Refactored Augmentation implementation to Typescript, and to have the multiplier information in the actrual Augmentation object

This commit is contained in:
danielyxie 2019-01-15 05:11:14 -08:00
parent bcb231a966
commit 6d8d25e0bb
30 changed files with 982 additions and 925 deletions

@ -0,0 +1,156 @@
// Class definition for a single Augmentation object
import { CONSTANTS } from "../Constants";
import { IMap } from "../types";
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { Faction } from "../Faction/Faction";
import { Factions } from "../Faction/Factions";
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
interface IConstructorParams {
info: string;
moneyCost: number;
name: string;
prereqs?: string[];
repCost: number;
hacking_mult?: number;
strength_mult?: number;
defense_mult?: number;
dexterity_mult?: number;
agility_mult?: number;
charisma_mult?: number;
hacking_exp_mult?: number;
strength_exp_mult?: number;
defense_exp_mult?: number;
dexterity_exp_mult?: number;
agility_exp_mult?: number;
charisma_exp_mult?: number;
hacking_chance_mult?: number;
hacking_speed_mult?: number;
hacking_money_mult?: number;
hacking_grow_mult?: number;
company_rep_mult?: number;
faction_rep_mult?: number;
crime_money_mult?: number;
crime_success_mult?: number;
work_money_mult?: number;
hacknet_node_money_mult?: number;
hacknet_node_purchase_cost_mult?: number;
hacknet_node_ram_cost_mult?: number;
hacknet_node_core_cost_mult?: number;
hacknet_node_level_cost_mult?: number;
bladeburner_max_stamina_mult?: number;
bladeburner_stamina_gain_mult?: number;
bladeburner_analysis_mult?: number;
bladeburner_success_chance_mult?: number;
}
export class Augmentation {
// Initiatizes a Augmentation object from a JSON save state.
static fromJSON(value: any): Augmentation {
return Generic_fromJSON(Augmentation, value.data);
}
// How much money this costs to buy
baseCost: number = 0;
// How much faction reputation is required to unlock this
baseRepRequirement: number = 0;
// Description of what this Aug is and what it does
info: string = "";
// Augmentation level - for repeatable Augs like NeuroFlux Governor
level: number = 0;
// Name of Augmentation
name: string = "";
// Whether the player owns this Augmentation
owned: boolean = false;
// Array of names of all prerequisites
prereqs: string[] = [];
// Multipliers given by this Augmentation. Must match the property name in
// The Player/Person classes
mults: IMap<number> = {}
constructor(params: IConstructorParams={ info: "", moneyCost: 0, name: "", repCost: 0 }) {
this.name = params.name;
this.info = params.info;
this.prereqs = params.prereqs ? params.prereqs : [];
this.baseRepRequirement = params.repCost * CONSTANTS.AugmentationRepMultiplier * BitNodeMultipliers.AugmentationRepCost;
this.baseCost = params.moneyCost * CONSTANTS.AugmentationCostMultiplier * BitNodeMultipliers.AugmentationMoneyCost;
this.level = 0;
// Set multipliers
if (params.hacking_mult) { this.mults.hacking_mult = params.hacking_mult; }
if (params.strength_mult) { this.mults.strength_mult = params.strength_mult; }
if (params.defense_mult) { this.mults.defense_mult = params.defense_mult; }
if (params.dexterity_mult) { this.mults.dexterity_mult = params.dexterity_mult; }
if (params.agility_mult) { this.mults.agility_mult = params.agility_mult; }
if (params.charisma_mult) { this.mults.charisma_mult = params.charisma_mult; }
