bitburner-src/src/CodingContractGenerator.ts
2022-05-24 16:26:40 +02:00

199 lines
5.8 KiB
TypeScript

import {
CodingContract,
CodingContractRewardType,
CodingContractTypes,
ICodingContractReward,
} from "./CodingContracts";
import { Factions } from "./Faction/Factions";
import { Player } from "./Player";
import { GetServer, GetAllServers } from "./Server/AllServers";
import { SpecialServers } from "./Server/data/SpecialServers";
import { Server } from "./Server/Server";
import { BaseServer } from "./Server/BaseServer";
import { getRandomInt } from "./utils/helpers/getRandomInt";
export function generateRandomContract(): void {
// First select a random problem type
const problemType = getRandomProblemType();
// Then select a random reward type. 'Money' will always be the last reward type
const reward = getRandomReward();
// Choose random server
const randServer = getRandomServer();
const contractFn = getRandomFilename(randServer, reward);
const contract = new CodingContract(contractFn, problemType, reward);
randServer.addContract(contract);
}
export function generateRandomContractOnHome(): void {
// First select a random problem type
const problemType = getRandomProblemType();
// Then select a random reward type. 'Money' will always be the last reward type
const reward = getRandomReward();
// Choose random server
const serv = Player.getHomeComputer();
const contractFn = getRandomFilename(serv, reward);
const contract = new CodingContract(contractFn, problemType, reward);
serv.addContract(contract);
}
interface IGenerateContractParams {
problemType?: string;
server?: string;
fn?: string;
}
export function generateContract(params: IGenerateContractParams): void {
// Problem Type
let problemType;
const problemTypes = Object.keys(CodingContractTypes);
if (params.problemType != null && problemTypes.includes(params.problemType)) {
problemType = params.problemType;
} else {
problemType = getRandomProblemType();
}
// Reward Type - This is always random for now
const reward = getRandomReward();
// Server
let server;
if (params.server != null) {
server = GetServer(params.server);
if (server == null) {
server = getRandomServer();
}
} else {
server = getRandomServer();
}
// Filename
let fn;
if (params.fn != null) {
fn = params.fn;
} else {
fn = getRandomFilename(server, reward);
}
const contract = new CodingContract(fn, problemType, reward);
server.addContract(contract);
}
// Ensures that a contract's reward type is valid
function sanitizeRewardType(rewardType: CodingContractRewardType): CodingContractRewardType {
let type = rewardType; // Create copy
const factionsThatAllowHacking = Player.factions.filter((fac) => {
try {
return Factions[fac].getInfo().offerHackingWork;
} catch (e) {
console.error(`Error when trying to filter Hacking Factions for Coding Contract Generation: ${e}`);
return false;
}
});
if (type === CodingContractRewardType.FactionReputation && factionsThatAllowHacking.length === 0) {
type = CodingContractRewardType.CompanyReputation;
}
if (type === CodingContractRewardType.FactionReputationAll && factionsThatAllowHacking.length === 0) {
type = CodingContractRewardType.CompanyReputation;
}
if (type === CodingContractRewardType.CompanyReputation && Object.keys(Player.jobs).length === 0) {
type = CodingContractRewardType.Money;
}
return type;
}
function getRandomProblemType(): string {
const problemTypes = Object.keys(CodingContractTypes);
const randIndex = getRandomInt(0, problemTypes.length - 1);
return problemTypes[randIndex];
}
function getRandomReward(): ICodingContractReward {
const reward: ICodingContractReward = {
name: "",
type: getRandomInt(0, CodingContractRewardType.Money),
};
reward.type = sanitizeRewardType(reward.type);
// Add additional information based on the reward type
const factionsThatAllowHacking = Player.factions.filter((fac) => Factions[fac].getInfo().offerHackingWork);
switch (reward.type) {
case CodingContractRewardType.FactionReputation: {
// Get a random faction that player is a part of. That
// faction must allow hacking contracts
const numFactions = factionsThatAllowHacking.length;
const randFaction = factionsThatAllowHacking[getRandomInt(0, numFactions - 1)];
reward.name = randFaction;
break;
}
case CodingContractRewardType.CompanyReputation: {
const allJobs = Object.keys(Player.jobs);
if (allJobs.length > 0) {
reward.name = allJobs[getRandomInt(0, allJobs.length - 1)];
} else {
reward.type = CodingContractRewardType.Money;
}
break;
}
default:
break;
}
return reward;
}
function getRandomServer(): BaseServer {
const servers = GetAllServers().filter((server: BaseServer) => server.serversOnNetwork.length !== 0);
let randIndex = getRandomInt(0, servers.length - 1);
let randServer = servers[randIndex];
// An infinite loop shouldn't ever happen, but to be safe we'll use
// a for loop with a limited number of tries
for (let i = 0; i < 200; ++i) {
if (
randServer instanceof Server &&
!randServer.purchasedByPlayer &&
randServer.hostname !== SpecialServers.WorldDaemon
) {
break;
}
randIndex = getRandomInt(0, servers.length - 1);
randServer = servers[randIndex];
}
return randServer;
}
function getRandomFilename(server: BaseServer, reward: ICodingContractReward): string {
let contractFn = `contract-${getRandomInt(0, 1e6)}`;
for (let i = 0; i < 1000; ++i) {
if (
server.contracts.filter((c: CodingContract) => {
return c.fn === contractFn;
}).length <= 0
) {
break;
}
contractFn = `contract-${getRandomInt(0, 1e6)}`;
}
if (reward.name) {
contractFn += `-${reward.name.replace(/\s/g, "")}`;
}
return contractFn;
}