mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-20 21:25:47 +01:00
Player is now a Person
Use correct class inheritance, use class as type and remove IPlayer
This commit is contained in:
parent
475a8812bb
commit
c510e47885
@ -5,7 +5,7 @@ import { Generic_fromJSON, Generic_toJSON, IReviverValue, Reviver } from "../uti
|
|||||||
import { BladeburnerConstants } from "./data/Constants";
|
import { BladeburnerConstants } from "./data/Constants";
|
||||||
import { IBladeburner } from "./IBladeburner";
|
import { IBladeburner } from "./IBladeburner";
|
||||||
import { IAction, ISuccessChanceParams } from "./IAction";
|
import { IAction, ISuccessChanceParams } from "./IAction";
|
||||||
import { IPerson } from "../PersonObjects/IPerson";
|
import { Person } from "../PersonObjects/Person";
|
||||||
|
|
||||||
class StatsMultiplier {
|
class StatsMultiplier {
|
||||||
[key: string]: number;
|
[key: string]: number;
|
||||||
@ -153,7 +153,7 @@ export class Action implements IAction {
|
|||||||
* Tests for success. Should be called when an action has completed
|
* Tests for success. Should be called when an action has completed
|
||||||
* @param inst {Bladeburner} - Bladeburner instance
|
* @param inst {Bladeburner} - Bladeburner instance
|
||||||
*/
|
*/
|
||||||
attempt(inst: IBladeburner, person: IPerson): boolean {
|
attempt(inst: IBladeburner, person: Person): boolean {
|
||||||
return Math.random() < this.getSuccessChance(inst, person);
|
return Math.random() < this.getSuccessChance(inst, person);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -162,7 +162,7 @@ export class Action implements IAction {
|
|||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
getActionTime(inst: IBladeburner, person: IPerson): number {
|
getActionTime(inst: IBladeburner, person: Person): number {
|
||||||
const difficulty = this.getDifficulty();
|
const difficulty = this.getDifficulty();
|
||||||
let baseTime = difficulty / BladeburnerConstants.DifficultyToTimeFactor;
|
let baseTime = difficulty / BladeburnerConstants.DifficultyToTimeFactor;
|
||||||
const skillFac = inst.skillMultipliers.actionTime; // Always < 1
|
const skillFac = inst.skillMultipliers.actionTime; // Always < 1
|
||||||
@ -212,7 +212,7 @@ export class Action implements IAction {
|
|||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
getEstSuccessChance(inst: IBladeburner, person: IPerson): [number, number] {
|
getEstSuccessChance(inst: IBladeburner, person: Person): [number, number] {
|
||||||
function clamp(x: number): number {
|
function clamp(x: number): number {
|
||||||
return Math.max(0, Math.min(x, 1));
|
return Math.max(0, Math.min(x, 1));
|
||||||
}
|
}
|
||||||
@ -233,7 +233,7 @@ export class Action implements IAction {
|
|||||||
* @params - options:
|
* @params - options:
|
||||||
* est (bool): Get success chance estimate instead of real success chance
|
* est (bool): Get success chance estimate instead of real success chance
|
||||||
*/
|
*/
|
||||||
getSuccessChance(inst: IBladeburner, person: IPerson, params: ISuccessChanceParams = { est: false }): number {
|
getSuccessChance(inst: IBladeburner, person: Person, params: ISuccessChanceParams = { est: false }): number {
|
||||||
if (inst == null) {
|
if (inst == null) {
|
||||||
throw new Error("Invalid Bladeburner instance passed into Action.getSuccessChance");
|
throw new Error("Invalid Bladeburner instance passed into Action.getSuccessChance");
|
||||||
}
|
}
|
||||||
|
@ -16,7 +16,7 @@ import { City } from "./City";
|
|||||||
import { IAction } from "./IAction";
|
import { IAction } from "./IAction";
|
||||||
import { Player } from "../Player";
|
import { Player } from "../Player";
|
||||||
import { createTaskTracker, ITaskTracker } from "../PersonObjects/ITaskTracker";
|
import { createTaskTracker, ITaskTracker } from "../PersonObjects/ITaskTracker";
|
||||||
import { IPerson } from "../PersonObjects/IPerson";
|
import { Person } from "../PersonObjects/Person";
|
||||||
import { Router } from "../ui/GameRoot";
|
import { Router } from "../ui/GameRoot";
|
||||||
import { ConsoleHelpText } from "./data/Help";
|
import { ConsoleHelpText } from "./data/Help";
|
||||||
import { exceptionAlert } from "../utils/helpers/exceptionAlert";
|
import { exceptionAlert } from "../utils/helpers/exceptionAlert";
|
||||||
@ -995,7 +995,7 @@ export class Bladeburner implements IBladeburner {
|
|||||||
* @param action(Action obj) - Derived action class
|
* @param action(Action obj) - Derived action class
|
||||||
* @param success(bool) - Whether action was successful
|
* @param success(bool) - Whether action was successful
|
||||||
*/
|
*/
|
||||||
getActionStats(action: IAction, person: IPerson, success: boolean): ITaskTracker {
|
getActionStats(action: IAction, person: Person, success: boolean): ITaskTracker {
|
||||||
const difficulty = action.getDifficulty();
|
const difficulty = action.getDifficulty();
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@ -1025,7 +1025,7 @@ export class Bladeburner implements IBladeburner {
|
|||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
getDiplomacyEffectiveness(person: IPerson): number {
|
getDiplomacyEffectiveness(person: Person): number {
|
||||||
// Returns a decimal by which the city's chaos level should be multiplied (e.g. 0.98)
|
// Returns a decimal by which the city's chaos level should be multiplied (e.g. 0.98)
|
||||||
const CharismaLinearFactor = 1e3;
|
const CharismaLinearFactor = 1e3;
|
||||||
const CharismaExponentialFactor = 0.045;
|
const CharismaExponentialFactor = 0.045;
|
||||||
@ -1035,11 +1035,11 @@ export class Bladeburner implements IBladeburner {
|
|||||||
return (100 - charismaEff) / 100;
|
return (100 - charismaEff) / 100;
|
||||||
}
|
}
|
||||||
|
|
||||||
getRecruitmentSuccessChance(person: IPerson): number {
|
getRecruitmentSuccessChance(person: Person): number {
|
||||||
return Math.pow(person.skills.charisma, 0.45) / (this.teamSize - this.sleeveSize + 1);
|
return Math.pow(person.skills.charisma, 0.45) / (this.teamSize - this.sleeveSize + 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
getRecruitmentTime(person: IPerson): number {
|
getRecruitmentTime(person: Person): number {
|
||||||
const effCharisma = person.skills.charisma * this.skillMultipliers.effCha;
|
const effCharisma = person.skills.charisma * this.skillMultipliers.effCha;
|
||||||
const charismaFactor = Math.pow(effCharisma, 0.81) + effCharisma / 90;
|
const charismaFactor = Math.pow(effCharisma, 0.81) + effCharisma / 90;
|
||||||
return Math.max(10, Math.round(BladeburnerConstants.BaseRecruitmentTimeNeeded - charismaFactor));
|
return Math.max(10, Math.round(BladeburnerConstants.BaseRecruitmentTimeNeeded - charismaFactor));
|
||||||
@ -1257,7 +1257,7 @@ export class Bladeburner implements IBladeburner {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
completeAction(person: IPerson, actionIdent: IActionIdentifier, isPlayer = true): ITaskTracker {
|
completeAction(person: Person, actionIdent: IActionIdentifier, isPlayer = true): ITaskTracker {
|
||||||
let retValue = createTaskTracker();
|
let retValue = createTaskTracker();
|
||||||
switch (actionIdent.type) {
|
switch (actionIdent.type) {
|
||||||
case ActionTypes["Contract"]:
|
case ActionTypes["Contract"]:
|
||||||
@ -1610,7 +1610,7 @@ export class Bladeburner implements IBladeburner {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
changeRank(person: IPerson, change: number): void {
|
changeRank(person: Person, change: number): void {
|
||||||
if (isNaN(change)) {
|
if (isNaN(change)) {
|
||||||
throw new Error("NaN passed into Bladeburner.changeRank()");
|
throw new Error("NaN passed into Bladeburner.changeRank()");
|
||||||
}
|
}
|
||||||
@ -2146,7 +2146,7 @@ export class Bladeburner implements IBladeburner {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
getActionTimeNetscriptFn(person: IPerson, type: string, name: string): number | string {
|
getActionTimeNetscriptFn(person: Person, type: string, name: string): number | string {
|
||||||
const actionId = this.getActionIdFromTypeAndName(type, name);
|
const actionId = this.getActionIdFromTypeAndName(type, name);
|
||||||
if (actionId == null) {
|
if (actionId == null) {
|
||||||
return "bladeburner.getActionTime";
|
return "bladeburner.getActionTime";
|
||||||
@ -2177,7 +2177,7 @@ export class Bladeburner implements IBladeburner {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
getActionEstimatedSuccessChanceNetscriptFn(person: IPerson, type: string, name: string): [number, number] | string {
|
getActionEstimatedSuccessChanceNetscriptFn(person: Person, type: string, name: string): [number, number] | string {
|
||||||
const actionId = this.getActionIdFromTypeAndName(type, name);
|
const actionId = this.getActionIdFromTypeAndName(type, name);
|
||||||
if (actionId == null) {
|
if (actionId == null) {
|
||||||
return "bladeburner.getActionEstimatedSuccessChance";
|
return "bladeburner.getActionEstimatedSuccessChance";
