mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-22 15:43:49 +01:00
Changed the ascension mechanic
This commit is contained in:
parent
42aa6525a6
commit
af46324c6d
@ -350,19 +350,7 @@ export class Gang {
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try {
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const res = member.ascend();
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this.respect = Math.max(1, this.respect - res.respect);
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if (workerScript == null) {
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dialogBoxCreate([`You ascended ${member.name}!`,
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"",
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`Your gang lost ${numeralWrapper.formatRespect(res.respect)} respect`,
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"",
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`${member.name} gained the following stat multipliers for ascending:`,
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`Hacking: ${numeralWrapper.formatPercentage(res.hack, 3)}`,
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`Strength: ${numeralWrapper.formatPercentage(res.str, 3)}`,
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`Defense: ${numeralWrapper.formatPercentage(res.def, 3)}`,
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`Dexterity: ${numeralWrapper.formatPercentage(res.dex, 3)}`,
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`Agility: ${numeralWrapper.formatPercentage(res.agi, 3)}`,
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`Charisma: ${numeralWrapper.formatPercentage(res.cha, 3)}`].join("<br>"));
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} else {
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if (workerScript) {
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workerScript.log('ascend', `Ascended Gang member ${member.name}`);
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}
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return res;
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@ -45,12 +45,12 @@ export class GangMember {
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agi_mult = 1;
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cha_mult = 1;
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hack_asc_mult = 1;
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str_asc_mult = 1;
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def_asc_mult = 1;
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dex_asc_mult = 1;
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agi_asc_mult = 1;
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cha_asc_mult = 1;
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hack_asc_points = 0;
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str_asc_points = 0;
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def_asc_points = 0;
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dex_asc_points = 0;
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agi_asc_points = 0;
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cha_asc_points = 0;
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upgrades: string[] = []; // Names of upgrades
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augmentations: string[] = []; // Names of augmentations only
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@ -63,13 +63,17 @@ export class GangMember {
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return Math.max(Math.floor(mult * (32 * Math.log(exp + 534.5) - 200)), 1);
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}
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calculateAscensionMult(points: number): number {
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return Math.max(Math.pow(points/2000, 0.9), 1);
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}
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updateSkillLevels(): void {
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this.hack = this.calculateSkill(this.hack_exp, this.hack_mult * this.hack_asc_mult);
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this.str = this.calculateSkill(this.str_exp, this.str_mult * this.str_asc_mult);
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this.def = this.calculateSkill(this.def_exp, this.def_mult * this.def_asc_mult);
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this.dex = this.calculateSkill(this.dex_exp, this.dex_mult * this.dex_asc_mult);
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this.agi = this.calculateSkill(this.agi_exp, this.agi_mult * this.agi_asc_mult);
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this.cha = this.calculateSkill(this.cha_exp, this.cha_mult * this.cha_asc_mult);
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this.hack = this.calculateSkill(this.hack_exp, this.hack_mult * this.calculateAscensionMult(this.hack_asc_points));
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this.str = this.calculateSkill(this.str_exp, this.str_mult * this.calculateAscensionMult(this.str_asc_points));
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this.def = this.calculateSkill(this.def_exp, this.def_mult * this.calculateAscensionMult(this.def_asc_points));
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this.dex = this.calculateSkill(this.dex_exp, this.dex_mult * this.calculateAscensionMult(this.dex_asc_points));
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this.agi = this.calculateSkill(this.agi_exp, this.agi_mult * this.calculateAscensionMult(this.agi_asc_points));
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this.cha = this.calculateSkill(this.cha_exp, this.cha_mult * this.calculateAscensionMult(this.cha_asc_points));
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}
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calculatePower(): number {
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@ -194,25 +198,47 @@ export class GangMember {
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this.earnedRespect += (this.calculateRespectGain(gang) * numCycles);
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}
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getAscensionResults(): IMults {
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getGainedAscensionPoints(): IMults {
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return {
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hack: this.hack_exp,
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str: this.str_exp,
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def: this.def_exp,
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dex: this.dex_exp,
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agi: this.agi_exp,
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cha: this.cha_exp,
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hack: Math.max(this.hack_exp - 1000, 0),
