Began refactoring Corporation implementation into separate modules (and converted to TypeScript). Rebalanced material starting prices and market properties (demand, competition, market price)

This commit is contained in:
danielyxie 2018-12-09 05:36:18 -08:00
parent 12743614a3
commit 6973dd8fca
18 changed files with 3648 additions and 3280 deletions

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@ -492,7 +492,7 @@ ps
:param string ip: Hostname or IP address of the target server.
If not specified, it will be the current server's IP by default
:RAM cost: 0 GB
:RAM cost: 0.2 GB
Returns an array with general information about all scripts running on the specified
target server. The information for each server is given in an object with

5
package-lock.json generated

@ -20,6 +20,11 @@
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"dev": true
},
"@types/numeral": {
"version": "0.0.25",
"resolved": "https://registry.npmjs.org/@types/numeral/-/numeral-0.0.25.tgz",
"integrity": "sha512-ShHzHkYD+Ldw3eyttptCpUhF1/mkInWwasQkCNXZHOsJMJ/UMa8wXrxSrTJaVk0r4pLK/VnESVM0wFsfQzNEKQ=="
},
"@webassemblyjs/ast": {
"version": "1.5.12",
"resolved": "https://registry.npmjs.org/@webassemblyjs/ast/-/ast-1.5.12.tgz",

@ -6,6 +6,7 @@
"url": "https://github.com/danielyxie/bitburner/issues"
},
"dependencies": {
"@types/numeral": "0.0.25",
"acorn": "^5.0.0",
"acorn-dynamic-import": "^2.0.0",
"ajv": "^5.1.5",

@ -505,31 +505,11 @@ export let CONSTANTS: IMap<any> = {
LatestUpdate:
`
v0.41.2
* IMPORTANT - Netscript Changes:
** rm() now takes an optional parameter that lets you specify on which server to delete the file
** Added growthAnalyze() Netscript function
* Gang Changes:
** UI now displays your chance to win a clash with other gangs
** Added getChanceToWinClash() function to the Gang API
** Added getEquipmentType() function to the Gang API
** Added several new hacking-based equipment and Augmentations
** Rebalanced several equipment/upgrades to give less defense
** Wanted level gain rate is now be slightly higher for all tasks
** Rebalanced parameters for "hacking" tasks
* Added new Main Menu configuration in .fconf: "compact"
* Added the terminal command 'expr', which can be used to evaluate simple mathematical expressions
* Bug Fix: Can no longer purchase duplicate equipment/Augmentations through gang.purchaseEquipment()
* Bug Fix: scp() should no longer throw errors when used with 2-arguments and an array of files
* Bug Fix: Coding Contracts no longer give money in BitNode-8
* Bug Fix: In Bladeburner, you can no longer start a BlackOp through the Netscript API if it has already been completed
* Bug Fix: In Bladeburner, fixed a bug which caused the configured 'automate' actions to occasionally be switched to other actions
* Bug Fix: 'Return to World' button at locations no longer accumulates event listeners
* Bug Fix: Working & taking classes now continuously add/subtract money during the action, instead of doing it at completion
* Bug Fix: Top-right overview panel now displays negative money using '-' instead of '()'
* Bug Fix: Stock Market UI should no longer show 'NaN' profit immediately after buying a stock
v0.42.0
* Corporation Changes:
** Changed initial market prices for many materials
** Changed the way a material's demand, competition, and market price change over time
**
`
}

