mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2025-01-17 02:47:29 +01:00
244 lines
6.1 KiB
TypeScript
244 lines
6.1 KiB
TypeScript
// Base class representing a person-like object
|
|
import { Augmentation } from "../Augmentation/Augmentation";
|
|
import { IPlayerOwnedAugmentation } from "../Augmentation/PlayerOwnedAugmentation";
|
|
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
|
|
import { CityName } from "../Locations/data/CityNames";
|
|
import { CONSTANTS } from "../Constants";
|
|
import { calculateSkill } from "./formulas/skill";
|
|
import { calculateIntelligenceBonus } from "./formulas/intelligence";
|
|
|
|
// Interface that defines a generic object used to track experience/money
|
|
// earnings for tasks
|
|
export interface ITaskTracker {
|
|
hack: number;
|
|
str: number;
|
|
def: number;
|
|
dex: number;
|
|
agi: number;
|
|
cha: number;
|
|
money: number;
|
|
}
|
|
|
|
export function createTaskTracker(): ITaskTracker {
|
|
return {
|
|
hack: 0,
|
|
str: 0,
|
|
def: 0,
|
|
dex: 0,
|
|
agi: 0,
|
|
cha: 0,
|
|
money: 0,
|
|
};
|
|
}
|
|
|
|
export abstract class Person {
|
|
/**
|
|
* Stats
|
|
*/
|
|
hacking = 1;
|
|
strength = 1;
|
|
defense = 1;
|
|
dexterity = 1;
|
|
agility = 1;
|
|
charisma = 1;
|
|
intelligence = 1;
|
|
hp = 10;
|
|
max_hp = 10;
|
|
|
|
/**
|
|
* Experience
|
|
*/
|
|
hacking_exp = 0;
|
|
strength_exp = 0;
|
|
defense_exp = 0;
|
|
dexterity_exp = 0;
|
|
agility_exp = 0;
|
|
charisma_exp = 0;
|
|
intelligence_exp = 0;
|
|
|
|
/**
|
|
* Multipliers
|
|
*/
|
|
hacking_mult = 1;
|
|
strength_mult = 1;
|
|
defense_mult = 1;
|
|
dexterity_mult = 1;
|
|
agility_mult = 1;
|
|
charisma_mult = 1;
|
|
|
|
hacking_exp_mult = 1;
|
|
strength_exp_mult = 1;
|
|
defense_exp_mult = 1;
|
|
dexterity_exp_mult = 1;
|
|
agility_exp_mult = 1;
|
|
charisma_exp_mult = 1;
|
|
|
|
hacking_chance_mult = 1;
|
|
hacking_speed_mult = 1;
|
|
hacking_money_mult = 1;
|
|
hacking_grow_mult = 1;
|
|
|
|
company_rep_mult = 1;
|
|
faction_rep_mult = 1;
|
|
|
|
crime_money_mult = 1;
|
|
crime_success_mult = 1;
|
|
|
|
work_money_mult = 1;
|
|
|
|
hacknet_node_money_mult = 1;
|
|
hacknet_node_purchase_cost_mult = 1;
|
|
hacknet_node_ram_cost_mult = 1;
|
|
hacknet_node_core_cost_mult = 1;
|
|
hacknet_node_level_cost_mult = 1;
|
|
|
|
bladeburner_max_stamina_mult = 1;
|
|
bladeburner_stamina_gain_mult = 1;
|
|
bladeburner_analysis_mult = 1;
|
|
bladeburner_success_chance_mult = 1;
|
|
|
|
/**
|
|
* Augmentations
|
|
*/
|
|
augmentations: IPlayerOwnedAugmentation[] = [];
|
|
queuedAugmentations: IPlayerOwnedAugmentation[] = [];
|
|
|
|
/**
|
|
* City that the person is in
|
|
*/
|
|
city: CityName = CityName.Sector12;
|
|
|
|
/**
|
|
* Updates this object's multipliers for the given augmentation
|
|
*/
|
|
applyAugmentation(aug: Augmentation): void {
|
|
for (const mult in aug.mults) {
|
|
if ((this as any)[mult] == null) {
|
|
console.warn(`Augmentation has unrecognized multiplier property: ${mult}`);
|
|
} else {
|
|
(this as any)[mult] *= aug.mults[mult];
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Given an experience amount and stat multiplier, calculates the
|
|
* stat level. Stat-agnostic (same formula for every stat)
|
|
*/
|
|
calculateStat(exp: number, mult = 1): number {
|
|
return calculateSkill(exp, mult);
|
|
