mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-26 01:23:49 +01:00
93 lines
3.8 KiB
TypeScript
93 lines
3.8 KiB
TypeScript
import { currentNodeMults } from "./BitNode/BitNodeMultipliers";
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import { Person as IPerson } from "@nsdefs";
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import { calculateIntelligenceBonus } from "./PersonObjects/formulas/intelligence";
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import { Server as IServer } from "@nsdefs";
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import { clampNumber } from "./utils/helpers/clampNumber";
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/** Returns the chance the person has to successfully hack a server */
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export function calculateHackingChance(server: IServer, person: IPerson): number {
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const hackDifficulty = server.hackDifficulty ?? 100;
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const requiredHackingSkill = server.requiredHackingSkill ?? 1e9;
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// Unrooted or unhackable server
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if (!server.hasAdminRights || hackDifficulty >= 100) return 0;
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const hackFactor = 1.75;
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const difficultyMult = (100 - hackDifficulty) / 100;
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const skillMult = clampNumber(hackFactor * person.skills.hacking, 1);
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const skillChance = (skillMult - requiredHackingSkill) / skillMult;
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const chance =
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skillChance *
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difficultyMult *
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person.mults.hacking_chance *
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calculateIntelligenceBonus(person.skills.intelligence, 1);
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return clampNumber(chance, 0, 1);
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}
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/**
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* Returns the amount of hacking experience the person will gain upon
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* successfully hacking a server
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*/
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export function calculateHackingExpGain(server: IServer, person: IPerson): number {
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const baseDifficulty = server.baseDifficulty;
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if (!baseDifficulty) return 0;
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const baseExpGain = 3;
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const diffFactor = 0.3;
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let expGain = baseExpGain;
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expGain += baseDifficulty * diffFactor;
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return expGain * person.mults.hacking_exp * currentNodeMults.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: IServer, person: IPerson): number {
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const hackDifficulty = server.hackDifficulty ?? 100;
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if (hackDifficulty >= 100) return 0;
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const requiredHackingSkill = server.requiredHackingSkill ?? 1e9;
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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 - hackDifficulty) / 100;
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const skillMult = (person.skills.hacking - (requiredHackingSkill - 1)) / person.skills.hacking;
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const percentMoneyHacked =
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(difficultyMult * skillMult * person.mults.hacking_money * currentNodeMults.ScriptHackMoney) / balanceFactor;
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return Math.min(1, Math.max(percentMoneyHacked, 0));
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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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export function calculateHackingTime(server: IServer, person: IPerson): number {
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const { hackDifficulty, requiredHackingSkill } = server;
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if (typeof hackDifficulty !== "number" || typeof requiredHackingSkill !== "number") return Infinity;
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const difficultyMult = requiredHackingSkill * 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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skillFactor /= person.skills.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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(person.mults.hacking_speed *
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currentNodeMults.HackingSpeedMultiplier *
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calculateIntelligenceBonus(person.skills.intelligence, 1));
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return hackingTime;
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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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export function calculateGrowTime(server: IServer, person: IPerson): 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, person);
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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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export function calculateWeakenTime(server: IServer, person: IPerson): number {
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const weakenTimeMultiplier = 4; // Relative to hacking time
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return weakenTimeMultiplier * calculateHackingTime(server, person);
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}
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