if (params.hacking_exp_mult) { this.mults.hacking_exp_mult = params.hacking_exp_mult; }
if (params.strength_exp_mult) { this.mults.strength_exp_mult = params.strength_exp_mult; }
if (params.defense_exp_mult) { this.mults.defense_exp_mult = params.defense_exp_mult; }
if (params.dexterity_exp_mult) { this.mults.dexterity_exp_mult = params.dexterity_exp_mult; }
if (params.agility_exp_mult) { this.mults.agility_exp_mult = params.agility_exp_mult; }
if (params.charisma_exp_mult) { this.mults.charisma_exp_mult = params.charisma_exp_mult; }
if (params.hacking_chance_mult) { this.mults.hacking_chance_mult = params.hacking_chance_mult; }
if (params.hacking_speed_mult) { this.mults.hacking_speed_mult = params.hacking_speed_mult; }
if (params.hacking_money_mult) { this.mults.hacking_money_mult = params.hacking_money_mult; }
if (params.hacking_grow_mult) { this.mults.hacking_grow_mult = params.hacking_grow_mult; }
if (params.company_rep_mult) { this.mults.company_rep_mult = params.company_rep_mult; }
if (params.faction_rep_mult) { this.mults.faction_rep_mult = params.faction_rep_mult; }
if (params.crime_money_mult) { this.mults.crime_money_mult = params.crime_money_mult; }
if (params.crime_success_mult) { this.mults.crime_success_mult = params.crime_success_mult; }
if (params.work_money_mult) { this.mults.work_money_mult = params.work_money_mult; }
if (params.hacknet_node_money_mult) { this.mults.hacknet_node_money_mult = params.hacknet_node_money_mult; }
if (params.hacknet_node_purchase_cost_mult) { this.mults.hacknet_node_purchase_cost_mult = params.hacknet_node_purchase_cost_mult; }
if (params.hacknet_node_ram_cost_mult) { this.mults.hacknet_node_ram_cost_mult = params.hacknet_node_ram_cost_mult; }
if (params.hacknet_node_core_cost_mult) { this.mults.hacknet_node_core_cost_mult = params.hacknet_node_core_cost_mult; }
if (params.hacknet_node_level_cost_mult) { this.mults.hacknet_node_level_cost_mult = params.hacknet_node_level_cost_mult; }
if (params.bladeburner_max_stamina_mult) { this.mults.bladeburner_max_stamina_mult = params.bladeburner_max_stamina_mult; }
if (params.bladeburner_stamina_gain_mult) { this.mults.bladeburner_stamina_gain_mult = params.bladeburner_stamina_gain_mult; }
if (params.bladeburner_analysis_mult) { this.mults.bladeburner_analysis_mult = params.bladeburner_analysis_mult; }
if (params.bladeburner_success_chance_mult) { this.mults.bladeburner_success_chance_mult = params.bladeburner_success_chance_mult; }
}
// Adds this Augmentation to the specified Factions
addToFactions(factionList: string[]): void {
for (let i = 0; i < factionList.length; ++i) {
const faction: Faction | null = Factions[factionList[i]];
if (faction == null) {
console.warn(`In Augmentation.addToFactions(), could not find faction with this name: ${factionList[i]}`);
continue;
}
faction!.augmentations.push(this.name);
}
}
// Adds this Augmentation to all Factions
addToAllFactions(): void {
for (const fac in Factions) {
if (Factions.hasOwnProperty(fac)) {
const facObj: Faction | null = Factions[fac];
if (facObj == null) {
console.warn(`Invalid Faction object in addToAllFactions(). Key value: ${fac}`);
continue;
}
facObj!.augmentations.push(this.name);
}
}
}
// Serialize the current object to a JSON save state.
toJSON(): any {
return Generic_toJSON("Augmentation", this);
}
}
Reviver.constructors.Augmentation = Augmentation;

