n
appears to be an integral component to its\n functionality.\n >\n ),\n stats: <>This Augmentation removes the Entropy virus, and prevents it from affecting you again.>,\n factions: [],\n }),\n];\n\nexport const initBladeburnerAugmentations = (): Augmentation[] => [\n new Augmentation({\n name: AugmentationNames.EsperEyewear,\n repCost: 1.25e3,\n moneyCost: 1.65e8,\n info:\n \"Ballistic-grade protective and retractable eyewear that was designed specifically \" +\n \"for Bladeburner units. This \" +\n \"is implanted by installing a mechanical frame in the skull's orbit. \" +\n \"This frame interfaces with the brain and allows the user to \" +\n \"automatically extrude and extract the eyewear. The eyewear protects \" +\n \"against debris, shrapnel, lasers, blinding flashes, and gas. It is also \" +\n \"embedded with a data processing chip that can be programmed to display an \" +\n \"AR HUD to assist the user in field missions.\",\n bladeburner_success_chance: 1.03,\n dexterity: 1.05,\n isSpecial: true,\n factions: [FactionNames.Bladeburners],\n }),\n new Augmentation({\n name: AugmentationNames.EMS4Recombination,\n repCost: 2.5e3,\n moneyCost: 2.75e8,\n info:\n \"A DNA recombination of the EMS-4 Gene. This genetic engineering \" +\n \"technique was originally used on Bladeburners during the Synthoid uprising \" +\n \"to induce wakefulness and concentration, suppress fear, reduce empathy, \" +\n \"improve reflexes, and improve memory among other things.\",\n bladeburner_success_chance: 1.03,\n bladeburner_analysis: 1.05,\n bladeburner_stamina_gain: 1.02,\n isSpecial: true,\n factions: [FactionNames.Bladeburners],\n }),\n new Augmentation({\n name: AugmentationNames.OrionShoulder,\n repCost: 6.25e3,\n moneyCost: 5.5e8,\n info:\n \"A bionic shoulder augmentation for the right shoulder. Using cybernetics, \" +\n \"the ORION-MKIV shoulder enhances the strength and dexterity \" +\n \"of the user's right arm. It also provides protection due to its \" +\n \"crystallized graphene plating.\",\n defense: 1.05,\n strength: 1.05,\n dexterity: 1.05,\n bladeburner_success_chance: 1.04,\n isSpecial: true,\n factions: [FactionNames.Bladeburners],\n }),\n new Augmentation({\n name: AugmentationNames.HyperionV1,\n repCost: 1.25e4,\n moneyCost: 2.75e9,\n info:\n \"A pair of mini plasma cannons embedded into the hands. The Hyperion is capable \" +\n \"of rapidly firing bolts of high-density plasma. The weapon is meant to \" +\n \"be used against augmented enemies as the ionized \" +\n \"nature of the plasma disrupts the electrical systems of Augmentations. However, \" +\n \"it can also be effective against non-augmented enemies due to its high temperature \" +\n \"and concussive force.\",\n bladeburner_success_chance: 1.06,\n isSpecial: true,\n factions: [FactionNames.Bladeburners],\n }),\n new Augmentation({\n name: AugmentationNames.HyperionV2,\n repCost: 2.5e4,\n moneyCost: 5.5e9,\n info:\n \"A pair of mini plasma cannons embedded into the hands. This augmentation \" +\n \"is more advanced and powerful than the original V1 model. This V2 model is \" +\n \"more power-efficient, more accurate, and can fire plasma bolts at a much \" +\n \"higher velocity than the V1 model.