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https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-26 09:33:49 +01:00
Implement entropy accumulation system
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@ -111,6 +111,7 @@ export const CONSTANTS: {
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CodingContractBaseMoneyGain: number;
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AugmentationCraftingCostMult: number;
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AugmentationCraftingTimeMult: number;
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EntropyEffect: number;
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TotalNumBitNodes: number;
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LatestUpdate: string;
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} = {
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@ -276,7 +277,9 @@ export const CONSTANTS: {
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// Augmentation crafting multipliers
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// TODO: Get these right
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AugmentationCraftingCostMult: 1.2,
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AugmentationCraftingTimeMult: 1,
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AugmentationCraftingTimeMult: 0.01,
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EntropyEffect: 0.99,
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// BitNode/Source-File related stuff
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TotalNumBitNodes: 24,
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52
src/PersonObjects/Grafting/EntropyAccumulation.ts
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52
src/PersonObjects/Grafting/EntropyAccumulation.ts
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@ -0,0 +1,52 @@
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import { IMap } from "../../types";
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import { CONSTANTS } from "../../Constants";
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import { IPlayer } from "../IPlayer";
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export const applyEntropy = (player: IPlayer, stacks = 1): IMap<number> => {
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const multipliers: IMap<number> = {
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hacking_chance_mult: player.hacking_chance_mult,
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hacking_speed_mult: player.hacking_speed_mult,
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hacking_money_mult: player.hacking_money_mult,
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hacking_grow_mult: player.hacking_grow_mult,
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hacking_mult: player.hacking_mult,
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strength_mult: player.strength_mult,
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defense_mult: player.defense_mult,
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dexterity_mult: player.dexterity_mult,
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agility_mult: player.agility_mult,
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charisma_mult: player.charisma_mult,
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hacking_exp_mult: player.hacking_exp_mult,
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strength_exp_mult: player.strength_exp_mult,
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defense_exp_mult: player.defense_exp_mult,
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dexterity_exp_mult: player.dexterity_exp_mult,
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agility_exp_mult: player.agility_exp_mult,
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charisma_exp_mult: player.charisma_exp_mult,
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company_rep_mult: player.company_rep_mult,
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faction_rep_mult: player.faction_rep_mult,
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crime_money_mult: player.crime_money_mult,
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crime_success_mult: player.crime_success_mult,
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hacknet_node_money_mult: player.hacknet_node_money_mult,
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hacknet_node_purchase_cost_mult: player.hacknet_node_purchase_cost_mult,
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hacknet_node_ram_cost_mult: player.hacknet_node_ram_cost_mult,
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hacknet_node_core_cost_mult: player.hacknet_node_core_cost_mult,
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hacknet_node_level_cost_mult: player.hacknet_node_level_cost_mult,
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work_money_mult: player.work_money_mult,
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bladeburner_max_stamina_mult: player.bladeburner_max_stamina_mult,
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bladeburner_stamina_gain_mult: player.bladeburner_stamina_gain_mult,
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bladeburner_analysis_mult: player.bladeburner_analysis_mult,
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bladeburner_success_chance_mult: player.bladeburner_success_chance_mult,
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}
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for (const [mult, val] of Object.entries(multipliers)) {
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multipliers[mult] = val * (CONSTANTS.EntropyEffect ** stacks);
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}
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return multipliers;
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}
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@ -127,9 +127,10 @@ export const GraftingRoot = (): React.ReactElement => {
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</Box>
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<Box sx={{ my: 5 }}>
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<Typography variant="h5">name tbd</Typography>
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<Typography variant="h5">Entropy Accumulation</Typography>
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<Typography>
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probably some info about the cumulative negative effects here
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probably some info about the cumulative negative effects here<br />
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{player.entropyStacks} accumulated entropy
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</Typography>
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</Box>
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</Container>
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@ -160,6 +160,8 @@ export interface IPlayer {
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workChaExpGainRate: number;
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workMoneyLossRate: number;
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entropyStacks: number;
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// Methods
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work(numCycles: number): boolean;
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workPartTime(numCycles: number): boolean;
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@ -289,4 +291,5 @@ export interface IPlayer {
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startCraftAugmentationWork(augmentationName: string, time: number): void;
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craftAugmentationWork(numCycles: number): boolean;
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finishCraftAugmentationWork(cancelled: boolean): string;
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applyEntropy(stacks?: number): void;
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}
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@ -169,6 +169,8 @@ export class PlayerObject implements IPlayer {
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workChaExpGainRate: number;
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workMoneyLossRate: number;
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entropyStacks: number;
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// Methods
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work: (numCycles: number) => boolean;
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workPartTime: (numCycles: number) => boolean;
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@ -299,6 +301,7 @@ export class PlayerObject implements IPlayer {
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startCraftAugmentationWork: (augmentationName: string, time: number) => void;
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craftAugmentationWork: (numCycles: number) => boolean;
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finishCraftAugmentationWork: (cancelled: boolean) => string;
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applyEntropy: (stacks?: number) => void;
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constructor() {
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//Skills and stats
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@ -467,6 +470,8 @@ export class PlayerObject implements IPlayer {
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//bitnode
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this.bitNodeN = 1;
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this.entropyStacks = 0;
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//Used to store the last update time.
