import { Reviver, Generic_toJSON, Generic_fromJSON, } from "../../utils/JSONReviver"; import { IBladeburner } from "./IBladeburner"; import { IActionIdentifier } from "./IActionIdentifier"; import { ActionIdentifier } from "./ActionIdentifier"; import { ActionTypes } from "./data/ActionTypes"; import { BlackOperations } from "./BlackOperations"; import { BlackOperation } from "./BlackOperation"; import { Operation } from "./Operation"; import { Contract } from "./Contract"; import { GeneralActions } from "./GeneralActions"; import { formatNumber } from "../../utils/StringHelperFunctions"; import { Skills } from "./Skills"; import { Skill } from "./Skill"; import { City } from "./City"; import { IAction } from "./IAction"; import { IPlayer } from "../PersonObjects/IPlayer"; import { ConsoleHelpText } from "./data/Help"; import { exceptionAlert } from "../../utils/helpers/exceptionAlert"; import { getRandomInt } from "../../utils/helpers/getRandomInt"; import { BladeburnerConstants } from "./data/Constants"; import { numeralWrapper } from "../ui/numeralFormat"; import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers"; import { addOffset } from "../../utils/helpers/addOffset"; import { Faction } from "../Faction/Faction"; import { Factions, factionExists } from "../Faction/Factions"; import { calculateHospitalizationCost } from "../Hospital/Hospital"; import { hackWorldDaemon, redPillFlag } from "../RedPill"; import { dialogBoxCreate } from "../../utils/DialogBox"; import { Settings } from "../Settings/Settings"; import { Augmentations } from "../Augmentation/Augmentations"; import { AugmentationNames } from "../Augmentation/data/AugmentationNames"; import { getTimestamp } from "../../utils/helpers/getTimestamp"; import { joinFaction } from "../Faction/FactionHelpers"; import { WorkerScript } from "../Netscript/WorkerScript"; export class Bladeburner implements IBladeburner { numHosp: number = 0; moneyLost: number = 0; rank: number = 0; maxRank: number = 0; skillPoints: number = 0; totalSkillPoints: number = 0; teamSize: number = 0; teamLost: number = 0; hpLost: number = 0; storedCycles: number = 0; randomEventCounter: number = getRandomInt(240, 600); actionTimeToComplete: number = 0; actionTimeCurrent: number = 0; actionTimeOverflow: number = 0; action: IActionIdentifier = new ActionIdentifier({type: ActionTypes["Idle"]}); cities: any = {}; city: string = BladeburnerConstants.CityNames[2]; skills: any = {}; skillMultipliers: any = {}; staminaBonus: number = 0; maxStamina: number = 0; stamina: number = 0; contracts: any = {}; operations: any = {}; blackops: any = {}; logging: any = { general:true, contracts:true, ops:true, blackops:true, events:true, }; automateEnabled: boolean = false; automateActionHigh: IActionIdentifier = new ActionIdentifier({type: ActionTypes["Idle"]}); automateThreshHigh: number = 0; automateActionLow: IActionIdentifier = new ActionIdentifier({type: ActionTypes["Idle"]}); automateThreshLow: number = 0; consoleHistory: string[] = []; consoleLogs: string[] = [ "Bladeburner Console", "Type 'help' to see console commands", ]; constructor(player?: IPlayer) { for (var i = 0; i < BladeburnerConstants.CityNames.length; ++i) { this.cities[BladeburnerConstants.CityNames[i]] = new City(BladeburnerConstants.CityNames[i]); } this.updateSkillMultipliers(); // Calls resetSkillMultipliers() // Max Stamina is based on stats and Bladeburner-specific bonuses if(player) this.calculateMaxStamina(player); this.stamina = this.maxStamina; this.create(); } getCurrentCity(): City { const city = this.cities[this.city]; if (!(city instanceof City)) { throw new Error("Bladeburner.getCurrentCity() did not properly return a City object"); } return city; } calculateStaminaPenalty(): number { return Math.min(1, this.stamina / (0.5 * this.maxStamina)); } startAction(player: IPlayer, actionId: IActionIdentifier): void { if (actionId == null) return; this.action = actionId; this.actionTimeCurrent = 0; switch (actionId.type) { case ActionTypes["Idle"]: this.actionTimeToComplete = 0; break; case ActionTypes["Contract"]: try { const action = this.getActionObject(actionId); if (action == null) { throw new Error("Failed to get Contract Object for: " + actionId.name); } if (action.count < 1) {return this.resetAction();} this.actionTimeToComplete = action.getActionTime(this); } catch(e) { exceptionAlert(e); } break; case ActionTypes["Operation"]: { try { const action = this.getActionObject(actionId); if (action == null) { throw new Error ("Failed to get Operation Object for: " + actionId.name); } if (action.count < 1) {return this.resetAction();} if (actionId.name === "Raid" && this.getCurrentCity().commsEst === 0) {return this.resetAction();} this.actionTimeToComplete = action.getActionTime(this); } catch(e) { exceptionAlert(e); } break; } case ActionTypes["BlackOp"]: case ActionTypes["BlackOperation"]: { try { // Safety measure - don't repeat BlackOps that are already done if (this.blackops[actionId.name] != null) { this.resetAction(); this.log("Error: Tried to start a Black Operation that had already been completed"); break; } const action = this.getActionObject(actionId); if (action == null) { throw new Error("Failed to get BlackOperation object for: " + actionId.name); } this.actionTimeToComplete = action.getActionTime(this); } catch(e) { exceptionAlert(e); } break; } case ActionTypes["Recruitment"]: this.actionTimeToComplete = this.getRecruitmentTime(player); break; case ActionTypes["Training"]: case ActionTypes["FieldAnalysis"]: case ActionTypes["Field Analysis"]: this.actionTimeToComplete = 30; break; case ActionTypes["Diplomacy"]: case ActionTypes["Hyperbolic Regeneration Chamber"]: this.actionTimeToComplete = 60; break; default: throw new Error("Invalid Action Type in startAction(Bladeburner,player, ): " + actionId.type); break; } } upgradeSkill(skill: Skill): void { // This does NOT handle deduction of skill points const skillName = skill.name; if (this.skills[skillName]) { ++this.skills[skillName]; } else { this.skills[skillName] = 1; } if (isNaN(this.skills[skillName]) || this.skills[skillName] < 0) { throw new Error("Level of Skill " + skillName + " is invalid: " + this.skills[skillName]); } this.updateSkillMultipliers(); } executeConsoleCommands(player: IPlayer, commands: string): void { try { // Console History if (this.consoleHistory[this.consoleHistory.length-1] != commands) { this.consoleHistory.push(commands); if (this.consoleHistory.length > 50) { this.consoleHistory.splice(0, 1); } } const arrayOfCommands = commands.split(";"); for (let i = 0; i < arrayOfCommands.length; ++i) { this.executeConsoleCommand(player, arrayOfCommands[i]); } } catch(e) { exceptionAlert(e); } } postToConsole(input: string, saveToLogs: boolean = true): void { const MaxConsoleEntries = 100; if (saveToLogs) { this.consoleLogs.push(input); if (this.consoleLogs.length > MaxConsoleEntries) { this.consoleLogs.shift(); } } } log(input: string): void { // Adds a timestamp and then just calls postToConsole this.postToConsole(`[${getTimestamp()}] ${input}`); } resetAction(): void { this.action = new ActionIdentifier({type:ActionTypes.Idle}); } clearConsole(): void { this.consoleLogs.length = 0; } prestige(): void { this.resetAction(); const bladeburnerFac = Factions["Bladeburners"]; if (this.rank >= BladeburnerConstants.RankNeededForFaction) { joinFaction(bladeburnerFac); } } storeCycles(numCycles: number = 0): void { this.storedCycles += numCycles; } // working on getActionIdFromTypeAndName(type: string = "", name: string = ""): IActionIdentifier | null { if (type === "" || name === "") {return null;} const action = new ActionIdentifier(); const convertedType = type.toLowerCase().trim(); const convertedName = name.toLowerCase().trim(); switch (convertedType) { case "contract": case "contracts": case "contr": action.type = ActionTypes["Contract"]; if (this.contracts.hasOwnProperty(name)) { action.name = name; return action; } else { return null; } break; case "operation": case "operations": case "op": case "ops": action.type = ActionTypes["Operation"]; if (this.operations.hasOwnProperty(name)) { action.name = name; return action; } else { return null; } break; case "blackoperation": case "black operation": case "black operations": case "black op": case "black ops": case "blackop": case "blackops": action.type = ActionTypes["BlackOp"]; if (BlackOperations.hasOwnProperty(name)) { action.name = name; return action; } else { return null; } break; case "general": case "general action": case "gen": break; default: return null; } if (convertedType.startsWith("gen")) { switch (convertedName) { case "training": action.type = ActionTypes["Training"]; action.name = "Training"; break; case "recruitment": case "recruit": action.type = ActionTypes["Recruitment"]; action.name = "Recruitment"; break; case "field analysis": case "fieldanalysis": action.type = ActionTypes["Field Analysis"]; action.name = "Field Analysis"; break; case "diplomacy": action.type = ActionTypes["Diplomacy"]; action.name = "Diplomacy"; break; case "hyperbolic regeneration chamber": action.type = ActionTypes["Hyperbolic Regeneration Chamber"]; action.name = "Hyperbolic Regeneration Chamber"; break; default: return null; } return action; } return null; } executeStartConsoleCommand(player: IPlayer, args: string[]): void { if (args.length !== 3) { this.postToConsole("Invalid usage of 'start' console command: start [type] [name]"); this.postToConsole("Use 'help start' for more info"); return; } const name = args[2]; switch (args[1].toLowerCase()) { case "general": case "gen": if (GeneralActions[name] != null) { this.action.type = ActionTypes[name]; this.action.name = name; this.startAction(player, this.action); } else { this.postToConsole("Invalid action name specified: " + args[2]); } break; case "contract": case "contracts": if (this.contracts[name] != null) { this.action.type = ActionTypes.Contract; this.action.name = name; this.startAction(player, this.action); } else { this.postToConsole("Invalid contract name specified: " + args[2]); } break; case "ops": case "op": case "operations": case "operation": if (this.operations[name] != null) { this.action.type = ActionTypes.Operation; this.action.name = name; this.startAction(player, this.action); } else { this.postToConsole("Invalid Operation name specified: " + args[2]); } break; case "blackops": case "blackop": case "black operations": case "black operation": if (BlackOperations[name] != null) { this.action.type = ActionTypes.BlackOperation; this.action.name = name; this.startAction(player, this.action); } else { this.postToConsole("Invalid BlackOp name specified: " + args[2]); } break; default: this.postToConsole("Invalid action/event type specified: " + args[1]); this.postToConsole("Examples of valid action/event identifiers are: [general, contract, op, blackop]"); break; } } executeSkillConsoleCommand(args: string[]): void { switch (args.length) { case 1: // Display Skill Help Command this.postToConsole("Invalid usage of 'skill' console command: skill [action] [name]"); this.postToConsole("Use 'help skill' for more info"); break; case 2: if (args[1].toLowerCase() === "list") { // List all skills and their level this.postToConsole("Skills: "); const skillNames = Object.keys(Skills); for(let i = 0; i < skillNames.length; ++i) { let skill = Skills[skillNames[i]]; let level = 0; if (this.skills[skill.name] != null) {level = this.skills[skill.name];} this.postToConsole(skill.name + ": Level " + formatNumber(level, 0)); } this.postToConsole(" "); this.postToConsole("Effects: "); const multKeys = Object.keys(this.skillMultipliers); for (let i = 0; i < multKeys.length; ++i) { let mult = this.skillMultipliers[multKeys[i]]; if (mult && mult !== 1) { mult = formatNumber(mult, 3); switch(multKeys[i]) { case "successChanceAll": this.postToConsole("Total Success Chance: x" + mult); break; case "successChanceStealth": this.postToConsole("Stealth Success Chance: x" + mult); break; case "successChanceKill": this.postToConsole("Retirement Success Chance: x" + mult); break; case "successChanceContract": this.postToConsole("Contract Success Chance: x" + mult); break; case "successChanceOperation": this.postToConsole("Operation Success Chance: x" + mult); break; case "successChanceEstimate": this.postToConsole("Synthoid Data Estimate: x" + mult); break; case "actionTime": this.postToConsole("Action Time: x" + mult); break; case "effHack": this.postToConsole("Hacking Skill: x" + mult); break; case "effStr": this.postToConsole("Strength: x" + mult); break; case "effDef": this.postToConsole("Defense: x" + mult); break; case "effDex": this.postToConsole("Dexterity: x" + mult); break; case "effAgi": this.postToConsole("Agility: x" + mult); break; case "effCha": this.postToConsole("Charisma: x" + mult); break; case "effInt": this.postToConsole("Intelligence: x" + mult); break; case "stamina": this.postToConsole("Stamina: x" + mult); break; default: console.warn(`Unrecognized SkillMult Key: ${multKeys[i]}`); break; } } } } else { this.postToConsole("Invalid usage of 'skill' console command: skill [action] [name]"); this.postToConsole("Use 'help skill' for more info"); } break; case 3: const skillName = args[2]; const skill = Skills[skillName]; if (skill == null || !(skill instanceof Skill)) { this.postToConsole("Invalid skill name (Note that it is case-sensitive): " + skillName); } if (args[1].toLowerCase() === "list") { let level = 0; if (this.skills[skill.name] !== undefined) { level = this.skills[skill.name]; } this.postToConsole(skill.name + ": Level " + formatNumber(level)); } else if (args[1].toLowerCase() === "level") { let currentLevel = 0; if (this.skills[skillName] && !isNaN(this.skills[skillName])) { currentLevel = this.skills[skillName]; } const pointCost = skill.calculateCost(currentLevel); if (this.skillPoints >= pointCost) { this.skillPoints -= pointCost; this.upgradeSkill(skill); this.log(skill.name + " upgraded to Level " + this.skills[skillName]); } else { this.postToConsole("You do not have enough Skill Points to upgrade this. You need " + formatNumber(pointCost, 0)); } } else { this.postToConsole("Invalid usage of 'skill' console command: skill [action] [name]"); this.postToConsole("Use 'help skill' for more info"); } break; default: this.postToConsole("Invalid usage of 'skill' console command: skill [action] [name]"); this.postToConsole("Use 'help skill' for more info"); break; } } executeLogConsoleCommand(args: string[]): void { if (args.length < 3) { this.postToConsole("Invalid usage of log command: log [enable/disable] [action/event]"); this.postToConsole("Use 'help log' for more details and examples"); return; } let flag = true; if (args[1].toLowerCase().includes("d")) {flag = false;} // d for disable switch (args[2].toLowerCase()) { case "general": case "gen": this.logging.general = flag; this.log("Logging " + (flag ? "enabled" : "disabled") + " for general actions"); break; case "contract": case "contracts": this.logging.contracts = flag; this.log("Logging " + (flag ? "enabled" : "disabled") + " for Contracts"); break; case "ops": case "op": case "operations": case "operation": this.logging.ops = flag; this.log("Logging " + (flag ? "enabled" : "disabled") + " for Operations"); break; case "blackops": case "blackop": case "black operations": case "black operation": this.logging.blackops = flag; this.log("Logging " + (flag ? "enabled" : "disabled") + " for BlackOps"); break; case "event": case "events": this.logging.events = flag; this.log("Logging " + (flag ? "enabled" : "disabled") + " for events"); break; case "all": this.logging.general = flag; this.logging.contracts = flag; this.logging.ops = flag; this.logging.blackops = flag; this.logging.events = flag; this.log("Logging " + (flag ? "enabled" : "disabled") + " for everything"); break; default: this.postToConsole("Invalid action/event type specified: " + args[2]); this.postToConsole("Examples of valid action/event identifiers are: [general, contracts, ops, blackops, events]"); break; } } executeHelpConsoleCommand(args: string[]): void { if (args.length === 1) { for(const line of ConsoleHelpText.helpList){ this.postToConsole(line); } } else { for (let i = 1; i < args.length; ++i) { if(!