mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-30 03:23:48 +01:00
Merge pull request #1781 from danielyxie/dev
gang with 0 territory cannot fight
This commit is contained in:
commit
c2b58ffcce
24
dist/vendor.bundle.js
vendored
24
dist/vendor.bundle.js
vendored
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
@ -190,56 +190,62 @@ export class Gang {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Then process territory
|
// Then process territory
|
||||||
for (let i = 0; i < GangConstants.Names.length; ++i) {
|
const gangs = GangConstants.Names.filter((g) => AllGangs[g].territory > 0);
|
||||||
const others = GangConstants.Names.filter((e) => {
|
if (gangs.length > 1) {
|
||||||
return e !== GangConstants.Names[i];
|
for (let i = 0; i < gangs.length; ++i) {
|
||||||
});
|
const others = gangs.filter((e) => {
|
||||||
const other = getRandomInt(0, others.length - 1);
|
return e !== gangs[i];
|
||||||
|
});
|
||||||
|
const other = getRandomInt(0, others.length - 1);
|
||||||
|
|
||||||
const thisGang = GangConstants.Names[i];
|
const thisGang = gangs[i];
|
||||||
const otherGang = others[other];
|
const otherGang = others[other];
|
||||||
|
|
||||||
// If either of the gangs involved in this clash is the player, determine
|
// If either of the gangs involved in this clash is the player, determine
|
||||||
// whether to skip or process it using the clash chance
|
// whether to skip or process it using the clash chance
|
||||||
if (thisGang === gangName || otherGang === gangName) {
|
if (thisGang === gangName || otherGang === gangName) {
|
||||||
if (!(Math.random() < this.territoryClashChance)) continue;
|
if (!(Math.random() < this.territoryClashChance)) continue;
|
||||||
}
|
|
||||||
|
|
||||||
const thisPwr = AllGangs[thisGang].power;
|
|
||||||
const otherPwr = AllGangs[otherGang].power;
|
|
||||||
const thisChance = thisPwr / (thisPwr + otherPwr);
|
|
||||||
|
|
||||||
function calculateTerritoryGain(winGang: string, loseGang: string): number {
|
|
||||||
const powerBonus = Math.max(1, 1 + Math.log(AllGangs[winGang].power / AllGangs[loseGang].power) / Math.log(50));
|
|
||||||
const gains = Math.min(AllGangs[loseGang].territory, powerBonus * 0.0001 * (Math.random() + 0.5));
|
|
||||||
return gains;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (Math.random() < thisChance) {
|
|
||||||
if (AllGangs[otherGang].territory <= 0) return;
|
|
||||||
const territoryGain = calculateTerritoryGain(thisGang, otherGang);
|
|
||||||
AllGangs[thisGang].territory += territoryGain;
|
|
||||||
AllGangs[otherGang].territory -= territoryGain;
|
|
||||||
if (thisGang === gangName) {
|
|
||||||
this.clash(true); // Player won
|
|
||||||
AllGangs[otherGang].power *= 1 / 1.01;
|
|
||||||
} else if (otherGang === gangName) {
|
|
||||||
this.clash(false); // Player lost
|
|
||||||
} else {
|
|
||||||
AllGangs[otherGang].power *= 1 / 1.01;
|
|
||||||
}
|
}
|
||||||
} else {
|
|
||||||
if (AllGangs[thisGang].territory <= 0) return;
|
const thisPwr = AllGangs[thisGang].power;
|
||||||
const territoryGain = calculateTerritoryGain(otherGang, thisGang);
|
const otherPwr = AllGangs[otherGang].power;
|
||||||
AllGangs[thisGang].territory -= territoryGain;
|
const thisChance = thisPwr / (thisPwr + otherPwr);
|
||||||
AllGangs[otherGang].territory += territoryGain;
|
|
||||||
if (thisGang === gangName) {
|
function calculateTerritoryGain(winGang: string, loseGang: string): number {
|
||||||
this.clash(false); // Player lost
|
const powerBonus = Math.max(
|
||||||
} else if (otherGang === gangName) {
|
1,
|
||||||
this.clash(true); // Player won
|
1 + Math.log(AllGangs[winGang].power / AllGangs[loseGang].power) / Math.log(50),
|
||||||
AllGangs[thisGang].power *= 1 / 1.01;
|
);
|
||||||
|
const gains = Math.min(AllGangs[loseGang].territory, powerBonus * 0.0001 * (Math.random() + 0.5));
|
||||||
|
return gains;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Math.random() < thisChance) {
|
||||||
|
if (AllGangs[otherGang].territory <= 0) return;
|
||||||
|
const territoryGain = calculateTerritoryGain(thisGang, otherGang);
|
||||||
|
AllGangs[thisGang].territory += territoryGain;
|
||||||
|
AllGangs[otherGang].territory -= territoryGain;
|
||||||
|
if (thisGang === gangName) {
|
||||||
|
this.clash(true); // Player won
|
||||||
|
AllGangs[otherGang].power *= 1 / 1.01;
|
||||||
|
} else if (otherGang === gangName) {
|
||||||
|
this.clash(false); // Player lost
|
||||||
|
} else {
|
||||||
|
AllGangs[otherGang].power *= 1 / 1.01;
|
||||||
|
}
|
||||||
} else {
|
} else {
|
||||||
AllGangs[thisGang].power *= 1 / 1.01;
|
if (AllGangs[thisGang].territory <= 0) return;
|
||||||
|
const territoryGain = calculateTerritoryGain(otherGang, thisGang);
|
||||||
|
AllGangs[thisGang].territory -= territoryGain;
|
||||||
|
AllGangs[otherGang].territory += territoryGain;
|
||||||
|
if (thisGang === gangName) {
|
||||||
|
this.clash(false); // Player lost
|
||||||
|
} else if (otherGang === gangName) {
|
||||||
|
this.clash(true); // Player won
|
||||||
|
AllGangs[thisGang].power *= 1 / 1.01;
|
||||||
|
} else {
|
||||||
|
AllGangs[thisGang].power *= 1 / 1.01;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user