bitburner-src/src/Faction/FactionHelpers.tsx
2022-04-14 01:22:50 -04:00

237 lines
8.5 KiB
TypeScript

import { Augmentations } from "../Augmentation/Augmentations";
import { Augmentation } from "../Augmentation/Augmentation";
import { PlayerOwnedAugmentation } from "../Augmentation/PlayerOwnedAugmentation";
import { AugmentationNames } from "../Augmentation/data/AugmentationNames";
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { CONSTANTS } from "../Constants";
import { Faction } from "./Faction";
import { Factions } from "./Factions";
import { Player } from "../Player";
import { IPlayer } from "../PersonObjects/IPlayer";
import { Settings } from "../Settings/Settings";
import {
getHackingWorkRepGain,
getFactionSecurityWorkRepGain,
getFactionFieldWorkRepGain,
} from "../PersonObjects/formulas/reputation";
import { dialogBoxCreate } from "../ui/React/DialogBox";
import { InvitationEvent } from "./ui/InvitationModal";
import { FactionNames } from "./data/FactionNames";
import { SFC32RNG } from "../Casino/RNG";
export function inviteToFaction(faction: Faction): void {
Player.receiveInvite(faction.name);
faction.alreadyInvited = true;
if (!Settings.SuppressFactionInvites) {
InvitationEvent.emit(faction);
}
}
export function joinFaction(faction: Faction): void {
if (faction.isMember) return;
faction.isMember = true;
Player.factions.push(faction.name);
const allFactions = Object.values(FactionNames).map((faction) => faction as string);
Player.factions.sort((a, b) => allFactions.indexOf(a) - allFactions.indexOf(b));
const factionInfo = faction.getInfo();
//Determine what factions you are banned from now that you have joined this faction
for (const enemy of factionInfo.enemies) {
if (Factions[enemy] instanceof Faction) {
Factions[enemy].isBanned = true;
}
}
for (let i = 0; i < Player.factionInvitations.length; ++i) {
if (Player.factionInvitations[i] == faction.name || Factions[Player.factionInvitations[i]].isBanned) {
Player.factionInvitations.splice(i, 1);
i--;
}
}
}
//Returns a boolean indicating whether the player has the prerequisites for the
//specified Augmentation
export function hasAugmentationPrereqs(aug: Augmentation): boolean {
let hasPrereqs = true;
if (aug.prereqs && aug.prereqs.length > 0) {
for (let i = 0; i < aug.prereqs.length; ++i) {
const prereqAug = Augmentations[aug.prereqs[i]];
if (prereqAug == null) {
console.error(`Invalid prereq Augmentation ${aug.prereqs[i]}`);
continue;
}
if (Player.hasAugmentation(prereqAug, true) === false) {
hasPrereqs = false;
// Check if the aug is purchased
for (let j = 0; j < Player.queuedAugmentations.length; ++j) {
if (Player.queuedAugmentations[j].name === prereqAug.name) {
hasPrereqs = true;
break;
}
}
}
}
}
return hasPrereqs;
}
export function purchaseAugmentation(aug: Augmentation, fac: Faction, sing = false): string {
const hasPrereqs = hasAugmentationPrereqs(aug);
if (!hasPrereqs) {
const txt = `You must first purchase or install ${aug.prereqs.join(",")} before you can purchase this one.`;
if (sing) {
return txt;
} else {
dialogBoxCreate(txt);
}
} else if (aug.baseCost !== 0 && Player.money < aug.baseCost) {
const txt = "You don't have enough money to purchase " + aug.name;
if (sing) {
return txt;
}
dialogBoxCreate(txt);
} else if (fac.playerReputation < aug.baseRepRequirement) {
const txt = "You don't have enough faction reputation to purchase " + aug.name;
if (sing) {
return txt;
}
dialogBoxCreate(txt);
} else if (aug.baseCost === 0 || Player.money >= aug.baseCost) {
const queuedAugmentation = new PlayerOwnedAugmentation(aug.name);
if (aug.name == AugmentationNames.NeuroFluxGovernor) {
queuedAugmentation.level = getNextNeurofluxLevel();
}
Player.queuedAugmentations.push(queuedAugmentation);
Player.loseMoney(aug.baseCost, "augmentations");
// If you just purchased Neuroflux Governor, recalculate the cost
if (aug.name == AugmentationNames.NeuroFluxGovernor) {
let nextLevel = getNextNeurofluxLevel();
--nextLevel;
