mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-22 23:53:48 +01:00
Merge pull request #3787 from Undeemiss/bladeburner-multi-upgrade
BLADEBURNER: Added bulk upgrades to upgradeSkill NS API
This commit is contained in:
commit
f339e49aa7
@ -17,7 +17,7 @@ import { IAction } from "./IAction";
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import { IPlayer } from "../PersonObjects/IPlayer";
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import { createTaskTracker, ITaskTracker } from "../PersonObjects/ITaskTracker";
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import { IPerson } from "../PersonObjects/IPerson";
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import { IRouter, Page } from "../ui/Router";
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import { IRouter } from "../ui/Router";
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import { ConsoleHelpText } from "./data/Help";
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import { exceptionAlert } from "../utils/helpers/exceptionAlert";
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import { getRandomInt } from "../utils/helpers/getRandomInt";
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@ -35,7 +35,6 @@ import { getTimestamp } from "../utils/helpers/getTimestamp";
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import { joinFaction } from "../Faction/FactionHelpers";
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import { WorkerScript } from "../Netscript/WorkerScript";
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import { FactionNames } from "../Faction/data/FactionNames";
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import { BlackOperationNames } from "./data/BlackOperationNames";
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import { KEY } from "../utils/helpers/keyCodes";
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interface BlackOpsAttempt {
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@ -237,13 +236,13 @@ export class Bladeburner implements IBladeburner {
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}
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}
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upgradeSkill(skill: Skill): void {
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upgradeSkill(skill: Skill, count = 1): void {
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// This does NOT handle deduction of skill points
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const skillName = skill.name;
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if (this.skills[skillName]) {
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++this.skills[skillName];
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this.skills[skillName] += count;
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} else {
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this.skills[skillName] = 1;
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this.skills[skillName] = count;
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}
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if (isNaN(this.skills[skillName]) || this.skills[skillName] < 0) {
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throw new Error("Level of Skill " + skillName + " is invalid: " + this.skills[skillName]);
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@ -2277,7 +2276,7 @@ export class Bladeburner implements IBladeburner {
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}
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}
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getSkillUpgradeCostNetscriptFn(skillName: string, workerScript: WorkerScript): number {
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getSkillUpgradeCostNetscriptFn(skillName: string, count: number, workerScript: WorkerScript): number {
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if (skillName === "" || !Skills.hasOwnProperty(skillName)) {
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workerScript.log("bladeburner.getSkillUpgradeCost", () => `Invalid skill: '${skillName}'`);
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return -1;
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@ -2285,13 +2284,13 @@ export class Bladeburner implements IBladeburner {
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const skill = Skills[skillName];
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if (this.skills[skillName] == null) {
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return skill.calculateCost(0);
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return skill.calculateCost(0, count);
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} else {
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return skill.calculateCost(this.skills[skillName]);
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return skill.calculateCost(this.skills[skillName], count);
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}
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}
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upgradeSkillNetscriptFn(skillName: string, workerScript: WorkerScript): boolean {
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upgradeSkillNetscriptFn(skillName: string, count: number, workerScript: WorkerScript): boolean {
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const errorLogText = `Invalid skill: '${skillName}'`;
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if (!Skills.hasOwnProperty(skillName)) {
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workerScript.log("bladeburner.upgradeSkill", () => errorLogText);
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@ -2303,10 +2302,10 @@ export class Bladeburner implements IBladeburner {
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if (this.skills[skillName] && !isNaN(this.skills[skillName])) {
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currentLevel = this.skills[skillName];
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}
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const cost = skill.calculateCost(currentLevel);
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const cost = skill.calculateCost(currentLevel, count);
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if (skill.maxLvl && currentLevel >= skill.maxLvl) {
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workerScript.log("bladeburner.upgradeSkill", () => `Skill '${skillName}' is already maxed.`);
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if (skill.maxLvl && currentLevel + count > skill.maxLvl) {
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workerScript.log("bladeburner.upgradeSkill", () => `Skill '${skillName}' cannot be upgraded ${count} time(s).`);
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return false;
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}
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@ -2314,13 +2313,13 @@ export class Bladeburner implements IBladeburner {
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workerScript.log(
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"bladeburner.upgradeSkill",
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() =>
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`You do not have enough skill points to upgrade ${skillName} (You have ${this.skillPoints}, you need ${cost})`,
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`You do not have enough skill points to upgrade ${skillName} ${count} time(s). (You have ${this.skillPoints}, you need ${cost})`,
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);
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return false;
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}
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this.skillPoints -= cost;
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this.upgradeSkill(skill);
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this.upgradeSkill(skill, count);
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workerScript.log("bladeburner.upgradeSkill", () => `'${skillName}' upgraded to level ${this.skills[skillName]}`);
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return true;
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}
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@ -76,8 +76,8 @@ export interface IBladeburner {
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getActionEstimatedSuccessChanceNetscriptFn(person: IPerson, type: string, name: string): [number, number] | string;
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getActionCountRemainingNetscriptFn(type: string, name: string, workerScript: WorkerScript): number;