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str: Math.max(this.str_exp - 1000, 0),
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def: Math.max(this.def_exp - 1000, 0),
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dex: Math.max(this.dex_exp - 1000, 0),
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agi: Math.max(this.agi_exp - 1000, 0),
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cha: Math.max(this.cha_exp - 1000, 0),
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}
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}
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canAscend(): boolean {
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const points = this.getGainedAscensionPoints();
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return points.hack > 0 ||
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points.str > 0 ||
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points.def > 0 ||
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points.dex > 0 ||
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points.agi > 0 ||
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points.cha > 0;
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}
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getAscensionResults(): IMults {
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const points = this.getGainedAscensionPoints();
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return {
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hack: this.calculateAscensionMult(this.hack_asc_points+points.hack)/this.calculateAscensionMult(this.hack_asc_points),
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str: this.calculateAscensionMult(this.str_asc_points+points.str)/this.calculateAscensionMult(this.str_asc_points),
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def: this.calculateAscensionMult(this.def_asc_points+points.def)/this.calculateAscensionMult(this.def_asc_points),
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dex: this.calculateAscensionMult(this.dex_asc_points+points.dex)/this.calculateAscensionMult(this.dex_asc_points),
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agi: this.calculateAscensionMult(this.agi_asc_points+points.agi)/this.calculateAscensionMult(this.agi_asc_points),
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cha: this.calculateAscensionMult(this.cha_asc_points+points.cha)/this.calculateAscensionMult(this.cha_asc_points),
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}
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}
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ascend(): IAscensionResult {
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const res = this.getAscensionResults();
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this.hack_asc_mult += res.hack;
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this.str_asc_mult += res.str;
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this.def_asc_mult += res.def;
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this.dex_asc_mult += res.dex;
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this.agi_asc_mult += res.agi;
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this.cha_asc_mult += res.cha;
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this.hack_asc_points += this.hack_exp;
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this.str_asc_points += this.str_exp;
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this.def_asc_points += this.def_exp;
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this.dex_asc_points += this.dex_exp;
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this.agi_asc_points += this.agi_exp;
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this.cha_asc_points += this.cha_exp;
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// Remove upgrades. Then re-calculate multipliers and stats
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this.upgrades.length = 0;
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@ -255,7 +255,7 @@ export const gangMemberTasksMetadata: IGangMemberTaskMetadata[] = [
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name: "Train Combat",
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params: {
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strWeight: 25, defWeight: 25, dexWeight: 25, agiWeight: 25,
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difficulty: 200,
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difficulty: 100,
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},
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},
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{
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@ -2,11 +2,12 @@
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* React Component for the content of the popup before the player confirms the
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* ascension of a gang member.
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*/
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import React from "react";
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import React, { useState, useEffect } from "react";
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import { Gang } from "../Gang";
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import { GangMember } from "../GangMember";
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import { numeralWrapper } from "../../ui/numeralFormat";
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import { removePopup } from "../../ui/React/createPopup";
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import { dialogBoxCreate } from "../../../utils/DialogBox";
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interface IProps {
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member: GangMember;
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@ -16,9 +17,29 @@ interface IProps {
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}
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export function AscensionPopup(props: IProps): React.ReactElement {
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const setRerender = useState(false)[1];
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useEffect(() => {
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const id = setInterval(() => setRerender(old => !old), 1000);
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return () => clearInterval(id);
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}, []);
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function confirm(): void {
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props.gang.ascendMember(props.member);
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props.onAscend();
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const res = props.gang.ascendMember(props.member);
