Implement ClassType and FactionWorkType enums

This commit is contained in:
nickofolas 2022-05-04 14:18:12 -05:00
parent 4a8e99b170
commit f45200b25e
12 changed files with 109 additions and 97 deletions

@ -24,6 +24,7 @@ import { IMap } from "../types";
import * as data from "./AchievementData.json";
import { FactionNames } from "../Faction/data/FactionNames";
import { BlackOperationNames } from "../Bladeburner/data/BlackOperationNames";
import { ClassType } from "../utils/WorkType";
// Unable to correctly cast the JSON data into AchievementDataJson type otherwise...
const achievementData = (<AchievementDataJson>(<unknown>data)).achievements;
@ -390,13 +391,12 @@ export const achievements: IMap<Achievement> = {
WORKOUT: {
...achievementData["WORKOUT"],
Icon: "WORKOUT",
Condition: () =>
[
CONSTANTS.ClassGymStrength,
CONSTANTS.ClassGymDefense,
CONSTANTS.ClassGymDexterity,
CONSTANTS.ClassGymAgility,
].includes(Player.className),
Condition: () => {
if (Player.className === null) return false;
return [ClassType.GymStrength, ClassType.GymDefense, ClassType.GymDexterity, ClassType.GymAgility].includes(
Player.className,
);
},
},
TOR: {
...achievementData["TOR"],

@ -63,20 +63,7 @@ export const CONSTANTS: {
GameCyclesPerQuarterHour: number;
MillisecondsPerFiveMinutes: number;
GameCyclesPerFiveMinutes: number;
FactionWorkHacking: string;
FactionWorkField: string;
FactionWorkSecurity: string;
ClassStudyComputerScience: string;
ClassDataStructures: string;
ClassNetworks: string;
ClassAlgorithms: string;
ClassManagement: string;
ClassLeadership: string;
ClassGymStrength: string;
ClassGymDefense: string;
ClassGymDexterity: string;
ClassGymAgility: string;
ClassDataStructuresBaseCost: number;
ClassDataStructuresBaseCost: number;
ClassNetworksBaseCost: number;
ClassAlgorithmsBaseCost: number;
ClassManagementBaseCost: number;
@ -216,20 +203,6 @@ export const CONSTANTS: {
// Player Work & Action
BaseFocusBonus: 0.8,
FactionWorkHacking: "Faction Hacking Work",
FactionWorkField: "Faction Field Work",
FactionWorkSecurity: "Faction Security Work",
ClassStudyComputerScience: "studying Computer Science",
ClassDataStructures: "taking a Data Structures course",
ClassNetworks: "taking a Networks course",
ClassAlgorithms: "taking an Algorithms course",
ClassManagement: "taking a Management course",
ClassLeadership: "taking a Leadership course",
ClassGymStrength: "training your strength at a gym",
ClassGymDefense: "training your defense at a gym",
ClassGymDexterity: "training your dexterity at a gym",
ClassGymAgility: "training your agility at a gym",
ClassDataStructuresBaseCost: 40,
ClassNetworksBaseCost: 80,

@ -17,6 +17,7 @@ import { Money } from "../../ui/React/Money";
import { IRouter } from "../../ui/Router";
import { serverMetadata } from "../../Server/data/servers";
import { Box } from "@mui/material";
import { ClassType } from "../../utils/WorkType";
type IProps = {
loc: Location;
@ -33,7 +34,7 @@ export function GymLocation(props: IProps): React.ReactElement {
return props.loc.costMult * discount;
}
function train(stat: string): void {
function train(stat: ClassType): void {
const loc = props.loc;
props.p.startClass(calculateCost(), loc.expMult, stat);
props.p.startFocusing();
@ -41,19 +42,19 @@ export function GymLocation(props: IProps): React.ReactElement {
}
function trainStrength(): void {
train(CONSTANTS.ClassGymStrength);
train(ClassType.GymStrength);
}
function trainDefense(): void {
train(CONSTANTS.ClassGymDefense);
train(ClassType.GymDefense);
}
function trainDexterity(): void {
train(CONSTANTS.ClassGymDexterity);
train(ClassType.GymDexterity);
}
function trainAgility(): void {
train(CONSTANTS.ClassGymAgility);
train(ClassType.GymAgility);
}
const cost = CONSTANTS.ClassGymBaseCost * calculateCost();

