mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-20 13:15:48 +01:00
bladeburner slowly being converted to typescript, added ScriptHackMoneyGain multiplier which is the money you actually gain from script hacks, not money drained, important for BN8
This commit is contained in:
parent
9ccdd7f4e5
commit
d6016f490c
@ -353,7 +353,8 @@ export function initBitNodeMultipliers(p: IPlayer) {
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BitNodeMultipliers.DaedalusAugsRequirement = 1.166; // Results in 35 Augs needed
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break;
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case 8: // Ghost of Wall Street
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BitNodeMultipliers.ScriptHackMoney = 0;
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BitNodeMultipliers.ScriptHackMoney = 0.3;
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BitNodeMultipliers.ScriptHackMoneyGain = 0;
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BitNodeMultipliers.ManualHackMoney = 0;
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BitNodeMultipliers.CompanyWorkMoney = 0;
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BitNodeMultipliers.CrimeMoney = 0;
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@ -170,6 +170,13 @@ interface IBitNodeMultipliers {
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*/
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ScriptHackMoney: number;
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/**
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* The amount of money actually gained when script hack a server. This is
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* different than the above because you can reduce the amount of money but
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* not gain that same amount.
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*/
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ScriptHackMoneyGain: number;
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/**
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* Influences the growth percentage per cycle against a server.
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*/
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@ -233,6 +240,7 @@ export const BitNodeMultipliers: IBitNodeMultipliers = {
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HacknetNodeMoney: 1,
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ManualHackMoney: 1,
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ScriptHackMoney: 1,
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ScriptHackMoneyGain: 1,
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CodingContractMoney: 1,
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ClassGymExpGain: 1,
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1207
src/Bladeburner.js
1207
src/Bladeburner.js
File diff suppressed because it is too large
Load Diff
269
src/Bladeburner/Action.ts
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269
src/Bladeburner/Action.ts
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@ -0,0 +1,269 @@
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import { Player } from "../Player";
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import { getRandomInt } from "../../utils/helpers/getRandomInt";
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import { addOffset } from "../../utils/helpers/addOffset";
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import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
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import { BladeburnerConstants } from "./data/Constants";
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// import { Contract } from "./Contract";
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// import { Operation } from "./Operation";
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// import { BlackOperation } from "./BlackOperation";
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class StatsMultiplier {
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hack: number = 0;
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str: number = 0;
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def: number = 0;
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dex: number = 0;
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agi: number = 0;
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cha: number = 0;
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int: number = 0;
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[key: string]: number;
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};
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export interface IActionParams {
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name?: string;
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desc?: string;
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level?: number;
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maxLevel?: number;
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autoLevel?: boolean;
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baseDifficulty?: number;
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difficultyFac?: number;
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rewardFac?: number;
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successes?: number;
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failures?: number;
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rankGain?: number;
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rankLoss?: number;
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hpLoss?: number;
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hpLost?: number;
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isStealth?: boolean;
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isKill?: boolean;
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count?: number;
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countGrowth?: number;
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weights?: StatsMultiplier;
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decays?: StatsMultiplier;
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teamCount?: number;
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}
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export class Action {
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name: string = "";
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desc: string = "";
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// Difficulty scales with level. See getDifficulty() method
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level: number = 1;
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maxLevel: number = 1;
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autoLevel: boolean = true;
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baseDifficulty: number = 100;
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difficultyFac: number = 1.01;
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// Rank increase/decrease is affected by this exponent
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rewardFac: number = 1.02;
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successes: number = 0;
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failures: number = 0;
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// All of these scale with level/difficulty
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rankGain: number = 0;
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rankLoss: number = 0;
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hpLoss: number = 0;
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hpLost: number = 0;
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// Action Category. Current categories are stealth and kill
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isStealth: boolean = false;
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isKill: boolean = false;
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/**
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* Number of this contract remaining, and its growth rate
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* Growth rate is an integer and the count will increase by that integer every "cycle"
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*/
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count: number = getRandomInt(1e3, 25e3);
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countGrowth: number = getRandomInt(1, 5);
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// Weighting of each stat in determining action success rate
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weights: StatsMultiplier = {hack:1/7,str:1/7,def:1/7,dex:1/7,agi:1/7,cha:1/7,int:1/7};
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// Diminishing returns of stats (stat ^ decay where 0 <= decay <= 1)
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decays: StatsMultiplier = { hack: 0.9, str: 0.9, def: 0.9, dex: 0.9, agi: 0.9, cha: 0.9, int: 0.9 };
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teamCount: number = 0;
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// Base Class for Contracts, Operations, and BlackOps
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constructor(params: IActionParams| null = null) { // | null = null
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if(params && params.name) this.name = params.name;
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if(params && params.desc) this.desc = params.desc;
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if(params && params.baseDifficulty) this.baseDifficulty = addOffset(params.baseDifficulty, 10);
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if(params && params.difficultyFac) this.difficultyFac = params.difficultyFac;
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if(params && params.rewardFac) this.rewardFac = params.rewardFac;
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if(params && params.rankGain) this.rankGain = params.rankGain;
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if(params && params.rankLoss) this.rankLoss = params.rankLoss;
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if(params && params.hpLoss) this.hpLoss = params.hpLoss;
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if(params && params.isStealth) this.isStealth = params.isStealth;
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if(params && params.isKill) this.isKill = params.isKill;
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if(params && params.count) this.count = params.count;
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if(params && params.countGrowth) this.countGrowth = params.countGrowth;
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if(params && params.weights) this.weights = params.weights;
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if(params && params.decays) this.decays = params.decays;
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// Check to make sure weights are summed properly
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let sum = 0;
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for (const weight in this.weights) {
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if (this.weights.hasOwnProperty(weight)) {
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sum += this.weights[weight];
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}
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}
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if (sum - 1 >= 10 * Number.EPSILON) {
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throw new Error("Invalid weights when constructing Action " + this.name +
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". The weights should sum up to 1. They sum up to :" + 1);
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}
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for (const decay in this.decays) {
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if (this.decays.hasOwnProperty(decay)) {
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if (this.decays[decay] > 1) {
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throw new Error("Invalid decays when constructing " +
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"Action " + this.name + ". " +
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"Decay value cannot be greater than 1");
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}
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}
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}
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}
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getDifficulty(): number {
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const difficulty = this.baseDifficulty * Math.pow(this.difficultyFac, this.level-1);
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if (isNaN(difficulty)) {throw new Error("Calculated NaN in Action.getDifficulty()");}
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return difficulty;
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}
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/**
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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: any): boolean {
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return (Math.random() < this.getSuccessChance(inst));
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}
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// To be implemented by subtypes
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getActionTimePenalty(): number {
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return 1;
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}
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getActionTime(inst: any): 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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const effAgility = Player.agility * inst.skillMultipliers.effAgi;
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const effDexterity = Player.dexterity * inst.skillMultipliers.effDex;
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const statFac = 0.5 * (Math.pow(effAgility, BladeburnerConstants.EffAgiExponentialFactor) +
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Math.pow(effDexterity, BladeburnerConstants.EffDexExponentialFactor) +
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(effAgility / BladeburnerConstants.EffAgiLinearFactor) +
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(effDexterity / BladeburnerConstants.EffDexLinearFactor)); // Always > 1
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baseTime = Math.max(1, baseTime * skillFac / statFac);
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return Math.ceil(baseTime*this.getActionTimePenalty());
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}
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// For actions that have teams. To be implemented by subtypes.