@ -0,0 +1,4 @@
import { Augmentation } from "./Augmentation";
import { IMap } from "../types";
export let Augmentations: IMap<Augmentation> = {};

@ -0,0 +1,13 @@
export class PlayerOwnedAugmentation {
level: number = 1;
name: string = "";
constructor(name: string = "") {
this.name = name;
}
}
export interface IPlayerOwnedAugmentation {
level: number;
name: string;
}

@ -0,0 +1,114 @@
import { IMap } from "../../types";
export let AugmentationNames: IMap<string> = {
Targeting1: "Augmented Targeting I",
Targeting2: "Augmented Targeting II",
Targeting3: "Augmented Targeting III",
SyntheticHeart: "Synthetic Heart",
SynfibrilMuscle: "Synfibril Muscle",
CombatRib1: "Combat Rib I",
CombatRib2: "Combat Rib II",
CombatRib3: "Combat Rib III",
NanofiberWeave: "Nanofiber Weave",
SubdermalArmor: "NEMEAN Subdermal Weave",
WiredReflexes: "Wired Reflexes",
GrapheneBoneLacings: "Graphene Bone Lacings",
BionicSpine: "Bionic Spine",
GrapheneBionicSpine: "Graphene Bionic Spine Upgrade",
BionicLegs: "Bionic Legs",
GrapheneBionicLegs: "Graphene Bionic Legs Upgrade",
SpeechProcessor: "Speech Processor Implant",
TITN41Injection: "TITN-41 Gene-Modification Injection",
EnhancedSocialInteractionImplant: "Enhanced Social Interaction Implant",
BitWire: "BitWire",
ArtificialBioNeuralNetwork: "Artificial Bio-neural Network Implant",
ArtificialSynapticPotentiation: "Artificial Synaptic Potentiation",
EnhancedMyelinSheathing: "Enhanced Myelin Sheathing",
SynapticEnhancement: "Synaptic Enhancement Implant",
NeuralRetentionEnhancement: "Neural-Retention Enhancement",
DataJack: "DataJack",
ENM: "Embedded Netburner Module",
ENMCore: "Embedded Netburner Module Core Implant",
ENMCoreV2: "Embedded Netburner Module Core V2 Upgrade",
ENMCoreV3: "Embedded Netburner Module Core V3 Upgrade",
ENMAnalyzeEngine: "Embedded Netburner Module Analyze Engine",
ENMDMA: "Embedded Netburner Module Direct Memory Access Upgrade",
Neuralstimulator: "Neuralstimulator",
NeuralAccelerator: "Neural Accelerator",
CranialSignalProcessorsG1: "Cranial Signal Processors - Gen I",
CranialSignalProcessorsG2: "Cranial Signal Processors - Gen II",
CranialSignalProcessorsG3: "Cranial Signal Processors - Gen III",
CranialSignalProcessorsG4: "Cranial Signal Processors - Gen IV",
CranialSignalProcessorsG5: "Cranial Signal Processors - Gen V",
NeuronalDensification: "Neuronal Densification",
NuoptimalInjectorImplant: "Nuoptimal Nootropic Injector Implant",
SpeechEnhancement: "Speech Enhancement",
FocusWire: "FocusWire",
PCDNI: "PC Direct-Neural Interface",
PCDNIOptimizer: "PC Direct-Neural Interface Optimization Submodule",
PCDNINeuralNetwork: "PC Direct-Neural Interface NeuroNet Injector",
ADRPheromone1: "ADR-V1 Pheromone Gene",
ADRPheromone2: "ADR-V2 Pheromone Gene",
HacknetNodeCPUUpload: "Hacknet Node CPU Architecture Neural-Upload",
HacknetNodeCacheUpload: "Hacknet Node Cache Architecture Neural-Upload",
HacknetNodeNICUpload: "Hacknet Node NIC Architecture Neural-Upload",
HacknetNodeKernelDNI: "Hacknet Node Kernel Direct-Neural Interface",
HacknetNodeCoreDNI: "Hacknet Node Core Direct-Neural Interface",
NeuroFluxGovernor: "NeuroFlux Governor",
Neurotrainer1: "Neurotrainer I",
Neurotrainer2: "Neurotrainer II",
Neurotrainer3: "Neurotrainer III",
Hypersight: "HyperSight Corneal Implant",
LuminCloaking1: "LuminCloaking-V1 Skin Implant",
LuminCloaking2: "LuminCloaking-V2 Skin Implant",
HemoRecirculator: "HemoRecirculator",
SmartSonar: "SmartSonar Implant",
PowerRecirculator: "Power Recirculation Core",
QLink: "QLink",
TheRedPill: "The Red Pill",
SPTN97: "SPTN-97 Gene Modification",
HiveMind: "ECorp HVMind Implant",
CordiARCReactor: "CordiARC Fusion Reactor",
SmartJaw: "SmartJaw",
Neotra: "Neotra",
Xanipher: "Xanipher",
nextSENS: "nextSENS Gene Modification",
OmniTekInfoLoad: "OmniTek InfoLoad",
PhotosyntheticCells: "Photosynthetic Cells",
Neurolink: "BitRunners Neurolink",
TheBlackHand: "The Black Hand",
CRTX42AA: "CRTX42-AA Gene Modification",
Neuregen: "Neuregen Gene Modification",
CashRoot: "CashRoot Starter Kit",
NutriGen: "NutriGen Implant",
INFRARet: "INFRARET Enhancement",
DermaForce: "DermaForce Particle Barrier",
GrapheneBrachiBlades: "Graphene BranchiBlades Upgrade",
GrapheneBionicArms: "Graphene Bionic Arms Upgrade",
BrachiBlades: "BrachiBlades",
BionicArms: "Bionic Arms",
SNA: "Social Negotiation Assistant (S.N.A)",
EsperEyewear: "EsperTech Bladeburner Eyewear",
EMS4Recombination: "EMS-4 Recombination",
OrionShoulder: "ORION-MKIV Shoulder",
HyperionV1: "Hyperion Plasma Cannon V1",
HyperionV2: "Hyperion Plasma Cannon V2",
GolemSerum: "GOLEM Serum",
VangelisVirus: "Vangelis Virus",
VangelisVirus3: "Vangelis Virus 3.0",
INTERLINKED: "I.N.T.E.R.L.I.N.K.E.D",
BladeRunner: "Blade's Runners",
BladeArmor: "BLADE-51b Tesla Armor",
BladeArmorPowerCells: "BLADE-51b Tesla Armor: Power Cells Upgrade",
BladeArmorEnergyShielding: "BLADE-51b Tesla Armor: Energy Shielding Upgrade",
BladeArmorUnibeam: "BLADE-51b Tesla Armor: Unibeam Upgrade",
BladeArmorOmnibeam: "BLADE-51b Tesla Armor: Omnibeam Upgrade",
BladeArmorIPU: "BLADE-51b Tesla Armor: IPU Upgrade",
BladesSimulacrum: "The Blade's Simulacrum",
//Wasteland Augs
//PepBoy: "P.E.P-Boy", Plasma Energy Projection System
//PepBoyForceField Generates plasma force fields
//PepBoyBlasts Generate high density plasma concussive blasts
//PepBoyDataStorage STore more data on pep boy,
}

