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https://github.com/bitburner-official/bitburner-src.git
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Fix Bladeburner Contract in Sleeve
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@ -13,7 +13,6 @@ import { Skill } from "./Skill";
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import { City } from "./City";
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import { Action } from "./Action";
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import { Player } from "@player";
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import { createTaskTracker, ITaskTracker } from "../PersonObjects/ITaskTracker";
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import { Person } from "../PersonObjects/Person";
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import { Router } from "../ui/GameRoot";
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import { ConsoleHelpText } from "./data/Help";
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@ -35,6 +34,7 @@ import { FactionNames } from "../Faction/data/FactionNames";
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import { KEY } from "../utils/helpers/keyCodes";
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import { isSleeveInfiltrateWork } from "../PersonObjects/Sleeve/Work/SleeveInfiltrateWork";
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import { isSleeveSupportWork } from "../PersonObjects/Sleeve/Work/SleeveSupportWork";
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import { WorkStats, newWorkStats } from "../Work/WorkStats";
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export interface BlackOpsAttempt {
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error?: string;
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@ -983,7 +983,7 @@ export class Bladeburner {
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* @param action(Action obj) - Derived action class
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* @param success(bool) - Whether action was successful
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*/
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getActionStats(action: Action, person: Person, success: boolean): ITaskTracker {
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getActionStats(action: Action, person: Person, success: boolean): WorkStats {
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const difficulty = action.getDifficulty();
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/**
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@ -1002,14 +1002,15 @@ export class Bladeburner {
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const skillMult = this.skillMultipliers.expGain;
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return {
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hack: unweightedGain * action.weights.hack * skillMult,
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str: unweightedGain * action.weights.str * skillMult,
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def: unweightedGain * action.weights.def * skillMult,
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dex: unweightedGain * action.weights.dex * skillMult,
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agi: unweightedGain * action.weights.agi * skillMult,
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cha: unweightedGain * action.weights.cha * skillMult,
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int: unweightedIntGain * action.weights.int * skillMult,
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hackExp: unweightedGain * action.weights.hack * skillMult,
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strExp: unweightedGain * action.weights.str * skillMult,
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defExp: unweightedGain * action.weights.def * skillMult,
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dexExp: unweightedGain * action.weights.dex * skillMult,
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agiExp: unweightedGain * action.weights.agi * skillMult,
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chaExp: unweightedGain * action.weights.cha * skillMult,
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intExp: unweightedIntGain * action.weights.int * skillMult,
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money: 0,
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reputation: 0
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};
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}
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@ -1245,8 +1246,8 @@ export class Bladeburner {
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}
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}
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completeAction(person: Person, actionIdent: ActionIdentifier, isPlayer = true): ITaskTracker {
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let retValue = createTaskTracker();
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completeAction(person: Person, actionIdent: ActionIdentifier, isPlayer = true): WorkStats {
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let retValue = newWorkStats();
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switch (actionIdent.type) {
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case ActionTypes["Contract"]:
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case ActionTypes["Operation"]: {
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@ -1446,10 +1447,10 @@ export class Bladeburner {
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dexExpGain = 30 * person.mults.dexterity_exp,
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agiExpGain = 30 * person.mults.agility_exp,
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staminaGain = 0.04 * this.skillMultipliers.stamina;
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retValue.str = strExpGain;
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retValue.def = defExpGain;
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retValue.dex = dexExpGain;
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retValue.agi = agiExpGain;
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retValue.strExp = strExpGain;
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retValue.defExp = defExpGain;
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retValue.dexExp = dexExpGain;
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retValue.agiExp = agiExpGain;
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this.staminaBonus += staminaGain;
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if (this.logging.general) {
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this.log(
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@ -1483,9 +1484,9 @@ export class Bladeburner {
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const hackingExpGain = 20 * person.mults.hacking_exp;
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const charismaExpGain = 20 * person.mults.charisma_exp;
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const rankGain = 0.1 * BitNodeMultipliers.BladeburnerRank;
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retValue.hack = hackingExpGain;
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retValue.cha = charismaExpGain;
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retValue.int = BladeburnerConstants.BaseIntGain;
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retValue.hackExp = hackingExpGain;
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retValue.chaExp = charismaExpGain;
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retValue.intExp = BladeburnerConstants.BaseIntGain;
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this.changeRank(person, rankGain);
