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https://github.com/bitburner-official/bitburner-src.git
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SLEEVE: Fixed inconsistencies in how sleeve work rewards are handled. (#211)
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426ad5f296
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c669e473d1
@ -4,7 +4,7 @@ import { Sleeve } from "../Sleeve";
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import { applySleeveGains, Work, WorkType } from "./Work";
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import { CONSTANTS } from "../../../Constants";
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import { GeneralActions } from "../../../Bladeburner/data/GeneralActions";
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import { WorkStats } from "../../../Work/WorkStats";
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import { scaleWorkStats } from "../../../Work/WorkStats";
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interface SleeveBladeburnerWorkParams {
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type: string;
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@ -31,7 +31,7 @@ export class SleeveBladeburnerWork extends Work {
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return ret / CONSTANTS._idleSpeed;
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}
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process(sleeve: Sleeve, cycles: number): number {
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process(sleeve: Sleeve, cycles: number) {
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if (!Player.bladeburner) throw new Error("sleeve doing blade work without being a member");
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this.cyclesWorked += cycles;
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const actionIdent = Player.bladeburner.getActionIdFromTypeAndName(this.actionType, this.actionName);
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@ -39,35 +39,27 @@ export class SleeveBladeburnerWork extends Work {
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if (this.actionType === "Contracts") {
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const action = Player.bladeburner.getActionObject(actionIdent);
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if (!action) throw new Error(`Error getting ${this.actionName} action object`);
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if (action.count <= 0) {
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sleeve.stopWork();
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return 0;
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}
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if (action.count <= 0) return sleeve.stopWork();
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}
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while (this.cyclesWorked > this.cyclesNeeded(sleeve)) {
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if (this.actionType === "Contracts") {
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const action = Player.bladeburner.getActionObject(actionIdent);
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if (!action) throw new Error(`Error getting ${this.actionName} action object`);
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if (action.count <= 0) {
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sleeve.stopWork();
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return 0;
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}
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if (action.count <= 0) return sleeve.stopWork();
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}
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const retValue = Player.bladeburner.completeAction(sleeve, actionIdent, false);
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let exp: WorkStats | undefined;
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if (this.actionType === "General") {
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exp = GeneralActions[this.actionName]?.exp;
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const exp = GeneralActions[this.actionName]?.exp;
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if (!exp) throw new Error(`Somehow there was no exp for action ${this.actionType} ${this.actionName}`);
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applySleeveGains(sleeve, exp, 1);
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applySleeveGains(sleeve, scaleWorkStats(exp, sleeve.shockBonus(), false));
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}
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if (this.actionType === "Contracts") {
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applySleeveGains(sleeve, retValue, 1);
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applySleeveGains(sleeve, scaleWorkStats(retValue, sleeve.shockBonus(), false));
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}
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this.cyclesWorked -= this.cyclesNeeded(sleeve);
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}
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return 0;
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}
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APICopy(): Record<string, unknown> {
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@ -33,11 +33,11 @@ export class SleeveClassWork extends Work {
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);
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}
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process(sleeve: Sleeve, cycles: number): number {
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process(sleeve: Sleeve, cycles: number) {
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const rate = this.calculateRates(sleeve);
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applySleeveGains(sleeve, rate, cycles);
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return 0;
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}
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APICopy(): Record<string, unknown> {
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return {
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type: this.type,
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@ -5,7 +5,7 @@ import { LocationName } from "../../../Locations/data/LocationNames";
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import { Companies } from "../../../Company/Companies";
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import { Company } from "../../../Company/Company";
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import { calculateCompanyWorkStats } from "../../../Work/Formulas";
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import { WorkStats } from "../../../Work/WorkStats";
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import { scaleWorkStats, WorkStats } from "../../../Work/WorkStats";
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import { influenceStockThroughCompanyWork } from "../../../StockMarket/PlayerInfluencing";
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import { Player } from "@player";
