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