(args[i] in ConsoleHelpText)) continue; const helpText = ConsoleHelpText[args[i]]; for(const line of helpText){ this.postToConsole(line); } } } } executeAutomateConsoleCommand(args: string[]): void { if (args.length !== 2 && args.length !== 4) { this.postToConsole("Invalid use of 'automate' command: automate [var] [val] [hi/low]. Use 'help automate' for more info"); return; } // Enable/Disable if (args.length === 2) { const flag = args[1]; if (flag.toLowerCase() === "status") { this.postToConsole("Automation: " + (this.automateEnabled ? "enabled" : "disabled")); if (this.automateEnabled) { this.postToConsole("When your stamina drops to " + formatNumber(this.automateThreshLow, 0) + ", you will automatically switch to " + this.automateActionLow.name + ". When your stamina recovers to " + formatNumber(this.automateThreshHigh, 0) + ", you will automatically " + "switch to " + this.automateActionHigh.name + "."); } } else if (flag.toLowerCase().includes("en")) { if (!(this.automateActionLow instanceof ActionIdentifier) || !(this.automateActionHigh instanceof ActionIdentifier)) { return this.log("Failed to enable automation. Actions were not set"); } this.automateEnabled = true; this.log("Bladeburner automation enabled"); } else if (flag.toLowerCase().includes("d")) { this.automateEnabled = false; this.log("Bladeburner automation disabled"); } else { this.log("Invalid argument for 'automate' console command: " + args[1]); } return; } // Set variables if (args.length === 4) { const variable = args[1]; const val = args[2]; let highLow = false; // True for high, false for low if (args[3].toLowerCase().includes("hi")) {highLow = true;} switch (variable) { case "general": case "gen": if (GeneralActions[val] != null) { const action = new ActionIdentifier({ type:ActionTypes[val], name:val, }); if (highLow) { this.automateActionHigh = action; } else { this.automateActionLow = action; } this.log("Automate (" + (highLow ? "HIGH" : "LOW") + ") action set to " + val); } else { this.postToConsole("Invalid action name specified: " + val); } break; case "contract": case "contracts": if (this.contracts[val] != null) { const action = new ActionIdentifier({ type:ActionTypes.Contract, name:val, }); if (highLow) { this.automateActionHigh = action; } else { this.automateActionLow = action; } this.log("Automate (" + (highLow ? "HIGH" : "LOW") + ") action set to " + val); } else { this.postToConsole("Invalid contract name specified: " + val); } break; case "ops": case "op": case "operations": case "operation": if (this.operations[val] != null) { const action = new ActionIdentifier({ type:ActionTypes.Operation, name:val, }); if (highLow) { this.automateActionHigh = action; } else { this.automateActionLow = action; } this.log("Automate (" + (highLow ? "HIGH" : "LOW") + ") action set to " + val); } else { this.postToConsole("Invalid Operation name specified: " + val); } break; case "stamina": if (isNaN(parseFloat(val))) { this.postToConsole("Invalid value specified for stamina threshold (must be numeric): " + val); } else { if (highLow) { this.automateThreshHigh = Number(val); } else { this.automateThreshLow = Number(val); } this.log("Automate (" + (highLow ? "HIGH" : "LOW") + ") stamina threshold set to " + val); } break; default: break; } return; } } parseCommandArguments(command: string): string[] { /** * Returns an array with command and its arguments in each index. * e.g. skill "blade's intuition" foo returns [skill, blade's intuition, foo] * The input to the fn will be trimmed and will have all whitespace replaced w/ a single space */ const args = []; let start = 0; let i = 0; while (i < command.length) { const c = command.charAt(i); if (c === '"') { // Double quotes const endQuote = command.indexOf('"', i+1); if (endQuote !== -1 && (endQuote === command.length-1 || command.charAt(endQuote+1) === " ")) { args.push(command.substr(i+1, (endQuote - i - 1))); if (endQuote === command.length-1) { start = i = endQuote+1; } else { start = i = endQuote+2; // Skip the space } continue; } } else if (c === "'") { // Single quotes, same thing as above const endQuote = command.indexOf("'", i+1); if (endQuote !== -1 && (endQuote === command.length-1 || command.charAt(endQuote+1) === " ")) { args.push(command.substr(i+1, (endQuote - i - 1))); if (endQuote === command.length-1) { start = i = endQuote+1; } else { start = i = endQuote+2; // Skip the space } continue; } } else if (c === " ") { args.push(command.substr(start, i-start)); start = i+1; } ++i; } if (start !== i) {args.push(command.substr(start, i-start));} return args; } executeConsoleCommand(player: IPlayer, command: string) { command = command.trim(); command = command.replace(/\s\s+/g, ' '); // Replace all whitespace w/ a single space const args = this.parseCommandArguments(command); if (args.length <= 0) return; // Log an error? switch(args[0].toLowerCase()) { case "automate": this.executeAutomateConsoleCommand(args); break; case "clear": case "cls": this.clearConsole(); break; case "help": this.executeHelpConsoleCommand(args); break; case "log": this.executeLogConsoleCommand(args); break; case "skill": this.executeSkillConsoleCommand(args); break; case "start": this.executeStartConsoleCommand(player, args); break; case "stop": this.resetAction(); break; default: this.postToConsole("Invalid console command"); break; } } triggerMigration(sourceCityName: string): void { let destCityName = BladeburnerConstants.CityNames[getRandomInt(0, 5)]; while (destCityName === sourceCityName) { destCityName = BladeburnerConstants.CityNames[getRandomInt(0, 5)]; } const destCity = this.cities[destCityName]; const sourceCity = this.cities[sourceCityName]; if (destCity == null || sourceCity == null) { throw new Error("Failed to find City with name: " + destCityName); } const rand = Math.random(); let percentage = getRandomInt(3, 15) / 100; if (rand < 0.05 && sourceCity.comms > 0) { // 5% chance for community migration percentage *= getRandomInt(2, 4); // Migration increases population change --sourceCity.comms; ++destCity.comms; } const count = Math.round(sourceCity.pop * percentage); sourceCity.pop -= count; destCity.pop += count; } triggerPotentialMigration(sourceCityName: string, chance: number): void { if (chance == null || isNaN(chance)) { console.error("Invalid 'chance' parameter passed into Bladeburner.triggerPotentialMigration()"); } if (chance > 1) {chance /= 100;} if (Math.random() < chance) {this.triggerMigration(sourceCityName);} } randomEvent(): void { const chance = Math.random(); // Choose random source/destination city for events const sourceCityName = BladeburnerConstants.CityNames[getRandomInt(0, 5)]; const sourceCity = this.cities[sourceCityName]; if (!(sourceCity instanceof City)) { throw new Error("sourceCity was not a City object in Bladeburner.randomEvent()"); } let destCityName = BladeburnerConstants.CityNames[getRandomInt(0, 5)]; while (destCityName === sourceCityName) { destCityName = BladeburnerConstants.CityNames[getRandomInt(0, 5)]; } const destCity = this.cities[destCityName]; if (!(sourceCity instanceof City) || !