mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-20 05:05:47 +01:00
Began refactoring Corporation implementation into separate modules (and converted to TypeScript). Rebalanced material starting prices and market properties (demand, competition, market price)
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dist/engine.bundle.js
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@ -492,7 +492,7 @@ ps
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:param string ip: Hostname or IP address of the target server.
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If not specified, it will be the current server's IP by default
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:RAM cost: 0 GB
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:RAM cost: 0.2 GB
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Returns an array with general information about all scripts running on the specified
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target server. The information for each server is given in an object with
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|
5
package-lock.json
generated
5
package-lock.json
generated
@ -20,6 +20,11 @@
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"integrity": "sha512-LAQ1d4OPfSJ/BMbI2DuizmYrrkD9JMaTdi2hQTlI53lQ4kRQPyZQRS4CYQ7O66bnBBnP/oYdRxbk++X0xuFU6A==",
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"dev": true
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},
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"@types/numeral": {
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"version": "0.0.25",
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"resolved": "https://registry.npmjs.org/@types/numeral/-/numeral-0.0.25.tgz",
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"integrity": "sha512-ShHzHkYD+Ldw3eyttptCpUhF1/mkInWwasQkCNXZHOsJMJ/UMa8wXrxSrTJaVk0r4pLK/VnESVM0wFsfQzNEKQ=="
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},
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"@webassemblyjs/ast": {
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"version": "1.5.12",
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"resolved": "https://registry.npmjs.org/@webassemblyjs/ast/-/ast-1.5.12.tgz",
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@ -6,6 +6,7 @@
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"url": "https://github.com/danielyxie/bitburner/issues"
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},
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"dependencies": {
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"@types/numeral": "0.0.25",
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"acorn": "^5.0.0",
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"acorn-dynamic-import": "^2.0.0",
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"ajv": "^5.1.5",
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@ -505,31 +505,11 @@ export let CONSTANTS: IMap<any> = {
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LatestUpdate:
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`
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v0.41.2
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* IMPORTANT - Netscript Changes:
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** rm() now takes an optional parameter that lets you specify on which server to delete the file
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** Added growthAnalyze() Netscript function
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* Gang Changes:
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** UI now displays your chance to win a clash with other gangs
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** Added getChanceToWinClash() function to the Gang API
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** Added getEquipmentType() function to the Gang API
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** Added several new hacking-based equipment and Augmentations
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** Rebalanced several equipment/upgrades to give less defense
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** Wanted level gain rate is now be slightly higher for all tasks
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** Rebalanced parameters for "hacking" tasks
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* Added new Main Menu configuration in .fconf: "compact"
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* Added the terminal command 'expr', which can be used to evaluate simple mathematical expressions
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* Bug Fix: Can no longer purchase duplicate equipment/Augmentations through gang.purchaseEquipment()
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* Bug Fix: scp() should no longer throw errors when used with 2-arguments and an array of files
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* Bug Fix: Coding Contracts no longer give money in BitNode-8
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* Bug Fix: In Bladeburner, you can no longer start a BlackOp through the Netscript API if it has already been completed
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* Bug Fix: In Bladeburner, fixed a bug which caused the configured 'automate' actions to occasionally be switched to other actions
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* Bug Fix: 'Return to World' button at locations no longer accumulates event listeners
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* Bug Fix: Working & taking classes now continuously add/subtract money during the action, instead of doing it at completion
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* Bug Fix: Top-right overview panel now displays negative money using '-' instead of '()'
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* Bug Fix: Stock Market UI should no longer show 'NaN' profit immediately after buying a stock
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v0.42.0
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* Corporation Changes:
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** Changed initial market prices for many materials
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** Changed the way a material's demand, competition, and market price change over time
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**
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`
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}
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@ -1,24 +1,34 @@
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import { BitNodeMultipliers } from "./BitNodeMultipliers";
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import { Factions } from "./Faction/Factions";
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import { showLiterature } from "./Literature";
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import { Locations } from "./Locations";
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import { Player } from "./Player";
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import { AllCorporationStates,
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CorporationState } from "./CorporationState";
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import { EmployeePositions } from "./EmployeePositions";
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import { Industries,
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IndustryStartingCosts,
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IndustryDescriptions } from "./IndustryData";
