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DNET: More fixes and feedback (#2489)
* Add some re-rendering improvements to avoid the canvas and visual servers getting desynched * removed underlevelled nerf to low-level servers; improved charisma level docs * Remove offscreen dynamic culling * PR feedback; add cache file names to tooltip * Ensure stasis link servers get loaded properly; ensure darkweb has neighbors to prevent unit tests from failing; remove extra optional chaining accessors
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@@ -79,10 +79,9 @@ export const calculateAuthenticationTime = (
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const threadsFactor = 1 / (1 + 0.2 * (threads - 1));
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const skillFactor = (diffFactor * chaRequired + baseDiff) / (person.skills.charisma + 100);
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const noobFactor = Math.min(0.5 + difficulty / 4, 1);
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const backdoorFactor = getBackdoorAuthTimeDebuff();
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const underleveledFactor =
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person.skills.charisma >= chaRequired ? 1 : 1.5 + (chaRequired + 50) / (person.skills.charisma + 50);
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const applyUnderleveledFactor = person.skills.charisma <= chaRequired && darknetServerData.depth > 1;
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const underleveledFactor = applyUnderleveledFactor ? 1.5 + (chaRequired + 50) / (person.skills.charisma + 50) : 1;
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const hasBootsFactor = Player.hasAugmentation(AugmentationName.TheBoots) ? 0.8 : 1;
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const hasSf15_2Factor = Player.activeSourceFileLvl(15) > 2 ? 0.8 : 1;
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const bonusTimeFactor = hasDarknetBonusTime() ? 0.75 : 1;
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@@ -90,7 +89,6 @@ export const calculateAuthenticationTime = (
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const time =
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baseTime *
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skillFactor *
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noobFactor *
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backdoorFactor *
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underleveledFactor *
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hasBootsFactor *
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