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Refactored Augmentation implementation to Typescript, and to have the multiplier information in the actrual Augmentation object
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// Class definition for a single Augmentation object
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import { CONSTANTS } from "../Constants";
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import { IMap } from "../types";
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import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
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import { Faction } from "../Faction/Faction";
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import { Factions } from "../Faction/Factions";
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import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
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interface IConstructorParams {
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info: string;
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moneyCost: number;
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name: string;
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prereqs?: string[];
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repCost: number;
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hacking_mult?: number;
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strength_mult?: number;
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defense_mult?: number;
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dexterity_mult?: number;
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agility_mult?: number;
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charisma_mult?: number;
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hacking_exp_mult?: number;
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strength_exp_mult?: number;
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defense_exp_mult?: number;
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dexterity_exp_mult?: number;
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agility_exp_mult?: number;
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charisma_exp_mult?: number;
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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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company_rep_mult?: number;
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faction_rep_mult?: number;
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crime_money_mult?: number;
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crime_success_mult?: number;
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work_money_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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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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}
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export class Augmentation {
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// Initiatizes a Augmentation object from a JSON save state.
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static fromJSON(value: any): Augmentation {
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return Generic_fromJSON(Augmentation, value.data);
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}
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// How much money this costs to buy
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baseCost: number = 0;
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// How much faction reputation is required to unlock this
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baseRepRequirement: number = 0;
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// Description of what this Aug is and what it does
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info: string = "";
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// Augmentation level - for repeatable Augs like NeuroFlux Governor
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level: number = 0;
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// Name of Augmentation
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name: string = "";
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// Whether the player owns this Augmentation
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owned: boolean = false;
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// Array of names of all prerequisites
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prereqs: string[] = [];
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// Multipliers given by this Augmentation. Must match the property name in
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// The Player/Person classes
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mults: IMap<number> = {}
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constructor(params: IConstructorParams={ info: "", moneyCost: 0, name: "", repCost: 0 }) {
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this.name = params.name;
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this.info = params.info;
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this.prereqs = params.prereqs ? params.prereqs : [];
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this.baseRepRequirement = params.repCost * CONSTANTS.AugmentationRepMultiplier * BitNodeMultipliers.AugmentationRepCost;
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this.baseCost = params.moneyCost * CONSTANTS.AugmentationCostMultiplier * BitNodeMultipliers.AugmentationMoneyCost;
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this.level = 0;
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// Set multipliers
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if (params.hacking_mult) { this.mults.hacking_mult = params.hacking_mult; }
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if (params.strength_mult) { this.mults.strength_mult = params.strength_mult; }
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if (params.defense_mult) { this.mults.defense_mult = params.defense_mult; }
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if (params.dexterity_mult) { this.mults.dexterity_mult = params.dexterity_mult; }
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if (params.agility_mult) { this.mults.agility_mult = params.agility_mult; }
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if (params.charisma_mult) { this.mults.charisma_mult = params.charisma_mult; }
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if (params.hacking_exp_mult) { this.mults.hacking_exp_mult = params.hacking_exp_mult; }
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if (params.strength_exp_mult) { this.mults.strength_exp_mult = params.strength_exp_mult; }
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if (params.defense_exp_mult) { this.mults.defense_exp_mult = params.defense_exp_mult; }
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if (params.dexterity_exp_mult) { this.mults.dexterity_exp_mult = params.dexterity_exp_mult; }
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if (params.agility_exp_mult) { this.mults.agility_exp_mult = params.agility_exp_mult; }
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if (params.charisma_exp_mult) { this.mults.charisma_exp_mult = params.charisma_exp_mult; }
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if (params.hacking_chance_mult) { this.mults.hacking_chance_mult = params.hacking_chance_mult; }
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if (params.hacking_speed_mult) { this.mults.hacking_speed_mult = params.hacking_speed_mult; }
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if (params.hacking_money_mult) { this.mults.hacking_money_mult = params.hacking_money_mult; }
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if (params.hacking_grow_mult) { this.mults.hacking_grow_mult = params.hacking_grow_mult; }
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if (params.company_rep_mult) { this.mults.company_rep_mult = params.company_rep_mult; }
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if (params.faction_rep_mult) { this.mults.faction_rep_mult = params.faction_rep_mult; }