\",\n prereqs: [AugmentationNames.HyperionV1],\n bladeburner_success_chance: 1.08,\n isSpecial: true,\n factions: [FactionNames.Bladeburners],\n }),\n new Augmentation({\n name: AugmentationNames.GolemSerum,\n repCost: 3.125e4,\n moneyCost: 1.1e10,\n info:\n \"A serum that permanently enhances many aspects of human capabilities, \" +\n \"including strength, speed, immune system enhancements, and mitochondrial efficiency. The \" +\n \"serum was originally developed by the Chinese military in an attempt to \" +\n \"create super soldiers.\",\n strength: 1.07,\n defense: 1.07,\n dexterity: 1.07,\n agility: 1.07,\n bladeburner_stamina_gain: 1.05,\n isSpecial: true,\n factions: [FactionNames.Bladeburners],\n }),\n new Augmentation({\n name: AugmentationNames.VangelisVirus,\n repCost: 1.875e4,\n moneyCost: 2.75e9,\n info:\n \"A synthetic symbiotic virus that is injected into human brain tissue. The Vangelis virus \" +\n \"heightens the senses and focus of its host, and also enhances its intuition.\",\n dexterity_exp: 1.1,\n bladeburner_analysis: 1.1,\n bladeburner_success_chance: 1.04,\n isSpecial: true,\n factions: [FactionNames.Bladeburners],\n }),\n new Augmentation({\n name: AugmentationNames.VangelisVirus3,\n repCost: 3.75e4,\n moneyCost: 1.1e10,\n info:\n \"An improved version of Vangelis, a synthetic symbiotic virus that is \" +\n \"injected into human brain tissue. On top of the benefits of the original \" +\n \"virus, this also grants accelerated healing and enhanced \" +\n \"reflexes.\",\n prereqs: [AugmentationNames.VangelisVirus],\n defense_exp: 1.1,\n dexterity_exp: 1.1,\n bladeburner_analysis: 1.15,\n bladeburner_success_chance: 1.05,\n isSpecial: true,\n factions: [FactionNames.Bladeburners],\n }),\n new Augmentation({\n name: AugmentationNames.INTERLINKED,\n repCost: 2.5e4,\n moneyCost: 5.5e9,\n info:\n \"The DNA is genetically modified to enhance the human's body \" +\n \"extracellular matrix (ECM). This improves the ECM's ability to \" +\n \"structurally support the body and grants heightened strength and \" +\n \"durability.\",\n strength_exp: 1.05,\n defense_exp: 1.05,\n dexterity_exp: 1.05,\n agility_exp: 1.05,\n bladeburner_max_stamina: 1.1,\n isSpecial: true,\n factions: [FactionNames.Bladeburners],\n }),\n new Augmentation({\n name: AugmentationNames.BladeRunner,\n repCost: 2e4,\n moneyCost: 8.25e9,\n info:\n `A cybernetic foot augmentation that was specifically created for ${FactionNames.Bladeburners} ` +\n \"during the Synthoid Uprising. The organic musculature of the human foot \" +\n \"is enhanced with flexible carbon nanotube matrices that are controlled by \" +\n \"intelligent servo-motors.\",\n agility: 1.05,\n bladeburner_max_stamina: 1.05,\n bladeburner_stamina_gain: 1.05,\n isSpecial: true,\n factions: [FactionNames.Bladeburners],\n }),\n new Augmentation({\n name: AugmentationNames.BladeArmor,\n repCost: 1.25e4,\n moneyCost: 1.375e9,\n info:\n `A powered exoskeleton suit designed as armor for ${FactionNames.Bladeburners} units. This ` +\n \"exoskeleton is incredibly adaptable and can protect the wearer from blunt, piercing, \" +\n \"concussive, thermal, chemical, and electric trauma. It also enhances the user's \" +\n \"physical abilities.