mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-18 21:53:50 +01:00
BLADEBURNER: Move bladeburner team losses to Casualties (#1654)
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@ -5,6 +5,7 @@ import { BladeburnerActionType, BladeburnerBlackOpName } from "@enums";
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import { ActionClass, ActionParams } from "./Action";
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import { operationSkillSuccessBonus, operationTeamSuccessBonus } from "./Operation";
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import { getEnumHelper } from "../../utils/EnumHelper";
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import type { TeamActionWithCasualties } from "./TeamCasualties";
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interface BlackOpParams {
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name: BladeburnerBlackOpName;
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@ -12,7 +13,7 @@ interface BlackOpParams {
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n: number;
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}
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export class BlackOperation extends ActionClass {
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export class BlackOperation extends ActionClass implements TeamActionWithCasualties {
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readonly type: BladeburnerActionType.BlackOp = BladeburnerActionType.BlackOp;
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readonly name: BladeburnerBlackOpName;
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n: number;
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@ -57,6 +58,10 @@ export class BlackOperation extends ActionClass {
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return 1;
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}
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getMinimumCasualties(): number {
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return 1;
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}
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getTeamSuccessBonus = operationTeamSuccessBonus;
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getActionTypeSkillSuccessBonus = operationSkillSuccessBonus;
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@ -6,17 +6,18 @@ import type { ActionIdFor, Availability, SuccessChanceParams } from "../Types";
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import { BladeburnerActionType, BladeburnerMultName, BladeburnerOperationName } from "@enums";
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import { BladeburnerConstants } from "../data/Constants";
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import { ActionClass } from "./Action";
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import { Generic_fromJSON, IReviverValue, constructorsForReviver } from "../../utils/JSONReviver";
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import { constructorsForReviver, Generic_fromJSON, IReviverValue } from "../../utils/JSONReviver";
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import { LevelableActionClass, LevelableActionParams } from "./LevelableAction";
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import { clampInteger } from "../../utils/helpers/clampNumber";
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import { getEnumHelper } from "../../utils/EnumHelper";
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import type { TeamActionWithCasualties } from "./TeamCasualties";
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export interface OperationParams extends LevelableActionParams {
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name: BladeburnerOperationName;
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getAvailability?: (bladeburner: Bladeburner) => Availability;
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}
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export class Operation extends LevelableActionClass {
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export class Operation extends LevelableActionClass implements TeamActionWithCasualties {
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readonly type: BladeburnerActionType.Operation = BladeburnerActionType.Operation;
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readonly name: BladeburnerOperationName;
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teamCount = 0;
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@ -44,6 +45,10 @@ export class Operation extends LevelableActionClass {
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getActionTypeSkillSuccessBonus = operationSkillSuccessBonus;
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getMinimumCasualties(): number {
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return 0;
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}
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getChaosSuccessFactor(inst: Bladeburner /*, params: ISuccessChanceParams*/): number {
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const city = inst.getCurrentCity();
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if (city.chaos > BladeburnerConstants.ChaosThreshold) {
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47
src/Bladeburner/Actions/TeamCasualties.ts
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47
src/Bladeburner/Actions/TeamCasualties.ts
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@ -0,0 +1,47 @@
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export enum CasualtyFactor {
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LOW_CASUALTIES = 0.5, // 50%
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HIGH_CASUALTIES = 1, // 100%
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}
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export interface OperationTeam {
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/** teamSize = Human Team + Supporting Sleeves */
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teamSize: number;
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teamLost: number;
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/** number of supporting sleeves at time of action completion */
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sleeveSize: number;
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getTeamCasualtiesRoll(low: number, high: number): number;
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killRandomSupportingSleeves(sleeveDeaths: number): void;
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}
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export interface TeamActionWithCasualties {
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teamCount: number;
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getMinimumCasualties(): number;
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}
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/**
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* Some actions (Operations and Black Operations) use teams for success bonus
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* and may result in casualties, reducing the player's hp, killing team members
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* and killing sleeves (to shock them, sleeves are immortal) *