@ -1,24 +1,34 @@
import { BitNodeMultipliers } from "./BitNodeMultipliers";
import { Factions } from "./Faction/Factions";
import { showLiterature } from "./Literature";
import { Locations } from "./Locations";
import { Player } from "./Player";
import { AllCorporationStates,
CorporationState } from "./CorporationState";
import { EmployeePositions } from "./EmployeePositions";
import { Industries,
IndustryStartingCosts,
IndustryDescriptions } from "./IndustryData";
import { Material } from "./Material";
import { MaterialSizes } from "./MaterialSizes";
import { Product } from "./Product";
import Decimal from "decimal.js";
import { numeralWrapper } from "./ui/numeralFormat";
import { BitNodeMultipliers } from "../BitNodeMultipliers";
import { Factions } from "../Faction/Factions";
import { showLiterature } from "../Literature";
import { Locations } from "../Locations";
import { Player } from "../Player";
import { dialogBoxCreate } from "../utils/DialogBox";
import { clearSelector } from "../utils/uiHelpers/clearSelector";
import { Reviver, Generic_toJSON,
Generic_fromJSON } from "../utils/JSONReviver";
import { createElement } from "../utils/uiHelpers/createElement";
import { createPopup } from "../utils/uiHelpers/createPopup";
import { Page, routing } from "./ui/navigationTracking";
import { formatNumber, generateRandomString } from "../utils/StringHelperFunctions";
import { getRandomInt } from "../utils/helpers/getRandomInt";
import { isString } from "../utils/helpers/isString";
import { removeChildrenFromElement } from "../utils/uiHelpers/removeChildrenFromElement";
import { removeElementById } from "../utils/uiHelpers/removeElementById";
import { numeralWrapper } from "../ui/numeralFormat";
import { Page, routing } from "../ui/navigationTracking";
import { dialogBoxCreate } from "../../utils/DialogBox";
import { clearSelector } from "../../utils/uiHelpers/clearSelector";
import { Reviver,
Generic_toJSON,
Generic_fromJSON } from "../../utils/JSONReviver";
import { createElement } from "../../utils/uiHelpers/createElement";
import { createPopup } from "../../utils/uiHelpers/createPopup";
import { formatNumber, generateRandomString } from "../../utils/StringHelperFunctions";
import { getRandomInt } from "../../utils/helpers/getRandomInt";
import { isString } from "../../utils/helpers/isString";
import { removeChildrenFromElement } from "../../utils/uiHelpers/removeChildrenFromElement";
import { removeElementById } from "../../utils/uiHelpers/removeElementById";
import { yesNoBoxCreate,
yesNoTxtInpBoxCreate,
yesNoBoxGetYesButton,
@ -28,545 +38,30 @@ import { yesNoBoxCreate,
yesNoTxtInpBoxGetInput,
yesNoBoxClose,
yesNoTxtInpBoxClose,
yesNoBoxOpen } from "../utils/YesNoBox";
yesNoBoxOpen } from "../../utils/YesNoBox";
/* State */
var companyStates = ["START", "PURCHASE", "PRODUCTION", "SALE", "EXPORT"];
function CorporationState() {
this.state = 0;
}
CorporationState.prototype.nextState = function() {
if (this.state < 0 || this.state >= companyStates.length) {
this.state = 0;
}
++this.state;
if (this.state >= companyStates.length) {
this.state = 0;
}
}
CorporationState.prototype.getState = function() {
return companyStates[this.state];
}
CorporationState.prototype.toJSON = function() {
return Generic_toJSON("CorporationState", this);
}
CorporationState.fromJSON = function(value) {
return Generic_fromJSON(CorporationState, value.data);
}
Reviver.constructors.CorporationState = CorporationState;
import Decimal from "decimal.js";
/* Constants */
var TOTALSHARES = 1e9; //Total number of shares you have at your company
var CyclesPerMarketCycle = 75;
var CyclesPerIndustryStateCycle = CyclesPerMarketCycle / companyStates.length;
var SecsPerMarketCycle = CyclesPerMarketCycle / 5;
var Cities = ["Aevum", "Chongqing", "Sector-12", "New Tokyo", "Ishima", "Volhaven"];
var WarehouseInitialCost = 5e9; //Initial purchase cost of warehouse
var WarehouseInitialSize = 100;
var WarehouseUpgradeBaseCost = 1e9;
export const TOTALSHARES = 1e9; //Total number of shares you have at your company
export const CyclesPerMarketCycle = 75;
export const CyclesPerIndustryStateCycle = CyclesPerMarketCycle / AllCorporationStates.length;
export const SecsPerMarketCycle = CyclesPerMarketCycle / 5;
export const Cities = ["Aevum", "Chongqing", "Sector-12", "New Tokyo", "Ishima", "Volhaven"];
export const WarehouseInitialCost = 5e9; //Initial purchase cost of warehouse
export const WarehouseInitialSize = 100;
export const WarehouseUpgradeBaseCost = 1e9;
var OfficeInitialCost = 4e9;
var OfficeInitialSize = 3;
var OfficeUpgradeBaseCost = 1e9;
export const OfficeInitialCost = 4e9;
export const OfficeInitialSize = 3;
export const OfficeUpgradeBaseCost = 1e9;
var BribeThreshold = 100e12; //Money needed to be able to bribe for faction rep
var BribeToRepRatio = 1e9; //Bribe Value divided by this = rep gain
export const BribeThreshold = 100e12; //Money needed to be able to bribe for faction rep
export const BribeToRepRatio = 1e9; //Bribe Value divided by this = rep gain
var ProductProductionCostRatio = 5; //Ratio of material cost of a product to its production cost
function Material(params={}) {
this.name = params.name ? params.name : "";
this.qty = 0; //Quantity
this.qlt = 0; //Quality, unbounded
this.dmd = 0; //Demand, 0-100?
this.dmdR = 0; //Range of possible demand
this.cmp = 0; //Competition, 0-100
this.cmpR = 0; //Range of possible competition
this.mv = 0; //Maximum Volatility of stats
//Markup. Determines how high of a price you can charge on the material
//compared to the market price (bCost) based on quality
//Quality is divided by this to determine markup limits
//e.g if mku is 10 and quality is 100 then you can mark up prices by 100/10 = 10
//without consequences
this.mku = 0;
this.buy = 0; //How much of this material is being bought per second
this.sll = 0; //How much of this material is being sold per second
this.prd = 0; //How much of this material is being produced per second
this.exp = []; //Exports of this material to another warehouse/industry
this.totalExp = 0; //Total export amount for last cycle
this.imp = 0;
this.bCost = 0; //$ Cost/sec to buy material
this.sCost = 0; //$ Cost/sec to sell material
//[Whether production/sale is limited, limit amount]
this.prdman = [false, 0]; //Production for this material is manually limited
this.sllman = [false, 0]; //Sale of this material is manually limited
this.init();
}
Material.prototype.init = function(mats={}) {
switch(this.name) {
case "Water":
this.dmd = 75; this.dmdR = [65, 85];
this.cmp = 50; this.cmpR = [40, 60];
this.bCost = 1000; this.mv = 0.2;
this.mku = 6;
break;
case "Energy":
this.dmd = 90; this.dmdR = [80, 100];
this.cmp = 80; this.cmpR = [65, 95];
this.bCost = 1500; this.mv = 0.2;
this.mku = 6;
break;
case "Food":
this.dmd = 80; this.dmdR = [70, 90];
this.cmp = 60; this.cmpR = [35, 85];
this.bCost = 5000; this.mv = 1;
this.mku = 3;
break;
case "Plants":
this.dmd = 70; this.dmdR = [20, 90];
this.cmp = 50; this.cmpR = [30, 70];
this.bCost = 3000; this.mv = 0.6;
this.mku = 3.75;
break;
case "Metal":
this.dmd = 80; this.dmdR = [75, 85];
this.cmp = 70; this.cmpR = [60, 80];
this.bCost = 2650; this.mv = 1;
this.mku = 6;
break;
case "Hardware":
this.dmd = 85; this.dmdR = [80, 90];
this.cmp = 80; this.cmpR = [65, 95];
this.bCost = 4000; this.mv = 0.5; //Less mv bc its processed twice
this.mku = 1;
break;
case "Chemicals":
this.dmd = 55; this.dmdR = [40, 70];
this.cmp = 60; this.cmpR = [40, 80];
this.bCost = 6750; this.mv = 1.2;
this.mku = 2;
break;
case "Real Estate":
this.dmd = 50; this.dmdR = [5, 100];
this.cmp = 50; this.cmpR = [25, 75];
this.bCost = 16e3; this.mv = 1.5; //Less mv bc its processed twice
this.mku = 1.5;
break;
case "Drugs":
this.dmd = 60; this.dmdR = [45, 75];
this.cmp = 70; this.cmpR = [40, 100];
this.bCost = 8e3; this.mv = 1.6;
this.mku = 1;
break;
case "Robots":
this.dmd = 90; this.dmdR = [80, 100];
this.cmp = 90; this.cmpR = [80, 100];
this.bCost = 20e3; this.mv = 0.5; //Less mv bc its processed twice
this.mku = 1;
break;
case "AI Cores":
this.dmd = 90; this.dmdR = [80, 100];
this.cmp = 90; this.cmpR = [80, 100];
this.bCost = 27e3; this.mv = 0.8; //Less mv bc its processed twice
this.mku = 0.5;
break;
case "Scientific Research":
break;
default:
console.log("Invalid material type in init(): " + this.name);
break;
}
}
//Process change in demand, competition, and buy cost of this material
Material.prototype.processMarket = function() {
//This 1st random check determines whether competition increases or decreases
//More competition = lower market price
var v = (Math.random() * this.mv) / 100;
var pv = (Math.random() * this.mv) / 300;
if (Math.random() < 0.42) {
this.cmp *= (1+v);
if (this.cmp > this.cmpR[1]) {this.cmp = this.cmpR[1]};
this.bCost *= (1-pv);
} else {
this.cmp *= (1-v);
if (this.cmp < this.cmpR[0]) {this.cmp = this.cmpR[0];}
this.bCost *= (1+pv);
}
//This 2nd random check determines whether demand increases or decreases
//More demand = higher market price
v = (Math.random() * this.mv) / 100;
pv = (Math.random() * this.mv) / 300;
if (Math.random() < 0.45) {
this.dmd *= (1+v);
if (this.dmd > this.dmdR[1]) {this.dmd = this.dmdR[1];}
this.bCost *= (1+pv);
} else {
this.dmd *= (1-v);
if (this.dmd < this.dmdR[0]) {this.dmd = this.dmdR[0];}
this.bCost *= (1-pv);
}
}
Material.prototype.toJSON = function() {
return Generic_toJSON("Material", this);
}
Material.fromJSON = function(value) {
return Generic_fromJSON(Material, value.data);
}
Reviver.constructors.Material = Material;
//Map of material (by name) to their sizes (how much space it takes in warehouse)
let MaterialSizes = {
Water: 0.05,
Energy: 0.01,
Food: 0.03,
Plants: 0.05,
Metal: 0.1,
Hardware: 0.06,
Chemicals: 0.05,
Drugs: 0.02,
Robots: 0.5,
AICores: 0.1,
RealEstate: 0,
}
function Product(params={}) {
this.name = params.name ? params.name : 0;
this.dmd = params.demand ? params.demand : 0;
this.cmp = params.competition ? params.competition : 0;
this.mku = params.markup ? params.markup : 0;
this.pCost = 0; //An estimate of how much money it costs to make this
this.sCost = 0; //How much this is selling for
//Variables for creation of product
this.fin = false; //Finished being created
this.prog = 0; //0-100% created
this.createCity = params.createCity ? params.createCity : ""; // City in which the product is being created
this.designCost = params.designCost ? params.designCost : 0;
this.advCost = params.advCost ? params.advCost : 0;
//Aggregate score for a product's 'rating' based on the other properties below
//The weighting of the other properties (performance, durability)
//differs between industries
this.rat = 0;
this.qlt = params.quality ? params.quality : 0;
this.per = params.performance ? params.performance : 0;
this.dur = params.durability ? params.durability : 0;
this.rel = params.reliability ? params.reliability : 0;
this.aes = params.aesthetics ? params.aesthetics : 0;
this.fea = params.features ? params.features : 0;
//Data refers to the production, sale, and quantity of the products
//These values are specific to a city
//The data is [qty, prod, sell]
