Merge pull request #3326 from danielyxie/dev

v1.6.3
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hydroflame 2022-04-01 16:06:02 -04:00 committed by GitHub
commit 9eab252cbf
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10 changed files with 50 additions and 119 deletions

@ -3,6 +3,21 @@
Changelog
=========
v1.6.3 - 2022-04-01 Few stanek fixes
------------------------------------
Stanek Gift
* Has a minimum size of 2x3
* Active Fragment property 'avgCharge' renamed to 'highestCharge'
* Formula for fragment effect updated to make 561% more sense.
Now you can charge to your heart content.
* Logs for the 'chargeFragment' function updated.
Misc.
* Nerf noodle bar.
v1.6.0 - 2022-03-29 Grafting
----------------------------

@ -66,7 +66,7 @@ documentation_title = '{0} Documentation'.format(project)
# The short X.Y version.
version = '1.6'
# The full version, including alpha/beta/rc tags.
release = '1.6.0'
release = '1.6.3'
# The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages.

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@ -116,8 +116,8 @@ export const CONSTANTS: {
TotalNumBitNodes: number;
LatestUpdate: string;
} = {
VersionString: "1.6.1",
VersionNumber: 12,
VersionString: "1.6.3",
VersionNumber: 13,
// Speed (in ms) at which the main loop is updated
_idleSpeed: 200,
@ -287,105 +287,19 @@ export const CONSTANTS: {
TotalNumBitNodes: 24,
LatestUpdate: `
v1.6.0 - 2022-03-29 Grafting
v1.6.3 - 2022-04-01 Few stanek fixes
----------------------------
** Vitalife secret lab **
Stanek Gift
* A new mechanic called Augmentation Grafting has been added. Resleeving has been removed.
* Credit to @nickofolas for his incredible work.
* Has a minimum size of 2x3
* Active Fragment property 'avgCharge' renamed to 'highestCharge'
* Formula for fragment effect updated to make 561% more sense.
Now you can charge to your heart content.
* Logs for the 'chargeFragment' function updated.
** Stanek **
Misc.
* BREAKING: Many functions in the stanek API were renamed in order to avoid name collision with things like Map.prototype.get
** UI **
* Major update to Sleeve, Gang UI, and Create Program (@nickofolas)
* re-add pre tags to support slash n in prompt (@jacktose)
* Tabelize linked output of 'ls' (@Master-Guy)
* Add the ability to filter open scripts (@phyzical)
* Add minHeight to editor tabs (@nickofolas)
* Properly expand gang equipment cards to fill entire screen (@nickofolas)
* Add shortcut to Faction augmentations page from FactionsRoot (@nickofolas)
* Fix extra space on editor tabs (@nickofolas)
* Present offline message as list (@DSteve595)
* add box showing remaining augments per faction (@jjayeon)
* Add tab switching support to vim mode (@JParisFerrer)
* Show current task on gang management screen (@zeddrak)
* Fix for ui of gang members current task when set via api (@phyzical)
* Don't hide irrelevant materials if their stock is not empty and hide irrelevant divisions from Export (@SagePtr)
* Fix regex to enable alpha transparency hex codes (8 digits) (@surdaft)
** API **
* Added dark web functions to ns api
* BREAKING: purchaseTor() should returns true if player already has Tor. (@DavidGrinberg, @waffleattack)
* Implement getBonusTime in Corporation API (@t-wolfeadam)
* Added functions to purchase TIX and WSI (@incubusnb)
