mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-23 01:32:55 +02:00
extract multipliers in its own type
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@@ -39,6 +39,7 @@ import { getRandomInt } from "../../utils/helpers/getRandomInt";
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import { ITaskTracker } from "../ITaskTracker";
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import { CONSTANTS } from "../../Constants";
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import { Work } from "src/Work/Work";
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import { defaultMultipliers, Multipliers } from "../Multipliers";
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export class PlayerObject implements IPlayer {
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// Class members
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@@ -102,37 +103,7 @@ export class PlayerObject implements IPlayer {
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charisma_exp: number;
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intelligence_exp: number;
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// Multipliers
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hacking_chance_mult: number;
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hacking_speed_mult: number;
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hacking_money_mult: number;
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hacking_grow_mult: number;
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hacking_mult: number;
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hacking_exp_mult: number;
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strength_mult: number;
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strength_exp_mult: number;
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defense_mult: number;
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defense_exp_mult: number;
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dexterity_mult: number;
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dexterity_exp_mult: number;
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agility_mult: number;
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agility_exp_mult: number;
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charisma_mult: number;
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charisma_exp_mult: number;
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hacknet_node_money_mult: number;
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hacknet_node_purchase_cost_mult: number;
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hacknet_node_ram_cost_mult: number;
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hacknet_node_core_cost_mult: number;
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hacknet_node_level_cost_mult: number;
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company_rep_mult: number;
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faction_rep_mult: number;
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work_money_mult: number;
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crime_success_mult: number;
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crime_money_mult: number;
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bladeburner_max_stamina_mult: number;
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bladeburner_stamina_gain_mult: number;
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bladeburner_analysis_mult: number;
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bladeburner_success_chance_mult: number;
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mults: Multipliers;
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currentWork: Work | null;
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focus: boolean;
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@@ -246,12 +217,6 @@ export class PlayerObject implements IPlayer {
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//Special stats
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this.intelligence = 0;
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//Hacking multipliers
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this.hacking_chance_mult = 1;
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this.hacking_speed_mult = 1;
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this.hacking_money_mult = 1;
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this.hacking_grow_mult = 1;
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//Experience and multipliers
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this.hacking_exp = 0;
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this.strength_exp = 0;
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@@ -261,22 +226,7 @@ export class PlayerObject implements IPlayer {
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this.charisma_exp = 0;
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this.intelligence_exp = 0;
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this.hacking_mult = 1;
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this.strength_mult = 1;
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this.defense_mult = 1;
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this.dexterity_mult = 1;
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this.agility_mult = 1;
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this.charisma_mult = 1;
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this.hacking_exp_mult = 1;
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this.strength_exp_mult = 1;
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this.defense_exp_mult = 1;
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this.dexterity_exp_mult = 1;
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this.agility_exp_mult = 1;
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this.charisma_exp_mult = 1;
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this.company_rep_mult = 1;
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this.faction_rep_mult = 1;
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this.mults = defaultMultipliers();
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//Money
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this.money = 1000 + CONSTANTS.Donations;
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@@ -315,21 +265,6 @@ export class PlayerObject implements IPlayer {
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this.numPeopleKilled = 0;
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this.karma = 0;
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this.crime_money_mult = 1;
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this.crime_success_mult = 1;
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//Flags/variables for working (Company, Faction, Creating Program, Taking Class)
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this.focus = false;
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this.work_money_mult = 1;
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//Hacknet Node multipliers
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this.hacknet_node_money_mult = 1;
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this.hacknet_node_purchase_cost_mult = 1;
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this.hacknet_node_ram_cost_mult = 1;
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this.hacknet_node_core_cost_mult = 1;
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this.hacknet_node_level_cost_mult = 1;
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//Stock Market
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this.hasWseAccount = false;
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this.hasTixApiAccess = false;
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@@ -344,10 +279,6 @@ export class PlayerObject implements IPlayer {
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//Bladeburner
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this.bladeburner = null;
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this.bladeburner_max_stamina_mult = 1;
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this.bladeburner_stamina_gain_mult = 1;
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this.bladeburner_analysis_mult = 1; //Field Analysis Only
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this.bladeburner_success_chance_mult = 1;
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// Sleeves & Re-sleeving
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this.sleeves = [];
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@@ -375,6 +306,7 @@ export class PlayerObject implements IPlayer {
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this.achievements = [];
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this.terminalCommandHistory = [];
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this.focus = false;
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this.currentWork = null;
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// Let's get a hash of some semi-random stuff so we have something unique.
