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MISC: A bunch of enums stuff. (#212)
* Some game enums moved to utils/enums. Others can eventually be moved there as well. * findEnumMember function for performing fuzzy matching of player input with enum members, without needing separate fuzzy functions for every enum. * Also used findEnumMember for safely loading save games (allows case changes in enum values) * Changed capitalization on some enums. * BREAKING: removed classGains work formulas function * Split ClassType enum into UniversityClassType and GymType. * Added universityGains and gymGains work formulas functions * Provided the new split enums to the player on ns.enums.
This commit is contained in:
73
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
73
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
@@ -211,8 +211,6 @@ export interface CrimeStats {
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kills: number;
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/** How much money is given */
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money: number;
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/** Name of crime */
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name: string;
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/** Milliseconds it takes to attempt the crime */
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time: number;
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/** Description of the crime activity */
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@@ -3817,8 +3815,14 @@ interface WorkFormulas {
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crimeSuccessChance(person: Person, crimeType: CrimeType | `${CrimeType}`): number;
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/** @returns The WorkStats gained when completing one instance of the specified crime. */
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crimeGains(person: Person, crimeType: CrimeType | `${CrimeType}`): WorkStats;
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/** @returns The WorkStats applied every game cycle (200ms) by taking the specified class. */
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classGains(person: Person, classType: ClassType | `${ClassType}`, locationName: string): WorkStats;
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/** @returns The WorkStats applied every game cycle (200ms) by taking the specified gym class. */
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gymGains(person: Person, gymType: GymType | `${GymType}`, locationName: string): WorkStats;
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/** @returns The WorkStats applied every game cycle (200ms) by taking the specified university class. */
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universityGains(
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person: Person,
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classType: UniversityClassType | `${UniversityClassType}`,
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locationName: string,
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): WorkStats;
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/** @returns The WorkStats applied every game cycle (200ms) by performing the specified faction work. */
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factionGains(person: Person, workType: FactionWorkType | `${FactionWorkType}`, favor: number): WorkStats;
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/** @returns The WorkStats applied every game cycle (200ms) by performing the specified company work. */
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@@ -6815,42 +6819,46 @@ declare enum ToastVariant {
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/** @public */
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declare enum CrimeType {
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SHOPLIFT = "SHOPLIFT",
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ROB_STORE = "ROBSTORE",
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MUG = "MUG",
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LARCENY = "LARCENY",
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DRUGS = "DRUGS",
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BOND_FORGERY = "BONDFORGERY",
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TRAFFIC_ARMS = "TRAFFICKARMS",
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HOMICIDE = "HOMICIDE",
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GRAND_THEFT_AUTO = "GRANDTHEFTAUTO",
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KIDNAP = "KIDNAP",
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ASSASSINATION = "ASSASSINATION",
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HEIST = "HEIST",
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shoplift = "Shoplift",
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robStore = "Rob Store",
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mug = "Mug",
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larceny = "Larceny",
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dealDrugs = "Deal Drugs",
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bondForgery = "Bond Forgery",
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traffickArms = "Traffick Arms",
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homicide = "Homicide",
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grandTheftAuto = "Grand Theft Auto",
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kidnap = "Kidnap",
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assassination = "Assassination",
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heist = "Heist",
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}
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/** @public */
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declare enum FactionWorkType {
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HACKING = "HACKING",
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FIELD = "FIELD",
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SECURITY = "SECURITY",
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hacking = "hacking",
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field = "field",
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security = "security",
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}
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// TODO: split ClassType enum into separate enums for gym and uni so they can actually be used for player input.
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/** @public */
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declare enum ClassType {
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StudyComputerScience = "STUDYCOMPUTERSCIENCE",
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DataStructures = "DATASTRUCTURES",
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Networks = "NETWORKS",
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Algorithms = "ALGORITHMS",
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Management = "MANAGEMENT",
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Leadership = "LEADERSHIP",
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GymStrength = "GYMSTRENGTH",
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GymDefense = "GYMDEFENSE",
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GymDexterity = "GYMDEXTERITY",
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GymAgility = "GYMAGILITY",
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declare enum UniversityClassType {
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computerScience = "Computer Science",
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dataStructures = "Data Structures",
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networks = "Networks",
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algorithms = "Algorithms",
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management = "Management",
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leadership = "Leadership",
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}
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/** @public */
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declare enum GymType {
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strength = "str",
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defense = "def",
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dexterity = "dex",
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agility = "agi",
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}
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/** @public */
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declare enum CompanyPosNames {
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sw0 = "Software Engineering Intern",
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sw1 = "Junior Software Engineer",
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@@ -6927,7 +6935,8 @@ export type NSEnums = {
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toast: typeof ToastVariant;
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CrimeType: typeof CrimeType;
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FactionWorkType: typeof FactionWorkType;
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ClassType: typeof ClassType;
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GymType: typeof GymType;
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UniversityClassType: typeof UniversityClassType;
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CompanyPosNames: typeof CompanyPosNames;
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};
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