@ -17,6 +17,8 @@ import { Money } from "../../ui/React/Money";
import { use } from "../../ui/Context";
import { Box } from "@mui/material";
import { ClassType } from "../../utils/WorkType";
type IProps = {
loc: Location;
};
@ -32,7 +34,7 @@ export function UniversityLocation(props: IProps): React.ReactElement {
return props.loc.costMult * discount;
}
function take(stat: string): void {
function take(stat: ClassType): void {
const loc = props.loc;
player.startClass(calculateCost(), loc.expMult, stat);
player.startFocusing();
@ -40,27 +42,27 @@ export function UniversityLocation(props: IProps): React.ReactElement {
}
function study(): void {
take(CONSTANTS.ClassStudyComputerScience);
take(ClassType.StudyComputerScience);
}
function dataStructures(): void {
take(CONSTANTS.ClassDataStructures);
take(ClassType.DataStructures);
}
function networks(): void {
take(CONSTANTS.ClassNetworks);
take(ClassType.Networks);
}
function algorithms(): void {
take(CONSTANTS.ClassAlgorithms);
take(ClassType.Algorithms);
}
function management(): void {
take(CONSTANTS.ClassManagement);
take(ClassType.Management);
}
function leadership(): void {
take(CONSTANTS.ClassLeadership);
take(ClassType.Leadership);
}
const costMult: number = calculateCost();

@ -2482,7 +2482,7 @@ export function NetscriptFunctions(workerScript: WorkerScript): NS {
workMoneyGained: Player.workMoneyGained,
createProgramName: Player.createProgramName,
createProgramReqLvl: Player.createProgramReqLvl,
className: Player.className,
className: Player.className ?? "", // Avoids breaking scripts that for some reason rely on this
crimeType: Player.crimeType,
work_money_mult: Player.work_money_mult,
hacknet_node_money_mult: Player.hacknet_node_money_mult,

@ -49,7 +49,7 @@ import { InternalAPI, NetscriptContext } from "src/Netscript/APIWrapper";
import { BlackOperationNames } from "../Bladeburner/data/BlackOperationNames";
import { enterBitNode } from "../RedPill";
import { FactionNames } from "../Faction/data/FactionNames";
import { WorkType } from "../utils/WorkType";
import { ClassType, WorkType } from "../utils/WorkType";
export function NetscriptSingularity(player: IPlayer, workerScript: WorkerScript): InternalAPI<ISingularity> {
const getAugmentation = function (_ctx: NetscriptContext, name: string): Augmentation {
@ -299,25 +299,25 @@ export function NetscriptSingularity(player: IPlayer, workerScript: WorkerScript
return false;
}
let task = "";
let task: ClassType;
switch (className.toLowerCase()) {
case "Study Computer Science".toLowerCase():
task = CONSTANTS.ClassStudyComputerScience;
task = ClassType.StudyComputerScience;
break;
case "Data Structures".toLowerCase():
task = CONSTANTS.ClassDataStructures;
task = ClassType.DataStructures;
break;
case "Networks".toLowerCase():
task = CONSTANTS.ClassNetworks;
task = ClassType.Networks;
break;
case "Algorithms".toLowerCase():
task = CONSTANTS.ClassAlgorithms;
task = ClassType.Algorithms;
break;
case "Management".toLowerCase():
task = CONSTANTS.ClassManagement;
task = ClassType.Management;
break;
case "Leadership".toLowerCase():
task = CONSTANTS.ClassLeadership;
task = ClassType.Leadership;
break;
default:
_ctx.log(() => `Invalid class name: ${className}.`);
@ -416,19 +416,19 @@ export function NetscriptSingularity(player: IPlayer, workerScript: WorkerScript
switch (stat.toLowerCase()) {
case "strength".toLowerCase():
case "str".toLowerCase():
player.startClass(costMult, expMult, CONSTANTS.ClassGymStrength);
player.startClass(costMult, expMult, ClassType.GymStrength);
break;
case "defense".toLowerCase():
case "def".toLowerCase():
player.startClass(costMult, expMult, CONSTANTS.ClassGymDefense);
player.startClass(costMult, expMult, ClassType.GymDefense);
break;
case "dexterity".toLowerCase():
case "dex".toLowerCase():
player.startClass(costMult, expMult, CONSTANTS.ClassGymDexterity);
player.startClass(costMult, expMult, ClassType.GymDexterity);
break;
case "agility".toLowerCase():
case "agi".toLowerCase():
player.startClass(costMult, expMult, CONSTANTS.ClassGymAgility);
player.startClass(costMult, expMult, ClassType.GymAgility);
break;
default:
_ctx.log(() => `Invalid stat: ${stat}.`);