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import { Material } from "./Material";
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import { MaterialSizes } from "./MaterialSizes";
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import { Product } from "./Product";
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import Decimal from "decimal.js";
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import { numeralWrapper } from "./ui/numeralFormat";
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import { BitNodeMultipliers } from "../BitNodeMultipliers";
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import { Factions } from "../Faction/Factions";
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import { showLiterature } from "../Literature";
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import { Locations } from "../Locations";
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import { Player } from "../Player";
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import { dialogBoxCreate } from "../utils/DialogBox";
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import { clearSelector } from "../utils/uiHelpers/clearSelector";
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import { Reviver, Generic_toJSON,
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Generic_fromJSON } from "../utils/JSONReviver";
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import { createElement } from "../utils/uiHelpers/createElement";
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import { createPopup } from "../utils/uiHelpers/createPopup";
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import { Page, routing } from "./ui/navigationTracking";
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import { formatNumber, generateRandomString } from "../utils/StringHelperFunctions";
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import { getRandomInt } from "../utils/helpers/getRandomInt";
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import { isString } from "../utils/helpers/isString";
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import { removeChildrenFromElement } from "../utils/uiHelpers/removeChildrenFromElement";
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import { removeElementById } from "../utils/uiHelpers/removeElementById";
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import { numeralWrapper } from "../ui/numeralFormat";
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import { Page, routing } from "../ui/navigationTracking";
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import { dialogBoxCreate } from "../../utils/DialogBox";
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import { clearSelector } from "../../utils/uiHelpers/clearSelector";
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import { Reviver,
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Generic_toJSON,
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Generic_fromJSON } from "../../utils/JSONReviver";
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import { createElement } from "../../utils/uiHelpers/createElement";
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import { createPopup } from "../../utils/uiHelpers/createPopup";
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import { formatNumber, generateRandomString } from "../../utils/StringHelperFunctions";
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import { getRandomInt } from "../../utils/helpers/getRandomInt";
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import { isString } from "../../utils/helpers/isString";
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import { removeChildrenFromElement } from "../../utils/uiHelpers/removeChildrenFromElement";
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import { removeElementById } from "../../utils/uiHelpers/removeElementById";
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import { yesNoBoxCreate,
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yesNoTxtInpBoxCreate,
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yesNoBoxGetYesButton,
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@ -28,545 +38,30 @@ import { yesNoBoxCreate,
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yesNoTxtInpBoxGetInput,
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yesNoBoxClose,
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yesNoTxtInpBoxClose,
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yesNoBoxOpen } from "../utils/YesNoBox";
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yesNoBoxOpen } from "../../utils/YesNoBox";
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/* State */
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var companyStates = ["START", "PURCHASE", "PRODUCTION", "SALE", "EXPORT"];
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function CorporationState() {
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this.state = 0;
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}
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CorporationState.prototype.nextState = function() {
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if (this.state < 0 || this.state >= companyStates.length) {
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this.state = 0;
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}
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++this.state;
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if (this.state >= companyStates.length) {
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this.state = 0;
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}
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}
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CorporationState.prototype.getState = function() {
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return companyStates[this.state];
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}
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CorporationState.prototype.toJSON = function() {
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return Generic_toJSON("CorporationState", this);
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}
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CorporationState.fromJSON = function(value) {
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return Generic_fromJSON(CorporationState, value.data);
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}
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Reviver.constructors.CorporationState = CorporationState;
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import Decimal from "decimal.js";
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/* Constants */
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var TOTALSHARES = 1e9; //Total number of shares you have at your company
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var CyclesPerMarketCycle = 75;
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var CyclesPerIndustryStateCycle = CyclesPerMarketCycle / companyStates.length;
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var SecsPerMarketCycle = CyclesPerMarketCycle / 5;
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var Cities = ["Aevum", "Chongqing", "Sector-12", "New Tokyo", "Ishima", "Volhaven"];
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var WarehouseInitialCost = 5e9; //Initial purchase cost of warehouse
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var WarehouseInitialSize = 100;
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var WarehouseUpgradeBaseCost = 1e9;