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
import { IReviverValue } from "../utils/JSONReviver";
|
import { IReviverValue } from "../utils/JSONReviver";
|
||||||
import { IPerson } from "../PersonObjects/IPerson";
|
import { Person } from "../PersonObjects/Person";
|
||||||
import { IBladeburner } from "./IBladeburner";
|
import { IBladeburner } from "./IBladeburner";
|
||||||
|
|
||||||
interface IStatsMultiplier {
|
interface IStatsMultiplier {
|
||||||
@ -57,15 +57,15 @@ export interface IAction {
|
|||||||
teamCount: number;
|
teamCount: number;
|
||||||
|
|
||||||
getDifficulty(): number;
|
getDifficulty(): number;
|
||||||
attempt(inst: IBladeburner, person: IPerson): boolean;
|
attempt(inst: IBladeburner, person: Person): boolean;
|
||||||
getActionTimePenalty(): number;
|
getActionTimePenalty(): number;
|
||||||
getActionTime(inst: IBladeburner, person: IPerson): number;
|
getActionTime(inst: IBladeburner, person: Person): number;
|
||||||
getTeamSuccessBonus(inst: IBladeburner): number;
|
getTeamSuccessBonus(inst: IBladeburner): number;
|
||||||
getActionTypeSkillSuccessBonus(inst: IBladeburner): number;
|
getActionTypeSkillSuccessBonus(inst: IBladeburner): number;
|
||||||
getChaosCompetencePenalty(inst: IBladeburner, params: ISuccessChanceParams): number;
|
getChaosCompetencePenalty(inst: IBladeburner, params: ISuccessChanceParams): number;
|
||||||
getChaosDifficultyBonus(inst: IBladeburner): number;
|
getChaosDifficultyBonus(inst: IBladeburner): number;
|
||||||
getEstSuccessChance(inst: IBladeburner, person: IPerson): [number, number];
|
getEstSuccessChance(inst: IBladeburner, person: Person): [number, number];
|
||||||
getSuccessChance(inst: IBladeburner, person: IPerson, params: ISuccessChanceParams): number;
|
getSuccessChance(inst: IBladeburner, person: Person, params: ISuccessChanceParams): number;
|
||||||
getSuccessesNeededForNextLevel(baseSuccessesPerLevel: number): number;
|
getSuccessesNeededForNextLevel(baseSuccessesPerLevel: number): number;
|
||||||
setMaxLevel(baseSuccessesPerLevel: number): void;
|
setMaxLevel(baseSuccessesPerLevel: number): void;
|
||||||
toJSON(): IReviverValue;
|
toJSON(): IReviverValue;
|
||||||
|
@ -2,7 +2,7 @@ import { IActionIdentifier } from "./IActionIdentifier";
|
|||||||
import { City } from "./City";
|
import { City } from "./City";
|
||||||
import { Skill } from "./Skill";
|
import { Skill } from "./Skill";
|
||||||
import { IAction } from "./IAction";
|
import { IAction } from "./IAction";
|
||||||
import { IPerson } from "../PersonObjects/IPerson";
|
import { Person } from "../PersonObjects/Person";
|
||||||
import { ITaskTracker } from "../PersonObjects/ITaskTracker";
|
import { ITaskTracker } from "../PersonObjects/ITaskTracker";
|
||||||
import { WorkerScript } from "../Netscript/WorkerScript";
|
import { WorkerScript } from "../Netscript/WorkerScript";
|
||||||
import { Contract } from "./Contract";
|
import { Contract } from "./Contract";
|
||||||
@ -82,8 +82,8 @@ export interface IBladeburner {
|
|||||||
getGeneralActionNamesNetscriptFn(): string[];
|
getGeneralActionNamesNetscriptFn(): string[];
|
||||||
getSkillNamesNetscriptFn(): string[];
|
getSkillNamesNetscriptFn(): string[];
|
||||||
startActionNetscriptFn(type: string, name: string, workerScript: WorkerScript): boolean;
|
startActionNetscriptFn(type: string, name: string, workerScript: WorkerScript): boolean;
|
||||||
getActionTimeNetscriptFn(person: IPerson, type: string, name: string): number | string;
|
getActionTimeNetscriptFn(person: Person, type: string, name: string): number | string;
|
||||||
getActionEstimatedSuccessChanceNetscriptFn(person: IPerson, type: string, name: string): [number, number] | string;
|
getActionEstimatedSuccessChanceNetscriptFn(person: Person, type: string, name: string): [number, number] | string;
|
||||||
getActionCountRemainingNetscriptFn(type: string, name: string, workerScript: WorkerScript): number;
|
getActionCountRemainingNetscriptFn(type: string, name: string, workerScript: WorkerScript): number;
|
||||||
getSkillLevelNetscriptFn(skillName: string, workerScript: WorkerScript): number;
|
getSkillLevelNetscriptFn(skillName: string, workerScript: WorkerScript): number;
|
||||||
getSkillUpgradeCostNetscriptFn(skillName: string, count: number, workerScript: WorkerScript): number;
|
getSkillUpgradeCostNetscriptFn(skillName: string, count: number, workerScript: WorkerScript): number;
|
||||||
@ -102,23 +102,23 @@ export interface IBladeburner {
|
|||||||
triggerMigration(sourceCityName: string): void;
|
triggerMigration(sourceCityName: string): void;
|
||||||
triggerPotentialMigration(sourceCityName: string, chance: number): void;
|
triggerPotentialMigration(sourceCityName: string, chance: number): void;
|
||||||
randomEvent(): void;
|
randomEvent(): void;
|
||||||
getDiplomacyEffectiveness(person: IPerson): number;
|
getDiplomacyEffectiveness(person: Person): number;
|
||||||
getRecruitmentSuccessChance(person: IPerson): number;
|
getRecruitmentSuccessChance(person: Person): number;
|
||||||
getRecruitmentTime(person: IPerson): number;
|
getRecruitmentTime(person: Person): number;
|
||||||
resetSkillMultipliers(): void;
|
resetSkillMultipliers(): void;
|
||||||
updateSkillMultipliers(): void;
|
updateSkillMultipliers(): void;
|
||||||
completeOperation(success: boolean): void;
|
completeOperation(success: boolean): void;
|
||||||
getActionObject(actionId: IActionIdentifier): IAction | null;
|
getActionObject(actionId: IActionIdentifier): IAction | null;
|
||||||
completeContract(success: boolean, actionIdent: IActionIdentifier): void;
|
completeContract(success: boolean, actionIdent: IActionIdentifier): void;
|
||||||
completeAction(person: IPerson, actionIdent: IActionIdentifier, isPlayer?: boolean): ITaskTracker;
|
completeAction(person: Person, actionIdent: IActionIdentifier, isPlayer?: boolean): ITaskTracker;
|
||||||
infiltrateSynthoidCommunities(): void;
|
infiltrateSynthoidCommunities(): void;
|
||||||
changeRank(person: IPerson, change: number): void;
|
changeRank(person: Person, change: number): void;
|
||||||
processAction(seconds: number): void;
|
processAction(seconds: number): void;
|
||||||
calculateStaminaGainPerSecond(): number;
|
calculateStaminaGainPerSecond(): number;
|
||||||
calculateMaxStamina(): void;
|
calculateMaxStamina(): void;
|
||||||
create(): void;
|
create(): void;
|
||||||
process(): void;
|
process(): void;
|
||||||
getActionStats(action: IAction, person: IPerson, success: boolean): ITaskTracker;
|
getActionStats(action: IAction, person: Person, success: boolean): ITaskTracker;
|
||||||
sleeveSupport(joining: boolean): void;
|
sleeveSupport(joining: boolean): void;
|
||||||
toJSON(): IReviverValue;
|
toJSON(): IReviverValue;
|
||||||
}
|
}
|
||||||
|
@ -225,7 +225,7 @@ export class StaneksGift implements IStaneksGift {
|
|||||||
if (!sleeve.hasAugmentation(AugmentationNames.ZOE)) continue;
|
if (!sleeve.hasAugmentation(AugmentationNames.ZOE)) continue;
|
||||||
sleeve.resetMultipliers();
|
sleeve.resetMultipliers();
|
||||||
sleeve.mults = mergeMultipliers(sleeve.mults, sleeveMults);
|
sleeve.mults = mergeMultipliers(sleeve.mults, sleeveMults);
|
||||||
sleeve.updateStatLevels();
|
sleeve.updateSkillLevels();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
import { CONSTANTS } from "../Constants";
|
import { CONSTANTS } from "../Constants";
|
||||||
import { Player } from "../Player";
|
import { Player } from "../Player";
|
||||||
import { IPerson } from "../PersonObjects/IPerson";
|
import { Person } from "../PersonObjects/Person";
|
||||||
import { WorkerScript } from "../Netscript/WorkerScript";
|
import { WorkerScript } from "../Netscript/WorkerScript";
|
||||||
import { CrimeType } from "../utils/WorkType";
|
import { CrimeType } from "../utils/WorkType";
|
||||||
import { CrimeWork } from "../Work/CrimeWork";
|
import { CrimeWork } from "../Work/CrimeWork";
|
||||||
@ -115,7 +115,7 @@ export class Crime {
|
|||||||
return this.time;
|
return this.time;
|
||||||
}
|
}
|
||||||
|
|
||||||
successRate(p: IPerson): number {
|
successRate(p: Person): number {
|
||||||
let chance: number =
|
let chance: number =
|
||||||
this.hacking_success_weight * p.skills.hacking +
|
this.hacking_success_weight * p.skills.hacking +
|
||||||
this.strength_success_weight * p.skills.strength +
|
this.strength_success_weight * p.skills.strength +
|
||||||
|
@ -1,40 +0,0 @@
|
|||||||
import { calculateIntelligenceBonus } from "../../PersonObjects/formulas/intelligence";
|
|
||||||
import { CONSTANTS } from "../../Constants";
|
|
||||||
|
|
||||||
export interface ICrime {
|
|
||||||
hacking_success_weight: number;
|
|
||||||
strength_success_weight: number;
|
|
||||||
defense_success_weight: number;
|
|
||||||
dexterity_success_weight: number;
|
|
||||||
agility_success_weight: number;
|
|
||||||
charisma_success_weight: number;
|
|
||||||
difficulty: number;
|
|
||||||
}
|
|
||||||
|
|
||||||
