mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-19 04:35:46 +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
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c510e47885
@ -5,7 +5,7 @@ import { Generic_fromJSON, Generic_toJSON, IReviverValue, Reviver } from "../uti
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import { BladeburnerConstants } from "./data/Constants";
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import { IBladeburner } from "./IBladeburner";
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import { IAction, ISuccessChanceParams } from "./IAction";
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import { IPerson } from "../PersonObjects/IPerson";
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import { Person } from "../PersonObjects/Person";
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class StatsMultiplier {
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[key: string]: number;
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@ -153,7 +153,7 @@ export class Action implements IAction {
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* Tests for success. Should be called when an action has completed
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* @param inst {Bladeburner} - Bladeburner instance
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*/
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attempt(inst: IBladeburner, person: IPerson): boolean {
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attempt(inst: IBladeburner, person: Person): boolean {
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return Math.random() < this.getSuccessChance(inst, person);
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}
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@ -162,7 +162,7 @@ export class Action implements IAction {
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return 1;
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}
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getActionTime(inst: IBladeburner, person: IPerson): number {
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getActionTime(inst: IBladeburner, person: Person): number {
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const difficulty = this.getDifficulty();
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let baseTime = difficulty / BladeburnerConstants.DifficultyToTimeFactor;
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const skillFac = inst.skillMultipliers.actionTime; // Always < 1
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@ -212,7 +212,7 @@ export class Action implements IAction {
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return 1;
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}
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getEstSuccessChance(inst: IBladeburner, person: IPerson): [number, number] {
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getEstSuccessChance(inst: IBladeburner, person: Person): [number, number] {
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function clamp(x: number): number {
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return Math.max(0, Math.min(x, 1));
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}
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@ -233,7 +233,7 @@ export class Action implements IAction {
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* @params - options:
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* est (bool): Get success chance estimate instead of real success chance
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*/
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getSuccessChance(inst: IBladeburner, person: IPerson, params: ISuccessChanceParams = { est: false }): number {
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getSuccessChance(inst: IBladeburner, person: Person, params: ISuccessChanceParams = { est: false }): number {
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if (inst == null) {
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throw new Error("Invalid Bladeburner instance passed into Action.getSuccessChance");
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}
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@ -16,7 +16,7 @@ import { City } from "./City";
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import { IAction } from "./IAction";
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import { Player } from "../Player";
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import { createTaskTracker, ITaskTracker } from "../PersonObjects/ITaskTracker";
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import { IPerson } from "../PersonObjects/IPerson";
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import { Person } from "../PersonObjects/Person";
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import { Router } from "../ui/GameRoot";
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import { ConsoleHelpText } from "./data/Help";
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import { exceptionAlert } from "../utils/helpers/exceptionAlert";
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@ -995,7 +995,7 @@ export class Bladeburner implements IBladeburner {
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* @param action(Action obj) - Derived action class
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* @param success(bool) - Whether action was successful
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*/
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getActionStats(action: IAction, person: IPerson, success: boolean): ITaskTracker {
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getActionStats(action: IAction, person: Person, success: boolean): ITaskTracker {
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const difficulty = action.getDifficulty();
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/**
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@ -1025,7 +1025,7 @@ export class Bladeburner implements IBladeburner {
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};
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}
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getDiplomacyEffectiveness(person: IPerson): number {
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getDiplomacyEffectiveness(person: Person): number {
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// Returns a decimal by which the city's chaos level should be multiplied (e.g. 0.98)
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const CharismaLinearFactor = 1e3;
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const CharismaExponentialFactor = 0.045;
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@ -1035,11 +1035,11 @@ export class Bladeburner implements IBladeburner {
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return (100 - charismaEff) / 100;
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}
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getRecruitmentSuccessChance(person: IPerson): number {
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getRecruitmentSuccessChance(person: Person): number {
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return Math.pow(person.skills.charisma, 0.45) / (this.teamSize - this.sleeveSize + 1);
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}
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getRecruitmentTime(person: IPerson): number {
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getRecruitmentTime(person: Person): number {
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const effCharisma = person.skills.charisma * this.skillMultipliers.effCha;
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const charismaFactor = Math.pow(effCharisma, 0.81) + effCharisma / 90;
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return Math.max(10, Math.round(BladeburnerConstants.BaseRecruitmentTimeNeeded - charismaFactor));
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@ -1257,7 +1257,7 @@ export class Bladeburner implements IBladeburner {
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}
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}
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completeAction(person: IPerson, actionIdent: IActionIdentifier, isPlayer = true): ITaskTracker {
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completeAction(person: Person, actionIdent: IActionIdentifier, isPlayer = true): ITaskTracker {
