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https://github.com/bitburner-official/bitburner-src.git
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Gang bugfixes and rebalancing
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59
src/Gang.js
59
src/Gang.js
@ -1,6 +1,4 @@
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/*
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gang member upgrades - they should be cheaper as the gang gets more respect/power
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Also add police clashes
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balance point to keep them from running out of control
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*/
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@ -37,7 +35,7 @@ const GangRespectToReputationRatio = 2; // Respect is divided by this to get rep
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const MaximumGangMembers = 40;
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const GangRecruitCostMultiplier = 2;
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const CyclesPerTerritoryAndPowerUpdate = 100;
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const AscensionMultiplierRatio = 10 / 100; // Portion of upgrade multiplier that is kept after ascending
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const AscensionMultiplierRatio = 15 / 100; // Portion of upgrade multiplier that is kept after ascending
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// Switch between territory and management screen with 1 and 2
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$(document).keydown(function(event) {
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@ -395,13 +393,13 @@ Gang.prototype.calculatePower = function() {
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memberTotal += gain;
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}
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}
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return (0.0005 * memberTotal);
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return (0.001 * memberTotal);
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}
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Gang.prototype.clash = function(won=false) {
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// Determine if a gang member should die
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let baseDeathChance;
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won ? baseDeathChance = 0.05 : baseDeathChance = 0.1;
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won ? baseDeathChance = 0.03 : baseDeathChance = 0.06;
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// If the clash was lost, the player loses a small percentage of power
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if (!won) {
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@ -415,7 +413,7 @@ Gang.prototype.clash = function(won=false) {
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if (member.task !== "Territory Warfare") { continue; }
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// Chance to die is decreased based on defense
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const modifiedDeathChance = baseDeathChance / Math.pow(def, 0.25);
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const modifiedDeathChance = baseDeathChance / Math.pow(member.def, 0.25);
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if (Math.random() < modifiedDeathChance) {
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this.killMember(member);
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}
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@ -426,9 +424,9 @@ Gang.prototype.killMember = function(memberObj) {
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const gangName = this.facName;
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// Player loses a percentage of total respect, plus whatever respect that member has earned
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const totalRespect = this.gang.respect;
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const totalRespect = this.respect;
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const lostRespect = (0.05 * totalRespect) + memberObj.earnedRespect;
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this.gang.respect = Math.max(0, totalRespect - lostRespect);
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this.respect = Math.max(0, totalRespect - lostRespect);
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for (let i = 0; i < this.members.length; ++i) {
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if (memberObj.name === this.members[i].name) {
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@ -461,14 +459,16 @@ Gang.prototype.ascendMember = function(memberObj, workerScript) {
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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 ${memberObj.name}!`,
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"",
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`Your gang lost ${numeralWrapper.format(res.respect, "0.000a")} respect`,
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"",
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`${memberObj.name} gained the following stat multipliers for ascending:`,
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`Hacking: ${res.hack}`,
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`Strength: ${res.str}`,
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`Defense: ${res.def}`,
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`Dexterity: ${res.dex}`,
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`Agility: ${res.agi}`,
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`Charisma: ${res.cha}`].join("<br>"));
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`Hacking: ${numeralWrapper.format(res.hack, "0.000%")}`,
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`Strength: ${numeralWrapper.format(res.str, "0.000%")}`,
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`Defense: ${numeralWrapper.format(res.def, "0.000%")}`,
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`Dexterity: ${numeralWrapper.format(res.dex, "0.000%")}`,
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`Agility: ${numeralWrapper.format(res.agi, "0.000%")}`,
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`Charisma: ${numeralWrapper.format(res.cha, "0.000%")}`].join("<br>"));
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} else {
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workerScript.log(`Ascended Gang member ${memberObj.name}`);
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}
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@ -667,7 +667,7 @@ GangMember.prototype.calculateMoneyGain = function(gang) {
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(task.dexWeight/100) * this.dex +
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(task.agiWeight/100) * this.agi +