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*/
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export function resolveTeamCasualties(action: TeamActionWithCasualties, team: OperationTeam, success: boolean) {
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const severity = success ? CasualtyFactor.LOW_CASUALTIES : CasualtyFactor.HIGH_CASUALTIES;
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const radius = action.teamCount * severity;
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const worstCase = severity < 1 ? Math.ceil(radius) : Math.floor(radius);
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/** Best case is always no deaths */
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const deaths = team.getTeamCasualtiesRoll(action.getMinimumCasualties(), worstCase);
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const humans = action.teamCount - team.sleeveSize;
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const humanDeaths = Math.min(humans, deaths);
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/** Supporting Sleeves take damage when they are part of losses,
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* e.g. 8 sleeves + 3 team members with 4 losses -> 1 sleeve takes damage */
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team.killRandomSupportingSleeves(deaths - humanDeaths);
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/** Clamped, bugfix for PR#1659
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* "BUGFIX: Wrong team size when all team members die in Bladeburner's action" */
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team.teamSize = Math.max(team.teamSize - humanDeaths, team.sleeveSize);
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team.teamLost += deaths;
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return deaths;
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}
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@ -37,7 +37,6 @@ import { Settings } from "../Settings/Settings";
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import { formatTime } from "../utils/helpers/formatTime";
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import { joinFaction } from "../Faction/FactionHelpers";
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import { isSleeveInfiltrateWork } from "../PersonObjects/Sleeve/Work/SleeveInfiltrateWork";
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import { isSleeveSupportWork } from "../PersonObjects/Sleeve/Work/SleeveSupportWork";
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import { WorkStats, newWorkStats } from "../Work/WorkStats";
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import { getEnumHelper } from "../utils/EnumHelper";
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import { PartialRecord, createEnumKeyedRecord, getRecordEntries } from "../Types/Record";
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@ -50,10 +49,12 @@ import { GeneralActions } from "./data/GeneralActions";
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import { PlayerObject } from "../PersonObjects/Player/PlayerObject";
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import { Sleeve } from "../PersonObjects/Sleeve/Sleeve";
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import { autoCompleteTypeShorthand } from "./utils/terminalShorthands";
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import { resolveTeamCasualties, type OperationTeam } from "./Actions/TeamCasualties";
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import { shuffleArray } from "../Infiltration/ui/BribeGame";
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export const BladeburnerPromise: PromisePair<number> = { promise: null, resolve: null };
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export class Bladeburner {
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export class Bladeburner implements OperationTeam {
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numHosp = 0;
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moneyLost = 0;
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rank = 0;
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@ -102,6 +103,7 @@ export class Bladeburner {
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automateThreshLow = 0;
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consoleHistory: string[] = [];
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consoleLogs: string[] = ["Bladeburner Console", "Type 'help' to see console commands"];
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getTeamCasualtiesRoll = getRandomIntInclusive;
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constructor() {
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this.contracts = createContracts();
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@ -750,32 +752,20 @@ export class Bladeburner {
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}
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}
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killRandomSupportingSleeves(n: number) {
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const sup = [...Player.sleevesSupportingBladeburner()]; // Explicit shallow copy
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shuffleArray(sup);
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sup.slice(0, Math.min(sup.length, n)).forEach((sleeve) => sleeve.kill());
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}
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completeOperation(success: boolean): void {
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if (this.action?.type !== BladeburnerActionType.Operation) {
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throw new Error("completeOperation() called even though current action is not an Operation");
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}
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const action = this.getActionObject(this.action);
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// Calculate team losses
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const teamCount = action.teamCount;
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if (teamCount >= 1) {
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const maxLosses = success ? Math.ceil(teamCount / 2) : Math.floor(teamCount);
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const losses = getRandomIntInclusive(0, maxLosses);
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this.teamSize -= losses;
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if (this.teamSize < this.sleeveSize) {
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const sup = Player.sleeves.filter((x) => isSleeveSupportWork(x.currentWork));
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for (let i = 0; i > this.teamSize - this.sleeveSize; i--) {
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const r = Math.floor(Math.random() * sup.length);
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sup[r].takeDamage(sup[r].hp.max);
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sup.splice(r, 1);
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}
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// If this happens, all team members died and some sleeves took damage. In this case, teamSize = sleeveSize.
