bitburner-src/src/PersonObjects/Sleeve/Sleeve.ts
2019-01-17 07:40:43 -08:00

674 lines
26 KiB
TypeScript

/**
* Sleeves are bodies that contain the player's cloned consciousness.
* The player can use these bodies to perform different tasks synchronously.
*
* Each sleeve is its own individual, meaning it has its own stats/exp
*
* Sleeves are unlocked in BitNode-10.
*/
import { SleeveTaskType } from "./SleeveTaskTypesEnum";
import { IPlayer } from "../IPlayer";
import { Person,
ITaskTracker,
createTaskTracker } from "../Person";
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
import { Crime } from "../../Crime/Crime";
import { Cities } from "../../Locations/Cities";
import { Companies } from "../../Company/Companies";
import { Company } from "../../Company/Company";
import { CompanyPosition } from "../../Company/CompanyPosition";
import { CompanyPositions } from "../../Company/CompanyPositions";
import { CONSTANTS } from "../../Constants";
import { Faction } from "../../Faction/Faction";
import { Factions } from "../../Faction/Factions";
import { FactionWorkType } from "../../Faction/FactionWorkTypeEnum";
import { Locations } from "../../Locations";
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../../utils/JSONReviver";
export class Sleeve extends Person {
/**
* Initiatizes a Sleeve object from a JSON save state.
*/
static fromJSON(value: any): Sleeve {
return Generic_fromJSON(Sleeve, value.data);
}
/**
* Enum value for current task
*/
currentTask: SleeveTaskType = SleeveTaskType.Idle;
/**
* Description of current task. Used only for logging purposes
*/
currentTaskDescription: string = "";
/**
* Contains details about the sleeve's current task. The info stored
* in this depends on the task type
*
* Faction/Company Work: Name of Faction/Company
* Crime: Success rate of current crime, in decimal form
*/
currentTaskLocation: string = "";
/**
* Maximum amount of time (in milliseconds) that can be spent on current task.
*/
currentTaskMaxTime: number = 0;
/**
* Milliseconds spent on current task
*/
currentTaskTime: number = 0;
/**
* Keeps track of experience earned for other sleeves
*/
earningsForSleeves: ITaskTracker = createTaskTracker();
/**
* Keeps track of experience + money earned for player
*/
earningsForPlayer: ITaskTracker = createTaskTracker();
/**
* Keeps track of experienced earned in the current task/action
*/
earningsForTask: ITaskTracker = createTaskTracker();
/**
* Keeps track of what type of work sleeve is doing for faction, if applicable
*/
factionWorkType: FactionWorkType = FactionWorkType.None;
/**
* Records experience gain rate for the current task
*/
gainRatesForTask: ITaskTracker = createTaskTracker();
/**
* Keeps track of events/notifications for this sleeve
*/
logs: string[] = [];
/**
* Clone retains memory% of exp upon prestige. If exp would be lower than previously
* kept exp, nothing happens
*/
memory: number = 0;
/**
* Sleeve shock. Number between 1 and 100
* Trauma/shock that comes with being in a sleeve. Experience earned
* is multipled by shock%. This gets applied before synchronization
*
* Reputation earned is also multiplied by shock%
*/
shock: number = 1;
/**
* Stored number of game "loop" cycles
*/
storedCycles: number = 0;
/**
* Synchronization. Number between 0 and 100
* When experience is earned by sleeve, both the player and the sleeve get
* sync% of the experience earned. Other sleeves get sync^2% of exp
*/
sync: number = 1;
constructor() {
super();
}
/**
* Commit crimes
*/
commitCrime(p: IPlayer, crime: Crime): void {
if (this.currentTask !== SleeveTaskType.Idle) {
this.finishTask(p);
} else {
this.resetTaskStatus();
}
this.gainRatesForTask.hack = crime.hacking_exp * this.hacking_exp_mult * BitNodeMultipliers.CrimeExpGain;
this.gainRatesForTask.str = crime.strength_exp * this.strength_exp_mult * BitNodeMultipliers.CrimeExpGain;
this.gainRatesForTask.def = crime.defense_exp * this.defense_exp_mult * BitNodeMultipliers.CrimeExpGain;