@ -1,5 +1,5 @@
import { BitNodeMultipliers } from "./BitNodeMultipliers";
import {Player} from "./Player";
import { Player } from "../Player";
function BitNode(n, name, desc="", info="") {
this.number = n;

1
src/BitNode/README.md Normal file

@ -0,0 +1 @@
Contains implementation of BitNodes and BitNode-specific mechanics

@ -1,5 +1,6 @@
import { Augmentations , AugmentationNames } from "./Augmentations";
import { BitNodeMultipliers } from "./BitNodeMultipliers";
import { Augmentations } from "./Augmentation/Augmentations";
import { AugmentationNames } from "./Augmentation/data/AugmentationNames";
import { BitNodeMultipliers } from "./BitNode/BitNodeMultipliers";
import { CONSTANTS } from "./Constants";
import { Engine } from "./engine";
import { Faction } from "./Faction/Faction";

@ -13,7 +13,7 @@ import { MaterialSizes } from "./MaterialSizes";
import { Product } from "./Product";
import { ResearchMap } from "./ResearchMap";
import { BitNodeMultipliers } from "../BitNodeMultipliers";
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { CONSTANTS } from "../Constants";
import { Factions } from "../Faction/Factions";
import { showLiterature } from "../Literature";

@ -1,4 +1,4 @@
import { AugmentationNames } from "./Augmentations";
import { AugmentationNames } from "./Augmentation/data/AugmentationNames";
import { generateRandomContract } from "./CodingContractGenerator";
import { Programs } from "./Programs/Programs";
import { Factions } from "./Faction/Factions";

@ -1,6 +1,7 @@
import { Augmentations, AugmentationNames,
PlayerOwnedAugmentation } from "../Augmentations";
import { BitNodeMultipliers } from "../BitNodeMultipliers";
import { Augmentations } from "../Augmentation/Augmentations";
import { PlayerOwnedAugmentation } from "../Augmentation/PlayerOwnedAugmentation";
import { AugmentationNames } from "../Augmentation/data/AugmentationNames";
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { CONSTANTS } from "../Constants";
import { Engine } from "../engine";
import { Faction } from "./Faction";

@ -1,4 +1,4 @@
import { BitNodeMultipliers } from "./BitNodeMultipliers";
import { BitNodeMultipliers } from "./BitNode/BitNodeMultipliers";
import { Player } from "./Player";
import { Server } from "./Server";

@ -1,4 +1,4 @@
import {BitNodeMultipliers} from "./BitNodeMultipliers";
import { BitNodeMultipliers } from "./BitNode/BitNodeMultipliers";
import { CONSTANTS } from "./Constants";
import { Engine } from "./engine";
import {iTutorialSteps, iTutorialNextStep,

@ -1,4 +1,4 @@
import {BitNodeMultipliers} from "./BitNodeMultipliers";
import { BitNodeMultipliers } from "./BitNode/BitNodeMultipliers";
import { CONSTANTS } from "./Constants";
import { Engine } from "./engine";
import { Player } from "./Player";