export interface IPerson {
|
|
||||||
hacking: number;
|
|
||||||
strength: number;
|
|
||||||
defense: number;
|
|
||||||
dexterity: number;
|
|
||||||
agility: number;
|
|
||||||
charisma: number;
|
|
||||||
intelligence: number;
|
|
||||||
crime_success_mult: number;
|
|
||||||
}
|
|
||||||
|
|
||||||
export function calculateCrimeSuccessChance(crime: ICrime, person: IPerson): number {
|
|
||||||
let chance: number =
|
|
||||||
crime.hacking_success_weight * person.hacking +
|
|
||||||
crime.strength_success_weight * person.strength +
|
|
||||||
crime.defense_success_weight * person.defense +
|
|
||||||
crime.dexterity_success_weight * person.dexterity +
|
|
||||||
crime.agility_success_weight * person.agility +
|
|
||||||
crime.charisma_success_weight * person.charisma +
|
|
||||||
CONSTANTS.IntelligenceCrimeWeight * person.intelligence;
|
|
||||||
chance /= CONSTANTS.MaxSkillLevel;
|
|
||||||
chance /= crime.difficulty;
|
|
||||||
chance *= person.crime_success_mult;
|
|
||||||
chance *= calculateIntelligenceBonus(person.intelligence);
|
|
||||||
|
|
||||||
return Math.min(chance, 1);
|
|
||||||
}
|
|
@ -1,6 +1,6 @@
|
|||||||
import { CONSTANTS } from "../../Constants";
|
import { CONSTANTS } from "../../Constants";
|
||||||
import { IPerson } from "../../PersonObjects/IPerson";
|
import { Person } from "../../PersonObjects/Person";
|
||||||
|
|
||||||
export function repFromDonation(amt: number, person: IPerson): number {
|
export function repFromDonation(amt: number, person: Person): number {
|
||||||
return (amt / CONSTANTS.DonateMoneyToRepDivisor) * person.mults.faction_rep;
|
return (amt / CONSTANTS.DonateMoneyToRepDivisor) * person.mults.faction_rep;
|
||||||
}
|
}
|
||||||
|
@ -1,12 +1,12 @@
|
|||||||
import { BitNodeMultipliers } from "./BitNode/BitNodeMultipliers";
|
import { BitNodeMultipliers } from "./BitNode/BitNodeMultipliers";
|
||||||
import { IPerson } from "./PersonObjects/IPerson";
|
import { Person } from "./PersonObjects/Person";
|
||||||
import { calculateIntelligenceBonus } from "./PersonObjects/formulas/intelligence";
|
import { calculateIntelligenceBonus } from "./PersonObjects/formulas/intelligence";
|
||||||
import { Server } from "./Server/Server";
|
import { Server } from "./Server/Server";
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Returns the chance the person has to successfully hack a server
|
* Returns the chance the person has to successfully hack a server
|
||||||
*/
|
*/
|
||||||
export function calculateHackingChance(server: Server, person: IPerson): number {
|
export function calculateHackingChance(server: Server, person: Person): number {
|
||||||
const hackFactor = 1.75;
|
const hackFactor = 1.75;
|
||||||
const difficultyMult = (100 - server.hackDifficulty) / 100;
|
const difficultyMult = (100 - server.hackDifficulty) / 100;
|
||||||
const skillMult = hackFactor * person.skills.hacking;
|
const skillMult = hackFactor * person.skills.hacking;
|
||||||
@ -30,7 +30,7 @@ export function calculateHackingChance(server: Server, person: IPerson): number
|
|||||||
* Returns the amount of hacking experience the person will gain upon
|
* Returns the amount of hacking experience the person will gain upon
|
||||||
* successfully hacking a server
|
* successfully hacking a server
|
||||||
*/
|
*/
|
||||||
export function calculateHackingExpGain(server: Server, person: IPerson): number {
|
export function calculateHackingExpGain(server: Server, person: Person): number {
|
||||||
const baseExpGain = 3;
|
const baseExpGain = 3;
|
||||||
const diffFactor = 0.3;
|
const diffFactor = 0.3;
|
||||||
if (server.baseDifficulty == null) {
|
if (server.baseDifficulty == null) {
|
||||||
@ -46,7 +46,7 @@ export function calculateHackingExpGain(server: Server, person: IPerson): number
|
|||||||
* Returns the percentage of money that will be stolen from a server if
|
* Returns the percentage of money that will be stolen from a server if
|
||||||
* it is successfully hacked (returns the decimal form, not the actual percent value)
|
* it is successfully hacked (returns the decimal form, not the actual percent value)
|
||||||
*/
|
*/
|
||||||
export function calculatePercentMoneyHacked(server: Server, person: IPerson): number {
|
export function calculatePercentMoneyHacked(server: Server, person: Person): number {
|
||||||
// Adjust if needed for balancing. This is the divisor for the final calculation
|
// Adjust if needed for balancing. This is the divisor for the final calculation
|
||||||
const balanceFactor = 240;
|
const balanceFactor = 240;
|
||||||
|
|
||||||
@ -67,7 +67,7 @@ export function calculatePercentMoneyHacked(server: Server, person: IPerson): nu
|
|||||||
/**
|
/**
|
||||||
* Returns time it takes to complete a hack on a server, in seconds
|
* Returns time it takes to complete a hack on a server, in seconds
|
||||||
*/
|
*/
|
||||||
export function calculateHackingTime(server: Server, person: IPerson): number {
|
export function calculateHackingTime(server: Server, person: Person): number {
|
||||||
const difficultyMult = server.requiredHackingSkill * server.hackDifficulty;
|
const difficultyMult = server.requiredHackingSkill * server.hackDifficulty;
|
||||||
|
|
||||||
const baseDiff = 500;
|
const baseDiff = 500;
|
||||||
@ -88,7 +88,7 @@ export function calculateHackingTime(server: Server, person: IPerson): number {
|
|||||||
/**
|
/**
|
||||||
* Returns time it takes to complete a grow operation on a server, in seconds
|
* Returns time it takes to complete a grow operation on a server, in seconds
|
||||||
*/
|
*/
|
||||||
export function calculateGrowTime(server: Server, person: IPerson): number {
|
export function calculateGrowTime(server: Server, person: Person): number {
|
||||||
const growTimeMultiplier = 3.2; // Relative to hacking time. 16/5 = 3.2
|
const growTimeMultiplier = 3.2; // Relative to hacking time. 16/5 = 3.2
|
||||||
|
|
||||||
return growTimeMultiplier * calculateHackingTime(server, person);
|
return growTimeMultiplier * calculateHackingTime(server, person);
|
||||||
@ -97,7 +97,7 @@ export function calculateGrowTime(server: Server, person: IPerson): number {
|
|||||||
/**
|
/**
|
||||||
* Returns time it takes to complete a weaken operation on a server, in seconds
|
* Returns time it takes to complete a weaken operation on a server, in seconds
|
||||||
*/
|
*/
|
||||||
export function calculateWeakenTime(server: Server, person: IPerson): number {
|
export function calculateWeakenTime(server: Server, person: Person): number {
|
||||||
const weakenTimeMultiplier = 4; // Relative to hacking time
|
const weakenTimeMultiplier = 4; // Relative to hacking time
|
||||||
|
|
||||||
return weakenTimeMultiplier * calculateHackingTime(server, person);
|
return weakenTimeMultiplier * calculateHackingTime(server, person);
|
||||||
|
@ -21,7 +21,7 @@ import { CONSTANTS } from "../Constants";
|
|||||||
import { influenceStockThroughServerHack } from "../StockMarket/PlayerInfluencing";
|
import { influenceStockThroughServerHack } from "../StockMarket/PlayerInfluencing";
|
||||||
import { IPort, NetscriptPort } from "../NetscriptPort";
|
import { IPort, NetscriptPort } from "../NetscriptPort";
|
||||||
import { NetscriptPorts } from "../NetscriptWorker";
|
import { NetscriptPorts } from "../NetscriptWorker";
|
||||||
import { IPerson } from "../PersonObjects/IPerson";
|
import { Person } from "../PersonObjects/Person";
|
||||||
import { FormulaGang } from "../Gang/formulas/formulas";
|
import { FormulaGang } from "../Gang/formulas/formulas";
|
||||||
import { GangMember } from "../Gang/GangMember";
|
import { GangMember } from "../Gang/GangMember";
|
||||||
import { GangMemberTask } from "../Gang/GangMemberTask";
|
import { GangMemberTask } from "../Gang/GangMemberTask";
|
||||||
@ -498,7 +498,7 @@ function getValidPort(ctx: NetscriptContext, port: number): IPort {
|
|||||||
return iport;
|
return iport;
|
||||||
}
|
}
|
||||||
|
|
||||||
function player(ctx: NetscriptContext, p: unknown): IPerson {
|
function player(ctx: NetscriptContext, p: unknown): Person {
|
||||||
const fakePlayer = {
|
const fakePlayer = {
|
||||||
hp: undefined,
|
hp: undefined,
|
||||||
mults: undefined,
|
mults: undefined,
|
||||||
@ -518,7 +518,7 @@ function player(ctx: NetscriptContext, p: unknown): IPerson {
|
|||||||
entropy: undefined,
|
entropy: undefined,
|
||||||
};
|
};
|
||||||
if (!roughlyIs(fakePlayer, p)) throw makeRuntimeErrorMsg(ctx, `player should be a Player.`, "TYPE");
|
if (!roughlyIs(fakePlayer, p)) throw makeRuntimeErrorMsg(ctx, `player should be a Player.`, "TYPE");
|
||||||
return p as IPerson;
|
return p as Person;
|
||||||
}
|
}
|
||||||
|
|
||||||
function server(ctx: NetscriptContext, s: unknown): Server {
|
function server(ctx: NetscriptContext, s: unknown): Server {
|
||||||
|
@ -1,33 +0,0 @@
|
|||||||
// Interface that represents either the player (PlayerObject) or
|
|
||||||
// a Sleeve. Used for functions that need to take in both.
