mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-30 09:57:32 +01:00
remove level, base cost and rep requirment from base augmentation obj
* added in place calculations for cost and level of augmentations given player context * removed redundant logic for dynamically calculating cost,rep and level against the augmentation object * replaced references to startingCost to baseCost as it is now always whatever it started at
This commit is contained in:
parent
c3a3994658
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@ -9,6 +9,18 @@ import { Money } from "../ui/React/Money";
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import { Generic_fromJSON, Generic_toJSON, Reviver } from "../utils/JSONReviver";
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import { FactionNames } from "../Faction/data/FactionNames";
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import { IPlayer } from "../PersonObjects/IPlayer";
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import { AugmentationNames } from "./data/AugmentationNames";
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import { CONSTANTS } from "../Constants";
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import { StaticAugmentations } from "./StaticAugmentations";
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import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
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import { getBaseAugmentationPriceMultiplier, getGenericAugmentationPriceMultiplier } from "./AugmentationHelpers";
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import { initInfiltratorsAugmentations } from "./data/AugmentationCreator";
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export interface AugmentationCosts {
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moneyCost: number;
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repCost: number;
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}
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export interface IConstructorParams {
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info: string | JSX.Element;
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@ -410,10 +422,10 @@ function generateStatsDescription(mults: IMap<number>, programs?: string[], star
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}
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export class Augmentation {
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// How much money this costs to buy
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// How much money this costs to buy before multipliers
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baseCost = 0;
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// How much faction reputation is required to unlock this
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// How much faction reputation is required to unlock this before multipliers
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baseRepRequirement = 0;
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// Description of what this Aug is and what it does
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@ -425,9 +437,6 @@ export class Augmentation {
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// Any Augmentation not immediately available in BitNode-1 is special (e.g. Bladeburner augs)
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isSpecial = false;
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// Augmentation level - for repeatable Augs like NeuroFlux Governor
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level = 0;
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// Name of Augmentation
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name = "";
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@ -438,12 +447,6 @@ export class Augmentation {
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// The Player/Person classes
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mults: IMap<number> = {};
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// Initial cost. Doesn't change when you purchase multiple Augmentation
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startingCost = 0;
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// Initial rep requirement. Doesn't change when you purchase multiple Augmentation
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startingRepRequirement = 0;
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// Factions that offer this aug.
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factions: string[] = [];
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@ -462,16 +465,12 @@ export class Augmentation {
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this.baseRepRequirement = params.repCost;
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this.baseCost = params.moneyCost;
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this.startingCost = this.baseCost;
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this.startingRepRequirement = this.baseRepRequirement;
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this.factions = params.factions;
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if (params.isSpecial) {
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this.isSpecial = true;
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}
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this.level = 0;
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// Set multipliers
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if (params.hacking_mult) {
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this.mults.hacking_mult = params.hacking_mult;
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@ -600,6 +599,59 @@ export class Augmentation {
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}
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}
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getCost(player: IPlayer): AugmentationCosts {
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const augmentationReference = StaticAugmentations[this.name];
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let moneyCost = augmentationReference.baseCost;
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let repCost = augmentationReference.baseRepRequirement;
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if (augmentationReference.name === AugmentationNames.NeuroFluxGovernor) {
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let nextLevel = this.getLevel(player);
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--nextLevel;
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const multiplier = Math.pow(CONSTANTS.NeuroFluxGovernorLevelMult, nextLevel);
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repCost = augmentationReference.baseRepRequirement * multiplier * BitNodeMultipliers.AugmentationRepCost;
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moneyCost = augmentationReference.baseCost * multiplier * BitNodeMultipliers.AugmentationMoneyCost;
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for (let i = 0; i < player.queuedAugmentations.length; ++i) {
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augmentationReference.baseCost *= getBaseAugmentationPriceMultiplier();
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}
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} else if (augmentationReference.factions.includes(FactionNames.Infiltrators)) {