* purchaseSleeveAug checks shock value (@incubusnb)
* Fix bug with hacknet api
* Fix spendHashes bug
* Added 0 cost of asleep() (@Master-Guy)
* Fix some misleading corporation errors (@TheRealMaxion)
* expose the inBladeburner on the player object (@phyzical)
* added ram charge for stanek width and height (@phyzical)
* Fix sufficient player money check to buy back shares. (@ChrissiQ)
* Fix Static Ram Circumventing for some NS functions (@CrafterKolyan)
* added CorporationSoftCap to NetscriptDefinitions (@phyzical)
* Added definition of autocomplete() 'data' argument. (@tigercat2000)
* Adding support for text/select options in Prompt command (@PhilipArmstead)
* Added the ability to exportGame via api (@phyzical)
** Arcade **
* Added an arcade to New Tokyo where you can play a 4 year old version of bitburner.
** Misc. **
* Add a warning triggered while auto-saves are off. (@MartinFournier)
* Log info for field analysis now displays actual rank gained. (@ApamNapat)
* Removed BladeburnerSkillCost from skill point cost description. (@ApamNapat)
* Fix handling for UpArrow in bladeburner console. (@dowinter)
* Add GitHub action to check PRs for generated files. (@MartinFournier)
* Cap Staneks gift at 25x25 to prevent crashes. (@waffleattack)
* Remove old & unused files from repository. (@MartinFournier)
* Factions on the factions screens are sorted by story progress / type. (@phyzical)
* Fix log manager not picking up new runs of scripts. (@phyzical)
* Added prettier to cicd.
* UI improvements (@phyzical)
* Documentation / Typos (@nanogyth, @Master-Guy, @incubusnb, @ApamNapat, @phyzical, @SagePtr)
* Give player code a copy of Division.upgrades instead of the live object (@Ornedan)
* Fix bug with small town achievement.
* Fix bug with purchaseSleeveAug (@phyzical)
* Check before unlocking corp upgrade (@gianfun)
* General codebase improvements. (@phyzical, @Master-Guy, @ApamNapat)
* Waiting on promises in NS1 no longer freezes the script. (@Master-Guy)
* Fix bug with missing ramcost for tFormat (@TheMas3212)
* Fix crash with new prompt
* Quick fix to prevent division by 0 in terminal (@Master-Guy)
* removed ip references (@phyzical, @Master-Guy)
* Terminal now supports 'ls -l'
* Fix negative number formatting (@Master-Guy)
* Fix unique ip generation (@InDieTasten)
* remove terminal command theme from docs (@phyzical)
* Fix 'Augmentations Left' with gang factions (@nickofolas)
* Attempt to fix 'bladeburner.process()' early routing issue (@MartinFournier)
* work in progress augment fix (@phyzical)
* Fixes missing space in Smart Supply (@TheRealMaxion)
* Change license to Apache 2 with Commons Clause
* updated regex sanitization (@mbrannen)
* Sleeve fix for when faction isnt found (@phyzical)
* Fix editor "close" naming (@phyzical)
* Fix bug with sleeves where some factions would be listed as workable. (@phyzical)
* Fix research tree of product industries post-prestige (@pd)
* Added a check for exisiting industry type before expanding (@phyzical)
* fix hackAnalyzeThreads returning infinity (@chrisrabe)
* Make growthAnalyze more accurate (@dwRchyngqxs)
* Add 'Zoom -> Reset Zoom' command to Steam (@smolgumball)
* Add hasOwnProperty check to GetServer (@SagePtr)
* Speed up employee productivity calculation (@pd)
* Field Work and Security Work benefit from 'share' (@SagePtr)
* Nerf noodle bar.
`,
};