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(task.chaWeight/100) * this.cha;
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statWeight -= (3.5 * task.difficulty);
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statWeight -= (3.2 * task.difficulty);
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if (statWeight <= 0) { return 0; }
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const territoryMult = Math.pow(AllGangs[gang.facName].territory * 100, task.territory.money) / 100;
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if (isNaN(territoryMult) || territoryMult <= 0) { return 0; }
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@ -677,13 +677,16 @@ GangMember.prototype.calculateMoneyGain = function(gang) {
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GangMember.prototype.gainExperience = function(numCycles=1) {
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const task = this.getTask();
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if (task == null || !(task instanceof GangMemberTask)) {return;}
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this.hack_exp += (task.hackWeight / 1500) * task.difficulty * numCycles;
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this.str_exp += (task.strWeight / 1500) * task.difficulty * numCycles;
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this.def_exp += (task.defWeight / 1500) * task.difficulty * numCycles;
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this.dex_exp += (task.dexWeight / 1500) * task.difficulty * numCycles;
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this.agi_exp += (task.agiWeight / 1500) * task.difficulty * numCycles;
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this.cha_exp += (task.chaWeight / 1500) * task.difficulty * numCycles;
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if (task == null || !(task instanceof GangMemberTask) || task === GangMemberTasks["Unassigned"]) {return;}
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const difficultyMult = Math.pow(task.difficulty, 0.8);
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const difficultyPerCycles = difficultyMult * numCycles;
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const weightDivisor = 1500;
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this.hack_exp += (task.hackWeight / weightDivisor) * difficultyPerCycles;
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this.str_exp += (task.strWeight / weightDivisor) * difficultyPerCycles;
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this.def_exp += (task.defWeight / weightDivisor) * difficultyPerCycles;
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this.dex_exp += (task.dexWeight / weightDivisor) * difficultyPerCycles;
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this.agi_exp += (task.agiWeight / weightDivisor) * difficultyPerCycles;
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this.cha_exp += (task.chaWeight / weightDivisor) * difficultyPerCycles;
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}
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GangMember.prototype.recordEarnedRespect = function(numCycles=1, gang) {
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@ -855,7 +858,6 @@ GangMemberTask.fromJSON = function(value) {
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Reviver.constructors.GangMemberTask = GangMemberTask;
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//TODO Human trafficking and an equivalent hacking crime
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const GangMemberTasks = {};
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function addGangMemberTask(name, desc, isHacking, isCombat, params) {
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@ -1688,6 +1690,9 @@ Gang.prototype.createGangMemberDisplayElement = function(memberObj) {
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const txt = createElement("pre", {
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innerText: ["Are you sure you want to ascend this member? (S)he will lose all of",
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"his non-Augmentation upgrades and his/her stats will reset back to 1.",
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"",
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`Furthermore, your gang will lose ${numeralWrapper.format(memberObj.earnedRespect, "0.000000")} respect`,
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"",
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"In return, (s)he will gain the following permanent boost to stat multipliers:\n",
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`Hacking: +${numeralWrapper.format(ascendBenefits.hack, "0.00%")}`,
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`Strength: +${numeralWrapper.format(ascendBenefits.str, "0.00%")}`,
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@ -1720,8 +1725,12 @@ Gang.prototype.createGangMemberDisplayElement = function(memberObj) {
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const ascendHelpTip = createElement("div", {
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class: "help-tip",
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clickListener: () => {
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dialogBoxCreate(["TODO Ascending a Gang Member resets the member's progress and stats in exchange",
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"for a permanent boost to their stat multipliers. "].join(" "));
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dialogBoxCreate(["Ascending a Gang Member resets the member's progress and stats in exchange",
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"for a permanent boost to their stat multipliers.",
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"<br><br>The additional stat multiplier that the Gang Member gains upon ascension",
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"is based on the amount of multipliers the member has from non-Augmentation Equipment.",
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"<br><br>Upon ascension, the member will lose all of its non-Augmentation Equipment and your",
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"gang will lose respect equal to the total respect earned by the member."].join(" "));
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},
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innerText: "?",
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marginTop: "5px",
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@ -124,11 +124,11 @@ export const gangMemberTasksMetadata: IGangMemberTaskMetadata[] = [
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isHacking: false,
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name: "Deal Drugs",
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params: {
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baseRespect: 0.00008, baseWanted: 0.001, baseMoney: 5,
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baseRespect: 0.00006, baseWanted: 0.0015, baseMoney: 5,