@ -1,6 +1,6 @@
import { Augmentations,
Augmentation,
AugmentationNames } from "./Augmentations";
import { Augmentatation } from "./Augmentation/Augmentation";
import { Augmentations } from "./Augmentation/Augmentations";
import { AugmentationNames } from "./Augmentation/data/AugmentationNames";
import { Programs } from "./Programs/Programs";
import { inMission } from "./Missions";
import { Player } from "./Player";

@ -1,4 +1,4 @@
import {BitNodeMultipliers} from "./BitNodeMultipliers";
import { BitNodeMultipliers } from "./BitNode/BitNodeMultipliers";
import { CONSTANTS } from "./Constants";
import { Player } from "./Player";
import { Environment } from "./NetscriptEnvironment";

@ -2,10 +2,12 @@ var sprintf = require('sprintf-js').sprintf,
vsprintf = require('sprintf-js').vsprintf
import {updateActiveScriptsItems} from "./ActiveScriptsUI";
import {Augmentations, Augmentation,
augmentationExists, installAugmentations,
AugmentationNames} from "./Augmentations";
import {BitNodeMultipliers} from "./BitNodeMultipliers";
import { Augmentation } from "./Augmentation/Augmentation";
import { Augmentations } from "./Augmentation/Augmentations";
import { augmentationExists,
installAugmentations } from "./Augmentation/AugmentationHelpers";
import { AugmentationNames } from "./Augmentation/data/AugmentationNames";
import { BitNodeMultipliers } from "./BitNode/BitNodeMultipliers";
import { determineCrimeSuccess, findCrime } from "./Crime/CrimeHelpers";
import {Bladeburner} from "./Bladeburner";
import {Company} from "./Company/Company";

@ -1,5 +1,6 @@
// Base class representing a person-like object
import { BitNodeMultipliers } from "../BitNodeMultipliers";
import { IPlayerOwnedAugmentation } from "../Augmentation/PlayerOwnedAugmentation";
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { Cities } from "../Locations/Cities";
import { CONSTANTS } from "../Constants";
import { IMap } from "../types";
@ -10,10 +11,12 @@ import { IMap } from "../types";
//
// Only contains the needed properties for Sleeve implementation
export interface IPlayer {
augmentations: IPlayerOwnedAugmentation[];
companyName: string;
factions: string[];
jobs: IMap<string>;
money: any;
queuedAugmentations: IPlayerOwnedAugmentation[];
hacking_skill: number;
strength: number;
@ -23,6 +26,13 @@ export interface IPlayer {
charisma: number;
intelligence: number;
hacking_exp: number;
strength_exp: number;
defense_exp: number;
dexterity_exp: number;
agility_exp: number;
charisma_exp: number;
crime_success_mult: number;
gainHackingExp(exp: number): void;
@ -33,6 +43,7 @@ export interface IPlayer {
gainCharismaExp(exp: number): void;
gainMoney(money: number): void;
loseMoney(money: number): void;
reapplyAllAugmentations(resetMultipliers: boolean): void;
startCrime(crimeType: string,
hackExp: number,
strExp: number,
@ -83,7 +94,7 @@ export abstract class Person {
max_hp: number = 10;
/**
* Multipliers
* Experience
*/
hacking_exp: number = 0;
strength_exp: number = 0;
@ -93,6 +104,9 @@ export abstract class Person {
charisma_exp: number = 0;
intelligence_exp: number = 0;
/**
* Multipliers
*/
hacking_mult: number = 1;
strength_mult: number = 1;
defense_mult: number = 1;
@ -107,6 +121,11 @@ export abstract class Person {
agility_exp_mult: number = 1;
charisma_exp_mult: number = 1;
hacking_chance_mult: number = 1;
hacking_speed_mult: number = 1;
hacking_money_mult: number = 1;
hacking_grow_mult: number = 1;
company_rep_mult: number = 1;
faction_rep_mult: number = 1;

@ -0,0 +1,10 @@
Implements the Re-sleeving feature, which allows players to purchase a new body
that comes with pre-existing Augmentations and experience. Note that purchasing
a new body causes you to lose all of your old Augmentations and experience
This feature is introduced in BitNode-10, and destroying BitNode-10 allows
the user to use it in other BitNodes (provided that they purchase the required
cortical stack Augmentation)
While they are based on the same concept, this feature is different than the
"Sleeve" mechanic.