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import { CompanyPositions } from "../../../Company/CompanyPositions";
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@ -33,16 +33,19 @@ export class SleeveCompanyWork extends Work {
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getGainRates(sleeve: Sleeve): WorkStats {
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const company = this.getCompany();
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return calculateCompanyWorkStats(sleeve, company, CompanyPositions[Player.jobs[company.name]], company.favor);
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return scaleWorkStats(
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calculateCompanyWorkStats(sleeve, company, CompanyPositions[Player.jobs[company.name]], company.favor),
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sleeve.shockBonus(),
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false,
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);
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}
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process(sleeve: Sleeve, cycles: number): number {
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process(sleeve: Sleeve, cycles: number) {
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const company = this.getCompany();
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const gains = this.getGainRates(sleeve);
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applySleeveGains(sleeve, gains, cycles);
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company.playerReputation += gains.reputation * cycles;
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influenceStockThroughCompanyWork(company, gains.reputation, cycles);
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return 0;
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}
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APICopy(): Record<string, unknown> {
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@ -26,30 +26,25 @@ export class SleeveCrimeWork extends Work {
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}
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getExp(sleeve: Sleeve): WorkStats {
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return calculateCrimeWorkStats(sleeve, this.getCrime());
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return scaleWorkStats(calculateCrimeWorkStats(sleeve, this.getCrime()), sleeve.shockBonus(), false);
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}
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cyclesNeeded(): number {
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return this.getCrime().time / CONSTANTS._idleSpeed;
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}
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process(sleeve: Sleeve, cycles: number): number {
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process(sleeve: Sleeve, cycles: number) {
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this.cyclesWorked += cycles;
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if (this.cyclesWorked < this.cyclesNeeded()) return;
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const crime = this.getCrime();
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let gains = this.getExp(sleeve);
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if (this.cyclesWorked >= this.cyclesNeeded()) {
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if (Math.random() < crime.successRate(sleeve)) {
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Player.karma -= crime.karma * sleeve.syncBonus();
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} else {
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gains.money = 0;
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gains = scaleWorkStats(gains, 0.25);
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}
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applySleeveGains(sleeve, gains, cycles);
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const gains = this.getExp(sleeve);
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const success = Math.random() < crime.successRate(sleeve);
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if (success) Player.karma -= crime.karma * sleeve.syncBonus();
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else gains.money = 0;
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applySleeveGains(sleeve, gains, success ? 1 : 0.25);
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this.cyclesWorked -= this.cyclesNeeded();
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}
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return 0;
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}
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APICopy(): Record<string, unknown> {
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return {
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@ -28,7 +28,7 @@ export class SleeveFactionWork extends Work {
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}
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getExpRates(sleeve: Sleeve): WorkStats {
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return scaleWorkStats(calculateFactionExp(sleeve, this.factionWorkType), sleeve.shockBonus());
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return scaleWorkStats(calculateFactionExp(sleeve, this.factionWorkType), sleeve.shockBonus(), false);
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}
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getReputationRate(sleeve: Sleeve): number {
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@ -41,17 +41,13 @@ export class SleeveFactionWork extends Work {
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return f;
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}
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process(sleeve: Sleeve, cycles: number): number {
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if (this.factionName === Player.gang?.facName) {
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sleeve.stopWork();
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return 0;
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}
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process(sleeve: Sleeve, cycles: number) {
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if (this.factionName === Player.gang?.facName) return sleeve.stopWork();
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const exp = this.getExpRates(sleeve);
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applySleeveGains(sleeve, exp, cycles);
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const rep = this.getReputationRate(sleeve);
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this.getFaction().playerReputation += rep;
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return 0;
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this.getFaction().playerReputation += rep * cycles;
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}
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APICopy(): Record<string, unknown> {
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@ -20,14 +20,13 @@ export class SleeveInfiltrateWork extends Work {
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return infiltrateCycles;