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export const TOTALSHARES = 1e9; //Total number of shares you have at your company
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export const CyclesPerMarketCycle = 75;
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export const CyclesPerIndustryStateCycle = CyclesPerMarketCycle / AllCorporationStates.length;
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export const SecsPerMarketCycle = CyclesPerMarketCycle / 5;
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export const Cities = ["Aevum", "Chongqing", "Sector-12", "New Tokyo", "Ishima", "Volhaven"];
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export const WarehouseInitialCost = 5e9; //Initial purchase cost of warehouse
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export const WarehouseInitialSize = 100;
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export const WarehouseUpgradeBaseCost = 1e9;
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var OfficeInitialCost = 4e9;
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var OfficeInitialSize = 3;
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var OfficeUpgradeBaseCost = 1e9;
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export const OfficeInitialCost = 4e9;
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export const OfficeInitialSize = 3;
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export const OfficeUpgradeBaseCost = 1e9;
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var BribeThreshold = 100e12; //Money needed to be able to bribe for faction rep
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var BribeToRepRatio = 1e9; //Bribe Value divided by this = rep gain
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export const BribeThreshold = 100e12; //Money needed to be able to bribe for faction rep
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export const BribeToRepRatio = 1e9; //Bribe Value divided by this = rep gain
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var ProductProductionCostRatio = 5; //Ratio of material cost of a product to its production cost
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function Material(params={}) {
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this.name = params.name ? params.name : "";
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this.qty = 0; //Quantity
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this.qlt = 0; //Quality, unbounded
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this.dmd = 0; //Demand, 0-100?
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this.dmdR = 0; //Range of possible demand
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this.cmp = 0; //Competition, 0-100
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this.cmpR = 0; //Range of possible competition
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this.mv = 0; //Maximum Volatility of stats
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//Markup. Determines how high of a price you can charge on the material
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//compared to the market price (bCost) based on quality
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//Quality is divided by this to determine markup limits
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//e.g if mku is 10 and quality is 100 then you can mark up prices by 100/10 = 10
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//without consequences
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this.mku = 0;
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this.buy = 0; //How much of this material is being bought per second
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this.sll = 0; //How much of this material is being sold per second
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this.prd = 0; //How much of this material is being produced per second
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this.exp = []; //Exports of this material to another warehouse/industry
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this.totalExp = 0; //Total export amount for last cycle
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this.imp = 0;
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this.bCost = 0; //$ Cost/sec to buy material
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this.sCost = 0; //$ Cost/sec to sell material
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//[Whether production/sale is limited, limit amount]
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this.prdman = [false, 0]; //Production for this material is manually limited
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this.sllman = [false, 0]; //Sale of this material is manually limited
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this.init();
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}
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Material.prototype.init = function(mats={}) {
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switch(this.name) {
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case "Water":
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this.dmd = 75; this.dmdR = [65, 85];
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this.cmp = 50; this.cmpR = [40, 60];
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this.bCost = 1000; this.mv = 0.2;
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this.mku = 6;
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break;
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case "Energy":
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this.dmd = 90; this.dmdR = [80, 100];
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this.cmp = 80; this.cmpR = [65, 95];
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this.bCost = 1500; this.mv = 0.2;
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this.mku = 6;
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break;
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case "Food":
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this.dmd = 80; this.dmdR = [70, 90];
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this.cmp = 60; this.cmpR = [35, 85];
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this.bCost = 5000; this.mv = 1;
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this.mku = 3;
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break;
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case "Plants":
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this.dmd = 70; this.dmdR = [20, 90];
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this.cmp = 50; this.cmpR = [30, 70];
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this.bCost = 3000; this.mv = 0.6;
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this.mku = 3.75;
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break;
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case "Metal":
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this.dmd = 80; this.dmdR = [75, 85];
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this.cmp = 70; this.cmpR = [60, 80];
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this.bCost = 2650; this.mv = 1;
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this.mku = 6;
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break;
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case "Hardware":
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this.dmd = 85; this.dmdR = [80, 90];
