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Refactored the internal calculateCost function for readability
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@ -134,16 +134,29 @@ export class Skill {
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}
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}
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calculateCost(currentLevel: number, count = 1): number {
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calculateCost(currentLevel: number, count = 1): number {
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if (count == 1) {
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//Recursive mode does not handle invalid inputs properly, but it should never
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return Math.floor((this.baseCost + currentLevel * this.costInc) * BitNodeMultipliers.BladeburnerSkillCost);
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//be possible for it to run with them. For the sake of not crashing the game,
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} else if (count < 0 || isNaN(count) || count == Infinity || count % 1 != 0) {
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const recursiveMode = (currentLevel: number, count: number): number => {
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if (count <= 1) {
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return Math.floor((this.baseCost + currentLevel * this.costInc) * BitNodeMultipliers.BladeburnerSkillCost);
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} else {
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const thisUpgrade = Math.floor(
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(this.baseCost + currentLevel * this.costInc) * BitNodeMultipliers.BladeburnerSkillCost,
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);
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return this.calculateCost(currentLevel + 1, count - 1) + thisUpgrade;
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}
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};
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//Count must be a positive integer.
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if (count < 0 || count % 1 != 0) {
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throw new Error(`${count} is an invalid number of upgrades`);
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throw new Error(`${count} is an invalid number of upgrades`);
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} else if (count < 100) {
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}
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const thisUpgrade = Math.floor(
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//Use recursive mode if count is small
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(this.baseCost + currentLevel * this.costInc) * BitNodeMultipliers.BladeburnerSkillCost,
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if (count <= 100) {
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);
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return recursiveMode(currentLevel, count);
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return this.calculateCost(currentLevel + 1, count - 1) + thisUpgrade;
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}
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} else {
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//Use optimized mode if count is large
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else {
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//unFloored is roughly equivalent to
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//unFloored is roughly equivalent to
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//(this.baseCost + currentLevel * this.costInc) * BitNodeMultipliers.BladeburnerSkillCost
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//(this.baseCost + currentLevel * this.costInc) * BitNodeMultipliers.BladeburnerSkillCost
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//being repeated for increasing currentLevel
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//being repeated for increasing currentLevel
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