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V0.51.3 (#845)
v0.51.3 - 2021-04-16 Y'all broke it on the first day (hydroflame) ------- Passive faction reputation * Reworked, from 1 rep / 2 minute. Now is a complicated percentage of the reputation you'd gain working for them. It's not op but it feels a bit more useful. Netscript * print/tprint now take any number of arguments. * print/tprint will now print object as json. * print/tprint now handle passing in an undefined argument properly. Casino * Cannot bet negative money anymore. * Roulette max bet is a bit higher. * Coin Flip has a small cooldown. * All buttons reject unstrusted mouse events. Documentation * Changed a message that said nsjs only works on Chrome. Bugfix * hacknet.maxNumNodes now works for both nodes and servers. * Fixed a bug where the popup boxes would contain data from previous popup boxes. * .js files will also have the export async function boilerplate. Misc. * turned off autocomplete for the terminal text input. * Fixed an issue on Windows+Firefox where pressing up on the terminal would bring the cursor to the begining of the line. (Issue #836) * Hacknet node names is easier to handle for screen readers. * Money spent on classes is now tracked independently of work money. * running coding contract from the terminal will display its name.
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@@ -15,6 +15,11 @@ import { Factions } from "./Factions";
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import { HackingMission, setInMission } from "../Missions";
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import { Player } from "../Player";
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import { Settings } from "../Settings/Settings";
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import {
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getHackingWorkRepGain,
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getFactionSecurityWorkRepGain,
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getFactionFieldWorkRepGain,
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} from "../PersonObjects/formulas/reputation";
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import { Page, routing } from "../ui/navigationTracking";
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import { dialogBoxCreate } from "../../utils/DialogBox";
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@@ -235,15 +240,24 @@ export function getNextNeurofluxLevel() {
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}
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export function processPassiveFactionRepGain(numCycles) {
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var numTimesGain = (numCycles / 600) * Player.faction_rep_mult;
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for (var name in Factions) {
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if (Factions.hasOwnProperty(name)) {
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var faction = Factions[name];
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for (const name in Factions) {
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if (name === Player.currentWorkFactionName) continue;
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if (!Factions.hasOwnProperty(name)) continue;
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const faction = Factions[name];
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if (!faction.isMember) continue;
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// 0 favor = 1%/s
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// 50 favor = 6%/s
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// 100 favor = 11%/s
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const favorMult = Math.min(0.1, (faction.favor / 1000) + 0.01);
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// Find the best of all possible favor gain, minimum 1 rep / 2 minute.
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const hRep = getHackingWorkRepGain(Player, faction);
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const sRep = getFactionSecurityWorkRepGain(Player, faction);
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const fRep = getFactionFieldWorkRepGain(Player, faction);
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const rate = Math.max(hRep * favorMult, sRep * favorMult, fRep * favorMult, 1/120);
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//TODO Get hard value of 1 rep per "rep gain cycle"" for now..
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//maybe later make this based on
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//a player's 'status' like how powerful they are and how much money they have
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if (faction.isMember) {faction.playerReputation += (numTimesGain * BitNodeMultipliers.FactionPassiveRepGain);}
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}
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}
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faction.playerReputation += rate *
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(numCycles) *
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Player.faction_rep_mult *
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BitNodeMultipliers.FactionPassiveRepGain;
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}
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}
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