this.data = {
[Locations.Aevum]: [0, 0, 0],
[Locations.Chongqing]: [0, 0, 0],
[Locations.Sector12]: [0, 0, 0],
[Locations.NewTokyo]: [0, 0, 0],
[Locations.Ishima]: [0, 0, 0],
[Locations.Volhaven]: [0, 0, 0],
}
//Only applies for location-based products like restaurants/hospitals
this.loc = params.loc ? params.loc : 0;
//How much space it takes in the warehouse. Not applicable for all products
this.siz = params.size ? params.size : 0;
//Material requirements. An object that maps the name of a material to how much it requires
//to make 1 unit of the product.
this.reqMats = params.req ? params.req : {};
//[Whether production/sale is limited, limit amount]
this.prdman = {
[Locations.Aevum]: [false, 0],
[Locations.Chongqing]: [false, 0],
[Locations.Sector12]: [false, 0],
[Locations.NewTokyo]: [false, 0],
[Locations.Ishima]: [false, 0],
[Locations.Volhaven]: [false, 0],
}
this.sllman = {
[Locations.Aevum]: [false, 0],
[Locations.Chongqing]: [false, 0],
[Locations.Sector12]: [false, 0],
[Locations.NewTokyo]: [false, 0],
[Locations.Ishima]: [false, 0],
[Locations.Volhaven]: [false, 0],
}
}
//empWorkMult is a multiplier that increases progress rate based on
//productivity of employees
Product.prototype.createProduct = function(marketCycles=1, empWorkMult=1) {
if (this.fin) {return;}
this.prog += (marketCycles * .01 * empWorkMult);
}
//'industry' is a reference to the industry that makes the product
Product.prototype.finishProduct = function(employeeProd, industry) {
this.fin = true;
//Calculate properties
var progrMult = this.prog / 100;
var engrRatio = employeeProd[EmployeePositions.Engineer] / employeeProd["total"],
mgmtRatio = employeeProd[EmployeePositions.Management] / employeeProd["total"],
rndRatio = employeeProd[EmployeePositions.RandD] / employeeProd["total"],
opsRatio = employeeProd[EmployeePositions.Operations] / employeeProd["total"],
busRatio = employeeProd[EmployeePositions.Business] / employeeProd["total"];
var designMult = 1 + (Math.pow(this.designCost, 0.1) / 100);
console.log("designMult: " + designMult);
var balanceMult = (1.2 * engrRatio) + (0.9 * mgmtRatio) + (1.3 * rndRatio) +
(1.5 * opsRatio) + (busRatio);
var sciMult = 1 + (Math.pow(industry.sciResearch.qty, industry.sciFac) / 800);
var totalMult = progrMult * balanceMult * designMult * sciMult;
this.qlt = totalMult * ((0.10 * employeeProd[EmployeePositions.Engineer]) +
(0.05 * employeeProd[EmployeePositions.Management]) +
(0.05 * employeeProd[EmployeePositions.RandD]) +
(0.02 * employeeProd[EmployeePositions.Operations]) +
(0.02 * employeeProd[EmployeePositions.Business]));
this.per = totalMult * ((0.15 * employeeProd[EmployeePositions.Engineer]) +
(0.02 * employeeProd[EmployeePositions.Management]) +
(0.02 * employeeProd[EmployeePositions.RandD]) +
(0.02 * employeeProd[EmployeePositions.Operations]) +
(0.02 * employeeProd[EmployeePositions.Business]));
this.dur = totalMult * ((0.05 * employeeProd[EmployeePositions.Engineer]) +
(0.02 * employeeProd[EmployeePositions.Management]) +
(0.08 * employeeProd[EmployeePositions.RandD]) +
(0.05 * employeeProd[EmployeePositions.Operations]) +
(0.05 * employeeProd[EmployeePositions.Business]));
this.rel = totalMult * ((0.02 * employeeProd[EmployeePositions.Engineer]) +
(0.08 * employeeProd[EmployeePositions.Management]) +
(0.02 * employeeProd[EmployeePositions.RandD]) +
(0.05 * employeeProd[EmployeePositions.Operations]) +
(0.08 * employeeProd[EmployeePositions.Business]));
this.aes = totalMult * ((0.00 * employeeProd[EmployeePositions.Engineer]) +
(0.08 * employeeProd[EmployeePositions.Management]) +
(0.05 * employeeProd[EmployeePositions.RandD]) +
(0.02 * employeeProd[EmployeePositions.Operations]) +
(0.10 * employeeProd[EmployeePositions.Business]));
this.fea = totalMult * ((0.08 * employeeProd[EmployeePositions.Engineer]) +
(0.05 * employeeProd[EmployeePositions.Management]) +
(0.02 * employeeProd[EmployeePositions.RandD]) +
(0.05 * employeeProd[EmployeePositions.Operations]) +
(0.05 * employeeProd[EmployeePositions.Business]));
this.calculateRating(industry);
var advMult = 1 + (Math.pow(this.advCost, 0.1) / 100);
this.mku = 100 / (advMult * Math.pow((this.qlt + 0.001), 0.65) * (busRatio + mgmtRatio));
this.dmd = industry.awareness === 0 ? 20 : Math.min(100, advMult * (100 * (industry.popularity / industry.awareness)));
this.cmp = getRandomInt(0, 70);
//Calculate the product's required materials
//For now, just set it to be the same as the requirements to make materials
for (var matName in industry.reqMats) {
if (industry.reqMats.hasOwnProperty(matName)) {
this.reqMats[matName] = industry.reqMats[matName];
}
}
//Calculate the product's size
//For now, just set it to be the same size as the requirements to make materials
this.siz = 0;
for (var matName in industry.reqMats) {
this.siz += MaterialSizes[matName] * industry.reqMats[matName];
}
//Delete unneeded variables
delete this.prog;
delete this.createCity;
delete this.designCost;
delete this.advCost;
}
export const ProductProductionCostRatio = 5; //Ratio of material cost of a product to its production cost
Product.prototype.calculateRating = function(industry) {
var weights = ProductRatingWeights[industry.type];
if (weights == null) {
console.log("ERROR: Could not find product rating weights for: " + industry);
return;
}
this.rat = 0;
this.rat += weights.Quality ? this.qlt * weights.Quality : 0;
this.rat += weights.Performance ? this.per * weights.Performance : 0;
this.rat += weights.Durability ? this.dur * weights.Durability : 0;
this.rat += weights.Reliability ? this.rel * weights.Reliability : 0;
this.rat += weights.Aesthetics ? this.aes * weights.Aesthetics : 0;
this.rat += weights.Features ? this.fea * weights.Features : 0;
}
Product.prototype.toJSON = function() {
return Generic_toJSON("Product", this);
}
Product.fromJSON = function(value) {
return Generic_fromJSON(Product, value.data);
}
Reviver.constructors.Product = Product;
var Industries = {
Energy: "Energy",
Utilities: "Water Utilities",
Agriculture: "Agriculture",
Fishing: "Fishing",
Mining: "Mining",
Food: "Food",
Tobacco: "Tobacco",
Chemical: "Chemical",
Pharmaceutical: "Pharmaceutical",
Computer: "Computer Hardware",
Robotics: "Robotics",
Software: "Software",
Healthcare: "Healthcare",
RealEstate: "RealEstate",
}
var IndustryStartingCosts = {
Energy: 225e9,
Utilities: 150e9,
Agriculture: 40e9,
Fishing: 80e9,
Mining: 300e9,
Food: 10e9,
Tobacco: 20e9,
Chemical: 70e9,
Pharmaceutical: 200e9,
Computer: 500e9,
Robotics: 1e12,
Software: 25e9,
Healthcare: 750e9,
RealEstate: 600e9,
}
var IndustryDescriptions = {
Energy: "Engage in the production and distribution of energy.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Energy, "$0.000a") + "<br>" +
"Recommended starting Industry: NO",
Utilities: "Distributes water and provides wastewater services.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Utilities, "$0.000a") + "<br>" +
"Recommended starting Industry: NO",
Agriculture: "Cultive crops and breed livestock to produce food.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Agriculture, "$0.000a") + "<br>" +
"Recommended starting Industry: YES",
Fishing: "Produce food through the breeding and processing of fish and fish products<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Fishing, "$0.000a") + "<br>" +
"Recommended starting Industry: NO",
Mining: "Extract and process metals from the earth.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Mining, "$0.000a") + "<br>" +
"Recommended starting Industry: NO",
Food: "Create your own restaurants all around the world.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Food, "$0.000a") + "<br>" +
"Recommended starting Industry: YES",
Tobacco: "Create and distribute tobacco and tobacco-related products.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Tobacco, "$0.000a") + "<br>" +
"Recommended starting Industry: YES",
Chemical: "Product industrial chemicals<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Chemical, "$0.000a") + "<br>" +
"Recommended starting Industry: NO",
Pharmaceutical: "Discover, develop, and create new pharmaceutical drugs.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Pharmaceutical, "$0.000a") + "<br>" +
"Recommended starting Industry: NO",
Computer: "Develop and manufacture new computer hardware and networking infrastructures.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Computer, "$0.000a") + "<br>" +
"Recommended starting Industry: NO",
Robotics: "Develop and create robots.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Robotics, "$0.000a") + "<br>" +
"Recommended starting Industry: NO",
Software: "Develop computer software and create AI Cores.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Software, "$0.000a") + "<br>" +
"Recommended starting Industry: YES",
Healthcare: "Create and manage hospitals.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Healthcare, "$0.000a") + "<br>" +
"Recommended starting Industry: NO",
RealEstate: "Develop and manage real estate properties.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.RealEstate, "$0.000a") + "<br>" +
"Recommended starting Industry: NO",
}
var ProductRatingWeights = {
[Industries.Food]: {
Quality: 0.7,
Durability: 0.1,
Aesthetics: 0.2,
},
[Industries.Tobacco]: {
Quality: 0.4,
Durability: 0.2,
Reliability: 0.2,
Aesthetics: 0.2,
},
[Industries.Pharmaceutical]: {
Quality: 0.2,
Performance: 0.2,
Durability: 0.1,
Reliability: 0.3,
Features: 0.2,
},
[Industries.Computer]: {
Quality: 0.15,
Performance: 0.25,
Durability: 0.25,
Reliability: 0.2,
Aesthetics: 0.05,
Features: 0.1,
},
"Computer" : { //Repeat
Quality: 0.15,
Performance: 0.25,
Durability: 0.25,
Reliability: 0.2,
Aesthetics: 0.05,
Features: 0.1,
},
[Industries.Robotics]: {
Quality: 0.1,
Performance: 0.2,
Durability: 0.2,
Reliability: 0.2,
Aesthetics: 0.1,
Features: 0.2,
},
[Industries.Software]: {
Quality: 0.2,
Performance: 0.2,
Reliability: 0.2,
Durability: 0.2,
Features: 0.2,
},
[Industries.Healthcare]: {
Quality: 0.4,
Performance: 0.1,
Durability: 0.1,
Reliability: 0.3,
Features: 0.1,
},
[Industries.RealEstate]: {
Quality: 0.2,
Durability: 0.25,
Reliability: 0.1,
Aesthetics: 0.35,
Features: 0.1,
}
}
//Industry upgrades
//The structure is:
@ -788,7 +283,7 @@ Industry.prototype.init = function() {
this.aiFac = 0.19;
this.advFac = 0.17;
this.reqMats = {
"Metal": 2.5,
"Metal": 2,
"Energy": 1,
}
this.prodMats = ["Hardware"];
@ -843,10 +338,10 @@ Industry.prototype.init = function() {
this.sciFac = 0.05;
this.hwFac = 0.05;
this.reqMats = {
"Metal": 20,
"Energy": 10,
"Water": 10,
"Hardware": 5
"Metal": 5,
"Energy": 5,
"Water": 2,
"Hardware": 4
}
this.prodMats = ["RealEstate"];
this.makesProducts = true;
@ -1645,16 +1140,6 @@ Industry.fromJSON = function(value) {
Reviver.constructors.Industry = Industry;
var EmployeePositions = {
Operations: "Operations",
Engineer: "Engineer",
Business: "Business",
Management: "Management",
RandD: "Research & Development",
Training:"Training",
Unassigned:"Unassigned",
}
function Employee(params={}) {
if (!(this instanceof Employee)) {
return new Employee(params);

