import { Player } from "../Player"; import { getRandomInt } from "../../utils/helpers/getRandomInt"; import { addOffset } from "../../utils/helpers/addOffset"; import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver"; import { BladeburnerConstants } from "./data/Constants"; // import { Contract } from "./Contract"; // import { Operation } from "./Operation"; // import { BlackOperation } from "./BlackOperation"; class StatsMultiplier { hack: number = 0; str: number = 0; def: number = 0; dex: number = 0; agi: number = 0; cha: number = 0; int: number = 0; [key: string]: number; }; export interface IActionParams { name?: string; desc?: string; level?: number; maxLevel?: number; autoLevel?: boolean; baseDifficulty?: number; difficultyFac?: number; rewardFac?: number; successes?: number; failures?: number; rankGain?: number; rankLoss?: number; hpLoss?: number; hpLost?: number; isStealth?: boolean; isKill?: boolean; count?: number; countGrowth?: number; weights?: StatsMultiplier; decays?: StatsMultiplier; teamCount?: number; } export class Action { name: string = ""; desc: string = ""; // Difficulty scales with level. See getDifficulty() method level: number = 1; maxLevel: number = 1; autoLevel: boolean = true; baseDifficulty: number = 100; difficultyFac: number = 1.01; // Rank increase/decrease is affected by this exponent rewardFac: number = 1.02; successes: number = 0; failures: number = 0; // All of these scale with level/difficulty rankGain: number = 0; rankLoss: number = 0; hpLoss: number = 0; hpLost: number = 0; // Action Category. Current categories are stealth and kill isStealth: boolean = false; isKill: boolean = false; /** * Number of this contract remaining, and its growth rate * Growth rate is an integer and the count will increase by that integer every "cycle" */ count: number = getRandomInt(1e3, 25e3); countGrowth: number = getRandomInt(1, 5); // Weighting of each stat in determining action success rate weights: StatsMultiplier = {hack:1/7,str:1/7,def:1/7,dex:1/7,agi:1/7,cha:1/7,int:1/7}; // Diminishing returns of stats (stat ^ decay where 0 <= decay <= 1) decays: StatsMultiplier = { hack: 0.9, str: 0.9, def: 0.9, dex: 0.9, agi: 0.9, cha: 0.9, int: 0.9 }; teamCount: number = 0; // Base Class for Contracts, Operations, and BlackOps constructor(params: IActionParams| null = null) { // | null = null if(params && params.name) this.name = params.name; if(params && params.desc) this.desc = params.desc; if(params && params.baseDifficulty) this.baseDifficulty = addOffset(params.baseDifficulty, 10); if(params && params.difficultyFac) this.difficultyFac = params.difficultyFac; if(params && params.rewardFac) this.rewardFac = params.rewardFac; if(params && params.rankGain) this.rankGain = params.rankGain; if(params && params.rankLoss) this.rankLoss = params.rankLoss; if(params && params.hpLoss) this.hpLoss = params.hpLoss; if(params && params.isStealth) this.isStealth = params.isStealth; if(params && params.isKill) this.isKill = params.isKill; if(params && params.count) this.count = params.count; if(params && params.countGrowth) this.countGrowth = params.countGrowth; if(params && params.weights) this.weights = params.weights; if(params && params.decays) this.decays = params.decays; // Check to make sure weights are summed properly let sum = 0; for (const weight in this.weights) { if (this.weights.hasOwnProperty(weight)) { sum += this.weights[weight]; } } if (sum - 1 >= 10 * Number.EPSILON) { throw new Error("Invalid weights when constructing Action " + this.name + ". The weights should sum up to 1. They sum up to :" + 1); } for (const decay in this.decays) { if (this.decays.hasOwnProperty(decay)) { if (this.decays[decay] > 1) { throw new Error("Invalid decays when constructing " + "Action " + this.name + ". " + "Decay value cannot be greater than 1"); } } } } getDifficulty(): number { const difficulty = this.baseDifficulty * Math.pow(this.difficultyFac, this.level-1); if (isNaN(difficulty)) {throw new Error("Calculated NaN in Action.getDifficulty()");} return