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341975ee09
Fixing the application of player's exp multiplier as indicated in #2260, the game balance will need to get re-adjusted in consequence.
101 lines
3.3 KiB
TypeScript
101 lines
3.3 KiB
TypeScript
import { BitNodeMultipliers } from "./BitNode/BitNodeMultipliers";
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import { IPlayer } from "./PersonObjects/IPlayer";
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import { calculateIntelligenceBonus } from "./PersonObjects/formulas/intelligence";
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import { Server } from "./Server/Server";
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/**
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* Returns the chance the player has to successfully hack a server
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*/
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export function calculateHackingChance(server: Server, player: IPlayer): number {
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const hackFactor = 1.75;
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const difficultyMult = (100 - server.hackDifficulty) / 100;
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const skillMult = hackFactor * player.hacking;
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const skillChance = (skillMult - server.requiredHackingSkill) / skillMult;
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const chance =
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skillChance * difficultyMult * player.hacking_chance_mult * calculateIntelligenceBonus(player.intelligence, 1);
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if (chance > 1) {
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return 1;
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}
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if (chance < 0) {
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return 0;
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}
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return chance;
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}
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/**
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* Returns the amount of hacking experience the player will gain upon
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* successfully hacking a server
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*/
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export function calculateHackingExpGain(server: Server, player: IPlayer): number {
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const baseExpGain = 3;
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const diffFactor = 0.3;
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if (server.baseDifficulty == null) {
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server.baseDifficulty = server.hackDifficulty;
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}
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let expGain = baseExpGain;
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expGain += server.baseDifficulty * diffFactor;
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return expGain * player.hacking_exp_mult * BitNodeMultipliers.HackExpGain;
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}
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/**
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* Returns the percentage of money that will be stolen from a server if
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* it is successfully hacked (returns the decimal form, not the actual percent value)
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*/
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export function calculatePercentMoneyHacked(server: Server, player: IPlayer): number {
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// Adjust if needed for balancing. This is the divisor for the final calculation
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const balanceFactor = 240;
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const difficultyMult = (100 - server.hackDifficulty) / 100;
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const skillMult = (player.hacking - (server.requiredHackingSkill - 1)) / player.hacking;
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const percentMoneyHacked = (difficultyMult * skillMult * player.hacking_money_mult * BitNodeMultipliers.ScriptHackMoney) / balanceFactor;
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if (percentMoneyHacked < 0) {
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return 0;
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}
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if (percentMoneyHacked > 1) {
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return 1;
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}
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return percentMoneyHacked;
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}
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/**
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* Returns time it takes to complete a hack on a server, in seconds
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*/
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export function calculateHackingTime(server: Server, player: IPlayer): number {
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const difficultyMult = server.requiredHackingSkill * server.hackDifficulty;
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const baseDiff = 500;
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const baseSkill = 50;
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const diffFactor = 2.5;
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let skillFactor = diffFactor * difficultyMult + baseDiff;
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// tslint:disable-next-line
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skillFactor /= player.hacking + baseSkill;
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const hackTimeMultiplier = 5;
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const hackingTime =
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(hackTimeMultiplier * skillFactor) /
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(player.hacking_speed_mult * calculateIntelligenceBonus(player.intelligence, 1));
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return hackingTime;
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}
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/**
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* Returns time it takes to complete a grow operation on a server, in seconds
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*/
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export function calculateGrowTime(server: Server, player: IPlayer): number {
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const growTimeMultiplier = 3.2; // Relative to hacking time. 16/5 = 3.2
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return growTimeMultiplier * calculateHackingTime(server, player);
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}
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/**
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* Returns time it takes to complete a weaken operation on a server, in seconds
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*/
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export function calculateWeakenTime(server: Server, player: IPlayer): number {
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const weakenTimeMultiplier = 4; // Relative to hacking time
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return weakenTimeMultiplier * calculateHackingTime(server, player);
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}
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