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getTeamSuccessBonus(inst: any): number {
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return 1;
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}
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getActionTypeSkillSuccessBonus(inst: any): number {
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return 1;
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}
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getChaosCompetencePenalty(inst: any, params: any): number {
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const city = inst.getCurrentCity();
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if (params.est) {
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return Math.pow((city.popEst / BladeburnerConstants.PopulationThreshold), BladeburnerConstants.PopulationExponent);
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} else {
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return Math.pow((city.pop / BladeburnerConstants.PopulationThreshold), BladeburnerConstants.PopulationExponent);
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}
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}
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getChaosDifficultyBonus(inst: any, params: any): number {
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const city = inst.getCurrentCity();
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if (city.chaos > BladeburnerConstants.ChaosThreshold) {
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const diff = 1 + (city.chaos - BladeburnerConstants.ChaosThreshold);
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const mult = Math.pow(diff, 0.1);
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return mult;
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}
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return 1;
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}
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/**
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* @inst - Bladeburner Object
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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: any, params: any={}) {
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if (inst == null) {throw new Error("Invalid Bladeburner instance passed into Action.getSuccessChance");}
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let difficulty = this.getDifficulty();
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let competence = 0;
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for (let stat in this.weights) {
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if (this.weights.hasOwnProperty(stat)) {
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let playerStatLvl = Player.queryStatFromString(stat);
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let key = "eff" + stat.charAt(0).toUpperCase() + stat.slice(1);
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let effMultiplier = inst.skillMultipliers[key];
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if (effMultiplier == null) {
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console.error(`Failed to find Bladeburner Skill multiplier for: ${stat}`);
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effMultiplier = 1;
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}
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competence += (this.weights[stat] * Math.pow(effMultiplier*playerStatLvl, this.decays[stat]));
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}
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}
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competence *= inst.calculateStaminaPenalty();
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competence *= this.getTeamSuccessBonus(inst);
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competence *= this.getChaosCompetencePenalty(inst, params);
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difficulty *= this.getChaosDifficultyBonus(inst, params);
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if(this.name == "Raid" && inst.getCurrentCity().comms <= 0) {
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return 0;
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}
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// Factor skill multipliers into success chance
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competence *= inst.skillMultipliers.successChanceAll;
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competence *= this.getActionTypeSkillSuccessBonus(inst);
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if (this.isStealth) {
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competence *= inst.skillMultipliers.successChanceStealth;
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}
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if (this.isKill) {
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competence *= inst.skillMultipliers.successChanceKill;
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}
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// Augmentation multiplier
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competence *= Player.bladeburner_success_chance_mult;
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if (isNaN(competence)) {throw new Error("Competence calculated as NaN in Action.getSuccessChance()");}
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return Math.min(1, competence / difficulty);
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}
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getSuccessesNeededForNextLevel(baseSuccessesPerLevel: number): number {
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return Math.ceil((0.5) * (this.maxLevel) * (2 * baseSuccessesPerLevel + (this.maxLevel-1)));
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}
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setMaxLevel(baseSuccessesPerLevel: number): void {
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if (this.successes >= this.getSuccessesNeededForNextLevel(baseSuccessesPerLevel)) {
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++this.maxLevel;
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}
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}
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static fromJSON(value: any): Action {
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return Generic_fromJSON(Action, value.data);
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}
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toJSON(): any {
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return Generic_toJSON("Action", this);
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}
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}
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Reviver.constructors.Action = Action;
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33
src/Bladeburner/BlackOperation.ts
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33
src/Bladeburner/BlackOperation.ts
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@ -0,0 +1,33 @@
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import { Operation, IOperationParams } from "./Operation";
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import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
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export class BlackOperation extends Operation {
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constructor(params: IOperationParams | null = null) {
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super(params);
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this.count = 1;
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this.countGrowth = 0;
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}
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// To be implemented by subtypes
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getActionTimePenalty(): number {
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return 1.5;
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}
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getChaosCompetencePenalty(inst: any, params: any): number {
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return 1;
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}
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getChaosDifficultyBonus(inst: any, params: any): number {
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return 1;
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}
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static fromJSON(value: any): Operation {
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return Generic_fromJSON(BlackOperation, value.data);
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}
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toJSON(): any {
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return Generic_toJSON("BlackOperation", this);
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}
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}
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Reviver.constructors.BlackOperation = BlackOperation;
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345
src/Bladeburner/BlackOperations.ts
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345
src/Bladeburner/BlackOperations.ts
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import { BlackOperation } from "./BlackOperation";
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import { IMap } from "../types";
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export const BlackOperations: IMap<BlackOperation> = {};
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(function() {
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BlackOperations["Operation Typhoon"] = new BlackOperation({
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name:"Operation Typhoon",
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desc:"Obadiah Zenyatta is the leader of a RedWater PMC. It has long " +
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"been known among the intelligence community that Zenyatta, along " +
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"with the rest of the PMC, is a Synthoid.<br><br>" +
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"The goal of Operation Typhoon is to find and eliminate " +
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"Zenyatta and RedWater by any means necessary. After the task " +
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"is completed, the actions must be covered up from the general public.",
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baseDifficulty:2000, reqdRank:2.5e3,
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rankGain:50, rankLoss:10, hpLoss:100,
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weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
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decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
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isKill:true
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});
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BlackOperations["Operation Zero"] = new BlackOperation({
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name:"Operation Zero",
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desc:"AeroCorp is one of the world's largest defense contractors. " +
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"It's leader, Steve Watataki, is thought to be a supporter of " +
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"Synthoid rights. He must be removed.<br><br>" +
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"The goal of Operation Zero is to covertly infiltrate AeroCorp and " +
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"uncover any incriminating evidence or " +
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"information against Watataki that will cause him to be removed " +
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"from his position at AeroCorp. Incriminating evidence can be " +
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"fabricated as a last resort. Be warned that AeroCorp has some of " +
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"the most advanced security measures in the world.",
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baseDifficulty:2500, reqdRank:5e3,
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rankGain:60, rankLoss:15, hpLoss:50,
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weights:{hack:0.2,str:0.15,def:0.15,dex:0.2,agi:0.2,cha:0, int:0.1},
