +125,7 @@ export class Bladeburner {
|
|||||||
startAction(actionId: ActionIdentifier | null): Attempt<{ message: string }> {
|
startAction(actionId: ActionIdentifier | null): Attempt<{ message: string }> {
|
||||||
if (!actionId) {
|
if (!actionId) {
|
||||||
this.resetAction();
|
this.resetAction();
|
||||||
return { success: true, message: "Stopped current bladeburner action" };
|
return { success: true, message: "Stopped current Bladeburner action" };
|
||||||
}
|
}
|
||||||
if (!Player.hasAugmentation(AugmentationName.BladesSimulacrum, true)) Player.finishWork(true);
|
if (!Player.hasAugmentation(AugmentationName.BladesSimulacrum, true)) Player.finishWork(true);
|
||||||
const action = this.getActionObject(actionId);
|
const action = this.getActionObject(actionId);
|
||||||
|
@ -20,7 +20,7 @@ export function NetscriptBladeburner(): InternalAPI<INetscriptBladeburner> {
|
|||||||
const getBladeburner = function (ctx: NetscriptContext): Bladeburner {
|
const getBladeburner = function (ctx: NetscriptContext): Bladeburner {
|
||||||
const apiAccess = Player.bitNodeN === 7 || Player.sourceFileLvl(7) > 0;
|
const apiAccess = Player.bitNodeN === 7 || Player.sourceFileLvl(7) > 0;
|
||||||
if (!apiAccess) {
|
if (!apiAccess) {
|
||||||
throw helpers.errorMessage(ctx, "You have not unlocked the bladeburner API.", "API ACCESS");
|
throw helpers.errorMessage(ctx, "You have not unlocked the Bladeburner API.", "API ACCESS");
|
||||||
}
|
}
|
||||||
const bladeburner = Player.bladeburner;
|
const bladeburner = Player.bladeburner;
|
||||||
if (!bladeburner)
|
if (!bladeburner)
|
||||||
@ -112,14 +112,10 @@ export function NetscriptBladeburner(): InternalAPI<INetscriptBladeburner> {
|
|||||||
},
|
},
|
||||||
getActionCurrentTime: (ctx) => () => {
|
getActionCurrentTime: (ctx) => () => {
|
||||||
const bladeburner = getBladeburner(ctx);
|
const bladeburner = getBladeburner(ctx);
|
||||||
try {
|
return (
|
||||||
const timecomputed =
|
|
||||||
Math.min(bladeburner.actionTimeCurrent + bladeburner.actionTimeOverflow, bladeburner.actionTimeToComplete) *
|
Math.min(bladeburner.actionTimeCurrent + bladeburner.actionTimeOverflow, bladeburner.actionTimeToComplete) *
|
||||||
1000;
|
1000
|
||||||
return timecomputed;
|
);
|
||||||
} catch (e: unknown) {
|
|
||||||
throw helpers.errorMessage(ctx, String(e));
|
|
||||||
}
|
|
||||||
},
|
},
|
||||||
getActionEstimatedSuccessChance: (ctx) => (type, name) => {
|
getActionEstimatedSuccessChance: (ctx) => (type, name) => {
|
||||||
const bladeburner = getBladeburner(ctx);
|
const bladeburner = getBladeburner(ctx);
|
||||||
|
Loading…
Reference in New Issue
Block a user