mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-10 17:53:55 +01:00
214 lines
7.4 KiB
TypeScript
214 lines
7.4 KiB
TypeScript
import { Augmentation } from "./Augmentation";
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import { Augmentations } from "./Augmentations";
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import { PlayerOwnedAugmentation, IPlayerOwnedAugmentation } from "./PlayerOwnedAugmentation";
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import { AugmentationNames } from "./data/AugmentationNames";
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import { CONSTANTS } from "../Constants";
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import { Factions, factionExists } from "../Faction/Factions";
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import { Player } from "../Player";
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import { prestigeAugmentation } from "../Prestige";
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import { SourceFileFlags } from "../SourceFile/SourceFileFlags";
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import { dialogBoxCreate } from "../ui/React/DialogBox";
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import { clearObject } from "../utils/helpers/clearObject";
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import { FactionNames } from "../Faction/data/FactionNames";
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import {
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bladeburnerAugmentations,
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churchOfTheMachineGodAugmentations,
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generalAugmentations,
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infiltratorsAugmentations,
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initNeuroFluxGovernor,
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initUnstableCircadianModulator,
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} from "./data/AugmentationCreator";
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import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
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export function AddToAugmentations(aug: Augmentation): void {
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const name = aug.name;
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Augmentations[name] = aug;
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}
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export function getNextNeuroFluxLevel(): number {
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// Get current Neuroflux level based on Player's augmentations
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let currLevel = 0;
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for (let i = 0; i < Player.augmentations.length; ++i) {
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if (Player.augmentations[i].name === AugmentationNames.NeuroFluxGovernor) {
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currLevel = Player.augmentations[i].level;
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}
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}
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// Account for purchased but uninstalled Augmentations
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for (let i = 0; i < Player.queuedAugmentations.length; ++i) {
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if (Player.queuedAugmentations[i].name == AugmentationNames.NeuroFluxGovernor) {
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++currLevel;
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}
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}
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return currLevel + 1;
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}
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function createAugmentations(): void {
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[
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initNeuroFluxGovernor(),
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initUnstableCircadianModulator(),
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...generalAugmentations,
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...infiltratorsAugmentations,
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...(factionExists(FactionNames.Bladeburners) ? bladeburnerAugmentations : []),
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...(factionExists(FactionNames.ChurchOfTheMachineGod) ? churchOfTheMachineGodAugmentations : []),
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].map(resetAugmentation);
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}
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function resetFactionAugmentations(): void {
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for (const name of Object.keys(Factions)) {
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if (Factions.hasOwnProperty(name)) {
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Factions[name].augmentations = [];
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}
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}
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}
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function initAugmentations(): void {
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resetFactionAugmentations();
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clearObject(Augmentations);
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createAugmentations();
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updateAugmentationCosts();
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Player.reapplyAllAugmentations();
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}
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function getBaseAugmentationPriceMultiplier(): number {
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return CONSTANTS.MultipleAugMultiplier * [1, 0.96, 0.94, 0.93][SourceFileFlags[11]];
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}
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export function getGenericAugmentationPriceMultiplier(): number {
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return Math.pow(getBaseAugmentationPriceMultiplier(), Player.queuedAugmentations.length);
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}
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function updateNeuroFluxGovernorCosts(neuroFluxGovernorAugmentation: Augmentation): void {
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let nextLevel = getNextNeuroFluxLevel();
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--nextLevel;
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const multiplier = Math.pow(CONSTANTS.NeuroFluxGovernorLevelMult, nextLevel);
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neuroFluxGovernorAugmentation.baseRepRequirement =
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neuroFluxGovernorAugmentation.startingRepRequirement * multiplier * BitNodeMultipliers.AugmentationRepCost;
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neuroFluxGovernorAugmentation.baseCost =
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neuroFluxGovernorAugmentation.startingCost * multiplier * BitNodeMultipliers.AugmentationMoneyCost;
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for (let i = 0; i < Player.queuedAugmentations.length; ++i) {
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neuroFluxGovernorAugmentation.baseCost *= getBaseAugmentationPriceMultiplier();
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}
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}
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function updateInfiltratorCosts(infiltratorAugmentation: Augmentation): void {
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const infiltratorMultiplier =
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infiltratorsAugmentations.filter((augmentation) => Player.hasAugmentation(augmentation.name)).length + 1;
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infiltratorAugmentation.baseCost = Math.pow(infiltratorAugmentation.startingCost * 1000, infiltratorMultiplier);
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if (infiltratorsAugmentations.find((augmentation) => augmentation.name === infiltratorAugmentation.name)) {