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this.lastUpdate = 0;
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this.lastSave = 0;
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@ -619,6 +624,8 @@ export class PlayerObject implements IPlayer {
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this.canAccessCotMG = generalMethods.canAccessCotMG;
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this.sourceFileLvl = generalMethods.sourceFileLvl;
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this.applyEntropy = augmentationMethods.applyEntropy;
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}
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/**
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@ -5,6 +5,8 @@ import { IPlayer } from "../IPlayer";
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import { Augmentation } from "../../Augmentation/Augmentation";
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import { applyEntropy as calculateEntropy } from "../Grafting/EntropyAccumulation";
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export function hasAugmentation(this: IPlayer, aug: string | Augmentation, installed = false): boolean {
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const augName: string = aug instanceof Augmentation ? aug.name : aug;
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@ -24,3 +26,10 @@ export function hasAugmentation(this: IPlayer, aug: string | Augmentation, insta
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return false;
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}
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export function applyEntropy(this: IPlayer, stacks = 1): void {
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const newMultipliers = calculateEntropy(this, stacks);
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for (const [mult, val] of Object.entries(newMultipliers)) {
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this.setMult(mult, val);
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}
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}
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@ -180,6 +180,7 @@ export function prestigeAugmentation(this: PlayerObject): void {
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}
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export function prestigeSourceFile(this: IPlayer): void {
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this.entropyStacks = 0;
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this.prestigeAugmentation();
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this.karma = 0;
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// Duplicate sleeves are reset to level 1 every Bit Node (but the number of sleeves you have persists)
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@ -1373,6 +1374,8 @@ export function finishCraftAugmentationWork(this: IPlayer, cancelled: boolean):
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dialogBoxCreate(`You've finished crafting ${augName}.<br>The augmentation has been grafted to your body, but you feel a bit off.`)
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applyAugmentation(Augmentations[augName]);
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this.entropyStacks += 1;
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this.applyEntropy();
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} else {
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dialogBoxCreate(`You cancelled the crafting of ${augName}.<br>Your money was not returned to you.`)
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}
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@ -1561,20 +1564,20 @@ export function finishCrime(this: IPlayer, cancelled: boolean): string {
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if (ws.disableLogs.ALL == null && ws.disableLogs.commitCrime == null) {
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ws.scriptRef.log(
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"SUCCESS: Crime successful! Gained " +
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numeralWrapper.formatMoney(this.workMoneyGained) +
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", " +
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numeralWrapper.formatExp(this.workHackExpGained) +
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" hack exp, " +
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numeralWrapper.formatExp(this.workStrExpGained) +
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" str exp, " +
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numeralWrapper.formatExp(this.workDefExpGained) +
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" def exp, " +
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numeralWrapper.formatExp(this.workDexExpGained) +
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" dex exp, " +
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numeralWrapper.formatExp(this.workAgiExpGained) +
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" agi exp, " +
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numeralWrapper.formatExp(this.workChaExpGained) +
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" cha exp.",
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numeralWrapper.formatMoney(this.workMoneyGained) +
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", " +
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numeralWrapper.formatExp(this.workHackExpGained) +
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" hack exp, " +
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numeralWrapper.formatExp(this.workStrExpGained) +
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" str exp, " +
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numeralWrapper.formatExp(this.workDefExpGained) +
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" def exp, " +
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numeralWrapper.formatExp(this.workDexExpGained) +
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" dex exp, " +
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numeralWrapper.formatExp(this.workAgiExpGained) +
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" agi exp, " +
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numeralWrapper.formatExp(this.workChaExpGained) +
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" cha exp.",
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);
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}
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} else {
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@ -1613,18 +1616,18 @@ export function finishCrime(this: IPlayer, cancelled: boolean): string {
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if (ws.disableLogs.ALL == null && ws.disableLogs.commitCrime == null) {
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ws.scriptRef.log(
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"FAIL: Crime failed! Gained " +
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numeralWrapper.formatExp(this.workHackExpGained) +
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" hack exp, " +
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numeralWrapper.formatExp(this.workStrExpGained) +
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" str exp, " +
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numeralWrapper.formatExp(this.workDefExpGained) +
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" def exp, " +
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numeralWrapper.formatExp(this.workDexExpGained) +
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" dex exp, " +
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numeralWrapper.formatExp(this.workAgiExpGained) +
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" agi exp, " +
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numeralWrapper.formatExp(this.workChaExpGained) +
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" cha exp.",
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numeralWrapper.formatExp(this.workHackExpGained) +
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" hack exp, " +
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numeralWrapper.formatExp(this.workStrExpGained) +
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" str exp, " +
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numeralWrapper.formatExp(this.workDefExpGained) +
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" def exp, " +
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numeralWrapper.formatExp(this.workDexExpGained) +
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" dex exp, " +
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numeralWrapper.formatExp(this.workAgiExpGained) +
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" agi exp, " +
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numeralWrapper.formatExp(this.workChaExpGained) +
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" cha exp.",
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);
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}
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} else {
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@ -108,6 +108,9 @@ export function prestigeAugmentation(): void {
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// Messages
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initMessages();
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// Apply entropy from grafting
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Player.applyEntropy(Player.entropyStacks);
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// Gang
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const gang = Player.gang;
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if (Player.inGang() && gang !== null) {
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@ -259,6 +259,9 @@ const Engine: {
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initSymbolToStockMap();
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}
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// Apply penalty for entropy accumulation
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Player.applyEntropy(Player.entropyStacks);
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// Calculate the number of cycles have elapsed while offline
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Engine._lastUpdate = new Date().getTime();
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const lastUpdate = Player.lastUpdate;
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