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let retValue = createTaskTracker();
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switch (actionIdent.type) {
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case ActionTypes["Contract"]:
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@ -1610,7 +1610,7 @@ export class Bladeburner implements IBladeburner {
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}
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}
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changeRank(person: IPerson, change: number): void {
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changeRank(person: Person, change: number): void {
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if (isNaN(change)) {
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throw new Error("NaN passed into Bladeburner.changeRank()");
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}
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@ -2146,7 +2146,7 @@ export class Bladeburner implements IBladeburner {
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}
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}
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getActionTimeNetscriptFn(person: IPerson, type: string, name: string): number | string {
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getActionTimeNetscriptFn(person: Person, type: string, name: string): number | string {
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const actionId = this.getActionIdFromTypeAndName(type, name);
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if (actionId == null) {
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return "bladeburner.getActionTime";
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@ -2177,7 +2177,7 @@ export class Bladeburner implements IBladeburner {
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}
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}
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getActionEstimatedSuccessChanceNetscriptFn(person: IPerson, type: string, name: string): [number, number] | string {
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getActionEstimatedSuccessChanceNetscriptFn(person: Person, type: string, name: string): [number, number] | string {
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const actionId = this.getActionIdFromTypeAndName(type, name);
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if (actionId == null) {
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return "bladeburner.getActionEstimatedSuccessChance";
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@ -1,5 +1,5 @@
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import { IReviverValue } from "../utils/JSONReviver";
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import { IPerson } from "../PersonObjects/IPerson";
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import { Person } from "../PersonObjects/Person";
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import { IBladeburner } from "./IBladeburner";
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interface IStatsMultiplier {
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@ -57,15 +57,15 @@ export interface IAction {
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teamCount: number;
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getDifficulty(): number;
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attempt(inst: IBladeburner, person: IPerson): boolean;
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attempt(inst: IBladeburner, person: Person): boolean;
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getActionTimePenalty(): number;
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getActionTime(inst: IBladeburner, person: IPerson): number;
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getActionTime(inst: IBladeburner, person: Person): number;
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getTeamSuccessBonus(inst: IBladeburner): number;
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getActionTypeSkillSuccessBonus(inst: IBladeburner): number;
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getChaosCompetencePenalty(inst: IBladeburner, params: ISuccessChanceParams): number;
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getChaosDifficultyBonus(inst: IBladeburner): number;
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getEstSuccessChance(inst: IBladeburner, person: IPerson): [number, number];
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getSuccessChance(inst: IBladeburner, person: IPerson, params: ISuccessChanceParams): number;
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getEstSuccessChance(inst: IBladeburner, person: Person): [number, number];
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getSuccessChance(inst: IBladeburner, person: Person, params: ISuccessChanceParams): number;
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getSuccessesNeededForNextLevel(baseSuccessesPerLevel: number): number;
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setMaxLevel(baseSuccessesPerLevel: number): void;
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toJSON(): IReviverValue;
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@ -2,7 +2,7 @@ import { IActionIdentifier } from "./IActionIdentifier";
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import { City } from "./City";
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import { Skill } from "./Skill";
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import { IAction } from "./IAction";
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import { IPerson } from "../PersonObjects/IPerson";
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import { Person } from "../PersonObjects/Person";
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import { ITaskTracker } from "../PersonObjects/ITaskTracker";
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import { WorkerScript } from "../Netscript/WorkerScript";
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import { Contract } from "./Contract";
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@ -82,8 +82,8 @@ export interface IBladeburner {
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getGeneralActionNamesNetscriptFn(): string[];
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getSkillNamesNetscriptFn(): string[];
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startActionNetscriptFn(type: string, name: string, workerScript: WorkerScript): boolean;
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getActionTimeNetscriptFn(person: IPerson, type: string, name: string): number | string;
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getActionEstimatedSuccessChanceNetscriptFn(person: IPerson, type: string, name: string): [number, number] | string;
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getActionTimeNetscriptFn(person: Person, type: string, name: string): number | string;
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getActionEstimatedSuccessChanceNetscriptFn(person: Person, type: string, name: string): [number, number] | string;
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getActionCountRemainingNetscriptFn(type: string, name: string, workerScript: WorkerScript): number;
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getSkillLevelNetscriptFn(skillName: string, workerScript: WorkerScript): number;
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getSkillUpgradeCostNetscriptFn(skillName: string, count: number, workerScript: WorkerScript): number;
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@ -102,23 +102,23 @@ export interface IBladeburner {
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triggerMigration(sourceCityName: string): void;
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triggerPotentialMigration(sourceCityName: string, chance: number): void;
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randomEvent(): void;
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getDiplomacyEffectiveness(person: IPerson): number;
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getRecruitmentSuccessChance(person: IPerson): number;
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getRecruitmentTime(person: IPerson): number;
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getDiplomacyEffectiveness(person: Person): number;