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@@ -52,6 +52,7 @@ import { IPerson } from "../IPerson";
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import { Player } from "../../Player";
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import { isCompanyWork } from "../../Work/CompanyWork";
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import { defaultMultipliers } from "../Multipliers";
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export function init(this: IPlayer): void {
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/* Initialize Player's home computer */
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@@ -196,29 +197,33 @@ export function calculateSkillProgress(this: IPlayer, exp: number, mult = 1): IS
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export function updateSkillLevels(this: IPlayer): void {
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this.hacking = Math.max(
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1,
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Math.floor(this.calculateSkill(this.hacking_exp, this.hacking_mult * BitNodeMultipliers.HackingLevelMultiplier)),
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Math.floor(this.calculateSkill(this.hacking_exp, this.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier)),
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);
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this.strength = Math.max(
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1,
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Math.floor(this.calculateSkill(this.strength_exp, this.strength_mult * BitNodeMultipliers.StrengthLevelMultiplier)),
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Math.floor(
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this.calculateSkill(this.strength_exp, this.mults.strength * BitNodeMultipliers.StrengthLevelMultiplier),
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),
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);
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this.defense = Math.max(
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1,
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Math.floor(this.calculateSkill(this.defense_exp, this.defense_mult * BitNodeMultipliers.DefenseLevelMultiplier)),
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Math.floor(this.calculateSkill(this.defense_exp, this.mults.defense * BitNodeMultipliers.DefenseLevelMultiplier)),
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);
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this.dexterity = Math.max(
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1,
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Math.floor(
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this.calculateSkill(this.dexterity_exp, this.dexterity_mult * BitNodeMultipliers.DexterityLevelMultiplier),
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this.calculateSkill(this.dexterity_exp, this.mults.dexterity * BitNodeMultipliers.DexterityLevelMultiplier),
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),
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);
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this.agility = Math.max(
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1,
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Math.floor(this.calculateSkill(this.agility_exp, this.agility_mult * BitNodeMultipliers.AgilityLevelMultiplier)),
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Math.floor(this.calculateSkill(this.agility_exp, this.mults.agility * BitNodeMultipliers.AgilityLevelMultiplier)),
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);
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this.charisma = Math.max(
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1,
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Math.floor(this.calculateSkill(this.charisma_exp, this.charisma_mult * BitNodeMultipliers.CharismaLevelMultiplier)),
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Math.floor(
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this.calculateSkill(this.charisma_exp, this.mults.charisma * BitNodeMultipliers.CharismaLevelMultiplier),
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),
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);
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if (this.intelligence > 0) {
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@@ -233,43 +238,7 @@ export function updateSkillLevels(this: IPlayer): void {
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}
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export function resetMultipliers(this: IPlayer): void {
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this.hacking_chance_mult = 1;
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this.hacking_speed_mult = 1;
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this.hacking_money_mult = 1;
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this.hacking_grow_mult = 1;
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this.hacking_mult = 1;
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this.strength_mult = 1;
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this.defense_mult = 1;
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this.dexterity_mult = 1;
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this.agility_mult = 1;
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this.charisma_mult = 1;
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this.hacking_exp_mult = 1;
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this.strength_exp_mult = 1;
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this.defense_exp_mult = 1;
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this.dexterity_exp_mult = 1;
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this.agility_exp_mult = 1;
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this.charisma_exp_mult = 1;
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this.company_rep_mult = 1;
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this.faction_rep_mult = 1;
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this.crime_money_mult = 1;
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this.crime_success_mult = 1;
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this.hacknet_node_money_mult = 1;
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this.hacknet_node_purchase_cost_mult = 1;
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this.hacknet_node_ram_cost_mult = 1;
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this.hacknet_node_core_cost_mult = 1;
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this.hacknet_node_level_cost_mult = 1;
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this.work_money_mult = 1;
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this.bladeburner_max_stamina_mult = 1;
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this.bladeburner_stamina_gain_mult = 1;
