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https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-26 01:23:49 +01:00
Rebase fix, move hasAugmentation to Person
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@ -4,6 +4,7 @@ import { Player } from "../Player";
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import { dialogBoxCreate } from "../ui/React/DialogBox";
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//This is only used for the player
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export function determineCrimeSuccess(type: string): boolean {
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let chance = 0;
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let found = false;
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@ -197,3 +197,7 @@ export function updateSkillLevels(this: Person): void {
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this.hp.max = Math.floor(10 + this.skills.defense / 10);
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this.hp.current = Math.round(this.hp.max * ratio);
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}
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export function hasAugmentation(this: Person, augName: string, ignoreQueued: boolean = false) {
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return this.augmentations.some((a) => a.name === augName && (ignoreQueued || !this.queuedAugmentations.includes(a)));
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}
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@ -53,9 +53,7 @@ export class PlayerObject extends Person {
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moneySourceB = new MoneySourceTracker();
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playtimeSinceLastAug = 0;
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playtimeSinceLastBitnode = 0;
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purchasedServers: string[] = [];
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queuedAugmentations: IPlayerOwnedAugmentation[] = [];
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scriptProdSinceLastAug = 0;
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purchasedServers: string[] = []; scriptProdSinceLastAug = 0;
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sleeves: Sleeve[] = [];
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sleevesFromCovenant = 0;
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sourceFiles: PlayerOwnedSourceFile[] = [];
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@ -105,7 +103,6 @@ export class PlayerObject extends Person {
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getUpgradeHomeRamCost = serverMethods.getUpgradeHomeRamCost;
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getUpgradeHomeCoresCost = serverMethods.getUpgradeHomeCoresCost;
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gotoLocation = generalMethods.gotoLocation;
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hasAugmentation = augmentationMethods.hasAugmentation;
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hasCorporation = corporationMethods.hasCorporation;
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hasGangWith = gangMethods.hasGangWith;
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hasTorRouter = serverMethods.hasTorRouter;
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@ -2,31 +2,8 @@
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* Augmentation-related methods for the Player class (PlayerObject)
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*/
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import { PlayerObject } from "./PlayerObject";
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import { Augmentation } from "../../Augmentation/Augmentation";
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import { calculateEntropy } from "../Grafting/EntropyAccumulation";
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export function hasAugmentation(this: PlayerObject, aug: string | Augmentation, ignoreQueued = false): boolean {
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const augName: string = aug instanceof Augmentation ? aug.name : aug;
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for (const owned of this.augmentations) {
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if (owned.name === augName) {
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return true;
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}
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}
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if (!ignoreQueued) {
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for (const owned of this.queuedAugmentations) {
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if (owned.name === augName) {
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return true;
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}
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}
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}
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return false;
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}
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export function applyEntropy(this: PlayerObject, stacks = 1): void {
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// Re-apply all multipliers
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this.reapplyAllAugmentations();
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