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getRecruitmentSuccessChance(person: Person): number;
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getRecruitmentTime(person: Person): number;
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resetSkillMultipliers(): void;
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updateSkillMultipliers(): void;
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completeOperation(success: boolean): void;
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getActionObject(actionId: IActionIdentifier): IAction | null;
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completeContract(success: boolean, actionIdent: IActionIdentifier): void;
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completeAction(person: IPerson, actionIdent: IActionIdentifier, isPlayer?: boolean): ITaskTracker;
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completeAction(person: Person, actionIdent: IActionIdentifier, isPlayer?: boolean): ITaskTracker;
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infiltrateSynthoidCommunities(): void;
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changeRank(person: IPerson, change: number): void;
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changeRank(person: Person, change: number): void;
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processAction(seconds: number): void;
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calculateStaminaGainPerSecond(): number;
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calculateMaxStamina(): void;
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create(): void;
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process(): void;
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getActionStats(action: IAction, person: IPerson, success: boolean): ITaskTracker;
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getActionStats(action: IAction, person: Person, success: boolean): ITaskTracker;
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sleeveSupport(joining: boolean): void;
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toJSON(): IReviverValue;
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}
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@ -225,7 +225,7 @@ export class StaneksGift implements IStaneksGift {
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if (!sleeve.hasAugmentation(AugmentationNames.ZOE)) continue;
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sleeve.resetMultipliers();
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sleeve.mults = mergeMultipliers(sleeve.mults, sleeveMults);
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sleeve.updateStatLevels();
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sleeve.updateSkillLevels();
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}
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}
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@ -1,6 +1,6 @@
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import { CONSTANTS } from "../Constants";
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import { Player } from "../Player";
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import { IPerson } from "../PersonObjects/IPerson";
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import { Person } from "../PersonObjects/Person";
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import { WorkerScript } from "../Netscript/WorkerScript";
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import { CrimeType } from "../utils/WorkType";
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import { CrimeWork } from "../Work/CrimeWork";
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@ -115,7 +115,7 @@ export class Crime {
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return this.time;
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}
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successRate(p: IPerson): number {
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successRate(p: Person): number {
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let chance: number =
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this.hacking_success_weight * p.skills.hacking +
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this.strength_success_weight * p.skills.strength +
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@ -1,40 +0,0 @@
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import { calculateIntelligenceBonus } from "../../PersonObjects/formulas/intelligence";
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import { CONSTANTS } from "../../Constants";
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export interface ICrime {
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hacking_success_weight: number;
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strength_success_weight: number;
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defense_success_weight: number;
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dexterity_success_weight: number;
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agility_success_weight: number;
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charisma_success_weight: number;
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difficulty: number;
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}
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export interface IPerson {
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hacking: number;
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strength: number;
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defense: number;
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dexterity: number;
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agility: number;
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charisma: number;
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intelligence: number;
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crime_success_mult: number;
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}
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export function calculateCrimeSuccessChance(crime: ICrime, person: IPerson): number {
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let chance: number =
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crime.hacking_success_weight * person.hacking +
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crime.strength_success_weight * person.strength +
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crime.defense_success_weight * person.defense +
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crime.dexterity_success_weight * person.dexterity +
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crime.agility_success_weight * person.agility +
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crime.charisma_success_weight * person.charisma +
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CONSTANTS.IntelligenceCrimeWeight * person.intelligence;
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chance /= CONSTANTS.MaxSkillLevel;
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chance /= crime.difficulty;
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chance *= person.crime_success_mult;
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chance *= calculateIntelligenceBonus(person.intelligence);
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return Math.min(chance, 1);
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}
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@ -1,6 +1,6 @@
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import { CONSTANTS } from "../../Constants";
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import { IPerson } from "../../PersonObjects/IPerson";
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import { Person } from "../../PersonObjects/Person";
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export function repFromDonation(amt: number, person: IPerson): number {
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export function repFromDonation(amt: number, person: Person): number {
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return (amt / CONSTANTS.DonateMoneyToRepDivisor) * person.mults.faction_rep;
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}
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@ -1,12 +1,12 @@
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import { BitNodeMultipliers } from "./BitNode/BitNodeMultipliers";
