build fix, lint, remove some instanceof checks

This commit is contained in:
Snarling
2022-09-27 15:14:34 -04:00
parent 81412db02e
commit 38063f62a7
38 changed files with 131 additions and 282 deletions
@@ -105,15 +105,7 @@ export function prestigeAugmentation(this: PlayerObject): void {
this.sleeves.push(new Sleeve());
}
for (let i = 0; i < this.sleeves.length; ++i) {
if (this.sleeves[i] instanceof Sleeve) {
if (this.sleeves[i].shock >= 100) {
this.sleeves[i].synchronize();
} else {
this.sleeves[i].shockRecovery();
}
}
}
this.sleeves.forEach((sleeve) => (sleeve.shock >= 100 ? sleeve.synchronize() : sleeve.shockRecovery()));
this.lastUpdate = new Date().getTime();
@@ -137,13 +129,7 @@ export function prestigeSourceFile(this: PlayerObject): void {
this.prestigeAugmentation();
this.karma = 0;
// Duplicate sleeves are reset to level 1 every Bit Node (but the number of sleeves you have persists)
for (let i = 0; i < this.sleeves.length; ++i) {
if (this.sleeves[i] instanceof Sleeve) {
this.sleeves[i].prestige();
} else {
this.sleeves[i] = new Sleeve();
}
}
this.sleeves.forEach((sleeve) => sleeve.prestige());
if (this.bitNodeN === 10) {
for (let i = 0; i < this.sleeves.length; i++) {
@@ -284,7 +270,7 @@ export function hospitalize(this: PlayerObject): number {
//the applyToCompany() Netscript Singularity function
export function applyForJob(this: PlayerObject, entryPosType: CompanyPosition, sing = false): boolean {
const company = Companies[this.location]; //Company being applied to
if (!(company instanceof Company)) {
if (!company) {
console.error(`Could not find company that matches the location: ${this.location}. Player.applyToCompany() failed`);
return false;
}
@@ -1131,7 +1117,7 @@ export function gainCodingContractReward(this: PlayerObject, reward: ICodingCont
/* eslint-disable no-case-declarations */
switch (reward.type) {
case CodingContractRewardType.FactionReputation:
if (reward.name == null || !(Factions[reward.name] instanceof Faction)) {
if (reward.name == null || !Factions[reward.name]) {
// If no/invalid faction was designated, just give rewards to all factions
reward.type = CodingContractRewardType.FactionReputationAll;
return this.gainCodingContractReward(reward);
@@ -1156,14 +1142,12 @@ export function gainCodingContractReward(this: PlayerObject, reward: ICodingCont
const gainPerFaction = Math.floor(totalGain / factions.length);
for (const facName of factions) {
if (!(Factions[facName] instanceof Faction)) {
continue;
}
if (!Factions[facName]) continue;
Factions[facName].playerReputation += gainPerFaction;
}
return `Gained ${gainPerFaction} reputation for each of the following factions: ${factions.toString()}`;
case CodingContractRewardType.CompanyReputation: {
if (reward.name == null || !(Companies[reward.name] instanceof Company)) {
if (reward.name == null || !Companies[reward.name]) {
//If no/invalid company was designated, just give rewards to all factions
reward.type = CodingContractRewardType.FactionReputationAll;
return this.gainCodingContractReward(reward);