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fix exp not loading, kinda
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@ -104,7 +104,7 @@ export const CONSTANTS: {
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MilliPerCycle: 200,
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// How much reputation is needed to join a megacorporation's faction
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CorpFactionRepRequirement: 200e3,
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CorpFactionRepRequirement: 400e3,
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// Base RAM costs
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BaseCostFor1GBOfRamHome: 32000,
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@ -1,52 +1,47 @@
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import { IMap } from "../../types";
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import { CONSTANTS } from "../../Constants";
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import { IPlayer } from "../IPlayer";
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import { Multipliers } from "../Multipliers";
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export const calculateEntropy = (player: IPlayer, stacks = 1): IMap<number> => {
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const multipliers: Record<string, number> = {
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hacking_chance: player.mults.hacking_chance,
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hacking_speed: player.mults.hacking_speed,
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hacking_money: player.mults.hacking_money,
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hacking_grow: player.mults.hacking_grow,
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export const calculateEntropy = (player: IPlayer, stacks = 1): Multipliers => {
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const nerf = CONSTANTS.EntropyEffect ** stacks;
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return {
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hacking_chance: player.mults.hacking_chance * nerf,
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hacking_speed: player.mults.hacking_speed * nerf,
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hacking_money: player.mults.hacking_money * nerf,
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hacking_grow: player.mults.hacking_grow * nerf,
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hacking: player.mults.hacking,
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strength: player.mults.strength,
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defense: player.mults.defense,
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dexterity: player.mults.dexterity,
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agility: player.mults.agility,
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charisma: player.mults.charisma,
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hacking: player.mults.hacking * nerf,
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strength: player.mults.strength * nerf,
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defense: player.mults.defense * nerf,
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dexterity: player.mults.dexterity * nerf,
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agility: player.mults.agility * nerf,
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charisma: player.mults.charisma * nerf,
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hacking_exp: player.mults.hacking_exp,
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strength_exp: player.mults.strength_exp,
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defense_exp: player.mults.defense_exp,
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dexterity_exp: player.mults.dexterity_exp,
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agility_exp: player.mults.agility_exp,
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charisma_exp: player.mults.charisma_exp,
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hacking_exp: player.mults.hacking_exp * nerf,
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strength_exp: player.mults.strength_exp * nerf,
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defense_exp: player.mults.defense_exp * nerf,
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dexterity_exp: player.mults.dexterity_exp * nerf,
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agility_exp: player.mults.agility_exp * nerf,
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charisma_exp: player.mults.charisma_exp * nerf,
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company_rep: player.mults.company_rep,
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faction_rep: player.mults.faction_rep,
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company_rep: player.mults.company_rep * nerf,
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faction_rep: player.mults.faction_rep * nerf,
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crime_money: player.mults.crime_money,
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crime_success: player.mults.crime_success,
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crime_money: player.mults.crime_money * nerf,
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crime_success: player.mults.crime_success * nerf,
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hacknet_node_money: player.mults.hacknet_node_money,
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hacknet_node_purchase_cost: player.mults.hacknet_node_purchase_cost,
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hacknet_node_ram_cost: player.mults.hacknet_node_ram_cost,
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hacknet_node_core_cost: player.mults.hacknet_node_core_cost,
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hacknet_node_level_cost: player.mults.hacknet_node_level_cost,
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hacknet_node_money: player.mults.hacknet_node_money * nerf,
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hacknet_node_purchase_cost: player.mults.hacknet_node_purchase_cost * nerf,
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hacknet_node_ram_cost: player.mults.hacknet_node_ram_cost * nerf,
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hacknet_node_core_cost: player.mults.hacknet_node_core_cost * nerf,
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hacknet_node_level_cost: player.mults.hacknet_node_level_cost * nerf,
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work_money: player.mults.work_money,
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work_money: player.mults.work_money * nerf,
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bladeburner_max_stamina: player.mults.bladeburner_max_stamina,
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bladeburner_stamina_gain: player.mults.bladeburner_stamina_gain,
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bladeburner_analysis: player.mults.bladeburner_analysis,
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bladeburner_success_chance: player.mults.bladeburner_success_chance,
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bladeburner_max_stamina: player.mults.bladeburner_max_stamina * nerf,
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bladeburner_stamina_gain: player.mults.bladeburner_stamina_gain * nerf,
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bladeburner_analysis: player.mults.bladeburner_analysis * nerf,
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bladeburner_success_chance: player.mults.bladeburner_success_chance * nerf,
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};
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for (const [mult, val] of Object.entries(multipliers)) {
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multipliers[mult] = val * CONSTANTS.EntropyEffect ** stacks;
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}
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return multipliers;
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};
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@ -32,8 +32,5 @@ export function applyEntropy(this: IPlayer, stacks = 1): void {
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this.reapplyAllAugmentations();
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this.reapplyAllSourceFiles();
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const newMultipliers = calculateEntropy(this, stacks);
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for (const [mult, val] of Object.entries(newMultipliers)) {
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this.setMult(mult, val);
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}
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this.mults = calculateEntropy(this, stacks);
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}
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@ -53,6 +53,7 @@ import { Player } from "../../Player";
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import { isCompanyWork } from "../../Work/CompanyWork";
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import { defaultMultipliers } from "../Multipliers";
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import { serverMetadata } from "../../Server/data/servers";
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export function init(this: IPlayer): void {
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/* Initialize Player's home computer */
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@ -842,8 +843,13 @@ export function checkForFactionInvitations(this: IPlayer): Faction[] {
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// the requirements for the specified company. There are two requirements:
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// 1. High enough reputation
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// 2. Player is employed at the company
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function checkMegacorpRequirements(companyName: string, repNeeded = CONSTANTS.CorpFactionRepRequirement): boolean {
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return allCompanies.includes(companyName) && getCompanyRep(companyName) > repNeeded;
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function checkMegacorpRequirements(companyName: string): boolean {
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const serverMeta = serverMetadata.find((s) => s.specialName === companyName);
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const server = GetServer(serverMeta ? serverMeta.hostname : "");
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const bonus = (server as Server).backdoorInstalled ? -100e3 : 0;
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return (
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allCompanies.includes(companyName) && getCompanyRep(companyName) > CONSTANTS.CorpFactionRepRequirement + bonus
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);
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}
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//Illuminati
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@ -250,6 +250,7 @@ const Engine: {
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startExploits();
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setupUncaughtPromiseHandler();
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// Load game from save or create new game
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if (loadGame(saveString)) {
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ThemeEvents.emit();
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@ -232,7 +232,6 @@ export function CharacterStats(): React.ReactElement {
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const mults = getBitNodeMultipliers(n, Math.min(player.sourceFileLvl(n) + 1, maxSfLevel));
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showBitNodeMults = !isEqual(mults, defaultMultipliers);
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}
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return (
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<Container maxWidth="lg" disableGutters sx={{ mx: 0 }}>
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<Typography variant="h4">Stats</Typography>
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