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decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
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isStealth:true
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});
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BlackOperations["Operation X"] = new BlackOperation({
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name:"Operation X",
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desc:"We have recently discovered an underground publication " +
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"group called Samizdat. Even though most of their publications " +
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"are nonsensical conspiracy theories, the average human is " +
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"gullible enough to believe them. Many of their works discuss " +
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"Synthoids and pose a threat to society. The publications are spreading " +
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"rapidly in China and other Eastern countries.<br><br>" +
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"Samizdat has done a good job of keeping hidden and anonymous. " +
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"However, we've just received intelligence that their base of " +
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"operations is in Ishima's underground sewer systems. Your task is to " +
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"investigate the sewer systems, and eliminate Samizdat. They must " +
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"never publish anything again.",
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baseDifficulty:3000, reqdRank:7.5e3,
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rankGain:75, rankLoss:15, hpLoss:100,
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weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
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decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
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isKill:true
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});
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BlackOperations["Operation Titan"] = new BlackOperation({
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name:"Operation Titan",
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desc:"Several months ago Titan Laboratories' Bioengineering department " +
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"was infiltrated by Synthoids. As far as we know, Titan Laboratories' " +
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"management has no knowledge about this. We don't know what the " +
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"Synthoids are up to, but the research that they could " +
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"be conducting using Titan Laboraties' vast resources is potentially " +
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"very dangerous.<br><br>" +
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"Your goal is to enter and destroy the Bioengineering department's " +
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"facility in Aevum. The task is not just to retire the Synthoids there, but " +
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"also to destroy any information or research at the facility that " +
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"is relevant to the Synthoids and their goals.",
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baseDifficulty:4000, reqdRank:10e3,
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rankGain:100, rankLoss:20, hpLoss:100,
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weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
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decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
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isKill:true
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});
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BlackOperations["Operation Ares"] = new BlackOperation({
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name:"Operation Ares",
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desc:"One of our undercover agents, Agent Carter, has informed us of a " +
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"massive weapons deal going down in Dubai between rogue Russian " +
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"militants and a radical Synthoid community. These weapons are next-gen " +
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"plasma and energy weapons. It is critical for the safety of humanity " +
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"that this deal does not happen.<br><br>" +
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"Your task is to intercept the deal. Leave no survivors.",
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baseDifficulty:5000, reqdRank:12.5e3,
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rankGain:125, rankLoss:20, hpLoss:200,
|
||||
weights:{hack:0,str:0.25,def:0.25,dex:0.25,agi:0.25,cha:0, int:0},
|
||||
decays:{hack:0,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isKill:true
|
||||
});
|
||||
BlackOperations["Operation Archangel"] = new BlackOperation({
|
||||
name:"Operation Archangel",
|
||||
desc:"Our analysts have discovered that the popular Red Rabbit brothel in " +
|
||||
"Amsterdam is run and 'staffed' by MK-VI Synthoids. Intelligence " +
|
||||
"suggests that the profit from this brothel is used to fund a large " +
|
||||
"black market arms trafficking operation.<br><br>" +
|
||||
"The goal of this operation is to take out the leaders that are running " +
|
||||
"the Red Rabbit brothel. Try to limit the number of other casualties, " +
|
||||
"but do what you must to complete the mission.",
|
||||
baseDifficulty:7500, reqdRank:15e3,
|
||||
rankGain:200, rankLoss:20, hpLoss:25,
|
||||
weights:{hack:0,str:0.2,def:0.2,dex:0.3,agi:0.3,cha:0, int:0},
|
||||
decays:{hack:0,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isKill:true,
|
||||
});
|
||||
BlackOperations["Operation Juggernaut"] = new BlackOperation({
|
||||
name:"Operation Juggernaut",
|
||||
desc:"The CIA has just encountered a new security threat. A new " +
|
||||
"criminal group, lead by a shadowy operative who calls himself " +
|
||||
"Juggernaut, has been smuggling drugs and weapons (including " +
|
||||
"suspected bioweapons) into Sector-12. We also have reason " +
|
||||
"to believe the tried to break into one of Universal Energy's " +
|
||||
"facilities in order to cause a city-wide blackout. The CIA " +
|
||||
"suspects that Juggernaut is a heavily-augmented Synthoid, and " +
|
||||
"have thus enlisted our help.<br><br>" +
|
||||
"Your mission is to eradicate Juggernaut and his followers.",
|
||||
baseDifficulty:10e3, reqdRank:20e3,
|
||||
rankGain:300, rankLoss:40, hpLoss:300,
|
||||
weights:{hack:0,str:0.25,def:0.25,dex:0.25,agi:0.25,cha:0, int:0},
|
||||
decays:{hack:0,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isKill:true,
|
||||
});
|
||||
BlackOperations["Operation Red Dragon"] = new BlackOperation({
|
||||
name:"Operation Red Dragon",
|
||||
desc:"The Tetrads criminal organization is suspected of " +
|
||||
"reverse-engineering the MK-VI Synthoid design. We believe " +
|
||||
"they altered and possibly improved the design and began " +
|
||||
"manufacturing their own Synthoid models in order to bolster " +
|
||||
"their criminal activities.<br><br>" +
|
||||
"Your task is to infiltrate and destroy the Tetrads' base of operations " +
|
||||
"in Los Angeles. Intelligence tells us that their base houses " +
|
||||
"one of their Synthoid manufacturing units.",
|
||||
baseDifficulty:12.5e3, reqdRank:25e3,
|
||||
rankGain:500, rankLoss:50, hpLoss:500,
|
||||
weights:{hack:0.05,str:0.2,def:0.2,dex:0.25,agi:0.25,cha:0, int:0.05},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isKill:true,
|
||||
});
|
||||
BlackOperations["Operation K"] = new BlackOperation({
|
||||
name:"Operation K",
|
||||
desc:"CODE RED SITUATION. Our intelligence tells us that VitaLife " +
|
||||
"has discovered a new android cloning technology. This technology " +
|
||||
"is supposedly capable of cloning Synthoid, not only physically " +
|
||||
"but also their advanced AI modules. We do not believe that " +
|
||||
"VitaLife is trying to use this technology illegally or " +
|
||||
"maliciously, but if any Synthoids were able to infiltrate the " +
|
||||
"corporation and take advantage of this technology then the " +
|
||||
"results would be catastrophic.<br><br>" +
|
||||
"We do not have the power or jurisdiction to shutdown this down " +
|
||||
"through legal or political means, so we must resort to a covert " +
|
||||
"operation. Your goal is to destroy this technology and eliminate " +
|
||||
"anyone who was involved in its creation.",
|
||||
baseDifficulty:15e3, reqdRank:30e3,
|
||||
rankGain:750, rankLoss:60, hpLoss:1000,
|
||||
weights:{hack:0.05,str:0.2,def:0.2,dex:0.25,agi:0.25,cha:0, int:0.05},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isKill:true
|
||||
});
|
||||
BlackOperations["Operation Deckard"] = new BlackOperation({
|
||||
name:"Operation Deckard",
|
||||
desc:"Despite your success in eliminating VitaLife's new android-replicating " +
|
||||
"technology in Operation K, we've discovered that a small group of " +
|
||||
"MK-VI Synthoids were able to make off with the schematics and design " +
|
||||
"of the technology before the Operation. It is almost a certainty that " +
|
||||
"these Synthoids are some of the rogue MK-VI ones from the Synthoid Uprising." +
|
||||
"The goal of Operation Deckard is to hunt down these Synthoids and retire " +
|
||||
"them. I don't need to tell you how critical this mission is.",
|
||||
baseDifficulty:20e3, reqdRank:40e3,
|
||||
rankGain:1e3, rankLoss:75, hpLoss:200,
|
||||
weights:{hack:0,str:0.24,def:0.24,dex:0.24,agi:0.24,cha:0, int:0.04},
|
||||
decays:{hack:0,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isKill:true,
|
||||
});
|
||||
BlackOperations["Operation Tyrell"] = new BlackOperation({
|
||||
name:"Operation Tyrell",
|
||||
desc:"A week ago Blade Industries reported a small break-in at one " +
|
||||
"of their Aevum Augmentation storage facitilities. We figured out " +
|
||||
"that The Dark Army was behind the heist, and didn't think any more " +
|
||||
"of it. However, we've just discovered that several known MK-VI Synthoids " +
|
||||
"were part of that break-in group.<br><br>" +
|
||||
"We cannot have Synthoids upgrading their already-enhanced abilities " +
|
||||
"with Augmentations. Your task is to hunt down the associated Dark Army " +
|
||||
"members and eliminate them.",
|
||||
baseDifficulty:25e3, reqdRank:50e3,
|
||||
rankGain:1.5e3, rankLoss:100, hpLoss:500,
|
||||
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isKill:true,
|
||||
});
|
||||
BlackOperations["Operation Wallace"] = new BlackOperation({
|
||||
name:"Operation Wallace",
|
||||
desc:"Based on information gathered from Operation Tyrell, we've discovered " +
|
||||
"that The Dark Army was well aware that there were Synthoids amongst " +
|
||||
"their ranks. Even worse, we believe that The Dark Army is working " +
|
||||
"together with other criminal organizations such as The Syndicate and " +
|
||||
"that they are planning some sort of large-scale takeover of multiple major " +
|
||||
"cities, most notably Aevum. We suspect that Synthoids have infiltrated " +
|
||||
"the ranks of these criminal factions and are trying to stage another " +
|
||||
"Synthoid uprising.<br><br>" +
|
||||
"The best way to deal with this is to prevent it before it even happens. " +
|
||||
"The goal of Operation Wallace is to destroy the Dark Army and " +
|
||||
"Syndicate factions in Aevum immediately. Leave no survivors.",
|
||||
baseDifficulty:30e3, reqdRank:75e3,
|
||||
rankGain:2e3, rankLoss:150, hpLoss:1500,
|
||||
weights:{hack:0,str:0.24,def:0.24,dex:0.24,agi:0.24,cha:0, int:0.04},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isKill:true
|
||||
});
|
||||
BlackOperations["Operation Shoulder of Orion"] = new BlackOperation({
|
||||
name:"Operation Shoulder of Orion",
|
||||
desc:"China's Solaris Space Systems is secretly launching the first " +
|
||||
"manned spacecraft in over a decade using Synthoids. We believe " +
|
||||
"China is trying to establish the first off-world colonies.<br><br>" +
|
||||
"The mission is to prevent this launch without instigating an " +
|
||||
"international conflict. When you accept this mission you will be " +
|
||||
"officially disavowed by the NSA and the national government until after you " +