(destCity instanceof City)) { throw new Error("sourceCity/destCity was not a City object in Bladeburner.randomEvent()"); } if (chance <= 0.05) { // New Synthoid Community, 5% ++sourceCity.comms; const percentage = getRandomInt(10, 20) / 100; const count = Math.round(sourceCity.pop * percentage); sourceCity.pop += count; if (this.logging.events) { this.log("Intelligence indicates that a new Synthoid community was formed in a city"); } } else if (chance <= 0.1) { // Synthoid Community Migration, 5% if (sourceCity.comms <= 0) { // If no comms in source city, then instead trigger a new Synthoid community event ++sourceCity.comms; const percentage = getRandomInt(10, 20) / 100; const count = Math.round(sourceCity.pop * percentage); sourceCity.pop += count; if (this.logging.events) { this.log("Intelligence indicates that a new Synthoid community was formed in a city"); } } else { --sourceCity.comms; ++destCity.comms; // Change pop const percentage = getRandomInt(10, 20) / 100; const count = Math.round(sourceCity.pop * percentage); sourceCity.pop -= count; destCity.pop += count; if (this.logging.events) { this.log("Intelligence indicates that a Synthoid community migrated from " + sourceCityName + " to some other city"); } } } else if (chance <= 0.3) { // New Synthoids (non community), 20% const percentage = getRandomInt(8, 24) / 100; const count = Math.round(sourceCity.pop * percentage); sourceCity.pop += count; if (this.logging.events) { this.log("Intelligence indicates that the Synthoid population of " + sourceCityName + " just changed significantly"); } } else if (chance <= 0.5) { // Synthoid migration (non community) 20% this.triggerMigration(sourceCityName); if (this.logging.events) { this.log("Intelligence indicates that a large number of Synthoids migrated from " + sourceCityName + " to some other city"); } } else if (chance <= 0.7) { // Synthoid Riots (+chaos), 20% sourceCity.chaos += 1; sourceCity.chaos *= (1 + getRandomInt(5, 20) / 100); if (this.logging.events) { this.log("Tensions between Synthoids and humans lead to riots in " + sourceCityName + "! Chaos increased"); } } else if (chance <= 0.9) { // Less Synthoids, 20% const percentage = getRandomInt(8, 20) / 100; const count = Math.round(sourceCity.pop * percentage); sourceCity.pop -= count; if (this.logging.events) { this.log("Intelligence indicates that the Synthoid population of " + sourceCityName + " just changed significantly"); } } // 10% chance of nothing happening } /** * Process stat gains from Contracts, Operations, and Black Operations * @param action(Action obj) - Derived action class * @param success(bool) - Whether action was successful */ gainActionStats(player: IPlayer, action: IAction, success: boolean): void { const difficulty = action.getDifficulty(); /** * Gain multiplier based on difficulty. If it changes then the * same variable calculated in completeAction() needs to change too */ const difficultyMult = Math.pow(difficulty, BladeburnerConstants.DiffMultExponentialFactor) + difficulty / BladeburnerConstants.DiffMultLinearFactor; const time = this.actionTimeToComplete; const successMult = success ? 1 : 0.5; const unweightedGain = time * BladeburnerConstants.BaseStatGain * successMult * difficultyMult; const unweightedIntGain = time * BladeburnerConstants.BaseIntGain * successMult * difficultyMult; const skillMult = this.skillMultipliers.expGain; player.gainHackingExp(unweightedGain * action.weights.hack * player.hacking_exp_mult * skillMult); player.gainStrengthExp(unweightedGain * action.weights.str * player.strength_exp_mult * skillMult); player.gainDefenseExp(unweightedGain * action.weights.def * player.defense_exp_mult * skillMult); player.gainDexterityExp(unweightedGain * action.weights.dex * player.dexterity_exp_mult * skillMult); player.gainAgilityExp(unweightedGain * action.weights.agi * player.agility_exp_mult * skillMult); player.gainCharismaExp(unweightedGain * action.weights.cha * player.charisma_exp_mult * skillMult); let intExp = unweightedIntGain * action.weights.int * skillMult; if (intExp > 1) { intExp = Math.pow(intExp, 0.8); } player.gainIntelligenceExp(intExp); } getDiplomacyEffectiveness(player: IPlayer): number { // Returns a decimal by which the city's chaos level should be multiplied (e.g. 0.98) const CharismaLinearFactor = 1e3; const CharismaExponentialFactor = 0.045; const charismaEff = Math.pow(player.charisma, CharismaExponentialFactor) + player.charisma / CharismaLinearFactor; return (100 - charismaEff) / 100; } getRecruitmentSuccessChance(player: IPlayer): number { return Math.pow(player.charisma, 0.45) / (this.teamSize + 1); } getRecruitmentTime(player: IPlayer): number { const effCharisma = player.charisma * this.skillMultipliers.effCha; const charismaFactor = Math.pow(effCharisma, 0.81) + effCharisma / 90; return Math.max(10, Math.round(BladeburnerConstants.BaseRecruitmentTimeNeeded - charismaFactor)); } resetSkillMultipliers(): void { this.skillMultipliers = { successChanceAll: 1, successChanceStealth: 1, successChanceKill: 1, successChanceContract: 1, successChanceOperation: 1, successChanceEstimate: 1, actionTime: 1, effHack: 1, effStr: 1, effDef: 1, effDex: 1, effAgi: 1, effCha: 1, stamina: 1, money: 1, expGain: 1, }; } updateSkillMultipliers(): void { this.resetSkillMultipliers(); for (const skillName in this.skills) { if (this.skills.hasOwnProperty(skillName)) { const skill = Skills[skillName]; if (skill == null) { throw new Error("Could not find Skill Object for: " + skillName); } const level = this.skills[skillName]; if (level == null || level <= 0) {continue;} //Not upgraded const multiplierNames = Object.keys(this.skillMultipliers); for (let i = 0; i < multiplierNames.length; ++i) { const multiplierName = multiplierNames[i]; if (skill.getMultiplier(multiplierName) != null && !isNaN(skill.getMultiplier(multiplierName))) { const value = skill.getMultiplier(multiplierName) * level; let multiplierValue = 1 + (value / 100); if (multiplierName === "actionTime") { multiplierValue = 1 - (value / 100); } this.skillMultipliers[multiplierName] *= multiplierValue; } } } } } completeOperation(success: boolean): void { if (this.action.type !== ActionTypes.Operation) { throw new Error("completeOperation() called even though current action is not an Operation"); } const action = this.getActionObject(this.action); if (action == null) { throw new Error("Failed to get Contract/Operation Object for: " + this.action.name); } // Calculate team losses const teamCount = action.teamCount; if (teamCount >= 1) { let max; if (success) { max = Math.ceil(teamCount/2); } else { max = Math.floor(teamCount) } const losses = getRandomInt(0, max); this.teamSize -= losses; this.teamLost += losses; if (this.logging.ops && losses > 0) { this.log("Lost " + formatNumber(losses, 0) + " team members during this " + action.name); } } const city = this.getCurrentCity(); switch (action.name) { case "Investigation": if (success) { city.improvePopulationEstimateByPercentage(0.4 * this.skillMultipliers.successChanceEstimate); if (Math.random() < (0.02 * this.skillMultipliers.successChanceEstimate)) { city.improveCommunityEstimate(1); } } else { this.triggerPotentialMigration(this.city, 0.1); } break; case "Undercover Operation": if (success) { city.improvePopulationEstimateByPercentage(0.8 * this.skillMultipliers.successChanceEstimate); if (Math.random() < (0.02 * this.skillMultipliers.successChanceEstimate)) { city.improveCommunityEstimate(1); } } else { this.triggerPotentialMigration(this.city, 0.15); } break; case "Sting Operation": if (success) { city.changePopulationByPercentage(-0.1, {changeEstEqually:true, nonZero:true}); } city.changeChaosByCount(0.1); break; case "Raid": if (success) { city.changePopulationByPercentage(-1, {changeEstEqually:true, nonZero:true}); --city.comms; --city.commsEst; } else { const change = getRandomInt(-10, -5) / 10; city.changePopulationByPercentage(change, {nonZero:true, changeEstEqually:false}); } city.changeChaosByPercentage(getRandomInt(1, 5)); break; case "Stealth Retirement Operation": if (success) { city.changePopulationByPercentage(-0.5, {changeEstEqually:true,nonZero:true}); } city.changeChaosByPercentage(getRandomInt(-3, -1)); break; case "Assassination": if (success) { city.changePopulationByCount(-1, {estChange:-1, estOffset: 0}); } city.changeChaosByPercentage(getRandomInt(-5, 5)); break; default: throw new Error("Invalid Action name in completeOperation: " + this.action.name); } } getActionObject(actionId: IActionIdentifier): IAction | null { /** * Given an ActionIdentifier object, returns the corresponding * GeneralAction, Contract, Operation, or BlackOperation object */ switch (actionId.type) { case ActionTypes["Contract"]: return this.contracts[actionId.name]; case ActionTypes["Operation"]: return this.operations[actionId.name]; case ActionTypes["BlackOp"]: case ActionTypes["BlackOperation"]: return BlackOperations[actionId.name]; case ActionTypes["Training"]: return GeneralActions["Training"]; case ActionTypes["Field Analysis"]: return GeneralActions["Field Analysis"]; case ActionTypes["Recruitment"]: return GeneralActions["Recruitment"]; case ActionTypes["Diplomacy"]: return GeneralActions["Diplomacy"]; case ActionTypes["Hyperbolic Regeneration Chamber"]: return GeneralActions["Hyperbolic Regeneration Chamber"]; default: return null; } } completeContract(success: boolean): void { if (this.action.type !