this.gainRatesForTask.dex = crime.dexterity_exp * this.dexterity_exp_mult * BitNodeMultipliers.CrimeExpGain;
this.gainRatesForTask.agi = crime.agility_exp * this.agility_exp_mult * BitNodeMultipliers.CrimeExpGain;
this.gainRatesForTask.cha = crime.charisma_exp * this.charisma_exp_mult * BitNodeMultipliers.CrimeExpGain;
this.gainRatesForTask.money = crime.money * this.crime_money_mult * BitNodeMultipliers.CrimeMoney;
// We'll determine success now and adjust the earnings accordingly
if (Math.random() < crime.successRate(p)) {
this.gainRatesForTask.hack *= 2;
this.gainRatesForTask.str *= 2;
this.gainRatesForTask.def *= 2;
this.gainRatesForTask.dex *= 2;
this.gainRatesForTask.agi *= 2;
this.gainRatesForTask.cha *= 2;
} else {
this.gainRatesForTask.money = 0;
}
this.currentTaskMaxTime = crime.time;
this.currentTask = SleeveTaskType.Crime;
}
/**
* Called to stop the current task
*/
finishTask(p: IPlayer): void {
if (this.currentTask === SleeveTaskType.Crime) {
// For crimes, all experience and money is gained at the end
if (this.currentTaskTime >= this.currentTaskMaxTime) {
let retValue: ITaskTracker = createTaskTracker(); // Amount of exp to be gained by other sleeves
retValue = this.gainExperience(p, this.gainRatesForTask);
this.gainMoney(p, this.gainRatesForTask);
}
} else {
// For other crimes... I dont think anything else needs to be done
}
this.resetTaskStatus();
}
/**
* Earn experience for any stats (supports multiple)
* This function also handles experience propogating to Player and other sleeves
*/
gainExperience(p: IPlayer, exp: ITaskTracker, numCycles: number=1): ITaskTracker {
// Experience is first multiplied by shock. Then 'synchronization'
// is accounted for
const multFac = (this.shock / 100) * (this.sync / 100) * numCycles;
const pHackExp = exp.hack * multFac;
const pStrExp = exp.str * multFac;
const pDefExp = exp.def * multFac;
const pDexExp = exp.dex * multFac;
const pAgiExp = exp.agi * multFac;
const pChaExp = exp.cha * multFac;
// Experience is gained by both this sleeve and player
if (pHackExp > 0) {
this.hacking_exp += pHackExp;
p.gainHackingExp(pHackExp);
this.earningsForPlayer.hack += pHackExp;
this.earningsForTask.hack += pHackExp;
}
if (pStrExp > 0) {
this.strength_exp += pStrExp;
p.gainStrengthExp(pStrExp);
this.earningsForPlayer.str += pStrExp;
this.earningsForTask.str += pStrExp;
}
if (pDefExp > 0) {
this.defense_exp += pDefExp;
p.gainDefenseExp(pDefExp);
this.earningsForPlayer.def += pDefExp;
this.earningsForTask.dex += pDefExp;
}
if (pDexExp > 0) {
this.dexterity_exp += pDexExp;
p.gainDexterityExp(pDexExp);
this.earningsForPlayer.dex += pDexExp;
this.earningsForTask.dex += pDexExp;
}
if (pAgiExp > 0) {
this.agility_exp += pAgiExp;
p.gainAgilityExp(pAgiExp);
this.earningsForPlayer.agi += pAgiExp;
this.earningsForTask.agi += pAgiExp;
}
if (pChaExp > 0) {
this.charisma_exp += pChaExp;
p.gainCharismaExp(pChaExp);
this.earningsForPlayer.cha += pChaExp;
this.earningsForTask.cha += pChaExp;
}
// Record earnings for other sleeves
this.earningsForSleeves.hack += (pHackExp * (this.sync / 100));
this.earningsForSleeves.str += (pStrExp * (this.sync / 100));
this.earningsForSleeves.def += (pDefExp * (this.sync / 100));
this.earningsForSleeves.dex += (pDexExp * (this.sync / 100));
this.earningsForSleeves.agi += (pAgiExp * (this.sync / 100));
this.earningsForSleeves.cha += (pChaExp * (this.sync / 100));
// Return the experience to be gained by other sleeves
return {
hack: pHackExp * (this.sync / 100),
str: pStrExp * (this.sync / 100),
def: pDefExp * (this.sync / 100),
dex: pDexExp * (this.sync / 100),
agi: pAgiExp * (this.sync / 100),
cha: pChaExp * (this.sync / 100),
money: 0,
}
}
/**
* Earn money for player
*/
gainMoney(p: IPlayer, task: ITaskTracker, numCycles: number=1): void {
this.earningsForPlayer.money += (task.money * numCycles);
p.gainMoney(task.money * numCycles);
}
/**
* Gets reputation gain for the current task
* Only applicable when working for company or faction