@ -0,0 +1,45 @@
/**
* Implements the Resleeve class, which defines a new body
* that the player can "re-sleeve" into.
*/
import { Person } from "../Person";
import { Augmentation } from "../../Augmentation/Augmentation";
import { Augmentations } from "../../Augmentation/Augmentations";
import { CONSTANTS } from "../../Constants";
export class Resleeve extends Person {
constructor() {
super();
}
getCost(): number {
// Each experience point adds this to the cost
const CostPerExp: number = 5;
// Final cost is multiplied by # Augs ^ this constant
const NumAugsExponent: number = 1.05;
// Get total exp in this re-sleeve
let totalExp: number = this.hacking_exp +
this.strength_exp +
this.defense_exp +
this.dexterity_exp +
this.agility_exp +
this.charisma_exp;
// Get total base Augmentation cost for this re-sleeve
let totalAugmentationCost: number = 0;
for (let i = 0; i < this.augmentations.length; ++i) {
const aug: Augmentation | null = Augmentations[this.augmentations[i]];
if (aug == null) {
console.error(`Could not find Augmentation ${this.augmentations[i]}`);
continue;
}
totalAugmentationCost += aug!.baseCost;
}
return (totalExp * CostPerExp) + (totalAugmentationCost * Math.pow(this.augmentations.length, NumAugsExponent));
}
}

@ -0,0 +1,74 @@
/**
* Implements the Re-sleeving mechanic for BitNode-10.
* This allows the player to purchase and "use" new sleeves at VitaLife.
* These new sleeves come with different starting experience and Augmentations
* The cost of these new sleeves scales based on the exp and Augs.
*
* Note that this is different from the "Sleeve mechanic". The "Sleeve" mechanic
* provides new sleeves, essentially clones. This Re-sleeving mechanic lets
* the player purchase a new body with pre-existing Augmentations and experience
*
* As of right now, this feature is only available in BitNode 10
*/
import { Resleeve } from "./Resleeve";
import { IPlayer } from "../Person";
import { Augmentation } from "../../Augmentation/Augmentation";
import { Augmentations } from "../../Augmentation/Augmentations";
import { PlayerOwnedAugmentation } from "../../Augmentation/PlayerOwnedAugmentation";
import { getRandomInt } from "../../../utils/helpers/getRandomInt";
// Executes the actual re-sleeve when one is purchased
export function resleeve(r: Resleeve, p: IPlayer) {
// Set the player's exp
p.hacking_exp = r.hacking_exp;
p.strength_exp = r.strength_exp;
p.defense_exp = r.defense_exp;
p.dexterity_exp = r.dexterity_exp;
p.agility_exp = r.agility_exp;
p.charisma_exp = r.charisma_exp;
// Clear all of the player's augmentations, including those that are
// purchased but not installed
p.queuedAugmentations.length = 0;
p.augmentations.length = 0;
for (let i = 0; i < r.augmentations.length; ++i) {
p.augmentations.push(new PlayerOwnedAugmentation(r.augmentations[i]));
}
p.reapplyAllAugmentations(true);
}
// Creates all of the Re-sleeves that will be available for purchase at VitaLife
export function generateResleeves(): Resleeve[] {
const NumResleeves: number = 40; // Total number of Resleeves to generate
let ret: Resleeve[] = [];
for (let i = 0; i < NumResleeves; ++i) {
// i will be a number indicating how "powerful" the Re-sleeve should be
let r: Resleeve = new Resleeve();
// Generate experience
const expMult: number = i + 1;
r.hacking_exp = expMult * getRandomInt(500, 1500);
r.strength_exp = expMult * getRandomInt(500, 1500);
r.defense_exp = expMult * getRandomInt(500, 1500);
r.dexterity_exp = expMult * getRandomInt(500, 1500);
r.agility_exp = expMult * getRandomInt(500, 1500);
r.charisma_exp = expMult * getRandomInt(500, 1500);
// Generate Augs
const baseNumAugs: number = Math.ceil((i + 1) / 2);
const numAugs: number = getRandomInt(baseNumAugs, baseNumAugs + 2);
for (let a = 0; a < numAugs; ++a) {
const augKeys: string[] = Object.keys(Augmentations);
r.augmentations.push(TODO);
}
}
return ret;
}

