mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-10 01:33:54 +01:00
Added few augs
This commit is contained in:
commit
6390f3618e
10
.github/PULL_REQUEST_TEMPLATE
vendored
10
.github/PULL_REQUEST_TEMPLATE
vendored
@ -5,16 +5,20 @@
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# PR title
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Formatted as such:
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SECTION: FIX #xzyw PLAYER DESCRIPTION
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SECTION: PLAYER DESCRIPTION
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SECTION is something like "API", "UI", "MISC", "STANEK", "CORPORATION"
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FIX #xyzw is the issue number, if any
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PLAYER DESCRIPTION is what you'd tell a non-contributor to convey what is changed.
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# Linked issues
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If your pull request is related to a git issue, please link it in the description using #xyz.
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If your PR should close the issue when it is merged in, use `fixes #xyz` or `closes #xyz`. It'll automate the process.
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If your PR should close the issue when it is merged in, use `fixes #xyz` or `closes #xyz` like this:
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closes #xxxx
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closes #yyyy
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It'll automate the process.
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# Documentation
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@ -16,7 +16,7 @@ setToBladeburnerAction(sleeveNumber: number, action: string, contract?: string):
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| Parameter | Type | Description |
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| --- | --- | --- |
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| sleeveNumber | number | Index of the sleeve to workout at the gym. |
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| sleeveNumber | number | Index of the sleeve which will perform Action. |
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| action | string | Name of the action to be performed. |
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| contract | string | Name of the contract if applicable. |
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@ -1661,17 +1661,17 @@ export const initGeneralAugmentations = (): Augmentation[] => [
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}),
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// Sleeve exclusive augmentations
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new Augmentation({
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name: AugmentationNames.UnnamedAug1,
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isSpecial: true,
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repCost: Infinity,
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moneyCost: 1e12,
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info: "This augmentation is exclusive to sleeves.",
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stats: <>Allows sleeves to benefit from Stanek's Gift but it is less powerful if several are installed.</>,
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factions: [
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/*Technically in FactionNames.ChurchOfTheMachineGod but not really for display reasons */
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],
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}),
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// new Augmentation({
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// name: AugmentationNames.UnnamedAug1,
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// isSpecial: true,
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// repCost: Infinity,
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// moneyCost: 1e12,
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// info: "This augmentation is exclusive to sleeves.",
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// stats: <>Allows sleeves to benefit from Stanek's Gift but it is less powerful if several are installed.</>,
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// factions: [
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// /*Technically in FactionNames.ChurchOfTheMachineGod but not really for display reasons */
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// ],
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// }),
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];
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export const initBladeburnerAugmentations = (): Augmentation[] => [
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@ -1,6 +1,8 @@
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import { Player } from "../Player";
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import { IPlayer } from "src/PersonObjects/IPlayer";
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import { MaterialSizes } from "./MaterialSizes";
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import { ICorporation } from "./ICorporation";
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import { Corporation } from "./Corporation";
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import { IIndustry } from "./IIndustry";
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import { IndustryStartingCosts, IndustryResearchTrees } from "./IndustryData";
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import { Industry } from "./Industry";
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@ -463,6 +465,23 @@ export function Research(division: IIndustry, researchName: string): void {
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// Get the Node from the Research Tree and set its 'researched' property
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researchTree.research(researchName);
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division.researched[researchName] = true;
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// I couldn't figure out where else to put this so that warehouse size would get updated instantly
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// whether research is done by script or UI. All other stats gets calculated in every cycle
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// Warehouse size gets updated only when something increases it.
