mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-18 12:15:44 +01:00
Vigilante Justice now reduces wanted by a percentage to help players stuck with very high wanted level.
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commit
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4
dist/engine.bundle.js
vendored
4
dist/engine.bundle.js
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20
dist/vendor.bundle.js
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dist/vendor.bundle.js
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@ -193,9 +193,6 @@ export class Blackjack extends Game<Props, State> {
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const dealerHandValue = this.getTrueHandValue(newDealerHand);
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const playerHandValue = this.getTrueHandValue(this.state.playerHand);
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console.log(`dealerHandValue: ${dealerHandValue}`);
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console.log(`playerHandValue: ${playerHandValue}`);
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// We expect nobody to have busted. If someone busted, there is an error
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// in our game logic
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if (dealerHandValue > 21 || playerHandValue > 21) {
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@ -175,7 +175,7 @@ export class CodingContract {
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async prompt(): Promise<CodingContractResult> {
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const popupId = `coding-contract-prompt-popup-${this.fn}`;
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return new Promise<CodingContractResult>((resolve, reject) => {
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let popup = new CodingContractPopup({
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const popup = new CodingContractPopup({
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c: this,
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popupId: popupId,
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onClose: () => {
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@ -183,14 +183,13 @@ export class CodingContract {
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removePopup(popupId);
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},
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onAttempt: (val: string) => {
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console.log(`top; ${val}`);
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if (this.isSolution(val)) {
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resolve(CodingContractResult.Success);
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} else {
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resolve(CodingContractResult.Failure);
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}
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removePopup(popupId);
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}
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},
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});
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createPopup(popupId, CodingContractPopup, popup.props);
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});
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@ -1,14 +1,11 @@
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import { Factions } from "./Faction/Factions";
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import { IPlayer } from "./PersonObjects/IPlayer";
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export let LastExportBonus: number = 0;
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export let LastExportBonus = 0;
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const bonusTimer = 24*60*60*1000; // 24h
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export function canGetBonus(): boolean {
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const now = (new Date()).getTime()
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console.log(now);
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console.log(LastExportBonus);
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console.log(now - LastExportBonus);
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if(now - LastExportBonus > bonusTimer) return true;
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return false;
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}
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13
src/Gang.jsx
13
src/Gang.jsx
@ -223,11 +223,14 @@ Gang.prototype.process = function(numCycles=1, player) {
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Gang.prototype.processGains = function(numCycles=1, player) {
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// Get gains per cycle
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var moneyGains = 0, respectGains = 0, wantedLevelGains = 0;
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for (var i = 0; i < this.members.length; ++i) {
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let moneyGains = 0, respectGains = 0, wantedLevelGains = 0;
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let justice = 0;
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for (let i = 0; i < this.members.length; ++i) {
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respectGains += (this.members[i].calculateRespectGain(this));
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wantedLevelGains += (this.members[i].calculateWantedLevelGain(this));
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moneyGains += (this.members[i].calculateMoneyGain(this));
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const wantedLevelGain = this.members[i].calculateWantedLevelGain(this);
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wantedLevelGains += wantedLevelGain;
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if(wantedLevelGain < 0) justice++; // this member is lowering wanted.