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const infiltratorAugmentationNames = initInfiltratorsAugmentations().map((augmentation) => augmentation.name);
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const infiltratorMultiplier =
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infiltratorAugmentationNames.filter((augmentationName) => player.hasAugmentation(augmentationName)).length + 1;
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moneyCost = Math.pow(augmentationReference.baseCost * 1000, infiltratorMultiplier);
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if (infiltratorAugmentationNames.find((augmentationName) => augmentationName === augmentationReference.name)) {
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repCost = augmentationReference.baseRepRequirement * infiltratorMultiplier;
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}
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} else {
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moneyCost =
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augmentationReference.baseCost *
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getGenericAugmentationPriceMultiplier() *
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BitNodeMultipliers.AugmentationMoneyCost;
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}
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return { moneyCost, repCost };
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}
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getLevel(player: IPlayer): number {
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// Get current Neuroflux level based on Player's augmentations
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if (this.name === AugmentationNames.NeuroFluxGovernor) {
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let currLevel = 0;
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for (let i = 0; i < player.augmentations.length; ++i) {
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if (player.augmentations[i].name === AugmentationNames.NeuroFluxGovernor) {
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currLevel = player.augmentations[i].level;
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}
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}
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// Account for purchased but uninstalled Augmentations
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for (let i = 0; i < player.queuedAugmentations.length; ++i) {
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if (player.queuedAugmentations[i].name == AugmentationNames.NeuroFluxGovernor) {
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++currLevel;
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}
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}
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return currLevel + 1;
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}
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return 0;
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}
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// Adds this Augmentation to all Factions
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addToAllFactions(): void {
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for (const fac of Object.keys(Factions)) {
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@ -20,30 +20,10 @@ import {
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initNeuroFluxGovernor,
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initUnstableCircadianModulator,
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} from "./data/AugmentationCreator";
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import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
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import { Router } from "../ui/GameRoot";
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export function AddToStaticAugmentations(aug: Augmentation): void {
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const name = aug.name;
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Augmentations[name] = aug;
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}
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export function getNextNeuroFluxLevel(): number {
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// Get current Neuroflux level based on Player's augmentations
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let currLevel = 0;
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for (let i = 0; i < Player.augmentations.length; ++i) {
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if (Player.augmentations[i].name === AugmentationNames.NeuroFluxGovernor) {
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currLevel = Player.augmentations[i].level;
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}
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}
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// Account for purchased but uninstalled Augmentations
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for (let i = 0; i < Player.queuedAugmentations.length; ++i) {
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if (Player.queuedAugmentations[i].name == AugmentationNames.NeuroFluxGovernor) {
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++currLevel;
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}
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}
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return currLevel + 1;
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StaticAugmentations[name] = aug;
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}
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@ -70,59 +50,16 @@ function initAugmentations(): void {
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resetFactionAugmentations();
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clearObject(StaticAugmentations);
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createAugmentations();
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updateAugmentationCosts();
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Player.reapplyAllAugmentations();
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}
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function getBaseAugmentationPriceMultiplier(): number {
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export function getBaseAugmentationPriceMultiplier(): number {
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return CONSTANTS.MultipleAugMultiplier * [1, 0.96, 0.94, 0.93][Player.sourceFileLvl(11)];
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}
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export function getGenericAugmentationPriceMultiplier(): number {
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return Math.pow(getBaseAugmentationPriceMultiplier(), Player.queuedAugmentations.length);
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}
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function updateNeuroFluxGovernorCosts(neuroFluxGovernorAugmentation: Augmentation): void {
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let nextLevel = getNextNeuroFluxLevel();
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--nextLevel;
