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https://github.com/bitburner-official/bitburner-src.git
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169 lines
6.3 KiB
TypeScript
169 lines
6.3 KiB
TypeScript
import { Person as IPerson } from "@nsdefs";
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import { CONSTANTS } from "../Constants";
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import { JobName, JobField } from "@enums";
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import type { Skills } from "../PersonObjects/Skills";
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export interface CompanyPositionCtorParams {
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nextPosition: JobName | null;
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field: JobField;
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baseSalary: number;
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repMultiplier: number;
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applyText?: string;
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hiredText?: string;
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isPartTime?: boolean;
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reqdHacking?: number;
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reqdStrength?: number;
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reqdDefense?: number;
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reqdDexterity?: number;
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reqdAgility?: number;
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reqdCharisma?: number;
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reqdReputation?: number;
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hackingEffectiveness?: number;
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strengthEffectiveness?: number;
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defenseEffectiveness?: number;
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dexterityEffectiveness?: number;
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agilityEffectiveness?: number;
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charismaEffectiveness?: number;
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hackingExpGain?: number;
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strengthExpGain?: number;
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defenseExpGain?: number;
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dexterityExpGain?: number;
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agilityExpGain?: number;
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charismaExpGain?: number;
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}
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export class CompanyPosition {
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/** Position title */
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name: JobName;
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/** Field type of the position (software, it, business, etc) */
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field: JobField;
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/** Title of next position to be promoted to */
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nextPosition: JobName | null;
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/**
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* Base salary for this position ($ per 200ms game cycle)
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* Will be multiplier by a company-specific multiplier for final salary
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*/
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baseSalary: number;
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/** Reputation multiplier */
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repMultiplier: number;
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/** Text to display when applying for this job */
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applyText: string;
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/** Text to display when receiving this job */
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hiredText: string;
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/** Whether this position is part-time */
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isPartTime: boolean;
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/** Required stats to earn this position */
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requiredAgility: number;
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requiredCharisma: number;
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requiredDefense: number;
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requiredDexterity: number;
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requiredHacking: number;
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requiredStrength: number;
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/** Required company reputation to earn this position */
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requiredReputation: number;
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/** Effectiveness of each stat time for job performance */
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hackingEffectiveness: number;
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strengthEffectiveness: number;
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defenseEffectiveness: number;
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dexterityEffectiveness: number;
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agilityEffectiveness: number;
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charismaEffectiveness: number;
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/** Experience gain for performing job (per 200ms game cycle) */
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hackingExpGain: number;
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strengthExpGain: number;
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defenseExpGain: number;
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dexterityExpGain: number;
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agilityExpGain: number;
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charismaExpGain: number;
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constructor(name: JobName, p: CompanyPositionCtorParams) {
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this.name = name;
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this.field = p.field;
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this.nextPosition = p.nextPosition;
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this.baseSalary = p.baseSalary;
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this.repMultiplier = p.repMultiplier;
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this.isPartTime = p.isPartTime ?? false;
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this.applyText = p.applyText ?? `Apply for ${this.name} Job`;
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this.hiredText = p.hiredText ?? `Congratulations, you are now employed as a ${this.name}`;
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this.requiredHacking = p.reqdHacking != null ? p.reqdHacking : 0;
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this.requiredStrength = p.reqdStrength != null ? p.reqdStrength : 0;
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this.requiredDefense = p.reqdDefense != null ? p.reqdDefense : 0;
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this.requiredDexterity = p.reqdDexterity != null ? p.reqdDexterity : 0;
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this.requiredAgility = p.reqdAgility != null ? p.reqdAgility : 0;
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this.requiredCharisma = p.reqdCharisma != null ? p.reqdCharisma : 0;
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this.requiredReputation = p.reqdReputation != null ? p.reqdReputation : 0;
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this.hackingEffectiveness = p.hackingEffectiveness != null ? p.hackingEffectiveness : 0;
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this.strengthEffectiveness = p.strengthEffectiveness != null ? p.strengthEffectiveness : 0;
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this.defenseEffectiveness = p.defenseEffectiveness != null ? p.defenseEffectiveness : 0;
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this.dexterityEffectiveness = p.dexterityEffectiveness != null ? p.dexterityEffectiveness : 0;
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this.agilityEffectiveness = p.agilityEffectiveness != null ? p.agilityEffectiveness : 0;
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this.charismaEffectiveness = p.charismaEffectiveness != null ? p.charismaEffectiveness : 0;
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if (
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Math.round(
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this.hackingEffectiveness +
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this.strengthEffectiveness +
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this.defenseEffectiveness +
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this.dexterityEffectiveness +
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this.agilityEffectiveness +
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this.charismaEffectiveness,
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) !== 100
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) {
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console.error(`CompanyPosition ${this.name} parameters do not sum to 100`);
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}
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this.hackingExpGain = p.hackingExpGain != null ? p.hackingExpGain : 0;
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this.strengthExpGain = p.strengthExpGain != null ? p.strengthExpGain : 0;
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this.defenseExpGain = p.defenseExpGain != null ? p.defenseExpGain : 0;
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this.dexterityExpGain = p.dexterityExpGain != null ? p.dexterityExpGain : 0;
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this.agilityExpGain = p.agilityExpGain != null ? p.agilityExpGain : 0;
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this.charismaExpGain = p.charismaExpGain != null ? p.charismaExpGain : 0;
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}
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requiredSkills(jobStatReqOffset: number): Skills {
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return {
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hacking: this.requiredHacking > 0 ? this.requiredHacking + jobStatReqOffset : 0,
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strength: this.requiredStrength > 0 ? this.requiredStrength + jobStatReqOffset : 0,
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defense: this.requiredDefense > 0 ? this.requiredDefense + jobStatReqOffset : 0,
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dexterity: this.requiredDexterity > 0 ? this.requiredDexterity + jobStatReqOffset : 0,
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agility: this.requiredAgility > 0 ? this.requiredAgility + jobStatReqOffset : 0,
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charisma: this.requiredCharisma > 0 ? this.requiredCharisma + jobStatReqOffset : 0,
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intelligence: 0,
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};
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}
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calculateJobPerformance(worker: IPerson): number {
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const hackRatio: number = (this.hackingEffectiveness * worker.skills.hacking) / CONSTANTS.MaxSkillLevel;
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const strRatio: number = (this.strengthEffectiveness * worker.skills.strength) / CONSTANTS.MaxSkillLevel;
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const defRatio: number = (this.defenseEffectiveness * worker.skills.defense) / CONSTANTS.MaxSkillLevel;
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const dexRatio: number = (this.dexterityEffectiveness * worker.skills.dexterity) / CONSTANTS.MaxSkillLevel;
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const agiRatio: number = (this.agilityEffectiveness * worker.skills.agility) / CONSTANTS.MaxSkillLevel;
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const chaRatio: number = (this.charismaEffectiveness * worker.skills.charisma) / CONSTANTS.MaxSkillLevel;
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let reputationGain: number =
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(this.repMultiplier * (hackRatio + strRatio + defRatio + dexRatio + agiRatio + chaRatio)) / 100;
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if (isNaN(reputationGain)) {
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console.error("Company reputation gain calculated to be NaN");
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reputationGain = 0;
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}
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reputationGain += worker.skills.intelligence / CONSTANTS.MaxSkillLevel;
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return reputationGain;
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}
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}
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