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}
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process(_sleeve: Sleeve, cycles: number): number {
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process(_sleeve: Sleeve, cycles: number) {
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if (!Player.bladeburner) throw new Error("sleeve doing blade work without being a member");
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this.cyclesWorked += cycles;
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if (this.cyclesWorked > this.cyclesNeeded()) {
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this.cyclesWorked -= this.cyclesNeeded();
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Player.bladeburner.infiltrateSynthoidCommunities();
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}
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return 0;
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}
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APICopy(): Record<string, unknown> {
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@ -10,10 +10,9 @@ export class SleeveRecoveryWork extends Work {
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super(WorkType.RECOVERY);
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}
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process(sleeve: Sleeve, cycles: number): number {
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process(sleeve: Sleeve, cycles: number) {
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sleeve.shock = Math.min(100, sleeve.shock + 0.0002 * cycles);
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if (sleeve.shock >= 100) sleeve.stopWork();
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return 0;
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}
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APICopy(): Record<string, unknown> {
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@ -11,8 +11,8 @@ export class SleeveSupportWork extends Work {
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Player.bladeburner?.sleeveSupport(true);
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}
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process(): number {
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return 0;
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process() {
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return;
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}
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finish(): void {
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@ -12,13 +12,12 @@ export class SleeveSynchroWork extends Work {
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super(WorkType.SYNCHRO);
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}
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process(sleeve: Sleeve, cycles: number): number {
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process(sleeve: Sleeve, cycles: number) {
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sleeve.sync = Math.min(
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100,
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sleeve.sync + calculateIntelligenceBonus(Player.skills.intelligence, 0.5) * 0.0002 * cycles,
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);
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if (sleeve.sync >= 100) sleeve.stopWork();
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return 0;
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}
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APICopy(): Record<string, unknown> {
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@ -1,14 +1,16 @@
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import { Player } from "@player";
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import { IReviverValue } from "../../../utils/JSONReviver";
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import { Sleeve } from "../Sleeve";
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import { applyWorkStats, applyWorkStatsExp, scaleWorkStats, WorkStats } from "../../../Work/WorkStats";
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import { applyWorkStatsExp, WorkStats } from "../../../Work/WorkStats";
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export const applySleeveGains = (sleeve: Sleeve, rawStats: WorkStats, cycles = 1): void => {
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const shockedStats = scaleWorkStats(rawStats, sleeve.shockBonus(), rawStats.money > 0);
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applyWorkStatsExp(sleeve, shockedStats, cycles);
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const syncStats = scaleWorkStats(shockedStats, sleeve.syncBonus(), rawStats.money > 0);
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applyWorkStats(Player, syncStats, cycles, "sleeves");
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Player.sleeves.filter((s) => s !== sleeve).forEach((s) => applyWorkStatsExp(s, syncStats, cycles));
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export const applySleeveGains = (sleeve: Sleeve, shockedStats: WorkStats, mult = 1): void => {
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applyWorkStatsExp(sleeve, shockedStats, mult);
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Player.gainMoney(shockedStats.money * mult, "sleeves");
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const sync = sleeve.syncBonus();
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// The receiving sleeves and the player do not apply their xp multipliers from augs (avoid double dipping xp mults)
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applyWorkStatsExp(Player, shockedStats, mult * sync);
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// Sleeves apply their own shock bonus to the XP they receive, even though it is also shocked by the working sleeve
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Player.sleeves.forEach((s) => s !== sleeve && applyWorkStatsExp(s, shockedStats, mult * sync * s.shockBonus()));
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};
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export abstract class Work {
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@ -18,7 +20,7 @@ export abstract class Work {
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this.type = type;
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}
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abstract process(sleeve: Sleeve, cycles: number): number;
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abstract process(sleeve: Sleeve, cycles: number): void;
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abstract APICopy(): Record<string, unknown>;
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abstract toJSON(): IReviverValue;
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finish(): void {
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@ -133,7 +133,7 @@ export function EarningsElement(props: IProps): React.ReactElement {
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[`Dexterity Exp:`, `${numeralWrapper.formatExp(CYCLES_PER_SEC * rates.dexExp)} / sec`],