|
||||
"successfully return. In the event of failure, all of the operation's " +
|
||||
"team members must not let themselves be captured alive.",
|
||||
baseDifficulty:35e3, reqdRank:100e3,
|
||||
rankGain:2.5e3, rankLoss:500, hpLoss:1500,
|
||||
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isStealth:true
|
||||
});
|
||||
BlackOperations["Operation Hyron"] = new BlackOperation({
|
||||
name:"Operation Hyron",
|
||||
desc:"Our intelligence tells us that Fulcrum Technologies is developing " +
|
||||
"a quantum supercomputer using human brains as core " +
|
||||
"processors. This supercomputer " +
|
||||
"is rumored to be able to store vast amounts of data and " +
|
||||
"perform computations unmatched by any other supercomputer on the " +
|
||||
"planet. But more importantly, the use of organic human brains " +
|
||||
"means that the supercomputer may be able to reason abstractly " +
|
||||
"and become self-aware.<br><br>" +
|
||||
"I do not need to remind you why sentient-level AIs pose a serious " +
|
||||
"thread to all of mankind.<br><br>" +
|
||||
"The research for this project is being conducted at one of Fulcrum " +
|
||||
"Technologies secret facilities in Aevum, codenamed 'Alpha Ranch'. " +
|
||||
"Infiltrate the compound, delete and destroy the work, and then find and kill the " +
|
||||
"project lead.",
|
||||
baseDifficulty:40e3, reqdRank:125e3,
|
||||
rankGain:3e3, rankLoss:1e3, hpLoss:500,
|
||||
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isKill:true
|
||||
});
|
||||
BlackOperations["Operation Morpheus"] = new BlackOperation({
|
||||
name:"Operation Morpheus",
|
||||
desc:"DreamSense Technologies is an advertising company that uses " +
|
||||
"special technology to transmit their ads into the peoples " +
|
||||
"dreams and subconcious. They do this using broadcast transmitter " +
|
||||
"towers. Based on information from our agents and informants in " +
|
||||
"Chonqging, we have reason to believe that one of the broadcast " +
|
||||
"towers there has been compromised by Synthoids and is being used " +
|
||||
"to spread pro-Synthoid propaganda.<br><br>" +
|
||||
"The mission is to destroy this broadcast tower. Speed and " +
|
||||
"stealth are of the upmost important for this.",
|
||||
baseDifficulty:45e3, reqdRank:150e3,
|
||||
rankGain:4e3, rankLoss:1e3, hpLoss:100,
|
||||
weights:{hack:0.05,str:0.15,def:0.15,dex:0.3,agi:0.3,cha:0, int:0.05},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isStealth:true
|
||||
});
|
||||
BlackOperations["Operation Ion Storm"] = new BlackOperation({
|
||||
name:"Operation Ion Storm",
|
||||
desc:"Our analysts have uncovered a gathering of MK-VI Synthoids " +
|
||||
"that have taken up residence in the Sector-12 Slums. We " +
|
||||
"don't know if they are rogue Synthoids from the Uprising, " +
|
||||
"but we do know that they have been stockpiling " +
|
||||
"weapons, money, and other resources. This makes them dangerous.<br><br>" +
|
||||
"This is a full-scale assault operation to find and retire all of these " +
|
||||
"Synthoids in the Sector-12 Slums.",
|
||||
baseDifficulty:50e3, reqdRank:175e3,
|
||||
rankGain:5e3, rankLoss:1e3, hpLoss:5000,
|
||||
weights:{hack:0,str:0.24,def:0.24,dex:0.24,agi:0.24,cha:0, int:0.04},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isKill:true
|
||||
});
|
||||
BlackOperations["Operation Annihilus"] = new BlackOperation({
|
||||
name:"Operation Annihilus",
|
||||
desc:"Our superiors have ordered us to eradicate everything and everyone " +
|
||||
"in an underground facility located in Aevum. They tell us " +
|
||||
"that the facility houses many dangerous Synthoids and " +
|
||||
"belongs to a terrorist organization called " +
|
||||
"'The Covenant'. We have no prior intelligence about this " +
|
||||
"organization, so you are going in blind.",
|
||||
baseDifficulty:55e3, reqdRank:200e3,
|
||||
rankGain:7.5e3, rankLoss:1e3, hpLoss:10e3,
|
||||
weights:{hack:0,str:0.24,def:0.24,dex:0.24,agi:0.24,cha:0, int:0.04},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isKill:true
|
||||
});
|
||||
BlackOperations["Operation Ultron"] = new BlackOperation({
|
||||
name:"Operation Ultron",
|
||||
desc:"OmniTek Incorporated, the original designer and manufacturer of Synthoids, " +
|
||||
"has notified us of a malfunction in their AI design. This malfunction, " +
|
||||
"when triggered, causes MK-VI Synthoids to become radicalized and seek out " +
|
||||
"the destruction of humanity. They say that this bug affects all MK-VI Synthoids, " +
|
||||
"not just the rogue ones from the Uprising.<br><br>" +
|
||||
"OmniTek has also told us they they believe someone has triggered this " +
|
||||
"malfunction in a large group of MK-VI Synthoids, and that these newly-radicalized Synthoids " +
|
||||
"are now amassing in Volhaven to form a terrorist group called Ultron.<br><br>" +
|
||||
"Intelligence suggests Ultron is heavily armed and that their members are " +
|
||||
"augmented. We believe Ultron is making moves to take control of " +
|
||||
"and weaponize DeltaOne's Tactical High-Energy Satellite Laser Array (THESLA).<br><br>" +
|
||||
"Your task is to find and destroy Ultron.",
|
||||
baseDifficulty:60e3, reqdRank:250e3,
|
||||
rankGain:10e3, rankLoss:2e3, hpLoss:10e3,
|
||||
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isKill:true
|
||||
});
|
||||
BlackOperations["Operation Centurion"] = new BlackOperation({
|
||||
name:"Operation Centurion",
|
||||
desc:"D)@#)($M)C0293c40($*)@#D0JUMP3Rm0C<*@#)*$)#02c94830c(#$*D)<br><br>" +
|
||||
"Throughout all of humanity's history, we have relied on " +
|
||||
"technology to survive, conquer, and progress. Its advancement became our primary goal. " +
|
||||
"And at the peak of human civilization technology turned into " +
|
||||
"power. Global, absolute power.<br><br>" +
|
||||
"It seems that the universe is not without a sense of irony.<br><br>" +
|
||||
"D)@#)($M)C0293c40($*)@#D0JUMP3Rm0C<*@#)*$)#02c94830c(#$*D)",
|
||||
baseDifficulty:70e3, reqdRank:300e3,
|
||||
rankGain:15e3, rankLoss:5e3, hpLoss:10e3,
|
||||
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
});
|
||||
BlackOperations["Operation Vindictus"] = new BlackOperation({
|
||||
name:"Operation Vindictus",
|
||||
desc:"D)@#)($M)C0293c40($*)@#D0JUMP3Rm0C<*@#)*$)#02c94830c(#$*D)<br><br>" +
|
||||
"The bits are all around us. The daemons that hold the Node " +
|
||||
"together can manifest themselves in many different ways.<br><br>" +
|
||||
"D)@#)($M)C0293c40($*)@#D0JUMP3Rm0C<*@#)*$)#02c94830c(#$*D)",
|
||||
baseDifficulty:75e3, reqdRank:350e3,
|
||||
rankGain:20e3, rankLoss:20e3, hpLoss:20e3,
|
||||
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
});
|
||||
BlackOperations["Operation Daedalus"] = new BlackOperation({
|
||||
name:"Operation Daedalus",
|
||||
desc:"Yesterday we obeyed kings and bent our neck to emperors. " +
|
||||
"Today we kneel only to truth.",
|
||||
baseDifficulty:80e3, reqdRank:400e3,
|
||||
rankGain:40e3, rankLoss:10e3, hpLoss:100e3,
|
||||
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
});
|
||||
})()
|
172
src/Bladeburner/City.ts
Normal file
172
src/Bladeburner/City.ts
Normal file
@ -0,0 +1,172 @@
|
||||
|
||||
import { BladeburnerConstants } from "./data/Constants";
|
||||
import { getRandomInt } from "../../utils/helpers/getRandomInt";
|
||||
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
|
||||
import { addOffset } from "../../utils/helpers/addOffset";
|
||||
|
||||
export class ChangePopulationByCountParams {
|
||||
estChange: number = 0;
|
||||
estOffset: number = 0;
|
||||
}
|
||||
|
||||
export class ChangePopulationByPercentageParams {
|
||||
nonZero: boolean = false;
|
||||
changeEstEqually: boolean = false;
|
||||
}
|
||||
|
||||
export class City {
|
||||
|
||||
/**
|
||||
* Name of the city.
|
||||
*/
|
||||
name: string = "";
|
||||
|
||||
/**
|
||||
* Population of the city.
|
||||
*/
|
||||
pop: number = 0;
|
||||
|
||||
/**
|
||||
* Population estimation of the city.
|
||||
*/
|
||||
popEst: number = 0;
|
||||
|
||||
/**
|
||||
* Number of communities in the city.
|
||||
*/
|
||||
comms: number = 0;
|
||||
|
||||
/**
|
||||
* Estimated number of communities in the city.
|
||||
*/
|
||||
commsEst: number = 0;
|
||||
|
||||
/**
|
||||
* Chaos level of the city.
|
||||
*/
|
||||
chaos: number = 0;
|
||||
|
||||
constructor(name: string = BladeburnerConstants.CityNames[2]) {
|
||||
this.name = name;
|
||||
|
||||
// Synthoid population and estimate
|
||||
this.pop = getRandomInt(BladeburnerConstants.PopulationThreshold, 1.5 * BladeburnerConstants.PopulationThreshold);
|
||||
this.popEst = this.pop * (Math.random() + 0.5);
|
||||
|
||||
// Number of Synthoid communities population and estimate
|
||||
this.comms = getRandomInt(5, 150)
|
||||
this.commsEst = this.comms + getRandomInt(-5, 5);
|
||||
if (this.commsEst < 0) this.commsEst = 0;
|
||||
this.chaos = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* p is the percentage, not the multiplier (e.g. pass in p = 5 for 5%)
|
||||
*/
|
||||
changeChaosByPercentage(p: number): void {
|
||||
if (isNaN(p)) {throw new Error("NaN passed into City.chaosChaosByPercentage()");}
|
||||
if (p === 0) {return;}
|
||||
this.chaos += this.chaos * (p/100);
|
||||
if (this.chaos < 0) {this.chaos = 0;}
|
||||
}
|
||||
|
||||
improvePopulationEstimateByCount(n: number): void {
|
||||
if (isNaN(n)) {throw new Error("NaN passeed into City.improvePopulationEstimateByCount()");}
|
||||
if (this.popEst < this.pop) {
|
||||
this.popEst += n;
|
||||
if (this.popEst > this.pop) {this.popEst = this.pop;}
|
||||
} else if (this.popEst > this.pop) {
|
||||
this.popEst -= n;
|
||||
if (this.popEst < this.pop) {this.popEst = this.pop;}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* p is the percentage, not the multiplier (e.g. pass in p = 5 for 5%)
|
||||
*/
|
||||
improvePopulationEstimateByPercentage(p: number, skillMult: number=1): void {
|
||||
p = p*skillMult;
|
||||
if (isNaN(p)) {throw new Error("NaN passed into City.improvePopulationEstimateByPercentage()");}
|
||||
if (this.popEst < this.pop) {
|
||||
++this.popEst; // In case estimate is 0
|
||||
this.popEst *= (1 + (p/100));
|
||||
if (this.popEst > this.pop) {this.popEst = this.pop;}
|
||||
} else if (this.popEst > this.pop) {
|
||||
this.popEst *= (1 - (p/100));
|
||||
if (this.popEst < this.pop) {this.popEst = this.pop;}
|
||||
}
|
||||
}
|
||||
|
||||
improveCommunityEstimate(n: number=1): void {
|
||||
if (isNaN(n)) {throw new Error("NaN passed into City.improveCommunityEstimate()");}
|
||||
if (this.commsEst < this.comms) {
|
||||
this.commsEst += n;
|
||||
if (this.commsEst > this.comms) {this.commsEst = this.comms;}
|
||||
} else if (this.commsEst > this.comms) {
|
||||
this.commsEst -= n;
|
||||
if (this.commsEst < this.comms) {this.commsEst = this.comms;}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @params options:
|
||||
* estChange(int): How much the estimate should change by
|
||||
* estOffset(int): Add offset to estimate (offset by percentage)
|
||||
*/
|
||||
changePopulationByCount(n: number, params: ChangePopulationByCountParams=new ChangePopulationByCountParams()): void {
|
||||
if (isNaN(n)) {throw new Error("NaN passed into City.changePopulationByCount()");}
|
||||
this.pop += n;
|
||||
if (params.estChange && !isNaN(params.estChange)) {this.popEst += params.estChange;}
|
||||
if (params.estOffset) {
|
||||
this.popEst = addOffset(this.popEst, params.estOffset);
|
||||
}
|
||||
this.popEst = Math.max(this.popEst, 0);
|
||||
}
|
||||
|
||||
/**
|
||||
* @p is the percentage, not the multiplier. e.g. pass in p = 5 for 5%
|
||||
* @params options:
|
||||
* changeEstEqually(bool) - Change the population estimate by an equal amount
|
||||
* nonZero (bool) - Set to true to ensure that population always changes by at least 1
|
||||
*/
|
||||
changePopulationByPercentage(p: number, params: ChangePopulationByPercentageParams=new ChangePopulationByPercentageParams()): number {
|
||||
if (isNaN(p)) {throw new Error("NaN passed into City.changePopulationByPercentage()");}
|
||||
if (p === 0) {return 0;}
|
||||
let change = Math.round(this.pop * (p/100));
|
||||
|
||||
// Population always changes by at least 1
|
||||
if (params.nonZero && change === 0) {
|
||||
p > 0 ? change = 1 : change = -1;
|
||||
}
|
||||
|
||||
this.pop += change;
|
||||
if (params.changeEstEqually) {
|
||||
this.popEst += change;
|
||||
if (this.popEst < 0) {this.popEst = 0;}
|
||||
}
|
||||
return change;
|
||||
}
|
||||
|
||||
changeChaosByCount(n: number): void {
|
||||
if (isNaN(n)) {throw new Error("NaN passed into City.changeChaosByCount()");}
|
||||
if (n === 0) {return;}
|
||||
this.chaos += n;
|
||||
if (this.chaos < 0) {this.chaos = 0;}
|
||||
}
|
||||
|
||||
/**
|
||||
* Initiatizes a City object from a JSON save state.