|
|
||||||
|
|
||||||
import { IPlayerOwnedAugmentation } from "../Augmentation/PlayerOwnedAugmentation";
|
|
||||||
import { HP } from "./HP";
|
|
||||||
import { ITaskTracker } from "./ITaskTracker";
|
|
||||||
import { Multipliers } from "./Multipliers";
|
|
||||||
import { Skills } from "./Skills";
|
|
||||||
|
|
||||||
export interface IPerson {
|
|
||||||
hp: HP;
|
|
||||||
skills: Skills;
|
|
||||||
exp: Skills;
|
|
||||||
|
|
||||||
mults: Multipliers;
|
|
||||||
|
|
||||||
augmentations: IPlayerOwnedAugmentation[];
|
|
||||||
|
|
||||||
getIntelligenceBonus(weight: number): number;
|
|
||||||
gainHackingExp(exp: number): void;
|
|
||||||
gainStrengthExp(exp: number): void;
|
|
||||||
gainDefenseExp(exp: number): void;
|
|
||||||
gainDexterityExp(exp: number): void;
|
|
||||||
gainAgilityExp(exp: number): void;
|
|
||||||
gainCharismaExp(exp: number): void;
|
|
||||||
gainIntelligenceExp(exp: number): void;
|
|
||||||
gainStats(retValue: ITaskTracker): void;
|
|
||||||
calculateSkill(exp: number, mult?: number): number;
|
|
||||||
takeDamage(amt: number): boolean;
|
|
||||||
regenerateHp: (amt: number) => void;
|
|
||||||
queryStatFromString: (str: string) => number;
|
|
||||||
whoAmI: () => string;
|
|
||||||
}
|
|
@ -1,18 +1,15 @@
|
|||||||
import * as generalMethods from "./Player/PlayerObjectGeneralMethods";
|
import * as personMethods from "./PersonMethods";
|
||||||
import { Augmentation } from "../Augmentation/Augmentation";
|
|
||||||
import { IPlayerOwnedAugmentation } from "../Augmentation/PlayerOwnedAugmentation";
|
import { IPlayerOwnedAugmentation } from "../Augmentation/PlayerOwnedAugmentation";
|
||||||
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
|
|
||||||
import { CityName } from "../Locations/data/CityNames";
|
import { CityName } from "../Locations/data/CityNames";
|
||||||
import { CONSTANTS } from "../Constants";
|
|
||||||
import { calculateSkill } from "./formulas/skill";
|
import { calculateSkill } from "./formulas/skill";
|
||||||
import { calculateIntelligenceBonus } from "./formulas/intelligence";
|
import { calculateIntelligenceBonus } from "./formulas/intelligence";
|
||||||
import { IPerson } from "./IPerson";
|
import { defaultMultipliers } from "./Multipliers";
|
||||||
import { defaultMultipliers, mergeAugmentation } from "./Multipliers";
|
|
||||||
import { Skills } from "./Skills";
|
import { Skills } from "./Skills";
|
||||||
import { HP } from "./HP";
|
import { HP } from "./HP";
|
||||||
|
import { IReviverValue } from "../utils/JSONReviver";
|
||||||
|
|
||||||
// Base class representing a person-like object
|
// Base class representing a person-like object
|
||||||
export abstract class Person implements IPerson {
|
export abstract class Person {
|
||||||
hp: HP = { current: 10, max: 10 };
|
hp: HP = { current: 10, max: 10 };
|
||||||
skills: Skills = {
|
skills: Skills = {
|
||||||
hacking: 1,
|
hacking: 1,
|
||||||
@ -45,126 +42,31 @@ export abstract class Person implements IPerson {
|
|||||||
*/
|
*/
|
||||||
city: CityName = CityName.Sector12;
|
city: CityName = CityName.Sector12;
|
||||||
|
|
||||||
gainHackingExp = generalMethods.gainHackingExp;
|
gainHackingExp = personMethods.gainHackingExp;
|
||||||
gainStrengthExp = generalMethods.gainStrengthExp;
|
gainStrengthExp = personMethods.gainStrengthExp;
|
||||||
gainDefenseExp = generalMethods.gainDefenseExp;
|
gainDefenseExp = personMethods.gainDefenseExp;
|
||||||
gainDexterityExp = generalMethods.gainDexterityExp;
|
gainDexterityExp = personMethods.gainDexterityExp;
|
||||||
gainAgilityExp = generalMethods.gainAgilityExp;
|
gainAgilityExp = personMethods.gainAgilityExp;
|
||||||
gainCharismaExp = generalMethods.gainCharismaExp;
|
gainCharismaExp = personMethods.gainCharismaExp;
|
||||||
gainIntelligenceExp = generalMethods.gainIntelligenceExp;
|
gainIntelligenceExp = personMethods.gainIntelligenceExp;
|
||||||
gainStats = generalMethods.gainStats;
|
gainStats = personMethods.gainStats;
|
||||||
calculateSkill = generalMethods.calculateSkill;
|
regenerateHp = personMethods.regenerateHp;
|
||||||
regenerateHp = generalMethods.regenerateHp;
|
queryStatFromString = personMethods.queryStatFromString;
|
||||||
queryStatFromString = generalMethods.queryStatFromString;
|
updateSkillLevels = personMethods.updateSkillLevels;
|
||||||
|
calculateSkill = calculateSkill; //Class version is equal to imported version
|
||||||
/**
|
|
||||||
* Updates this object's multipliers for the given augmentation
|
|
||||||
*/
|
|
||||||
applyAugmentation(aug: Augmentation): void {
|
|
||||||
this.mults = mergeAugmentation(this.mults, aug.mults);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Given an experience amount and stat multiplier, calculates the
|
|
||||||
* stat level. Stat-agnostic (same formula for every stat)
|
|
||||||
*/
|
|
||||||
calculateStat(exp: number, mult = 1): number {
|
|
||||||
return calculateSkill(exp, mult);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Calculate and return the amount of faction reputation earned per cycle
|
|
||||||
* when doing Field Work for a faction
|
|
||||||
*/
|
|
||||||
getFactionFieldWorkRepGain(): number {
|
|
||||||
const t =
|
|
||||||
(0.9 *
|
|
||||||
(this.skills.hacking / CONSTANTS.MaxSkillLevel +
|
|
||||||
this.skills.strength / CONSTANTS.MaxSkillLevel +
|
|
||||||
this.skills.defense / CONSTANTS.MaxSkillLevel +
|
|
||||||
this.skills.dexterity / CONSTANTS.MaxSkillLevel +
|
|
||||||
this.skills.agility / CONSTANTS.MaxSkillLevel +
|
|
||||||
this.skills.charisma / CONSTANTS.MaxSkillLevel)) /
|
|
||||||
5.5;
|
|
||||||
return t * this.mults.faction_rep;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Calculate and return the amount of faction reputation earned per cycle
|
|
||||||
* when doing Hacking Work for a faction
|
|
||||||
*/
|
|
||||||
getFactionHackingWorkRepGain(): number {
|
|
||||||
return (this.skills.hacking / CONSTANTS.MaxSkillLevel) * this.mults.faction_rep;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Calculate and return the amount of faction reputation earned per cycle
|
|
||||||
* when doing Security Work for a faction
|
|
||||||
*/
|
|
||||||
getFactionSecurityWorkRepGain(): number {
|
|
||||||
const t =
|
|
||||||
(0.9 *
|
|
||||||
(this.skills.hacking / CONSTANTS.MaxSkillLevel +
|
|
||||||
this.skills.strength / CONSTANTS.MaxSkillLevel +
|
|
||||||
this.skills.defense / CONSTANTS.MaxSkillLevel +
|
|
||||||
this.skills.dexterity / CONSTANTS.MaxSkillLevel +
|
|
||||||
this.skills.agility / CONSTANTS.MaxSkillLevel)) /
|
|
||||||
4.5;
|
|
||||||
return t * this.mults.faction_rep;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Reset all multipliers to 1
|
* Reset all multipliers to 1
|
||||||
*/
|
*/
|
||||||
resetMultipliers(): void {
|
resetMultipliers() {
|
||||||
this.mults = defaultMultipliers();
|
this.mults = defaultMultipliers();
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
|
||||||
* Update all stat levels
|
|
||||||
*/
|
|
||||||
updateStatLevels(): void {
|
|
||||||
this.skills.hacking = Math.max(
|
|
||||||
1,
|
|
||||||
Math.floor(this.calculateStat(this.exp.hacking, this.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier)),
|
|
||||||
);
|
|
||||||
this.skills.strength = Math.max(
|
|
||||||
1,
|
|
||||||
Math.floor(
|
|
||||||
this.calculateStat(this.exp.strength, this.mults.strength * BitNodeMultipliers.StrengthLevelMultiplier),
|
|
||||||
),
|
|
||||||
);
|
|
||||||
this.skills.defense = Math.max(
|
|
||||||
1,
|
|
||||||
Math.floor(this.calculateStat(this.exp.defense, this.mults.defense * BitNodeMultipliers.DefenseLevelMultiplier)),
|
|
||||||
);
|
|
||||||
this.skills.dexterity = Math.max(
|
|
||||||
1,
|
|
||||||
Math.floor(
|
|
||||||
this.calculateStat(this.exp.dexterity, this.mults.dexterity * BitNodeMultipliers.DexterityLevelMultiplier),
|
|
||||||
),
|
|
||||||
);
|
|
||||||
this.skills.agility = Math.max(
|
|
||||||
1,
|
|
||||||
Math.floor(this.calculateStat(this.exp.agility, this.mults.agility * BitNodeMultipliers.AgilityLevelMultiplier)),
|
|
||||||
);
|
|
||||||
this.skills.charisma = Math.max(
|
|
||||||
1,
|
|
||||||
Math.floor(
|
|
||||||
this.calculateStat(this.exp.charisma, this.mults.charisma * BitNodeMultipliers.CharismaLevelMultiplier),
|
|
||||||
),
|
|
||||||
);
|
|
||||||
|
|
||||||
const ratio: number = this.hp.current / this.hp.max;
|
|
||||||
this.hp.max = Math.floor(10 + this.skills.defense / 10);
|
|
||||||
this.hp.current = Math.round(this.hp.max * ratio);
|
|
||||||
}
|
|
||||||
|
|
||||||
getIntelligenceBonus(weight: number): number {
|
getIntelligenceBonus(weight: number): number {
|
||||||
return calculateIntelligenceBonus(this.skills.intelligence, weight);
|
return calculateIntelligenceBonus(this.skills.intelligence, weight);
|
||||||
}
|
}
|
||||||
|
|
||||||
abstract takeDamage(amt: number): boolean;
|
abstract takeDamage(amt: number): boolean;
|
||||||
|
|
||||||
abstract whoAmI(): string;
|
abstract whoAmI(): string;
|
||||||
|
abstract toJSON(): IReviverValue;
|
||||||
}
|
}
|
||||||
|
199
src/PersonObjects/PersonMethods.ts
Normal file
199
src/PersonObjects/PersonMethods.ts
Normal file
@ -0,0 +1,199 @@
|
|||||||
|
import { Person } from "./Person";
|
||||||
|
import { calculateSkill } from "./formulas/skill";
|
||||||
|
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
|
||||||
|
import { Player } from "../Player";
|
||||||
|
import { ITaskTracker } from "./ITaskTracker";
|
||||||
|
|
||||||
|
export function gainHackingExp(this: Person, exp: number): void {
|
||||||
|
if (isNaN(exp)) {
|
||||||
|
console.error("ERR: NaN passed into Player.gainHackingExp()");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
this.exp.hacking += exp;
|
||||||
|
if (this.exp.hacking < 0) {
|
||||||
|
this.exp.hacking = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
this.skills.hacking = calculateSkill(
|
||||||
|
this.exp.hacking,
|
||||||
|
this.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function gainStrengthExp(this: Person, exp: number): void {
|
||||||
|
if (isNaN(exp)) {
|
||||||
|
console.error("ERR: NaN passed into Player.gainStrengthExp()");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
this.exp.strength += exp;
|
||||||
|
if (this.exp.strength < 0) {
|
||||||
|
this.exp.strength = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
this.skills.strength = calculateSkill(
|