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if (researchName == "Drones - Transport") {
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for (let i = 0; i < CorporationConstants.Cities.length; ++i) {
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const city = CorporationConstants.Cities[i];
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const warehouse = division.warehouses[city];
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if (!(warehouse instanceof Warehouse)) {
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continue;
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}
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if (Player.corporation instanceof Corporation) {
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// Stores cycles in a "buffer". Processed separately using Engine Counters
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warehouse.updateSize(Player.corporation, division);
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}
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}
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}
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}
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export function ExportMaterial(
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@ -83,6 +83,10 @@ export class Corporation {
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const gameCycles = marketCycles * CorporationConstants.CyclesPerIndustryStateCycle;
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this.storedCycles -= gameCycles;
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this.divisions.forEach((ind) => {
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ind.resetImports(state);
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});
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this.divisions.forEach((ind) => {
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ind.process(marketCycles, state, this);
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});
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@ -230,6 +234,7 @@ export class Corporation {
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let sharePrice = this.sharePrice;
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let sharesSold = 0;
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let profit = 0;
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let targetPrice = this.getTargetSharePrice();
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const maxIterations = Math.ceil(numShares / CorporationConstants.SHARESPERPRICEUPDATE);
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if (isNaN(maxIterations) || maxIterations > 10e6) {
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@ -249,9 +254,13 @@ export class Corporation {
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sharesUntilUpdate = CorporationConstants.SHARESPERPRICEUPDATE;
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sharesTracker -= sharesUntilUpdate;
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sharesSold += sharesUntilUpdate;
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targetPrice = this.valuation / (2 * (this.totalShares + sharesSold - this.numShares));
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// Calculate what new share price would be
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sharePrice = this.valuation / (2 * (this.totalShares + sharesSold - this.numShares));
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if (sharePrice <= targetPrice) {
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sharePrice *= 1 + 0.5 * 0.01;
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} else {
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sharePrice *= 1 - 0.5 * 0.01;
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}
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}
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}
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@ -54,6 +54,7 @@ export interface IIndustry {
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processMaterials(marketCycles: number, corporation: ICorporation): [number, number];
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processProducts(marketCycles: number, corporation: ICorporation): [number, number];
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processProduct(marketCycles: number, product: Product, corporation: ICorporation): number;
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resetImports(state: string): void;
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discontinueProduct(product: Product): void;
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getAdVertCost(): number;
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applyAdVert(corporation: ICorporation): void;
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@ -523,24 +523,6 @@ export class Industry implements IIndustry {
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expenses = 0;
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this.calculateProductionFactors();
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//At the start of the export state, set the imports of everything to 0
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if (this.state === "EXPORT") {
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for (let i = 0; i < CorporationConstants.Cities.length; ++i) {
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const city = CorporationConstants.Cities[i];
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if (!(this.warehouses[city] instanceof Warehouse)) {
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continue;
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}
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const warehouse = this.warehouses[city];
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if (warehouse === 0) continue;
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for (const matName of Object.keys(warehouse.materials)) {
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if (warehouse.materials.hasOwnProperty(matName)) {
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const mat = warehouse.materials[matName];
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mat.imp = 0;
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}
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}
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}
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}
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for (let i = 0; i < CorporationConstants.Cities.length; ++i) {
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const city = CorporationConstants.Cities[i];
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const office = this.offices[city];
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@ -1236,6 +1218,26 @@ export class Industry implements IIndustry {
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return totalProfit;
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}
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resetImports(state: string): void {
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//At the start of the export state, set the imports of everything to 0
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if (state === "EXPORT") {
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for (let i = 0; i < CorporationConstants.Cities.length; ++i) {
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const city = CorporationConstants.Cities[i];
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if (!(this.warehouses[city] instanceof Warehouse)) {
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continue;
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}
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const warehouse = this.warehouses[city];
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if (warehouse === 0) continue;
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for (const matName of Object.keys(warehouse.materials)) {
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if (warehouse.materials.hasOwnProperty(matName)) {
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const mat = warehouse.materials[matName];
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mat.imp = 0;
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}
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}
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}
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}
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}
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discontinueProduct(product: Product): void {
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for (const productName of Object.keys(this.products)) {
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if (this.products.hasOwnProperty(productName)) {
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@ -110,7 +110,7 @@ export function IssueNewSharesModal(props: IProps): React.ReactElement {
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You can issue new equity shares (i.e. stocks) in order to raise capital for your corporation.
