Fixed bugs with Sleeve mechanics. Updated documentation to use RTD theme

This commit is contained in:
danielyxie
2019-01-20 14:57:38 -08:00
parent 17bfbfeb80
commit 5573e778bb
43 changed files with 4064 additions and 2491 deletions
+17 -6
View File
@@ -85,6 +85,17 @@ export abstract class Person {
work_money_mult: number = 1;
hacknet_node_money_mult: number = 1;
hacknet_node_purchase_cost_mult: number = 1;
hacknet_node_ram_cost_mult: number = 1;
hacknet_node_core_cost_mult: number = 1;
hacknet_node_level_cost_mult: number = 1;
bladeburner_max_stamina_mult: number = 1;
bladeburner_stamina_gain_mult: number = 1;
bladeburner_analysis_mult: number = 1;
bladeburner_success_chance_mult : number = 1;
/**
* Augmentations
*/
@@ -101,7 +112,7 @@ export abstract class Person {
/**
* Updates this object's multipliers for the given augmentation
*/
applyAugmentation(aug: Augmentation, reapply=false) {
applyAugmentation(aug: Augmentation) {
for (const mult in aug.mults) {
if ((<any>this)[mult] == null) {
console.warn(`Augmentation has unrecognized multiplier property: ${mult}`);
@@ -188,11 +199,11 @@ export abstract class Person {
*/
updateStatLevels(): void {
this.hacking_skill = 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)));
this.defense = Math.max(1, Math.floor(this.calculateStat(this.defense_exp, this.defense_mult)));
this.dexterity = Math.max(1, Math.floor(this.calculateStat(this.dexterity_exp, this.dexterity_mult)));
this.agility = Math.max(1, Math.floor(this.calculateStat(this.agility_exp, this.agility_mult)));
this.charisma = Math.max(1, Math.floor(this.calculateStat(this.charisma_exp, this.charisma_mult)));
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);