import { CityName } from "./../../Locations/data/CityNames"; export const BladeburnerConstants: { CityNames: string[]; CyclesPerSecond: number; StaminaGainPerSecond: number; BaseStaminaLoss: number; MaxStaminaToGainFactor: number; DifficultyToTimeFactor: number; DiffMultExponentialFactor: number; DiffMultLinearFactor: number; EffAgiLinearFactor: number; EffDexLinearFactor: number; EffAgiExponentialFactor: number; EffDexExponentialFactor: number; BaseRecruitmentTimeNeeded: number; PopulationThreshold: number; PopulationExponent: number; ChaosThreshold: number; BaseStatGain: number; BaseIntGain: number; ActionCountGrowthPeriod: number; RankToFactionRepFactor: number; RankNeededForFaction: number; ContractSuccessesPerLevel: number; OperationSuccessesPerLevel: number; RanksPerSkillPoint: number; ContractBaseMoneyGain: number; HrcHpGain: number; HrcStaminaGain: number; } = { CityNames: [ CityName.Aevum, CityName.Chongqing, CityName.Sector12, CityName.NewTokyo, CityName.Ishima, CityName.Volhaven, ], CyclesPerSecond: 5, // Game cycle is 200 ms StaminaGainPerSecond: 0.0085, BaseStaminaLoss: 0.285, // Base stamina loss per action. Increased based on difficulty MaxStaminaToGainFactor: 70000, // Max Stamina is divided by this to get bonus stamina gain DifficultyToTimeFactor: 10, // Action Difficulty divided by this to get base action time /** * The difficulty multiplier affects stamina loss and hp loss of an action. Also affects * experience gain. Its formula is: * difficulty ^ exponentialFactor + difficulty / linearFactor */ DiffMultExponentialFactor: 0.28, DiffMultLinearFactor: 650, /** * These factors are used to calculate action time. * They affect how much action time is reduced based on your agility and dexterity */ EffAgiLinearFactor: 10e3, EffDexLinearFactor: 10e3, EffAgiExponentialFactor: 0.04, EffDexExponentialFactor: 0.035, BaseRecruitmentTimeNeeded: 300, // Base time needed (s) to complete a Recruitment action PopulationThreshold: 1e9, // Population which determines baseline success rate PopulationExponent: 0.7, // Exponent that influences how different populations affect success rate ChaosThreshold: 50, // City chaos level after which it starts making tasks harder BaseStatGain: 1, // Base stat gain per second BaseIntGain: 0.003, // Base intelligence stat gain ActionCountGrowthPeriod: 480, // Time (s) it takes for action count to grow by its specified value RankToFactionRepFactor: 2, // Delta Faction Rep = this * Delta Rank RankNeededForFaction: 25, ContractSuccessesPerLevel: 3, // How many successes you need to level up a contract OperationSuccessesPerLevel: 2.5, // How many successes you need to level up an op RanksPerSkillPoint: 3, // How many ranks needed to get 1 Skill Point ContractBaseMoneyGain: 250e3, // Base Money Gained per contract HrcHpGain: 2, // HP Gained from Hyperbolic Regeneration chamber HrcStaminaGain: 1, // Percentage Stamina gained from Hyperbolic Regeneration Chamber };