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import { IPerson } from "./PersonObjects/IPerson";
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import { Person } from "./PersonObjects/Person";
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import { calculateIntelligenceBonus } from "./PersonObjects/formulas/intelligence";
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import { Server } from "./Server/Server";
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/**
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* Returns the chance the person has to successfully hack a server
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*/
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export function calculateHackingChance(server: Server, person: IPerson): number {
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export function calculateHackingChance(server: Server, person: Person): number {
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const hackFactor = 1.75;
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const difficultyMult = (100 - server.hackDifficulty) / 100;
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const skillMult = hackFactor * person.skills.hacking;
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@ -30,7 +30,7 @@ export function calculateHackingChance(server: Server, person: IPerson): number
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* Returns the amount of hacking experience the person will gain upon
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* successfully hacking a server
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*/
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export function calculateHackingExpGain(server: Server, person: IPerson): number {
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export function calculateHackingExpGain(server: Server, person: Person): number {
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const baseExpGain = 3;
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const diffFactor = 0.3;
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if (server.baseDifficulty == null) {
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@ -46,7 +46,7 @@ export function calculateHackingExpGain(server: Server, person: IPerson): number
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* Returns the percentage of money that will be stolen from a server if
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* it is successfully hacked (returns the decimal form, not the actual percent value)
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*/
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export function calculatePercentMoneyHacked(server: Server, person: IPerson): number {
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export function calculatePercentMoneyHacked(server: Server, person: Person): number {
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// Adjust if needed for balancing. This is the divisor for the final calculation
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const balanceFactor = 240;
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@ -67,7 +67,7 @@ export function calculatePercentMoneyHacked(server: Server, person: IPerson): nu
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/**
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* Returns time it takes to complete a hack on a server, in seconds
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*/
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export function calculateHackingTime(server: Server, person: IPerson): number {
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export function calculateHackingTime(server: Server, person: Person): number {
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const difficultyMult = server.requiredHackingSkill * server.hackDifficulty;
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const baseDiff = 500;
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@ -88,7 +88,7 @@ export function calculateHackingTime(server: Server, person: IPerson): number {
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/**
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* Returns time it takes to complete a grow operation on a server, in seconds
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*/
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export function calculateGrowTime(server: Server, person: IPerson): number {
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export function calculateGrowTime(server: Server, person: Person): number {
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const growTimeMultiplier = 3.2; // Relative to hacking time. 16/5 = 3.2
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return growTimeMultiplier * calculateHackingTime(server, person);
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@ -97,7 +97,7 @@ export function calculateGrowTime(server: Server, person: IPerson): number {
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/**
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* Returns time it takes to complete a weaken operation on a server, in seconds
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*/
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export function calculateWeakenTime(server: Server, person: IPerson): number {
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export function calculateWeakenTime(server: Server, person: Person): number {
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const weakenTimeMultiplier = 4; // Relative to hacking time
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return weakenTimeMultiplier * calculateHackingTime(server, person);
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@ -21,7 +21,7 @@ import { CONSTANTS } from "../Constants";
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import { influenceStockThroughServerHack } from "../StockMarket/PlayerInfluencing";
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import { IPort, NetscriptPort } from "../NetscriptPort";
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import { NetscriptPorts } from "../NetscriptWorker";
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import { IPerson } from "../PersonObjects/IPerson";
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import { Person } from "../PersonObjects/Person";
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import { FormulaGang } from "../Gang/formulas/formulas";
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import { GangMember } from "../Gang/GangMember";
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import { GangMemberTask } from "../Gang/GangMemberTask";
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@ -498,7 +498,7 @@ function getValidPort(ctx: NetscriptContext, port: number): IPort {
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return iport;
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}
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function player(ctx: NetscriptContext, p: unknown): IPerson {
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function player(ctx: NetscriptContext, p: unknown): Person {
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const fakePlayer = {
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hp: undefined,
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mults: undefined,
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@ -518,7 +518,7 @@ function player(ctx: NetscriptContext, p: unknown): IPerson {
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entropy: undefined,
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};
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if (!roughlyIs(fakePlayer, p)) throw makeRuntimeErrorMsg(ctx, `player should be a Player.`, "TYPE");
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return p as IPerson;
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return p as Person;
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}
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function server(ctx: NetscriptContext, s: unknown): Server {
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@ -1,33 +0,0 @@
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// Interface that represents either the player (PlayerObject) or
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// a Sleeve. Used for functions that need to take in both.