\",\n strength: 1.04,\n defense: 1.04,\n dexterity: 1.04,\n agility: 1.04,\n bladeburner_stamina_gain: 1.02,\n bladeburner_success_chance: 1.03,\n isSpecial: true,\n factions: [FactionNames.Bladeburners],\n }),\n new Augmentation({\n name: AugmentationNames.BladeArmorPowerCells,\n repCost: 1.875e4,\n moneyCost: 2.75e9,\n info:\n \"Upgrades the BLADE-51b Tesla Armor with Ion Power Cells, which are capable of \" +\n \"more efficiently storing and using power.\",\n prereqs: [AugmentationNames.BladeArmor],\n bladeburner_success_chance: 1.05,\n bladeburner_stamina_gain: 1.02,\n bladeburner_max_stamina: 1.05,\n isSpecial: true,\n factions: [FactionNames.Bladeburners],\n }),\n new Augmentation({\n name: AugmentationNames.BladeArmorEnergyShielding,\n repCost: 2.125e4,\n moneyCost: 5.5e9,\n info:\n \"Upgrades the BLADE-51b Tesla Armor with a plasma energy propulsion system \" +\n \"that is capable of projecting an energy shielding force field.\",\n prereqs: [AugmentationNames.BladeArmor],\n defense: 1.05,\n bladeburner_success_chance: 1.06,\n isSpecial: true,\n factions: [FactionNames.Bladeburners],\n }),\n new Augmentation({\n name: AugmentationNames.BladeArmorUnibeam,\n repCost: 3.125e4,\n moneyCost: 1.65e10,\n info:\n \"Upgrades the BLADE-51b Tesla Armor with a concentrated deuterium-fluoride laser \" +\n \"weapon. It's precision and accuracy makes it useful for quickly neutralizing \" +\n \"threats while keeping casualties to a minimum.\",\n prereqs: [AugmentationNames.BladeArmor],\n bladeburner_success_chance: 1.08,\n isSpecial: true,\n factions: [FactionNames.Bladeburners],\n }),\n new Augmentation({\n name: AugmentationNames.BladeArmorOmnibeam,\n repCost: 6.25e4,\n moneyCost: 2.75e10,\n info:\n \"Upgrades the BLADE-51b Tesla Armor Unibeam augmentation to use a \" +\n \"multiple-fiber system. This upgraded weapon uses multiple fiber laser \" +\n \"modules that combine together to form a single, more powerful beam of up to \" +\n \"2000MW.\",\n prereqs: [AugmentationNames.BladeArmorUnibeam],\n bladeburner_success_chance: 1.1,\n isSpecial: true,\n factions: [FactionNames.Bladeburners],\n }),\n new Augmentation({\n name: AugmentationNames.BladeArmorIPU,\n repCost: 1.5e4,\n moneyCost: 1.1e9,\n info:\n \"Upgrades the BLADE-51b Tesla Armor with an AI Information Processing \" +\n \"Unit that was specially designed to analyze Synthoid related data and \" +\n \"information.\",\n prereqs: [AugmentationNames.BladeArmor],\n bladeburner_analysis: 1.15,\n bladeburner_success_chance: 1.02,\n isSpecial: true,\n factions: [FactionNames.Bladeburners],\n }),\n new Augmentation({\n name: AugmentationNames.BladesSimulacrum,\n repCost: 1.25e3,\n moneyCost: 1.5e11,\n info:\n \"A highly-advanced matter phase-shifter module that is embedded \" +\n \"in the brainstem and cerebellum. This augmentation allows \" +\n \"the user to project and control a holographic simulacrum within an \" +\n \"extremely large radius. These specially-modified holograms were specifically \" +\n \"weaponized by Bladeburner units to be used against Synthoids.\",\n stats: (\n <>\n This augmentation allows you to perform Bladeburner actions and other actions (such as working, commiting\n crimes, etc.) at the same time.