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if (params.crime_money_mult) { this.mults.crime_money_mult = params.crime_money_mult; }
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if (params.crime_success_mult) { this.mults.crime_success_mult = params.crime_success_mult; }
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if (params.work_money_mult) { this.mults.work_money_mult = params.work_money_mult; }
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if (params.hacknet_node_money_mult) { this.mults.hacknet_node_money_mult = params.hacknet_node_money_mult; }
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if (params.hacknet_node_purchase_cost_mult) { this.mults.hacknet_node_purchase_cost_mult = params.hacknet_node_purchase_cost_mult; }
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if (params.hacknet_node_ram_cost_mult) { this.mults.hacknet_node_ram_cost_mult = params.hacknet_node_ram_cost_mult; }
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if (params.hacknet_node_core_cost_mult) { this.mults.hacknet_node_core_cost_mult = params.hacknet_node_core_cost_mult; }
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if (params.hacknet_node_level_cost_mult) { this.mults.hacknet_node_level_cost_mult = params.hacknet_node_level_cost_mult; }
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if (params.bladeburner_max_stamina_mult) { this.mults.bladeburner_max_stamina_mult = params.bladeburner_max_stamina_mult; }
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if (params.bladeburner_stamina_gain_mult) { this.mults.bladeburner_stamina_gain_mult = params.bladeburner_stamina_gain_mult; }
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if (params.bladeburner_analysis_mult) { this.mults.bladeburner_analysis_mult = params.bladeburner_analysis_mult; }
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if (params.bladeburner_success_chance_mult) { this.mults.bladeburner_success_chance_mult = params.bladeburner_success_chance_mult; }
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}
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// Adds this Augmentation to the specified Factions
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addToFactions(factionList: string[]): void {
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for (let i = 0; i < factionList.length; ++i) {
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const faction: Faction | null = Factions[factionList[i]];
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if (faction == null) {
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console.warn(`In Augmentation.addToFactions(), could not find faction with this name: ${factionList[i]}`);
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continue;
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}
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faction!.augmentations.push(this.name);
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}
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}
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// Adds this Augmentation to all Factions
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addToAllFactions(): void {
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for (const fac in Factions) {
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if (Factions.hasOwnProperty(fac)) {
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const facObj: Faction | null = Factions[fac];
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if (facObj == null) {
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console.warn(`Invalid Faction object in addToAllFactions(). Key value: ${fac}`);
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continue;
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}
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facObj!.augmentations.push(this.name);
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}
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}
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}
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// Serialize the current object to a JSON save state.
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toJSON(): any {
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return Generic_toJSON("Augmentation", this);
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}
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}
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Reviver.constructors.Augmentation = Augmentation;
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File diff suppressed because it is too large
Load Diff
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import { Augmentation } from "./Augmentation";
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import { IMap } from "../types";
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export let Augmentations: IMap<Augmentation> = {};
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@@ -0,0 +1,13 @@
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export class PlayerOwnedAugmentation {
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level: number = 1;
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name: string = "";
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constructor(name: string = "") {
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this.name = name;
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}
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}
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export interface IPlayerOwnedAugmentation {
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level: number;
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name: string;
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}
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@@ -0,0 +1,114 @@
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import { IMap } from "../../types";
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export let AugmentationNames: IMap<string> = {
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Targeting1: "Augmented Targeting I",
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Targeting2: "Augmented Targeting II",
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Targeting3: "Augmented Targeting III",
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SyntheticHeart: "Synthetic Heart",
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SynfibrilMuscle: "Synfibril Muscle",
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CombatRib1: "Combat Rib I",
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CombatRib2: "Combat Rib II",
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CombatRib3: "Combat Rib III",
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NanofiberWeave: "Nanofiber Weave",
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SubdermalArmor: "NEMEAN Subdermal Weave",
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WiredReflexes: "Wired Reflexes",
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GrapheneBoneLacings: "Graphene Bone Lacings",
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BionicSpine: "Bionic Spine",
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GrapheneBionicSpine: "Graphene Bionic Spine Upgrade",
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BionicLegs: "Bionic Legs",
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GrapheneBionicLegs: "Graphene Bionic Legs Upgrade",
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SpeechProcessor: "Speech Processor Implant",
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TITN41Injection: "TITN-41 Gene-Modification Injection",
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EnhancedSocialInteractionImplant: "Enhanced Social Interaction Implant",
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BitWire: "BitWire",
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ArtificialBioNeuralNetwork: "Artificial Bio-neural Network Implant",
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ArtificialSynapticPotentiation: "Artificial Synaptic Potentiation",
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EnhancedMyelinSheathing: "Enhanced Myelin Sheathing",
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SynapticEnhancement: "Synaptic Enhancement Implant",
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NeuralRetentionEnhancement: "Neural-Retention Enhancement",