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const multiplier = Math.pow(CONSTANTS.NeuroFluxGovernorLevelMult, nextLevel);
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neuroFluxGovernorAugmentation.baseRepRequirement =
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neuroFluxGovernorAugmentation.startingRepRequirement * multiplier * BitNodeMultipliers.AugmentationRepCost;
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neuroFluxGovernorAugmentation.baseCost =
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neuroFluxGovernorAugmentation.startingCost * multiplier * BitNodeMultipliers.AugmentationMoneyCost;
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for (let i = 0; i < Player.queuedAugmentations.length; ++i) {
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neuroFluxGovernorAugmentation.baseCost *= getBaseAugmentationPriceMultiplier();
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}
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}
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function updateInfiltratorCosts(infiltratorAugmentation: Augmentation): void {
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const infiltratorAugmentationNames = initInfiltratorsAugmentations().map((augmentation) => augmentation.name);
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const infiltratorMultiplier =
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infiltratorAugmentationNames.filter((augmentationName) => Player.hasAugmentation(augmentationName)).length + 1;
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infiltratorAugmentation.baseCost = Math.pow(infiltratorAugmentation.startingCost * 1000, infiltratorMultiplier);
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if (infiltratorAugmentationNames.find((augmentationName) => augmentationName === infiltratorAugmentation.name)) {
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infiltratorAugmentation.baseRepRequirement = infiltratorAugmentation.startingRepRequirement * infiltratorMultiplier;
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}
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}
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export function updateAugmentationCosts(): void {
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for (const name of Object.keys(Augmentations)) {
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if (Augmentations.hasOwnProperty(name)) {
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const augmentationToUpdate = Augmentations[name];
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if (augmentationToUpdate.name === AugmentationNames.NeuroFluxGovernor) {
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updateNeuroFluxGovernorCosts(augmentationToUpdate);
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} else if (augmentationToUpdate.factions.includes(FactionNames.Infiltrators)) {
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updateInfiltratorCosts(augmentationToUpdate);
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} else {
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augmentationToUpdate.baseCost =
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augmentationToUpdate.startingCost *
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getGenericAugmentationPriceMultiplier() *
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BitNodeMultipliers.AugmentationMoneyCost;
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}
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}
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}
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}
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//Resets an Augmentation during (re-initizliation)
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function resetAugmentation(aug: Augmentation): void {
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aug.addToFactions(aug.factions);
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@ -142,20 +79,6 @@ function applyAugmentation(aug: IPlayerOwnedAugmentation, reapply = false): void
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Player.setMult(mult, v);
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}
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// Special logic for NeuroFlux Governor
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if (aug.name === AugmentationNames.NeuroFluxGovernor) {
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if (!reapply) {
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Augmentations[aug.name].level = aug.level;
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for (let i = 0; i < Player.augmentations.length; ++i) {
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if (Player.augmentations[i].name == AugmentationNames.NeuroFluxGovernor) {
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Player.augmentations[i].level = aug.level;
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return;
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// break;
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}
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}
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}
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}
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// Special logic for Congruity Implant
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if (aug.name === AugmentationNames.CongruityImplant && !reapply) {
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Player.entropy = 0;
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import { dialogBoxCreate } from "../ui/React/DialogBox";
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import { InvitationEvent } from "./ui/InvitationModal";
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import { FactionNames } from "./data/FactionNames";
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import { updateAugmentationCosts, getNextNeuroFluxLevel } from "../Augmentation/AugmentationHelpers";
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import { SFC32RNG } from "../Casino/RNG";
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export function inviteToFaction(faction: Faction): void {
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@ -82,6 +81,7 @@ export function hasAugmentationPrereqs(aug: Augmentation): boolean {
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export function purchaseAugmentation(aug: Augmentation, fac: Faction, sing = false): string {
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const hasPrereqs = hasAugmentationPrereqs(aug);
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const augCosts = aug.getCost(Player);
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if (!hasPrereqs) {
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const txt = `You must first purchase or install ${aug.prereqs.join(",")} before you can purchase this one.`;
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if (sing) {
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@ -89,28 +89,26 @@ export function purchaseAugmentation(aug: Augmentation, fac: Faction, sing = fal
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} else {
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dialogBoxCreate(txt);
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}