@ -30,7 +30,7 @@ import { WorkerScript } from "../Netscript/WorkerScript";
import { HacknetServer } from "../Hacknet/HacknetServer";
import { ISkillProgress } from "./formulas/skill";
import { PlayerAchievement } from "../Achievements/Achievements";
import { WorkType } from "../utils/WorkType";
import { WorkType, ClassType } from "../utils/WorkType";
export interface IPlayer {
// Class members
@ -136,7 +136,7 @@ export interface IPlayer {
singFnCrimeWorkerScript: WorkerScript | null;
timeNeededToCompleteWork: number;
focus: boolean;
className: string;
className: ClassType | null;
currentWorkFactionName: string;
workType: WorkType | null;
workCostMult: number;
@ -220,7 +220,7 @@ export interface IPlayer {
singularityStopWork(): string;
startBladeburner(p: any): void;
startFactionWork(faction: Faction): void;
startClass(costMult: number, expMult: number, className: string): void;
startClass(costMult: number, expMult: number, className: ClassType): void;
startCorporation(corpName: string, additionalShares?: number): void;
startCrime(
router: IRouter,

@ -38,7 +38,7 @@ import { PlayerAchievement } from "../../Achievements/Achievements";
import { cyrb53 } from "../../utils/StringHelperFunctions";
import { getRandomInt } from "../../utils/helpers/getRandomInt";
import { CONSTANTS } from "../../Constants";
import { WorkType } from "../../utils/WorkType";
import { WorkType, ClassType } from "../../utils/WorkType";
export class PlayerObject implements IPlayer {
// Class members
@ -146,7 +146,7 @@ export class PlayerObject implements IPlayer {
singFnCrimeWorkerScript: WorkerScript | null;
timeNeededToCompleteWork: number;
focus: boolean;
className: string;
className: ClassType | null;
currentWorkFactionName: string;
workType: WorkType | null;
workCostMult: number;
@ -230,7 +230,7 @@ export class PlayerObject implements IPlayer {
singularityStopWork: () => string;
startBladeburner: (p: any) => void;
startFactionWork: (faction: Faction) => void;
startClass: (costMult: number, expMult: number, className: string) => void;
startClass: (costMult: number, expMult: number, className: ClassType) => void;
startCorporation: (corpName: string, additionalShares?: number) => void;
startCrime: (
router: IRouter,
@ -431,7 +431,7 @@ export class PlayerObject implements IPlayer {
this.graftAugmentationName = "";
this.timeWorkedGraftAugmentation = 0;
this.className = "";
this.className = null;
this.crimeType = "";