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dialogBoxCreate(<p>
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You ascended {props.member.name}!<br />
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<br />
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Your gang lost {numeralWrapper.formatRespect(res.respect)} respect.<br />
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<br />
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{props.member.name} gained the following stat multipliers for ascending:<br />
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Hacking: x{numeralWrapper.format(res.hack, '0.000')}<br />
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Strength: x{numeralWrapper.format(res.str, '0.000')}<br />
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Defense: x{numeralWrapper.format(res.def, '0.000')}<br />
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Dexterity: x{numeralWrapper.format(res.dex, '0.000')}<br />
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Agility: x{numeralWrapper.format(res.agi, '0.000')}<br />
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Charisma: x{numeralWrapper.format(res.cha, '0.000')}<br />
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</p>);
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removePopup(props.popupId);
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}
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@ -36,12 +57,12 @@ their non-Augmentation upgrades and their stats will reset back to 1.<br />
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Furthermore, your gang will lose {numeralWrapper.formatRespect(props.member.earnedRespect)} respect<br />
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<br />
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In return, they will gain the following permanent boost to stat multipliers:<br />
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Hacking: +{numeralWrapper.formatPercentage(ascendBenefits.hack/100)}<br />
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Strength: +{numeralWrapper.formatPercentage(ascendBenefits.str/100)}<br />
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Defense: +{numeralWrapper.formatPercentage(ascendBenefits.def/100)}<br />
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Dexterity: +{numeralWrapper.formatPercentage(ascendBenefits.dex/100)}<br />
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Agility: +{numeralWrapper.formatPercentage(ascendBenefits.agi/100)}<br />
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Charisma: +{numeralWrapper.formatPercentage(ascendBenefits.cha/100)}<br />
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Hacking: x{numeralWrapper.format(ascendBenefits.hack, '0.000')}<br />
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Strength: x{numeralWrapper.format(ascendBenefits.str, '0.000')}<br />
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Defense: x{numeralWrapper.format(ascendBenefits.def, '0.000')}<br />
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Dexterity: x{numeralWrapper.format(ascendBenefits.dex, '0.000')}<br />
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Agility: x{numeralWrapper.format(ascendBenefits.agi, '0.000')}<br />
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Charisma: x{numeralWrapper.format(ascendBenefits.cha, '0.000')}<br />
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</pre>
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<button className="std-button" onClick={confirm}>Ascend</button>
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<button className="std-button" onClick={cancel}>Cancel</button>
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@ -34,8 +34,7 @@ export function GangMemberStats(props: IProps): React.ReactElement {
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exchange for a permanent boost to their stat multipliers.
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<br /><br />
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The additional stat multiplier that the Gang Member gains upon
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ascension is based on the amount of multipliers the member has from
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non-Augmentation Equipment.
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ascension is based on the amount of exp they have.
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<br /><br />
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Upon ascension, the member will lose all of its non-Augmentation
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Equipment and your gang will lose respect equal to the total respect
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@ -43,14 +42,23 @@ export function GangMemberStats(props: IProps): React.ReactElement {
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</>);
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}
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const asc = {
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hack: props.member.calculateAscensionMult(props.member.hack_asc_points),
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str: props.member.calculateAscensionMult(props.member.str_asc_points),
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def: props.member.calculateAscensionMult(props.member.def_asc_points),
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dex: props.member.calculateAscensionMult(props.member.dex_asc_points),
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agi: props.member.calculateAscensionMult(props.member.agi_asc_points),
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cha: props.member.calculateAscensionMult(props.member.cha_asc_points),
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};
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return (<>
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<span className="tooltiptext smallfont">
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Hk: x{numeralWrapper.formatMultiplier(props.member.hack_mult * props.member.hack_asc_mult)}(x{numeralWrapper.formatMultiplier(props.member.hack_mult)} Eq, x{numeralWrapper.formatMultiplier(props.member.hack_asc_mult)} Asc)<br />
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St: x{numeralWrapper.formatMultiplier(props.member.str_mult * props.member.str_asc_mult)}(x{numeralWrapper.formatMultiplier(props.member.str_mult)} Eq, x{numeralWrapper.formatMultiplier(props.member.str_asc_mult)} Asc)<br />
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Df: x{numeralWrapper.formatMultiplier(props.member.def_mult * props.member.def_asc_mult)}(x{numeralWrapper.formatMultiplier(props.member.def_mult)} Eq, x{numeralWrapper.formatMultiplier(props.member.def_asc_mult)} Asc)<br />