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} else if (aug.baseCost !== 0 && Player.money < aug.baseCost) {
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} else if (augCosts.moneyCost !== 0 && Player.money < augCosts.moneyCost) {
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const txt = "You don't have enough money to purchase " + aug.name;
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if (sing) {
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return txt;
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}
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dialogBoxCreate(txt);
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} else if (fac.playerReputation < aug.baseRepRequirement) {
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} else if (fac.playerReputation < augCosts.repCost) {
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const txt = "You don't have enough faction reputation to purchase " + aug.name;
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if (sing) {
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return txt;
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}
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dialogBoxCreate(txt);
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} else if (aug.baseCost === 0 || Player.money >= aug.baseCost) {
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} else if (augCosts.moneyCost === 0 || Player.money >= augCosts.moneyCost) {
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const queuedAugmentation = new PlayerOwnedAugmentation(aug.name);
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if (aug.name == AugmentationNames.NeuroFluxGovernor) {
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queuedAugmentation.level = getNextNeuroFluxLevel();
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queuedAugmentation.level = aug.getLevel(Player);
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}
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Player.queuedAugmentations.push(queuedAugmentation);
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Player.loseMoney(aug.baseCost, "augmentations");
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updateAugmentationCosts();
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Player.loseMoney(augCosts.moneyCost, "augmentations");
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if (sing) {
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return "You purchased " + aug.name;
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@ -69,7 +69,7 @@ export function AugmentationsPage(props: IProps): React.ReactElement {
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throw new Error("Invalid Augmentation Names");
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}
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return aug1.baseCost - aug2.baseCost;
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return aug1.getCost(player).moneyCost - aug2.getCost(player).moneyCost;
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});
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return augs;
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@ -78,11 +78,12 @@ export function AugmentationsPage(props: IProps): React.ReactElement {
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function getAugsSortedByPurchasable(): string[] {
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const augs = getAugs();
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function canBuy(augName: string): boolean {
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const repCost = aug.baseRepRequirement;
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const aug = StaticAugmentations[augName];
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const augCosts = aug.getCost(player)
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const repCost = augCosts.repCost;
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const hasReq = props.faction.playerReputation >= repCost;
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const hasRep = hasAugmentationPrereqs(aug);
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const hasCost = aug.baseCost !== 0 && player.money > aug.baseCost;
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const hasCost = augCosts.moneyCost !== 0 && player.money > augCosts.moneyCost;
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return hasCost && hasReq && hasRep;
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}
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const buy = augs.filter(canBuy).sort((augName1, augName2) => {
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@ -92,7 +93,7 @@ export function AugmentationsPage(props: IProps): React.ReactElement {
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throw new Error("Invalid Augmentation Names");
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}
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return aug1.baseCost - aug2.baseCost;
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return aug1.getCost(player).moneyCost - aug2.getCost(player).moneyCost;
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});
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const cantBuy = augs
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.filter((aug) => !canBuy(aug))
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@ -102,7 +103,7 @@ export function AugmentationsPage(props: IProps): React.ReactElement {
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if (aug1 == null || aug2 == null) {
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throw new Error("Invalid Augmentation Names");
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}
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return aug1.baseRepRequirement - aug2.baseRepRequirement;
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return aug1.getCost(player).repCost - aug2.getCost(player).repCost;
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});
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return buy.concat(cantBuy);
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@ -116,7 +117,7 @@ export function AugmentationsPage(props: IProps): React.ReactElement {
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if (aug1 == null || aug2 == null) {
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throw new Error("Invalid Augmentation Names");
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}
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return aug1.baseRepRequirement - aug2.baseRepRequirement;
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return aug1.getCost(player).repCost - aug2.getCost(player).repCost;
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});
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return augs;
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@ -42,7 +42,7 @@ export function PurchaseAugmentationModal(props: IProps): React.ReactElement {
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<br />
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<br />
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Would you like to purchase the {props.aug.name} Augmentation for
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<Money money={props.aug.baseCost} />?
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<Money money={props.aug.getCost(player).moneyCost} />?