||||||
|
this.exp.strength,
|
||||||
|
this.mults.strength * BitNodeMultipliers.StrengthLevelMultiplier,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function gainDefenseExp(this: Person, exp: number): void {
|
||||||
|
if (isNaN(exp)) {
|
||||||
|
console.error("ERR: NaN passed into player.gainDefenseExp()");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
this.exp.defense += exp;
|
||||||
|
if (this.exp.defense < 0) {
|
||||||
|
this.exp.defense = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
this.skills.defense = calculateSkill(
|
||||||
|
this.exp.defense,
|
||||||
|
this.mults.defense * BitNodeMultipliers.DefenseLevelMultiplier,
|
||||||
|
);
|
||||||
|
const ratio = this.hp.current / this.hp.max;
|
||||||
|
this.hp.max = Math.floor(10 + this.skills.defense / 10);
|
||||||
|
this.hp.current = Math.round(this.hp.max * ratio);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function gainDexterityExp(this: Person, exp: number): void {
|
||||||
|
if (isNaN(exp)) {
|
||||||
|
console.error("ERR: NaN passed into Player.gainDexterityExp()");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
this.exp.dexterity += exp;
|
||||||
|
if (this.exp.dexterity < 0) {
|
||||||
|
this.exp.dexterity = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
this.skills.dexterity = calculateSkill(
|
||||||
|
this.exp.dexterity,
|
||||||
|
this.mults.dexterity * BitNodeMultipliers.DexterityLevelMultiplier,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function gainAgilityExp(this: Person, exp: number): void {
|
||||||
|
if (isNaN(exp)) {
|
||||||
|
console.error("ERR: NaN passed into Player.gainAgilityExp()");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
this.exp.agility += exp;
|
||||||
|
if (this.exp.agility < 0) {
|
||||||
|
this.exp.agility = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
this.skills.agility = calculateSkill(
|
||||||
|
this.exp.agility,
|
||||||
|
this.mults.agility * BitNodeMultipliers.AgilityLevelMultiplier,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function gainCharismaExp(this: Person, exp: number): void {
|
||||||
|
if (isNaN(exp)) {
|
||||||
|
console.error("ERR: NaN passed into Player.gainCharismaExp()");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
this.exp.charisma += exp;
|
||||||
|
if (this.exp.charisma < 0) {
|
||||||
|
this.exp.charisma = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
this.skills.charisma = calculateSkill(
|
||||||
|
this.exp.charisma,
|
||||||
|
this.mults.charisma * BitNodeMultipliers.CharismaLevelMultiplier,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function gainIntelligenceExp(this: Person, exp: number): void {
|
||||||
|
if (isNaN(exp)) {
|
||||||
|
console.error("ERROR: NaN passed into Player.gainIntelligenceExp()");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (Player.sourceFileLvl(5) > 0 || this.skills.intelligence > 0 || Player.bitNodeN === 5) {
|
||||||
|
this.exp.intelligence += exp;
|
||||||
|
this.skills.intelligence = Math.floor(this.calculateSkill(this.exp.intelligence, 1));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
export function gainStats(this: Person, retValue: ITaskTracker): void {
|
||||||
|
this.gainHackingExp(retValue.hack * this.mults.hacking_exp);
|
||||||
|
this.gainStrengthExp(retValue.str * this.mults.strength_exp);
|
||||||
|
this.gainDefenseExp(retValue.def * this.mults.defense_exp);
|
||||||
|
this.gainDexterityExp(retValue.dex * this.mults.dexterity_exp);
|
||||||
|
this.gainAgilityExp(retValue.agi * this.mults.agility_exp);
|
||||||
|
this.gainCharismaExp(retValue.cha * this.mults.charisma_exp);
|
||||||
|
this.gainIntelligenceExp(retValue.int);
|
||||||
|
}
|
||||||
|
|
||||||
|
//Given a string expression like "str" or "strength", returns the given stat
|
||||||
|
export function queryStatFromString(this: Person, str: string): number {
|
||||||
|
const tempStr = str.toLowerCase();
|
||||||
|
if (tempStr.includes("hack")) {
|
||||||
|
return this.skills.hacking;
|
||||||
|
}
|
||||||
|
if (tempStr.includes("str")) {
|
||||||
|
return this.skills.strength;
|
||||||
|
}
|
||||||
|
if (tempStr.includes("def")) {
|
||||||
|
return this.skills.defense;
|
||||||
|
}
|
||||||
|
if (tempStr.includes("dex")) {
|
||||||
|
return this.skills.dexterity;
|
||||||
|
}
|
||||||
|
if (tempStr.includes("agi")) {
|
||||||
|
return this.skills.agility;
|
||||||
|
}
|
||||||
|
if (tempStr.includes("cha")) {
|
||||||
|
return this.skills.charisma;
|
||||||
|
}
|
||||||
|
if (tempStr.includes("int")) {
|
||||||
|
return this.skills.intelligence;
|
||||||
|
}
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function regenerateHp(this: Person, amt: number): void {
|
||||||
|
if (typeof amt !== "number") {
|
||||||
|
console.warn(`Player.regenerateHp() called without a numeric argument: ${amt}`);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
this.hp.current += amt;
|
||||||
|
if (this.hp.current > this.hp.max) {
|
||||||
|
this.hp.current = this.hp.max;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function updateSkillLevels(this: Person): void {
|
||||||
|
this.skills.hacking = Math.max(
|
||||||
|
1,
|
||||||
|
Math.floor(this.calculateSkill(this.exp.hacking, this.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier)),
|
||||||
|
);
|
||||||
|
this.skills.strength = Math.max(
|
||||||
|
1,
|
||||||
|
Math.floor(
|
||||||
|
this.calculateSkill(this.exp.strength, this.mults.strength * BitNodeMultipliers.StrengthLevelMultiplier),
|
||||||
|
),
|
||||||
|
);
|
||||||
|
this.skills.defense = Math.max(
|
||||||
|
1,
|
||||||
|
Math.floor(this.calculateSkill(this.exp.defense, this.mults.defense * BitNodeMultipliers.DefenseLevelMultiplier)),
|
||||||
|
);
|
||||||
|
this.skills.dexterity = Math.max(
|
||||||
|
1,
|
||||||
|
Math.floor(
|
||||||
|
this.calculateSkill(this.exp.dexterity, this.mults.dexterity * BitNodeMultipliers.DexterityLevelMultiplier),
|
||||||
|
),
|
||||||
|
);
|
||||||
|
this.skills.agility = Math.max(
|
||||||
|
1,
|
||||||
|
Math.floor(this.calculateSkill(this.exp.agility, this.mults.agility * BitNodeMultipliers.AgilityLevelMultiplier)),
|
||||||
|
);
|
||||||
|
this.skills.charisma = Math.max(
|
||||||
|
1,
|
||||||
|
Math.floor(
|
||||||
|
this.calculateSkill(this.exp.charisma, this.mults.charisma * BitNodeMultipliers.CharismaLevelMultiplier),
|
||||||
|
),
|
||||||
|
);
|
||||||
|
|
||||||
|
const ratio: number = this.hp.current / this.hp.max;
|
||||||
|
this.hp.max = Math.floor(10 + this.skills.defense / 10);
|
||||||
|
this.hp.current = Math.round(this.hp.max * ratio);
|
||||||
|
}
|
@ -11,7 +11,6 @@ import { Sleeve } from "../Sleeve/Sleeve";
|
|||||||
import { IPlayerOwnedSourceFile } from "../../SourceFile/PlayerOwnedSourceFile";
|
import { IPlayerOwnedSourceFile } from "../../SourceFile/PlayerOwnedSourceFile";
|
||||||
import { Exploit } from "../../Exploits/Exploit";
|
import { Exploit } from "../../Exploits/Exploit";
|
||||||
|
|
||||||
import { IPerson } from "../IPerson";
|
|
||||||
import { LocationName } from "../../Locations/data/LocationNames";
|
import { LocationName } from "../../Locations/data/LocationNames";
|
||||||
import { IPlayerOwnedAugmentation } from "../../Augmentation/PlayerOwnedAugmentation";
|
import { IPlayerOwnedAugmentation } from "../../Augmentation/PlayerOwnedAugmentation";
|
||||||
import { ICorporation } from "../../Corporation/ICorporation";
|
import { ICorporation } from "../../Corporation/ICorporation";
|
||||||
@ -20,7 +19,6 @@ import { IBladeburner } from "../../Bladeburner/IBladeburner";
|
|||||||
import { HacknetNode } from "../../Hacknet/HacknetNode";
|
import { HacknetNode } from "../../Hacknet/HacknetNode";
|
||||||
|
|
||||||
import { HashManager } from "../../Hacknet/HashManager";
|
import { HashManager } from "../../Hacknet/HashManager";
|
||||||
import { CityName } from "../../Locations/data/CityNames";
|
|
||||||
|
|
||||||
import { MoneySourceTracker } from "../../utils/MoneySourceTracker";
|
import { MoneySourceTracker } from "../../utils/MoneySourceTracker";
|
||||||
import { Reviver, Generic_toJSON, Generic_fromJSON, IReviverValue } from "../../utils/JSONReviver";
|
import { Reviver, Generic_toJSON, Generic_fromJSON, IReviverValue } from "../../utils/JSONReviver";
|
||||||
@ -29,15 +27,11 @@ import { cyrb53 } from "../../utils/StringHelperFunctions";
|
|||||||
import { getRandomInt } from "../../utils/helpers/getRandomInt";
|
import { getRandomInt } from "../../utils/helpers/getRandomInt";
|
||||||
import { CONSTANTS } from "../../Constants";
|
import { CONSTANTS } from "../../Constants";
|
||||||
import { Work } from "src/Work/Work";
|
import { Work } from "src/Work/Work";
|
||||||
import { defaultMultipliers } from "../Multipliers";
|
import { Person } from "../Person";
|
||||||
import { HP } from "../HP";
|
|
||||||
import { Skills } from "../Skills";
|
|
||||||
|
|
||||||
export class PlayerObject implements IPerson {
|
export class PlayerObject extends Person {
|
||||||
// Class members
|
// Player-specific properties
|
||||||
augmentations: IPlayerOwnedAugmentation[] = [];
|
|
||||||
bitNodeN = 1; //current bitnode
|
bitNodeN = 1; //current bitnode
|
||||||
city = CityName.Sector12;
|
|
||||||
corporation: ICorporation | null = null;
|
corporation: ICorporation | null = null;
|
||||||
gang: IGang | null = null;
|
gang: IGang | null = null;
|
||||||
bladeburner: IBladeburner | null = null;
|
bladeburner: IBladeburner | null = null;
|
||||||
@ -73,34 +67,12 @@ export class PlayerObject implements IPerson {
|
|||||||
lastSave = 0;
|
lastSave = 0;
|
||||||
totalPlaytime = 0;
|
totalPlaytime = 0;
|
||||||
|
|
||||||
hp: HP = { current: 10, max: 10 };
|
|
||||||
skills: Skills = {
|
|
||||||
hacking: 1,
|
|
||||||
strength: 1,
|
|
||||||
defense: 1,
|
|
||||||
dexterity: 1,
|
|
||||||
agility: 1,
|
|
||||||
charisma: 1,
|
|
||||||
intelligence: 0,
|
|
||||||
};
|
|
||||||
exp: Skills = {
|
|
||||||
hacking: 0,
|
|
||||||
strength: 0,
|
|
||||||
defense: 0,
|
|
||||||
dexterity: 0,
|
|
||||||
agility: 0,
|
|
||||||
charisma: 0,
|
|
||||||
intelligence: 0,
|
|
||||||
};
|
|
||||||
|
|
||||||
mults = defaultMultipliers();
|
|
||||||
|
|
||||||
currentWork: Work | null = null;
|
currentWork: Work | null = null;
|
||||||
focus = false;
|
focus = false;
|
||||||
|
|
||||||
entropy = 0;
|
entropy = 0;
|
||||||
|
|
||||||
// Methods
|
