bitburner-src/src/Hacking.ts
Snarling aa80cf6451 See description
Reverted ToastVariant back to an enum internally. Still exposed to player as just possible strings.
Changed all 1-line documentation comments to actually be 1-line. Moved some because they were not providing documentation for the thing they were trying to.
2022-10-04 06:40:10 -04:00

97 lines
3.4 KiB
TypeScript

import { BitNodeMultipliers } from "./BitNode/BitNodeMultipliers";
import { Person } from "./PersonObjects/Person";
import { calculateIntelligenceBonus } from "./PersonObjects/formulas/intelligence";
import { Server } from "./Server/Server";
/** Returns the chance the person has to successfully hack a server */
export function calculateHackingChance(server: Server, person: Person): number {
const hackFactor = 1.75;
const difficultyMult = (100 - server.hackDifficulty) / 100;
const skillMult = hackFactor * person.skills.hacking;
const skillChance = (skillMult - server.requiredHackingSkill) / skillMult;
const chance =
skillChance *
difficultyMult *
person.mults.hacking_chance *
calculateIntelligenceBonus(person.skills.intelligence, 1);
if (chance > 1) {
return 1;
}
if (chance < 0) {
return 0;
}
return chance;
}
/**
* Returns the amount of hacking experience the person will gain upon
* successfully hacking a server
*/
export function calculateHackingExpGain(server: Server, person: Person): number {
const baseExpGain = 3;
const diffFactor = 0.3;
if (server.baseDifficulty == null) {
server.baseDifficulty = server.hackDifficulty;
}
let expGain = baseExpGain;
expGain += server.baseDifficulty * diffFactor;
return expGain * person.mults.hacking_exp * BitNodeMultipliers.HackExpGain;
}
/**
* Returns the percentage of money that will be stolen from a server if
* it is successfully hacked (returns the decimal form, not the actual percent value)
*/
export function calculatePercentMoneyHacked(server: Server, person: Person): number {
// Adjust if needed for balancing. This is the divisor for the final calculation
const balanceFactor = 240;
const difficultyMult = (100 - server.hackDifficulty) / 100;
const skillMult = (person.skills.hacking - (server.requiredHackingSkill - 1)) / person.skills.hacking;
const percentMoneyHacked =
(difficultyMult * skillMult * person.mults.hacking_money * BitNodeMultipliers.ScriptHackMoney) / balanceFactor;
if (percentMoneyHacked < 0) {
return 0;
}
if (percentMoneyHacked > 1) {
return 1;
}
return percentMoneyHacked;
}
/** Returns time it takes to complete a hack on a server, in seconds */
export function calculateHackingTime(server: Server, person: Person): number {
const difficultyMult = server.requiredHackingSkill * server.hackDifficulty;
const baseDiff = 500;
const baseSkill = 50;
const diffFactor = 2.5;
let skillFactor = diffFactor * difficultyMult + baseDiff;
// tslint:disable-next-line
skillFactor /= person.skills.hacking + baseSkill;
const hackTimeMultiplier = 5;
const hackingTime =
(hackTimeMultiplier * skillFactor) /
(person.mults.hacking_speed * calculateIntelligenceBonus(person.skills.intelligence, 1));
return hackingTime;
}
/** Returns time it takes to complete a grow operation on a server, in seconds */
export function calculateGrowTime(server: Server, person: Person): number {
const growTimeMultiplier = 3.2; // Relative to hacking time. 16/5 = 3.2
return growTimeMultiplier * calculateHackingTime(server, person);
}
/** Returns time it takes to complete a weaken operation on a server, in seconds */
export function calculateWeakenTime(server: Server, person: Person): number {
const weakenTimeMultiplier = 4; // Relative to hacking time
return weakenTimeMultiplier * calculateHackingTime(server, person);
}