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import { IPlayerOwnedAugmentation } from "../Augmentation/PlayerOwnedAugmentation";
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import { HP } from "./HP";
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import { ITaskTracker } from "./ITaskTracker";
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import { Multipliers } from "./Multipliers";
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import { Skills } from "./Skills";
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export interface IPerson {
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hp: HP;
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skills: Skills;
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exp: Skills;
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mults: Multipliers;
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augmentations: IPlayerOwnedAugmentation[];
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getIntelligenceBonus(weight: number): number;
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gainHackingExp(exp: number): void;
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gainStrengthExp(exp: number): void;
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gainDefenseExp(exp: number): void;
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gainDexterityExp(exp: number): void;
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gainAgilityExp(exp: number): void;
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gainCharismaExp(exp: number): void;
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gainIntelligenceExp(exp: number): void;
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||||
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 { Augmentation } from "../Augmentation/Augmentation";
|
||||
import * as personMethods from "./PersonMethods";
|
||||
import { IPlayerOwnedAugmentation } from "../Augmentation/PlayerOwnedAugmentation";
|
||||
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
|
||||
import { CityName } from "../Locations/data/CityNames";
|
||||
import { CONSTANTS } from "../Constants";
|
||||
import { calculateSkill } from "./formulas/skill";
|
||||
import { calculateIntelligenceBonus } from "./formulas/intelligence";
|
||||
import { IPerson } from "./IPerson";
|
||||
import { defaultMultipliers, mergeAugmentation } from "./Multipliers";
|
||||
import { defaultMultipliers } from "./Multipliers";
|
||||
import { Skills } from "./Skills";
|
||||
import { HP } from "./HP";
|
||||
import { IReviverValue } from "../utils/JSONReviver";
|
||||
|
||||
// Base class representing a person-like object
|
||||
export abstract class Person implements IPerson {
|
||||
export abstract class Person {
|
||||
hp: HP = { current: 10, max: 10 };
|
||||
skills: Skills = {
|
||||
hacking: 1,
|
||||
@ -45,126 +42,31 @@ export abstract class Person implements IPerson {
|
||||
*/
|
||||
city: CityName = CityName.Sector12;
|
||||
|
||||
gainHackingExp = generalMethods.gainHackingExp;
|
||||
gainStrengthExp = generalMethods.gainStrengthExp;
|
||||
gainDefenseExp = generalMethods.gainDefenseExp;
|
||||
gainDexterityExp = generalMethods.gainDexterityExp;
|
||||
gainAgilityExp = generalMethods.gainAgilityExp;
|
||||
gainCharismaExp = generalMethods.gainCharismaExp;
|
||||
gainIntelligenceExp = generalMethods.gainIntelligenceExp;
|
||||
gainStats = generalMethods.gainStats;
|
||||
calculateSkill = generalMethods.calculateSkill;
|
||||
regenerateHp = generalMethods.regenerateHp;
|
||||
queryStatFromString = generalMethods.queryStatFromString;
|
||||
|
||||
/**
|
||||
* 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;
|
||||
}
|
||||
gainHackingExp = personMethods.gainHackingExp;
|
||||
gainStrengthExp = personMethods.gainStrengthExp;
|
||||
gainDefenseExp = personMethods.gainDefenseExp;
|
||||
gainDexterityExp = personMethods.gainDexterityExp;
|
||||
gainAgilityExp = personMethods.gainAgilityExp;
|
||||
gainCharismaExp = personMethods.gainCharismaExp;
|
||||
gainIntelligenceExp = personMethods.gainIntelligenceExp;
|
||||
gainStats = personMethods.gainStats;
|
||||
regenerateHp = personMethods.regenerateHp;
|
||||
queryStatFromString = personMethods.queryStatFromString;
|
||||
updateSkillLevels = personMethods.updateSkillLevels;
|
||||
calculateSkill = calculateSkill; //Class version is equal to imported version
|
||||
|
||||
/**
|
||||
* Reset all multipliers to 1
|
||||
*/
|
||||
resetMultipliers(): void {
|
||||