*/
getRepGain(): number {
if (this.currentTask === SleeveTaskType.Faction) {
switch (this.factionWorkType) {
case FactionWorkType.Hacking:
return this.getFactionHackingWorkRepGain() * (this.shock / 100);
case FactionWorkType.Field:
return this.getFactionFieldWorkRepGain() * (this.shock / 100);
case FactionWorkType.Security:
return this.getFactionSecurityWorkRepGain() * (this.shock / 100);
default:
console.warn(`Invalid Sleeve.factionWorkType property in Sleeve.getRepGain(): ${this.factionWorkType}`);
return 0;
}
} else if (this.currentTask === SleeveTaskType.Company) {
return 0; // TODO
} else {
console.warn(`Sleeve.getRepGain() called for invalid task type: ${this.currentTask}`);
return 0;
}
}
log(entry: string): void {
const MaxLogSize: number = 50;
this.logs.push(entry);
if (this.logs.length > MaxLogSize) {
this.logs.shift();
}
}
/**
* Process loop
* Returns an object containing the amount of experience that should be
* transferred to all other sleeves
*/
process(p: IPlayer, numCycles: number=1): ITaskTracker | null {
// Only process once every second (5 cycles)
const CyclesPerSecond = 1000 / CONSTANTS.MilliPerCycle;
this.storedCycles += numCycles;
if (this.storedCycles < CyclesPerSecond) { return null; }
// Shock gradually goes towards 100
this.shock = Math.max(100, this.shock + (0.0001 * this.storedCycles));
if (this.currentTask === SleeveTaskType.Idle) { return null; }
let time = this.storedCycles * CONSTANTS.MilliPerCycle;
let cyclesUsed = this.storedCycles;
if (this.currentTaskTime + time > this.currentTaskMaxTime) {
time = this.currentTaskMaxTime - this.currentTaskTime;
cyclesUsed = Math.floor(time / CONSTANTS.MilliPerCycle);
if (time < 0 || cyclesUsed < 0) {
console.warn(`Sleeve.process() calculated negative cycle usage`);
time = 0;
cyclesUsed = 0;
}
}
this.currentTaskTime += time;
let retValue: ITaskTracker = createTaskTracker();
switch (this.currentTask) {
case SleeveTaskType.Class:
retValue = this.gainExperience(p, this.gainRatesForTask, cyclesUsed);
this.gainMoney(p, this.gainRatesForTask, cyclesUsed);
break;
case SleeveTaskType.Faction:
retValue = this.gainExperience(p, this.gainRatesForTask, cyclesUsed);
this.gainMoney(p, this.gainRatesForTask, cyclesUsed);
// Gain faction reputation
const fac: Faction = Factions[this.currentTaskLocation];
if (!(fac instanceof Faction)) {
console.error(`Invalid faction for Sleeve task: ${this.currentTaskLocation}`);
break;
}
fac.playerReputation += (this.getRepGain() * cyclesUsed);
break;
case SleeveTaskType.Company:
retValue = this.gainExperience(p, this.gainRatesForTask, cyclesUsed);
this.gainMoney(p, this.gainRatesForTask, cyclesUsed);
const company: Company = Companies[this.currentTaskLocation];
if (!(company instanceof Company)) {
console.error(`Invalid company for Sleeve task: ${this.currentTaskLocation}`);
break;
}
company.playerReputation *= (this.getRepGain() * cyclesUsed);
break;
case SleeveTaskType.Recovery:
this.shock = Math.max(100, this.shock + (0.001 * this.storedCycles));
break;
case SleeveTaskType.Sync:
this.sync = Math.max(100, this.sync + (0.001 * this.storedCycles));
break;
default:
break;
}
if (this.currentTaskMaxTime !== 0 && this.currentTaskTime >= this.currentTaskMaxTime) {
this.finishTask(p);
}
this.updateStatLevels();
this.storedCycles -= cyclesUsed;
// TODO Finish this
return retValue;
}
/**
* Resets all parameters used to keep information about the current task
*/
resetTaskStatus(): void {
this.earningsForTask = createTaskTracker();
this.gainRatesForTask = createTaskTracker();
this.currentTask = SleeveTaskType.Idle;
this.currentTaskTime = 0;
this.currentTaskMaxTime = 0;
this.factionWorkType = FactionWorkType.None;
}
/**
* Take a course at a university
*/
takeUniversityCourse(p: IPlayer, universityName: string, className: string): boolean {
if (this.currentTask !== SleeveTaskType.Idle) {
this.finishTask(p);
} else {
this.resetTaskStatus();
}
// Set exp/money multipliers based on which university.