// Player-specific methods
|
||||||
init = generalMethods.init;
|
init = generalMethods.init;
|
||||||
startWork = workMethods.startWork;
|
startWork = workMethods.startWork;
|
||||||
processWork = workMethods.processWork;
|
processWork = workMethods.processWork;
|
||||||
@ -124,14 +96,6 @@ export class PlayerObject implements IPerson {
|
|||||||
canAccessGang = gangMethods.canAccessGang;
|
canAccessGang = gangMethods.canAccessGang;
|
||||||
canAccessGrafting = generalMethods.canAccessGrafting;
|
canAccessGrafting = generalMethods.canAccessGrafting;
|
||||||
canAfford = generalMethods.canAfford;
|
canAfford = generalMethods.canAfford;
|
||||||
gainHackingExp = generalMethods.gainHackingExp;
|
|
||||||
gainStrengthExp = generalMethods.gainStrengthExp;
|
|
||||||
gainDefenseExp = generalMethods.gainDefenseExp;
|
|
||||||
gainDexterityExp = generalMethods.gainDexterityExp;
|
|
||||||
gainAgilityExp = generalMethods.gainAgilityExp;
|
|
||||||
gainCharismaExp = generalMethods.gainCharismaExp;
|
|
||||||
gainIntelligenceExp = generalMethods.gainIntelligenceExp;
|
|
||||||
gainStats = generalMethods.gainStats;
|
|
||||||
gainMoney = generalMethods.gainMoney;
|
gainMoney = generalMethods.gainMoney;
|
||||||
getCurrentServer = serverMethods.getCurrentServer;
|
getCurrentServer = serverMethods.getCurrentServer;
|
||||||
getGangFaction = gangMethods.getGangFaction;
|
getGangFaction = gangMethods.getGangFaction;
|
||||||
@ -153,7 +117,6 @@ export class PlayerObject implements IPerson {
|
|||||||
loseMoney = generalMethods.loseMoney;
|
loseMoney = generalMethods.loseMoney;
|
||||||
reapplyAllAugmentations = generalMethods.reapplyAllAugmentations;
|
reapplyAllAugmentations = generalMethods.reapplyAllAugmentations;
|
||||||
reapplyAllSourceFiles = generalMethods.reapplyAllSourceFiles;
|
reapplyAllSourceFiles = generalMethods.reapplyAllSourceFiles;
|
||||||
regenerateHp = generalMethods.regenerateHp;
|
|
||||||
recordMoneySource = generalMethods.recordMoneySource;
|
recordMoneySource = generalMethods.recordMoneySource;
|
||||||
setMoney = generalMethods.setMoney;
|
setMoney = generalMethods.setMoney;
|
||||||
startBladeburner = bladeburnerMethods.startBladeburner;
|
startBladeburner = bladeburnerMethods.startBladeburner;
|
||||||
@ -164,21 +127,16 @@ export class PlayerObject implements IPerson {
|
|||||||
travel = generalMethods.travel;
|
travel = generalMethods.travel;
|
||||||
giveExploit = generalMethods.giveExploit;
|
giveExploit = generalMethods.giveExploit;
|
||||||
giveAchievement = generalMethods.giveAchievement;
|
giveAchievement = generalMethods.giveAchievement;
|
||||||
queryStatFromString = generalMethods.queryStatFromString;
|
|
||||||
getIntelligenceBonus = generalMethods.getIntelligenceBonus;
|
|
||||||
getCasinoWinnings = generalMethods.getCasinoWinnings;
|
getCasinoWinnings = generalMethods.getCasinoWinnings;
|
||||||
quitJob = generalMethods.quitJob;
|
quitJob = generalMethods.quitJob;
|
||||||
hasJob = generalMethods.hasJob;
|
hasJob = generalMethods.hasJob;
|
||||||
createHacknetServer = serverMethods.createHacknetServer;
|
createHacknetServer = serverMethods.createHacknetServer;
|
||||||
queueAugmentation = generalMethods.queueAugmentation;
|
queueAugmentation = generalMethods.queueAugmentation;
|
||||||
receiveInvite = generalMethods.receiveInvite;
|
receiveInvite = generalMethods.receiveInvite;
|
||||||
updateSkillLevels = generalMethods.updateSkillLevels;
|
|
||||||
gainCodingContractReward = generalMethods.gainCodingContractReward;
|
gainCodingContractReward = generalMethods.gainCodingContractReward;
|
||||||
stopFocusing = generalMethods.stopFocusing;
|
stopFocusing = generalMethods.stopFocusing;
|
||||||
resetMultipliers = generalMethods.resetMultipliers;
|
|
||||||
prestigeAugmentation = generalMethods.prestigeAugmentation;
|
prestigeAugmentation = generalMethods.prestigeAugmentation;
|
||||||
prestigeSourceFile = generalMethods.prestigeSourceFile;
|
prestigeSourceFile = generalMethods.prestigeSourceFile;
|
||||||
calculateSkill = generalMethods.calculateSkill;
|
|
||||||
calculateSkillProgress = generalMethods.calculateSkillProgress;
|
calculateSkillProgress = generalMethods.calculateSkillProgress;
|
||||||
hospitalize = generalMethods.hospitalize;
|
hospitalize = generalMethods.hospitalize;
|
||||||
checkForFactionInvitations = generalMethods.checkForFactionInvitations;
|
checkForFactionInvitations = generalMethods.checkForFactionInvitations;
|
||||||
@ -189,6 +147,7 @@ export class PlayerObject implements IPerson {
|
|||||||
focusPenalty = generalMethods.focusPenalty;
|
focusPenalty = generalMethods.focusPenalty;
|
||||||
|
|
||||||
constructor() {
|
constructor() {
|
||||||
|
super();
|
||||||
// Let's get a hash of some semi-random stuff so we have something unique.
|
// Let's get a hash of some semi-random stuff so we have something unique.
|
||||||
this.identifier = cyrb53(
|
this.identifier = cyrb53(
|
||||||
"I-" +
|
"I-" +
|
||||||
@ -219,4 +178,4 @@ export class PlayerObject implements IPerson {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Reviver.constructors.PlayerObject = PlayerObject;
|
Reviver.constructors.PlayerObject = PlayerObject;
|
@ -24,11 +24,9 @@ import { LocationName } from "../../Locations/data/LocationNames";
|
|||||||
import { Sleeve } from "../Sleeve/Sleeve";
|
import { Sleeve } from "../Sleeve/Sleeve";
|
||||||
import { isSleeveCompanyWork } from "../Sleeve/Work/SleeveCompanyWork";
|
import { isSleeveCompanyWork } from "../Sleeve/Work/SleeveCompanyWork";
|
||||||
import {
|
import {
|
||||||
calculateSkill as calculateSkillF,
|
|
||||||
calculateSkillProgress as calculateSkillProgressF,
|
calculateSkillProgress as calculateSkillProgressF,
|
||||||
ISkillProgress,
|
ISkillProgress,
|
||||||
} from "../formulas/skill";
|
} from "../formulas/skill";
|
||||||
import { calculateIntelligenceBonus } from "../formulas/intelligence";
|
|
||||||
import { GetServer, AddToAllServers, createUniqueRandomIp } from "../../Server/AllServers";
|
import { GetServer, AddToAllServers, createUniqueRandomIp } from "../../Server/AllServers";
|
||||||
import { Server } from "../../Server/Server";
|
import { Server } from "../../Server/Server";
|
||||||
import { safetlyCreateUniqueServer } from "../../Server/ServerHelpers";
|
import { safetlyCreateUniqueServer } from "../../Server/ServerHelpers";
|
||||||
@ -47,12 +45,8 @@ import { dialogBoxCreate } from "../../ui/React/DialogBox";
|
|||||||
import { SnackbarEvents, ToastVariant } from "../../ui/React/Snackbar";
|
import { SnackbarEvents, ToastVariant } from "../../ui/React/Snackbar";
|
||||||
import { achievements } from "../../Achievements/Achievements";
|
import { achievements } from "../../Achievements/Achievements";
|
||||||
import { FactionNames } from "../../Faction/data/FactionNames";
|
import { FactionNames } from "../../Faction/data/FactionNames";
|
||||||
import { ITaskTracker } from "../ITaskTracker";
|
|
||||||
import { IPerson } from "../IPerson";
|
|
||||||
import { Player } from "../../Player";
|
|
||||||
|
|
||||||
import { isCompanyWork } from "../../Work/CompanyWork";
|
import { isCompanyWork } from "../../Work/CompanyWork";
|
||||||
import { defaultMultipliers } from "../Multipliers";
|
|
||||||
import { serverMetadata } from "../../Server/data/servers";
|
import { serverMetadata } from "../../Server/data/servers";
|
||||||
|
|
||||||
export function init(this: PlayerObject): void {
|
export function init(this: PlayerObject): void {
|
||||||
@ -186,63 +180,11 @@ export function receiveInvite(this: PlayerObject, factionName: string): void {
|
|||||||
this.factionInvitations.push(factionName);
|
this.factionInvitations.push(factionName);
|
||||||
}
|
}
|
||||||
|
|
||||||
//Calculates skill level based on experience. The same formula will be used for every skill
|
|
||||||
export function calculateSkill(this: IPerson, exp: number, mult = 1): number {
|
|
||||||
return calculateSkillF(exp, mult);
|
|
||||||
}
|
|
||||||
|
|
||||||
//Calculates skill level progress based on experience. The same formula will be used for every skill
|
//Calculates skill level progress based on experience. The same formula will be used for every skill
|
||||||
export function calculateSkillProgress(this: PlayerObject, exp: number, mult = 1): ISkillProgress {
|
export function calculateSkillProgress(this: PlayerObject, exp: number, mult = 1): ISkillProgress {
|
||||||
return calculateSkillProgressF(exp, mult);
|
return calculateSkillProgressF(exp, mult);
|
||||||
}
|
}
|
||||||
|
|
||||||
export function updateSkillLevels(this: PlayerObject): void {
|
|
||||||
this.skills.hacking = Math.max(
|
|
||||||
1,
|
|
||||||
Math.floor(this.calculateSkill(this.exp.hacking, this.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier)),
|
|
||||||
);
|
|
||||||
this.skills.strength = Math.max(
|
|
||||||
1,
|
|
||||||
Math.floor(
|
|
||||||
this.calculateSkill(this.exp.strength, this.mults.strength * BitNodeMultipliers.StrengthLevelMultiplier),
|
|
||||||
),
|
|
||||||
);
|
|
||||||
this.skills.defense = Math.max(
|
|
||||||
1,
|
|
||||||
Math.floor(this.calculateSkill(this.exp.defense, this.mults.defense * BitNodeMultipliers.DefenseLevelMultiplier)),
|
|
||||||
);
|
|
||||||
this.skills.dexterity = Math.max(
|
|
||||||
1,
|
|
||||||
Math.floor(
|
|
||||||
this.calculateSkill(this.exp.dexterity, this.mults.dexterity * BitNodeMultipliers.DexterityLevelMultiplier),
|
|
||||||
),
|
|
||||||
);
|
|
||||||
this.skills.agility = Math.max(
|
|
||||||
1,
|
|
||||||
Math.floor(this.calculateSkill(this.exp.agility, this.mults.agility * BitNodeMultipliers.AgilityLevelMultiplier)),
|
|
||||||
);
|
|
||||||
this.skills.charisma = Math.max(
|
|
||||||
1,
|
|
||||||
Math.floor(
|
|
||||||
this.calculateSkill(this.exp.charisma, this.mults.charisma * BitNodeMultipliers.CharismaLevelMultiplier),
|
|
||||||
),
|
|
||||||
);
|
|
||||||
|
|
||||||
if (this.skills.intelligence > 0) {
|
|
||||||
this.skills.intelligence = Math.floor(this.calculateSkill(this.exp.intelligence));
|
|
||||||
} else {
|
|
||||||
this.skills.intelligence = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
const ratio = this.hp.current / this.hp.max;
|
|
||||||
this.hp.max = Math.floor(10 + this.skills.defense / 10);
|
|
||||||
this.hp.current = Math.round(this.hp.max * ratio);
|
|
||||||
}
|
|
||||||
|
|
||||||
export function resetMultipliers(this: PlayerObject): void {