resetMultipliers() {
|
||||
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 {
|
||||
return calculateIntelligenceBonus(this.skills.intelligence, weight);
|
||||
}
|
||||
|
||||
abstract takeDamage(amt: number): boolean;
|
||||
|
||||
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 { Exploit } from "../../Exploits/Exploit";
|
||||
|
||||
import { IPerson } from "../IPerson";
|
||||
import { LocationName } from "../../Locations/data/LocationNames";
|
||||
import { IPlayerOwnedAugmentation } from "../../Augmentation/PlayerOwnedAugmentation";
|
||||
import { ICorporation } from "../../Corporation/ICorporation";
|
||||
@ -20,7 +19,6 @@ import { IBladeburner } from "../../Bladeburner/IBladeburner";
|
||||
import { HacknetNode } from "../../Hacknet/HacknetNode";
|
||||
|
||||
import { HashManager } from "../../Hacknet/HashManager";
|
||||
import { CityName } from "../../Locations/data/CityNames";
|
||||
|
||||
import { MoneySourceTracker } from "../../utils/MoneySourceTracker";
|
||||
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 { CONSTANTS } from "../../Constants";
|
||||
import { Work } from "src/Work/Work";
|
||||
import { defaultMultipliers } from "../Multipliers";
|
||||
import { HP } from "../HP";
|
||||
import { Skills } from "../Skills";
|
||||
import { Person } from "../Person";
|
||||
|
||||
export class PlayerObject implements IPerson {
|
||||
// Class members
|
||||
augmentations: IPlayerOwnedAugmentation[] = [];
|
||||
export class PlayerObject extends Person {
|
||||
// Player-specific properties
|
||||
bitNodeN = 1; //current bitnode
|
||||
city = CityName.Sector12;
|
||||
corporation: ICorporation | null = null;
|
||||
gang: IGang | null = null;
|
||||
bladeburner: IBladeburner | null = null;
|
||||
@ -73,34 +67,12 @@ export class PlayerObject implements IPerson {
|
||||
lastSave = 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;
|
||||
focus = false;
|
||||
|
||||
entropy = 0;
|
||||
|
||||
// Methods
|
||||
// Player-specific methods
|
||||
init = generalMethods.init;
|
||||
startWork = workMethods.startWork;
|
||||
processWork = workMethods.processWork;
|
||||
@ -124,14 +96,6 @@ export class PlayerObject implements IPerson {
|
||||
canAccessGang = gangMethods.canAccessGang;
|
||||
canAccessGrafting = generalMethods.canAccessGrafting;
|
||||
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;
|
||||
getCurrentServer = serverMethods.getCurrentServer;
|
||||
getGangFaction = gangMethods.getGangFaction;
|
||||
@ -153,7 +117,6 @@ export class PlayerObject implements IPerson {
|
||||
loseMoney = generalMethods.loseMoney;
|
||||
reapplyAllAugmentations = generalMethods.reapplyAllAugmentations;
|
||||
reapplyAllSourceFiles = generalMethods.reapplyAllSourceFiles;
|
||||
regenerateHp = generalMethods.regenerateHp;
|
||||
recordMoneySource = generalMethods.recordMoneySource;
|
||||
setMoney = generalMethods.setMoney;
|
||||
startBladeburner = bladeburnerMethods.startBladeburner;
|
||||
@ -164,21 +127,16 @@ export class PlayerObject implements IPerson {
|
||||
travel = generalMethods.travel;
|
||||
giveExploit = generalMethods.giveExploit;
|
||||
giveAchievement = generalMethods.giveAchievement;
|
||||
queryStatFromString = generalMethods.queryStatFromString;
|
||||
getIntelligenceBonus = generalMethods.getIntelligenceBonus;
|
||||
getCasinoWinnings = generalMethods.getCasinoWinnings;
|
||||
quitJob = generalMethods.quitJob;
|
||||
hasJob = generalMethods.hasJob;
|
||||
createHacknetServer = serverMethods.createHacknetServer;
|
||||
queueAugmentation = generalMethods.queueAugmentation;
|
||||
receiveInvite = generalMethods.receiveInvite;
|
||||
updateSkillLevels = generalMethods.updateSkillLevels;
|
||||
gainCodingContractReward = generalMethods.gainCodingContractReward;
|
||||
stopFocusing = generalMethods.stopFocusing;
|
||||
resetMultipliers = generalMethods.resetMultipliers;
|
||||
prestigeAugmentation = generalMethods.prestigeAugmentation;
|
||||
prestigeSourceFile = generalMethods.prestigeSourceFile;
|
||||
calculateSkill = generalMethods.calculateSkill;
|
||||
calculateSkillProgress = generalMethods.calculateSkillProgress;
|
||||
hospitalize = generalMethods.hospitalize;
|
||||
checkForFactionInvitations = generalMethods.checkForFactionInvitations;
|
||||
@ -189,6 +147,7 @@ export class PlayerObject implements IPerson {
|
||||
focusPenalty = generalMethods.focusPenalty;
|
||||
|
||||
constructor() {
|
||||
super();
|
||||
// Let's get a hash of some semi-random stuff so we have something unique.