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this.teamSize = this.sleeveSize;
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}
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this.teamLost += losses;
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if (this.logging.ops && losses > 0) {
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this.log("Lost " + formatNumberNoSuffix(losses, 0) + " team members during this " + action.name);
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}
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const deaths = resolveTeamCasualties(action, this, success);
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if (this.logging.ops && deaths > 0) {
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this.log("Lost " + formatNumberNoSuffix(deaths, 0) + " team members during this " + action.name);
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}
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const city = this.getCurrentCity();
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@ -992,9 +982,7 @@ export class Bladeburner {
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this.stamina = 0;
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}
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// Team loss variables
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const teamCount = action.teamCount;
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let teamLossMax;
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let deaths;
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if (action.attempt(this, person)) {
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retValue = this.getActionStats(action, person, true);
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@ -1004,7 +992,8 @@ export class Bladeburner {
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rankGain = addOffset(action.rankGain * currentNodeMults.BladeburnerRank, 10);
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this.changeRank(person, rankGain);
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}
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teamLossMax = Math.ceil(teamCount / 2);
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deaths = resolveTeamCasualties(action, this, true);
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if (this.logging.blackops) {
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this.log(
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@ -1028,7 +1017,8 @@ export class Bladeburner {
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this.moneyLost += cost;
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}
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}
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teamLossMax = Math.floor(teamCount);
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deaths = resolveTeamCasualties(action, this, false);
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if (this.logging.blackops) {
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this.log(
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@ -1042,26 +1032,10 @@ export class Bladeburner {
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this.resetAction(); // Stop regardless of success or fail
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// Calculate team losses
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if (teamCount >= 1) {
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const losses = getRandomIntInclusive(1, teamLossMax);
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this.teamSize -= losses;
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if (this.teamSize < this.sleeveSize) {
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const sup = Player.sleeves.filter((x) => isSleeveSupportWork(x.currentWork));
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for (let i = 0; i > this.teamSize - this.sleeveSize; i--) {
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const r = Math.floor(Math.random() * sup.length);
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sup[r].takeDamage(sup[r].hp.max);
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sup.splice(r, 1);
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}
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// If this happens, all team members died and some sleeves took damage. In this case, teamSize = sleeveSize.
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this.teamSize = this.sleeveSize;
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}
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this.teamLost += losses;
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if (this.logging.blackops) {
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this.log(
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`${person.whoAmI()}: You lost ${formatNumberNoSuffix(losses, 0)} team members during ${action.name}.`,
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);
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}
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if (this.logging.blackops && deaths > 0) {
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this.log(
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`${person.whoAmI()}: You lost ${formatNumberNoSuffix(deaths, 0)} team members during ${action.name}.`,
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);
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}
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break;
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}
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@ -12,6 +12,7 @@ import { KeyHandler } from "./KeyHandler";
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interface Difficulty {
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[key: string]: number;
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timer: number;
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size: number;
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}
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@ -106,7 +107,7 @@ export function BribeGame(props: IMinigameProps): React.ReactElement {
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);
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}
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function shuffleArray(array: string[]): void {
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export function shuffleArray(array: unknown[]): void {
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for (let i = array.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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const temp = array[i];
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@ -28,6 +28,7 @@ import { CONSTANTS } from "../../Constants";
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import { Person } from "../Person";
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import { isMember } from "../../utils/EnumHelper";