\n >\n ),\n isSpecial: true,\n factions: [FactionNames.Bladeburners],\n }),\n];\n\nexport const initChurchOfTheMachineGodAugmentations = (): Augmentation[] => [\n new Augmentation({\n name: AugmentationNames.StaneksGift1,\n repCost: 0,\n moneyCost: 0,\n info:\n 'Allison \"Mother\" Stanek imparts you with her gift. An ' +\n \"experimental Augmentation implanted at the base of the neck. \" +\n \"It allows you to overclock your entire system by carefully \" +\n \"changing the configuration.\",\n isSpecial: true,\n hacking_chance: 0.9,\n hacking_speed: 0.9,\n hacking_money: 0.9,\n hacking_grow: 0.9,\n hacking: 0.9,\n strength: 0.9,\n defense: 0.9,\n dexterity: 0.9,\n agility: 0.9,\n charisma: 0.9,\n hacking_exp: 0.9,\n strength_exp: 0.9,\n defense_exp: 0.9,\n dexterity_exp: 0.9,\n agility_exp: 0.9,\n charisma_exp: 0.9,\n company_rep: 0.9,\n faction_rep: 0.9,\n crime_money: 0.9,\n crime_success: 0.9,\n hacknet_node_money: 0.9,\n hacknet_node_purchase_cost: 1.1,\n hacknet_node_ram_cost: 1.1,\n hacknet_node_core_cost: 1.1,\n hacknet_node_level_cost: 1.1,\n work_money: 0.9,\n stats: <>Its unstable nature decreases all your stats by 10%>,\n factions: [FactionNames.ChurchOfTheMachineGod],\n }),\n new Augmentation({\n name: AugmentationNames.StaneksGift2,\n repCost: 1e6,\n moneyCost: 0,\n info:\n \"The next evolution is near, a coming together of man and machine. A synthesis greater than the birth of the human \" +\n \"organism. Time spent with the gift has allowed for acclimatization of the invasive augment and the toll it takes upon \" +\n \"your frame granting a 5% reduced penalty to all stats.\",\n prereqs: [AugmentationNames.StaneksGift1],\n isSpecial: true,\n hacking_chance: 0.95 / 0.9,\n hacking_speed: 0.95 / 0.9,\n hacking_money: 0.95 / 0.9,\n hacking_grow: 0.95 / 0.9,\n hacking: 0.95 / 0.9,\n strength: 0.95 / 0.9,\n defense: 0.95 / 0.9,\n dexterity: 0.95 / 0.9,\n agility: 0.95 / 0.9,\n charisma: 0.95 / 0.9,\n hacking_exp: 0.95 / 0.9,\n strength_exp: 0.95 / 0.9,\n defense_exp: 0.95 / 0.9,\n dexterity_exp: 0.95 / 0.9,\n agility_exp: 0.95 / 0.9,\n charisma_exp: 0.95 / 0.9,\n company_rep: 0.95 / 0.9,\n faction_rep: 0.95 / 0.9,\n crime_money: 0.95 / 0.9,\n crime_success: 0.95 / 0.9,\n hacknet_node_money: 0.95 / 0.9,\n hacknet_node_purchase_cost: 1.05 / 1.1,\n hacknet_node_ram_cost: 1.05 / 1.1,\n hacknet_node_core_cost: 1.05 / 1.1,\n hacknet_node_level_cost: 1.05 / 1.1,\n work_money: 0.95 / 0.9,\n stats: <>The penalty for the gift is reduced to 5%>,\n factions: [FactionNames.ChurchOfTheMachineGod],\n }),\n new Augmentation({\n name: AugmentationNames.StaneksGift3,\n repCost: 1e8,\n moneyCost: 0,\n info:\n \"The synthesis of human and machine is nothing to fear. It is our destiny. \" +\n \"You will become greater than the sum of our parts. As One. Embrace your gift \" +\n \"fully and wholly free of it's accursed toll. Serenity brings tranquility in the form \" +\n \"of no longer suffering a stat penalty. \",\n prereqs: [AugmentationNames.StaneksGift2, AugmentationNames.StaneksGift1],\n isSpecial: true,\n hacking_chance: 1 / 0.95,\n hacking_speed: 1 / 0.95,\n hacking_money: 1 / 0.95,\n hacking_grow: 1 / 0.95,\n hacking: 1 / 0.95,\n strength: 1 / 0.95,\n defense: 1 / 0.95,\n dexterity: 1 / 0.95,\n agility: 1 / 0.95,\n charisma: 1 / 0.95,\n hacking_exp: 1 / 0.95,\n strength_exp: 1 / 0.95,\n defense_exp: 1 / 0.95,\n dexterity_exp: 1 / 0.95,\n agility_exp: 1 / 0.95,\n charisma_exp: 1 / 0.95,\n company_rep: 1 / 0.95,\n faction_rep: 1 / 0.95,\n crime_money: 1 / 0.95,\n crime_success: 1 / 0.95,\n hacknet_node_money: 1 / 0.95,\n hacknet_node_purchase_cost: 1 / 1.05,\n hacknet_node_ram_cost: 1 / 1.05,\n hacknet_node_core_cost: 1 / 1.05,\n hacknet_node_level_cost: 1 / 1.05,\n work_money: 1 / 0.95,\n stats: <>Stanek's Gift has no penalty.