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Dx: x{numeralWrapper.formatMultiplier(props.member.dex_mult * props.member.dex_asc_mult)}(x{numeralWrapper.formatMultiplier(props.member.dex_mult)} Eq, x{numeralWrapper.formatMultiplier(props.member.dex_asc_mult)} Asc)<br />
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Ag: x{numeralWrapper.formatMultiplier(props.member.agi_mult * props.member.agi_asc_mult)}(x{numeralWrapper.formatMultiplier(props.member.agi_mult)} Eq, x{numeralWrapper.formatMultiplier(props.member.agi_asc_mult)} Asc)<br />
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Ch: x{numeralWrapper.formatMultiplier(props.member.cha_mult * props.member.cha_asc_mult)}(x{numeralWrapper.formatMultiplier(props.member.cha_mult)} Eq, x{numeralWrapper.formatMultiplier(props.member.cha_asc_mult)} Asc)
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Hk: x{numeralWrapper.formatMultiplier(props.member.hack_mult * asc.hack)}(x{numeralWrapper.formatMultiplier(props.member.hack_mult)} Eq, x{numeralWrapper.formatMultiplier(asc.hack)} Asc)<br />
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St: x{numeralWrapper.formatMultiplier(props.member.str_mult * asc.str)}(x{numeralWrapper.formatMultiplier(props.member.str_mult)} Eq, x{numeralWrapper.formatMultiplier(asc.str)} Asc)<br />
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Df: x{numeralWrapper.formatMultiplier(props.member.def_mult * asc.def)}(x{numeralWrapper.formatMultiplier(props.member.def_mult)} Eq, x{numeralWrapper.formatMultiplier(asc.def)} Asc)<br />
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Dx: x{numeralWrapper.formatMultiplier(props.member.dex_mult * asc.dex)}(x{numeralWrapper.formatMultiplier(props.member.dex_mult)} Eq, x{numeralWrapper.formatMultiplier(asc.dex)} Asc)<br />
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Ag: x{numeralWrapper.formatMultiplier(props.member.agi_mult * asc.agi)}(x{numeralWrapper.formatMultiplier(props.member.agi_mult)} Eq, x{numeralWrapper.formatMultiplier(asc.agi)} Asc)<br />
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Ch: x{numeralWrapper.formatMultiplier(props.member.cha_mult * asc.cha)}(x{numeralWrapper.formatMultiplier(props.member.cha_mult)} Eq, x{numeralWrapper.formatMultiplier(asc.cha)} Asc)
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</span>
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<pre>
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Hacking: {formatNumber(props.member.hack, 0)} ({numeralWrapper.formatExp(props.member.hack_exp)} exp)<br />
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@ -61,7 +69,9 @@ Agility: {formatNumber(props.member.agi, 0)} ({numeralWrapper.formatExp(props.me
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Charisma: {formatNumber(props.member.cha, 0)} ({numeralWrapper.formatExp(props.member.cha_exp)} exp)<br />
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</pre>
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<br />
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{ props.member.canAscend() && <>
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<button className="accordion-button" onClick={ascend}>Ascend</button>
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<div className="help-tip" style={{marginTop: "5px"}} onClick={openAscensionHelp}>?</div>
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</>}
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</>);
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}
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@ -56,15 +56,23 @@ function GangMemberUpgradePanel(props: IPanelProps): React.ReactElement {
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</a>);
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}
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const asc = {
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hack: props.member.calculateAscensionMult(props.member.hack_asc_points),
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str: props.member.calculateAscensionMult(props.member.str_asc_points),
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def: props.member.calculateAscensionMult(props.member.def_asc_points),
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dex: props.member.calculateAscensionMult(props.member.dex_asc_points),
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agi: props.member.calculateAscensionMult(props.member.agi_asc_points),
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cha: props.member.calculateAscensionMult(props.member.cha_asc_points),
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};
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return (<div style={{border: '1px solid white'}}>
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<h1>{props.member.name}({props.member.task})</h1>
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<pre style={{fontSize:"14px", display: "inline-block", width:"20%"}}>
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Hack: {props.member.hack} (x{formatNumber(props.member.hack_mult * props.member.hack_asc_mult, 2)})<br />
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Str: {props.member.str} (x{formatNumber(props.member.str_mult * props.member.str_asc_mult, 2)})<br />
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Def: {props.member.def} (x{formatNumber(props.member.def_mult * props.member.def_asc_mult, 2)})<br />
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Dex: {props.member.dex} (x{formatNumber(props.member.dex_mult * props.member.dex_asc_mult, 2)})<br />
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Agi: {props.member.agi} (x{formatNumber(props.member.agi_mult * props.member.agi_asc_mult, 2)})<br />
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Cha: {props.member.cha} (x{formatNumber(props.member.cha_mult * props.member.cha_asc_mult, 2)})
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Hack: {props.member.hack} (x{formatNumber(props.member.hack_mult * asc.hack, 2)})<br />
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Str: {props.member.str} (x{formatNumber(props.member.str_mult * asc.str, 2)})<br />
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Def: {props.member.def} (x{formatNumber(props.member.def_mult * asc.def, 2)})<br />
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Dex: {props.member.dex} (x{formatNumber(props.member.dex_mult * asc.dex, 2)})<br />
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Agi: {props.member.agi} (x{formatNumber(props.member.agi_mult * asc.agi, 2)})<br />
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Cha: {props.member.cha} (x{formatNumber(props.member.cha_mult * asc.cha, 2)})
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</pre>
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<div className="gang-owned-upgrades-div">
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Purchased Upgrades: {props.member.upgrades.map((upg: string) => purchasedUpgrade(upg))}
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