import { Crime } from "./Crime"; import { CONSTANTS } from "../Constants"; import { CrimeType } from "../utils/WorkType"; export const Crimes: Record = { Shoplift: new Crime("Shoplift", "to shoplift", CrimeType.SHOPLIFT, 2e3, 15e3, 1 / 20, 0.1, { dexterity_success_weight: 1, agility_success_weight: 1, dexterity_exp: 2, agility_exp: 2, }), RobStore: new Crime("Rob Store", "to rob a store", CrimeType.ROB_STORE, 60e3, 400e3, 1 / 5, 0.5, { hacking_exp: 30, dexterity_exp: 45, agility_exp: 45, hacking_success_weight: 0.5, dexterity_success_weight: 2, agility_success_weight: 1, intelligence_exp: 7.5 * CONSTANTS.IntelligenceCrimeBaseExpGain, }), Mug: new Crime("Mug", "to mug", CrimeType.MUG, 4e3, 36e3, 1 / 5, 0.25, { strength_exp: 3, defense_exp: 3, dexterity_exp: 3, agility_exp: 3, strength_success_weight: 1.5, defense_success_weight: 0.5, dexterity_success_weight: 1.5, agility_success_weight: 0.5, }), Larceny: new Crime("Larceny", "larceny", CrimeType.LARCENY, 90e3, 800e3, 1 / 3, 1.5, { hacking_exp: 45, dexterity_exp: 60, agility_exp: 60, hacking_success_weight: 0.5, dexterity_success_weight: 1, agility_success_weight: 1, intelligence_exp: 15 * CONSTANTS.IntelligenceCrimeBaseExpGain, }), DealDrugs: new Crime("Deal Drugs", "to deal drugs", CrimeType.DRUGS, 10e3, 120e3, 1, 0.5, { dexterity_exp: 5, agility_exp: 5, charisma_exp: 10, charisma_success_weight: 3, dexterity_success_weight: 2, agility_success_weight: 1, }), BondForgery: new Crime("Bond Forgery", "to forge bonds", CrimeType.BOND_FORGERY, 300e3, 4.5e6, 1 / 2, 0.1, { hacking_exp: 100, dexterity_exp: 150, charisma_exp: 15, hacking_success_weight: 0.05, dexterity_success_weight: 1.25, intelligence_exp: 60 * CONSTANTS.IntelligenceCrimeBaseExpGain, }), TraffickArms: new Crime("Traffick Arms", "to traffic arms", CrimeType.TRAFFIC_ARMS, 40e3, 600e3, 2, 1, { strength_exp: 20, defense_exp: 20, dexterity_exp: 20, agility_exp: 20, charisma_exp: 40, charisma_success_weight: 1, strength_success_weight: 1, defense_success_weight: 1, dexterity_success_weight: 1, agility_success_weight: 1, }), Homicide: new Crime("Homicide", "homicide", CrimeType.HOMICIDE, 3e3, 45e3, 1, 3, { strength_exp: 2, defense_exp: 2, dexterity_exp: 2, agility_exp: 2, strength_success_weight: 2, defense_success_weight: 2, dexterity_success_weight: 0.5, agility_success_weight: 0.5, kills: 1, }), GrandTheftAuto: new Crime("Grand Theft Auto", "grand theft auto", CrimeType.GRAND_THEFT_AUTO, 80e3, 1.6e6, 8, 5, { strength_exp: 20, defense_exp: 20, dexterity_exp: 20, agility_exp: 80, charisma_exp: 40, hacking_success_weight: 1, strength_success_weight: 1, dexterity_success_weight: 4, agility_success_weight: 2, charisma_success_weight: 2, intelligence_exp: 16 * CONSTANTS.IntelligenceCrimeBaseExpGain, }), Kidnap: new Crime("Kidnap", "to kidnap", CrimeType.KIDNAP, 120e3, 3.6e6, 5, 6, { strength_exp: 80, defense_exp: 80, dexterity_exp: 80, agility_exp: 80, charisma_exp: 80, charisma_success_weight: 1, strength_success_weight: 1, dexterity_success_weight: 1, agility_success_weight: 1, intelligence_exp: 26 * CONSTANTS.IntelligenceCrimeBaseExpGain, }), Assassination: new Crime("Assassination", "to assassinate", CrimeType.ASSASSINATION, 300e3, 12e6, 8, 10, { strength_exp: 300, defense_exp: 300, dexterity_exp: 300, agility_exp: 300, strength_success_weight: 1, dexterity_success_weight: 2, agility_success_weight: 1, intelligence_exp: 65 * CONSTANTS.IntelligenceCrimeBaseExpGain, kills: 1, }), Heist: new Crime("Heist", "a heist", CrimeType.HEIST, 600e3, 120e6, 18, 15, { hacking_exp: 450, strength_exp: 450, defense_exp: 450, dexterity_exp: 450, agility_exp: 450, charisma_exp: 450, hacking_success_weight: 1, strength_success_weight: 1, defense_success_weight: 1, dexterity_success_weight: 1, agility_success_weight: 1, charisma_success_weight: 1, intelligence_exp: 130 * CONSTANTS.IntelligenceCrimeBaseExpGain, }), };