|
||||
*/
|
||||
static fromJSON(value: any): City {
|
||||
return Generic_fromJSON(City, value.data);
|
||||
}
|
||||
|
||||
/**
|
||||
* Serialize the current object to a JSON save state.
|
||||
*/
|
||||
toJSON(): any {
|
||||
return Generic_toJSON("City", this);
|
||||
}
|
||||
}
|
||||
|
||||
Reviver.constructors.City = City;
|
24
src/Bladeburner/Contract.ts
Normal file
24
src/Bladeburner/Contract.ts
Normal file
@ -0,0 +1,24 @@
|
||||
// import { BladeburnerConstants } from "./data/Constants";
|
||||
import { Action, IActionParams } from "./Action";
|
||||
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
|
||||
|
||||
export class Contract extends Action {
|
||||
|
||||
constructor(params: IActionParams | null = null) {
|
||||
super(params);
|
||||
}
|
||||
|
||||
getActionTypeSkillSuccessBonus(inst: any): number {
|
||||
return inst.skillMultipliers.successChanceContract;
|
||||
}
|
||||
|
||||
static fromJSON(value: any): Contract {
|
||||
return Generic_fromJSON(Contract, value.data);
|
||||
}
|
||||
|
||||
toJSON(): any {
|
||||
return Generic_toJSON("Contract", this);
|
||||
}
|
||||
}
|
||||
|
||||
Reviver.constructors.Contract = Contract;
|
49
src/Bladeburner/GeneralActions.ts
Normal file
49
src/Bladeburner/GeneralActions.ts
Normal file
@ -0,0 +1,49 @@
|
||||
import { Action } from "./Action";
|
||||
import { IMap } from "../types";
|
||||
|
||||
export const GeneralActions: IMap<Action> = {};
|
||||
|
||||
(function() {
|
||||
// General Actions
|
||||
let actionName;
|
||||
actionName = "Training";
|
||||
GeneralActions[actionName] = new Action({
|
||||
name:actionName,
|
||||
desc:"Improve your abilities at the Bladeburner unit's specialized training " +
|
||||
"center. Doing this gives experience for all combat stats and also " +
|
||||
"increases your max stamina."
|
||||
});
|
||||
|
||||
actionName = "Field Analysis";
|
||||
GeneralActions[actionName] = new Action({
|
||||
name:actionName,
|
||||
desc:"Mine and analyze Synthoid-related data. This improve the " +
|
||||
"Bladeburner's unit intelligence on Synthoid locations and " +
|
||||
"activities. Completing this action will improve the accuracy " +
|
||||
"of your Synthoid population estimated in the current city.<br><br>" +
|
||||
"Does NOT require stamina."
|
||||
});
|
||||
|
||||
actionName = "Recruitment";
|
||||
GeneralActions[actionName] = new Action({
|
||||
name:actionName,
|
||||
desc:"Attempt to recruit members for your Bladeburner team. These members " +
|
||||
"can help you conduct operations.<br><br>" +
|
||||
"Does NOT require stamina."
|
||||
});
|
||||
|
||||
actionName = "Diplomacy";
|
||||
GeneralActions[actionName] = new Action({
|
||||
name: actionName,
|
||||
desc: "Improve diplomatic relations with the Synthoid population. " +
|
||||
"Completing this action will reduce the Chaos level in your current city.<br><br>" +
|
||||
"Does NOT require stamina."
|
||||
});
|
||||
|
||||
actionName = "Hyperbolic Regeneration Chamber";
|
||||
GeneralActions[actionName] = new Action({
|
||||
name: actionName,
|
||||
desc: "Enter cryogenic stasis using the Bladeburner division's hi-tech Regeneration Chamber. " +
|
||||
"This will slowly heal your wounds and slightly increase your stamina.<br><br>",
|
||||
});
|
||||
})()
|
55
src/Bladeburner/Operation.ts
Normal file
55
src/Bladeburner/Operation.ts
Normal file
@ -0,0 +1,55 @@
|
||||
import { BladeburnerConstants } from "./data/Constants";
|
||||
import { Action, IActionParams } from "./Action";
|
||||
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
|
||||
|
||||
export interface IOperationParams extends IActionParams {
|
||||
reqdRank?: number;
|
||||
teamCount?: number;
|
||||
}
|
||||
|
||||
export class Operation extends Action {
|
||||
reqdRank: number = 100;
|
||||
teamCount: number = 0;
|
||||
|
||||
constructor(params: IOperationParams | null = null) {
|
||||
super(params);
|
||||
if(params && params.reqdRank) this.reqdRank = params.reqdRank;
|
||||
if(params && params.teamCount) this.teamCount = params.teamCount;
|
||||
}
|
||||
|
||||
// For actions that have teams. To be implemented by subtypes.
|
||||
getTeamSuccessBonus(inst: any): number {
|
||||
if (this.teamCount && this.teamCount > 0) {
|
||||
this.teamCount = Math.min(this.teamCount, inst.teamSize);
|
||||
let teamMultiplier = Math.pow(this.teamCount, 0.05);
|
||||
return teamMultiplier;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
getActionTypeSkillSuccessBonus(inst: any): number {
|
||||
return inst.skillMultipliers.successChanceOperation;
|
||||
}
|
||||
|
||||
getChaosDifficultyBonus(inst: any, params: any): number {
|
||||
const city = inst.getCurrentCity();
|
||||
if (city.chaos > BladeburnerConstants.ChaosThreshold) {
|
||||
let diff = 1 + (city.chaos - BladeburnerConstants.ChaosThreshold);
|
||||
let mult = Math.pow(diff, 0.1);
|
||||
return mult;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
static fromJSON(value: any): Operation {
|
||||
return Generic_fromJSON(Operation, value.data);
|
||||
}
|
||||
|
||||
toJSON(): any {
|
||||
return Generic_toJSON("Operation", this);
|
||||
}
|
||||
}
|
||||
|
||||
Reviver.constructors.Operation = Operation;
|
107
src/Bladeburner/Skill.ts
Normal file
107
src/Bladeburner/Skill.ts
Normal file
@ -0,0 +1,107 @@
|
||||
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
|
||||
|
||||
interface ISkillParams {
|
||||
name: string;
|
||||
desc: string;
|
||||
|
||||
baseCost?: number;
|
||||
costInc?: number;
|
||||
maxLvl?: number;
|
||||
|
||||
successChanceAll?: number;
|
||||
successChanceStealth?: number;
|
||||
successChanceKill?: number;
|
||||
successChanceContract?: number;
|
||||
successChanceOperation?: number;
|
||||
successChanceEstimate?: number;
|
||||
|
||||
actionTime?: number;
|
||||
|
||||
effHack?: number;
|
||||
effStr?: number;
|
||||
effDef?: number;
|
||||
effDex?: number;
|
||||
effAgi?: number;
|
||||
effCha?: number;
|
||||
|
||||
stamina?: number;
|
||||
money?: number;
|
||||
expGain?: number;
|
||||
}
|
||||
|
||||
export class Skill {
|
||||
name: string;
|
||||
desc: string;
|
||||
// Cost is in Skill Points
|
||||
baseCost: number = 1;
|
||||
// Additive cost increase per level
|
||||
costInc: number = 1;
|
||||
maxLvl: number = 0;
|
||||
|
||||
/**
|
||||
* These benefits are additive. So total multiplier will be level (handled externally) times the
|
||||
* effects below
|
||||
*/
|
||||
successChanceAll: number = 0;
|
||||
successChanceStealth: number = 0;
|
||||
successChanceKill: number = 0;
|
||||
successChanceContract: number = 0;
|
||||
successChanceOperation: number = 0;
|
||||
|
||||
/**
|
||||
* This multiplier affects everything that increases synthoid population/community estimate
|
||||
* e.g. Field analysis, Investigation Op, Undercover Op
|
||||
*/
|
||||
successChanceEstimate: number = 0;
|
||||
actionTime: number = 0;
|
||||
effHack: number = 0;
|
||||
effStr: number = 0;
|
||||
effDef: number = 0;
|
||||
effDex: number = 0;
|
||||
effAgi: number = 0;
|
||||
effCha: number = 0;
|
||||
stamina: number = 0;
|
||||
money: number = 0;
|
||||
expGain: number = 0;
|
||||
|
||||
constructor(params: ISkillParams={name:"foo", desc:"foo"}) {
|
||||
if (!params.name) {
|
||||
throw new Error("Failed to initialize Bladeburner Skill. No name was specified in ctor");
|
||||
}
|
||||
if (!params.desc) {
|
||||
throw new Error("Failed to initialize Bladeburner Skills. No desc was specified in ctor");
|
||||
}
|
||||
this.name = params.name;
|
||||
this.desc = params.desc;
|
||||
this.baseCost = params.baseCost ? params.baseCost : 1;
|
||||
this.costInc = params.costInc ? params.costInc : 1;
|
||||
|
||||
if (params.maxLvl) {this.maxLvl = params.maxLvl;}
|
||||
|
||||
