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Fixed bug with contract generation when player doesn't have a job. Added bladeburner.getActionRepGain() function
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dist/engine.bundle.js
vendored
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dist/engine.bundle.js
vendored
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@ -33,6 +33,32 @@ Interacting through Scripts
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^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^^
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See :ref:`netscriptcodingcontractapi`.
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See :ref:`netscriptcodingcontractapi`.
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Submitting Solutions
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^^^^^^^^^^^^^^^^^^^^
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Different contract problem types will require different types of
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solutions. Some may be numbers, others may be strings or arrays.
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If a contract asks for a specific solution format, then
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use that. Otherwise, follow these rules when submitting solutions:
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* String-type solutions should not have quotation marks surrounding
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the string (unless specifically asked for). Only quotation
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marks that are part of the actual string solution should be included.
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* Array-type solutions should be submitted with each element
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in the array separated by commas. Brackets are optional. For example,
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both of the following are valid solution formats::
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1,2,3
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[1,2,3]
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However, if the solution is a multidimensional array, then
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all arrays that are not the outer-most array DO require the brackets.
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For example, an array of arrays can be submitted as one of the following::
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[1,2],[3,4]
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[[1,2],[3,4]]
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* Numeric solutions should be submitted normally, as expected
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Rewards
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Rewards
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^^^^^^^
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^^^^^^^
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There are currently four possible rewards for solving a Coding Contract:
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There are currently four possible rewards for solving a Coding Contract:
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@ -45,3 +71,8 @@ There are currently four possible rewards for solving a Coding Contract:
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The 'amount' of reward varies based on the difficulty of the problem
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The 'amount' of reward varies based on the difficulty of the problem
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posed by the Coding Contract. There is no way to know what a
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posed by the Coding Contract. There is no way to know what a
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Coding Contract's exact reward will be until it is solved.
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Coding Contract's exact reward will be until it is solved.
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Notes
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^^^^^
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* The *scp* Terminal command does not work on Coding Contracts
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@ -146,6 +146,19 @@ getActionEstimatedSuccessChance
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is returned as a decimal value, NOT a percentage (e.g. if you have an estimated
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is returned as a decimal value, NOT a percentage (e.g. if you have an estimated
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success chance of 80%, then this function will return 0.80, NOT 80).
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success chance of 80%, then this function will return 0.80, NOT 80).
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getActionRepGain
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----------------
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.. js:function:: getActionRepGain(type, name[, level=current level])
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:param string type: Type of action. See :ref:`bladeburner_action_types`
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:param string name: Name of action. Must be an exact match
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:param number level: Optional action level at which to calculate the gain
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Returns the average Bladeburner reputation gain for successfully completing
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the specified action. Note that this value is an 'average' and the real
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reputation gain may vary slightly from this value.
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getActionCountRemaining
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getActionCountRemaining
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-----------------------
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-----------------------
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@ -105,7 +105,7 @@ let NetscriptFunctions =
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"getGeneralActionNames|getSkillNames|startAction|stopBladeburnerAction|" +
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"getGeneralActionNames|getSkillNames|startAction|stopBladeburnerAction|" +
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"getActionTime|getActionEstimatedSuccessChance|getActionCountRemaining|" +
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"getActionTime|getActionEstimatedSuccessChance|getActionCountRemaining|" +
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"getActionMaxLevel|getActionCurrentLevel|getActionAutolevel|" +
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"getActionMaxLevel|getActionCurrentLevel|getActionAutolevel|" +
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"setActionAutolevel|setActionLevel|" +
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"getActionRepGain|setActionAutolevel|setActionLevel|" +
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"getRank|getSkillPoints|getSkillLevel|getSkillUpgradeCost|" +
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"getRank|getSkillPoints|getSkillLevel|getSkillUpgradeCost|" +
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"upgradeSkill|getTeamSize|getCity|" +
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"upgradeSkill|getTeamSize|getCity|" +
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"setTeamSize|getCityEstimatedPopulation|getCityEstimatedCommunities|" +
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"setTeamSize|getCityEstimatedPopulation|getCityEstimatedCommunities|" +
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@ -509,6 +509,7 @@ let CONSTANTS = {
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v0.40.4<br>
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v0.40.4<br>
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* Added new Coding Contracts mechanic. Solve programming problems to earn rewards
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* Added new Coding Contracts mechanic. Solve programming problems to earn rewards
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* (TODO NEEDS DOCUMENTATION) The write() and read() Netscript functions now work on scripts
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* (TODO NEEDS DOCUMENTATION) The write() and read() Netscript functions now work on scripts
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* Added bladeburner.getActionRepGain() function to the Netscript Bladeburner API
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* It is now possible to use freely use angled bracket (<, >) and create DOM elements using tprint()
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* It is now possible to use freely use angled bracket (<, >) and create DOM elements using tprint()
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* The game's theme colors can now be set through the Terminal configuration (.fconf).
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* The game's theme colors can now be set through the Terminal configuration (.fconf).