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<br />
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<br />
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* You can issue at most {numeralWrapper.formatMoney(maxNewShares)} new shares
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* You can issue at most {numeralWrapper.format(maxNewShares, "0.000a")} new shares
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<br />
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* New shares are sold at a 10% discount
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<br />
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@ -954,7 +954,7 @@ export function NetscriptSingularity(): InternalAPI<ISingularity> {
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// if the player is in a gang and the target faction is any of the gang faction, fail
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if (player.inGang() && faction.name === player.getGangFaction().name) {
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helpers.log(ctx, () => `You can't work for '${facName}' because youre managing a gang for it`);
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helpers.log(ctx, () => `You can't work for '${facName}' because you're managing a gang for it.`);
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return false;
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}
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@ -2,12 +2,14 @@ import { FactionNames } from "../../Faction/data/FactionNames";
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import { Sleeve } from "./Sleeve";
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import { IPlayer } from "../IPlayer";
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import { Player } from "../../Player";
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import { Augmentation } from "../../Augmentation/Augmentation";
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import { StaticAugmentations } from "../../Augmentation/StaticAugmentations";
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import { Factions } from "../../Faction/Factions";
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import { Multipliers } from "../Multipliers";
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import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
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import { getFactionAugmentationsFiltered } from "../../Faction/FactionHelpers";
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export function findSleevePurchasableAugs(sleeve: Sleeve, p: IPlayer): Augmentation[] {
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// You can only purchase Augmentations that are actually available from
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@ -55,8 +57,9 @@ export function findSleevePurchasableAugs(sleeve: Sleeve, p: IPlayer): Augmentat
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// has enough reputation for (since that gang offers all augs)
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if (p.inGang()) {
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const fac = p.getGangFaction();
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const gangAugs = getFactionAugmentationsFiltered(Player, fac);
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for (const augName of Object.keys(StaticAugmentations)) {
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for (const augName of gangAugs) {
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const aug = StaticAugmentations[augName];
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if (!isAvailableForSleeve(aug)) continue;
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@ -71,15 +71,8 @@ export function FAQModal({ open, onClose }: IProps): React.ReactElement {
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<br />
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<Typography>
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Only one of your sleeves can work for a given company/faction a time. To clarify further, if you have two
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sleeves they can work for two different companies, but they cannot both work for the same company.
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</Typography>
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<br />
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<br />
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<Typography variant="h4">Why did my Sleeve stop working?</Typography>
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<br />
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<Typography>
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Sleeves are subject to the same time restrictions as you. This means that they automatically stop working at a
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company after 8 hours, and stop working for a faction after 20 hours.
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sleeves they can work for two different companies/factions, but they cannot both work for the same
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company/faction.
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</Typography>
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<br />
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<br />
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@ -92,13 +85,16 @@ export function FAQModal({ open, onClose }: IProps): React.ReactElement {
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<br />
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<Typography>
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Certain Augmentations, like {FactionNames.Bladeburners}-specific ones and NeuroFlux Governor, are not
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available for sleeves.
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available for sleeves. You also need enough current reputation on some faction that offers that Augmentation.
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</Typography>
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<br />
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<br />
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<Typography variant="h4">Do sleeves get reset when installing Augmentations or switching BitNodes?</Typography>
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<br />
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<Typography>Sleeves are reset when switching BitNodes, but not when installing Augmentations.</Typography>
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<Typography>
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Sleeves are reset when switching BitNodes, but not when installing Augmentations. However installing
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Augmentations on a sleeve does reset their stats.
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</Typography>
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<br />
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<br />
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<Typography variant="h4">What is Memory?</Typography>
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8
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
8
src/ScriptEditor/NetscriptDefinitions.d.ts
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@ -2012,7 +2012,7 @@ export interface Singularity {
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* guarantee that your browser will follow that time limit.
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*
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* @param crime - Name of crime to attempt.
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* @param focus - Acquire player focus on this program creation. Optional. Defaults to true.
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* @param focus - Acquire player focus on this crime. Optional. Defaults to true.
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* @returns The number of milliseconds it takes to attempt the specified crime.
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*/
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commitCrime(crime: string, focus?: boolean): number;
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@ -3511,7 +3511,7 @@ export interface Gang {
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* Ascend the specified Gang Member.
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*
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* @param memberName - Name of member to ascend.
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* @returns Object with info about the ascension results. undefined if ascension did not occur.
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* @returns Object with info about the ascension results. Undefined if ascension did not occur.
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*/
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ascendMember(memberName: string): GangMemberAscension | undefined;
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@ -3523,7 +3523,7 @@ export interface Gang {
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* Get the result of an ascension without ascending.
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*
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* @param memberName - Name of member.
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* @returns Object with info about the ascension results. undefined if ascension is impossible.
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* @returns Object with info about the ascension results. Undefined if ascension is impossible.