|
|
||||||
this.mults = defaultMultipliers();
|
|
||||||
}
|
|
||||||
|
|
||||||
export function hasProgram(this: PlayerObject, programName: string): boolean {
|
export function hasProgram(this: PlayerObject, programName: string): boolean {
|
||||||
const home = this.getHomeComputer();
|
const home = this.getHomeComputer();
|
||||||
if (home == null) {
|
if (home == null) {
|
||||||
@ -306,153 +248,6 @@ export function recordMoneySource(this: PlayerObject, amt: number, source: strin
|
|||||||
this.moneySourceB.record(amt, source);
|
this.moneySourceB.record(amt, source);
|
||||||
}
|
}
|
||||||
|
|
||||||
export function gainHackingExp(this: IPerson, exp: number): void {
|
|
||||||
if (isNaN(exp)) {
|
|
||||||
console.error("ERR: NaN passed into Player.gainHackingExp()");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
this.exp.hacking += exp;
|
|
||||||
if (this.exp.hacking < 0) {
|
|
||||||
this.exp.hacking = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
this.skills.hacking = calculateSkillF(
|
|
||||||
this.exp.hacking,
|
|
||||||
this.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier,
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
export function gainStrengthExp(this: IPerson, exp: number): void {
|
|
||||||
if (isNaN(exp)) {
|
|
||||||
console.error("ERR: NaN passed into Player.gainStrengthExp()");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
this.exp.strength += exp;
|
|
||||||
if (this.exp.strength < 0) {
|
|
||||||
this.exp.strength = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
this.skills.strength = calculateSkillF(
|
|
||||||
this.exp.strength,
|
|
||||||
this.mults.strength * BitNodeMultipliers.StrengthLevelMultiplier,
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
export function gainDefenseExp(this: IPerson, exp: number): void {
|
|
||||||
if (isNaN(exp)) {
|
|
||||||
console.error("ERR: NaN passed into player.gainDefenseExp()");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
this.exp.defense += exp;
|
|
||||||
if (this.exp.defense < 0) {
|
|
||||||
this.exp.defense = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
this.skills.defense = calculateSkillF(
|
|
||||||
this.exp.defense,
|
|
||||||
this.mults.defense * BitNodeMultipliers.DefenseLevelMultiplier,
|
|
||||||
);
|
|
||||||
const ratio = this.hp.current / this.hp.max;
|
|
||||||
this.hp.max = Math.floor(10 + this.skills.defense / 10);
|
|
||||||
this.hp.current = Math.round(this.hp.max * ratio);
|
|
||||||
}
|
|
||||||
|
|
||||||
export function gainDexterityExp(this: IPerson, exp: number): void {
|
|
||||||
if (isNaN(exp)) {
|
|
||||||
console.error("ERR: NaN passed into Player.gainDexterityExp()");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
this.exp.dexterity += exp;
|
|
||||||
if (this.exp.dexterity < 0) {
|
|
||||||
this.exp.dexterity = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
this.skills.dexterity = calculateSkillF(
|
|
||||||
this.exp.dexterity,
|
|
||||||
this.mults.dexterity * BitNodeMultipliers.DexterityLevelMultiplier,
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
export function gainAgilityExp(this: IPerson, exp: number): void {
|
|
||||||
if (isNaN(exp)) {
|
|
||||||
console.error("ERR: NaN passed into Player.gainAgilityExp()");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
this.exp.agility += exp;
|
|
||||||
if (this.exp.agility < 0) {
|
|
||||||
this.exp.agility = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
this.skills.agility = calculateSkillF(
|
|
||||||
this.exp.agility,
|
|
||||||
this.mults.agility * BitNodeMultipliers.AgilityLevelMultiplier,
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
export function gainCharismaExp(this: IPerson, exp: number): void {
|
|
||||||
if (isNaN(exp)) {
|
|
||||||
console.error("ERR: NaN passed into Player.gainCharismaExp()");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
this.exp.charisma += exp;
|
|
||||||
if (this.exp.charisma < 0) {
|
|
||||||
this.exp.charisma = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
this.skills.charisma = calculateSkillF(
|
|
||||||
this.exp.charisma,
|
|
||||||
this.mults.charisma * BitNodeMultipliers.CharismaLevelMultiplier,
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
export function gainIntelligenceExp(this: IPerson, exp: number): void {
|
|
||||||
if (isNaN(exp)) {
|
|
||||||
console.error("ERROR: NaN passed into Player.gainIntelligenceExp()");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
if (Player.sourceFileLvl(5) > 0 || this.skills.intelligence > 0 || Player.bitNodeN === 5) {
|
|
||||||
this.exp.intelligence += exp;
|
|
||||||
this.skills.intelligence = Math.floor(this.calculateSkill(this.exp.intelligence, 1));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
export function gainStats(this: IPerson, retValue: ITaskTracker): void {
|
|
||||||
this.gainHackingExp(retValue.hack * this.mults.hacking_exp);
|
|
||||||
this.gainStrengthExp(retValue.str * this.mults.strength_exp);
|
|
||||||
this.gainDefenseExp(retValue.def * this.mults.defense_exp);
|
|
||||||
this.gainDexterityExp(retValue.dex * this.mults.dexterity_exp);
|
|
||||||
this.gainAgilityExp(retValue.agi * this.mults.agility_exp);
|
|
||||||
this.gainCharismaExp(retValue.cha * this.mults.charisma_exp);
|
|
||||||
this.gainIntelligenceExp(retValue.int);
|
|
||||||
}
|
|
||||||
|
|
||||||
//Given a string expression like "str" or "strength", returns the given stat
|
|
||||||
export function queryStatFromString(this: PlayerObject, str: string): number {
|
|
||||||
const tempStr = str.toLowerCase();
|
|
||||||
if (tempStr.includes("hack")) {
|
|
||||||
return this.skills.hacking;
|
|
||||||
}
|
|
||||||
if (tempStr.includes("str")) {
|
|
||||||
return this.skills.strength;
|
|
||||||
}
|
|
||||||
if (tempStr.includes("def")) {
|
|
||||||
return this.skills.defense;
|
|
||||||
}
|
|
||||||
if (tempStr.includes("dex")) {
|
|
||||||
return this.skills.dexterity;
|
|
||||||
}
|
|
||||||
if (tempStr.includes("agi")) {
|
|
||||||
return this.skills.agility;
|
|
||||||
}
|
|
||||||
if (tempStr.includes("cha")) {
|
|
||||||
return this.skills.charisma;
|
|
||||||
}
|
|
||||||
if (tempStr.includes("int")) {
|
|
||||||
return this.skills.intelligence;
|
|
||||||
}
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
export function startFocusing(this: PlayerObject): void {
|
export function startFocusing(this: PlayerObject): void {
|
||||||
this.focus = true;
|
this.focus = true;
|
||||||
}
|
}
|
||||||
@ -477,17 +272,6 @@ export function takeDamage(this: PlayerObject, amt: number): boolean {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
export function regenerateHp(this: IPerson, amt: number): void {
|
|
||||||
if (typeof amt !== "number") {
|
|
||||||
console.warn(`Player.regenerateHp() called without a numeric argument: ${amt}`);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
this.hp.current += amt;
|
|
||||||
if (this.hp.current > this.hp.max) {
|
|
||||||
this.hp.current = this.hp.max;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
export function hospitalize(this: PlayerObject): number {
|
export function hospitalize(this: PlayerObject): number {
|
||||||
const cost = getHospitalizationCost();
|
const cost = getHospitalizationCost();
|
||||||
SnackbarEvents.emit(`You've been Hospitalized for ${numeralWrapper.formatMoney(cost)}`, ToastVariant.WARNING, 2000);
|
SnackbarEvents.emit(`You've been Hospitalized for ${numeralWrapper.formatMoney(cost)}`, ToastVariant.WARNING, 2000);
|
||||||
@ -1441,10 +1225,6 @@ export function giveAchievement(this: PlayerObject, achievementId: string): void
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
export function getIntelligenceBonus(this: PlayerObject, weight: number): number {
|
|
||||||
return calculateIntelligenceBonus(this.skills.intelligence, weight);
|
|
||||||
}
|
|
||||||
|
|
||||||
export function getCasinoWinnings(this: PlayerObject): number {
|
export function getCasinoWinnings(this: PlayerObject): number {
|
||||||
return this.moneySourceA.casino;
|
return this.moneySourceA.casino;
|
||||||
}
|
}
|
||||||
|
@ -80,6 +80,7 @@ export class Sleeve extends Person {
|
|||||||
this.shockRecovery();
|
this.shockRecovery();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
applyAugmentation = sleeveMethods.applyAugmentation;
|
||||||
findPurchasableAugs = sleeveMethods.findPurchasableAugs;
|
findPurchasableAugs = sleeveMethods.findPurchasableAugs;
|
||||||
|
|
||||||
shockBonus(): number {
|
shockBonus(): number {
|
||||||
@ -147,7 +148,7 @@ export class Sleeve extends Person {
|
|||||||
this.exp.charisma = 0;
|
this.exp.charisma = 0;
|
||||||
this.applyAugmentation(aug);
|
this.applyAugmentation(aug);
|
||||||
this.augmentations.push({ name: aug.name, level: 1 });
|
this.augmentations.push({ name: aug.name, level: 1 });
|
||||||
this.updateStatLevels();
|
this.updateSkillLevels();
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@ -161,7 +162,7 @@ export class Sleeve extends Person {
|
|||||||
this.exp.dexterity = 0;
|
this.exp.dexterity = 0;
|
||||||
this.exp.agility = 0;
|
this.exp.agility = 0;
|
||||||
this.exp.charisma = 0;
|
this.exp.charisma = 0;
|
||||||
this.updateStatLevels();
|
this.updateSkillLevels();
|
||||||
this.hp.current = this.hp.max;
|
this.hp.current = this.hp.max;
|
||||||
|
|
||||||
// Reset task-related stuff
|
// Reset task-related stuff
|
||||||
|
@ -6,10 +6,17 @@ import { Player } from "../../Player";
|
|||||||
import { Augmentation } from "../../Augmentation/Augmentation";
|
import { Augmentation } from "../../Augmentation/Augmentation";
|
||||||
import { StaticAugmentations } from "../../Augmentation/StaticAugmentations";
|
import { StaticAugmentations } from "../../Augmentation/StaticAugmentations";
|
||||||
import { Factions } from "../../Faction/Factions";
|
import { Factions } from "../../Faction/Factions";
|
||||||
import { Multipliers } from "../Multipliers";
|
import { mergeMultipliers, Multipliers } from "../Multipliers";
|
||||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||||
import { getFactionAugmentationsFiltered } from "../../Faction/FactionHelpers";
|
import { getFactionAugmentationsFiltered } from "../../Faction/FactionHelpers";
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Updates this object's multipliers for the given augmentation
|
||||||
|
*/
|
||||||