@ -0,0 +1,45 @@
import { Generic_fromJSON,
Generic_toJSON,
Reviver } from "../../utils/JSONReviver";
// Array of all valid states
export const AllCorporationStates: string[] = ["START", "PURCHASE", "PRODUCTION", "SALE", "EXPORT"];
export class CorporationState {
// Initiatizes a CorporationState object from a JSON save state.
static fromJSON(value: any): CorporationState {
return Generic_fromJSON(CorporationState, value.data);
}
// Number representing what state the Corporation is in. The number
// is an index for the array that holds all Corporation States
state: number = 0;
constructor() {}
// Get the name of the current state
// NOTE: This does NOT return the number stored in the 'state' property,
// which is just an index for the array of all possible Corporation States.
getState(): string {
return AllCorporationStates[this.state];
}
// Transition to the next state
nextState(): void {
if (this.state < 0 || this.state >= AllCorporationStates.length) {
this.state = 0;
}
++this.state;
if (this.state >= AllCorporationStates.length) {
this.state = 0;
}
}
// Serialize the current object to a JSON save state.
toJSON(): any {
return Generic_toJSON("CorporationState", this);
}
}
Reviver.constructors.CorporationState = CorporationState;

@ -0,0 +1,11 @@
import { IMap } from "../types";
export const EmployeePositions: IMap<string> = {
Operations: "Operations",
Engineer: "Engineer",
Business: "Business",
Management: "Management",
RandD: "Research & Development",
Training:"Training",
Unassigned:"Unassigned",
}