@ -66,7 +66,7 @@ import { achievements } from "../../Achievements/Achievements";
import { FactionNames } from "../../Faction/data/FactionNames";
import { graftingIntBonus } from "../Grafting/GraftingHelpers";
import { WorkType } from "../../utils/WorkType";
import { WorkType, FactionWorkType, ClassType } from "../../utils/WorkType";
export function init(this: IPlayer): void {
/* Initialize Player's home computer */
@ -142,7 +142,7 @@ export function prestigeAugmentation(this: PlayerObject): void {
this.currentWorkFactionName = "";
this.currentWorkFactionDescription = "";
this.createProgramName = "";
this.className = "";
this.className = null;
this.crimeType = "";
this.workHackExpGainRate = 0;
@ -503,8 +503,7 @@ export function queryStatFromString(this: IPlayer, str: string): number {
/******* Working functions *******/
export function resetWorkStatus(this: IPlayer, generalType?: WorkType, group?: string, workType?: string): void {
if (this.workType !== WorkType.Faction && generalType === this.workType && group === this.companyName)
return;
if (this.workType !== WorkType.Faction && generalType === this.workType && group === this.companyName) return;
if (generalType === this.workType && group === this.currentWorkFactionName && workType === this.factionWorkType)
return;
if (this.isWorking) this.singularityStopWork();
@ -535,7 +534,7 @@ export function resetWorkStatus(this: IPlayer, generalType?: WorkType, group?: s
this.currentWorkFactionDescription = "";
this.createProgramName = "";
this.graftAugmentationName = "";
this.className = "";
this.className = null;
this.workType = null;
}
@ -890,19 +889,19 @@ export function startFactionWork(this: IPlayer, faction: Faction): void {
}
export function startFactionHackWork(this: IPlayer, faction: Faction): void {
this.resetWorkStatus(WorkType.Faction, faction.name, CONSTANTS.FactionWorkHacking);
this.resetWorkStatus(WorkType.Faction, faction.name, FactionWorkType.Hacking);
this.workHackExpGainRate = 0.15 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.workRepGainRate = getHackingWorkRepGain(this, faction);
this.factionWorkType = CONSTANTS.FactionWorkHacking;
this.factionWorkType = FactionWorkType.Hacking;
this.currentWorkFactionDescription = "carrying out hacking contracts";
this.startFactionWork(faction);
}
export function startFactionFieldWork(this: IPlayer, faction: Faction): void {
this.resetWorkStatus(WorkType.Faction, faction.name, CONSTANTS.FactionWorkField);
this.resetWorkStatus(WorkType.Faction, faction.name, FactionWorkType.Field);
this.workHackExpGainRate = 0.1 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.workStrExpGainRate = 0.1 * this.strength_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
@ -912,14 +911,14 @@ export function startFactionFieldWork(this: IPlayer, faction: Faction): void {
this.workChaExpGainRate = 0.1 * this.charisma_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.workRepGainRate = getFactionFieldWorkRepGain(this, faction);
this.factionWorkType = CONSTANTS.FactionWorkField;
this.factionWorkType = FactionWorkType.Field;
this.currentWorkFactionDescription = "carrying out field missions";
this.startFactionWork(faction);
}
export function startFactionSecurityWork(this: IPlayer, faction: Faction): void {
this.resetWorkStatus(WorkType.Faction, faction.name, CONSTANTS.FactionWorkSecurity);
this.resetWorkStatus(WorkType.Faction, faction.name, FactionWorkType.Security);
this.workHackExpGainRate = 0.05 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.workStrExpGainRate = 0.15 * this.strength_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
@ -929,7 +928,7 @@ export function startFactionSecurityWork(this: IPlayer, faction: Faction): void
this.workChaExpGainRate = 0.0 * this.charisma_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.workRepGainRate = getFactionSecurityWorkRepGain(this, faction);
this.factionWorkType = CONSTANTS.FactionWorkSecurity;
this.factionWorkType = FactionWorkType.Security;
this.currentWorkFactionDescription = "performing security detail";
this.startFactionWork(faction);
@ -944,13 +943,13 @@ export function workForFaction(this: IPlayer, numCycles: number): boolean {
//Constantly update the rep gain rate
switch (this.factionWorkType) {
case CONSTANTS.FactionWorkHacking:
case FactionWorkType.Hacking:
this.workRepGainRate = getHackingWorkRepGain(this, faction);
break;
case CONSTANTS.FactionWorkField:
case FactionWorkType.Field:
this.workRepGainRate = getFactionFieldWorkRepGain(this, faction);
break;
case CONSTANTS.FactionWorkSecurity:
case FactionWorkType.Security:
this.workRepGainRate = getFactionSecurityWorkRepGain(this, faction);
break;
default:
@ -1394,7 +1393,7 @@ export function finishGraftAugmentationWork(this: IPlayer, cancelled: boolean, s
}
/* Studying/Taking Classes */
export function startClass(this: IPlayer, costMult: number, expMult: number, className: string): void {
export function startClass(this: IPlayer, costMult: number, expMult: number, className: ClassType): void {
this.resetWorkStatus();
this.isWorking = true;
this.workType = WorkType.StudyClass;

