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https://github.com/bitburner-official/bitburner-src.git
synced 2026-05-16 04:20:08 +02:00
NETSCRIPT: ns.sleeve.getSleeve added. getPlayer and getSleeve can both be used for formulas. (#200)
* BREAKING CHANGE: Removed getSleeveStats and getSleeveInformation because this info is provided by getSleeve in a more usable form. * BREAKING CHANGE: Removed tor, inBladeburner, and hasCorporation fields from ns.getPlayer. Functionality still exists via added functions ns.hasTorRouter, ns.corporation.hasCorporation, and ns.bladeburner.inBladeburner. * Separated ns definitions for Person, Sleeve, and Player interfaces with both Player and Sleeve just extending Person. Added getSleeve, which provides a Sleeve object similar to getPlayer. * Renamed the sleeve ns layer's interface as sleeve lowercase because of name conflict. todo: May move all the ns layers interface names to lowercase for consistency * Added ns.formulas.work.crimeSuccessChance and reworked to allow both sleeve and player calculations. * Removed internal Person.getIntelligenceBonus function which was just a wrapper for calculateIntelligenceBonus. Any use of the former in formulas creates a conflict where ns-provided Person objects throw an error. * Renamed helpers.player to helpers.person for netscript person validation. Reduced number of fields validated due to Person being a smaller interface. * Fixed bug in bladeburner where Player multipliers and int were being used no matter which person was performing the task * Fixed leak of Player.jobs at ns.getPlayer * Person / Player / Sleeve classes now implement the netscript equivalent interfaces. Netscript helper for person no longer asserts that it's a real Person class member, only that it's a Person interface. Functions that use netscript persons have been changed to expect just a person interface to prevent needing this incorrect type assertion.
This commit is contained in:
@@ -1,6 +1,7 @@
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import { StaticAugmentations } from "../../Augmentation/StaticAugmentations";
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import { GraftableAugmentation } from "./GraftableAugmentation";
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import { Player } from "@player";
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import { calculateIntelligenceBonus } from "../formulas/intelligence";
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export const getGraftingAvailableAugs = (): string[] => {
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const augs: string[] = [];
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@@ -14,7 +15,7 @@ export const getGraftingAvailableAugs = (): string[] => {
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};
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export const graftingIntBonus = (): number => {
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return 1 + (Player.getIntelligenceBonus(3) - 1) / 3;
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return 1 + (calculateIntelligenceBonus(Player.skills.intelligence, 3) - 1) / 3;
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};
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export const calculateGraftingTimeWithBonus = (aug: GraftableAugmentation): number => {
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@@ -2,14 +2,14 @@ import * as personMethods from "./PersonMethods";
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import { PlayerOwnedAugmentation } from "../Augmentation/PlayerOwnedAugmentation";
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import { CityName } from "../Locations/data/CityNames";
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import { calculateSkill } from "./formulas/skill";
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import { calculateIntelligenceBonus } from "./formulas/intelligence";
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import { defaultMultipliers } from "./Multipliers";
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import { Skills } from "./Skills";
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import { HP } from "./HP";
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import { Person as IPerson } from "../ScriptEditor/NetscriptDefinitions";
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import { IReviverValue } from "../utils/JSONReviver";
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// Base class representing a person-like object
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export abstract class Person {
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export abstract class Person implements IPerson {
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hp: HP = { current: 10, max: 10 };
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skills: Skills = {
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hacking: 1,
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@@ -58,10 +58,6 @@ export abstract class Person {
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this.mults = defaultMultipliers();
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}
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getIntelligenceBonus(weight: number): number {
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return calculateIntelligenceBonus(this.skills.intelligence, weight);
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}
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abstract takeDamage(amt: number): boolean;
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abstract whoAmI(): string;
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abstract toJSON(): IReviverValue;
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@@ -26,8 +26,9 @@ import { getRandomInt } from "../../utils/helpers/getRandomInt";
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import { CONSTANTS } from "../../Constants";
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import { Work } from "src/Work/Work";
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import { Person } from "../Person";
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import { Player as IPlayer } from "../../ScriptEditor/NetscriptDefinitions";
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export class PlayerObject extends Person {
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export class PlayerObject extends Person implements IPlayer {
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// Player-specific properties
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bitNodeN = 1; //current bitnode
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corporation: Corporation | null = null;
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@@ -102,11 +103,9 @@ export class PlayerObject extends Person {
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getUpgradeHomeRamCost = serverMethods.getUpgradeHomeRamCost;
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getUpgradeHomeCoresCost = serverMethods.getUpgradeHomeCoresCost;
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gotoLocation = generalMethods.gotoLocation;
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hasCorporation = corporationMethods.hasCorporation;
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hasGangWith = gangMethods.hasGangWith;
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hasTorRouter = serverMethods.hasTorRouter;
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hasProgram = generalMethods.hasProgram;
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inBladeburner = bladeburnerMethods.inBladeburner;
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inGang = gangMethods.inGang;
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isAwareOfGang = gangMethods.isAwareOfGang;
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isQualified = generalMethods.isQualified;
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@@ -5,10 +5,6 @@ export function canAccessBladeburner(this: PlayerObject): boolean {
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return this.bitNodeN === 6 || this.bitNodeN === 7 || this.sourceFileLvl(6) > 0 || this.sourceFileLvl(7) > 0;
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}
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export function inBladeburner(this: PlayerObject): boolean {
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return Boolean(this.bladeburner);
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}
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export function startBladeburner(this: PlayerObject): void {
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this.bladeburner = new Bladeburner();
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}
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@@ -9,10 +9,6 @@ export function canAccessCorporation(this: PlayerObject): boolean {
