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Rename ContractTypes -> CodingCOntractTypes. Begin Contract Generation code
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@ -8,7 +8,7 @@ import { IMap } from "./types";
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/* tslint:disable:no-magic-numbers completed-docs max-classes-per-file no-console */
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/* Represents different types of problems that a Coding Contract can have */
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export class ContractType {
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export class CodingContractType {
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/**
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* Function that generates a description of the problem
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*/
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@ -56,12 +56,12 @@ export class ContractType {
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/* Contract Types */
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// tslint:disable-next-line
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export const ContractTypes: IMap<ContractType> = {};
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export const CodingContractTypes: IMap<CodingContractType> = {};
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for (const md of codingContractTypesMetadata) {
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ContractTypes[md.name] = new ContractType(md.name, md.desc, md.gen, md.solver, md.difficulty, md.numTries);
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CodingContractTypes[md.name] = new CodingContractType(md.name, md.desc, md.gen, md.solver, md.difficulty, md.numTries);
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}
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console.info(`${Object.keys(ContractTypes).length} Coding Contract Types loaded`);
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console.info(`${Object.keys(CodingContractTypes).length} Coding Contract Types loaded`);
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/**
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* Enum representing the different types of rewards a Coding Contract can give
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@ -70,7 +70,7 @@ export enum CodingContractRewardType {
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FactionReputation,
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FactionReputationAll,
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CompanyReputation,
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Money,
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Money, // This must always be the last reward type
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}
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/**
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@ -128,25 +128,25 @@ export class CodingContract {
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}
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// tslint:disable-next-line
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if (ContractTypes[type] == null) {
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if (CodingContractTypes[type] == null) {
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throw new Error(`Error: invalid contract type: ${type} please contact developer`);
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}
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this.type = type;
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this.data = ContractTypes[type].generate();
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this.data = CodingContractTypes[type].generate();
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this.reward = reward;
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}
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getDifficulty(): number {
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return ContractTypes[this.type].difficulty;
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return CodingContractTypes[this.type].difficulty;
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}
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getMaxNumTries(): number {
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return ContractTypes[this.type].numTries;
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return CodingContractTypes[this.type].numTries;
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}
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isSolution(solution: string): boolean {
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return ContractTypes[this.type].solver(this.data, solution);
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return CodingContractTypes[this.type].solver(this.data, solution);
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}
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/**
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@ -155,7 +155,7 @@ export class CodingContract {
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async prompt(): Promise<CodingContractResult> {
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// tslint:disable-next-line
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return new Promise<CodingContractResult>((resolve: Function, reject: Function) => {
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const contractType: ContractType = ContractTypes[this.type];
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const contractType: ContractType = CodingContractTypes[this.type];
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const popupId: string = `coding-contract-prompt-popup-${this.fn}`;
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const txt: HTMLElement = createElement("p", {
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innerText: ["You are attempting to solve a Coding Contract. Note that",
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@ -1,5 +1,6 @@
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import {dialogBoxCreate} from "../utils/DialogBox";
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import {gameOptionsBoxOpen, gameOptionsBoxClose} from "../utils/GameOptions";
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import { getRandomInt } from "../utils/helpers/getRandomInt";
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import {removeChildrenFromElement} from "../utils/uiHelpers/removeChildrenFromElement";
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import {clearEventListeners} from "../utils/uiHelpers/clearEventListeners";
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import {createElement} from "../utils/uiHelpers/createElement";
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@ -23,6 +24,8 @@ import {BitNodes, initBitNodes,
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import {Bladeburner} from "./Bladeburner";
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import {CharacterOverview} from "./CharacterOverview";
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import {cinematicTextFlag} from "./CinematicText";
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import {CodingContract, CodingContractRewardType,
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CodingContractTypes} from "./CodingContracts";
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import {CompanyPositions, initCompanies} from "./Company";
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import {Corporation} from "./CompanyManagement";
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import {CONSTANTS} from "./Constants";
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@ -1004,6 +1007,7 @@ const Engine = {
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stockTick: 30, //Update stock prices
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sCr: 1500,
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mechanicProcess: 5, //Processes certain mechanics (Corporation, Bladeburner)
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contractGeneration: 3000 //Generate Coding Contracts
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},
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decrementAllCounters: function(numCycles = 1) {
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@ -1149,6 +1153,25 @@ const Engine = {
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}
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Engine.Counters.mechanicProcess = 5;
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}
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if (Engine.Counters.contractGeneration <= 0) {
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// 5% chance of a contract being generated
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if (Math.random() <= 0.05) {
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// First select a random problem type
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let problemTypes = Object.keys(CodingContractTypes);
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let randIndex = getRandomInt(0, problemTypes.length - 1);
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let problemType = CodingContractTypes[problemTypes[randIndex]];
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// Then select a random reward type. 'Money' will always be the last reward type
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let rewardType = getRandomInt(1, CodingContractRewardType.Money);
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// Add additional information based on the reward type
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switch (rewardType) {
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case CodingContractRewardType
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}
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}
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Engine.Counters.contractGeneration = 3000;
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}
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},
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/* Calculates the hack progress for a manual (non-scripted) hack and updates the progress bar/time accordingly */
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