>,\n factions: [FactionNames.ChurchOfTheMachineGod],\n }),\n];\n\nexport function initNeuroFluxGovernor(): Augmentation {\n const donationBonus = CONSTANTS.Donations / 1e6 / 100; // 1 millionth of a percent per donation\n return new Augmentation({\n name: AugmentationNames.NeuroFluxGovernor,\n repCost: 500,\n moneyCost: 750e3,\n info:\n \"A device that is embedded in the back of the neck. The NeuroFlux Governor \" +\n \"monitors and regulates nervous impulses coming to and from the spinal column, \" +\n \"essentially 'governing' the body. By doing so, it improves the functionality of the \" +\n \"body's nervous system.\",\n stats: (\n <>\n This special augmentation can be leveled up infinitely. Each level of this augmentation increases MOST\n multipliers by 1% (+{(donationBonus * 100).toFixed(6)}% boosted by real life blood donations), stacking\n multiplicatively.\n >\n ),\n isSpecial: true,\n hacking_chance: 1.01 + donationBonus,\n hacking_speed: 1.01 + donationBonus,\n hacking_money: 1.01 + donationBonus,\n hacking_grow: 1.01 + donationBonus,\n hacking: 1.01 + donationBonus,\n strength: 1.01 + donationBonus,\n defense: 1.01 + donationBonus,\n dexterity: 1.01 + donationBonus,\n agility: 1.01 + donationBonus,\n charisma: 1.01 + donationBonus,\n hacking_exp: 1.01 + donationBonus,\n strength_exp: 1.01 + donationBonus,\n defense_exp: 1.01 + donationBonus,\n dexterity_exp: 1.01 + donationBonus,\n agility_exp: 1.01 + donationBonus,\n charisma_exp: 1.01 + donationBonus,\n company_rep: 1.01 + donationBonus,\n faction_rep: 1.01 + donationBonus,\n crime_money: 1.01 + donationBonus,\n crime_success: 1.01 + donationBonus,\n hacknet_node_money: 1.01 + donationBonus,\n hacknet_node_purchase_cost: 1 / (1.01 + donationBonus),\n hacknet_node_ram_cost: 1 / (1.01 + donationBonus),\n hacknet_node_core_cost: 1 / (1.01 + donationBonus),\n hacknet_node_level_cost: 1 / (1.01 + donationBonus),\n work_money: 1.01 + donationBonus,\n factions: Object.values(FactionNames).filter(\n (factionName) =>\n ![FactionNames.ShadowsOfAnarchy, FactionNames.Bladeburners, FactionNames.ChurchOfTheMachineGod].includes(\n factionName,\n ),\n ),\n });\n}\n\nexport function initUnstableCircadianModulator(): Augmentation {\n //Time-Based Augment Test\n const randomBonuses = getRandomBonus();\n\n const UnstableCircadianModulatorParams: IConstructorParams = {\n name: AugmentationNames.UnstableCircadianModulator,\n moneyCost: 5e9,\n repCost: 3.625e5,\n info:\n \"An experimental nanobot injection. Its unstable nature leads to \" +\n \"unpredictable results based on your circadian rhythm.