mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-29 12:27:07 +02:00
Fixed bugs with Sleeve mechanics. Updated documentation to use RTD theme
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@@ -23,7 +23,13 @@ import { getRandomInt } from "../../../utils/helpers/getRandomInt";
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// Executes the actual re-sleeve when one is purchased
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export function purchaseResleeve(r: Resleeve, p: IPlayer):void {
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export function purchaseResleeve(r: Resleeve, p: IPlayer): boolean {
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const cost: number = r.getCost();
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if (!p.canAfford(cost)) {
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return false;
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}
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p.loseMoney(cost);
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// Set the player's exp
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p.hacking_exp = r.hacking_exp;
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p.strength_exp = r.strength_exp;
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@@ -32,16 +38,25 @@ export function purchaseResleeve(r: Resleeve, p: IPlayer):void {
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p.agility_exp = r.agility_exp;
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p.charisma_exp = r.charisma_exp;
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// Reset Augmentation "owned" data
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for (const augKey in Augmentations) {
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Augmentations[augKey].owned = false;
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}
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// Clear all of the player's augmentations, except the NeuroFlux Governor
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// which is kept
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for (let i = p.augmentations.length - 1; i >= 0; --i) {
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if (p.augmentations[i].name !== AugmentationNames.NeuroFluxGovernor) {
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p.augmentations.splice(i, 1);
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} else {
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// NeuroFlux Governor
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Augmentations[AugmentationNames.NeuroFluxGovernor].owned = true;
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}
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}
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for (let i = 0; i < r.augmentations.length; ++i) {
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p.augmentations.push(new PlayerOwnedAugmentation(r.augmentations[i].name));
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Augmentations[r.augmentations[i].name].owned = true;
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}
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// The player's purchased Augmentations should remain the same, but any purchased
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@@ -55,6 +70,8 @@ export function purchaseResleeve(r: Resleeve, p: IPlayer):void {
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}
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p.reapplyAllAugmentations(true);
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p.reapplyAllSourceFiles(); //Multipliers get reset, so have to re-process source files too
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return true;
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}
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// Creates all of the Re-sleeves that will be available for purchase at VitaLife
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@@ -67,23 +84,33 @@ export function generateResleeves(): Resleeve[] {
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let r: Resleeve = new Resleeve();
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// Generate experience
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const expMult: number = i + 1;
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r.hacking_exp = expMult * getRandomInt(500, 1500);
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r.strength_exp = expMult * getRandomInt(500, 1500);
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r.defense_exp = expMult * getRandomInt(500, 1500);
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r.dexterity_exp = expMult * getRandomInt(500, 1500);
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r.agility_exp = expMult * getRandomInt(500, 1500);
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r.charisma_exp = expMult * getRandomInt(500, 1500);
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const expMult: number = (5 * i) + 1;
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r.hacking_exp = expMult * getRandomInt(1000, 5000);
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r.strength_exp = expMult * getRandomInt(1000, 5000);
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r.defense_exp = expMult * getRandomInt(1000, 5000);
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r.dexterity_exp = expMult * getRandomInt(1000, 5000);
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r.agility_exp = expMult * getRandomInt(1000, 5000);
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r.charisma_exp = expMult * getRandomInt(1000, 5000);
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// Generate Augs
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const baseNumAugs: number = Math.ceil((i + 1) / 2);
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// Augmentation prequisites will be ignored for this
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const baseNumAugs: number = Math.max(2, Math.ceil((i + 3) / 2));
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const numAugs: number = getRandomInt(baseNumAugs, baseNumAugs + 2);
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const augKeys: string[] = Object.keys(Augmentations);
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for (let a = 0; a < numAugs; ++a) {
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// We'll ignore Aug prerequisites for this
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const augKeys: string[] = Object.keys(Augmentations);
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const randKey: string = augKeys[getRandomInt(0, augKeys.length - 1)];
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// Get a random aug
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const randIndex: number = getRandomInt(0, augKeys.length - 1)
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const randKey: string = augKeys[randIndex];
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if (randKey === AugmentationNames.TheRedPill) {
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continue; // A sleeve can't have The Red Pill
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}
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const randAug: Augmentation | null = Augmentations[randKey];
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r.augmentations.push({name: randAug!.name, level: 1});
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r.applyAugmentation(Augmentations[randKey]);
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r.updateStatLevels();
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// Remove Augmentation so that there are no duplicates
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augKeys.splice(randIndex, 1);
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}
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ret.push(r);
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