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DataJack: "DataJack",
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ENM: "Embedded Netburner Module",
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ENMCore: "Embedded Netburner Module Core Implant",
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ENMCoreV2: "Embedded Netburner Module Core V2 Upgrade",
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ENMCoreV3: "Embedded Netburner Module Core V3 Upgrade",
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ENMAnalyzeEngine: "Embedded Netburner Module Analyze Engine",
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ENMDMA: "Embedded Netburner Module Direct Memory Access Upgrade",
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Neuralstimulator: "Neuralstimulator",
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NeuralAccelerator: "Neural Accelerator",
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CranialSignalProcessorsG1: "Cranial Signal Processors - Gen I",
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CranialSignalProcessorsG2: "Cranial Signal Processors - Gen II",
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CranialSignalProcessorsG3: "Cranial Signal Processors - Gen III",
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CranialSignalProcessorsG4: "Cranial Signal Processors - Gen IV",
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CranialSignalProcessorsG5: "Cranial Signal Processors - Gen V",
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NeuronalDensification: "Neuronal Densification",
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NuoptimalInjectorImplant: "Nuoptimal Nootropic Injector Implant",
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SpeechEnhancement: "Speech Enhancement",
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FocusWire: "FocusWire",
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PCDNI: "PC Direct-Neural Interface",
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PCDNIOptimizer: "PC Direct-Neural Interface Optimization Submodule",
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PCDNINeuralNetwork: "PC Direct-Neural Interface NeuroNet Injector",
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ADRPheromone1: "ADR-V1 Pheromone Gene",
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ADRPheromone2: "ADR-V2 Pheromone Gene",
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HacknetNodeCPUUpload: "Hacknet Node CPU Architecture Neural-Upload",
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HacknetNodeCacheUpload: "Hacknet Node Cache Architecture Neural-Upload",
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HacknetNodeNICUpload: "Hacknet Node NIC Architecture Neural-Upload",
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HacknetNodeKernelDNI: "Hacknet Node Kernel Direct-Neural Interface",
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HacknetNodeCoreDNI: "Hacknet Node Core Direct-Neural Interface",
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NeuroFluxGovernor: "NeuroFlux Governor",
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Neurotrainer1: "Neurotrainer I",
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Neurotrainer2: "Neurotrainer II",
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Neurotrainer3: "Neurotrainer III",
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Hypersight: "HyperSight Corneal Implant",
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LuminCloaking1: "LuminCloaking-V1 Skin Implant",
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LuminCloaking2: "LuminCloaking-V2 Skin Implant",
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HemoRecirculator: "HemoRecirculator",
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SmartSonar: "SmartSonar Implant",
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PowerRecirculator: "Power Recirculation Core",
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QLink: "QLink",
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TheRedPill: "The Red Pill",
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SPTN97: "SPTN-97 Gene Modification",
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HiveMind: "ECorp HVMind Implant",
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CordiARCReactor: "CordiARC Fusion Reactor",
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SmartJaw: "SmartJaw",
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Neotra: "Neotra",
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Xanipher: "Xanipher",
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nextSENS: "nextSENS Gene Modification",
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OmniTekInfoLoad: "OmniTek InfoLoad",
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PhotosyntheticCells: "Photosynthetic Cells",
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Neurolink: "BitRunners Neurolink",
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TheBlackHand: "The Black Hand",
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CRTX42AA: "CRTX42-AA Gene Modification",
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Neuregen: "Neuregen Gene Modification",
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CashRoot: "CashRoot Starter Kit",
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NutriGen: "NutriGen Implant",
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INFRARet: "INFRARET Enhancement",
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DermaForce: "DermaForce Particle Barrier",
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GrapheneBrachiBlades: "Graphene BranchiBlades Upgrade",
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GrapheneBionicArms: "Graphene Bionic Arms Upgrade",
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BrachiBlades: "BrachiBlades",
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BionicArms: "Bionic Arms",
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SNA: "Social Negotiation Assistant (S.N.A)",
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EsperEyewear: "EsperTech Bladeburner Eyewear",
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EMS4Recombination: "EMS-4 Recombination",
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OrionShoulder: "ORION-MKIV Shoulder",
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HyperionV1: "Hyperion Plasma Cannon V1",
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HyperionV2: "Hyperion Plasma Cannon V2",
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GolemSerum: "GOLEM Serum",
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VangelisVirus: "Vangelis Virus",
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VangelisVirus3: "Vangelis Virus 3.0",
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INTERLINKED: "I.N.T.E.R.L.I.N.K.E.D",
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BladeRunner: "Blade's Runners",
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BladeArmor: "BLADE-51b Tesla Armor",
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BladeArmorPowerCells: "BLADE-51b Tesla Armor: Power Cells Upgrade",
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BladeArmorEnergyShielding: "BLADE-51b Tesla Armor: Energy Shielding Upgrade",
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BladeArmorUnibeam: "BLADE-51b Tesla Armor: Unibeam Upgrade",
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BladeArmorOmnibeam: "BLADE-51b Tesla Armor: Omnibeam Upgrade",
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BladeArmorIPU: "BLADE-51b Tesla Armor: IPU Upgrade",
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BladesSimulacrum: "The Blade's Simulacrum",
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//Wasteland Augs
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//PepBoy: "P.E.P-Boy", Plasma Energy Projection System
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//PepBoyForceField Generates plasma force fields
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//PepBoyBlasts Generate high density plasma concussive blasts
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//PepBoyDataStorage STore more data on pep boy,
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}
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