\",\n factions: [FactionNames.SpeakersForTheDead],\n };\n Object.keys(randomBonuses.bonuses).forEach(\n (key) => ((UnstableCircadianModulatorParams as any)[key] = randomBonuses.bonuses[key]),\n );\n\n return new Augmentation(UnstableCircadianModulatorParams);\n}\n","import { CONSTANTS } from \"../Constants\";\nimport * as names from \"./data/companypositionnames\";\n\n/* tslint:disable:completed-docs */\n\nexport interface IConstructorParams {\n name: string;\n nextPosition: string | null;\n baseSalary: number;\n repMultiplier: number;\n\n reqdHacking?: number;\n reqdStrength?: number;\n reqdDefense?: number;\n reqdDexterity?: number;\n reqdAgility?: number;\n reqdCharisma?: number;\n reqdReputation?: number;\n\n hackingEffectiveness?: number;\n strengthEffectiveness?: number;\n defenseEffectiveness?: number;\n dexterityEffectiveness?: number;\n agilityEffectiveness?: number;\n charismaEffectiveness?: number;\n\n hackingExpGain?: number;\n strengthExpGain?: number;\n defenseExpGain?: number;\n dexterityExpGain?: number;\n agilityExpGain?: number;\n charismaExpGain?: number;\n}\n\nexport class CompanyPosition {\n /**\n * Position title\n */\n name: string;\n\n /**\n * Title of next position to be promoted to\n */\n nextPosition: string | null;\n\n /**\n * Base salary for this position ($ per 200ms game cycle)\n * Will be multiplier by a company-specific multiplier for final salary\n */\n baseSalary: number;\n\n /**\n * Reputation multiplier\n */\n repMultiplier: number;\n\n /**\n * Required stats to earn this position\n */\n requiredAgility: number;\n requiredCharisma: number;\n requiredDefense: number;\n requiredDexterity: number;\n requiredHacking: number;\n requiredStrength: number;\n\n /**\n * Required company reputation to earn this position\n */\n requiredReputation: number;\n\n /**\n * Effectiveness of each stat time for job performance\n */\n hackingEffectiveness: number;\n strengthEffectiveness: number;\n defenseEffectiveness: number;\n dexterityEffectiveness: number;\n agilityEffectiveness: number;\n charismaEffectiveness: number;\n\n /**\n * Experience gain for performing job (per 200ms game cycle)\n */\n hackingExpGain: number;\n strengthExpGain: number;\n defenseExpGain: number;\n dexterityExpGain: number;\n agilityExpGain: number;\n charismaExpGain: number;\n\n constructor(p: IConstructorParams) {\n this.name = p.name;\n this.nextPosition = p.nextPosition;\n this.baseSalary = p.baseSalary;\n this.repMultiplier = p.repMultiplier;\n\n this.requiredHacking = p.reqdHacking != null ? p.reqdHacking : 0;\n this.requiredStrength = p.reqdStrength != null ? p.reqdStrength : 0;\n this.requiredDefense = p.reqdDefense != null ? p.reqdDefense : 0;\n this.requiredDexterity = p.reqdDexterity != null ? p.reqdDexterity : 0;\n this.requiredAgility = p.reqdAgility != null ? p.reqdAgility : 0;\n this.requiredCharisma = p.reqdCharisma != null ? p.reqdCharisma : 0;\n this.requiredReputation = p.reqdReputation != null ? p.reqdReputation : 0;\n\n this.hackingEffectiveness = p.hackingEffectiveness != null ? p.hackingEffectiveness : 0;\n this.strengthEffectiveness = p.strengthEffectiveness != null ? p.strengthEffectiveness : 0;\n this.defenseEffectiveness = p.defenseEffectiveness != null ? p.defenseEffectiveness : 0;\n this.dexterityEffectiveness = p.dexterityEffectiveness != null ? p.dexterityEffectiveness : 0;\n this.agilityEffectiveness = p.agilityEffectiveness != null ? p.agilityEffectiveness : 0;\n this.charismaEffectiveness = p.charismaEffectiveness != null ? p.charismaEffectiveness : 0;\n\n if (\n Math.round(\n this.hackingEffectiveness +\n this.strengthEffectiveness +\n this.defenseEffectiveness +\n this.dexterityEffectiveness +\n this.agilityEffectiveness +\n this.charismaEffectiveness,\n ) !