@ -1,6 +1,7 @@
import { CONSTANTS } from "../../Constants";
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
import { IPlayer } from "../IPlayer";
import { ClassType } from "../../utils/WorkType";
export interface WorkEarnings {
workMoneyLossRate: number;
@ -25,43 +26,43 @@ export function calculateClassEarnings(player: IPlayer): WorkEarnings {
chaExp = 0;
const hashManager = player.hashManager;
switch (player.className) {
case CONSTANTS.ClassStudyComputerScience:
case ClassType.StudyComputerScience:
hackExp =
((CONSTANTS.ClassStudyComputerScienceBaseExp * player.workExpMult) / gameCPS) * hashManager.getStudyMult();
break;
case CONSTANTS.ClassDataStructures:
case ClassType.DataStructures:
cost = (CONSTANTS.ClassDataStructuresBaseCost * player.workCostMult) / gameCPS;
hackExp = ((CONSTANTS.ClassDataStructuresBaseExp * player.workExpMult) / gameCPS) * hashManager.getStudyMult();
break;
case CONSTANTS.ClassNetworks:
case ClassType.Networks:
cost = (CONSTANTS.ClassNetworksBaseCost * player.workCostMult) / gameCPS;
hackExp = ((CONSTANTS.ClassNetworksBaseExp * player.workExpMult) / gameCPS) * hashManager.getStudyMult();
break;
case CONSTANTS.ClassAlgorithms:
case ClassType.Algorithms:
cost = (CONSTANTS.ClassAlgorithmsBaseCost * player.workCostMult) / gameCPS;
hackExp = ((CONSTANTS.ClassAlgorithmsBaseExp * player.workExpMult) / gameCPS) * hashManager.getStudyMult();
break;
case CONSTANTS.ClassManagement:
case ClassType.Management:
cost = (CONSTANTS.ClassManagementBaseCost * player.workCostMult) / gameCPS;
chaExp = ((CONSTANTS.ClassManagementBaseExp * player.workExpMult) / gameCPS) * hashManager.getStudyMult();
break;
case CONSTANTS.ClassLeadership:
case ClassType.Leadership:
cost = (CONSTANTS.ClassLeadershipBaseCost * player.workCostMult) / gameCPS;
chaExp = ((CONSTANTS.ClassLeadershipBaseExp * player.workExpMult) / gameCPS) * hashManager.getStudyMult();
break;
case CONSTANTS.ClassGymStrength:
case ClassType.GymStrength:
cost = (CONSTANTS.ClassGymBaseCost * player.workCostMult) / gameCPS;
strExp = (player.workExpMult / gameCPS) * hashManager.getTrainingMult();
break;
case CONSTANTS.ClassGymDefense:
case ClassType.GymDefense:
cost = (CONSTANTS.ClassGymBaseCost * player.workCostMult) / gameCPS;
defExp = (player.workExpMult / gameCPS) * hashManager.getTrainingMult();
break;
case CONSTANTS.ClassGymDexterity:
case ClassType.GymDexterity:
cost = (CONSTANTS.ClassGymBaseCost * player.workCostMult) / gameCPS;
dexExp = (player.workExpMult / gameCPS) * hashManager.getTrainingMult();
break;
case CONSTANTS.ClassGymAgility:
case ClassType.GymAgility:
cost = (CONSTANTS.ClassGymBaseCost * player.workCostMult) / gameCPS;
agiExp = (player.workExpMult / gameCPS) * hashManager.getTrainingMult();
break;

@ -19,7 +19,7 @@ import { ProgressBar } from "./React/Progress";
import { Reputation } from "./React/Reputation";
import { ReputationRate } from "./React/ReputationRate";
import { StatsRow } from "./React/StatsRow";
import { WorkType } from "../utils/WorkType";
import { WorkType, ClassType } from "../utils/WorkType";
const CYCLES_PER_SEC = 1000 / CONSTANTS.MilliPerCycle;
@ -223,10 +223,10 @@ export function WorkInProgressRoot(): React.ReactElement {
let stopText = "";
if (
className === CONSTANTS.ClassGymStrength ||
className === CONSTANTS.ClassGymDefense ||
className === CONSTANTS.ClassGymDexterity ||
className === CONSTANTS.ClassGymAgility
className === ClassType.GymStrength ||
className === ClassType.GymDefense ||
className === ClassType.GymDexterity ||
className === ClassType.GymAgility
) {
stopText = "Stop training at gym";
} else {

@ -7,3 +7,39 @@ export enum WorkType {
Crime = "Committing a crime",
GraftAugmentation = "Grafting an Augmentation",
}
export enum FactionWorkType {
Hacking = "Faction Hacking Work",
Field = "Faction Field Work",
Security = "Faction Security Work",
}
export enum ClassType {
StudyComputerScience = "studying Computer Science",
DataStructures = "taking a Data Structures course",
Networks = "taking a Networks course",
Algorithms = "taking an Algorithms course",
Management = "taking a Management course",
Leadership = "taking a Leadership course",
GymStrength = "training your strength at a gym",
GymDefense = "training your defense at a gym",
GymDexterity = "training your dexterity at a gym",
GymAgility = "training your agility at a gym",
}
export enum CrimeType {
Shoplift = "shoplift",
RobStore = "rob a store",
Mug = "mug someone",
Larceny = "commit larceny",
Drugs = "deal drugs",
BondForgery = "forge corporate bonds",
TraffickArms = "traffick illegal arms",
Homicide = "commit homicide",
GrandTheftAuto = "commit grand theft auto",
Kidnap = "kidnap someone for ransom",
Assassination = "assassinate a high-profile target",
Heist = "pull off the ultimate heist",
}