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https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-25 10:42:51 +02:00
added ns functions
* refactored out logic to be reused by api
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@@ -0,0 +1,75 @@
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import { INetscriptHelper } from "./INetscriptHelper";
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import { IPlayer } from "../PersonObjects/IPlayer";
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import { WorkerScript } from "../Netscript/WorkerScript";
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import { getRamCost } from "../Netscript/RamCostGenerator";
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import {
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Infiltration as IInfiltration,
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InfiltrationLocation,
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InfiltrationReward,
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} from "../ScriptEditor/NetscriptDefinitions";
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import { Location } from "../Locations/Location";
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import { Locations } from "../Locations/Locations";
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import { calculateDifficulty, calculateReward } from "../Infiltration/formulas/game";
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import {
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calculateInfiltratorsRepReward,
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calculateSellInformationCashReward,
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calculateTradeInformationRepReward,
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} from "../Infiltration/formulas/victory";
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export function NetscriptInfiltration(
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player: IPlayer,
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workerScript: WorkerScript,
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helper: INetscriptHelper,
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): IInfiltration {
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const getLocationsWithInfiltrations = Object.values(Locations).filter(
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(location: Location) => location.infiltrationData,
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);
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const calculateInfiltrationData = (location: Location | undefined): InfiltrationLocation => {
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if (location === undefined)
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throw helper.makeRuntimeErrorMsg(
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`infiltration.calculateReward`,
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"The provided location does not exist or does not provide infiltrations",
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);
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if (location.infiltrationData === undefined)
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throw helper.makeRuntimeErrorMsg(
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`infiltration.calculateReward`,
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"The provided location does not exist or does not provide infiltrations",
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);
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const startingSecurityLevel = location.infiltrationData.startingSecurityLevel;
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const difficulty = calculateDifficulty(player, startingSecurityLevel);
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const reward = calculateReward(player, startingSecurityLevel);
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const maxLevel = location.infiltrationData.maxClearanceLevel;
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return {
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location: location,
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reward: {
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tradeRep: calculateTradeInformationRepReward(player, reward, maxLevel, difficulty),
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sellCash: calculateSellInformationCashReward(player, reward, maxLevel, difficulty),
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infiltratorRep: calculateInfiltratorsRepReward(player, difficulty),
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},
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difficulty: difficulty,
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};
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};
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return {
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calculateDifficulty: function (locationName: string): number {
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const location = getLocationsWithInfiltrations.find((infilLocation) => infilLocation.name === locationName);
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helper.updateDynamicRam("calculateDifficulty", getRamCost(player, "infiltration", "calculateDifficulty"));
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return calculateInfiltrationData(location).difficulty;
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},
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calculateRewards: function (locationName: string): InfiltrationReward {
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const location = getLocationsWithInfiltrations.find((infilLocation) => infilLocation.name === locationName);
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helper.updateDynamicRam("calculateReward", getRamCost(player, "infiltration", "calculateReward"));
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return calculateInfiltrationData(location).reward;
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},
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getLocations: function (): Location[] {
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helper.updateDynamicRam("getLocations", getRamCost(player, "infiltration", "getLocations"));
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return getLocationsWithInfiltrations;
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},
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getInfiltrations: function (): InfiltrationLocation[] {
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helper.updateDynamicRam("getInfiltrations", getRamCost(player, "infiltration", "getInfiltrations"));
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return getLocationsWithInfiltrations.map(calculateInfiltrationData);
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},
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};
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}
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