@ -0,0 +1,81 @@
import { IMap } from "../types";
import { numeralWrapper } from "../ui/numeralFormat";
export const Industries: IMap<string> = {
Energy: "Energy",
Utilities: "Water Utilities",
Agriculture: "Agriculture",
Fishing: "Fishing",
Mining: "Mining",
Food: "Food",
Tobacco: "Tobacco",
Chemical: "Chemical",
Pharmaceutical: "Pharmaceutical",
Computer: "Computer Hardware",
Robotics: "Robotics",
Software: "Software",
Healthcare: "Healthcare",
RealEstate: "RealEstate",
}
export const IndustryStartingCosts: IMap<number> = {
Energy: 225e9,
Utilities: 150e9,
Agriculture: 40e9,
Fishing: 80e9,
Mining: 300e9,
Food: 10e9,
Tobacco: 20e9,
Chemical: 70e9,
Pharmaceutical: 200e9,
Computer: 500e9,
Robotics: 1e12,
Software: 25e9,
Healthcare: 750e9,
RealEstate: 600e9,
}
export const IndustryDescriptions: IMap<string> = {
Energy: "Engage in the production and distribution of energy.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Energy, "$0.000a") + "<br>" +
"Recommended starting Industry: NO",
Utilities: "Distributes water and provides wastewater services.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Utilities, "$0.000a") + "<br>" +
"Recommended starting Industry: NO",
Agriculture: "Cultive crops and breed livestock to produce food.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Agriculture, "$0.000a") + "<br>" +
"Recommended starting Industry: YES",
Fishing: "Produce food through the breeding and processing of fish and fish products<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Fishing, "$0.000a") + "<br>" +
"Recommended starting Industry: NO",
Mining: "Extract and process metals from the earth.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Mining, "$0.000a") + "<br>" +
"Recommended starting Industry: NO",
Food: "Create your own restaurants all around the world.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Food, "$0.000a") + "<br>" +
"Recommended starting Industry: YES",
Tobacco: "Create and distribute tobacco and tobacco-related products.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Tobacco, "$0.000a") + "<br>" +
"Recommended starting Industry: YES",
Chemical: "Product industrial chemicals<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Chemical, "$0.000a") + "<br>" +
"Recommended starting Industry: NO",
Pharmaceutical: "Discover, develop, and create new pharmaceutical drugs.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Pharmaceutical, "$0.000a") + "<br>" +
"Recommended starting Industry: NO",
Computer: "Develop and manufacture new computer hardware and networking infrastructures.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Computer, "$0.000a") + "<br>" +
"Recommended starting Industry: NO",
Robotics: "Develop and create robots.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Robotics, "$0.000a") + "<br>" +
"Recommended starting Industry: NO",
Software: "Develop computer software and create AI Cores.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Software, "$0.000a") + "<br>" +
"Recommended starting Industry: YES",
Healthcare: "Create and manage hospitals.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.Healthcare, "$0.000a") + "<br>" +
"Recommended starting Industry: NO",
RealEstate: "Develop and manage real estate properties.<br><br>" +
"Starting cost: " + numeralWrapper.format(IndustryStartingCosts.RealEstate, "$0.000a") + "<br>" +
"Recommended starting Industry: NO",
}