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this.cmp = 80; this.cmpR = [65, 95];
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this.bCost = 4000; this.mv = 0.5; //Less mv bc its processed twice
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this.mku = 1;
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break;
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case "Chemicals":
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this.dmd = 55; this.dmdR = [40, 70];
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this.cmp = 60; this.cmpR = [40, 80];
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this.bCost = 6750; this.mv = 1.2;
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this.mku = 2;
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break;
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case "Real Estate":
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this.dmd = 50; this.dmdR = [5, 100];
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this.cmp = 50; this.cmpR = [25, 75];
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this.bCost = 16e3; this.mv = 1.5; //Less mv bc its processed twice
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this.mku = 1.5;
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break;
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case "Drugs":
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this.dmd = 60; this.dmdR = [45, 75];
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this.cmp = 70; this.cmpR = [40, 100];
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this.bCost = 8e3; this.mv = 1.6;
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this.mku = 1;
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break;
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case "Robots":
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this.dmd = 90; this.dmdR = [80, 100];
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this.cmp = 90; this.cmpR = [80, 100];
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this.bCost = 20e3; this.mv = 0.5; //Less mv bc its processed twice
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this.mku = 1;
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break;
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case "AI Cores":
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this.dmd = 90; this.dmdR = [80, 100];
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this.cmp = 90; this.cmpR = [80, 100];
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this.bCost = 27e3; this.mv = 0.8; //Less mv bc its processed twice
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this.mku = 0.5;
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break;
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case "Scientific Research":
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break;
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default:
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console.log("Invalid material type in init(): " + this.name);
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break;
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}
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}
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//Process change in demand, competition, and buy cost of this material
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Material.prototype.processMarket = function() {
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//This 1st random check determines whether competition increases or decreases
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//More competition = lower market price
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var v = (Math.random() * this.mv) / 100;
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var pv = (Math.random() * this.mv) / 300;
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if (Math.random() < 0.42) {
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this.cmp *= (1+v);
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if (this.cmp > this.cmpR[1]) {this.cmp = this.cmpR[1]};
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this.bCost *= (1-pv);
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} else {
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this.cmp *= (1-v);
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if (this.cmp < this.cmpR[0]) {this.cmp = this.cmpR[0];}
|
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this.bCost *= (1+pv);
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}
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|
||||
//This 2nd random check determines whether demand increases or decreases
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//More demand = higher market price
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v = (Math.random() * this.mv) / 100;
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pv = (Math.random() * this.mv) / 300;
|
||||
if (Math.random() < 0.45) {
|
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this.dmd *= (1+v);
|
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if (this.dmd > this.dmdR[1]) {this.dmd = this.dmdR[1];}
|
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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,
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||||
Metal: 0.1,
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||||
Hardware: 0.06,
|
||||
Chemicals: 0.05,
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||||
Drugs: 0.02,
|
||||
Robots: 0.5,
|
||||
AICores: 0.1,
|
||||
RealEstate: 0,
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||||
}
|
||||
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||||
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;
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||||
this.pCost = 0; //An estimate of how much money it costs to make this
|
||||
this.sCost = 0; //How much this is selling for
|
||||
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||||
//Variables for creation of product
|
||||
this.fin = false; //Finished being created
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||||
this.prog = 0; //0-100% created
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||||
this.createCity = params.createCity ? params.createCity : ""; // City in which the product is being created
|
||||
this.designCost = params.designCost ? params.designCost : 0;
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this.advCost = params.advCost ? params.advCost : 0;
|
||||
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||||
//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);
|
45
src/Corporation/CorporationState.ts
Normal file
45
src/Corporation/CorporationState.ts
Normal file
@ -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;
|
11
src/Corporation/EmployeePositions.ts
Normal file
11
src/Corporation/EmployeePositions.ts
Normal file
@ -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",
|
||||
}
|
81
src/Corporation/IndustryData.ts
Normal file
81
src/Corporation/IndustryData.ts
Normal file
@ -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
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;
|
16
src/Corporation/MaterialSizes.ts
Normal file
16
src/Corporation/MaterialSizes.ts
Normal file
@ -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
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;
|
77
src/Corporation/ProductRatingWeights.ts
Normal file
77
src/Corporation/ProductRatingWeights.ts
Normal file
@ -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);
|
Loading…
Reference in New Issue
Block a user