// Base class representing a person-like object import { Augmentation } from "../Augmentation/Augmentation"; import { IPlayerOwnedAugmentation } from "../Augmentation/PlayerOwnedAugmentation"; import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers"; import { CityName } from "../Locations/data/CityNames"; import { CONSTANTS } from "../Constants"; import { calculateSkill } from "./formulas/skill"; import { calculateIntelligenceBonus } from "./formulas/intelligence"; // Interface that defines a generic object used to track experience/money // earnings for tasks export interface ITaskTracker { hack: number; str: number; def: number; dex: number; agi: number; cha: number; money: number; } export function createTaskTracker(): ITaskTracker { return { hack: 0, str: 0, def: 0, dex: 0, agi: 0, cha: 0, money: 0, }; } export abstract class Person { /** * Stats */ hacking_skill = 1; strength = 1; defense = 1; dexterity = 1; agility = 1; charisma = 1; intelligence = 1; hp = 10; max_hp = 10; /** * Experience */ hacking_exp = 0; strength_exp = 0; defense_exp = 0; dexterity_exp = 0; agility_exp = 0; charisma_exp = 0; intelligence_exp = 0; /** * Multipliers */ hacking_mult = 1; strength_mult = 1; defense_mult = 1; dexterity_mult = 1; agility_mult = 1; charisma_mult = 1; hacking_exp_mult = 1; strength_exp_mult = 1; defense_exp_mult = 1; dexterity_exp_mult = 1; agility_exp_mult = 1; charisma_exp_mult = 1; hacking_chance_mult = 1; hacking_speed_mult = 1; hacking_money_mult = 1; hacking_grow_mult = 1; company_rep_mult = 1; faction_rep_mult = 1; crime_money_mult = 1; crime_success_mult = 1; work_money_mult = 1; hacknet_node_money_mult = 1; hacknet_node_purchase_cost_mult = 1; hacknet_node_ram_cost_mult = 1; hacknet_node_core_cost_mult = 1; hacknet_node_level_cost_mult = 1; bladeburner_max_stamina_mult = 1; bladeburner_stamina_gain_mult = 1; bladeburner_analysis_mult = 1; bladeburner_success_chance_mult = 1; /** * Augmentations */ augmentations: IPlayerOwnedAugmentation[] = []; queuedAugmentations: IPlayerOwnedAugmentation[] = []; /** * City that the person is in */ city: CityName = CityName.Sector12; /** * Updates this object's multipliers for the given augmentation */ applyAugmentation(aug: Augmentation): void { for (const mult in aug.mults) { if ((this as any)[mult] == null) { console.warn(`Augmentation has unrecognized multiplier property: ${mult}`); } else { (this as any)[mult] *= aug.mults[mult]; } } } /** * Given an experience amount and stat multiplier, calculates the * stat level. Stat-agnostic (same formula for every stat) */ calculateStat(exp: number, mult = 1): number { return calculateSkill(exp, mult); } /** * Calculate and return the amount of faction reputation earned per cycle * when doing Field Work for a faction */ getFactionFieldWorkRepGain(): number { const t = (0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel + this.strength / CONSTANTS.MaxSkillLevel + this.defense / CONSTANTS.MaxSkillLevel + this.dexterity / CONSTANTS.MaxSkillLevel + this.agility / CONSTANTS.MaxSkillLevel + this.charisma / CONSTANTS.MaxSkillLevel)) / 5.5; return t * this.faction_rep_mult; } /** * Calculate and return the amount of faction reputation earned per cycle * when doing Hacking Work for a faction */ getFactionHackingWorkRepGain(): number { return (this.hacking_skill / CONSTANTS.MaxSkillLevel) * this.faction_rep_mult; } /** * Calculate and return the amount of faction reputation earned per cycle * when doing Security Work for a faction */ getFactionSecurityWorkRepGain(): number { const t = (0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel + this.strength / CONSTANTS.MaxSkillLevel + this.defense / CONSTANTS.MaxSkillLevel + this.dexterity / CONSTANTS.MaxSkillLevel + this.agility / CONSTANTS.MaxSkillLevel)) / 4.5; return t * this.faction_rep_mult; } /** * Reset all multipliers to 1 */ resetMultipliers(): void { this.hacking_mult = 1; this.strength_mult = 1; this.defense_mult = 1; this.dexterity_mult = 1; this.agility_mult = 1; this.charisma_mult = 1; this.hacking_exp_mult = 1; this.strength_exp_mult = 1; this.defense_exp_mult = 1; this.dexterity_exp_mult = 1; this.agility_exp_mult = 1; this.charisma_exp_mult = 1; this.company_rep_mult = 1; this.faction_rep_mult = 1; this.crime_money_mult = 1; this.crime_success_mult = 1; this.work_money_mult = 1; } /** * Update all stat levels */ updateStatLevels(): void { this.hacking_skill = Math.max( 1, Math.floor(this.calculateStat(this.hacking_exp, this.hacking_mult * BitNodeMultipliers.HackingLevelMultiplier)), ); this.strength = Math.max( 1, Math.floor( this.calculateStat(this.strength_exp, this.strength_mult * BitNodeMultipliers.StrengthLevelMultiplier), ), ); this.defense = Math.max( 1, Math.floor(this.calculateStat(this.defense_exp, this.defense_mult * BitNodeMultipliers.DefenseLevelMultiplier)), ); this.dexterity = Math.max( 1, Math.floor( this.calculateStat(this.dexterity_exp, this.dexterity_mult * BitNodeMultipliers.DexterityLevelMultiplier), ), ); this.agility = Math.max( 1, Math.floor(this.calculateStat(this.agility_exp, this.agility_mult * BitNodeMultipliers.AgilityLevelMultiplier)), ); this.charisma = Math.max( 1, Math.floor( this.calculateStat(this.charisma_exp, this.charisma_mult * BitNodeMultipliers.CharismaLevelMultiplier), ), ); const ratio: number = this.hp / this.max_hp; this.max_hp = Math.floor(10 + this.defense / 10); this.hp = Math.round(this.max_hp * ratio); } getIntelligenceBonus(weight: number): number { return calculateIntelligenceBonus(this.intelligence, weight); } }