|
export function applyAugmentation(this: Sleeve, aug: Augmentation): void {
|
||||||
|
this.mults = mergeMultipliers(this.mults, aug.mults);
|
||||||
|
}
|
||||||
|
|
||||||
export function findPurchasableAugs(this: Sleeve): Augmentation[] {
|
export function findPurchasableAugs(this: Sleeve): Augmentation[] {
|
||||||
// You can only purchase Augmentations that are actually available from
|
// You can only purchase Augmentations that are actually available from
|
||||||
// your factions. I.e. you must be in a faction that has the Augmentation
|
// your factions. I.e. you must be in a faction that has the Augmentation
|
||||||
|
@ -1,7 +1,7 @@
|
|||||||
import { CONSTANTS } from "../../Constants";
|
import { CONSTANTS } from "../../Constants";
|
||||||
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
|
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
|
||||||
import { CalculateShareMult } from "../../NetworkShare/Share";
|
import { CalculateShareMult } from "../../NetworkShare/Share";
|
||||||
import { IPerson } from "../IPerson";
|
import { Person } from "../Person";
|
||||||
import { calculateIntelligenceBonus } from "./intelligence";
|
import { calculateIntelligenceBonus } from "./intelligence";
|
||||||
|
|
||||||
function mult(favor: number): number {
|
function mult(favor: number): number {
|
||||||
@ -12,7 +12,7 @@ function mult(favor: number): number {
|
|||||||
return favorMult * BitNodeMultipliers.FactionWorkRepGain;
|
return favorMult * BitNodeMultipliers.FactionWorkRepGain;
|
||||||
}
|
}
|
||||||
|
|
||||||
export function getHackingWorkRepGain(p: IPerson, favor: number): number {
|
export function getHackingWorkRepGain(p: Person, favor: number): number {
|
||||||
return (
|
return (
|
||||||
((p.skills.hacking + p.skills.intelligence / 3) / CONSTANTS.MaxSkillLevel) *
|
((p.skills.hacking + p.skills.intelligence / 3) / CONSTANTS.MaxSkillLevel) *
|
||||||
p.mults.faction_rep *
|
p.mults.faction_rep *
|
||||||
@ -22,7 +22,7 @@ export function getHackingWorkRepGain(p: IPerson, favor: number): number {
|
|||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
export function getFactionSecurityWorkRepGain(p: IPerson, favor: number): number {
|
export function getFactionSecurityWorkRepGain(p: Person, favor: number): number {
|
||||||
const t =
|
const t =
|
||||||
(0.9 *
|
(0.9 *
|
||||||
(p.skills.strength +
|
(p.skills.strength +
|
||||||
@ -35,7 +35,7 @@ export function getFactionSecurityWorkRepGain(p: IPerson, favor: number): number
|
|||||||
return t * p.mults.faction_rep * mult(favor) * calculateIntelligenceBonus(p.skills.intelligence, 1);
|
return t * p.mults.faction_rep * mult(favor) * calculateIntelligenceBonus(p.skills.intelligence, 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
export function getFactionFieldWorkRepGain(p: IPerson, favor: number): number {
|
export function getFactionFieldWorkRepGain(p: Person, favor: number): number {
|
||||||
const t =
|
const t =
|
||||||
(0.9 *
|
(0.9 *
|
||||||
(p.skills.strength +
|
(p.skills.strength +
|
||||||
|
@ -1,3 +1,7 @@
|
|||||||
|
/**
|
||||||
|
* Given an experience amount and stat multiplier, calculates the
|
||||||
|
* stat level. Stat-agnostic (same formula for every stat)
|
||||||
|
*/
|
||||||
export function calculateSkill(exp: number, mult = 1): number {
|
export function calculateSkill(exp: number, mult = 1): number {
|
||||||
return Math.max(Math.floor(mult * (32 * Math.log(exp + 534.5) - 200)), 1);
|
return Math.max(Math.floor(mult * (32 * Math.log(exp + 534.5) - 200)), 1);
|
||||||
}
|
}
|
||||||
|
@ -1,9 +1,9 @@
|
|||||||
import { CONSTANTS } from "../../Constants";
|
import { CONSTANTS } from "../../Constants";
|
||||||
import { Server } from "../Server";
|
import { Server } from "../Server";
|
||||||
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
|
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
|
||||||
import { IPerson } from "../../PersonObjects/IPerson";
|
import { Person } from "../../PersonObjects/Person";
|
||||||
|
|
||||||
export function calculateServerGrowth(server: Server, threads: number, p: IPerson, cores = 1): number {
|
export function calculateServerGrowth(server: Server, threads: number, p: Person, cores = 1): number {
|
||||||
const numServerGrowthCycles = Math.max(Math.floor(threads), 0);
|
const numServerGrowthCycles = Math.max(Math.floor(threads), 0);
|
||||||
|
|
||||||
//Get adjusted growth rate, which accounts for server security
|
//Get adjusted growth rate, which accounts for server security
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
import { IPerson } from "src/PersonObjects/IPerson";
|
import { Person } from "src/PersonObjects/Person";
|
||||||
import { Player } from "../Player";
|
import { Player } from "../Player";
|
||||||
|
|
||||||
export interface WorkStats {
|
export interface WorkStats {
|
||||||
@ -68,7 +68,7 @@ export const scaleWorkStats = (w: WorkStats, n: number, scaleMoney = true): Work
|
|||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
export const applyWorkStats = (target: IPerson, workStats: WorkStats, cycles: number, source: string): WorkStats => {
|
export const applyWorkStats = (target: Person, workStats: WorkStats, cycles: number, source: string): WorkStats => {
|
||||||
const expStats = applyWorkStatsExp(target, workStats, cycles);
|
const expStats = applyWorkStatsExp(target, workStats, cycles);
|
||||||
const gains = {
|
const gains = {
|
||||||
money: workStats.money * cycles,
|
money: workStats.money * cycles,
|
||||||
@ -86,7 +86,7 @@ export const applyWorkStats = (target: IPerson, workStats: WorkStats, cycles: nu
|
|||||||
return gains;
|
return gains;
|
||||||
};
|
};
|
||||||
|
|
||||||
export const applyWorkStatsExp = (target: IPerson, workStats: WorkStats, cycles: number): WorkStats => {
|
export const applyWorkStatsExp = (target: Person, workStats: WorkStats, cycles: number): WorkStats => {
|
||||||
const gains = {
|
const gains = {
|
||||||
money: 0,
|
money: 0,
|
||||||
reputation: 0,
|
reputation: 0,
|
||||||
|
@ -8,7 +8,7 @@ import { WorkStats } from "../WorkStats";
|
|||||||
import { Server } from "../../Server/Server";
|
import { Server } from "../../Server/Server";
|
||||||
import { GetServer } from "../../Server/AllServers";
|
import { GetServer } from "../../Server/AllServers";
|
||||||
import { serverMetadata } from "../../Server/data/servers";
|
import { serverMetadata } from "../../Server/data/servers";
|
||||||
import { IPerson } from "../../PersonObjects/IPerson";
|
import { Person } from "../../PersonObjects/Person";
|
||||||
import { LocationName } from "../../Locations/data/LocationNames";
|
import { LocationName } from "../../Locations/data/LocationNames";
|
||||||
|
|
||||||
const gameCPS = 1000 / CONSTANTS._idleSpeed; // 5 cycles per second
|
const gameCPS = 1000 / CONSTANTS._idleSpeed; // 5 cycles per second
|
||||||
@ -20,7 +20,7 @@ export function calculateCost(classs: Class, location: Location): number {
|
|||||||
return classs.earnings.money * location.costMult * discount;
|
return classs.earnings.money * location.costMult * discount;
|
||||||
}
|
}
|
||||||
|
|
||||||
export function calculateClassEarnings(person: IPerson, type: ClassType, locationName: LocationName): WorkStats {
|
export function calculateClassEarnings(person: Person, type: ClassType, locationName: LocationName): WorkStats {
|
||||||
//Find cost and exp gain per game cycle
|
//Find cost and exp gain per game cycle
|
||||||
const hashManager = Player.hashManager;
|
const hashManager = Player.hashManager;
|
||||||
const classs = Classes[type];
|
const classs = Classes[type];
|
||||||
|
@ -4,9 +4,9 @@ import { Player } from "../../Player";
|
|||||||
import { WorkStats } from "../WorkStats";
|
import { WorkStats } from "../WorkStats";
|
||||||
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
|
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
|
||||||
import { CONSTANTS } from "../../Constants";
|
import { CONSTANTS } from "../../Constants";
|
||||||
import { IPerson } from "src/PersonObjects/IPerson";
|
import { Person } from "../../PersonObjects/Person";
|
||||||
|
|
||||||
export const calculateCompanyWorkStats = (worker: IPerson, company: Company): WorkStats => {
|
export const calculateCompanyWorkStats = (worker: Person, company: Company): WorkStats => {
|
||||||
const companyPositionName = Player.jobs[company.name];
|
const companyPositionName = Player.jobs[company.name];
|
||||||
const companyPosition = CompanyPositions[companyPositionName];
|
const companyPosition = CompanyPositions[companyPositionName];
|
||||||
|
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
import { IPerson } from "../../PersonObjects/IPerson";
|
import { Person } from "../../PersonObjects/Person";
|
||||||
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
|
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
|
||||||
import { CONSTANTS } from "../../Constants";
|
import { CONSTANTS } from "../../Constants";
|
||||||
import { FactionWorkType } from "../data/FactionWorkType";
|
import { FactionWorkType } from "../data/FactionWorkType";
|
||||||
@ -30,7 +30,7 @@ export const FactionWorkStats: Record<FactionWorkType, WorkStats> = {
|
|||||||
}),
|
}),
|
||||||
};
|
};
|
||||||
|
|
||||||
export const calculateFactionRep = (person: IPerson, tpe: FactionWorkType, favor: number): number => {
|
export const calculateFactionRep = (person: Person, tpe: FactionWorkType, favor: number): number => {
|
||||||
const repFormulas = {
|
const repFormulas = {
|
||||||
[FactionWorkType.HACKING]: getHackingWorkRepGain,
|
[FactionWorkType.HACKING]: getHackingWorkRepGain,
|
||||||
[FactionWorkType.FIELD]: getFactionFieldWorkRepGain,
|
[FactionWorkType.FIELD]: getFactionFieldWorkRepGain,
|
||||||
@ -39,7 +39,7 @@ export const calculateFactionRep = (person: IPerson, tpe: FactionWorkType, favor
|
|||||||
return repFormulas[tpe](person, favor);
|
return repFormulas[tpe](person, favor);
|
||||||
};
|
};
|
||||||
|
|
||||||
export function calculateFactionExp(person: IPerson, tpe: FactionWorkType): WorkStats {
|
export function calculateFactionExp(person: Person, tpe: FactionWorkType): WorkStats {
|
||||||
const baseStats = FactionWorkStats[tpe];
|
const baseStats = FactionWorkStats[tpe];
|
||||||
return {
|
return {
|
||||||
money: 0,
|
money: 0,
|
||||||
|
Loading…
Reference in New Issue
Block a user