bitburner-src/src/Company/Company.ts
2022-10-09 01:25:31 -04:00

147 lines
4.1 KiB
TypeScript

import { CompanyPosition } from "./CompanyPosition";
import * as posNames from "./data/companypositionnames";
import { favorToRep, repToFavor } from "../Faction/formulas/favor";
import { Generic_fromJSON, Generic_toJSON, IReviverValue, Reviver } from "../utils/JSONReviver";
export interface IConstructorParams {
name: string;
info: string;
companyPositions: Record<string, boolean>;
expMultiplier: number;
salaryMultiplier: number;
jobStatReqOffset: number;
isMegacorp?: boolean;
}
const DefaultConstructorParams: IConstructorParams = {
name: "",
info: "",
companyPositions: {},
expMultiplier: 1,
salaryMultiplier: 1,
jobStatReqOffset: 0,
};
export class Company {
/** Company name */
name: string;
/** Description and general information about company */
info: string;
/** Has faction associated. */
isMegacorp: boolean;
/**
* Object that holds all available positions in this Company.
* Position names are held in keys.
* The values for the keys don't matter, but we'll make them booleans
*
* Must match names of Company Positions, defined in data/companypositionnames.ts
*/
companyPositions: Record<string, boolean>;
/** Company-specific multiplier for earnings */
expMultiplier: number;
salaryMultiplier: number;
/**
* The additional levels of stats you need to quality for a job
* in this company.
*
* For example, the base stat requirement for an intern position is 1.
* But if a company has a offset of 200, then you would need stat(s) of 201
*/
jobStatReqOffset: number;
/** Properties to track the player's progress in this company */
isPlayerEmployed: boolean;
playerReputation: number;
favor: number;
constructor(p: IConstructorParams = DefaultConstructorParams) {
this.name = p.name;
this.info = p.info;
this.companyPositions = p.companyPositions;
this.expMultiplier = p.expMultiplier;
this.salaryMultiplier = p.salaryMultiplier;
this.jobStatReqOffset = p.jobStatReqOffset;
this.isPlayerEmployed = false;
this.playerReputation = 1;
this.favor = 0;
this.isMegacorp = false;
if (p.isMegacorp) this.isMegacorp = true;
}
hasPosition(pos: CompanyPosition | string): boolean {
return this.companyPositions[typeof pos === "string" ? pos : pos.name] != null;
}
hasAgentPositions(): boolean {
return this.companyPositions[posNames.AgentCompanyPositions[0]] != null;
}
hasBusinessConsultantPositions(): boolean {
return this.companyPositions[posNames.BusinessConsultantCompanyPositions[0]] != null;
}
hasBusinessPositions(): boolean {
return this.companyPositions[posNames.BusinessCompanyPositions[0]] != null;
}
hasEmployeePositions(): boolean {
return this.companyPositions[posNames.MiscCompanyPositions[1]] != null;
}
hasITPositions(): boolean {
return this.companyPositions[posNames.ITCompanyPositions[0]] != null;
}
hasSecurityPositions(): boolean {
return this.companyPositions[posNames.SecurityCompanyPositions[2]] != null;
}
hasSoftwareConsultantPositions(): boolean {
return this.companyPositions[posNames.SoftwareConsultantCompanyPositions[0]] != null;
}
hasSoftwarePositions(): boolean {
return this.companyPositions[posNames.SoftwareCompanyPositions[0]] != null;
}
hasWaiterPositions(): boolean {
return this.companyPositions[posNames.MiscCompanyPositions[0]] != null;
}
gainFavor(): void {
if (this.favor == null) {
this.favor = 0;
}
this.favor += this.getFavorGain();
}
getFavorGain(): number {
if (this.favor == null) {
this.favor = 0;
}
const storedRep = Math.max(0, favorToRep(this.favor));
const totalRep = storedRep + this.playerReputation;
const newFavor = repToFavor(totalRep);
return newFavor - this.favor;
}
/** Serialize the current object to a JSON save state. */
toJSON(): IReviverValue {
return Generic_toJSON("Company", this);
}
/** Initializes a Company from a JSON save state. */
static fromJSON(value: IReviverValue): Company {
return Generic_fromJSON(Company, value.data);
}
}
Reviver.constructors.Company = Company;