@ -13,7 +13,7 @@ import { Person,
ITaskTracker,
createTaskTracker } from "../Person";
import { BitNodeMultipliers } from "../../BitNodeMultipliers";
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
import { Crime } from "../../Crime/Crime";

@ -1,8 +1,8 @@
import { Augmentations,
applyAugmentation,
AugmentationNames,
PlayerOwnedAugmentation } from "./Augmentations";
import { BitNodeMultipliers } from "./BitNodeMultipliers";
import { Augmentations } from "./Augmentation/Augmentations";
import { applyAugmentation } from "./Augmentation/AugmentationHelpers";
import { PlayerOwnedAugmentation } from "./Augmentation/PlayerOwnedAugmentation";
import { AugmentationNames } from "./Augmentation/data/AugmentationNames";
import { BitNodeMultipliers } from "./BitNode/BitNodeMultipliers";
import { CodingContractRewardType } from "./CodingContracts";
import { Company } from "./Company/Company";
import { Companies } from "./Company/Companies";

@ -1,7 +1,9 @@
import {deleteActiveScriptsItem} from "./ActiveScriptsUI";
import {Augmentations, augmentationExists,
initAugmentations, AugmentationNames} from "./Augmentations";
import {initBitNodeMultipliers} from "./BitNode";
import { Augmentations } from "./Augmentation/Augmentations";
import { augmentationExists,
initAugmentations } from "./Augmentation/AugmentationHelpers";
import { AugmentationNames } from "./Augmentation/data/AugmentationNames";
import { initBitNodeMultipliers } from "./BitNode/BitNode";
import {Bladeburner} from "./Bladeburner";
import {writeCinematicText} from "./CinematicText";
import {Companies, initCompanies} from "./Company/Companies";

@ -1,8 +1,9 @@
import {BitNodes} from "./BitNode";
import { BitNodes } from "./BitNode/BitNode";
import { Engine } from "./engine";
import { Player } from "./Player";
import { prestigeSourceFile } from "./Prestige";
import {SourceFiles, SourceFile,
import { SourceFiles,
SourceFile,
PlayerOwnedSourceFile } from "./SourceFile";
import { Terminal } from "./Terminal";

@ -1,4 +1,4 @@
import { BitNodeMultipliers } from "./BitNodeMultipliers";
import { BitNodeMultipliers } from "./BitNode/BitNodeMultipliers";
import { CodingContract,
ContractTypes } from "./CodingContracts";
import { CONSTANTS } from "./Constants";

@ -1,5 +1,5 @@
import { Player } from "./Player";
import {BitNodes} from "./BitNode";
import { BitNodes } from "./BitNode/BitNode";
/* SourceFile.js */
//Each SourceFile corresponds to a BitNode with the same number

@ -17,12 +17,15 @@ import {formatNumber,
import {loxBoxCreate, logBoxUpdateText,
logBoxOpened} from "../utils/LogBox";
import {updateActiveScriptsItems} from "./ActiveScriptsUI";
import {Augmentations, installAugmentations,
initAugmentations, AugmentationNames,
import { Augmentations } from "./Augmentation/Augmentations";
import { installAugmentations,
initAugmentations,
displayAugmentationsContent,
PlayerOwnedAugmentation} from "./Augmentations";
PlayerOwnedAugmentation } from "./Augmentation/AugmentationHelpers";
import { AugmentationNames } from "./Augmentation/data/AugmentationNames";
import {BitNodes, initBitNodes,
initBitNodeMultipliers} from "./BitNode";
initBitNodeMultipliers} from "./BitNode/BitNode";
import {Bladeburner} from "./Bladeburner";
import {CharacterOverview} from "./CharacterOverview";
import {cinematicTextFlag} from "./CinematicText";

@ -1,11 +1,12 @@
import { BitNodeMultipliers } from "../src/BitNodeMultipliers";
import { dialogBoxCreate } from "./DialogBox";
import { clearEventListeners } from "./uiHelpers/clearEventListeners";
import { formatNumber } from "./StringHelperFunctions";
import { BitNodeMultipliers } from "../src/BitNode/BitNodeMultipliers";
import { CONSTANTS } from "../src/Constants";
import { Faction } from "../src/Faction/Faction";
import { Factions } from "../src/Faction/Factions";
import { Player } from "../src/Player";
import { dialogBoxCreate } from "./DialogBox";
import { clearEventListeners } from "./uiHelpers/clearEventListeners";
import { formatNumber } from "./StringHelperFunctions";
//Keep track of last faction
var lastFac = "";