188
src/Corporation/Material.ts Normal file

@ -0,0 +1,188 @@
import { Generic_fromJSON,
Generic_toJSON,
Reviver } from "../../utils/JSONReviver";
interface IConstructorParams {
name?: string;
}
export class Material {
// Initiatizes a Material object from a JSON save state.
static fromJSON(value: any): Material {
return Generic_fromJSON(Material, value.data);
}
// Name of material
name: string = "";
// Amount of material owned
qty: number = 0;
// Material's "quality". Unbounded
qlt: number = 0;
// How much demand the Material has in the market, and the range of possible
// values for this "demand"
dmd: number = 0;
dmdR: number[] = [0, 0];
// How much competition there is for this Material in the market, and the range
// of possible values for this "competition"
cmp: number = 0;
cmpR: number[] = [0, 0];
// Maximum volatility of this Materials stats
mv: number = 0;
// Markup. Determines how high of a price you can charge on the material
// compared to the market price without suffering loss in # of sales
// Quality is divided by this to determine markup limits
// e,g, If mku is 10 and quality is 100 then you can markup prices by 100/10 = 10
mku: number = 0;
// How much of this material is being bought, sold, imported and produced every second
buy: number = 0;
sll: number = 0;
prd: number = 0;
imp: number = 0;
// Exports of this material to another warehouse/industry
exp: any[] = [];
// Total amount of this material exported in the last cycle
totalExp: number = 0;
// Cost / sec to buy this material. AKA Market Price
bCost: number = 0;
// Cost / sec to sell this material
sCost: number = 0;
// Flags to keep track of whether production and/or sale of this material is limited
// [Whether production/sale is limited, limit amount]
prdman: any[] = [false, 0]; // Production
sllman: any[] = [false, 0]; // Sale
constructor(params: IConstructorParams = {}) {
if (params.name) { this.name = params.name; }
this.init();
}
init(): void {
switch(this.name) {
case "Water":
this.dmd = 75; this.dmdR = [65, 85];
this.cmp = 50; this.cmpR = [40, 60];
this.bCost = 1500; this.mv = 0.2;
this.mku = 6;
break;
case "Energy":
this.dmd = 90; this.dmdR = [80, 100];
this.cmp = 80; this.cmpR = [65, 95];
this.bCost = 2000; this.mv = 0.2;
this.mku = 6;
break;
case "Food":
this.dmd = 80; this.dmdR = [70, 90];
this.cmp = 60; this.cmpR = [35, 85];
this.bCost = 5000; this.mv = 1;
this.mku = 3;
break;
case "Plants":
this.dmd = 70; this.dmdR = [20, 90];
this.cmp = 50; this.cmpR = [30, 70];
this.bCost = 3000; this.mv = 0.6;
this.mku = 3.75;
break;
case "Metal":
this.dmd = 80; this.dmdR = [75, 85];
this.cmp = 70; this.cmpR = [60, 80];
this.bCost = 2650; this.mv = 1;
this.mku = 6;
break;
case "Hardware":
this.dmd = 85; this.dmdR = [80, 90];
this.cmp = 80; this.cmpR = [65, 95];
this.bCost = 8e3; this.mv = 0.5; //Less mv bc its processed twice
this.mku = 1;
break;
case "Chemicals":
this.dmd = 55; this.dmdR = [40, 70];
this.cmp = 60; this.cmpR = [40, 80];
this.bCost = 9e3; this.mv = 1.2;
this.mku = 2;
break;
case "Real Estate":
this.dmd = 50; this.dmdR = [5, 100];
this.cmp = 50; this.cmpR = [25, 75];
this.bCost = 80e3; this.mv = 1.5; //Less mv bc its processed twice
this.mku = 1.5;
break;
case "Drugs":
this.dmd = 60; this.dmdR = [45, 75];
this.cmp = 70; this.cmpR = [40, 100];
this.bCost = 40e3; this.mv = 1.6;
this.mku = 1;
break;
case "Robots":
this.dmd = 90; this.dmdR = [80, 100];
this.cmp = 90; this.cmpR = [80, 100];
this.bCost = 75e3; this.mv = 0.5; //Less mv bc its processed twice
this.mku = 1;
break;
case "AI Cores":
this.dmd = 90; this.dmdR = [80, 100];
this.cmp = 90; this.cmpR = [80, 100];
this.bCost = 15e3; this.mv = 0.8; //Less mv bc its processed twice
this.mku = 0.5;
break;
case "Scientific Research":
break;
default:
console.log("Invalid material type in init(): " + this.name);
break;
}
}
// Process change in demand, competition, and buy cost of this material
processMarket(): void {
// The price will change in accordance with demand and competition.
// e.g. If demand goes up, then so does price. If competition goes up, price goes down
const priceVolatility: number = (Math.random() * this.mv) / 300;
const priceChange: number = 1 + priceVolatility;
//This 1st random check determines whether competition increases or decreases
const compVolatility: number = (Math.random() * this.mv) / 100;
const compChange: number = 1 + compVolatility;
if (Math.random() < 5) {
this.cmp *= compChange;
if (this.cmp > this.cmpR[1]) {this.cmp = this.cmpR[1]};
this.bCost *= (1 / priceChange); // Competition increases, so price goes down
} else {
this.cmp *= (1 / compChange);
if (this.cmp < this.cmpR[0]) {this.cmp = this.cmpR[0];}
this.bCost *= priceChange; // Competition decreases, so price goes up
}
// This 2nd random check determines whether demand increases or decreases
const dmdVolatility: number = (Math.random() * this.mv) / 100;
const dmdChange: number = 1 + dmdVolatility;
if (Math.random() < 0.5) {
this.dmd *= dmdChange;
if (this.dmd > this.dmdR[1]) {this.dmd = this.dmdR[1];}
this.bCost *= priceChange; // Demand increases, so price goes up
} else {
this.dmd *= (1 / dmdChange);
if (this.dmd < this.dmdR[0]) {this.dmd = this.dmdR[0];}
this.bCost *= (1 / priceChange);
}
}
// Serialize the current object to a JSON save state.
toJSON(): any {
return Generic_toJSON("Material", this);
}
}
Reviver.constructors.Material = Material;

@ -0,0 +1,16 @@
import { IMap } from "../types";
// Map of material (by name) to their sizes (how much space it takes in warehouse)
export const MaterialSizes: IMap<number> = {
Water: 0.05,
Energy: 0.01,
Food: 0.03,
Plants: 0.05,
Metal: 0.1,
Hardware: 0.06,
Chemicals: 0.05,
Drugs: 0.02,
Robots: 0.5,
AICores: 0.1,
RealEstate: 0,
}

