import { currentNodeMults } from "../BitNode/BitNodeMultipliers"; import { Crime } from "../Crime/Crime"; import { newWorkStats, scaleWorkStats, WorkStats, multWorkStats } from "./WorkStats"; import { Person as IPerson } from "@nsdefs"; import { CONSTANTS } from "../Constants"; import { ClassType, FactionWorkType, LocationName } from "@enums"; import { getFactionFieldWorkRepGain, getFactionSecurityWorkRepGain, getHackingWorkRepGain, } from "../PersonObjects/formulas/reputation"; import { Locations } from "../Locations/Locations"; import { Location } from "../Locations/Location"; import { Player } from "@player"; import { Class, Classes } from "./ClassWork"; import { Server } from "../Server/Server"; import { GetServer } from "../Server/AllServers"; import { serverMetadata } from "../Server/data/servers"; import { Company } from "../Company/Company"; import { CompanyPosition } from "../Company/CompanyPosition"; import { isMember } from "../utils/EnumHelper"; const gameCPS = 1000 / CONSTANTS.MilliPerCycle; // 5 cycles per second export const FactionWorkStats: Record = { [FactionWorkType.hacking]: newWorkStats({ hackExp: 2 }), [FactionWorkType.field]: newWorkStats({ hackExp: 1, strExp: 1, defExp: 1, dexExp: 1, agiExp: 1, chaExp: 1, }), [FactionWorkType.security]: newWorkStats({ hackExp: 0.5, strExp: 1.5, defExp: 1.5, dexExp: 1.5, agiExp: 1.5, }), }; export function calculateCrimeWorkStats(person: IPerson, crime: Crime): WorkStats { const gains = scaleWorkStats( multWorkStats( //Todo: rework crime and workstats interfaces to use the same naming convention for exp values, then we can just make a workStats directly from a crime. newWorkStats({ money: crime.money, hackExp: crime.hacking_exp, strExp: crime.strength_exp, defExp: crime.defense_exp, dexExp: crime.dexterity_exp, agiExp: crime.agility_exp, chaExp: crime.charisma_exp, intExp: crime.intelligence_exp, }), person.mults, person.mults.crime_money * currentNodeMults.CrimeMoney, ), currentNodeMults.CrimeExpGain, false, ); return gains; } /** @returns faction rep rate per cycle */ export const calculateFactionRep = (person: IPerson, type: FactionWorkType, favor: number): number => { const repFormulas = { [FactionWorkType.hacking]: getHackingWorkRepGain, [FactionWorkType.field]: getFactionFieldWorkRepGain, [FactionWorkType.security]: getFactionSecurityWorkRepGain, }; return repFormulas[type](person, favor); }; /** @returns per-cycle WorkStats */ export function calculateFactionExp(person: IPerson, type: FactionWorkType): WorkStats { return scaleWorkStats( multWorkStats(FactionWorkStats[type], person.mults), currentNodeMults.FactionWorkExpGain / gameCPS, ); } /** Calculate cost for a class */ export function calculateCost(classs: Class, location: Location): number { const serverMeta = serverMetadata.find((s) => s.specialName === location.name); const server = GetServer(serverMeta ? serverMeta.hostname : ""); const discount = (server as Server).backdoorInstalled ? 0.9 : 1; return classs.earnings.money * location.costMult * discount; } /** @returns per-cycle WorkStats */ export function calculateClassEarnings(person: IPerson, type: ClassType, locationName: LocationName): WorkStats { const hashManager = Player.hashManager; const classs = Classes[type]; const location = Locations[locationName]; const hashMult = isMember("GymType", type) ? hashManager.getTrainingMult() : hashManager.getStudyMult(); const earnings = multWorkStats( scaleWorkStats(classs.earnings, (location.expMult / gameCPS) * hashMult, false), person.mults, ); earnings.money = calculateCost(classs, location) / gameCPS; return earnings; } /** @returns per-cycle WorkStats */ export const calculateCompanyWorkStats = ( worker: IPerson, company: Company, companyPosition: CompanyPosition, favor: number, ): WorkStats => { // If player has SF-11, calculate salary multiplier from favor const favorMult = isNaN(favor) ? 1 : 1 + favor / 100; const bn11Mult = Player.sourceFileLvl(11) > 0 ? favorMult : 1; const gains = scaleWorkStats( multWorkStats( { money: companyPosition.baseSalary * company.salaryMultiplier * bn11Mult * currentNodeMults.CompanyWorkMoney, hackExp: companyPosition.hackingExpGain, strExp: companyPosition.strengthExpGain, defExp: companyPosition.defenseExpGain, dexExp: companyPosition.dexterityExpGain, agiExp: companyPosition.agilityExpGain, chaExp: companyPosition.charismaExpGain, }, worker.mults, worker.mults.work_money, ), company.expMultiplier * currentNodeMults.CompanyWorkExpGain, false, ); const jobPerformance = companyPosition.calculateJobPerformance(worker); gains.reputation = jobPerformance * worker.mults.company_rep * favorMult; return gains; };