/** * Interface for an object that represents the player (PlayerObject) * Used because at the time of implementation, the PlayerObject * cant be converted to TypeScript. */ import { Sleeve } from "./Sleeve/Sleeve"; import { IMap } from "../types"; import { IPlayerOwnedAugmentation } from "../Augmentation/PlayerOwnedAugmentation"; import { Augmentation } from "../Augmentation/Augmentation"; import { Company } from "../Company/Company"; import { CompanyPosition } from "../Company/CompanyPosition"; import { CityName } from "../Locations/data/CityNames"; import { Faction } from "../Faction/Faction"; import { HashManager } from "../Hacknet/HashManager"; import { HacknetNode } from "../Hacknet/HacknetNode"; import { LocationName } from "../Locations/data/LocationNames"; import { Server } from "../Server/Server"; import { BaseServer } from "../Server/BaseServer"; import { IPlayerOwnedSourceFile } from "../SourceFile/PlayerOwnedSourceFile"; import { MoneySourceTracker } from "../utils/MoneySourceTracker"; import { Exploit } from "../Exploits/Exploit"; import { ICorporation } from "../Corporation/ICorporation"; import { IGang } from "../Gang/IGang"; import { IBladeburner } from "../Bladeburner/IBladeburner"; import { ICodingContractReward } from "../CodingContracts"; import { IRouter } from "../ui/Router"; import { HacknetServer } from "../Hacknet/HacknetServer"; import { ISkillProgress } from "./formulas/skill"; import { PlayerAchievement } from "../Achievements/Achievements"; import { IPerson } from "./IPerson"; import { WorkType } from "../utils/WorkType"; import { Work } from "src/Work/Work"; export interface IPlayer extends IPerson { bitNodeN: number; city: CityName; companyName: string; corporation: ICorporation | null; gang: IGang | null; bladeburner: IBladeburner | null; currentServer: string; factions: string[]; factionInvitations: string[]; hacknetNodes: (HacknetNode | string)[]; // HacknetNode object or IP of Hacknet Server has4SData: boolean; has4SDataTixApi: boolean; hashManager: HashManager; hasTixApiAccess: boolean; hasWseAccount: boolean; hp: number; jobs: IMap; init: () => void; karma: number; numPeopleKilled: number; location: LocationName; max_hp: number; readonly money: number; moneySourceA: MoneySourceTracker; moneySourceB: MoneySourceTracker; playtimeSinceLastAug: number; playtimeSinceLastBitnode: number; purchasedServers: any[]; queuedAugmentations: IPlayerOwnedAugmentation[]; scriptProdSinceLastAug: number; sleeves: Sleeve[]; sleevesFromCovenant: number; sourceFiles: IPlayerOwnedSourceFile[]; exploits: Exploit[]; achievements: PlayerAchievement[]; terminalCommandHistory: string[]; lastUpdate: number; totalPlaytime: number; // Stats hacking: number; strength: number; defense: number; dexterity: number; agility: number; charisma: number; intelligence: number; // Experience hacking_exp: number; strength_exp: number; defense_exp: number; dexterity_exp: number; agility_exp: number; charisma_exp: number; intelligence_exp: number; // Multipliers hacking_chance_mult: number; hacking_speed_mult: number; hacking_money_mult: number; hacking_grow_mult: number; hacking_mult: number; hacking_exp_mult: number; strength_mult: number; strength_exp_mult: number; defense_mult: number; defense_exp_mult: number; dexterity_mult: number; dexterity_exp_mult: number; agility_mult: number; agility_exp_mult: number; charisma_mult: number; charisma_exp_mult: number; hacknet_node_money_mult: number; hacknet_node_purchase_cost_mult: number; hacknet_node_ram_cost_mult: number; hacknet_node_core_cost_mult: number; hacknet_node_level_cost_mult: number; company_rep_mult: number; faction_rep_mult: number; work_money_mult: number; crime_success_mult: number; crime_money_mult: number; bladeburner_max_stamina_mult: number; bladeburner_stamina_gain_mult: number; bladeburner_analysis_mult: number; bladeburner_success_chance_mult: number; currentWork: Work | null; focus: boolean; entropy: number; // Methods startNEWWork(w: Work): void; processNEWWork(cycles: number): void; finishNEWWork(cancelled: boolean): void; applyForAgentJob(sing?: boolean): boolean; applyForBusinessConsultantJob(sing?: boolean): boolean; applyForBusinessJob(sing?: boolean): boolean; applyForEmployeeJob(sing?: boolean): boolean; applyForItJob(sing?: boolean): boolean; applyForJob(entryPosType: CompanyPosition, sing?: boolean): boolean; applyForNetworkEngineerJob(sing?: boolean): boolean; applyForPartTimeEmployeeJob(sing?: boolean): boolean; applyForPartTimeWaiterJob(sing?: boolean): boolean; applyForSecurityEngineerJob(sing?: boolean): boolean; applyForSecurityJob(sing?: boolean): boolean; applyForSoftwareConsultantJob(sing?: boolean): boolean; applyForSoftwareJob(sing?: boolean): boolean; applyForWaiterJob(sing?: boolean): boolean; canAccessBladeburner(): boolean; canAccessCorporation(): boolean; canAccessGang(): boolean; canAccessGrafting(): boolean; canAfford(cost: number): boolean; gainMoney(money: number, source: string): void; getCurrentServer(): BaseServer; getGangFaction(): Faction; getGangName(): string; getHomeComputer(): Server; getNextCompanyPosition(company: Company, entryPosType: CompanyPosition): CompanyPosition | null; getUpgradeHomeRamCost(): number; getUpgradeHomeCoresCost(): number; gotoLocation(to: LocationName): boolean; hasAugmentation(aug: string | Augmentation, installed?: boolean): boolean; hasCorporation(): boolean; hasGangWith(facName: string): boolean; hasTorRouter(): boolean; hasProgram(program: string): boolean; inBladeburner(): boolean; inGang(): boolean; isAwareOfGang(): boolean; isQualified(company: Company, position: CompanyPosition): boolean; loseMoney(money: number, source: string): void; reapplyAllAugmentations(resetMultipliers?: boolean): void; reapplyAllSourceFiles(): void; setMoney(amt: number): void; startBladeburner(p: any): void; startCorporation(corpName: string, additionalShares?: number): void; startFocusing(): void; startGang(facName: string, isHacking: boolean): void; travel(to: CityName): boolean; giveExploit(exploit: Exploit): void; giveAchievement(achievementId: string): void; getCasinoWinnings(): number; quitJob(company: string, sing?: boolean): void; hasJob(): boolean; createHacknetServer(): HacknetServer; queueAugmentation(augmentationName: string): void; receiveInvite(factionName: string): void; updateSkillLevels(): void; gainCodingContractReward(reward: ICodingContractReward, difficulty?: number): string; stopFocusing(): void; resetMultipliers(): void; prestigeAugmentation(): void; prestigeSourceFile(): void; calculateSkillProgress(exp: number, mult?: number): ISkillProgress; hospitalize(): void; checkForFactionInvitations(): Faction[]; setBitNodeNumber(n: number): void; getMult(name: string): number; setMult(name: string, mult: number): void; canAccessCotMG(): boolean; sourceFileLvl(n: number): number; applyEntropy(stacks?: number): void; }