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https://github.com/bitburner-official/bitburner-src.git
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Cleaned up Coding Contract Generation Code
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@ -3,7 +3,8 @@ import {CodingContract,
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CodingContractTypes} from "./CodingContracts";
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import {Factions} from "./Faction";
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import {Player} from "./Player";
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import {AllServers} from "./Server";
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import {GetServerByHostname,
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AllServers} from "./Server";
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import {getRandomInt} from "../utils/helpers/getRandomInt";
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@ -14,11 +15,62 @@ export function generateRandomContract() {
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let problemType = problemTypes[randIndex];
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// Then select a random reward type. 'Money' will always be the last reward type
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var reward = {};
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reward.type = getRandomInt(0, CodingContractRewardType.Money);
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const reward = getRandomReward();
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// Change type based on certain conditions
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var factionsThatAllowHacking = Player.factions.filter((fac) => {
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// Choose random server
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const randServer = getRandomServer();
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let contractFn = getRandomFilename(randServer, reward);
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let contract = new CodingContract(contractFn, problemType, reward);
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randServer.addContract(contract);
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}
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export function generateContract(params) {
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// Problem Type
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let problemType;
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const problemTypes = Object.keys(CodingContractTypes);
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if (params.problemType != null && problemTypes.includes(params.problemType)) {
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problemType = params.problemType;
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} else {
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let randIndex = getRandomInt(0, problemTypes.length - 1);
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problemType = problemTypes[randIndex];
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}
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// Reward Type - This is always random for now
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const reward = getRandomReward();
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// Server
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let server;
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if (params.server != null) {
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server = GetServerByHostname(params.server);
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if (server == null) {
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server = AllServers[param.server];
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}
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if (server == null) {
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server = getRandomServer();
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}
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} else {
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server = getRandomServer();
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}
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// Filename
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let fn;
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if (params.fn != null) {
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fn = params.fn;
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} else {
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fn = getRandomFilename(server, reward);
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}
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let contract = new CodingContract(fn, problemType, reward);
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server.addContract(contract);
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}
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// Ensures that a contract's reward type is valid
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function sanitizeRewardType(rewardType) {
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let type = rewardType; // Create copy
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const factionsThatAllowHacking = Player.factions.filter((fac) => {
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try {
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return Factions[fac].getInfo().offerHackingWork;
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} catch (e) {
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@ -26,17 +78,34 @@ export function generateRandomContract() {
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return false;
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}
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});
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if (reward.type === CodingContractRewardType.FactionReputation && factionsThatAllowHacking.length === 0) {
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reward.type = CodingContractRewardType.CompanyReputation;
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if (type === CodingContractRewardType.FactionReputation && factionsThatAllowHacking.length === 0) {
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type = CodingContractRewardType.CompanyReputation;
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}
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if (reward.type === CodingContractRewardType.FactionReputationAll && factionsThatAllowHacking.length === 0) {
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reward.type = CodingContractRewardType.CompanyReputation;
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if (type === CodingContractRewardType.FactionReputationAll && factionsThatAllowHacking.length === 0) {
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type = CodingContractRewardType.CompanyReputation;
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}
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if (reward.type === CodingContractRewardType.CompanyReputation && Player.companyName === "") {
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reward.type = CodingContractRewardType.Money;
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if (type === CodingContractRewardType.CompanyReputation && Player.companyName === "") {
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type = CodingContractRewardType.Money;
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}
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return type;
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}
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function getRandomReward() {
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let reward = {};
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reward.type = getRandomInt(0, CodingContractRewardType.Money);
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reward.type = sanitizeRewardType(reward.type);
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// Add additional information based on the reward type
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const factionsThatAllowHacking = Player.factions.filter((fac) => {
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try {
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return Factions[fac].getInfo().offerHackingWork;
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} catch (e) {
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console.error(`Error when trying to filter Hacking Factions for Coding Contract Generation: ${e}`);
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return false;
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}
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});
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switch (reward.type) {
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case CodingContractRewardType.FactionReputation:
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// Get a random faction that player is a part of. That
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@ -56,21 +125,34 @@ export function generateRandomContract() {
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break;
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}
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// Choose random server
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return reward;
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}
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function getRandomServer() {
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const servers = Object.keys(AllServers);
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randIndex = getRandomInt(0, servers.length - 1);
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var randServer = AllServers[servers[randIndex]];
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while (randServer.purchasedByPlayer === true) {
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let randIndex = getRandomInt(0, servers.length - 1);
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let randServer = AllServers[servers[randIndex]];
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// An infinite loop shouldn't ever happen, but to be safe we'll use
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// a for loop with a limited number of tries
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for (let i = 0; i < 200; ++i) {
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if (randServer.purchasedByPlayer === false) { break; }
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randIndex = getRandomInt(0, servers.length - 1);
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randServer = AllServers[servers[randIndex]];
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}
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return randServer;
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}
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function getRandomFilename(server, reward) {
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let contractFn = `contract-${getRandomInt(0, 1e6)}`;
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while (randServer.contracts.filter((c) => {return c.fn === contractFn}).length > 0) {
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for (let i = 0; i < 1000; ++i) {
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if (server.contracts.filter((c) => {return c.fn === contractFn}).length <= 0) { break; }
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contractFn = `contract-${getRandomInt(0, 1e6)}`;
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}
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if (reward.name) { contractFn += `-${reward.name.replace(/\s/g, "")}`; }
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let contract = new CodingContract(contractFn, problemType, reward);
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randServer.addContract(contract);
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if (reward.name) { contractFn += `-${reward.name.replace(/\s/g, "")}`; }
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return contractFn;
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}
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@ -431,6 +431,8 @@ export function createDevMenu() {
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devMenuContainer.appendChild(gangStoredCyclesInput);
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devMenuContainer.appendChild(gangAddStoredCycles);
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devMenuContainer.appendChild(createElement("br"));
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devMenuContainer.appendChild(contractsHeader);
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devMenuContainer.appendChild(generateRandomContractBtn);
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const entireGameContainer = document.getElementById("entire-game-container");
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if (entireGameContainer == null) {
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@ -248,7 +248,7 @@ export const codingContractTypesMetadata: ICodingContractTypeMetadata[] = [
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if (Math.random() < 0.2) {
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arr[i] = 0; // 20% chance of being 0
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} else {
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arr[i] = getRandomInt(0, 24);
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arr[i] = getRandomInt(0, 10);
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}
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}
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