== 100\n ) {\n console.error(`CompanyPosition ${this.name} parameters do not sum to 100`);\n }\n\n this.hackingExpGain = p.hackingExpGain != null ? p.hackingExpGain : 0;\n this.strengthExpGain = p.strengthExpGain != null ? p.strengthExpGain : 0;\n this.defenseExpGain = p.defenseExpGain != null ? p.defenseExpGain : 0;\n this.dexterityExpGain = p.dexterityExpGain != null ? p.dexterityExpGain : 0;\n this.agilityExpGain = p.agilityExpGain != null ? p.agilityExpGain : 0;\n this.charismaExpGain = p.charismaExpGain != null ? p.charismaExpGain : 0;\n }\n\n calculateJobPerformance(hack: number, str: number, def: number, dex: number, agi: number, cha: number): number {\n const hackRatio: number = (this.hackingEffectiveness * hack) / CONSTANTS.MaxSkillLevel;\n const strRatio: number = (this.strengthEffectiveness * str) / CONSTANTS.MaxSkillLevel;\n const defRatio: number = (this.defenseEffectiveness * def) / CONSTANTS.MaxSkillLevel;\n const dexRatio: number = (this.dexterityEffectiveness * dex) / CONSTANTS.MaxSkillLevel;\n const agiRatio: number = (this.agilityEffectiveness * agi) / CONSTANTS.MaxSkillLevel;\n const chaRatio: number = (this.charismaEffectiveness * cha) / CONSTANTS.MaxSkillLevel;\n\n let reputationGain: number =\n (this.repMultiplier * (hackRatio + strRatio + defRatio + dexRatio + agiRatio + chaRatio)) / 100;\n if (isNaN(reputationGain)) {\n console.error(\"Company reputation gain calculated to be NaN\");\n reputationGain = 0;\n }\n\n return reputationGain;\n }\n\n isSoftwareJob(): boolean {\n return names.SoftwareCompanyPositions.includes(this.name);\n }\n\n isITJob(): boolean {\n return names.ITCompanyPositions.includes(this.name);\n }\n\n isSecurityEngineerJob(): boolean {\n return names.SecurityEngineerCompanyPositions.includes(this.name);\n }\n\n isNetworkEngineerJob(): boolean {\n return names.NetworkEngineerCompanyPositions.includes(this.name);\n }\n\n isBusinessJob(): boolean {\n return names.BusinessCompanyPositions.includes(this.name);\n }\n\n isSecurityJob(): boolean {\n return names.SecurityCompanyPositions.includes(this.name);\n }\n\n isAgentJob(): boolean {\n return names.AgentCompanyPositions.includes(this.name);\n }\n\n isSoftwareConsultantJob(): boolean {\n return names.SoftwareConsultantCompanyPositions.includes(this.name);\n }\n\n isBusinessConsultantJob(): boolean {\n return names.BusinessConsultantCompanyPositions.includes(this.name);\n }\n\n isPartTimeJob(): boolean {\n return names.PartTimeCompanyPositions.includes(this.name);\n }\n}\n","/**\n * Class representing a Script instance that is actively running.\n * A Script can have multiple active instances\n */\nimport { Script } from \"./Script\";\nimport { ScriptUrl } from \"./ScriptUrl\";\nimport { Settings } from \"../Settings/Settings\";\nimport { IMap } from \"../types\";\nimport { Terminal } from \"../Terminal\";\n\nimport { Generic_fromJSON, Generic_toJSON, IReviverValue, Reviver } from \"../utils/JSONReviver\";\nimport { formatTime } from \"../utils/helpers/formatTime\";\n\nexport class RunningScript {\n // Script arguments\n args: any[] = [];\n\n // Map of [key: hostname] -> Hacking data. Used for offline progress calculations.\n // Hacking data format: [MoneyStolen, NumTimesHacked, NumTimesGrown, NumTimesWeaken]\n dataMap: IMapgetBitNodeMultipliers()
Netscript function\n