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* You can now switch to the old left-hand main menu bar through the Terminal configuration (.fconf)
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* You can now switch to the old left-hand main menu bar through the Terminal configuration (.fconf)
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@ -3617,6 +3617,37 @@ function NetscriptFunctions(workerScript) {
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throw makeRuntimeRejectMsg(workerScript, "getActionEstimatedSuccessChance() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed " +
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throw makeRuntimeRejectMsg(workerScript, "getActionEstimatedSuccessChance() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed " +
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"at the Bladeburner division or because you do not have Source-File 7");
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"at the Bladeburner division or because you do not have Source-File 7");
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},
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},
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getActionRepGain: function(type="", name="", level) {
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if (workerScript.checkingRam) {
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return updateStaticRam("getActionRepGain", CONSTANTS.ScriptBladeburnerApiBaseRamCost);
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}
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updateDynamicRam("getActionRepGain", CONSTANTS.ScriptBladeburnerApiBaseRamCost);
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checkBladeburnerAccess(workerScript, "getActionRepGain");
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try {
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var errorLogText = unknownBladeburnerActionErrorMessage("getActionAutolevel", type, name);
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const actionId = Player.bladeburner.getActionIdFromTypeAndName(type, name);
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if (actionId == null) {
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workerScript.log(errorLogText);
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return -1;
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}
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const actionObj = Player.bladeburner.getActionObject(actionId);
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if (actionObj == null) {
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workerScript.log(errorLogText);
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return -1;
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}
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var rewardMultiplier;
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if (level == null || isNaN(level)) {
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rewardMultiplier = Math.pow(actionObj.rewardFac, actionObj.level - 1);
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} else {
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rewardMultiplier = Math.pow(actionObj.rewardFac, level - 1);
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}
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return actionObj.rankGain * rewardMultiplier * BitNodeMultipliers.BladeburnerRank;
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} catch(err) {
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throw makeRuntimeRejectMsg(workerScript, unknownBladeburnerExceptionMessage("getActionAutolevel", err));
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}
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},
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getActionCountRemaining : function(type="", name="") {
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getActionCountRemaining : function(type="", name="") {
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if (workerScript.checkingRam) {
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if (workerScript.checkingRam) {
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return updateStaticRam("getActionCountRemaining", CONSTANTS.ScriptBladeburnerApiBaseRamCost);
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return updateStaticRam("getActionCountRemaining", CONSTANTS.ScriptBladeburnerApiBaseRamCost);
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@ -211,7 +211,7 @@ export const codingContractTypesMetadata: ICodingContractTypeMetadata[] = [
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if (++l > r) { break; }
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if (++l > r) { break; }
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}
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}
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const sanitizedPlayerAns: string = removeBracketsFromArrayString(ans);
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const sanitizedPlayerAns: string = removeBracketsFromArrayString(ans).replace(/\s/g, "");
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const playerAns: any[] = sanitizedPlayerAns.split(",");
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const playerAns: any[] = sanitizedPlayerAns.split(",");
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for (let i: number = 0; i < playerAns.length; ++i) {
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for (let i: number = 0; i < playerAns.length; ++i) {
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playerAns[i] = parseInt(playerAns[i], 10);
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playerAns[i] = parseInt(playerAns[i], 10);
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@ -362,11 +362,7 @@ export const codingContractTypesMetadata: ICodingContractTypeMetadata[] = [
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}
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}
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}
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}
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let sanitizedAns: string = ans.replace(/\s/g, "");
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let sanitizedAns: string = removeBracketsFromArrayString(ans).replace(/\s/g, "");
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if (sanitizedAns.length === 0 || sanitizedAns[0] !== "[" || sanitizedAns[sanitizedAns.length - 1] !== "]") {
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return false;
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}
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sanitizedAns = sanitizedAns.slice(1, -1); // Remove []
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const ansArr: string[] = sanitizedAns.split(",");
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const ansArr: string[] = sanitizedAns.split(",");
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if (ansArr.length !== ret.length) { return false; }
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if (ansArr.length !== ret.length) { return false; }
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for (const ipInAns of ansArr) {
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for (const ipInAns of ansArr) {
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@ -1154,8 +1154,8 @@ const Engine = {
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}
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}
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if (Engine.Counters.contractGeneration <= 0) {
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if (Engine.Counters.contractGeneration <= 0) {
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// 20% chance of a contract being generated
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// X% chance of a contract being generated
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if (Math.random() < 0.2) {
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if (Math.random() < 0.23) {
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// First select a random problem type
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// First select a random problem type
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const problemTypes = Object.keys(CodingContractTypes);
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const problemTypes = Object.keys(CodingContractTypes);
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let randIndex = getRandomInt(0, problemTypes.length - 1);
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let randIndex = getRandomInt(0, problemTypes.length - 1);
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@ -1166,8 +1166,15 @@ const Engine = {
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reward.type = getRandomInt(0, CodingContractRewardType.Money);
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reward.type = getRandomInt(0, CodingContractRewardType.Money);
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// Change type based on certain conditions
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// Change type based on certain conditions
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if (Player.factions.length === 0) { reward.type = CodingContractRewardType.CompanyReputation; }
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if (reward.type === CodingContractRewardType.FactionReputation && Player.factions.length === 0) {
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if (Player.companyName === "") { reward.type = CodingContractRewardType.Money; }
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reward.type = CodingContractRewardType.CompanyReputation;
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}
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if (reward.type === CodingContractRewardType.FactionReputationAll && Player.factions.length === 0) {
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reward.type = CodingContractRewardType.CompanyReputation;
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}
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if (reward.type === CodingContractRewardType.CompanyReputation && Player.companyName === "") {
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reward.type = CodingContractRewardType.Money;
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}
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// Add additional information based on the reward type
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// Add additional information based on the reward type
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switch (reward.type) {
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switch (reward.type) {
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