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<br />
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<br />
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</Typography>
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@ -22,7 +22,7 @@ import Tooltip from "@mui/material/Tooltip";
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import Box from "@mui/material/Box";
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import { TableCell } from "../../ui/React/Table";
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import TableRow from "@mui/material/TableRow";
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import { getNextNeuroFluxLevel } from "../../Augmentation/AugmentationHelpers";
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import { use } from "../../ui/Context";
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interface IReqProps {
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augName: string;
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@ -74,6 +74,7 @@ interface IProps {
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}
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export function PurchaseableAugmentation(props: IProps): React.ReactElement {
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const player = use.Player();
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const [open, setOpen] = useState(false);
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const aug = StaticAugmentations[props.augName];
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if (aug == null) throw new Error(`aug ${props.augName} does not exists`);
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@ -85,11 +86,12 @@ export function PurchaseableAugmentation(props: IProps): React.ReactElement {
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return <></>;
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}
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const moneyCost = aug.baseCost;
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const repCost = aug.baseRepRequirement;
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const repCosts = aug.getCost(player);
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const moneyCost = repCosts.moneyCost;
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const repCost = repCosts.repCost;
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const hasReq = hasAugmentationPrereqs(aug);
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const hasRep = props.faction.playerReputation >= repCost;
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const hasCost = aug.baseCost === 0 || props.p.money > aug.baseCost;
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const hasCost = moneyCost === 0 || props.p.money > moneyCost;
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// Determine UI properties
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const color: "error" | "primary" = !hasReq || !hasRep || !hasCost ? "error" : "primary";
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@ -97,7 +99,7 @@ export function PurchaseableAugmentation(props: IProps): React.ReactElement {
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// Determine button txt
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let btnTxt = aug.name;
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if (aug.name === AugmentationNames.NeuroFluxGovernor) {
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btnTxt += ` - Level ${getNextNeuroFluxLevel()}`;
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btnTxt += ` - Level ${aug.getLevel(player)}`;
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}
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let tooltip = <></>;
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@ -1,3 +1,4 @@
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import { AugmentationCosts } from "./../Augmentation/Augmentation";
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import { WorkerScript } from "../Netscript/WorkerScript";
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import { IPlayer } from "../PersonObjects/IPlayer";
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import { purchaseAugmentation, joinFaction, getFactionAugmentationsFiltered } from "../Faction/FactionHelpers";
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@ -122,7 +123,7 @@ export function NetscriptSingularity(player: IPlayer, workerScript: WorkerScript
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_ctx.helper.checkSingularityAccess();
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const augName = _ctx.helper.string("augName", _augName);
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const aug = getAugmentation(_ctx, augName);
