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https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-22 23:53:48 +01:00
make infil reward more consistent.
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68cff084ff
commit
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@ -16,6 +16,7 @@ import Typography from "@mui/material/Typography";
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interface IProps {
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StartingDifficulty: number;
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Difficulty: number;
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Reward: number;
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MaxLevel: number;
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}
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@ -112,6 +113,7 @@ export function Game(props: IProps): React.ReactElement {
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<Victory
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StartingDifficulty={props.StartingDifficulty}
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Difficulty={props.Difficulty}
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Reward={props.Reward}
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MaxLevel={props.MaxLevel}
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/>
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);
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@ -4,18 +4,35 @@ import { Intro } from "./Intro";
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import { Game } from "./Game";
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import { Location } from "../../Locations/Location";
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import { use } from "../../ui/Context";
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import { calculateSkill } from "../../PersonObjects/formulas/skill";
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interface IProps {
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location: Location;
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}
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function calcDifficulty(player: IPlayer, startingDifficulty: number): number {
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const totalStats = player.strength + player.defense + player.dexterity + player.agility + player.charisma;
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const difficulty = startingDifficulty - Math.pow(totalStats, 0.9) / 250 - player.intelligence / 1600;
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function calcRawDiff(player: IPlayer, stats: number, startingDifficulty: number): number {
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const difficulty = startingDifficulty - Math.pow(stats, 0.9) / 250 - player.intelligence / 1600;
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if (difficulty < 0) return 0;
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if (difficulty > 3) return 3;
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return difficulty;
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}
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function calcDifficulty(player: IPlayer, startingDifficulty: number): number {
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const totalStats = player.strength + player.defense + player.dexterity + player.agility + player.charisma;
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return calcRawDiff(player, totalStats, startingDifficulty);
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}
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function calcReward(player: IPlayer, startingDifficulty: number): number {
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const xpMult = 10 * 60 * 15;
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const total =
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calculateSkill(player.strength_exp_mult * xpMult, player.strength_mult) +
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calculateSkill(player.defense_exp_mult * xpMult, player.defense_mult) +
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calculateSkill(player.agility_exp_mult * xpMult, player.agility_mult) +
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calculateSkill(player.dexterity_exp_mult * xpMult, player.dexterity_mult) +
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calculateSkill(player.charisma_exp_mult * xpMult, player.charisma_mult);
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return calcRawDiff(player, total, startingDifficulty);
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}
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export function InfiltrationRoot(props: IProps): React.ReactElement {
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const player = use.Player();
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const router = use.Router();
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@ -24,6 +41,8 @@ export function InfiltrationRoot(props: IProps): React.ReactElement {
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if (props.location.infiltrationData === undefined) throw new Error("Trying to do infiltration on invalid location.");
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const startingDifficulty = props.location.infiltrationData.startingSecurityLevel;
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const difficulty = calcDifficulty(player, startingDifficulty);
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const reward = calcReward(player, startingDifficulty);
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console.log(`${difficulty} ${reward}`);
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function cancel(): void {
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router.toCity();
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@ -45,6 +64,7 @@ export function InfiltrationRoot(props: IProps): React.ReactElement {
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<Game
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StartingDifficulty={startingDifficulty}
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Difficulty={difficulty}
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Reward={reward}
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MaxLevel={props.location.infiltrationData.maxClearanceLevel}
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/>
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);
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@ -13,6 +13,7 @@ import Select, { SelectChangeEvent } from "@mui/material/Select";
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interface IProps {
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StartingDifficulty: number;
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Difficulty: number;
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Reward: number;
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MaxLevel: number;
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}
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@ -28,14 +29,14 @@ export function Victory(props: IProps): React.ReactElement {
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const levelBonus = props.MaxLevel * Math.pow(1.01, props.MaxLevel);
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const repGain =
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Math.pow(props.Difficulty + 1, 1.1) *
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Math.pow(props.Reward + 1, 1.1) *
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Math.pow(props.StartingDifficulty, 1.2) *
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30 *
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levelBonus *
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BitNodeMultipliers.InfiltrationRep;
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const moneyGain =
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Math.pow(props.Difficulty + 1, 2) *
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Math.pow(props.Reward + 1, 2) *
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Math.pow(props.StartingDifficulty, 3) *
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3e3 *
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levelBonus *
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@ -4,7 +4,6 @@ export function formatTime(fmt: string): string {
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try {
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return format(new Date(), fmt);
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} catch (err: any) {
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console.error(err);
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return "format error";
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}
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}
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