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}
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this.respectGainRate = respectGains;
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this.wantedGainRate = wantedLevelGains;
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@ -241,7 +244,7 @@ Gang.prototype.processGains = function(numCycles=1, player) {
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if (!(fac instanceof Faction)) {
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dialogBoxCreate("ERROR: Could not get Faction associates with your gang. This is a bug, please report to game dev");
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} else {
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var favorMult = 1 + (fac.favor / 100);
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let favorMult = 1 + (fac.favor / 100);
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fac.playerReputation += ((player.faction_rep_mult * gain * favorMult) / GangRespectToReputationRatio);
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}
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@ -258,7 +261,7 @@ Gang.prototype.processGains = function(numCycles=1, player) {
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} else {
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const oldWanted = this.wanted;
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let newWanted = oldWanted + (wantedLevelGains * numCycles);
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newWanted = newWanted * (1 - justice * 0.001); // safeguard
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// Prevent overflow
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if (wantedLevelGains <= 0 && newWanted > oldWanted) {
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newWanted = 1;
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@ -42,7 +42,6 @@ export class GymLocation extends React.Component<IProps, any> {
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calculateCost(): number {
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const ip = SpecialServerIps.getIp(this.props.loc.name);
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console.log(`ip: ${ip}`);
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const server = getServer(ip);
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if(server == null || !server.hasOwnProperty('backdoorInstalled')) return this.props.loc.costMult;
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const discount = (server as Server).backdoorInstalled? 0.9 : 1;
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@ -45,7 +45,6 @@ export class UniversityLocation extends React.Component<IProps, any> {
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calculateCost(): number {
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const ip = SpecialServerIps.getIp(this.props.loc.name);
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console.log(`ip: ${ip}`);
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const server = getServer(ip);
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if(server == null || !server.hasOwnProperty('backdoorInstalled')) return this.props.loc.costMult;
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const discount = (server as Server).backdoorInstalled? 0.9 : 1;
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@ -4448,7 +4448,6 @@ function NetscriptFunctions(workerScript) {
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document.completely_unused_field = undefined;
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// set one to true and check that it affected the other.
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document.completely_unused_field = true;
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console.log(workerScript.ramUsage);
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if(doc.completely_unused_field && workerScript.ramUsage === 1.6) {
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Player.giveExploit(Exploit.Bypass);
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}
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@ -250,8 +250,6 @@ function loadGame(saveString) {
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try {
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ExportBonus.LastExportBonus = JSON.parse(saveObj.LastExportBonus);
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} catch(err) {
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console.log(saveObj.LastExportBonus);
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console.log(ExportBonus.LastExportBonus);
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ExportBonus.LastExportBonus = (new Date()).getTime();
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console.error("ERROR: Failed to parse .fconf Settings "+ err);
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}
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@ -181,7 +181,6 @@ export class BaseServer {
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* @returns {IReturnStatus} Return status object indicating whether or not file was deleted
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*/
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removeFile(fn: string): IReturnStatus {
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console.log(`removing ${fn}`);
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if (fn.endsWith(".exe") || fn.match(/^.+\.exe-\d+(?:\.\d*)?%-INC$/) != null) {
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for (let i = 0; i < this.programs.length; ++i) {
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if (this.programs[i] === fn) {
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@ -1320,7 +1320,7 @@ let Terminal = {
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} catch(err) {
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status = {
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res: false,
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msg: 'No such file exists'
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msg: 'No such file exists',
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};
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}
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@ -1886,7 +1886,7 @@ let Terminal = {
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return {
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hostname: server.hostname,
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ip: server.ip,
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hasRoot: server.hasAdminRights ? "Y" : "N"
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hasRoot: server.hasAdminRights ? "Y" : "N",
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}
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});
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servers.unshift({
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@ -40,7 +40,7 @@ export class CodingContractPopup extends React.Component<IProps, IState>{
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render(): React.ReactNode {
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const contractType: CodingContractType = CodingContractTypes[this.props.c.type];
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let description = [];
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const description = [];
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for (const [i, value] of contractType.desc(this.props.c.data).split('\n').entries())
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description.push(<span key={i} dangerouslySetInnerHTML={{__html: value+'<br />'}}></span>);
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return (
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@ -17,7 +17,7 @@ type IState = {
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export class CopyableText extends React.Component<IProps, IState> {
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public static defaultProps = {
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//Default span to prevent destroying current clickables
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tag: ClickableTag.Tag_span
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tag: ClickableTag.Tag_span,
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};
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constructor(props: IProps) {
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@ -39,8 +39,8 @@ function gameOptionsBoxOpen() {
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box.style.display = "flex";
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// special exception for bladeburner popup because it's only visible later.
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document.getElementById("settingsSuppressBladeburnerPopup").
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closest('fieldset').style.display =
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document.getElementById("settingsSuppressBladeburnerPopup")
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.closest('fieldset').style.display =
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Player.canAccessBladeburner() ? 'block' : 'none';
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setTimeout(function() {
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gameOptionsOpened = true;
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