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*/
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getAscensionResult(memberName: string): GangMemberAscension | undefined;
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@ -7140,7 +7140,7 @@ interface CorporationInfo {
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numShares: number;
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/** Cooldown until shares can be sold again */
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shareSaleCooldown: number;
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/** Amount of shares issued */
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/** Amount of aqcuirable shares. */
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issuedShares: number;
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/** Price of the shares */
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sharePrice: number;
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@ -75,10 +75,11 @@ export class Server extends BaseServer {
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this.moneyMax = 25 * this.moneyAvailable * BitNodeMultipliers.ServerMaxMoney;
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//Hack Difficulty is synonymous with server security. Base Difficulty = Starting difficulty
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this.hackDifficulty =
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const realDifficulty =
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params.hackDifficulty != null ? params.hackDifficulty * BitNodeMultipliers.ServerStartingSecurity : 1;
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this.hackDifficulty = Math.min(realDifficulty, 100);
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this.baseDifficulty = this.hackDifficulty;
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this.minDifficulty = Math.max(1, Math.round(this.hackDifficulty / 3));
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this.minDifficulty = Math.min(Math.max(1, Math.round(realDifficulty / 3)), 100);
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this.serverGrowth = params.serverGrowth != null ? params.serverGrowth : 1; //Integer from 0 to 100. Affects money increase from grow()
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//Port information, required for porthacking servers to get admin rights
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@ -125,7 +125,9 @@ export function TerminalRoot({ terminal, router, player }: IProps): React.ReactE
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paragraph={false}
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onClick={() => terminal.connectToServer(player, item.hostname)}
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>
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<Typography sx={{ textDecoration: 'underline', "&:hover": { textDecoration: 'none'} }}>{item.hostname}</Typography>
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<Typography sx={{ textDecoration: "underline", "&:hover": { textDecoration: "none" } }}>
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{item.hostname}
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</Typography>
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</MuiLink>
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</>
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)}
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@ -108,7 +108,7 @@ export class CrimeWork extends Work {
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let karma = crime.karma;
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const success = determineCrimeSuccess(player, crime.type);
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if (success) {
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player.gainMoney(gains.money * player.mults.crime_money, "crime");
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player.gainMoney(gains.money, "crime");
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player.numPeopleKilled += crime.kills;
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player.gainIntelligenceExp(gains.intExp);
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} else {
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@ -1,17 +1,18 @@
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import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
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import { Crime } from "src/Crime/Crime";
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import { newWorkStats, scaleWorkStats, WorkStats } from "../WorkStats";
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import { Player } from "../../Player";
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export const calculateCrimeWorkStats = (crime: Crime): WorkStats => {
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const gains = scaleWorkStats(
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newWorkStats({
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money: crime.money,
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hackExp: crime.hacking_exp * 2,
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strExp: crime.strength_exp * 2,
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defExp: crime.defense_exp * 2,
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dexExp: crime.dexterity_exp * 2,
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agiExp: crime.agility_exp * 2,
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chaExp: crime.charisma_exp * 2,
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money: crime.money * Player.mults.crime_money,
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hackExp: crime.hacking_exp * 2 * Player.mults.hacking_exp,
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strExp: crime.strength_exp * 2 * Player.mults.strength_exp,
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defExp: crime.defense_exp * 2 * Player.mults.defense_exp,
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dexExp: crime.dexterity_exp * 2 * Player.mults.dexterity_exp,
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agiExp: crime.agility_exp * 2 * Player.mults.agility_exp,
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chaExp: crime.charisma_exp * 2 * Player.mults.charisma_exp,
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intExp: crime.intelligence_exp * 2,
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}),
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BitNodeMultipliers.CrimeExpGain,
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@ -262,7 +262,7 @@ const Engine: {
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if (numCyclesOffline < 3000 * 100) {
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// if we have less than 100 rolls, just roll them exactly.
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for (let i = 0; i < numCyclesOffline / 3000; i++) {
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if (Math.random() < 0.25) numContracts++;
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if (Math.random() <= 0.25) numContracts++;
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}
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} else {
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// just average it.
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@ -38,15 +38,15 @@ function convertTimeMsToTimeElapsedString(time: number, showMilli = false): stri
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let res = "";
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if (days > 0) {
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res += `${days} days `;
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res += `${days} day${days === 1 ? "" : "s"} `;
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}
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if (hours > 0 || (Settings.ShowMiddleNullTimeUnit && res != "")) {
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res += `${hours} hours `;
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res += `${hours} hour${hours === 1 ? "" : "s"} `;
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}
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if (minutes > 0 || (Settings.ShowMiddleNullTimeUnit && res != "")) {
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res += `${minutes} minutes `;
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res += `${minutes} minute${minutes === 1 ? "" : "s"} `;
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}
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res += `${seconds} seconds`;
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res += `${seconds} second${!showMilli && secTruncMinutes === 1 ? "" : "s"}`;
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return res;
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}
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|
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