if (params.successChanceAll) {this.successChanceAll = params.successChanceAll;}
|
||||
if (params.successChanceStealth) {this.successChanceStealth = params.successChanceStealth;}
|
||||
if (params.successChanceKill) {this.successChanceKill = params.successChanceKill;}
|
||||
if (params.successChanceContract) {this.successChanceContract = params.successChanceContract;}
|
||||
if (params.successChanceOperation) {this.successChanceOperation = params.successChanceOperation;}
|
||||
|
||||
|
||||
if (params.successChanceEstimate) {this.successChanceEstimate = params.successChanceEstimate;}
|
||||
|
||||
if (params.actionTime) {this.actionTime = params.actionTime;}
|
||||
if (params.effHack) {this.effHack = params.effHack;}
|
||||
if (params.effStr) {this.effStr = params.effStr;}
|
||||
if (params.effDef) {this.effDef = params.effDef;}
|
||||
if (params.effDex) {this.effDex = params.effDex;}
|
||||
if (params.effAgi) {this.effAgi = params.effAgi;}
|
||||
if (params.effCha) {this.effCha = params.effCha;}
|
||||
|
||||
if (params.stamina) {this.stamina = params.stamina;}
|
||||
if (params.money) {this.money = params.money;}
|
||||
if (params.expGain) {this.expGain = params.expGain;}
|
||||
}
|
||||
|
||||
calculateCost(currentLevel: number): number {
|
||||
return Math.floor((this.baseCost + (currentLevel * this.costInc)) * BitNodeMultipliers.BladeburnerSkillCost);
|
||||
}
|
||||
}
|
||||
|
90
src/Bladeburner/Skills.ts
Normal file
90
src/Bladeburner/Skills.ts
Normal file
@ -0,0 +1,90 @@
|
||||
import { Skill } from "./Skill";
|
||||
import { SkillNames } from "./data/SkillNames";
|
||||
import { IMap } from "../types";
|
||||
|
||||
export const Skills: IMap<Skill> = {};
|
||||
|
||||
(function(){
|
||||
Skills[SkillNames.BladesIntuition] = new Skill({
|
||||
name:SkillNames.BladesIntuition,
|
||||
desc:"Each level of this skill increases your success chance " +
|
||||
"for all Contracts, Operations, and BlackOps by 3%",
|
||||
baseCost: 3, costInc: 2.1,
|
||||
successChanceAll:3
|
||||
});
|
||||
Skills[SkillNames.Cloak] = new Skill({
|
||||
name:SkillNames.Cloak,
|
||||
desc:"Each level of this skill increases your " +
|
||||
"success chance in stealth-related Contracts, Operations, and BlackOps by 5.5%",
|
||||
baseCost: 2, costInc: 1.1,
|
||||
successChanceStealth:5.5
|
||||
});
|
||||
Skills[SkillNames.ShortCircuit] = new Skill({
|
||||
name:SkillNames.ShortCircuit,
|
||||
desc:"Each level of this skill increases your success chance " +
|
||||
"in Contracts, Operations, and BlackOps that involve retirement by 5.5%",
|
||||
baseCost: 2, costInc: 2.1,
|
||||
successChanceKill:5.5
|
||||
});
|
||||
Skills[SkillNames.DigitalObserver] = new Skill({
|
||||
name:SkillNames.DigitalObserver,
|
||||
desc:"Each level of this skill increases your success chance in " +
|
||||
"all Operations and BlackOps by 4%",
|
||||
baseCost: 2, costInc: 2.1,
|
||||
successChanceOperation:4
|
||||
});
|
||||
Skills[SkillNames.Tracer] = new Skill({
|
||||
name:SkillNames.Tracer,
|
||||
desc:"Each level of this skill increases your success chance in " +
|
||||
"all Contracts by 4%",
|
||||
baseCost: 2, costInc: 2.1,
|
||||
successChanceContract:4
|
||||
});
|
||||
Skills[SkillNames.Overclock] = new Skill({
|
||||
name:SkillNames.Overclock,
|
||||
desc:"Each level of this skill decreases the time it takes " +
|
||||
"to attempt a Contract, Operation, and BlackOp by 1% (Max Level: 90)",
|
||||
baseCost: 3, costInc: 1.4, maxLvl: 90,
|
||||
actionTime:1
|
||||
});
|
||||
Skills[SkillNames.Reaper] = new Skill({
|
||||
name: SkillNames.Reaper,
|
||||
desc: "Each level of this skill increases your effective combat stats for Bladeburner actions by 2%",
|
||||
baseCost: 2, costInc: 2.1,
|
||||
effStr: 2, effDef: 2, effDex: 2, effAgi: 2
|
||||
});
|
||||
Skills[SkillNames.EvasiveSystem] = new Skill({
|
||||
name:SkillNames.EvasiveSystem,
|
||||
desc:"Each level of this skill increases your effective " +
|
||||
"dexterity and agility for Bladeburner actions by 4%",
|
||||
baseCost: 2, costInc: 2.1,
|
||||
effDex: 4, effAgi: 4
|
||||
});
|
||||
Skills[SkillNames.Datamancer] = new Skill({
|
||||
name:SkillNames.Datamancer,
|
||||
desc:"Each level of this skill increases your effectiveness in " +
|
||||
"synthoid population analysis and investigation by 5%. " +
|
||||
"This affects all actions that can potentially increase " +
|
||||
"the accuracy of your synthoid population/community estimates.",
|
||||
baseCost:3, costInc:1,
|
||||
successChanceEstimate:5
|
||||
});
|
||||
Skills[SkillNames.CybersEdge] = new Skill({
|
||||
name:SkillNames.CybersEdge,
|
||||
desc:"Each level of this skill increases your max stamina by 2%",
|
||||
baseCost:1, costInc:3,
|
||||
stamina:2
|
||||
});
|
||||
Skills[SkillNames.HandsOfMidas] = new Skill({
|
||||
name: SkillNames.HandsOfMidas,
|
||||
desc: "Each level of this skill increases the amount of money you receive from Contracts by 10%",
|
||||
baseCost: 2, costInc: 2.5,
|
||||
money: 10,
|
||||
});
|
||||
Skills[SkillNames.Hyperdrive] = new Skill({
|
||||
name: SkillNames.Hyperdrive,
|
||||
desc: "Each level of this skill increases the experience earned from Contracts, Operations, and BlackOps by 10%",
|
||||
baseCost: 1, costInc: 2.5,
|
||||
expGain: 10,
|
||||
});
|
||||
})()
|
14
src/Bladeburner/data/ActionTypes.ts
Normal file
14
src/Bladeburner/data/ActionTypes.ts
Normal file
@ -0,0 +1,14 @@
|
||||
// Action Identifier enum
|
||||
export const ActionTypes = Object.freeze({
|
||||
"Idle": 1,
|
||||
"Contract": 2,
|
||||
"Operation": 3,
|
||||
"BlackOp": 4,
|
||||
"BlackOperation": 4,
|
||||
"Training": 5,
|
||||
"Recruitment": 6,
|
||||
"FieldAnalysis": 7,
|
||||
"Field Analysis": 7,
|
||||
"Diplomacy": 8,
|
||||
"Hyperbolic Regeneration Chamber": 9,
|
||||
});
|
79
src/Bladeburner/data/Constants.ts
Normal file
79
src/Bladeburner/data/Constants.ts
Normal file
@ -0,0 +1,79 @@
|
||||
export const BladeburnerConstants: {
|
||||
CityNames: string[];
|
||||
CyclesPerSecond: number;
|
||||
StaminaGainPerSecond: number;
|
||||
BaseStaminaLoss: number;
|
||||
MaxStaminaToGainFactor: number;
|
||||
DifficultyToTimeFactor: number;
|
||||
DiffMultExponentialFactor: number;
|
||||
DiffMultLinearFactor: number;
|
||||
EffAgiLinearFactor: number;
|
||||
EffDexLinearFactor: number;
|
||||
EffAgiExponentialFactor: number;
|
||||
EffDexExponentialFactor: number;
|
||||
BaseRecruitmentTimeNeeded: number;
|
||||
PopulationThreshold: number;
|
||||
PopulationExponent: number;
|
||||
ChaosThreshold: number;
|
||||
BaseStatGain: number;
|
||||
BaseIntGain: number;
|
||||
ActionCountGrowthPeriod: number;
|
||||
RankToFactionRepFactor: number;
|
||||
RankNeededForFaction: number;
|
||||
ContractSuccessesPerLevel: number;
|
||||
OperationSuccessesPerLevel: number;
|
||||
RanksPerSkillPoint: number;
|
||||
ContractBaseMoneyGain: number;
|
||||
HrcHpGain: number;
|
||||
HrcStaminaGain: number;
|
||||
} = {
|
||||
CityNames: ["Aevum", "Chongqing", "Sector-12", "New Tokyo", "Ishima", "Volhaven"],
|
||||
CyclesPerSecond: 5, // Game cycle is 200 ms
|
||||
|
||||
StaminaGainPerSecond: 0.0085,
|
||||
BaseStaminaLoss: 0.285, // Base stamina loss per action. Increased based on difficulty
|
||||
MaxStaminaToGainFactor: 70000, // Max Stamina is divided by this to get bonus stamina gain
|
||||
|
||||
DifficultyToTimeFactor: 10, // Action Difficulty divided by this to get base action time
|
||||
|
||||
/**
|
||||
* The difficulty multiplier affects stamina loss and hp loss of an action. Also affects
|
||||
* experience gain. Its formula is:
|
||||
* difficulty ^ exponentialFactor + difficulty / linearFactor
|
||||
*/
|
||||
DiffMultExponentialFactor: 0.28,
|
||||
DiffMultLinearFactor: 650,
|
||||
|
||||
/**
|
||||
* These factors are used to calculate action time.