259
src/Corporation/Product.ts Normal file

@ -0,0 +1,259 @@
import { EmployeePositions } from "./EmployeePositions";
import { MaterialSizes } from "./MaterialSizes";
import { ProductRatingWeights,
IProductRatingWeight } from "./ProductRatingWeights";
import { Cities } from "../Locations/Cities";
import { IMap } from "../types";
import { Generic_fromJSON,
Generic_toJSON,
Reviver } from "../../utils/JSONReviver";
import { getRandomInt } from "../../utils/helpers/getRandomInt";
interface IConstructorParams {
name?: string;
demand?: number;
competition?: number;
markup?: number;
createCity?: string;
designCost?: number;
advCost?: number;
quality?: number;
performance?: number;
durability?: number;
reliability?: number;
aesthetics?: number;
features?: number;
loc?: string;
size?: number;
req?: IMap<number>;
}
// Interface for an Industry object - Used for type checking method arguments
interface IIndustry {
awareness: number;
popularity: number;
reqMats: IMap<number>;
sciFac: number;
sciResearch: any;
type: string;
}
export class Product {
// Initiatizes a Product object from a JSON save state.
static fromJSON(value: any): Product {
return Generic_fromJSON(Product, value.data);
}
// Product name
name: string = "";
// The demand for this Product in the market. Gradually decreases
dmd: number = 0;
// How much competition there is in the market for this Product
cmp: number = 0;
// Markup. Affects how high of a price you can charge for this Product
// without suffering a loss in the # of sales
mku: number = 0;
// Production cost - estimation of how much money it costs to make this Product
pCost: number = 0;
// Sell cost
sCost: number = 0;
// Variables for handling the creation process of this Product
fin: boolean = false; // Whether this Product has finished being created
prog: number = 0; // Creation progress - A number betwee 0-100 representing percentage
createCity: string = ""; // City in which the product is/was being created
designCost: number = 0; // How much money was invested into designing this Product
advCost: number = 0; // How much money was invested into advertising this Product
// Aggregate score for this Product's 'rating'
// This is based on the stats/properties below. The weighting of the
// stats/properties below differs between different industries
rat: number = 0;
// Stats/properties of this Product
qlt: number = 0;
per: number = 0;
dur: number = 0;
rel: number = 0;
aes: number = 0;
fea: number = 0;
// Data refers to the production, sale, and quantity of the products
// These values are specific to a city
// For each city, the data is [qty, prod, sell]
data: IMap<number[]> = {
[Cities.Aevum]: [0, 0, 0],
[Cities.Chongqing]: [0, 0, 0],
[Cities.Sector12]: [0, 0, 0],
[Cities.NewTokyo]: [0, 0, 0],
[Cities.Ishima]: [0, 0, 0],
[Cities.Volhaven]: [0, 0, 0],
}
// Location of this Product
// Only applies for location-based products like restaurants/hospitals
loc: string = "";
// How much space 1 unit of the Product takes (in the warehouse)
// Not applicable for all Products
siz: number = 0;
// Material requirements. An object that maps the name of a material to how much it requires
// to make 1 unit of the product.
reqMats: IMap<number> = {};
// Data to keep track of whether production/sale of this Product is
// manually limited. These values are specific to a city
// [Whether production/sale is limited, limit amount]
prdman: IMap<any[]> = {
[Cities.Aevum]: [false, 0],
[Cities.Chongqing]: [false, 0],
[Cities.Sector12]: [false, 0],
[Cities.NewTokyo]: [false, 0],
[Cities.Ishima]: [false, 0],
[Cities.Volhaven]: [false, 0],
}
sllman: IMap<any[]> = {
[Cities.Aevum]: [false, 0],
[Cities.Chongqing]: [false, 0],
[Cities.Sector12]: [false, 0],
[Cities.NewTokyo]: [false, 0],
[Cities.Ishima]: [false, 0],
[Cities.Volhaven]: [false, 0],
}
constructor(params: IConstructorParams={}) {
this.name = params.name ? params.name : "";
this.dmd = params.demand ? params.demand : 0;
this.cmp = params.competition ? params.competition : 0;
this.mku = params.markup ? params.markup : 0;
this.createCity = params.createCity ? params.createCity : "";
this.designCost = params.designCost ? params.designCost : 0;
this.advCost = params.advCost ? params.advCost : 0;
this.qlt = params.quality ? params.quality : 0;
this.per = params.performance ? params.performance : 0;
this.dur = params.durability ? params.durability : 0;
this.rel = params.reliability ? params.reliability : 0;
this.aes = params.aesthetics ? params.aesthetics : 0;
this.fea = params.features ? params.features : 0;
this.loc = params.loc ? params.loc : "";
this.siz = params.size ? params.size : 0;
this.reqMats = params.req ? params.req : {};
}
// empWorkMult is a multiplier that increases progress rate based on
// productivity of employees
createProduct(marketCycles: number=1, empWorkMult: number=1): void {
if (this.fin) { return; }
this.prog += (marketCycles * .01 * empWorkMult);
}
// @param industry - Industry object. Reference to industry that makes this Product
finishProduct(employeeProd: IMap<number>, industry: IIndustry): void {
this.fin = true;
//Calculate properties
var progrMult = this.prog / 100;
var engrRatio = employeeProd[EmployeePositions.Engineer] / employeeProd["total"],
mgmtRatio = employeeProd[EmployeePositions.Management] / employeeProd["total"],
rndRatio = employeeProd[EmployeePositions.RandD] / employeeProd["total"],
opsRatio = employeeProd[EmployeePositions.Operations] / employeeProd["total"],
busRatio = employeeProd[EmployeePositions.Business] / employeeProd["total"];
var designMult = 1 + (Math.pow(this.designCost, 0.1) / 100);
console.log("designMult: " + designMult);
var balanceMult = (1.2 * engrRatio) + (0.9 * mgmtRatio) + (1.3 * rndRatio) +
(1.5 * opsRatio) + (busRatio);
var sciMult = 1 + (Math.pow(industry.sciResearch.qty, industry.sciFac) / 800);
var totalMult = progrMult * balanceMult * designMult * sciMult;
this.qlt = totalMult * ((0.10 * employeeProd[EmployeePositions.Engineer]) +
(0.05 * employeeProd[EmployeePositions.Management]) +
(0.05 * employeeProd[EmployeePositions.RandD]) +
(0.02 * employeeProd[EmployeePositions.Operations]) +
(0.02 * employeeProd[EmployeePositions.Business]));
this.per = totalMult * ((0.15 * employeeProd[EmployeePositions.Engineer]) +
(0.02 * employeeProd[EmployeePositions.Management]) +
(0.02 * employeeProd[EmployeePositions.RandD]) +
(0.02 * employeeProd[EmployeePositions.Operations]) +
(0.02 * employeeProd[EmployeePositions.Business]));
this.dur = totalMult * ((0.05 * employeeProd[EmployeePositions.Engineer]) +
(0.02 * employeeProd[EmployeePositions.Management]) +
(0.08 * employeeProd[EmployeePositions.RandD]) +
(0.05 * employeeProd[EmployeePositions.Operations]) +
(0.05 * employeeProd[EmployeePositions.Business]));
this.rel = totalMult * ((0.02 * employeeProd[EmployeePositions.Engineer]) +
(0.08 * employeeProd[EmployeePositions.Management]) +
(0.02 * employeeProd[EmployeePositions.RandD]) +
(0.05 * employeeProd[EmployeePositions.Operations]) +
(0.08 * employeeProd[EmployeePositions.Business]));
this.aes = totalMult * ((0.00 * employeeProd[EmployeePositions.Engineer]) +
(0.08 * employeeProd[EmployeePositions.Management]) +
(0.05 * employeeProd[EmployeePositions.RandD]) +
(0.02 * employeeProd[EmployeePositions.Operations]) +
(0.10 * employeeProd[EmployeePositions.Business]));
this.fea = totalMult * ((0.08 * employeeProd[EmployeePositions.Engineer]) +
(0.05 * employeeProd[EmployeePositions.Management]) +
(0.02 * employeeProd[EmployeePositions.RandD]) +
(0.05 * employeeProd[EmployeePositions.Operations]) +
(0.05 * employeeProd[EmployeePositions.Business]));
this.calculateRating(industry);
var advMult = 1 + (Math.pow(this.advCost, 0.1) / 100);
this.mku = 100 / (advMult * Math.pow((this.qlt + 0.001), 0.65) * (busRatio + mgmtRatio));
this.dmd = industry.awareness === 0 ? 20 : Math.min(100, advMult * (100 * (industry.popularity / industry.awareness)));
this.cmp = getRandomInt(0, 70);
//Calculate the product's required materials
//For now, just set it to be the same as the requirements to make materials
for (var matName in industry.reqMats) {
if (industry.reqMats.hasOwnProperty(matName)) {
this.reqMats[matName] = industry.reqMats[matName];
}
}
//Calculate the product's size
//For now, just set it to be the same size as the requirements to make materials
this.siz = 0;
for (var matName in industry.reqMats) {
this.siz += MaterialSizes[matName] * industry.reqMats[matName];
}
//Delete unneeded variables
delete this.prog;
delete this.createCity;
delete this.designCost;
delete this.advCost;
}
calculateRating(industry: IIndustry): void {
const weights: IProductRatingWeight = ProductRatingWeights[industry.type];
if (weights == null) {
console.log("ERROR: Could not find product rating weights for: " + industry);
return;
}
this.rat = 0;
this.rat += weights.Quality ? this.qlt * weights.Quality : 0;
this.rat += weights.Performance ? this.per * weights.Performance : 0;
this.rat += weights.Durability ? this.dur * weights.Durability : 0;
this.rat += weights.Reliability ? this.rel * weights.Reliability : 0;
this.rat += weights.Aesthetics ? this.aes * weights.Aesthetics : 0;
this.rat += weights.Features ? this.fea * weights.Features : 0;
}
// Serialize the current object to a JSON save state.
toJSON(): any {
return Generic_toJSON("Product", this);
}
}
Reviver.constructors.Product = Product;