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return [aug.baseRepRequirement, aug.baseCost];
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return [aug.getCost(player).moneyCost, aug.getCost(player).repCost];
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},
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getAugmentationPrereq: (_ctx: NetscriptContext) =>
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function (_augName: unknown): string[] {
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@ -136,14 +137,14 @@ export function NetscriptSingularity(player: IPlayer, workerScript: WorkerScript
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_ctx.helper.checkSingularityAccess();
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const augName = _ctx.helper.string("augName", _augName);
|
||||
const aug = getAugmentation(_ctx, augName);
|
||||
return aug.baseCost;
|
||||
return aug.getCost(player).moneyCost;
|
||||
},
|
||||
getAugmentationRepReq: (_ctx: NetscriptContext) =>
|
||||
function (_augName: unknown): number {
|
||||
_ctx.helper.checkSingularityAccess();
|
||||
const augName = _ctx.helper.string("augName", _augName);
|
||||
const aug = getAugmentation(_ctx, augName);
|
||||
return aug.baseRepRequirement;
|
||||
return aug.getCost(player).repCost;
|
||||
},
|
||||
getAugmentationStats: (_ctx: NetscriptContext) =>
|
||||
function (_augName: unknown): AugmentationStats {
|
||||
@ -186,7 +187,7 @@ export function NetscriptSingularity(player: IPlayer, workerScript: WorkerScript
|
||||
}
|
||||
}
|
||||
|
||||
if (fac.playerReputation < aug.baseRepRequirement) {
|
||||
if (fac.playerReputation < aug.getCost(player).repCost) {
|
||||
workerScript.log("purchaseAugmentation", () => `You do not have enough reputation with '${fac.name}'.`);
|
||||
return false;
|
||||
}
|
||||
@ -1128,7 +1129,6 @@ export function NetscriptSingularity(player: IPlayer, workerScript: WorkerScript
|
||||
workerScript.log("workForFaction", () => `Invalid work type: '${type}`);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
},
|
||||
getFactionRep: (_ctx: NetscriptContext) =>
|
||||
function (_facName: unknown): number {
|
||||
|
@ -281,7 +281,7 @@ export function NetscriptSleeve(player: IPlayer, workerScript: WorkerScript, hel
|
||||
const aug = purchasableAugs[i];
|
||||
augs.push({
|
||||
name: aug.name,
|
||||
cost: aug.startingCost,
|
||||
cost: aug.baseCost,
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -18,7 +18,7 @@ export class GraftableAugmentation {
|
||||
}
|
||||
|
||||
get cost(): number {
|
||||
return this.augmentation.startingCost * CONSTANTS.AugmentationGraftingCostMult;
|
||||
return this.augmentation.baseCost * CONSTANTS.AugmentationGraftingCostMult;
|
||||
}
|
||||
|
||||
get time(): number {
|
||||
|
@ -678,7 +678,7 @@ export class Sleeve extends Person {
|
||||
}
|
||||
|
||||
tryBuyAugmentation(p: IPlayer, aug: Augmentation): boolean {
|
||||
if (!p.canAfford(aug.startingCost)) {
|
||||
if (!p.canAfford(aug.baseCost)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -687,7 +687,7 @@ export class Sleeve extends Person {
|
||||
return false;
|
||||
}
|
||||
|
||||
p.loseMoney(aug.startingCost, "sleeves");
|
||||
p.loseMoney(aug.baseCost, "sleeves");
|
||||
this.installAugmentation(aug);
|
||||
return true;
|
||||
}
|
||||
|
@ -74,7 +74,7 @@ export function findSleevePurchasableAugs(sleeve: Sleeve, p: IPlayer): Augmentat
|
||||
continue;
|
||||
}
|
||||
|
||||
if (fac.playerReputation > aug.baseRepRequirement) {
|
||||
if (fac.playerReputation > aug.getCost(p).repCost) {
|
||||
availableAugs.push(aug);
|
||||
}
|
||||
}
|
||||
@ -98,7 +98,7 @@ export function findSleevePurchasableAugs(sleeve: Sleeve, p: IPlayer): Augmentat
|
||||
continue;
|
||||
}
|
||||
|
||||
if (fac.playerReputation > aug.baseRepRequirement) {
|
||||
if (fac.playerReputation > aug.getCost(p).repCost) {
|
||||
availableAugs.push(aug);
|
||||
}
|
||||
}
|
||||
|
@ -66,7 +66,7 @@ export function SleeveAugmentationsModal(props: IProps): React.ReactElement {
|
||||
return (
|
||||
<TableRow key={aug.name}>
|
||||
<TableCell>
|
||||
<Button onClick={() => purchaseAugmentation(aug)} disabled={player.money < aug.startingCost}>
|
||||
<Button onClick={() => purchaseAugmentation(aug)} disabled={player.money < aug.baseCost}>
|
||||
Buy
|
||||
</Button>
|
||||
</TableCell>
|
||||
@ -78,7 +78,7 @@ export function SleeveAugmentationsModal(props: IProps): React.ReactElement {
|
||||
</Box>
|
||||
</TableCell>
|
||||
<TableCell>
|
||||
<Money money={aug.startingCost} player={player} />
|
||||
<Money money={aug.baseCost} player={player} />
|
||||
</TableCell>
|
||||
</TableRow>
|
||||
);
|
||||
|
Loading…
Reference in New Issue
Block a user