bitburner-src/src/Crime/Crime.ts
2021-09-08 23:47:34 -04:00

125 lines
4.0 KiB
TypeScript

import { CONSTANTS } from "../Constants";
import { IPlayer } from "../PersonObjects/IPlayer";
import { IPlayerOrSleeve } from "../PersonObjects/IPlayerOrSleeve";
export interface IConstructorParams {
hacking_success_weight?: number;
strength_success_weight?: number;
defense_success_weight?: number;
dexterity_success_weight?: number;
agility_success_weight?: number;
charisma_success_weight?: number;
hacking_exp?: number;
strength_exp?: number;
defense_exp?: number;
dexterity_exp?: number;
agility_exp?: number;
charisma_exp?: number;
intelligence_exp?: number;
kills?: number;
}
export class Crime {
// Number representing the difficulty of the crime. Used for success chance calculations
difficulty = 0;
// Amount of karma lost for SUCCESSFULLY committing this crime
karma = 0;
// How many people die as a result of this crime
kills = 0;
// How much money is given by the
money = 0;
// Name of crime
name = "";
// Milliseconds it takes to attempt the crime
time = 0;
// Corresponding type in CONSTANTS. Contains a description for the crime activity
type = "";
// Weighting factors that determine how stats affect the success rate of this crime
hacking_success_weight = 0;
strength_success_weight = 0;
defense_success_weight = 0;
dexterity_success_weight = 0;
agility_success_weight = 0;
charisma_success_weight = 0;
// How much stat experience is granted by this crime
hacking_exp = 0;
strength_exp = 0;
defense_exp = 0;
dexterity_exp = 0;
agility_exp = 0;
charisma_exp = 0;
intelligence_exp = 0;
constructor(name = "", type = "", time = 0, money = 0, difficulty = 0, karma = 0, params: IConstructorParams = {}) {
this.name = name;
this.type = type;
this.time = time;
this.money = money;
this.difficulty = difficulty;
this.karma = karma;
this.hacking_success_weight = params.hacking_success_weight ? params.hacking_success_weight : 0;
this.strength_success_weight = params.strength_success_weight ? params.strength_success_weight : 0;
this.defense_success_weight = params.defense_success_weight ? params.defense_success_weight : 0;
this.dexterity_success_weight = params.dexterity_success_weight ? params.dexterity_success_weight : 0;
this.agility_success_weight = params.agility_success_weight ? params.agility_success_weight : 0;
this.charisma_success_weight = params.charisma_success_weight ? params.charisma_success_weight : 0;
this.hacking_exp = params.hacking_exp ? params.hacking_exp : 0;
this.strength_exp = params.strength_exp ? params.strength_exp : 0;
this.defense_exp = params.defense_exp ? params.defense_exp : 0;
this.dexterity_exp = params.dexterity_exp ? params.dexterity_exp : 0;
this.agility_exp = params.agility_exp ? params.agility_exp : 0;
this.charisma_exp = params.charisma_exp ? params.charisma_exp : 0;
this.intelligence_exp = params.intelligence_exp ? params.intelligence_exp : 0;
this.kills = params.kills ? params.kills : 0;
}
commit(p: IPlayer, div = 1, singParams: any = null): number {
if (div <= 0) {
div = 1;
}
p.startCrime(
this.type,
this.hacking_exp / div,
this.strength_exp / div,
this.defense_exp / div,
this.dexterity_exp / div,
this.agility_exp / div,
this.charisma_exp / div,
this.money / div,
this.time,
singParams,
);
return this.time;
}
successRate(p: IPlayerOrSleeve): number {
let chance: number =
this.hacking_success_weight * p.hacking_skill +
this.strength_success_weight * p.strength +
this.defense_success_weight * p.defense +
this.dexterity_success_weight * p.dexterity +
this.agility_success_weight * p.agility +
this.charisma_success_weight * p.charisma +
CONSTANTS.IntelligenceCrimeWeight * p.intelligence;
chance /= CONSTANTS.MaxSkillLevel;
chance /= this.difficulty;
chance *= p.crime_success_mult;
chance *= p.getIntelligenceBonus(1);
return Math.min(chance, 1);
}
}