difficulty; } /** * Tests for success. Should be called when an action has completed * @param inst {Bladeburner} - Bladeburner instance */ attempt(inst: any): boolean { return (Math.random() < this.getSuccessChance(inst)); } // To be implemented by subtypes getActionTimePenalty(): number { return 1; } getActionTime(inst: any): number { const difficulty = this.getDifficulty(); let baseTime = difficulty / BladeburnerConstants.DifficultyToTimeFactor; const skillFac = inst.skillMultipliers.actionTime; // Always < 1 const effAgility = Player.agility * inst.skillMultipliers.effAgi; const effDexterity = Player.dexterity * inst.skillMultipliers.effDex; const statFac = 0.5 * (Math.pow(effAgility, BladeburnerConstants.EffAgiExponentialFactor) + Math.pow(effDexterity, BladeburnerConstants.EffDexExponentialFactor) + (effAgility / BladeburnerConstants.EffAgiLinearFactor) + (effDexterity / BladeburnerConstants.EffDexLinearFactor)); // Always > 1 baseTime = Math.max(1, baseTime * skillFac / statFac); return Math.ceil(baseTime*this.getActionTimePenalty()); } // For actions that have teams. To be implemented by subtypes. getTeamSuccessBonus(inst: any): number { return 1; } getActionTypeSkillSuccessBonus(inst: any): number { return 1; } getChaosCompetencePenalty(inst: any, params: any): number { const city = inst.getCurrentCity(); if (params.est) { return Math.pow((city.popEst / BladeburnerConstants.PopulationThreshold), BladeburnerConstants.PopulationExponent); } else { return Math.pow((city.pop / BladeburnerConstants.PopulationThreshold), BladeburnerConstants.PopulationExponent); } } getChaosDifficultyBonus(inst: any, params: any): number { const city = inst.getCurrentCity(); if (city.chaos > BladeburnerConstants.ChaosThreshold) { const diff = 1 + (city.chaos - BladeburnerConstants.ChaosThreshold); const mult = Math.pow(diff, 0.1); return mult; } return 1; } /** * @inst - Bladeburner Object * @params - options: * est (bool): Get success chance estimate instead of real success chance */ getSuccessChance(inst: any, params: any={}) { if (inst == null) {throw new Error("Invalid Bladeburner instance passed into Action.getSuccessChance");} let difficulty = this.getDifficulty(); let competence = 0; for (let stat in this.weights) { if (this.weights.hasOwnProperty(stat)) { let playerStatLvl = Player.queryStatFromString(stat); let key = "eff" + stat.charAt(0).toUpperCase() + stat.slice(1); let effMultiplier = inst.skillMultipliers[key]; if (effMultiplier == null) { console.error(`Failed to find Bladeburner Skill multiplier for: ${stat}`); effMultiplier = 1; } competence += (this.weights[stat] * Math.pow(effMultiplier*playerStatLvl, this.decays[stat])); } } competence *= inst.calculateStaminaPenalty(); competence *= this.getTeamSuccessBonus(inst); competence *= this.getChaosCompetencePenalty(inst, params); difficulty *= this.getChaosDifficultyBonus(inst, params); if(this.name == "Raid" && inst.getCurrentCity().comms <= 0) { return 0; } // Factor skill multipliers into success chance competence *= inst.skillMultipliers.successChanceAll; competence *= this.getActionTypeSkillSuccessBonus(inst); if (this.isStealth) { competence *= inst.skillMultipliers.successChanceStealth; } if (this.isKill) { competence *= inst.skillMultipliers.successChanceKill; } // Augmentation multiplier competence *= Player.bladeburner_success_chance_mult; if (isNaN(competence)) {throw new Error("Competence calculated as NaN in Action.getSuccessChance()");} return Math.min(1, competence / difficulty); } getSuccessesNeededForNextLevel(baseSuccessesPerLevel: number): number { return Math.ceil((0.5) * (this.maxLevel) * (2 * baseSuccessesPerLevel + (this.maxLevel-1))); } setMaxLevel(baseSuccessesPerLevel: number): void { if (this.successes >= this.getSuccessesNeededForNextLevel(baseSuccessesPerLevel)) { ++this.maxLevel; } } static fromJSON(value: any): Action { return Generic_fromJSON(Action, value.data); } toJSON(): any { return Generic_toJSON("Action", this); } } Reviver.constructors.Action = Action;