@ -0,0 +1,77 @@
import { Industries } from "./IndustryData";
import { IMap } from "../types";
export interface IProductRatingWeight {
Aesthetics?: number;
Durability?: number;
Features?: number;
Quality?: number;
Performance?: number;
Reliability?: number;
}
export const ProductRatingWeights: IMap<object> = {
[Industries.Food]: {
Quality: 0.7,
Durability: 0.1,
Aesthetics: 0.2,
},
[Industries.Tobacco]: {
Quality: 0.4,
Durability: 0.2,
Reliability: 0.2,
Aesthetics: 0.2,
},
[Industries.Pharmaceutical]: {
Quality: 0.2,
Performance: 0.2,
Durability: 0.1,
Reliability: 0.3,
Features: 0.2,
},
[Industries.Computer]: {
Quality: 0.15,
Performance: 0.25,
Durability: 0.25,
Reliability: 0.2,
Aesthetics: 0.05,
Features: 0.1,
},
"Computer" : { //Repeat
Quality: 0.15,
Performance: 0.25,
Durability: 0.25,
Reliability: 0.2,
Aesthetics: 0.05,
Features: 0.1,
},
[Industries.Robotics]: {
Quality: 0.1,
Performance: 0.2,
Durability: 0.2,
Reliability: 0.2,
Aesthetics: 0.1,
Features: 0.2,
},
[Industries.Software]: {
Quality: 0.2,
Performance: 0.2,
Reliability: 0.2,
Durability: 0.2,
Features: 0.2,
},
[Industries.Healthcare]: {
Quality: 0.4,
Performance: 0.1,
Durability: 0.1,
Reliability: 0.3,
Features: 0.1,
},
[Industries.RealEstate]: {
Quality: 0.2,
Durability: 0.25,
Reliability: 0.1,
Aesthetics: 0.35,
Features: 0.1,
}
}

@ -3,7 +3,7 @@ import {CompanyPositions} from "./Company/CompanyPositions
import {Companies} from "./Company/Companies";
import {getJobRequirementText} from "./Company/GetJobRequirementText";
import * as posNames from "./Company/data/CompanyPositionNames";
import {Corporation} from "./CompanyManagement";
import { Corporation } from "./Corporation/Corporation";
import {CONSTANTS} from "./Constants";
import {Crimes} from "./Crimes";
import {Engine} from "./engine";

@ -10,7 +10,7 @@ import {getJobRequirementText} from "./Company/GetJobRequiremen
import {CompanyPositions} from "./Company/CompanyPositions";
import * as posNames from "./Company/data/CompanyPositionNames";
import {CONSTANTS} from "./Constants";
import {Corporation} from "./CompanyManagement";
import { Corporation } from "./Corporation/Corporation";
import {Programs} from "./CreateProgram";
import {determineCrimeSuccess, Crimes} from "./Crimes";
import {Engine} from "./engine";

@ -27,7 +27,7 @@ import {cinematicTextFlag} from "./CinematicText";
import {generateRandomContract} from "./CodingContractGenerator";
import {CompanyPositions} from "./Company/CompanyPositions";
import {initCompanies} from "./Company/Companies";
import {Corporation} from "./CompanyManagement";
import { Corporation } from "./Corporation/Corporation";
import {CONSTANTS} from "./Constants";
import {displayCreateProgramContent,
getNumAvailableCreateProgram,

@ -1,4 +1,4 @@
import numeral from "numeral";
import * as numeral from 'numeral';
import 'numeral/locales/bg';
import 'numeral/locales/cs';
import 'numeral/locales/da-dk';
@ -17,11 +17,14 @@ import 'numeral/locales/ru';
/* eslint-disable class-methods-use-this */
class NumeralFormatter {
// Default Locale
defaultLocale: string = "en";
constructor() {
this.defaultLocale = 'en';
}
updateLocale(l) {
updateLocale(l: string): boolean {
if (numeral.locale(l) == null) {
console.warn(`Invalid locale for numeral: ${l}`);
@ -31,7 +34,7 @@ class NumeralFormatter {
return true;
}
format(n, format) {
format(n: number, format: string): string {
// numeraljs doesnt properly format numbers that are too big or too small
if (Math.abs(n) < 1e-6) { n = 0; }
return numeral(n).format(format);