== ActionTypes.Contract) { throw new Error("completeContract() called even though current action is not a Contract"); } var city = this.getCurrentCity(); if (success) { switch (this.action.name) { case "Tracking": // Increase estimate accuracy by a relatively small amount city.improvePopulationEstimateByCount(getRandomInt(100, 1e3)); break; case "Bounty Hunter": city.changePopulationByCount(-1, {estChange:-1, estOffset: 0}); city.changeChaosByCount(0.02); break; case "Retirement": city.changePopulationByCount(-1, {estChange:-1, estOffset: 0}); city.changeChaosByCount(0.04); break; default: throw new Error("Invalid Action name in completeContract: " + this.action.name); } } } completeAction(player: IPlayer): void { switch (this.action.type) { case ActionTypes["Contract"]: case ActionTypes["Operation"]: { try { const isOperation = (this.action.type === ActionTypes["Operation"]); const action = this.getActionObject(this.action); if (action == null) { throw new Error("Failed to get Contract/Operation Object for: " + this.action.name); } const difficulty = action.getDifficulty(); const difficultyMultiplier = Math.pow(difficulty, BladeburnerConstants.DiffMultExponentialFactor) + difficulty / BladeburnerConstants.DiffMultLinearFactor; const rewardMultiplier = Math.pow(action.rewardFac, action.level-1); // Stamina loss is based on difficulty this.stamina -= (BladeburnerConstants.BaseStaminaLoss * difficultyMultiplier); if (this.stamina < 0) {this.stamina = 0;} // Process Contract/Operation success/failure if (action.attempt(this)) { this.gainActionStats(player, action, true); ++action.successes; --action.count; // Earn money for contracts let moneyGain = 0; if (!isOperation) { moneyGain = BladeburnerConstants.ContractBaseMoneyGain * rewardMultiplier * this.skillMultipliers.money; player.gainMoney(moneyGain); player.recordMoneySource(moneyGain, "bladeburner"); } if (isOperation) { action.setMaxLevel(BladeburnerConstants.OperationSuccessesPerLevel); } else { action.setMaxLevel(BladeburnerConstants.ContractSuccessesPerLevel); } if (action.rankGain) { const gain = addOffset(action.rankGain * rewardMultiplier * BitNodeMultipliers.BladeburnerRank, 10); this.changeRank(player, gain); if (isOperation && this.logging.ops) { this.log(action.name + " successfully completed! Gained " + formatNumber(gain, 3) + " rank"); } else if (!isOperation && this.logging.contracts) { this.log(action.name + " contract successfully completed! Gained " + formatNumber(gain, 3) + " rank and " + numeralWrapper.formatMoney(moneyGain)); } } isOperation ? this.completeOperation(true) : this.completeContract(true); } else { this.gainActionStats(player, action, false); ++action.failures; let loss = 0, damage = 0; if (action.rankLoss) { loss = addOffset(action.rankLoss * rewardMultiplier, 10); this.changeRank(player, -1 * loss); } if (action.hpLoss) { damage = action.hpLoss * difficultyMultiplier; damage = Math.ceil(addOffset(damage, 10)); this.hpLost += damage; const cost = calculateHospitalizationCost(player, damage); if (player.takeDamage(damage)) { ++this.numHosp; this.moneyLost += cost; } } let logLossText = ""; if (loss > 0) {logLossText += "Lost " + formatNumber(loss, 3) + " rank. ";} if (damage > 0) {logLossText += "Took " + formatNumber(damage, 0) + " damage.";} if (isOperation && this.logging.ops) { this.log(action.name + " failed! " + logLossText); } else if (!isOperation && this.logging.contracts) { this.log(action.name + " contract failed! " + logLossText); } isOperation ? this.completeOperation(false) : this.completeContract(false); } if (action.autoLevel) {action.level = action.maxLevel;} // Autolevel this.startAction(player, this.action); // Repeat action } catch(e) { exceptionAlert(e); } break; } case ActionTypes["BlackOp"]: case ActionTypes["BlackOperation"]: { try { const action = this.getActionObject(this.action); if (action == null || !(action instanceof BlackOperation)) { throw new Error("Failed to get BlackOperation Object for: " + this.action.name); } const difficulty = action.getDifficulty(); const difficultyMultiplier = Math.pow(difficulty, BladeburnerConstants.DiffMultExponentialFactor) + difficulty / BladeburnerConstants.DiffMultLinearFactor; // Stamina loss is based on difficulty this.stamina -= (BladeburnerConstants.BaseStaminaLoss * difficultyMultiplier); if (this.stamina < 0) {this.stamina = 0;} // Team loss variables const teamCount = action.teamCount; let teamLossMax; if (action.attempt(this)) { this.gainActionStats(player, action, true); action.count = 0; this.blackops[action.name] = true; let rankGain = 0; if (action.rankGain) { rankGain = addOffset(action.rankGain * BitNodeMultipliers.BladeburnerRank, 10); this.changeRank(player, rankGain); } teamLossMax = Math.ceil(teamCount/2); // Operation Daedalus if (action.name === "Operation Daedalus") { this.resetAction(); return hackWorldDaemon(player.bitNodeN); } if (this.logging.blackops) { this.log(action.name + " successful! Gained " + formatNumber(rankGain, 1) + " rank"); } } else { this.gainActionStats(player, action, false); let rankLoss = 0; let damage = 0; if (action.rankLoss) { rankLoss = addOffset(action.rankLoss, 10); this.changeRank(player, -1 * rankLoss); } if (action.hpLoss) { damage = action.hpLoss * difficultyMultiplier; damage = Math.ceil(addOffset(damage, 10)); const cost = calculateHospitalizationCost(player, damage); if (player.takeDamage(damage)) { ++this.numHosp; this.moneyLost += cost; } } teamLossMax = Math.floor(teamCount); if (this.logging.blackops) { this.log(action.name + " failed! Lost " + formatNumber(rankLoss, 1) + " rank and took " + formatNumber(damage, 0) + " damage"); } } this.resetAction(); // Stop regardless of success or fail // Calculate team lossses if (teamCount >= 1) { const losses = getRandomInt(1, teamLossMax); this.teamSize -= losses; this.teamLost += losses; if (this.logging.blackops) { this.log("You lost " + formatNumber(losses, 0) + " team members during " + action.name); } } } catch(e) { exceptionAlert(e); } break; } case ActionTypes["Training"]: { this.stamina -= (0.5 * BladeburnerConstants.BaseStaminaLoss); const strExpGain = 30 * player.strength_exp_mult, defExpGain = 30 * player.defense_exp_mult, dexExpGain = 30 * player.dexterity_exp_mult, agiExpGain = 30 * player.agility_exp_mult, staminaGain = 0.04 * this.skillMultipliers.stamina; player.gainStrengthExp(strExpGain); player.gainDefenseExp(defExpGain); player.gainDexterityExp(dexExpGain); player.gainAgilityExp(agiExpGain); this.staminaBonus += (staminaGain); if (this.logging.general) { this.log("Training completed. Gained: " + formatNumber(strExpGain, 1) + " str exp, " + formatNumber(defExpGain, 1) + " def exp, " + formatNumber(dexExpGain, 1) + " dex exp, " + formatNumber(agiExpGain, 1) + " agi exp, " + formatNumber(staminaGain, 3) + " max stamina"); } this.startAction(player, this.action); // Repeat action break; } case ActionTypes["FieldAnalysis"]: case ActionTypes["Field Analysis"]: { // Does not use stamina. Effectiveness depends on hacking, int, and cha let eff = 0.04 * Math.pow(player.hacking_skill, 0.3) + 0.04 * Math.pow(player.intelligence, 0.9) + 0.02 * Math.pow(player.charisma, 0.3); eff *= player.bladeburner_analysis_mult; if (isNaN(eff) || eff < 0) { throw new Error("Field Analysis Effectiveness calculated to be NaN or negative"); } const hackingExpGain = 20 * player.hacking_exp_mult, charismaExpGain = 20 * player.charisma_exp_mult; player.gainHackingExp(hackingExpGain); player.gainIntelligenceExp(BladeburnerConstants.BaseIntGain); player.gainCharismaExp(charismaExpGain); this.changeRank(player, 0.1 * BitNodeMultipliers.BladeburnerRank); this.getCurrentCity().improvePopulationEstimateByPercentage(eff * this.skillMultipliers.successChanceEstimate); if (this.logging.general) { this.log("Field analysis completed. Gained 0.1 rank, " + formatNumber(hackingExpGain, 1) + " hacking exp, and " + formatNumber(charismaExpGain, 1) + " charisma exp"); } this.startAction(player, this.action); // Repeat action break; } case ActionTypes["Recruitment"]: { const successChance = this.getRecruitmentSuccessChance(player); if (Math.random() < successChance) { const expGain = 2 * BladeburnerConstants.BaseStatGain * this.actionTimeToComplete; player.gainCharismaExp(expGain); ++this.teamSize; if (this.logging.general) { this.log("Successfully recruited a team member! Gained " + formatNumber(expGain, 1) + " charisma exp"); } } else { const expGain = BladeburnerConstants.BaseStatGain * this.actionTimeToComplete; player.gainCharismaExp(expGain); if (this.logging.general) { this.log("Failed to recruit a team member. Gained " + formatNumber(expGain, 1) + " charisma exp"); } } this.startAction(player, this.action); // Repeat action break; } case ActionTypes["Diplomacy"]: { let eff = this.getDiplomacyEffectiveness(player); this.getCurrentCity().chaos *= eff; if (this.getCurrentCity().chaos < 0) { this.getCurrentCity().chaos = 0; } if (this.logging.general) { this.log(`Diplomacy completed. Chaos levels in the current city fell by ${numeralWrapper.formatPercentage(1 - eff)}`); } this.startAction(player, this.action); // Repeat Action break; } case ActionTypes["Hyperbolic Regeneration Chamber"]: { player.regenerateHp(BladeburnerConstants.HrcHpGain); const staminaGain = this.maxStamina * (BladeburnerConstants.HrcStaminaGain / 100); this.stamina = Math.min(this.maxStamina, this.stamina + staminaGain); this.startAction(player, this.action); if (this.logging.general) { this.log(`Rested in Hyperbolic Regeneration Chamber. Restored ${BladeburnerConstants.HrcHpGain} HP and gained ${numeralWrapper.formatStamina(staminaGain)} stamina`); } break; } default: console.error(`Bladeburner.completeAction() called for invalid action: ${this.action.type}`); break; } } changeRank(player: IPlayer, change: number): void { if (isNaN(change)) {throw new Error("NaN passed into Bladeburner.changeRank()");} this.rank += change; if (this.rank < 0) {this.rank = 0;} this.maxRank = Math.max(this.rank, this.maxRank); const bladeburnersFactionName = "Bladeburners"; if (factionExists(bladeburnersFactionName)) { const bladeburnerFac = Factions[bladeburnersFactionName]; if (!(bladeburnerFac instanceof Faction)) { throw new Error("Could not properly get Bladeburner Faction object in Bladeburner UI Overview Faction button"); } if (bladeburnerFac.isMember) { const favorBonus = 1 + (bladeburnerFac.favor / 100); bladeburnerFac.playerReputation += (BladeburnerConstants.RankToFactionRepFactor * change * player.faction_rep_mult * favorBonus); } } // Gain skill points const rankNeededForSp = (this.totalSkillPoints+1) * BladeburnerConstants.RanksPerSkillPoint; if (this.maxRank >= rankNeededForSp) { // Calculate how many skill points to gain const gainedSkillPoints = Math.floor((this.maxRank - rankNeededForSp) / BladeburnerConstants.RanksPerSkillPoint + 1); this.skillPoints += gainedSkillPoints; this.totalSkillPoints += gainedSkillPoints; } } processAction(player: IPlayer, seconds: number): void { if (this.action.type === ActionTypes["Idle"]) return; if (this.actionTimeToComplete <= 0) { throw new Error(`Invalid actionTimeToComplete value: ${this.actionTimeToComplete}, type; ${this.action.type}`); } if (!(this.action instanceof ActionIdentifier)) { throw new Error("Bladeburner.action is not an ActionIdentifier Object"); } // If the previous action went past its completion time, add to the next action // This is not added inmediatly in case the automation changes the action this.actionTimeCurrent += seconds + this.actionTimeOverflow; this.actionTimeOverflow = 0; if (this.actionTimeCurrent >= this.actionTimeToComplete) { this.actionTimeOverflow = this.actionTimeCurrent - this.actionTimeToComplete; return this.completeAction(player); } } calculateStaminaGainPerSecond(player: IPlayer): number { const effAgility = player.agility * this.skillMultipliers.effAgi; const maxStaminaBonus = this.maxStamina / BladeburnerConstants.MaxStaminaToGainFactor; const gain = (BladeburnerConstants.StaminaGainPerSecond + maxStaminaBonus) * Math.pow(effAgility, 0.17); return gain * (this.skillMultipliers.stamina * player.bladeburner_stamina_gain_mult); } calculateMaxStamina(player: IPlayer) { const effAgility = player.agility * this.skillMultipliers.effAgi; let maxStamina = (Math.pow(effAgility, 0.8) + this.staminaBonus) * this.skillMultipliers.stamina * player.bladeburner_max_stamina_mult; if (this.maxStamina !== maxStamina) { const oldMax = this.maxStamina; this.maxStamina = maxStamina; this.stamina = this.maxStamina * this.stamina / oldMax; } if (isNaN(maxStamina)) {throw new Error("Max Stamina calculated to be NaN in Bladeburner.calculateMaxStamina()");} } create(): void { this.contracts["Tracking"] = new Contract({ name:"Tracking", desc:"Identify and locate Synthoids. This contract involves reconnaissance " + "and information-gathering ONLY. Do NOT engage. Stealth is of the utmost importance.

" + "Successfully completing Tracking contracts will slightly improve your Synthoid population estimate for " + "whatever city you are currently in.", baseDifficulty:125,difficultyFac:1.02,rewardFac:1.041, rankGain:0.3, hpLoss:0.5, count:getRandomInt(25, 150), countGrowth:getRandomInt(5, 75)/10, weights:{hack:0,str:0.05,def:0.05,dex:0.35,agi:0.35,cha:0.1, int:0.05}, decays:{hack:0,str:0.91,def:0.91,dex:0.91,agi:0.91,cha:0.9, int:1}, isStealth:true, }); this.contracts["Bounty Hunter"] = new Contract({ name:"Bounty Hunter", desc:"Hunt down and capture fugitive Synthoids. These Synthoids are wanted alive.

" + "Successfully completing a Bounty Hunter contract will lower the population in your " + "current city, and will also increase its chaos level.", baseDifficulty:250, difficultyFac:1.04,rewardFac:1.085, rankGain:0.9, hpLoss:1, count:getRandomInt(5, 150), countGrowth:getRandomInt(5, 75)/10, weights:{hack:0,str:0.15,def:0.15,dex:0.25,agi:0.25,cha:0.1, int:0.1}, decays:{hack:0,str:0.91,def:0.91,dex:0.91,agi:0.91,cha:0.8, int:0.9}, isKill:true, }); this.contracts["Retirement"] = new Contract({ name:"Retirement", desc:"Hunt down and retire (kill) rogue Synthoids.

" + "Successfully completing a Retirement contract will lower the population in your current " + "city, and will also increase its chaos level.", baseDifficulty:200, difficultyFac:1.03, rewardFac:1.065, rankGain:0.6, hpLoss:1, count:getRandomInt(5, 150), countGrowth:getRandomInt(5, 75)/10, weights:{hack:0,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0.1, int:0.1}, decays:{hack:0,str:0.91,def:0.91,dex:0.91,agi:0.91,cha:0.8, int:0.9}, isKill:true, }); this.operations["Investigation"] = new Operation({ name:"Investigation", desc:"As a field agent, investigate and identify Synthoid " + "populations, movements, and operations.

Successful " + "Investigation ops will increase the accuracy of your " + "synthoid data.

" + "You will NOT lose HP from failed Investigation ops.", baseDifficulty:400, difficultyFac:1.03,rewardFac:1.07,reqdRank:25, rankGain:2.2, rankLoss:0.2, count:getRandomInt(1, 100), countGrowth:getRandomInt(10, 40)/10, weights:{hack:0.25,str:0.05,def:0.05,dex:0.2,agi:0.1,cha:0.25, int:0.1}, decays:{hack:0.85,str:0.9,def:0.9,dex:0.9,agi:0.9,cha:0.7, int:0.9}, isStealth:true, }); this.operations["Undercover Operation"] = new Operation({ name:"Undercover Operation", desc:"Conduct undercover operations to identify hidden " + "and underground Synthoid communities and organizations.