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this.bladeburner_analysis_mult = 1;
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this.bladeburner_success_chance_mult = 1;
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this.mults = defaultMultipliers();
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}
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export function hasProgram(this: IPlayer, programName: string): boolean {
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@@ -345,7 +314,7 @@ export function gainHackingExp(this: IPerson, exp: number): void {
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this.hacking_exp = 0;
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}
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this.hacking = calculateSkillF(this.hacking_exp, this.hacking_mult * BitNodeMultipliers.HackingLevelMultiplier);
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this.hacking = calculateSkillF(this.hacking_exp, this.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier);
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}
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export function gainStrengthExp(this: IPerson, exp: number): void {
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@@ -358,7 +327,7 @@ export function gainStrengthExp(this: IPerson, exp: number): void {
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this.strength_exp = 0;
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}
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this.strength = calculateSkillF(this.strength_exp, this.strength_mult * BitNodeMultipliers.StrengthLevelMultiplier);
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this.strength = calculateSkillF(this.strength_exp, this.mults.strength * BitNodeMultipliers.StrengthLevelMultiplier);
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}
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export function gainDefenseExp(this: IPerson, exp: number): void {
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@@ -371,7 +340,7 @@ export function gainDefenseExp(this: IPerson, exp: number): void {
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this.defense_exp = 0;
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}
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this.defense = calculateSkillF(this.defense_exp, this.defense_mult * BitNodeMultipliers.DefenseLevelMultiplier);
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this.defense = calculateSkillF(this.defense_exp, this.mults.defense * BitNodeMultipliers.DefenseLevelMultiplier);
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const ratio = this.hp / this.max_hp;
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this.max_hp = Math.floor(10 + this.defense / 10);
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this.hp = Math.round(this.max_hp * ratio);
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@@ -389,7 +358,7 @@ export function gainDexterityExp(this: IPerson, exp: number): void {
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this.dexterity = calculateSkillF(
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this.dexterity_exp,
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this.dexterity_mult * BitNodeMultipliers.DexterityLevelMultiplier,
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this.mults.dexterity * BitNodeMultipliers.DexterityLevelMultiplier,
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);
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}
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@@ -403,7 +372,7 @@ export function gainAgilityExp(this: IPerson, exp: number): void {
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this.agility_exp = 0;
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}
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this.agility = calculateSkillF(this.agility_exp, this.agility_mult * BitNodeMultipliers.AgilityLevelMultiplier);
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this.agility = calculateSkillF(this.agility_exp, this.mults.agility * BitNodeMultipliers.AgilityLevelMultiplier);
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}
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export function gainCharismaExp(this: IPerson, exp: number): void {
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@@ -416,7 +385,7 @@ export function gainCharismaExp(this: IPerson, exp: number): void {
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this.charisma_exp = 0;
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}
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this.charisma = calculateSkillF(this.charisma_exp, this.charisma_mult * BitNodeMultipliers.CharismaLevelMultiplier);
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this.charisma = calculateSkillF(this.charisma_exp, this.mults.charisma * BitNodeMultipliers.CharismaLevelMultiplier);
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}
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export function gainIntelligenceExp(this: IPerson, exp: number): void {
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@@ -431,12 +400,12 @@ export function gainIntelligenceExp(this: IPerson, exp: number): void {
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}
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export function gainStats(this: IPerson, retValue: ITaskTracker): void {
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this.gainHackingExp(retValue.hack * this.hacking_exp_mult);
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this.gainStrengthExp(retValue.str * this.strength_exp_mult);
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this.gainDefenseExp(retValue.def * this.defense_exp_mult);
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this.gainDexterityExp(retValue.dex * this.dexterity_exp_mult);
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this.gainAgilityExp(retValue.agi * this.agility_exp_mult);
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this.gainCharismaExp(retValue.cha * this.charisma_exp_mult);
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this.gainHackingExp(retValue.hack * this.mults.hacking_exp);
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this.gainStrengthExp(retValue.str * this.mults.strength_exp);
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this.gainDefenseExp(retValue.def * this.mults.defense_exp);
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this.gainDexterityExp(retValue.dex * this.mults.dexterity_exp);
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this.gainAgilityExp(retValue.agi * this.mults.agility_exp);
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this.gainCharismaExp(retValue.cha * this.mults.charisma_exp);
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this.gainIntelligenceExp(retValue.int);
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}
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