bitburner-src/src/PersonObjects/Person.ts
2022-07-26 23:54:17 -04:00

171 lines
5.2 KiB
TypeScript

import * as generalMethods from "./Player/PlayerObjectGeneralMethods";
import { Augmentation } from "../Augmentation/Augmentation";
import { IPlayerOwnedAugmentation } from "../Augmentation/PlayerOwnedAugmentation";
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { CityName } from "../Locations/data/CityNames";
import { CONSTANTS } from "../Constants";
import { calculateSkill } from "./formulas/skill";
import { calculateIntelligenceBonus } from "./formulas/intelligence";
import { IPerson } from "./IPerson";
import { defaultMultipliers, mergeMultipliers } from "./Multipliers";
import { Skills } from "./Skills";
import { HP } from "./HP";
// Base class representing a person-like object
export abstract class Person implements IPerson {
hp: HP = { current: 10, max: 10 };
skills: Skills = {
hacking: 1,
strength: 1,
defense: 1,
dexterity: 1,
agility: 1,
charisma: 1,
intelligence: 1,
};
exp: Skills = {
hacking: 0,
strength: 0,
defense: 0,
dexterity: 0,
agility: 0,
charisma: 0,
intelligence: 0,
};
mults = defaultMultipliers();
/**
* Augmentations
*/
augmentations: IPlayerOwnedAugmentation[] = [];
/**
* City that the person is in
*/
city: CityName = CityName.Sector12;
gainHackingExp = generalMethods.gainHackingExp;
gainStrengthExp = generalMethods.gainStrengthExp;
gainDefenseExp = generalMethods.gainDefenseExp;
gainDexterityExp = generalMethods.gainDexterityExp;
gainAgilityExp = generalMethods.gainAgilityExp;
gainCharismaExp = generalMethods.gainCharismaExp;
gainIntelligenceExp = generalMethods.gainIntelligenceExp;
gainStats = generalMethods.gainStats;
calculateSkill = generalMethods.calculateSkill;
regenerateHp = generalMethods.regenerateHp;
queryStatFromString = generalMethods.queryStatFromString;
/**
* Updates this object's multipliers for the given augmentation
*/
applyAugmentation(aug: Augmentation): void {
this.mults = mergeMultipliers(this.mults, aug.mults);
}
/**
* Given an experience amount and stat multiplier, calculates the
* stat level. Stat-agnostic (same formula for every stat)
*/
calculateStat(exp: number, mult = 1): number {
return calculateSkill(exp, mult);
}
/**
* Calculate and return the amount of faction reputation earned per cycle
* when doing Field Work for a faction
*/
getFactionFieldWorkRepGain(): number {
const t =
(0.9 *
(this.skills.hacking / CONSTANTS.MaxSkillLevel +
this.skills.strength / CONSTANTS.MaxSkillLevel +
this.skills.defense / CONSTANTS.MaxSkillLevel +
this.skills.dexterity / CONSTANTS.MaxSkillLevel +
this.skills.agility / CONSTANTS.MaxSkillLevel +
this.skills.charisma / CONSTANTS.MaxSkillLevel)) /
5.5;
return t * this.mults.faction_rep;
}
/**
* Calculate and return the amount of faction reputation earned per cycle
* when doing Hacking Work for a faction
*/
getFactionHackingWorkRepGain(): number {
return (this.skills.hacking / CONSTANTS.MaxSkillLevel) * this.mults.faction_rep;
}
/**
* Calculate and return the amount of faction reputation earned per cycle
* when doing Security Work for a faction
*/
getFactionSecurityWorkRepGain(): number {
const t =
(0.9 *
(this.skills.hacking / CONSTANTS.MaxSkillLevel +
this.skills.strength / CONSTANTS.MaxSkillLevel +
this.skills.defense / CONSTANTS.MaxSkillLevel +
this.skills.dexterity / CONSTANTS.MaxSkillLevel +
this.skills.agility / CONSTANTS.MaxSkillLevel)) /
4.5;
return t * this.mults.faction_rep;
}
/**
* Reset all multipliers to 1
*/
resetMultipliers(): void {
this.mults = defaultMultipliers();
}
/**
* Update all stat levels
*/
updateStatLevels(): void {
this.skills.hacking = Math.max(
1,
Math.floor(this.calculateStat(this.exp.hacking, this.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier)),
);
this.skills.strength = Math.max(
1,
Math.floor(
this.calculateStat(this.exp.strength, this.mults.strength * BitNodeMultipliers.StrengthLevelMultiplier),
),
);
this.skills.defense = Math.max(
1,
Math.floor(this.calculateStat(this.exp.defense, this.mults.defense * BitNodeMultipliers.DefenseLevelMultiplier)),
);
this.skills.dexterity = Math.max(
1,
Math.floor(
this.calculateStat(this.exp.dexterity, this.mults.dexterity * BitNodeMultipliers.DexterityLevelMultiplier),
),
);
this.skills.agility = Math.max(
1,
Math.floor(this.calculateStat(this.exp.agility, this.mults.agility * BitNodeMultipliers.AgilityLevelMultiplier)),
);
this.skills.charisma = Math.max(
1,
Math.floor(
this.calculateStat(this.exp.charisma, this.mults.charisma * BitNodeMultipliers.CharismaLevelMultiplier),
),
);
const ratio: number = this.hp.current / this.hp.max;
this.hp.max = Math.floor(10 + this.skills.defense / 10);
this.hp.current = Math.round(this.hp.max * ratio);
}
getIntelligenceBonus(weight: number): number {
return calculateIntelligenceBonus(this.skills.intelligence, weight);
}
abstract takeDamage(amt: number): boolean;
abstract whoAmI(): string;
}