|
||||
* They affect how much action time is reduced based on your agility and dexterity
|
||||
*/
|
||||
EffAgiLinearFactor: 10e3,
|
||||
EffDexLinearFactor: 10e3,
|
||||
EffAgiExponentialFactor: 0.04,
|
||||
EffDexExponentialFactor: 0.035,
|
||||
|
||||
BaseRecruitmentTimeNeeded: 300, // Base time needed (s) to complete a Recruitment action
|
||||
|
||||
PopulationThreshold: 1e9, // Population which determines baseline success rate
|
||||
PopulationExponent: 0.7, // Exponent that influences how different populations affect success rate
|
||||
ChaosThreshold: 50, // City chaos level after which it starts making tasks harder
|
||||
|
||||
BaseStatGain: 1, // Base stat gain per second
|
||||
BaseIntGain: 0.001, // Base intelligence stat gain
|
||||
|
||||
ActionCountGrowthPeriod: 480, // Time (s) it takes for action count to grow by its specified value
|
||||
|
||||
RankToFactionRepFactor: 2, // Delta Faction Rep = this * Delta Rank
|
||||
RankNeededForFaction: 25,
|
||||
|
||||
ContractSuccessesPerLevel: 3, // How many successes you need to level up a contract
|
||||
OperationSuccessesPerLevel: 2.5, // How many successes you need to level up an op
|
||||
|
||||
RanksPerSkillPoint: 3, // How many ranks needed to get 1 Skill Point
|
||||
|
||||
ContractBaseMoneyGain: 250e3, // Base Money Gained per contract
|
||||
|
||||
HrcHpGain: 2, // HP Gained from Hyperbolic Regeneration chamber
|
||||
HrcStaminaGain: 1, // Percentage Stamina gained from Hyperbolic Regeneration Chamber
|
||||
}
|
116
src/Bladeburner/data/Help.ts
Normal file
116
src/Bladeburner/data/Help.ts
Normal file
@ -0,0 +1,116 @@
|
||||
export const ConsoleHelpText: {} = {
|
||||
helpList: [
|
||||
"Use 'help [command]' to get more information about a particular Bladeburner console command.",
|
||||
"",
|
||||
" automate [var] [val] [hi/low] Configure simple automation for Bladeburner tasks",
|
||||
" clear/cls Clear the console",
|
||||
" help [cmd] Display this help text, or help text for a specific command",
|
||||
" log [en/dis] [type] Enable or disable logging for events and actions",
|
||||
" skill [action] [name] Level or display info about your Bladeburner skills",
|
||||
" start [type] [name] Start a Bladeburner action/task" ,
|
||||
" stop Stops your current Bladeburner action/task"
|
||||
],
|
||||
automate: [
|
||||
"automate [var] [val] [hi/low]",
|
||||
"",
|
||||
"A simple way to automate your Bladeburner actions. This console command can be used " +
|
||||
"to automatically start an action when your stamina rises above a certain threshold, and " +
|
||||
"automatically switch to another action when your stamina drops below another threshold.",
|
||||
" automate status - Check the current status of your automation and get a brief description of what it'll do",
|
||||
" automate en - Enable the automation feature",
|
||||
" automate dis - Disable the automation feature",
|
||||
"",
|
||||
"There are four properties that must be set for this automation to work properly. Here is how to set them:",
|
||||
"",
|
||||
" automate stamina 100 high",
|
||||
" automate contract Tracking high",
|
||||
" automate stamina 50 low",
|
||||
" automate general 'Field Analysis' low",
|
||||
"",
|
||||
"Using the four console commands above will set the automation to perform Tracking contracts " +
|
||||
"if your stamina is 100 or higher, and then switch to Field Analysis if your stamina drops below " +
|
||||
"50. Note that when setting the action, the name of the action is CASE-SENSITIVE. It must " +
|
||||
"exactly match whatever the name is in the UI."
|
||||
],
|
||||
clear: [
|
||||
"clear",
|
||||
"",
|
||||
"Clears the console"
|
||||
],
|
||||
cls: [
|
||||
"cls",
|
||||
"",
|
||||
"Clears the console"
|
||||
],
|
||||
help: [
|
||||
"help [command]",
|
||||
"",
|
||||
"Running 'help' with no arguments displays the general help text, which lists all console commands " +
|
||||
"and a brief description of what they do. A command can be specified to get more specific help text " +
|
||||
"about that particular command. For example:",
|
||||
"",
|
||||
" help automate",
|
||||
"",
|
||||
"will display specific information about using the automate console command"
|
||||
],
|
||||
log: [
|
||||
"log [en/dis] [type]",
|
||||
"",
|
||||
"Enable or disable logging. By default, the results of completing actions such as contracts/operations are logged " +
|
||||
"in the console. There are also random events that are logged in the console as well. The five categories of " +
|
||||
"things that get logged are:",
|
||||
"",
|
||||
"[general, contracts, ops, blackops, events]",
|
||||
"",
|
||||
"The logging for these categories can be enabled or disabled like so:",
|
||||
"",
|
||||
" log dis contracts - Disables logging that occurs when contracts are completed",
|
||||
" log en contracts - Enables logging that occurs when contracts are completed",
|
||||
" log dis events - Disables logging for Bladeburner random events",
|
||||
"",
|
||||
"Logging can be universally enabled/disabled using the 'all' keyword:",
|
||||
"",
|
||||
" log dis all",
|
||||
" log en all"
|
||||
],
|
||||
skill: [
|
||||
"skill [action] [name]",
|
||||
"",
|
||||
"Level or display information about your skills.",
|
||||
"",
|
||||
"To display information about all of your skills and your multipliers, use:",
|
||||
"",
|
||||
" skill list",
|
||||
"",
|
||||
"To display information about a specific skill, specify the name of the skill afterwards. " +
|
||||
"Note that the name of the skill is case-sensitive. Enter it exactly as seen in the UI. If " +
|
||||
"the name of the skill has whitespace, enclose the name of the skill in double quotation marks:",
|
||||
"",
|
||||
" skill list Reaper<br>" +
|
||||
" skill list 'Digital Observer'",
|
||||
"",
|
||||
"This console command can also be used to level up skills:",
|
||||
"",
|
||||
" skill level [skill name]"
|
||||
],
|
||||
start: [
|
||||
"start [type] [name]",
|
||||
"",
|
||||
"Start an action. An action is specified by its type and its name. The " +
|
||||
"name is case-sensitive. It must appear exactly as it does in the UI. If " +
|
||||
"the name of the action has whitespace, enclose it in double quotation marks. " +
|
||||
"Valid action types include:",
|
||||
"",
|
||||
"[general, contract, op, blackop]",
|
||||
"",
|
||||
"Examples:",
|
||||
"",
|
||||
" start contract Tracking",
|
||||
" start op 'Undercover Operation'"
|
||||
],
|
||||
stop:[
|
||||
"stop",
|
||||
"",
|
||||
"Stop your current action and go idle."
