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https://github.com/bitburner-official/bitburner-src.git
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154 lines
5.4 KiB
TypeScript
154 lines
5.4 KiB
TypeScript
import { CorpMaterialName } from "@nsdefs";
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import { Generic_fromJSON, Generic_toJSON, IReviverValue, constructorsForReviver } from "../utils/JSONReviver";
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import { materialNames } from "./data/Constants";
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import { Export } from "./Export";
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import { MaterialInfo } from "./MaterialInfo";
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interface IConstructorParams {
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name: CorpMaterialName;
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}
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export class Material {
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// Name of material
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name: CorpMaterialName;
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// Amount of material owned
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stored = 0;
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// Material's "quality". Unbounded
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quality = 1;
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// How much demand the Material has in the market, and the range of possible
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// values for this "demand"
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demand = 0;
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demandRange: number[] = [0, 0];
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// How much competition there is for this Material in the market, and the range
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// of possible values for this "competition"
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competition = 0;
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competitionRange: number[] = [0, 0];
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// Maximum volatility of this Materials stats
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maxVolatility = 0;
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// Markup. Determines how high of a price you can charge on the material
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// compared to the market price without suffering loss in # of sales
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// Quality is divided by this to determine markup limits
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// e,g, If mku is 10 and quality is 100 then you can markup prices by 100/10 = 10
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markup = 0;
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// How much of this material is being bought, sold, imported and produced every second
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buyAmount = 0;
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actualSellAmount = 0;
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productionAmount = 0;
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importAmount = 0;
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// Exports of this material to another warehouse/industry
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exports: Export[] = [];
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// Total amount of this material exported in the last cycle
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exportedLastCycle = 0;
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// Cost / sec to buy this material. AKA Market Price
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marketPrice = 0;
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// Average price paid for the material (accounted as marketPrice for produced/imported materials)
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averagePrice = 0;
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/** null if there is no limit set on production. 0 actually limits production to 0. */
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productionLimit: number | null = null;
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// Player inputs for sell price and amount.
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desiredSellAmount: string | number = 0;
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desiredSellPrice: string | number = "";
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// Flags that signal whether automatic sale pricing through Market TA is enabled
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marketTa1 = false;
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marketTa2 = false;
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uiMarketPrice = 0;
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// Determines the maximum amount of this material that can be sold in one market cycle
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maxSellPerCycle = 0;
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constructor(params?: IConstructorParams) {
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this.name = params?.name ?? materialNames[0];
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this.demand = MaterialInfo[this.name].demandBase;
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this.demandRange = MaterialInfo[this.name].demandRange;
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this.competition = MaterialInfo[this.name].competitionBase;
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this.competitionRange = MaterialInfo[this.name].competitionRange;
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this.marketPrice = MaterialInfo[this.name].baseCost;
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this.averagePrice = this.marketPrice;
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this.maxVolatility = MaterialInfo[this.name].maxVolatility;
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this.markup = MaterialInfo[this.name].baseMarkup;
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}
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getMarkupLimit(): number {
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return this.quality / this.markup;
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}
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// Process change in demand, competition, and buy cost of this material
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processMarket(): void {
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// The price will change in accordance with demand and competition.
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// e.g. If demand goes up, then so does price. If competition goes up, price goes down
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const priceVolatility: number = (Math.random() * this.maxVolatility) / 300;
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const priceChange: number = 1 + priceVolatility;
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//This 1st random check determines whether competition increases or decreases
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const compVolatility: number = (Math.random() * this.maxVolatility) / 100;
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const compChange: number = 1 + compVolatility;
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if (Math.random() < 0.5) {
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this.competition *= compChange;
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if (this.competition > this.competitionRange[1]) {
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this.competition = this.competitionRange[1];
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}
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this.marketPrice *= 1 / priceChange; // Competition increases, so price goes down
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} else {
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this.competition *= 1 / compChange;
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if (this.competition < this.competitionRange[0]) {
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this.competition = this.competitionRange[0];
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}
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this.marketPrice *= priceChange; // Competition decreases, so price goes up
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}
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// This 2nd random check determines whether demand increases or decreases
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const dmdVolatility: number = (Math.random() * this.maxVolatility) / 100;
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const dmdChange: number = 1 + dmdVolatility;
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if (Math.random() < 0.5) {
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this.demand *= dmdChange;
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if (this.demand > this.demandRange[1]) {
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this.demand = this.demandRange[1];
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}
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this.marketPrice *= priceChange; // Demand increases, so price goes up
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} else {
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this.demand *= 1 / dmdChange;
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if (this.demand < this.demandRange[0]) {
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this.demand = this.demandRange[0];
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}
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this.marketPrice *= 1 / priceChange;
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}
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}
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// Serialize the current object to a JSON save state.
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toJSON(): IReviverValue {
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return Generic_toJSON("Material", this);
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}
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// Initializes a Material object from a JSON save state.
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static fromJSON(value: IReviverValue): Material {
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const material = Generic_fromJSON(Material, value.data);
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if (isNaN(material.quality)) {
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material.quality = 1;
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}
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/**
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* averagePrice has not been calculated properly, so if it is an invalid value (Number.isFinite returns false) or 0
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* (wrong initial value), we set it to marketPrice.
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*/
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if (!Number.isFinite(material.averagePrice) || material.averagePrice === 0) {
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material.averagePrice = material.marketPrice;
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}
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return material;
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}
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}
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constructorsForReviver.Material = Material;
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