const mult = Math.pow(CONSTANTS.NeuroFluxGovernorLevelMult, nextLevel);
aug.baseRepRequirement = 500 * mult * BitNodeMultipliers.AugmentationRepCost;
aug.baseCost = 750e3 * mult * BitNodeMultipliers.AugmentationMoneyCost;
for (let i = 0; i < Player.queuedAugmentations.length - 1; ++i) {
aug.baseCost *= CONSTANTS.MultipleAugMultiplier * [1, 0.96, 0.94, 0.93][Player.sourceFileLvl(11)];
}
}
for (const name of Object.keys(Augmentations)) {
if (Augmentations.hasOwnProperty(name)) {
Augmentations[name].baseCost *=
CONSTANTS.MultipleAugMultiplier * [1, 0.96, 0.94, 0.93][Player.sourceFileLvl(11)];
}
}
if (sing) {
return "You purchased " + aug.name;
} else if (!Settings.SuppressBuyAugmentationConfirmation) {
dialogBoxCreate(
"You purchased " +
aug.name +
". Its enhancements will not take " +
"effect until they are installed. To install your augmentations, go to the " +
"'Augmentations' tab on the left-hand navigation menu. Purchasing additional " +
"augmentations will now be more expensive.",
);
}
} else {
dialogBoxCreate(
"Hmm, something went wrong when trying to purchase an Augmentation. " +
"Please report this to the game developer with an explanation of how to " +
"reproduce this.",
);
}
return "";
}
export function getNextNeurofluxLevel(): number {
// Get current Neuroflux level based on Player's augmentations
let currLevel = 0;
for (let i = 0; i < Player.augmentations.length; ++i) {
if (Player.augmentations[i].name === AugmentationNames.NeuroFluxGovernor) {
currLevel = Player.augmentations[i].level;
}
}
// Account for purchased but uninstalled Augmentations
for (let i = 0; i < Player.queuedAugmentations.length; ++i) {
if (Player.queuedAugmentations[i].name == AugmentationNames.NeuroFluxGovernor) {
++currLevel;
}
}
return currLevel + 1;
}
export function processPassiveFactionRepGain(numCycles: number): void {
for (const name of Object.keys(Factions)) {
if (name === Player.currentWorkFactionName) continue;
if (!Factions.hasOwnProperty(name)) continue;
const faction = Factions[name];
if (!faction.isMember) continue;
// No passive rep for special factions
const info = faction.getInfo();
if (!info.offersWork()) continue;
// No passive rep for gangs.
if (Player.getGangName() === name) continue;
// 0 favor = 1%/s
// 50 favor = 6%/s
// 100 favor = 11%/s
const favorMult = Math.min(0.1, faction.favor / 1000 + 0.01);
// Find the best of all possible favor gain, minimum 1 rep / 2 minute.
const hRep = getHackingWorkRepGain(Player, faction);
const sRep = getFactionSecurityWorkRepGain(Player, faction);
const fRep = getFactionFieldWorkRepGain(Player, faction);
const rate = Math.max(hRep * favorMult, sRep * favorMult, fRep * favorMult, 1 / 120);
faction.playerReputation += rate * numCycles * Player.faction_rep_mult * BitNodeMultipliers.FactionPassiveRepGain;
}
}
export const getFactionAugmentationsFiltered = (player: IPlayer, faction: Faction): string[] => {
// If player has a gang with this faction, return (almost) all augmentations
if (player.hasGangWith(faction.name)) {
let augs = Object.values(Augmentations);
// Remove special augs
augs = augs.filter((a) => !a.isSpecial);
const blacklist: string[] = [AugmentationNames.NeuroFluxGovernor, AugmentationNames.CongruityImplant];
if (player.bitNodeN !== 2) {
// TRP is not available outside of BN2 for Gangs
blacklist.push(AugmentationNames.TheRedPill);
}
const rng = SFC32RNG(`BN${player.bitNodeN}.${player.sourceFileLvl(player.bitNodeN)}`);
// Remove faction-unique augs that don't belong to this faction
const uniqueFilter = (a: Augmentation): boolean => {
// Keep all the non-unique one
if (a.factions.length > 1) {
return true;
}
// Keep all the ones that this faction has anyway.
if (faction.augmentations.includes(a.name)) {
return true;
}
return rng() >= 1 - BitNodeMultipliers.GangUniqueAugs;
};
augs = augs.filter(uniqueFilter);
// Remove blacklisted augs
augs = augs.filter((a) => !blacklist.includes(a.name));
return augs.map((a) => a.name);
}
return faction.augmentations.slice();
};