bitburner-src/src/PersonObjects/Sleeve/SleeveHelpers.ts

65 lines
2.3 KiB
TypeScript

import { Sleeve } from "./Sleeve";
import { IPlayer } from "../IPlayer";
import { Augmentation } from "../../Augmentation/Augmentation";
import { Augmentations } from "../../Augmentation/Augmentations";
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
import { Faction } from "../../Faction/Faction";
import { Factions } from "../../Faction/Factions";
export function findSleevePurchasableAugs(sleeve: Sleeve, p: IPlayer): Augmentation[] {
// You can only purchase Augmentations that are actually available from
// your factions. I.e. you must be in a faction that has the Augmentation
// and you must also have enough rep in that faction in order to purchase it.
const ownedAugNames: string[] = sleeve.augmentations.map((e) => {return e.name});
const availableAugs: Augmentation[] = [];
// Helper function that helps filter out augs that are already owned
// and augs that aren't allowed for sleeves
function isAvailableForSleeve(aug: Augmentation): boolean {
if (aug.name === AugmentationNames.NeuroFluxGovernor) { return false; }
if (ownedAugNames.includes(aug.name)) { return false; }
if (availableAugs.includes(aug)) { return false; }
if (aug.isSpecial) { return false; }
return true;
}
// If player is in a gang, then we return all augs that the player
// has enough reputation for (since that gang offers all augs)
if (p.inGang()) {
const fac = p.getGangFaction();
for (const augName in Augmentations) {
const aug = Augmentations[augName];
if (!isAvailableForSleeve(aug)) { continue; }
if (fac.playerReputation > aug.baseRepRequirement) {
availableAugs.push(aug);
}
}
return availableAugs;
}
for (const facName of p.factions) {
if (facName === "Bladeburners") { continue; }
if (facName === "Netburners") { continue; }
const fac: Faction | null = Factions[facName];
if (fac == null) { continue; }
for (const augName of fac.augmentations) {
const aug: Augmentation = Augmentations[augName];
if (!isAvailableForSleeve(aug)) { continue; }
if (fac.playerReputation > aug.baseRepRequirement) {
availableAugs.push(aug);
}
}
}
return availableAugs;
}