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[`Agility Exp:`, `${numeralWrapper.formatExp(CYCLES_PER_SEC * rates.agiExp)} / sec`],
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[`Charisma Exp:`, `${numeralWrapper.formatExp(CYCLES_PER_SEC * rates.chaExp)} / sec`],
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[`Reputation:`, <ReputationRate reputation={repGain} />],
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[`Reputation:`, <ReputationRate reputation={CYCLES_PER_SEC * repGain} />],
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];
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}
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6
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
6
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
@ -3814,10 +3814,14 @@ export interface WorkStats {
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* @public
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*/
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interface WorkFormulas {
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crimeSuccessChance(person: Person, crimeType: CrimeType | CrimeNames): number;
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crimeSuccessChance(person: Person, crimeType: CrimeType | `${CrimeType}`): number;
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/** @returns The WorkStats gained when completing one instance of the specified crime. */
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crimeGains(person: Person, crimeType: CrimeType | `${CrimeType}`): WorkStats;
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/** @returns The WorkStats applied every game cycle (200ms) by taking the specified class. */
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classGains(person: Person, classType: ClassType | `${ClassType}`, locationName: string): WorkStats;
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/** @returns The WorkStats applied every game cycle (200ms) by performing the specified faction work. */
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factionGains(person: Person, workType: FactionWorkType | `${FactionWorkType}`, favor: number): WorkStats;
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/** @returns The WorkStats applied every game cycle (200ms) by performing the specified company work. */
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companyGains(
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person: Person,
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companyName: string,
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@ -63,6 +63,7 @@ export function calculateCrimeWorkStats(person: IPerson, crime: Crime): WorkStat
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return gains;
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}
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/** @returns faction rep rate per cycle */
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export const calculateFactionRep = (person: IPerson, type: FactionWorkType, favor: number): number => {
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const repFormulas = {
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[FactionWorkType.HACKING]: getHackingWorkRepGain,
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@ -72,6 +73,7 @@ export const calculateFactionRep = (person: IPerson, type: FactionWorkType, favo
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return repFormulas[type](person, favor);
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};
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/** @returns per-cycle WorkStats */
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export function calculateFactionExp(person: IPerson, type: FactionWorkType): WorkStats {
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return scaleWorkStats(
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multWorkStats(FactionWorkStats[type], person.mults),
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@ -87,6 +89,7 @@ export function calculateCost(classs: Class, location: Location): number {
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return classs.earnings.money * location.costMult * discount;
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}
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/** @returns per-cycle WorkStats */
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export function calculateClassEarnings(person: IPerson, type: ClassType, locationName: LocationName): WorkStats {
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const hashManager = Player.hashManager;
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const classs = Classes[type];
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@ -106,6 +109,7 @@ export function calculateClassEarnings(person: IPerson, type: ClassType, locatio
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return earnings;
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}
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/** @returns per-cycle WorkStats */
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export const calculateCompanyWorkStats = (
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worker: IPerson,
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company: Company,
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@ -77,18 +77,10 @@ export const applyWorkStats = (target: Person, workStats: WorkStats, cycles: num
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return gains;
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};
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export const applyWorkStatsExp = (target: Person, workStats: WorkStats, cycles: number): WorkStats => {
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const gains = {
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money: 0,
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reputation: 0,
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hackExp: workStats.hackExp * cycles,
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strExp: workStats.strExp * cycles,
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defExp: workStats.defExp * cycles,
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dexExp: workStats.dexExp * cycles,
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agiExp: workStats.agiExp * cycles,
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chaExp: workStats.chaExp * cycles,
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intExp: workStats.intExp * cycles,
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};
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export const applyWorkStatsExp = (target: Person, workStats: WorkStats, mult = 1): WorkStats => {
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const gains = scaleWorkStats(workStats, mult, false);
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gains.money = 0;
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gains.reputation = 0;
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target.gainHackingExp(gains.hackExp);
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target.gainStrengthExp(gains.strExp);
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target.gainDefenseExp(gains.defExp);
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