mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-21 13:45:44 +01:00
199 lines
5.8 KiB
TypeScript
199 lines
5.8 KiB
TypeScript
import {
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CodingContract,
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CodingContractRewardType,
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CodingContractTypes,
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ICodingContractReward,
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} from "./CodingContracts";
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import { Factions } from "./Faction/Factions";
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import { Player } from "./Player";
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import { GetServer, GetAllServers } from "./Server/AllServers";
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import { SpecialServers } from "./Server/data/SpecialServers";
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import { Server } from "./Server/Server";
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import { BaseServer } from "./Server/BaseServer";
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import { getRandomInt } from "./utils/helpers/getRandomInt";
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export function generateRandomContract(): void {
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// First select a random problem type
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const problemType = getRandomProblemType();
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// Then select a random reward type. 'Money' will always be the last reward type
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const reward = getRandomReward();
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// Choose random server
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const randServer = getRandomServer();
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const contractFn = getRandomFilename(randServer, reward);
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const contract = new CodingContract(contractFn, problemType, reward);
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randServer.addContract(contract);
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}
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export function generateRandomContractOnHome(): void {
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// First select a random problem type
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const problemType = getRandomProblemType();
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// Then select a random reward type. 'Money' will always be the last reward type
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const reward = getRandomReward();
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// Choose random server
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const serv = Player.getHomeComputer();
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const contractFn = getRandomFilename(serv, reward);
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const contract = new CodingContract(contractFn, problemType, reward);
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serv.addContract(contract);
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}
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interface IGenerateContractParams {
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problemType?: string;
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server?: string;
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fn?: string;
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}
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export function generateContract(params: IGenerateContractParams): void {
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// Problem Type
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let problemType;
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const problemTypes = Object.keys(CodingContractTypes);
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if (params.problemType != null && problemTypes.includes(params.problemType)) {
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problemType = params.problemType;
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} else {
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problemType = getRandomProblemType();
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}
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// Reward Type - This is always random for now
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const reward = getRandomReward();
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// Server
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let server;
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if (params.server != null) {
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server = GetServer(params.server);
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if (server == null) {
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server = getRandomServer();
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}
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} else {
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server = getRandomServer();
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}
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// Filename
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let fn;
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if (params.fn != null) {
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fn = params.fn;
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} else {
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fn = getRandomFilename(server, reward);
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}
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const contract = new CodingContract(fn, problemType, reward);
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server.addContract(contract);
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}
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// Ensures that a contract's reward type is valid
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function sanitizeRewardType(rewardType: CodingContractRewardType): CodingContractRewardType {
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let type = rewardType; // Create copy
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const factionsThatAllowHacking = Player.factions.filter((fac) => {
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try {
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return Factions[fac].getInfo().offerHackingWork;
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} catch (e) {
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console.error(`Error when trying to filter Hacking Factions for Coding Contract Generation: ${e}`);
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return false;
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}
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});
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if (type === CodingContractRewardType.FactionReputation && factionsThatAllowHacking.length === 0) {
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type = CodingContractRewardType.CompanyReputation;
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}
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if (type === CodingContractRewardType.FactionReputationAll && factionsThatAllowHacking.length === 0) {
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type = CodingContractRewardType.CompanyReputation;
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}
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if (type === CodingContractRewardType.CompanyReputation && Object.keys(Player.jobs).length === 0) {
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type = CodingContractRewardType.Money;
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}
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return type;
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}
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function getRandomProblemType(): string {
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const problemTypes = Object.keys(CodingContractTypes);
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const randIndex = getRandomInt(0, problemTypes.length - 1);
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return problemTypes[randIndex];
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}
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function getRandomReward(): ICodingContractReward {
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const reward: ICodingContractReward = {
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name: "",
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type: getRandomInt(0, CodingContractRewardType.Money),
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};
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reward.type = sanitizeRewardType(reward.type);
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// Add additional information based on the reward type
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const factionsThatAllowHacking = Player.factions.filter((fac) => Factions[fac].getInfo().offerHackingWork);
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switch (reward.type) {
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case CodingContractRewardType.FactionReputation: {
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// Get a random faction that player is a part of. That
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// faction must allow hacking contracts
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const numFactions = factionsThatAllowHacking.length;
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const randFaction = factionsThatAllowHacking[getRandomInt(0, numFactions - 1)];
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reward.name = randFaction;
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break;
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}
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case CodingContractRewardType.CompanyReputation: {
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const allJobs = Object.keys(Player.jobs);
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if (allJobs.length > 0) {
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reward.name = allJobs[getRandomInt(0, allJobs.length - 1)];
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} else {
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reward.type = CodingContractRewardType.Money;
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}
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break;
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}
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default:
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break;
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}
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return reward;
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}
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function getRandomServer(): BaseServer {
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const servers = GetAllServers().filter((server: BaseServer) => server.serversOnNetwork.length !== 0);
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let randIndex = getRandomInt(0, servers.length - 1);
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let randServer = servers[randIndex];
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// An infinite loop shouldn't ever happen, but to be safe we'll use
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// a for loop with a limited number of tries
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for (let i = 0; i < 200; ++i) {
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if (
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randServer instanceof Server &&
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!randServer.purchasedByPlayer &&
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randServer.hostname !== SpecialServers.WorldDaemon
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) {
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break;
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}
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randIndex = getRandomInt(0, servers.length - 1);
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randServer = servers[randIndex];
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}
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return randServer;
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}
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function getRandomFilename(server: BaseServer, reward: ICodingContractReward): string {
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let contractFn = `contract-${getRandomInt(0, 1e6)}`;
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for (let i = 0; i < 1000; ++i) {
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if (
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server.contracts.filter((c: CodingContract) => {
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return c.fn === contractFn;
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}).length <= 0
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) {
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break;
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}
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contractFn = `contract-${getRandomInt(0, 1e6)}`;
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}
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if (reward.name) {
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contractFn += `-${reward.name.replace(/\s/g, "")}`;
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}
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return contractFn;
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}
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