@ -10,7 +10,7 @@ export interface IActiveFragmentParams {
export class ActiveFragment {
id: number;
avgCharge: number;
highestCharge: number;
numCharge: number;
rotation: number;
x: number;
@ -21,14 +21,14 @@ export class ActiveFragment {
this.id = params.fragment.id;
this.x = params.x;
this.y = params.y;
this.avgCharge = 0;
this.highestCharge = 0;
this.numCharge = 0;
this.rotation = params.rotation;
} else {
this.id = -1;
this.x = -1;
this.y = -1;
this.avgCharge = -1;
this.highestCharge = -1;
this.numCharge = -1;
this.rotation = -1;
}
@ -71,7 +71,7 @@ export class ActiveFragment {
const fragment = FragmentById(this.id);
if (fragment === null) throw new Error("ActiveFragment id refers to unknown Fragment.");
const c = new ActiveFragment({ x: this.x, y: this.y, rotation: this.rotation, fragment: fragment });
c.avgCharge = this.avgCharge;
c.highestCharge = this.highestCharge;
c.numCharge = this.numCharge;
return c;
}

@ -1,4 +1,4 @@
import { FactionNames } from '../Faction/data/FactionNames';
import { FactionNames } from "../Faction/data/FactionNames";
import { Fragment } from "./Fragment";
import { ActiveFragment } from "./ActiveFragment";
import { FragmentType } from "./FragmentType";
@ -19,19 +19,23 @@ export class StaneksGift implements IStaneksGift {
fragments: ActiveFragment[] = [];
baseSize(): number {
return StanekConstants.BaseSize + BitNodeMultipliers.StaneksGiftExtraSize + Player.sourceFileLvl(13)
return StanekConstants.BaseSize + BitNodeMultipliers.StaneksGiftExtraSize + Player.sourceFileLvl(13);
}
width(): number {
return Math.min(Math.floor(this.baseSize() / 2 + 1),StanekConstants.MaxSize);
return Math.max(2, Math.min(Math.floor(this.baseSize() / 2 + 1), StanekConstants.MaxSize));
}
height(): number {
return Math.min(Math.floor(this.baseSize() / 2 + 0.6),StanekConstants.MaxSize);
return Math.max(3, Math.min(Math.floor(this.baseSize() / 2 + 0.6), StanekConstants.MaxSize));
}
charge(player: IPlayer, af: ActiveFragment, threads: number): void {
af.avgCharge = (af.numCharge * af.avgCharge + threads) / (af.numCharge + 1);
af.numCharge++;
if (threads > af.highestCharge) {
af.numCharge = (af.highestCharge * af.numCharge) / threads + 1;
af.highestCharge = threads;
} else {
af.numCharge += threads / af.highestCharge;
}
const cotmg = Factions[FactionNames.ChurchOfTheMachineGod];
cotmg.playerReputation += (player.faction_rep_mult * (Math.pow(threads, 0.95) * (cotmg.favor + 100))) / 1000;
@ -66,7 +70,7 @@ export class StaneksGift implements IStaneksGift {
for (const neighboor of neighboors) {
boost *= neighboor.fragment().power;
}
return CalculateEffect(fragment.avgCharge, fragment.numCharge, fragment.fragment().power, boost);
return CalculateEffect(fragment.highestCharge, fragment.numCharge, fragment.fragment().power, boost);
}
canPlace(rootX: number, rootY: number, rotation: number, fragment: Fragment): boolean {
@ -126,7 +130,7 @@ export class StaneksGift implements IStaneksGift {
clearCharge(): void {
this.fragments.forEach((f) => {
f.avgCharge = 0;
f.highestCharge = 0;
f.numCharge = 0;
});
}

@ -48,9 +48,7 @@ export function FragmentInspector(props: IProps): React.ReactElement {
}
const f = props.fragment.fragment();
let charge = `${numeralWrapper.formatStaneksGiftCharge(props.fragment.avgCharge)} avg. * ${
props.fragment.numCharge
} times`;
let charge = numeralWrapper.formatStaneksGiftCharge(props.fragment.highestCharge * props.fragment.numCharge);
let effect = "N/A";
// Boosters and cooling don't deal with heat.
if ([FragmentType.Booster, FragmentType.None, FragmentType.Delete].includes(f.type)) {

@ -27,20 +27,20 @@ export function Stanek(): React.ReactElement {
function addCharge(): void {
staneksGift.fragments.forEach((f) => {
f.avgCharge = 1e21;
f.highestCharge = 1e21;
f.numCharge = 1e21;
});
}
function modCharge(modify: number): (x: number) => void {
return function (cycles: number): void {
staneksGift.fragments.forEach((f) => (f.avgCharge += cycles * modify));
staneksGift.fragments.forEach((f) => (f.highestCharge += cycles * modify));
};
}
function resetCharge(): void {
staneksGift.fragments.forEach((f) => {
f.avgCharge = 0;
f.highestCharge = 0;
f.numCharge = 0;
});
}

@ -4089,7 +4089,7 @@ export interface Fragment {
*/
export interface ActiveFragment {
id: number;
avgCharge: number;
highestCharge: number;
numCharge: number;
rotation: number;
x: number;