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getSkillLevelNetscriptFn(skillName: string, workerScript: WorkerScript): number;
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getSkillUpgradeCostNetscriptFn(skillName: string, workerScript: WorkerScript): number;
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upgradeSkillNetscriptFn(skillName: string, workerScript: WorkerScript): boolean;
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getSkillUpgradeCostNetscriptFn(skillName: string, count: number, workerScript: WorkerScript): number;
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upgradeSkillNetscriptFn(skillName: string, count: number, workerScript: WorkerScript): boolean;
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getTeamSizeNetscriptFn(type: string, name: string, workerScript: WorkerScript): number;
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setTeamSizeNetscriptFn(type: string, name: string, size: number, workerScript: WorkerScript): number;
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joinBladeburnerFactionNetscriptFn(workerScript: WorkerScript): boolean;
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@ -133,8 +133,37 @@ export class Skill {
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}
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}
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calculateCost(currentLevel: number): number {
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return Math.floor((this.baseCost + currentLevel * this.costInc) * BitNodeMultipliers.BladeburnerSkillCost);
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calculateCost(currentLevel: number, count = 1): number {
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//Recursive mode does not handle invalid inputs properly, but it should never
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//be possible for it to run with them. For the sake of not crashing the game,
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const recursiveMode = (currentLevel: number, count: number): number => {
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if (count <= 1) {
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return Math.floor((this.baseCost + currentLevel * this.costInc) * BitNodeMultipliers.BladeburnerSkillCost);
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} else {
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const thisUpgrade = Math.floor(
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(this.baseCost + currentLevel * this.costInc) * BitNodeMultipliers.BladeburnerSkillCost,
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);
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return this.calculateCost(currentLevel + 1, count - 1) + thisUpgrade;
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}
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};
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//Count must be a positive integer.
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if (count < 0 || count % 1 != 0) {
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throw new Error(`${count} is an invalid number of upgrades`);
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}
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//Use recursive mode if count is small
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if (count <= 100) {
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return recursiveMode(currentLevel, count);
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}
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//Use optimized mode if count is large
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else {
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//unFloored is roughly equivalent to
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//(this.baseCost + currentLevel * this.costInc) * BitNodeMultipliers.BladeburnerSkillCost
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//being repeated for increasing currentLevel
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const preMult = (count * (2 * this.baseCost + this.costInc * (2 * currentLevel + count + 1))) / 2;
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const unFloored = preMult * BitNodeMultipliers.BladeburnerSkillCost - count / 2;
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return Math.floor(unFloored);
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}
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}
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getMultiplier(name: string): number {
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@ -74,7 +74,7 @@ export function GeneralActionElem(props: IProps): React.ReactElement {
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<CopyableText value={props.action.name} />
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<StartButton
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bladeburner={props.bladeburner}
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type={ActionTypes[props.action.name ]}
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type={ActionTypes[props.action.name]}
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name={props.action.name}
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rerender={rerender}
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/>
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@ -22,7 +22,7 @@ export function Augmentations(props: IProps): React.ReactElement {
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const [augmentation, setAugmentation] = useState("Augmented Targeting I");
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function setAugmentationDropdown(event: SelectChangeEvent<string>): void {
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setAugmentation(event.target.value );
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setAugmentation(event.target.value);
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}
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function queueAug(): void {
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props.player.queueAugmentation(augmentation);
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@ -15,7 +15,7 @@ import { CodingContractTypes } from "../../CodingContracts";
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export function CodingContracts(): React.ReactElement {
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const [codingcontract, setCodingcontract] = useState("Find Largest Prime Factor");
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function setCodingcontractDropdown(event: SelectChangeEvent<string>): void {
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setCodingcontract(event.target.value );
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setCodingcontract(event.target.value);
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}
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function specificContract(): void {
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@ -18,7 +18,7 @@ const bigNumber = 1e12;
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export function Companies(): React.ReactElement {
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const [company, setCompany] = useState(FactionNames.ECorp as string);
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function setCompanyDropdown(event: SelectChangeEvent<string>): void {
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setCompany(event.target.value );
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setCompany(event.target.value);
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}
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function resetCompanyRep(): void {
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AllCompanies[company].playerReputation = 0;
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@ -29,7 +29,7 @@ export function Factions(props: IProps): React.ReactElement {
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const [faction, setFaction] = useState(FactionNames.Illuminati as string);
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function setFactionDropdown(event: SelectChangeEvent<string>): void {
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setFaction(event.target.value );
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setFaction(event.target.value);
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}
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function receiveInvite(): void {
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@ -19,7 +19,7 @@ interface IProps {
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export function Programs(props: IProps): React.ReactElement {