|
||||
this.identifier = cyrb53(
|
||||
"I-" +
|
||||
|
@ -24,11 +24,9 @@ import { LocationName } from "../../Locations/data/LocationNames";
|
||||
import { Sleeve } from "../Sleeve/Sleeve";
|
||||
import { isSleeveCompanyWork } from "../Sleeve/Work/SleeveCompanyWork";
|
||||
import {
|
||||
calculateSkill as calculateSkillF,
|
||||
calculateSkillProgress as calculateSkillProgressF,
|
||||
ISkillProgress,
|
||||
} from "../formulas/skill";
|
||||
import { calculateIntelligenceBonus } from "../formulas/intelligence";
|
||||
import { GetServer, AddToAllServers, createUniqueRandomIp } from "../../Server/AllServers";
|
||||
import { Server } from "../../Server/Server";
|
||||
import { safetlyCreateUniqueServer } from "../../Server/ServerHelpers";
|
||||
@ -47,12 +45,8 @@ import { dialogBoxCreate } from "../../ui/React/DialogBox";
|
||||
import { SnackbarEvents, ToastVariant } from "../../ui/React/Snackbar";
|
||||
import { achievements } from "../../Achievements/Achievements";
|
||||
import { FactionNames } from "../../Faction/data/FactionNames";
|
||||
import { ITaskTracker } from "../ITaskTracker";
|
||||
import { IPerson } from "../IPerson";
|
||||
import { Player } from "../../Player";
|
||||
|
||||
import { isCompanyWork } from "../../Work/CompanyWork";
|
||||
import { defaultMultipliers } from "../Multipliers";
|
||||
import { serverMetadata } from "../../Server/data/servers";
|
||||
|
||||
export function init(this: PlayerObject): void {
|
||||
@ -186,63 +180,11 @@ export function receiveInvite(this: PlayerObject, factionName: string): void {
|
||||
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
|
||||
export function calculateSkillProgress(this: PlayerObject, exp: number, mult = 1): ISkillProgress {
|
||||
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 {
|
||||
const home = this.getHomeComputer();
|
||||
if (home == null) {
|
||||
@ -306,153 +248,6 @@ export function recordMoneySource(this: PlayerObject, amt: number, source: strin
|
||||
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 {
|
||||
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 {
|
||||
const cost = getHospitalizationCost();
|
||||
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 {
|
||||
return this.moneySourceA.casino;
|
||||
}
|
||||
|
@ -80,6 +80,7 @@ export class Sleeve extends Person {
|
||||
this.shockRecovery();
|
||||
}
|
||||
|
||||
applyAugmentation = sleeveMethods.applyAugmentation;
|
||||
findPurchasableAugs = sleeveMethods.findPurchasableAugs;
|
||||
|
||||
shockBonus(): number {
|
||||
@ -147,7 +148,7 @@ export class Sleeve extends Person {
|
||||
this.exp.charisma = 0;
|
||||
this.applyAugmentation(aug);
|
||||
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.agility = 0;
|
||||
this.exp.charisma = 0;
|
||||
this.updateStatLevels();
|
||||
this.updateSkillLevels();
|
||||
this.hp.current = this.hp.max;
|
||||
|
||||
// Reset task-related stuff
|
||||
|
@ -6,10 +6,17 @@ import { Player } from "../../Player";
|
||||
import { Augmentation } from "../../Augmentation/Augmentation";
|
||||
import { StaticAugmentations } from "../../Augmentation/StaticAugmentations";
|
||||
import { Factions } from "../../Faction/Factions";
|
||||
import { Multipliers } from "../Multipliers";
|
||||
import { mergeMultipliers, Multipliers } from "../Multipliers";
|
||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||
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[] {
|
||||
// You can only purchase Augmentations that are actually available from
|
||||
// your factions. I.e. you must be in a faction that has the Augmentation
|
||||
|
@ -1,7 +1,7 @@
|
||||
import { CONSTANTS } from "../../Constants";
|
||||