" + "Successful Undercover ops will increase the accuracy of your synthoid " + "data.", baseDifficulty:500, difficultyFac:1.04, rewardFac:1.09, reqdRank:100, rankGain:4.4, rankLoss:0.4, hpLoss:2, count:getRandomInt(1, 100), countGrowth:getRandomInt(10, 40)/10, weights:{hack:0.2,str:0.05,def:0.05,dex:0.2,agi:0.2,cha:0.2, int:0.1}, decays:{hack:0.8,str:0.9,def:0.9,dex:0.9,agi:0.9,cha:0.7, int:0.9}, isStealth:true, }); this.operations["Sting Operation"] = new Operation({ name:"Sting Operation", desc:"Conduct a sting operation to bait and capture particularly " + "notorious Synthoid criminals.", baseDifficulty:650, difficultyFac:1.04, rewardFac:1.095, reqdRank:500, rankGain:5.5, rankLoss:0.5, hpLoss:2.5, count:getRandomInt(1, 150), countGrowth:getRandomInt(3, 40)/10, weights:{hack:0.25,str:0.05,def:0.05,dex:0.25,agi:0.1,cha:0.2, int:0.1}, decays:{hack:0.8,str:0.85,def:0.85,dex:0.85,agi:0.85,cha:0.7, int:0.9}, isStealth:true, }); this.operations["Raid"] = new Operation({ name:"Raid", desc:"Lead an assault on a known Synthoid community. Note that " + "there must be an existing Synthoid community in your current city " + "in order for this Operation to be successful.", baseDifficulty:800, difficultyFac:1.045, rewardFac:1.1, reqdRank:3000, rankGain:55,rankLoss:2.5,hpLoss:50, count:getRandomInt(1, 150), countGrowth:getRandomInt(2, 40)/10, weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1}, decays:{hack:0.7,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.9}, isKill:true, }); this.operations["Stealth Retirement Operation"] = new Operation({ name:"Stealth Retirement Operation", desc:"Lead a covert operation to retire Synthoids. The " + "objective is to complete the task without " + "drawing any attention. Stealth and discretion are key.", baseDifficulty:1000, difficultyFac:1.05, rewardFac:1.11, reqdRank:20e3, rankGain:22, rankLoss:2, hpLoss:10, count:getRandomInt(1, 150), countGrowth:getRandomInt(1, 20)/10, weights:{hack:0.1,str:0.1,def:0.1,dex:0.3,agi:0.3,cha:0, int:0.1}, decays:{hack:0.7,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.9}, isStealth:true, isKill:true, }); this.operations["Assassination"] = new Operation({ name:"Assassination", desc:"Assassinate Synthoids that have been identified as " + "important, high-profile social and political leaders " + "in the Synthoid communities.", baseDifficulty:1500, difficultyFac:1.06, rewardFac:1.14, reqdRank:50e3, rankGain:44, rankLoss:4, hpLoss:5, count:getRandomInt(1, 150), countGrowth:getRandomInt(1, 20)/10, weights:{hack:0.1,str:0.1,def:0.1,dex:0.3,agi:0.3,cha:0, int:0.1}, decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.8}, isStealth:true, isKill:true, }); } process(player: IPlayer): void { // Edge case condition...if Operation Daedalus is complete trigger the BitNode if (redPillFlag === false && this.blackops.hasOwnProperty("Operation Daedalus")) { return hackWorldDaemon(player.bitNodeN); } // If the Player starts doing some other actions, set action to idle and alert if (Augmentations[AugmentationNames.BladesSimulacrum].owned === false && player.isWorking) { if (this.action.type !== ActionTypes["Idle"]) { let msg = "Your Bladeburner action was cancelled because you started doing something else."; if (this.automateEnabled) { msg += `

Your automation was disabled as well. You will have to re-enable it through the Bladeburner console` this.automateEnabled = false; } if (!Settings.SuppressBladeburnerPopup) { dialogBoxCreate(msg); } } this.resetAction(); } // If the Player has no Stamina, set action to idle if (this.stamina <= 0) { this.log("Your Bladeburner action was cancelled because your stamina hit 0"); this.resetAction(); } // A 'tick' for this mechanic is one second (= 5 game cycles) if (this.storedCycles >= BladeburnerConstants.CyclesPerSecond) { let seconds = Math.floor(this.storedCycles / BladeburnerConstants.CyclesPerSecond); seconds = Math.min(seconds, 5); // Max of 5 'ticks' this.storedCycles -= seconds * BladeburnerConstants.CyclesPerSecond; // Stamina this.calculateMaxStamina(player); this.stamina += (this.calculateStaminaGainPerSecond(player) * seconds); this.stamina = Math.min(this.maxStamina, this.stamina); // Count increase for contracts/operations for (const contract of (Object.values(this.contracts) as Contract[])) { contract.count += (seconds * contract.countGrowth/BladeburnerConstants.ActionCountGrowthPeriod); } for (const op of (Object.values(this.operations) as Operation[])) { op.count += (seconds * op.countGrowth/BladeburnerConstants.ActionCountGrowthPeriod); } // Chaos goes down very slowly for (const cityName of BladeburnerConstants.CityNames) { const city = this.cities[cityName]; if (!(city instanceof City)) {throw new Error("Invalid City object when processing passive chaos reduction in Bladeburner.process");} city.chaos -= (0.0001 * seconds); city.chaos = Math.max(0, city.chaos); } // Random Events this.randomEventCounter -= seconds; if (this.randomEventCounter <= 0) { this.randomEvent(); // Add instead of setting because we might have gone over the required time for the event this.randomEventCounter += getRandomInt(240, 600); } this.processAction(player, seconds); // Automation if (this.automateEnabled) { // Note: Do NOT set this.action = this.automateActionHigh/Low since it creates a reference if (this.stamina <= this.automateThreshLow) { if (this.action.name !== this.automateActionLow.name || this.action.type !== this.automateActionLow.type) { this.action = new ActionIdentifier({type: this.automateActionLow.type, name: this.automateActionLow.name}); this.startAction(player, this.action); } } else if (this.stamina >= this.automateThreshHigh) { if (this.action.name !== this.automateActionHigh.name || this.action.type !== this.automateActionHigh.type) { this.action = new ActionIdentifier({type: this.automateActionHigh.type, name: this.automateActionHigh.name}); this.startAction(player, this.action); } } } } } getTypeAndNameFromActionId(actionId: IActionIdentifier): {type: string, name: string} { const res = {type: '', name: ''}; const types = Object.keys(ActionTypes); for (let i = 0; i < types.length; ++i) { if (actionId.type === ActionTypes[types[i]]) { res.type = types[i]; break; } } if (res.type == null) {res.type = "Idle";} res.name = actionId.name != null ? actionId.name : "Idle"; return res; } getContractNamesNetscriptFn(): string[] { return Object.keys(this.contracts); } getOperationNamesNetscriptFn(): string[] { return Object.keys(this.operations); } getBlackOpNamesNetscriptFn(): string[] { return Object.keys(BlackOperations); } getGeneralActionNamesNetscriptFn(): string[] { return Object.keys(GeneralActions); } getSkillNamesNetscriptFn(): string[] { return Object.keys(Skills); } startActionNetscriptFn(player: IPlayer, type: string, name: string, workerScript: WorkerScript) { const errorLogText = `Invalid action: type='${type}' name='${name}'`; const actionId = this.getActionIdFromTypeAndName(type, name); if (actionId == null) { workerScript.log("bladeburner.startAction", errorLogText); return false; } // Special logic for Black Ops if (actionId.type === ActionTypes["BlackOp"]) { // Can't start a BlackOp if you don't have the required rank const action = this.getActionObject(actionId); if(action == null) throw new Error('Action not found ${actionId.type}, ${actionId.name}'); if(!(action instanceof BlackOperation)) throw new Error(`Action should be BlackOperation but isn't`); const blackOp = (action as BlackOperation); if (action.reqdRank > this.rank) { workerScript.log("bladeburner.startAction", `Insufficient rank to start Black Op '${actionId.name}'.`); return false; } // Can't start a BlackOp if its already been done if (this.blackops[actionId.name] != null) { workerScript.log("bladeburner.startAction", `Black Op ${actionId.name} has already been completed.`); return false; } // Can't start a BlackOp if you haven't done the one before it var blackops = []; for (const nm in BlackOperations) { if (BlackOperations.hasOwnProperty(nm)) { blackops.push(nm); } } blackops.sort(function(a, b) { return (BlackOperations[a].reqdRank - BlackOperations[b].reqdRank); // Sort black ops in intended order }); let i = blackops.indexOf(actionId.name); if (i === -1) { workerScript.log("bladeburner.startAction", `Invalid Black Op: '${name}'`); return false; } if (i > 0 && this.blackops[blackops[i-1]] == null) { workerScript.log("bladeburner.startAction", `Preceding Black Op must be completed before starting '${actionId.name}'.