// Also check that the sleeve is in the right city
let costMult: number = 1;
let expMult: number = 1;
switch (universityName.toLowerCase()) {
case Locations.AevumSummitUniversity.toLowerCase():
if (this.city !== Cities.Aevum) { return false; }
costMult = 4;
expMult = 3;
break;
case Locations.Sector12RothmanUniversity.toLowerCase():
if (this.city !== Cities.Sector12) { return false; }
costMult = 3;
expMult = 2;
break;
case Locations.VolhavenZBInstituteOfTechnology.toLowerCase():
if (this.city !== Cities.Volhaven) { return false; }
costMult = 5;
expMult = 4;
break;
default:
return false;
}
// Number of game cycles in a second
const cps: number = 1000 / CONSTANTS.MilliPerCycle;
// Set experience/money gains based on class
// TODO Refactor University Courses into its own class or something
const baseStudyComputerScienceExp: number = 0.5;
const baseDataStructuresExp: number = 1;
const baseNetworksExp: number = 2;
const baseAlgorithmsExp: number = 4;
const baseManagementExp: number = 2;
const baseLeadershipExp: number = 4;
switch (className.toLowerCase()) {
case "study computer science":
this.gainRatesForTask.hack = (baseStudyComputerScienceExp * expMult * this.hacking_exp_mult);
break;
case "data structures":
this.gainRatesForTask.hack = (baseDataStructuresExp * expMult * this.hacking_exp_mult);
this.gainRatesForTask.money = -1 * (CONSTANTS.ClassDataStructuresBaseCost * costMult);
break;
case "networks":
this.gainRatesForTask.hack = (baseNetworksExp * expMult * this.hacking_exp_mult);
this.gainRatesForTask.money = -1 * (CONSTANTS.ClassNetworksBaseCost * costMult);
break;
case "algorithms":
this.gainRatesForTask.hack = (baseAlgorithmsExp * expMult * this.hacking_exp_mult);
this.gainRatesForTask.money = -1 * (CONSTANTS.ClassAlgorithmsBaseCost * costMult);
break;
case "management":
this.gainRatesForTask.cha = (baseManagementExp * expMult * this.charisma_exp_mult);
this.gainRatesForTask.money = -1 * (CONSTANTS.ClassManagementBaseCost * costMult);
break;
case "leadership":
this.gainRatesForTask.cha = (baseLeadershipExp * expMult * this.charisma_exp_mult);
this.gainRatesForTask.money = -1 * (CONSTANTS.ClassLeadershipBaseCost * costMult);
break;
default:
return false;
}
this.currentTask = SleeveTaskType.Class;
return true;
}
/**
* Travel to another City. Costs money from player
*/
travel(p: IPlayer, newCity: string): boolean {
if (Cities[newCity] == null) {
console.error(`Invalid city ${newCity} passed into Sleeve.travel()`);
return false;
}
p.loseMoney(CONSTANTS.TravelCost);
this.city = newCity;
return true;
}
/**
* Start work for one of the player's companies
* Returns boolean indicating success
*/
workForCompany(p: IPlayer, companyName: string): boolean {
if (!(Companies[companyName] instanceof Company) || p.jobs[companyName] == null) {
return false;
}
if (this.currentTask !== SleeveTaskType.Idle) {
this.finishTask(p);
} else {
this.resetTaskStatus();
}
const company: Company | null = Companies[companyName];
const companyPosition: CompanyPosition | null = CompanyPositions[p.jobs[companyName]];
if (company == null) { throw new Error(`Invalid company name specified in Sleeve.workForCompany(): ${companyName}`); }
if (companyPosition == null) { throw new Error(`Invalid CompanyPosition data in Sleeve.workForCompany(): ${companyName}`); }
this.gainRatesForTask.hack = companyPosition.hackingExpGain *
company.expMultiplier *
this.hacking_exp_mult *
BitNodeMultipliers.FactionWorkExpGain;
this.gainRatesForTask.str = companyPosition.strengthExpGain *
company.expMultiplier *
this.strength_exp_mult *
BitNodeMultipliers.FactionWorkExpGain;
this.gainRatesForTask.def = companyPosition.defenseExpGain *
company.expMultiplier *
this.defense_exp_mult *
BitNodeMultipliers.FactionWorkExpGain;
this.gainRatesForTask.dex = companyPosition.dexterityExpGain *
company.expMultiplier *
this.dexterity_exp_mult *
BitNodeMultipliers.FactionWorkExpGain;
this.gainRatesForTask.agi = companyPosition.agilityExpGain *
company.expMultiplier *
this.agility_exp_mult *
BitNodeMultipliers.FactionWorkExpGain;
this.gainRatesForTask.cha = companyPosition.charismaExpGain *
company.expMultiplier *
this.charisma_exp_mult *
BitNodeMultipliers.FactionWorkExpGain;
this.currentTaskLocation = companyName;