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import { PartialRecord } from "../../Types/Record";
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import { isSleeveSupportWork } from "../Sleeve/Work/SleeveSupportWork";
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export class PlayerObject extends Person implements IPlayer {
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// Player-specific properties
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@ -171,6 +172,10 @@ export class PlayerObject extends Person implements IPlayer {
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return "Player";
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}
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sleevesSupportingBladeburner(): Sleeve[] {
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return this.sleeves.filter((s) => isSleeveSupportWork(s.currentWork));
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}
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/** Serialize the current object to a JSON save state. */
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toJSON(): IReviverValue {
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return Generic_toJSON("PlayerObject", this);
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@ -536,6 +536,11 @@ export class Sleeve extends Person implements SleevePerson {
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return "sleeves";
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}
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/** Sleeves are immortal, but we damage them for max hp so they get shocked */
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kill() {
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return this.takeDamage(this.hp.max);
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}
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takeDamage(amt: number): boolean {
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if (typeof amt !== "number") {
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console.warn(`Player.takeDamage() called without a numeric argument: ${amt}`);
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171
test/jest/Bladeburner/TeamCasualties.test.ts
Normal file
171
test/jest/Bladeburner/TeamCasualties.test.ts
Normal file
@ -0,0 +1,171 @@
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import { Player, setPlayer } from "@player";
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import { FormatsNeedToChange } from "../../../src/ui/formatNumber";
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import type { ActionIdFor } from "../../../src/Bladeburner/Types";
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import type { Bladeburner } from "../../../src/Bladeburner/Bladeburner";
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import { BlackOperation, Contract, Operation } from "../../../src/Bladeburner/Actions";
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import { Sleeve } from "../../../src/PersonObjects/Sleeve/Sleeve";
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import { SleeveSupportWork } from "../../../src/PersonObjects/Sleeve/Work/SleeveSupportWork";
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import { BladeburnerBlackOpName, BladeburnerContractName, BladeburnerOperationName } from "@enums";
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import { PlayerObject } from "../../../src/PersonObjects/Player/PlayerObject";
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/**
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* You may want to use hook to help with debugging
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* <code>
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* afterEach(() => {
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* console.error(inst.consoleLogs);
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* });
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* </code>
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*/
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describe("Bladeburner Team", () => {
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const MAX_ROLL = (_: number, high: number) => high;
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const MIN_ROLL = (low: number, _: number) => low;
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const BLACK_OP = BlackOperation.createId(BladeburnerBlackOpName.OperationAnnihilus);
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const OP = Operation.createId(BladeburnerOperationName.Assassination);
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let inst: Bladeburner;
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let action: BlackOperation | Operation;
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beforeAll(() => {
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/* Initialise Formatters. Dependency of Bladeburner */
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FormatsNeedToChange.emit();
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});
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beforeEach(() => {
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setPlayer(new PlayerObject());
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Player.init();
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Player.startBladeburner();
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if (!Player.bladeburner) throw new Error();
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inst = Player.bladeburner;
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Player.sourceFiles.set(10, 3);
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Player.sleevesFromCovenant = 5;
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Sleeve.recalculateNumOwned();
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Player.sleeves.forEach((s) => (s.shock = 0));
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});
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describe("Operations", () => {
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it("hav a chance of zero deaths for Operations", () => {
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teamSize(10), startAction(OP), teamUsed(10), forceMinCasualties();
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actionFails();
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expect(inst.teamSize).toBe(10);
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});
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});
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describe("Black Operations", () => {
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it("always have at least 1 death", () => {
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teamSize(10), startAction(BLACK_OP), teamUsed(10), forceMinCasualties();
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actionFails();