`); return false; } } try { this.startAction(player, actionId); workerScript.log("bladeburner.startAction", `Starting bladeburner action with type '${type}' and name ${name}"`); return true; } catch(e) { this.resetAction(); workerScript.log("bladeburner.startAction", errorLogText); return false; } } getActionTimeNetscriptFn(player: IPlayer, type: string, name: string, workerScript: WorkerScript): number { const errorLogText = `Invalid action: type='${type}' name='${name}'` const actionId = this.getActionIdFromTypeAndName(type, name); if (actionId == null) { workerScript.log("bladeburner.getActionTime", errorLogText); return -1; } const actionObj = this.getActionObject(actionId); if (actionObj == null) { workerScript.log("bladeburner.getActionTime", errorLogText); return -1; } switch (actionId.type) { case ActionTypes["Contract"]: case ActionTypes["Operation"]: case ActionTypes["BlackOp"]: case ActionTypes["BlackOperation"]: return actionObj.getActionTime(this); case ActionTypes["Training"]: case ActionTypes["Field Analysis"]: case ActionTypes["FieldAnalysis"]: return 30; case ActionTypes["Recruitment"]: return this.getRecruitmentTime(player); case ActionTypes["Diplomacy"]: case ActionTypes["Hyperbolic Regeneration Chamber"]: return 60; default: workerScript.log("bladeburner.getActionTime", errorLogText); return -1; } } getActionEstimatedSuccessChanceNetscriptFn(player: IPlayer, type: string, name: string, workerScript: WorkerScript): number { const errorLogText = `Invalid action: type='${type}' name='${name}'` const actionId = this.getActionIdFromTypeAndName(type, name); if (actionId == null) { workerScript.log("bladeburner.getActionEstimatedSuccessChance", errorLogText); return -1; } const actionObj = this.getActionObject(actionId); if (actionObj == null) { workerScript.log("bladeburner.getActionEstimatedSuccessChance", errorLogText); return -1; } switch (actionId.type) { case ActionTypes["Contract"]: case ActionTypes["Operation"]: case ActionTypes["BlackOp"]: case ActionTypes["BlackOperation"]: return actionObj.getSuccessChance(this, {est:true}); case ActionTypes["Training"]: case ActionTypes["Field Analysis"]: case ActionTypes["FieldAnalysis"]: return 1; case ActionTypes["Recruitment"]: return this.getRecruitmentSuccessChance(player); default: workerScript.log("bladeburner.getActionEstimatedSuccessChance", errorLogText); return -1; } } getActionCountRemainingNetscriptFn(type: string, name: string, workerScript: WorkerScript) { const errorLogText = `Invalid action: type='${type}' name='${name}'`; const actionId = this.getActionIdFromTypeAndName(type, name); if (actionId == null) { workerScript.log("bladeburner.getActionCountRemaining", errorLogText); return -1; } const actionObj = this.getActionObject(actionId); if (actionObj == null) { workerScript.log("bladeburner.getActionCountRemaining", errorLogText); return -1; } switch (actionId.type) { case ActionTypes["Contract"]: case ActionTypes["Operation"]: return Math.floor( actionObj.count ); case ActionTypes["BlackOp"]: case ActionTypes["BlackOperation"]: if (this.blackops[name] != null) { return 0; } else { return 1; } case ActionTypes["Training"]: case ActionTypes["Field Analysis"]: case ActionTypes["FieldAnalysis"]: return Infinity; default: workerScript.log("bladeburner.getActionCountRemaining", errorLogText); return -1; } } getSkillLevelNetscriptFn(skillName: string, workerScript: WorkerScript) { if (skillName === "" || !Skills.hasOwnProperty(skillName)) { workerScript.log("bladeburner.getSkillLevel", `Invalid skill: '${skillName}'`); return -1; } if (this.skills[skillName] == null) { return 0; } else { return this.skills[skillName]; } } getSkillUpgradeCostNetscriptFn(skillName: string, workerScript: WorkerScript) { if (skillName === "" || !Skills.hasOwnProperty(skillName)) { workerScript.log("bladeburner.getSkillUpgradeCost", `Invalid skill: '${skillName}'`); return -1; } const skill = Skills[skillName]; if (this.skills[skillName] == null) { return skill.calculateCost(0); } else { return skill.calculateCost(this.skills[skillName]); } } upgradeSkillNetscriptFn(skillName: string, workerScript: WorkerScript) { const errorLogText = `Invalid skill: '${skillName}'`; if (!Skills.hasOwnProperty(skillName)) { workerScript.log("bladeburner.upgradeSkill", errorLogText); return false; } const skill = Skills[skillName]; let currentLevel = 0; if (this.skills[skillName] && !isNaN(this.skills[skillName])) { currentLevel = this.skills[skillName]; } const cost = skill.calculateCost(currentLevel); if(skill.maxLvl && currentLevel >= skill.maxLvl) { workerScript.log("bladeburner.upgradeSkill", `Skill '${skillName}' is already maxed.`); return false; } if (this.skillPoints < cost) { workerScript.log("bladeburner.upgradeSkill", `You do not have enough skill points to upgrade ${skillName} (You have ${this.skillPoints}, you need ${cost})`); return false; } this.skillPoints -= cost; this.upgradeSkill(skill); workerScript.log("bladeburner.upgradeSkill", `'${skillName}' upgraded to level ${this.skills[skillName]}`); return true; } getTeamSizeNetscriptFn(type: string, name: string, workerScript: WorkerScript): number { if (type === "" && name === "") { return this.teamSize; } const errorLogText = `Invalid action: type='${type}' name='${name}'`; const actionId = this.getActionIdFromTypeAndName(type, name); if (actionId == null) { workerScript.log("bladeburner.getTeamSize", errorLogText); return -1; } const actionObj = this.getActionObject(actionId); if (actionObj == null) { workerScript.log("bladeburner.getTeamSize", errorLogText); return -1; } if (actionId.type === ActionTypes["Operation"] || actionId.type === ActionTypes["BlackOp"] || actionId.type === ActionTypes["BlackOperation"]) { return actionObj.teamCount; } else { return 0; } } setTeamSizeNetscriptFn(type: string, name: string, size: number, workerScript: WorkerScript): number { const errorLogText = `Invalid action: type='${type}' name='${name}'`; const actionId = this.getActionIdFromTypeAndName(type, name); if (actionId == null) { workerScript.log("bladeburner.setTeamSize", errorLogText); return -1; } if (actionId.type !== ActionTypes["Operation"] && actionId.type !== ActionTypes["BlackOp"] && actionId.type !== ActionTypes["BlackOperation"]) { workerScript.log("bladeburner.setTeamSize", "Only valid for 'Operations' and 'BlackOps'"); return -1; } const actionObj = this.getActionObject(actionId); if (actionObj == null) { workerScript.log("bladeburner.setTeamSize", errorLogText); return -1; } let sanitizedSize = Math.round(size); if (isNaN(sanitizedSize) || sanitizedSize < 0) { workerScript.log("bladeburner.setTeamSize", `Invalid size: ${size}`); return -1; } if (this.teamSize < sanitizedSize) {sanitizedSize = this.teamSize;} actionObj.teamCount = sanitizedSize; workerScript.log("bladeburner.setTeamSize", `Team size for '${name}' set to ${sanitizedSize}.`); return sanitizedSize; } joinBladeburnerFactionNetscriptFn(workerScript: WorkerScript): boolean { var bladeburnerFac = Factions["Bladeburners"]; if (bladeburnerFac.isMember) { return true; } else if (this.rank >= BladeburnerConstants.RankNeededForFaction) { joinFaction(bladeburnerFac); workerScript.log("bladeburner.joinBladeburnerFaction", "Joined Bladeburners faction."); return true; } else { workerScript.log("bladeburner.joinBladeburnerFaction", `You do not have the required rank (${this.rank}/${BladeburnerConstants.RankNeededForFaction}).`); return false; } } /** * Serialize the current object to a JSON save state. */ toJSON(): any { return Generic_toJSON("Bladeburner", this); } /** * Initiatizes a Bladeburner object from a JSON save state. */ // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types static fromJSON(value: any): Bladeburner { return Generic_fromJSON(Bladeburner, value.data); } } Reviver.constructors.Bladeburner = Bladeburner;