import { BitNodeMultipliers } from "./BitNode/BitNodeMultipliers"; import { Player } from "./Player"; import { Server } from "./Server/Server"; /** * Returns the chance the player has to successfully hack a server */ export function calculateHackingChance(server) { const hackFactor = 1.75; const intFactor = 0.2; const difficultyMult = (100 - server.hackDifficulty) / 100; const skillMult = (hackFactor * Player.hacking_skill) + (intFactor * Player.intelligence); const skillChance = (skillMult - server.requiredHackingSkill) / skillMult; const chance = skillChance * difficultyMult * Player.hacking_chance_mult; if (chance > 1) { return 1; } if (chance < 0) { return 0; } return chance; } /** * Returns the amount of hacking experience the player will gain upon * successfully hacking a server */ export function calculateHackingExpGain(server) { const baseExpGain = 3; const diffFactor = 0.3; if (server.baseDifficulty == null) { server.baseDifficulty = server.hackDifficulty; } var expGain = baseExpGain; expGain += (server.baseDifficulty * Player.hacking_exp_mult * diffFactor); return expGain * BitNodeMultipliers.HackExpGain; } /** * Returns the percentage of money that will be stolen from a server if * it is successfully hacked (returns the decimal form, not the actual percent value) */ export function calculatePercentMoneyHacked(server) { // Adjust if needed for balancing. This is the divisor for the final calculation const balanceFactor = 240; const difficultyMult = (100 - server.hackDifficulty) / 100; const skillMult = (Player.hacking_skill - (server.requiredHackingSkill - 1)) / Player.hacking_skill; const percentMoneyHacked = difficultyMult * skillMult * Player.hacking_money_mult / balanceFactor; if (percentMoneyHacked < 0) { return 0; } if (percentMoneyHacked > 1) { return 1; } return percentMoneyHacked * BitNodeMultipliers.ScriptHackMoney; } /** * Returns time it takes to complete a hack on a server, in seconds */ export function calculateHackingTime(server, hack, int) { const difficultyMult = server.requiredHackingSkill * server.hackDifficulty; const baseDiff = 500; const baseSkill = 50; const diffFactor = 2.5; const intFactor = 0.1; if (hack == null) {hack = Player.hacking_skill;} if (int == null) {int = Player.intelligence;} var skillFactor = (diffFactor * difficultyMult + baseDiff); // tslint:disable-next-line skillFactor /= (hack + baseSkill + (intFactor * int)); const hackTimeMultiplier = 5; const hackingTime = hackTimeMultiplier * skillFactor / Player.hacking_speed_mult; return hackingTime; } /** * Returns time it takes to complete a grow operation on a server, in seconds */ export function calculateGrowTime(server, hack, int) { const growTimeMultiplier = 3.2; // Relative to hacking time. 16/5 = 3.2 return growTimeMultiplier * calculateHackingTime(server, hack, int); } /** * Returns time it takes to complete a weaken operation on a server, in seconds */ export function calculateWeakenTime(server, hack, int) { const weakenTimeMultiplier = 4; // Relative to hacking time return weakenTimeMultiplier * calculateHackingTime(server, hack, int); }