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expect(inst.teamSize).toBe(9);
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});
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});
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describe("Solo: with no members or sleeves", () => {
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it.each([
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["success", actionSucceeds],
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["fail", actionFails],
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])("remains unchanged at all rates: %s", (_: string, attempt: CallableFunction) => {
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teamSize(1000), startAction(OP), teamUsed(0);
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attempt();
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expect(inst.teamSize).toBe(1000);
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});
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});
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describe("Human members", () => {
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it("get killed according to roll", () => {
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teamSize(15), startAction(OP), teamUsed(15), forceMaxCasualties(), actionSucceeds();
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expect(inst).toMatchObject({ teamSize: 7, teamLost: 8 });
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});
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});
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describe("Assigned team members", () => {
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it("get killed with human casualties before sleeves", () => {
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/** At most 10 + 8 -> 9 casualties occur at worst,
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* killing human team members before sleeves */
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teamSize(10), startAction(BLACK_OP), supportingSleeves(8), teamUsed(18);
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actionSucceeds();
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expect(inst.teamSize).toBeLessThanOrEqual(18);
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assertNoShockIncrease();
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});
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it("shocks sleeves when deaths exceed humans", () => {
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teamSize(0), startAction(OP), supportingSleeves(8), forceMaxCasualties(), teamUsed(8);
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actionFails();
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assertSleevesHaveBeenShocked();
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});
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});
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describe("Casualties", () => {
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it("do not affect contracts", () => {
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teamSize(3);
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inst.action = Contract.createId(BladeburnerContractName.Tracking);
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actionFails();
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expect(inst.teamSize).toBe(3);
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});
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it.each([[OP], [BLACK_OP]])(
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"will occur on actions that support teams: %s",
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(op: ActionIdFor<BlackOperation> | ActionIdFor<Operation>) => {
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teamSize(5), startAction(op), forceMaxCasualties(), teamUsed(5), actionFails();
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expect(inst.teamSize).toBe(0);
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},
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);
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it("are potentially entire team when failing", () => {
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teamSize(5), startAction(OP), forceMaxCasualties(), teamUsed(5), actionFails();
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expect(inst).toMatchObject({ teamSize: 0, teamLost: 5 });
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});
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it("at worst half the team when succeeding (rounding up)", () => {
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teamSize(5), startAction(OP), forceMaxCasualties(), teamUsed(5), actionSucceeds();
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expect(inst).toMatchObject({ teamSize: 2, teamLost: 3 });
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});
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});
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function teamSize(n: number) {
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inst.teamSize = n;
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}
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function teamUsed(n: number) {
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action.teamCount = n;
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}
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function startAction(type: ActionIdFor<BlackOperation> | ActionIdFor<Operation>) {
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inst.action = type;
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action = inst.getActionObject(type) as BlackOperation | Operation;
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}
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|
||||
function forceMaxCasualties() {
|
||||
inst.getTeamCasualtiesRoll = MAX_ROLL;
|
||||
}
|
||||
|
||||
function forceMinCasualties() {
|
||||
inst.getTeamCasualtiesRoll = MIN_ROLL;
|
||||
}
|
||||
|
||||
function actionSucceeds() {
|
||||
action.baseDifficulty = 0;
|
||||
Player.skills.strength = 1e12;
|
||||
Player.skills.agility = 1e12;
|
||||
inst.action && inst.completeAction(Player, inst.action);
|
||||
}
|
||||
|
||||
function actionFails() {
|
||||
action.baseDifficulty = 1e15;
|
||||
inst.action && inst.completeAction(Player, inst.action);
|
||||
}
|
||||
|
||||
function supportingSleeves(n: number) {
|
||||
for (let i = 0; i < n; i++) Player.sleeves[i].startWork(new SleeveSupportWork());
|
||||
}
|
||||
|
||||
function assertNoShockIncrease() {
|
||||
const shockIncrease = Player.sleeves.reduce((sum, s) => sum + s.shock, 0);
|
||||
expect(shockIncrease).toBe(0);
|
||||
}
|
||||
|
||||
function assertSleevesHaveBeenShocked() {
|
||||
const shockIncrease = Player.sleeves.reduce((sum, s) => sum + s.shock, 0);
|
||||
expect(shockIncrease).toBeGreaterThan(0);
|
||||
}
|
||||
});
|
Loading…
Reference in New Issue
Block a user