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infiltratorAugmentation.baseRepRequirement = infiltratorAugmentation.startingRepRequirement * infiltratorMultiplier;
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}
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}
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export function updateAugmentationCosts(): void {
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for (const name of Object.keys(Augmentations)) {
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if (Augmentations.hasOwnProperty(name)) {
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const augmentationToUpdate = Augmentations[name];
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if (augmentationToUpdate.name === AugmentationNames.NeuroFluxGovernor) {
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updateNeuroFluxGovernorCosts(augmentationToUpdate);
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} else if (augmentationToUpdate.factions.includes(FactionNames.Infiltrators)) {
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updateInfiltratorCosts(augmentationToUpdate);
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} else {
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augmentationToUpdate.baseCost = augmentationToUpdate.startingCost * getGenericAugmentationPriceMultiplier();
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}
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}
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}
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}
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//Resets an Augmentation during (re-initizliation)
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function resetAugmentation(aug: Augmentation): void {
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aug.addToFactions(aug.factions);
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const name = aug.name;
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if (augmentationExists(name)) {
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delete Augmentations[name];
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}
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AddToAugmentations(aug);
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}
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function applyAugmentation(aug: IPlayerOwnedAugmentation, reapply = false): void {
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Augmentations[aug.name].owned = true;
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const augObj = Augmentations[aug.name];
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// Apply multipliers
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for (const mult of Object.keys(augObj.mults)) {
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const v = Player.getMult(mult) * augObj.mults[mult];
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Player.setMult(mult, v);
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}
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// Special logic for NeuroFlux Governor
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if (aug.name === AugmentationNames.NeuroFluxGovernor) {
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if (!reapply) {
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Augmentations[aug.name].level = aug.level;
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for (let i = 0; i < Player.augmentations.length; ++i) {
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if (Player.augmentations[i].name == AugmentationNames.NeuroFluxGovernor) {
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Player.augmentations[i].level = aug.level;
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return;
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// break;
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}
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}
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}
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}
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// Push onto Player's Augmentation list
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if (!reapply) {
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const ownedAug = new PlayerOwnedAugmentation(aug.name);
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Player.augmentations.push(ownedAug);
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}
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}
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function installAugmentations(): boolean {
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if (Player.queuedAugmentations.length == 0) {
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dialogBoxCreate("You have not purchased any Augmentations to install!");
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return false;
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}
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let augmentationList = "";
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let nfgIndex = -1;
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for (let i = Player.queuedAugmentations.length - 1; i >= 0; i--) {
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if (Player.queuedAugmentations[i].name === AugmentationNames.NeuroFluxGovernor) {
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nfgIndex = i;
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break;
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}
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}
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for (let i = 0; i < Player.queuedAugmentations.length; ++i) {
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const ownedAug = Player.queuedAugmentations[i];
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const aug = Augmentations[ownedAug.name];
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if (aug == null) {
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console.error(`Invalid augmentation: ${ownedAug.name}`);
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continue;
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}
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applyAugmentation(Player.queuedAugmentations[i]);
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if (ownedAug.name === AugmentationNames.NeuroFluxGovernor && i !== nfgIndex) continue;
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let level = "";
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if (ownedAug.name === AugmentationNames.NeuroFluxGovernor) {
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level = ` - ${ownedAug.level}`;
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}
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augmentationList += aug.name + level + "<br>";
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}
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Player.queuedAugmentations = [];
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dialogBoxCreate(
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"You slowly drift to sleep as scientists put you under in order " +
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"to install the following Augmentations:<br>" +
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augmentationList +
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"<br>You wake up in your home...you feel different...",
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);
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prestigeAugmentation();
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return true;
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}
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function augmentationExists(name: string): boolean {
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return Augmentations.hasOwnProperty(name);
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}
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export function isRepeatableAug(aug: Augmentation): boolean {
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const augName = aug instanceof Augmentation ? aug.name : aug;
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return augName === AugmentationNames.NeuroFluxGovernor;
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}
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export { installAugmentations, initAugmentations, applyAugmentation, augmentationExists };
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