this.currentTask = SleeveTaskType.Company;
return true;
}
/**
* Start work for one of the player's factions
* Returns boolean indicating success
*/
workForFaction(p: IPlayer, factionName: string, workType: string): boolean {
if (!(Factions[factionName] instanceof Faction) || !p.factions.includes(factionName)) {
throw new Error(`Invalid Faction specified for Sleeve.workForFaction(): ${factionName}`);
return false;
}
if (this.currentTask !== SleeveTaskType.Idle) {
this.finishTask(p);
} else {
this.resetTaskStatus();
}
// Set type of work (hacking/field/security), and the experience gains
const sanitizedWorkType: string = workType.toLowerCase();
if (sanitizedWorkType.includes("hack")) {
this.factionWorkType = FactionWorkType.Hacking;
this.gainRatesForTask.hack = .15 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
} else if (sanitizedWorkType.includes("field")) {
this.factionWorkType = FactionWorkType.Field;
this.gainRatesForTask.hack = .1 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.gainRatesForTask.str = .1 * this.strength_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.gainRatesForTask.def = .1 * this.defense_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.gainRatesForTask.dex = .1 * this.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.gainRatesForTask.agi = .1 * this.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.gainRatesForTask.cha = .1 * this.charisma_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
} else if (sanitizedWorkType.includes("security")) {
this.factionWorkType = FactionWorkType.Security;
this.gainRatesForTask.hack = .1 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.gainRatesForTask.str = .15 * this.strength_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.gainRatesForTask.def = .15 * this.defense_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.gainRatesForTask.dex = .15 * this.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.gainRatesForTask.agi = .15 * this.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
} else {
return false;
}
this.currentTaskLocation = factionName;
this.currentTask = SleeveTaskType.Faction;
return true;
}
/**
* Begin a gym workout task
*/
workoutAtGym(p: IPlayer, gymName: string, stat: string): boolean {
if (this.currentTask !== SleeveTaskType.Idle) {
this.finishTask(p);
} else {
this.resetTaskStatus();
}
// Set exp/money multipliers based on which university.
// Also check that the sleeve is in the right city
let costMult: number = 1;
let expMult: number = 1;
switch (gymName.toLowerCase()) {
case Locations.AevumCrushFitnessGym.toLowerCase():
if (this.city != Cities.Aevum) { return false; }
costMult = 3;
expMult = 2;
break;
case Locations.AevumSnapFitnessGym.toLowerCase():
if (this.city != Cities.Aevum) { return false; }
costMult = 10;
expMult = 5;
break;
case Locations.Sector12IronGym.toLowerCase():
if (this.city != Cities.Sector12) { return false; }
costMult = 1;
expMult = 1;
break;
case Locations.Sector12PowerhouseGym.toLowerCase():
if (this.city != Cities.Sector12) { return false; }
costMult = 20;
expMult = 10;
break;
case Locations.VolhavenMilleniumFitnessGym:
if (this.city != Cities.Volhaven) { return false; }
costMult = 7;
expMult = 4;
break;
default:
return false;
}
// Number of game cycles in a second
const cps = 1000 / CONSTANTS.MilliPerCycle;
// Set experience/money gains based on class
// TODO Refactor University Courses into its own class or something
const baseGymExp: number = 1;
const sanitizedStat: string = stat.toLowerCase();
// Set cost
this.gainRatesForTask.money = -1 * (CONSTANTS.ClassGymBaseCost * costMult);
// Set stat gain rate
if (sanitizedStat.includes("str")) {
this.gainRatesForTask.str = (baseGymExp * expMult);
} else if (sanitizedStat.includes("def")) {
this.gainRatesForTask.def = (baseGymExp * expMult);
} else if (sanitizedStat.includes("dex")) {
this.gainRatesForTask.dex = (baseGymExp * expMult);
} else if (sanitizedStat.includes("agi")) {
this.gainRatesForTask.agi = (baseGymExp * expMult);
} else {
return false;
}
this.currentTask = SleeveTaskType.Class;
return true;
}
/**
* Serialize the current object to a JSON save state.
*/
toJSON(): any {
return Generic_toJSON("Sleeve", this);
}
}
Reviver.constructors.Sleeve = Sleeve;