bitburner-src/src/Hacknet/HashManager.ts
Snarling 04d49e3a6d
SCRIPTS: Script modules are reused when they are imported (#461)
Also corrects some compile race conditions.
2023-04-07 00:33:51 -04:00

160 lines
4.5 KiB
TypeScript

/**
* This is a central class for storing and managing the player's hashes,
* which are generated by Hacknet Servers
*
* It is also used to keep track of what upgrades the player has bought with
* his hashes, and contains method for grabbing the data/multipliers from
* those upgrades
*/
import { HashUpgrades } from "./HashUpgrades";
import { HashUpgrade } from "./HashUpgrade";
import { Generic_fromJSON, Generic_toJSON, IReviverValue, constructorsForReviver } from "../utils/JSONReviver";
export class HashManager {
// Max number of hashes this can hold. Equal to the sum of capacities of
// all Hacknet Servers
capacity = 0;
// Number of hashes currently in storage
hashes = 0;
// Map of Hash Upgrade Name -> levels in that upgrade
upgrades: Record<string, number> = {};
constructor() {
for (const name of Object.keys(HashUpgrades)) {
this.upgrades[name] = 0;
}
}
/** Generic helper function for getting a multiplier from a HashUpgrade */
getMult(upgName: string): number {
const upg = HashUpgrades[upgName];
const currLevel = this.upgrades[upgName];
if (upg == null || currLevel == null) {
console.error(`Could not find Hash Study upgrade`);
return 1;
}
return 1 + (upg.value * currLevel) / 100;
}
/** One of the Hash upgrades improves studying. This returns that multiplier */
getStudyMult(): number {
const upgName = "Improve Studying";
return this.getMult(upgName);
}
/** One of the Hash upgrades improves gym training. This returns that multiplier */
getTrainingMult(): number {
const upgName = "Improve Gym Training";
return this.getMult(upgName);
}
getUpgrade(upgName: string): HashUpgrade | null {
const upg = HashUpgrades[upgName];
if (!upg) {
console.error(`Invalid Upgrade Name given to HashManager.getUpgrade(): ${upgName}`);
return null;
}
return upg;
}
/** Get the cost (in hashes) of an upgrade */
getUpgradeCost(upgName: string, count = 1): number {
const upg = this.getUpgrade(upgName);
const currLevel = this.upgrades[upgName];
if (upg == null || currLevel == null) {
console.error(`Invalid Upgrade Name given to HashManager.getUpgradeCost(): ${upgName}`);
return Infinity;
}
return upg.getCost(currLevel, count);
}
prestige(): void {
for (const name of Object.keys(HashUpgrades)) {
this.upgrades[name] = 0;
}
this.hashes = 0;
// When prestiging, player's hacknet nodes are always reset. So capacity = 0
this.updateCapacity(0);
}
/** Reverts an upgrade and refunds the hashes used to buy it */
refundUpgrade(upgName: string, count = 1): void {
const upg = HashUpgrades[upgName];
// Reduce the level first, so we get the right cost
this.upgrades[upgName] -= count;
const currLevel = this.upgrades[upgName];
if (upg == null || currLevel == null || currLevel < 0) {
console.error(`Invalid Upgrade Name given to HashManager.upgrade(): ${upgName}`);
return;
}
const cost = upg.getCost(currLevel, count);
this.hashes += cost;
}
/**
* Stores the given hashes, capping at capacity
* @param numHashes The number of hashes to increment
* @returns The number of wasted hashes (over capacity)
*/
storeHashes(numHashes: number): number {
this.hashes += numHashes;
let wastedHashes = this.hashes;
this.hashes = Math.min(this.hashes, this.capacity);
wastedHashes -= this.hashes;
return wastedHashes;
}
updateCapacity(newCap: number): void {
if (newCap < 0) {
this.capacity = 0;
}
this.capacity = Math.max(newCap, 0);
}
/**
* Returns boolean indicating whether or not the upgrade was successfully purchased
* Note that this does NOT actually implement the effect
*/
upgrade(upgName: string, count = 1): boolean {
const upg = HashUpgrades[upgName];
if (upg == null) {
console.error(`Invalid Upgrade Name given to HashManager.upgrade(): ${upgName}`);
return false;
}
const cost = this.getUpgradeCost(upgName, count);
if (this.hashes < cost) {
return false;
}
this.hashes -= cost;
this.upgrades[upgName] += count;
return true;
}
//Serialize the current object to a JSON save state.
toJSON(): IReviverValue {
return Generic_toJSON("HashManager", this);
}
// Initializes a HashManager object from a JSON save state.
static fromJSON(value: IReviverValue): HashManager {
return Generic_fromJSON(HashManager, value.data);
}
}
constructorsForReviver.HashManager = HashManager;