}
|
|
|
|
/**
|
|
* Calculate and return the amount of faction reputation earned per cycle
|
|
* when doing Field Work for a faction
|
|
*/
|
|
getFactionFieldWorkRepGain(): number {
|
|
const t =
|
|
(0.9 *
|
|
(this.hacking / CONSTANTS.MaxSkillLevel +
|
|
this.strength / CONSTANTS.MaxSkillLevel +
|
|
this.defense / CONSTANTS.MaxSkillLevel +
|
|
this.dexterity / CONSTANTS.MaxSkillLevel +
|
|
this.agility / CONSTANTS.MaxSkillLevel +
|
|
this.charisma / CONSTANTS.MaxSkillLevel)) /
|
|
5.5;
|
|
return t * this.faction_rep_mult;
|
|
}
|
|
|
|
/**
|
|
* Calculate and return the amount of faction reputation earned per cycle
|
|
* when doing Hacking Work for a faction
|
|
*/
|
|
getFactionHackingWorkRepGain(): number {
|
|
return (this.hacking / CONSTANTS.MaxSkillLevel) * this.faction_rep_mult;
|
|
}
|
|
|
|
/**
|
|
* Calculate and return the amount of faction reputation earned per cycle
|
|
* when doing Security Work for a faction
|
|
*/
|
|
getFactionSecurityWorkRepGain(): number {
|
|
const t =
|
|
(0.9 *
|
|
(this.hacking / CONSTANTS.MaxSkillLevel +
|
|
this.strength / CONSTANTS.MaxSkillLevel +
|
|
this.defense / CONSTANTS.MaxSkillLevel +
|
|
this.dexterity / CONSTANTS.MaxSkillLevel +
|
|
this.agility / CONSTANTS.MaxSkillLevel)) /
|
|
4.5;
|
|
return t * this.faction_rep_mult;
|
|
}
|
|
|
|
/**
|
|
* Reset all multipliers to 1
|
|
*/
|
|
resetMultipliers(): void {
|
|
this.hacking_mult = 1;
|
|
this.strength_mult = 1;
|
|
this.defense_mult = 1;
|
|
this.dexterity_mult = 1;
|
|
this.agility_mult = 1;
|
|
this.charisma_mult = 1;
|
|
|
|
this.hacking_exp_mult = 1;
|
|
this.strength_exp_mult = 1;
|
|
this.defense_exp_mult = 1;
|
|
this.dexterity_exp_mult = 1;
|
|
this.agility_exp_mult = 1;
|
|
this.charisma_exp_mult = 1;
|
|
|
|
this.company_rep_mult = 1;
|
|
this.faction_rep_mult = 1;
|
|
|
|
this.crime_money_mult = 1;
|
|
this.crime_success_mult = 1;
|
|
|
|
this.work_money_mult = 1;
|
|
}
|
|
|
|
/**
|
|
* Update all stat levels
|
|
*/
|
|
updateStatLevels(): void {
|
|
this.hacking = Math.max(
|
|
1,
|
|
Math.floor(this.calculateStat(this.hacking_exp, this.hacking_mult * BitNodeMultipliers.HackingLevelMultiplier)),
|
|
);
|
|
this.strength = Math.max(
|
|
1,
|
|
Math.floor(
|
|
this.calculateStat(this.strength_exp, this.strength_mult * BitNodeMultipliers.StrengthLevelMultiplier),
|
|
),
|
|
);
|
|
this.defense = Math.max(
|
|
1,
|
|
Math.floor(this.calculateStat(this.defense_exp, this.defense_mult * BitNodeMultipliers.DefenseLevelMultiplier)),
|
|
);
|
|
this.dexterity = Math.max(
|
|
1,
|
|
Math.floor(
|
|
this.calculateStat(this.dexterity_exp, this.dexterity_mult * BitNodeMultipliers.DexterityLevelMultiplier),
|
|
),
|
|
);
|
|
this.agility = Math.max(
|
|
1,
|
|
Math.floor(this.calculateStat(this.agility_exp, this.agility_mult * BitNodeMultipliers.AgilityLevelMultiplier)),
|
|
);
|
|
this.charisma = Math.max(
|
|
1,
|
|
Math.floor(
|
|
this.calculateStat(this.charisma_exp, this.charisma_mult * BitNodeMultipliers.CharismaLevelMultiplier),
|
|
),
|
|
);
|
|
|
|
const ratio: number = this.hp / this.max_hp;
|
|
this.max_hp = Math.floor(10 + this.defense / 10);
|
|
this.hp = Math.round(this.max_hp * ratio);
|
|
}
|
|
|
|
getIntelligenceBonus(weight: number): number {
|
|
return calculateIntelligenceBonus(this.intelligence, weight);
|
|
}
|
|
}
|