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agiWeight: 20, dexWeight: 20, chaWeight: 60,
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difficulty: 3.5,
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territory: {
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money: 1.1,
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money: 1.25,
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respect: 1,
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wanted: 1.15,
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},
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@ -140,11 +140,11 @@ export const gangMemberTasksMetadata: IGangMemberTaskMetadata[] = [
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isHacking: false,
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name: "Strongarm Civilians",
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params: {
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baseRespect: 0.00004, baseWanted: 0.0001, baseMoney: 2.5,
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baseRespect: 0.00004, baseWanted: 0.002, baseMoney: 2.5,
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hackWeight: 10, strWeight: 25, defWeight: 25, dexWeight: 20, agiWeight: 10, chaWeight: 10,
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difficulty: 5,
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territory: {
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money: 2,
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money: 1.6,
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respect: 1.1,
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wanted: 1.5
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}
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@ -156,7 +156,7 @@ export const gangMemberTasksMetadata: IGangMemberTaskMetadata[] = [
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isHacking: false,
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name: "Run a Con",
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params: {
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baseRespect: 0.00015, baseWanted: 0.01, baseMoney: 12.5,
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baseRespect: 0.00012, baseWanted: 0.015, baseMoney: 12.5,
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strWeight: 5, defWeight: 5, agiWeight: 25, dexWeight: 25, chaWeight: 40,
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difficulty: 14,
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},
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@ -167,7 +167,7 @@ export const gangMemberTasksMetadata: IGangMemberTaskMetadata[] = [
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isHacking: false,
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name: "Armed Robbery",
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params: {
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baseRespect: 0.00015, baseWanted: 0.05, baseMoney: 32,
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baseRespect: 0.00014, baseWanted: 0.075, baseMoney: 32,
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hackWeight: 20, strWeight: 15, defWeight: 15, agiWeight: 10, dexWeight: 20, chaWeight: 20,
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difficulty: 20,
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},
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@ -178,11 +178,11 @@ export const gangMemberTasksMetadata: IGangMemberTaskMetadata[] = [
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isHacking: false,
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name: "Traffick Illegal Arms",
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params: {
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baseRespect: 0.0003, baseWanted: 0.1, baseMoney: 50,
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baseRespect: 0.0002, baseWanted: 0.15, baseMoney: 50,
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hackWeight: 15, strWeight: 20, defWeight: 20, dexWeight: 20, chaWeight: 25,
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difficulty: 28,
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difficulty: 32,
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territory: {
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money: 1.2,
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money: 1.4,
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respect: 1.3,
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wanted: 1.25,
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},
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@ -194,7 +194,7 @@ export const gangMemberTasksMetadata: IGangMemberTaskMetadata[] = [
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isHacking: false,
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name: "Threaten & Blackmail",
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params: {
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baseRespect: 0.0002, baseWanted: 0.05, baseMoney: 20,
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baseRespect: 0.0002, baseWanted: 0.075, baseMoney: 20,
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hackWeight: 25, strWeight: 25, dexWeight: 25, chaWeight: 25,
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difficulty: 28,
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},
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@ -205,7 +205,7 @@ export const gangMemberTasksMetadata: IGangMemberTaskMetadata[] = [
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isHacking: false,
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name: "Human Trafficking",
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params: {
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baseRespect: 0.005, baseWanted: 0.2, baseMoney: 100,
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baseRespect: 0.005, baseWanted: 0.3, baseMoney: 100,
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hackWeight: 30, strWeight: 5, defWeight: 5, dexWeight: 30, chaWeight: 30,
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difficulty: 36,
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territory: {
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@ -221,7 +221,7 @@ export const gangMemberTasksMetadata: IGangMemberTaskMetadata[] = [
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isHacking: false,
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name: "Terrorism",
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params: {
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baseRespect: 0.001, baseWanted: 1,
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baseRespect: 0.001, baseWanted: 1.5,
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hackWeight: 20, strWeight: 20, defWeight: 20, dexWeight: 20, chaWeight: 20,
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difficulty: 36,
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territory: {
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