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this.getCurrentCity().improvePopulationEstimateByPercentage(eff * this.skillMultipliers.successChanceEstimate);
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if (this.logging.general) {
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@ -1503,7 +1504,7 @@ export class Bladeburner {
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const recruitTime = this.getRecruitmentTime(person) * 1000;
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if (Math.random() < successChance) {
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const expGain = 2 * BladeburnerConstants.BaseStatGain * recruitTime;
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retValue.cha = expGain;
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retValue.chaExp = expGain;
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++this.teamSize;
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if (this.logging.general) {
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this.log(
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@ -1515,7 +1516,7 @@ export class Bladeburner {
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}
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} else {
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const expGain = BladeburnerConstants.BaseStatGain * recruitTime;
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retValue.cha = expGain;
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retValue.chaExp = expGain;
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if (this.logging.general) {
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this.log(
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`${person.whoAmI()}: ` +
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@ -1,25 +0,0 @@
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// Interface that defines a generic object used to track experience/money
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// earnings for tasks
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export interface ITaskTracker {
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hack: number;
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str: number;
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def: number;
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dex: number;
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agi: number;
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cha: number;
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int: number;
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money: number;
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}
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export function createTaskTracker(): ITaskTracker {
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return {
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hack: 0,
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str: 0,
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def: 0,
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dex: 0,
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agi: 0,
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cha: 0,
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int: 0,
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money: 0,
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};
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}
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@ -2,7 +2,7 @@ import { Person } from "./Person";
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import { calculateSkill } from "./formulas/skill";
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import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
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import { Player } from "@player";
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import { ITaskTracker } from "./ITaskTracker";
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import { WorkStats } from "../ScriptEditor/NetscriptDefinitions";
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export function gainHackingExp(this: Person, exp: number): void {
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if (isNaN(exp)) {
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@ -113,14 +113,14 @@ export function gainIntelligenceExp(this: Person, exp: number): void {
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this.skills.intelligence = Math.floor(this.calculateSkill(this.exp.intelligence, 1));
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}
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}
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export function gainStats(this: Person, retValue: ITaskTracker): void {
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this.gainHackingExp(retValue.hack * this.mults.hacking_exp);
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this.gainStrengthExp(retValue.str * this.mults.strength_exp);
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this.gainDefenseExp(retValue.def * this.mults.defense_exp);
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this.gainDexterityExp(retValue.dex * this.mults.dexterity_exp);
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this.gainAgilityExp(retValue.agi * this.mults.agility_exp);
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this.gainCharismaExp(retValue.cha * this.mults.charisma_exp);
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this.gainIntelligenceExp(retValue.int);
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export function gainStats(this: Person, retValue: WorkStats): void {
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this.gainHackingExp(retValue.hackExp * this.mults.hacking_exp);
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this.gainStrengthExp(retValue.strExp * this.mults.strength_exp);
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this.gainDefenseExp(retValue.defExp * this.mults.defense_exp);
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this.gainDexterityExp(retValue.dexExp * this.mults.dexterity_exp);
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this.gainAgilityExp(retValue.agiExp * this.mults.agility_exp);
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this.gainCharismaExp(retValue.chaExp * this.mults.charisma_exp);
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this.gainIntelligenceExp(retValue.intExp);
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}
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//Given a string expression like "str" or "strength", returns the given stat
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@ -61,8 +61,10 @@ export class SleeveBladeburnerWork extends Work {
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if (!exp) throw new Error(`Somehow there was no exp for action ${this.actionType} ${this.actionName}`);
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applySleeveGains(sleeve, exp, 1);
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}
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Player.gainMoney(retValue.money, "sleeves");
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Player.gainStats(retValue);
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if (this.actionType === "Contracts") {
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applySleeveGains(sleeve, retValue, 1);
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}
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this.cyclesWorked -= this.cyclesNeeded(sleeve);
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}
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return 0;
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