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
|
||||
import { CalculateShareMult } from "../../NetworkShare/Share";
|
||||
import { IPerson } from "../IPerson";
|
||||
import { Person } from "../Person";
|
||||
import { calculateIntelligenceBonus } from "./intelligence";
|
||||
|
||||
function mult(favor: number): number {
|
||||
@ -12,7 +12,7 @@ function mult(favor: number): number {
|
||||
return favorMult * BitNodeMultipliers.FactionWorkRepGain;
|
||||
}
|
||||
|
||||
export function getHackingWorkRepGain(p: IPerson, favor: number): number {
|
||||
export function getHackingWorkRepGain(p: Person, favor: number): number {
|
||||
return (
|
||||
((p.skills.hacking + p.skills.intelligence / 3) / CONSTANTS.MaxSkillLevel) *
|
||||
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 =
|
||||
(0.9 *
|
||||
(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);
|
||||
}
|
||||
|
||||
export function getFactionFieldWorkRepGain(p: IPerson, favor: number): number {
|
||||
export function getFactionFieldWorkRepGain(p: Person, favor: number): number {
|
||||
const t =
|
||||
(0.9 *
|
||||
(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 {
|
||||
return Math.max(Math.floor(mult * (32 * Math.log(exp + 534.5) - 200)), 1);
|
||||
}
|
||||
|
@ -1,9 +1,9 @@
|
||||
import { CONSTANTS } from "../../Constants";
|
||||
import { Server } from "../Server";
|
||||
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);
|
||||
|
||||
//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";
|
||||
|
||||
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 gains = {
|
||||
money: workStats.money * cycles,
|
||||
@ -86,7 +86,7 @@ export const applyWorkStats = (target: IPerson, workStats: WorkStats, cycles: nu
|
||||
return gains;
|
||||
};
|
||||
|
||||
export const applyWorkStatsExp = (target: IPerson, workStats: WorkStats, cycles: number): WorkStats => {
|
||||
export const applyWorkStatsExp = (target: Person, workStats: WorkStats, cycles: number): WorkStats => {
|
||||
const gains = {
|
||||
money: 0,
|
||||
reputation: 0,
|
||||
|
@ -8,7 +8,7 @@ import { WorkStats } from "../WorkStats";
|
||||
import { Server } from "../../Server/Server";
|
||||
import { GetServer } from "../../Server/AllServers";
|
||||
import { serverMetadata } from "../../Server/data/servers";
|
||||
import { IPerson } from "../../PersonObjects/IPerson";
|
||||
import { Person } from "../../PersonObjects/Person";
|
||||
import { LocationName } from "../../Locations/data/LocationNames";
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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
|
||||
const hashManager = Player.hashManager;
|
||||
const classs = Classes[type];
|
||||
|
@ -4,9 +4,9 @@ import { Player } from "../../Player";
|
||||
import { WorkStats } from "../WorkStats";
|
||||
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
|
||||
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 companyPosition = CompanyPositions[companyPositionName];
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
import { IPerson } from "../../PersonObjects/IPerson";
|
||||
import { Person } from "../../PersonObjects/Person";
|
||||
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
|
||||
import { CONSTANTS } from "../../Constants";
|
||||
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 = {
|
||||
[FactionWorkType.HACKING]: getHackingWorkRepGain,
|
||||
[FactionWorkType.FIELD]: getFactionFieldWorkRepGain,
|
||||
@ -39,7 +39,7 @@ export const calculateFactionRep = (person: IPerson, tpe: FactionWorkType, 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];
|
||||
return {
|
||||
money: 0,
|
||||
|
Loading…
Reference in New Issue
Block a user