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const [program, setProgram] = useState("NUKE.exe");
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function setProgramDropdown(event: SelectChangeEvent<string>): void {
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setProgram(event.target.value );
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setProgram(event.target.value);
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}
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function addProgram(): void {
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if (!props.player.hasProgram(program)) {
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@ -15,7 +15,7 @@ import MenuItem from "@mui/material/MenuItem";
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export function Servers(): React.ReactElement {
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const [server, setServer] = useState("home");
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function setServerDropdown(event: SelectChangeEvent<string>): void {
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setServer(event.target.value );
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setServer(event.target.value);
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}
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function rootServer(): void {
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const s = GetServer(server);
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@ -8,8 +8,8 @@ export function Unclickable(): React.ReactElement {
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function unclickable(event: React.MouseEvent<HTMLDivElement>): void {
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if (!event.target || !(event.target instanceof Element)) return;
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const display = getComputedStyle(event.target ).display;
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const visibility = getComputedStyle(event.target ).visibility;
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const display = getComputedStyle(event.target).display;
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const visibility = getComputedStyle(event.target).visibility;
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if (display === "none" && visibility === "hidden" && event.isTrusted) player.giveExploit(Exploit.Unclickable);
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}
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@ -54,7 +54,7 @@ export function HacknetNodeElem(props: IProps): React.ReactElement {
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multiplier = getMaxNumberLevelUpgrades(props.player, node, HacknetNodeConstants.MaxLevel);
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} else {
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const levelsToMax = HacknetNodeConstants.MaxLevel - node.level;
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multiplier = Math.min(levelsToMax, purchaseMult );
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multiplier = Math.min(levelsToMax, purchaseMult);
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}
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const increase =
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@ -94,7 +94,7 @@ export function HacknetNodeElem(props: IProps): React.ReactElement {
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multiplier = getMaxNumberRamUpgrades(props.player, node, HacknetNodeConstants.MaxRam);
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} else {
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const levelsToMax = Math.round(Math.log2(HacknetNodeConstants.MaxRam / node.ram));
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multiplier = Math.min(levelsToMax, purchaseMult );
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multiplier = Math.min(levelsToMax, purchaseMult);
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}
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const increase =
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@ -144,7 +144,7 @@ export function HacknetNodeElem(props: IProps): React.ReactElement {
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multiplier = getMaxNumberCoreUpgrades(props.player, node, HacknetNodeConstants.MaxCores);
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} else {
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const levelsToMax = HacknetNodeConstants.MaxCores - node.cores;
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multiplier = Math.min(levelsToMax, purchaseMult );
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multiplier = Math.min(levelsToMax, purchaseMult);
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}
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const increase =
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@ -279,26 +279,28 @@ export function NetscriptBladeburner(player: IPlayer, workerScript: WorkerScript
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},
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getSkillUpgradeCost:
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(ctx: NetscriptContext) =>
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(_skillName: unknown): number => {
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(_skillName: unknown, _count: unknown = 1): number => {
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const skillName = ctx.helper.string("skillName", _skillName);
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const count = ctx.helper.number("count", _count);
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checkBladeburnerAccess(ctx);
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const bladeburner = player.bladeburner;
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if (bladeburner === null) throw new Error("Should not be called without Bladeburner");
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try {
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return bladeburner.getSkillUpgradeCostNetscriptFn(skillName, workerScript);
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return bladeburner.getSkillUpgradeCostNetscriptFn(skillName, count, workerScript);
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} catch (e: any) {
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throw ctx.makeRuntimeErrorMsg(e);
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}
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},
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upgradeSkill:
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(ctx: NetscriptContext) =>
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(_skillName: unknown): boolean => {
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(_skillName: unknown, _count: unknown = 1): boolean => {
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const skillName = ctx.helper.string("skillName", _skillName);
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const count = ctx.helper.number("count", _count);
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checkBladeburnerAccess(ctx);
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const bladeburner = player.bladeburner;
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if (bladeburner === null) throw new Error("Should not be called without Bladeburner");
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try {
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return bladeburner.upgradeSkillNetscriptFn(skillName, workerScript);
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return bladeburner.upgradeSkillNetscriptFn(skillName, count, workerScript);
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} catch (e: any) {
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throw ctx.makeRuntimeErrorMsg(e);
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}
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@ -257,7 +257,7 @@ export function NetscriptCorporation(player: IPlayer, workerScript: WorkerScript
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function getMaterial(divisionName: string, cityName: string, materialName: string): Material {
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const warehouse = getWarehouse(divisionName, cityName);
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const matName = (materialName ).replace(/ /g, "");
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const matName = materialName.replace(/ /g, "");
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const material = warehouse.materials[matName];