|
||||
],
|
||||
}
|
31
src/Bladeburner/data/SkillNames.ts
Normal file
31
src/Bladeburner/data/SkillNames.ts
Normal file
@ -0,0 +1,31 @@
|
||||
export const SkillNames: {
|
||||
BladesIntuition: string;
|
||||
Cloak: string;
|
||||
Marksman: string;
|
||||
WeaponProficiency: string;
|
||||
ShortCircuit: string;
|
||||
DigitalObserver: string;
|
||||
Tracer: string;
|
||||
Overclock: string;
|
||||
Reaper: string;
|
||||
EvasiveSystem: string;
|
||||
Datamancer: string;
|
||||
CybersEdge: string;
|
||||
HandsOfMidas: string;
|
||||
Hyperdrive: string;
|
||||
} = {
|
||||
BladesIntuition: "Blade's Intuition",
|
||||
Cloak: "Cloak",
|
||||
Marksman: "Marksman",
|
||||
WeaponProficiency: "Weapon Proficiency",
|
||||
ShortCircuit: "Short-Circuit",
|
||||
DigitalObserver: "Digital Observer",
|
||||
Tracer: "Tracer",
|
||||
Overclock: "Overclock",
|
||||
Reaper: "Reaper",
|
||||
EvasiveSystem: "Evasive System",
|
||||
Datamancer: "Datamancer",
|
||||
CybersEdge: "Cyber's Edge",
|
||||
HandsOfMidas: "Hands of Midas",
|
||||
Hyperdrive: "Hyperdrive",
|
||||
}
|
63
src/Bladeburner/ui/BlackOperationsPage.tsx
Normal file
63
src/Bladeburner/ui/BlackOperationsPage.tsx
Normal file
@ -0,0 +1,63 @@
|
||||
import { BlackOperations } from "../BlackOperations";
|
||||
/*
|
||||
if (DomElems.actionsAndSkillsList == null || DomElems.actionsAndSkillsDesc == null) {
|
||||
throw new Error("Bladeburner.createBlackOpsContent called with either " +
|
||||
"DomElems.actionsAndSkillsList or DomElems.actionsAndSkillsDesc = null");
|
||||
}
|
||||
|
||||
DomElems.actionsAndSkillsDesc.innerHTML =
|
||||
"Black Operations (Black Ops) are special, one-time covert operations. " +
|
||||
"Each Black Op must be unlocked successively by completing " +
|
||||
"the one before it.<br><br>" +
|
||||
"<b>Your ultimate goal to climb through the ranks of Bladeburners is to complete " +
|
||||
"all of the Black Ops.</b><br><br>" +
|
||||
"Like normal operations, you may use a team for Black Ops. Failing " +
|
||||
"a black op will incur heavy HP and rank losses.";
|
||||
|
||||
// Put Black Operations in sequence of required rank
|
||||
var blackops = [];
|
||||
for (var blackopName in BlackOperations) {
|
||||
if (BlackOperations.hasOwnProperty(blackopName)) {
|
||||
blackops.push(BlackOperations[blackopName]);
|
||||
}
|
||||
}
|
||||
blackops.sort(function(a, b) {
|
||||
return (a.reqdRank - b.reqdRank);
|
||||
});
|
||||
|
||||
for (var i = blackops.length-1; i >= 0 ; --i) {
|
||||
if (this.blackops[[blackops[i].name]] == null && i !== 0 && this.blackops[[blackops[i-1].name]] == null) {continue;} // If this one nor the next are completed then this isn't unlocked yet.
|
||||
DomElems.blackops[blackops[i].name] = createElement("div", {
|
||||
class:"bladeburner-action", name:blackops[i].name
|
||||
});
|
||||
DomElems.actionsAndSkillsList.appendChild(DomElems.blackops[blackops[i].name]);
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
|
||||
import * as React from "react";
|
||||
|
||||
export function BlackOperationsPage(inst: any): React.ReactElement {
|
||||
// Put Black Operations in sequence of required rank
|
||||
const blackops = [];
|
||||
for (const name in BlackOperations) {
|
||||
if (BlackOperations.hasOwnProperty(name)) {
|
||||
blackops.push(BlackOperations[name]);
|
||||
}
|
||||
}
|
||||
blackops.sort(function(a, b) {
|
||||
return (a.reqdRank - b.reqdRank);
|
||||
});
|
||||
|
||||
return (<div>
|
||||
<p>
|
||||
Black Operations (Black Ops) are special, one-time covert operations. Each Black Op must be unlocked successively by completing the one before it.<br /><br />
|
||||
<b>Your ultimate goal to climb through the ranks of Bladeburners is to complete all of the Black Ops.</b><br /><br />
|
||||
Like normal operations, you may use a team for Black Ops. Failing a black op will incur heavy HP and rank losses.</p>
|
||||
{blackops.map( op =>
|
||||
<div className="bladeburner-action">
|
||||
</div>
|
||||
)}
|
||||
</div>)
|
||||
}
|
@ -242,6 +242,12 @@ export let CONSTANTS: IMap<any> = {
|
||||
Gang
|
||||
* style improvements
|
||||
|
||||
Bladeburner
|
||||
* style improvements
|
||||
|
||||
Bladeburner
|
||||
* fix bug where 'skill list SKILL' would crash if skill is level 0.
|
||||
|
||||
Sleeve
|
||||
* karma gain now scales with sync.
|
||||
`
|
||||
|
@ -431,14 +431,18 @@ function NetscriptFunctions(workerScript) {
|
||||
}
|
||||
}
|
||||
|
||||
const checkBladeburnerAccess = function(func) {
|
||||
const accessDenied = `You do not ` +
|
||||
"currently have access to the Bladeburner API. To access the Bladeburner API " +
|
||||
"you must be employed at the Bladeburner division, AND you must either be in " +
|
||||
"BitNode-7 or have Source-File 7.";
|
||||
const hasAccess = Player.bladeburner instanceof Bladeburner && (Player.bitNodeN === 7 || Player.sourceFiles.some(a=>{return a.n === 7}));
|
||||
if(!hasAccess) {
|
||||
throw makeRuntimeErrorMsg(`bladeburner.${func}`, accessDenied);
|
||||
const checkBladeburnerAccess = function(func, skipjoined=false) {
|
||||
const apiAccess = (Player.bitNodeN === 7 || Player.sourceFiles.some(a=>{return a.n === 7}));
|
||||
if (!apiAccess) {
|
||||
const apiDenied = `You do not currently have access to the Bladeburner API. You must either be in BitNode-7 or have Source-File 7.`;
|
||||
throw makeRuntimeErrorMsg(`bladeburner.${func}`, apiDenied);
|
||||
}
|
||||
if (!skipjoined) {
|
||||
const bladeburnerAccess = Player.bladeburner instanceof Bladeburner;
|
||||
if(!bladeburnerAccess) {
|
||||
const bladeburnerDenied = `You must be a member of the Bladeburner division to use this API.`;
|
||||
throw makeRuntimeErrorMsg(`bladeburner.${func}`, bladeburnerDenied);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -707,17 +711,19 @@ function NetscriptFunctions(workerScript) {
|
||||
maxThreadNeeded = 1e6;
|
||||
}
|
||||
|
||||
let moneyGained = Math.floor(server.moneyAvailable * percentHacked) * threads;
|
||||
let moneyDrained = Math.floor(server.moneyAvailable * percentHacked) * threads;
|
||||
|
||||
// Over-the-top safety checks
|
||||
if (moneyGained <= 0) {
|
||||
moneyGained = 0;
|
||||
if (moneyDrained <= 0) {
|
||||
moneyDrained = 0;
|
||||
expGainedOnSuccess = expGainedOnFailure;
|
||||
}
|
||||
if (moneyGained > server.moneyAvailable) {moneyGained = server.moneyAvailable;}
|
||||
server.moneyAvailable -= moneyGained;
|
||||
if (moneyDrained > server.moneyAvailable) {moneyDrained = server.moneyAvailable;}
|
||||
server.moneyAvailable -= moneyDrained;
|
||||
if (server.moneyAvailable < 0) {server.moneyAvailable = 0;}
|
||||
|
||||
const moneyGained = moneyDrained * BitNodeMultipliers.ScriptHackMoneyGain;
|
||||
|
||||
Player.gainMoney(moneyGained);
|
||||
workerScript.scriptRef.onlineMoneyMade += moneyGained;
|
||||
Player.scriptProdSinceLastAug += moneyGained;
|
||||
@ -1681,7 +1687,8 @@ function NetscriptFunctions(workerScript) {
|
||||
checkTixApiAccess("buyStock");
|
||||
const stock = getStockFromSymbol(symbol, "buyStock");
|
||||
const res = buyStock(stock, shares, workerScript, { rerenderFn: displayStockMarketContent });
|
||||
|
||||
console.log(stock);
|
||||
console.log(res);
|
||||
return res ? stock.price : 0;
|
||||
},
|
||||
sellStock: function(symbol, shares) {
|
||||
@ -3696,12 +3703,12 @@ function NetscriptFunctions(workerScript) {
|
||||
},
|
||||
joinBladeburnerFaction: function() {
|
||||
updateDynamicRam("joinBladeburnerFaction", getRamCost("bladeburner", "joinBladeburnerFaction"));
|
||||
checkBladeburnerAccess("joinBladeburnerFaction");
|
||||
checkBladeburnerAccess("joinBladeburnerFaction", true);
|
||||
return Player.bladeburner.joinBladeburnerFactionNetscriptFn(workerScript);
|
||||
},
|
||||
joinBladeburnerDivision: function() {
|
||||
updateDynamicRam("joinBladeburnerDivision", getRamCost("bladeburner", "joinBladeburnerDivision"));
|
||||
checkBladeburnerAccess("joinBladeburnerDivision");
|
||||
checkBladeburnerAccess("joinBladeburnerDivision", true);
|
||||
if ((Player.bitNodeN === 7 || SourceFileFlags[7] > 0)) {
|
||||
if (Player.bitNodeN === 8) { return false; }
|
||||
if (Player.bladeburner instanceof Bladeburner) {
|
||||
|
@ -176,4 +176,5 @@ export interface IPlayer {
|
||||
startWorkPartTime(companyName: string): void;
|
||||
travel(to: CityName): boolean;
|
||||
giveExploit(exploit: Exploit): void;
|
||||
queryStatFromString(str: string): number;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user