extract multipliers in its own type

This commit is contained in:
Olivier Gagnon
2022-07-14 18:43:33 -04:00
parent 0550bc188c
commit 5629c16def
44 changed files with 1250 additions and 1505 deletions
+13 -88
View File
@@ -7,6 +7,7 @@ import { CONSTANTS } from "../Constants";
import { calculateSkill } from "./formulas/skill";
import { calculateIntelligenceBonus } from "./formulas/intelligence";
import { IPerson } from "./IPerson";
import { defaultMultipliers, mergeMultipliers, Multipliers } from "./Multipliers";
// Base class representing a person-like object
export abstract class Person implements IPerson {
@@ -34,46 +35,7 @@ export abstract class Person implements IPerson {
charisma_exp = 0;
intelligence_exp = 0;
/**
* Multipliers
*/
hacking_mult = 1;
strength_mult = 1;
defense_mult = 1;
dexterity_mult = 1;
agility_mult = 1;
charisma_mult = 1;
hacking_exp_mult = 1;
strength_exp_mult = 1;
defense_exp_mult = 1;
dexterity_exp_mult = 1;
agility_exp_mult = 1;
charisma_exp_mult = 1;
hacking_chance_mult = 1;
hacking_speed_mult = 1;
hacking_money_mult = 1;
hacking_grow_mult = 1;
company_rep_mult = 1;
faction_rep_mult = 1;
crime_money_mult = 1;
crime_success_mult = 1;
work_money_mult = 1;
hacknet_node_money_mult = 1;
hacknet_node_purchase_cost_mult = 1;
hacknet_node_ram_cost_mult = 1;
hacknet_node_core_cost_mult = 1;
hacknet_node_level_cost_mult = 1;
bladeburner_max_stamina_mult = 1;
bladeburner_stamina_gain_mult = 1;
bladeburner_analysis_mult = 1;
bladeburner_success_chance_mult = 1;
mults = defaultMultipliers();
/**
* Augmentations
@@ -101,13 +63,7 @@ export abstract class Person implements IPerson {
* Updates this object's multipliers for the given augmentation
*/
applyAugmentation(aug: Augmentation): void {
for (const mult of Object.keys(aug.mults)) {
if ((this as any)[mult] == null) {
console.warn(`Augmentation has unrecognized multiplier property: ${mult}`);
} else {
(this as any)[mult] *= aug.mults[mult];
}
}
this.mults = mergeMultipliers(this.mults, aug.mults);
}
/**
@@ -132,7 +88,7 @@ export abstract class Person implements IPerson {
this.agility / CONSTANTS.MaxSkillLevel +
this.charisma / CONSTANTS.MaxSkillLevel)) /
5.5;
return t * this.faction_rep_mult;
return t * this.mults.faction_rep;
}
/**
@@ -140,7 +96,7 @@ export abstract class Person implements IPerson {
* when doing Hacking Work for a faction
*/
getFactionHackingWorkRepGain(): number {
return (this.hacking / CONSTANTS.MaxSkillLevel) * this.faction_rep_mult;
return (this.hacking / CONSTANTS.MaxSkillLevel) * this.mults.faction_rep;
}
/**
@@ -156,45 +112,14 @@ export abstract class Person implements IPerson {
this.dexterity / CONSTANTS.MaxSkillLevel +
this.agility / CONSTANTS.MaxSkillLevel)) /
4.5;
return t * this.faction_rep_mult;
return t * this.mults.faction_rep;
}
/**
* Reset all multipliers to 1
*/
resetMultipliers(): void {
this.hacking_mult = 1;
this.strength_mult = 1;
this.defense_mult = 1;
this.dexterity_mult = 1;
this.agility_mult = 1;
this.charisma_mult = 1;
this.hacking_exp_mult = 1;
this.strength_exp_mult = 1;
this.defense_exp_mult = 1;
this.dexterity_exp_mult = 1;
this.agility_exp_mult = 1;
this.charisma_exp_mult = 1;
this.company_rep_mult = 1;
this.faction_rep_mult = 1;
this.crime_money_mult = 1;
this.crime_success_mult = 1;
this.work_money_mult = 1;
this.hacknet_node_money_mult = 1;
this.hacknet_node_purchase_cost_mult = 1;
this.hacknet_node_ram_cost_mult = 1;
this.hacknet_node_core_cost_mult = 1;
this.hacknet_node_level_cost_mult = 1;
this.bladeburner_max_stamina_mult = 1;
this.bladeburner_stamina_gain_mult = 1;
this.bladeburner_analysis_mult = 1;
this.bladeburner_success_chance_mult = 1;
this.mults = defaultMultipliers();
}
/**
@@ -203,32 +128,32 @@ export abstract class Person implements IPerson {
updateStatLevels(): void {
this.hacking = Math.max(
1,
Math.floor(this.calculateStat(this.hacking_exp, this.hacking_mult * BitNodeMultipliers.HackingLevelMultiplier)),
Math.floor(this.calculateStat(this.hacking_exp, this.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier)),
);
this.strength = Math.max(
1,
Math.floor(
this.calculateStat(this.strength_exp, this.strength_mult * BitNodeMultipliers.StrengthLevelMultiplier),
this.calculateStat(this.strength_exp, this.mults.strength * BitNodeMultipliers.StrengthLevelMultiplier),
),
);
this.defense = Math.max(
1,
Math.floor(this.calculateStat(this.defense_exp, this.defense_mult * BitNodeMultipliers.DefenseLevelMultiplier)),
Math.floor(this.calculateStat(this.defense_exp, this.mults.defense * BitNodeMultipliers.DefenseLevelMultiplier)),
);
this.dexterity = Math.max(
1,
Math.floor(
this.calculateStat(this.dexterity_exp, this.dexterity_mult * BitNodeMultipliers.DexterityLevelMultiplier),
this.calculateStat(this.dexterity_exp, this.mults.dexterity * BitNodeMultipliers.DexterityLevelMultiplier),
),
);
this.agility = Math.max(
1,
Math.floor(this.calculateStat(this.agility_exp, this.agility_mult * BitNodeMultipliers.AgilityLevelMultiplier)),
Math.floor(this.calculateStat(this.agility_exp, this.mults.agility * BitNodeMultipliers.AgilityLevelMultiplier)),
);
this.charisma = Math.max(
1,
Math.floor(
this.calculateStat(this.charisma_exp, this.charisma_mult * BitNodeMultipliers.CharismaLevelMultiplier),
this.calculateStat(this.charisma_exp, this.mults.charisma * BitNodeMultipliers.CharismaLevelMultiplier),
),
);