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if (material === undefined) throw new Error(`Invalid material name: '${materialName}'`);
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return material;
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@ -725,9 +725,11 @@ export function NetscriptCorporation(player: IPlayer, workerScript: WorkerScript
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const employeeName = ctx.helper.string("employeeName", _employeeName);
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const job = ctx.helper.string("job", _job);
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const employee = getEmployee(divisionName, cityName, employeeName);
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return netscriptDelay(["Training", "Unassigned"].includes(employee.pos) ? 0 : 1000, workerScript).then(function () {
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return Promise.resolve(AssignJob(employee, job));
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});
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return netscriptDelay(["Training", "Unassigned"].includes(employee.pos) ? 0 : 1000, workerScript).then(
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function () {
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return Promise.resolve(AssignJob(employee, job));
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},
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);
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},
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hireEmployee:
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(ctx: NetscriptContext) =>
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10
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
10
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
@ -3080,28 +3080,30 @@ export interface Bladeburner {
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* @remarks
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* RAM cost: 4 GB
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*
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* This function returns the number of skill points needed to upgrade the specified skill.
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* This function returns the number of skill points needed to upgrade the specified skill the specified number of times.
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*
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* The function returns -1 if an invalid skill name is passed in.
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*
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* @param skillName - Name of skill. Case-sensitive and must be an exact match
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* @param count - Number of times to upgrade the skill. Defaults to 1 if not specified.
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* @returns Number of skill points needed to upgrade the specified skill.
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*/
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getSkillUpgradeCost(name: string): number;
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getSkillUpgradeCost(name: string, count?: number): number;
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/**
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* Upgrade skill.
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* @remarks
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* RAM cost: 4 GB
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*
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* Attempts to upgrade the specified Bladeburner skill.
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* Attempts to upgrade the specified Bladeburner skill the specified number of times.
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*
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* Returns true if the skill is successfully upgraded, and false otherwise.
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*
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* @param skillName - Name of skill to be upgraded. Case-sensitive and must be an exact match
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* @param count - Number of times to upgrade the skill. Defaults to 1 if not specified.
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* @returns true if the skill is successfully upgraded, and false otherwise.
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*/
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upgradeSkill(name: string): boolean;
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upgradeSkill(name: string, count?: number): boolean;
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/**
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* Get team size.
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@ -693,7 +693,7 @@ export function Root(props: IProps): React.ReactElement {
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if (server === null) throw new Error(`Server '${closingScript.hostname}' should not be null, but it is.`);
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const serverScriptIndex = server.scripts.findIndex((script) => script.filename === closingScript.fileName);
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if (serverScriptIndex === -1 || savedScriptCode !== server.scripts[serverScriptIndex ].code) {
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if (serverScriptIndex === -1 || savedScriptCode !== server.scripts[serverScriptIndex].code) {
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PromptEvent.emit({
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txt: `Do you want to save changes to ${closingScript.fileName} on ${closingScript.hostname}?`,
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resolve: (result: boolean | string) => {
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@ -36,7 +36,7 @@ function toNumber(n: number | IMinMaxRange): number {
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return n;
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}
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case "object": {
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const range = n ;
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const range = n;
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value = getRandomInt(range.min, range.max);
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break;
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}
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@ -68,7 +68,7 @@ export function placeOrder(
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// Process to see if it should be executed immediately
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const processOrderRefs = {
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stockMarket: StockMarket ,
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stockMarket: StockMarket,
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symbolToStockMap: SymbolToStockMap,
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};
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processOrders(stock, order.type, order.pos, processOrderRefs);
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@ -84,7 +84,7 @@ export function mv(
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script.filename = destPath;
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} else if (srcFile instanceof TextFile) {
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const textFile = srcFile ;
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const textFile = srcFile;
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if (!dest.endsWith(".txt")) {
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terminal.error(`Source and destination files must have the same type`);
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return;
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@ -121,7 +121,7 @@ export function getTextFile(fn: string, server: BaseServer): TextFile | null {
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filename = removeLeadingSlash(filename);
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}
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for (const file of server.textFiles ) {
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for (const file of server.textFiles) {
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if (file.fn === filename) {
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return file;
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}
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|
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