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return this.bitNodeN === 3 || this.sourceFileLvl(3) > 0;
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}
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export function hasCorporation(this: PlayerObject): boolean {
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return Boolean(this.corporation);
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}
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export function startCorporation(this: PlayerObject, corpName: string, additionalShares = 0): void {
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this.corporation = new Corporation({
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name: corpName,
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@@ -138,9 +138,10 @@ export function prestigeSourceFile(this: PlayerObject): void {
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}
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}
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// Gang
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this.gang = null;
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resetGangs();
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this.corporation = null;
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this.bladeburner = null;
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// Reset Stock market
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this.hasWseAccount = false;
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@@ -40,8 +40,9 @@ import { SleeveSupportWork } from "./Work/SleeveSupportWork";
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import { SleeveBladeburnerWork } from "./Work/SleeveBladeburnerWork";
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import { SleeveCrimeWork } from "./Work/SleeveCrimeWork";
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import * as sleeveMethods from "./SleeveMethods";
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import { Sleeve as ISleeve } from "../../ScriptEditor/NetscriptDefinitions";
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export class Sleeve extends Person {
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export class Sleeve extends Person implements ISleeve {
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currentWork: Work | null = null;
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/** Clone retains 'memory' synchronization (and maybe exp?) upon prestige/installing Augs */
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@@ -2,6 +2,7 @@ import { Player } from "@player";
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import { Generic_fromJSON, Generic_toJSON, IReviverValue, Reviver } from "../../../utils/JSONReviver";
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import { Sleeve } from "../Sleeve";
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import { Work, WorkType } from "./Work";
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import { calculateIntelligenceBonus } from "../../formulas/intelligence";
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export const isSleeveSynchroWork = (w: Work | null): w is SleeveSynchroWork =>
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w !== null && w.type === WorkType.SYNCHRO;
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@@ -12,7 +13,10 @@ export class SleeveSynchroWork extends Work {
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}
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process(sleeve: Sleeve, cycles: number): number {
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sleeve.sync = Math.min(100, sleeve.sync + Player.getIntelligenceBonus(0.5) * 0.0002 * cycles);
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sleeve.sync = Math.min(
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100,
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sleeve.sync + calculateIntelligenceBonus(Player.skills.intelligence, 0.5) * 0.0002 * cycles,
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);
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if (sleeve.sync >= 100) sleeve.stopWork();
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return 0;
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}
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@@ -2,6 +2,8 @@ import React from "react";
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import { Typography, Table, TableBody, TableCell, TableRow } from "@mui/material";
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import { CONSTANTS } from "../../../Constants";
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import { numeralWrapper } from "../../../ui/numeralFormat";
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import { Settings } from "../../../Settings/Settings";
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import { StatsRow } from "../../../ui/React/StatsRow";
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@@ -15,7 +17,8 @@ import { isSleeveClassWork } from "../Work/SleeveClassWork";
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import { isSleeveFactionWork } from "../Work/SleeveFactionWork";
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import { isSleeveCompanyWork } from "../Work/SleeveCompanyWork";
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import { isSleeveCrimeWork } from "../Work/SleeveCrimeWork";
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import { BitNodeMultipliers } from "../../../BitNode/BitNodeMultipliers";
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const CYCLES_PER_SEC = 1000 / CONSTANTS.MilliPerCycle;
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interface IProps {
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sleeve: Sleeve;
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@@ -99,37 +102,37 @@ export function EarningsElement(props: IProps): React.ReactElement {
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if (isSleeveCrimeWork(props.sleeve.currentWork)) {
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const gains = props.sleeve.currentWork.getExp(props.sleeve);
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data = [
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[`Money:`, <Money money={5 * gains.money} />],
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[`Hacking Exp:`, `${numeralWrapper.formatExp(5 * gains.hackExp)}`],
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[`Strength Exp:`, `${numeralWrapper.formatExp(5 * gains.strExp)}`],
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[`Defense Exp:`, `${numeralWrapper.formatExp(5 * gains.defExp)}`],
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[`Dexterity Exp:`, `${numeralWrapper.formatExp(5 * gains.dexExp)}`],
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[`Agility Exp:`, `${numeralWrapper.formatExp(5 * gains.agiExp)}`],
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[`Charisma Exp:`, `${numeralWrapper.formatExp(5 * gains.chaExp)}`],
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[`Money:`, <Money money={gains.money} />],
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[`Hacking Exp:`, `${numeralWrapper.formatExp(gains.hackExp)}`],
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[`Strength Exp:`, `${numeralWrapper.formatExp(gains.strExp)}`],
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[`Defense Exp:`, `${numeralWrapper.formatExp(gains.defExp)}`],
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[`Dexterity Exp:`, `${numeralWrapper.formatExp(gains.dexExp)}`],
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[`Agility Exp:`, `${numeralWrapper.formatExp(gains.agiExp)}`],
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[`Charisma Exp:`, `${numeralWrapper.formatExp(gains.chaExp)}`],
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];
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}
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if (isSleeveClassWork(props.sleeve.currentWork)) {
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const rates = props.sleeve.currentWork.calculateRates(props.sleeve);
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data = [
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[`Money:`, <MoneyRate money={5 * rates.money} />],
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[`Hacking Exp:`, `${numeralWrapper.formatExp(5 * rates.hackExp)} / sec`],
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[`Strength Exp:`, `${numeralWrapper.formatExp(5 * rates.strExp)} / sec`],
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[`Defense Exp:`, `${numeralWrapper.formatExp(5 * rates.defExp)} / sec`],
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[`Dexterity Exp:`, `${numeralWrapper.formatExp(5 * rates.dexExp)} / sec`],
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[`Agility Exp:`, `${numeralWrapper.formatExp(5 * rates.agiExp)} / sec`],
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[`Charisma Exp:`, `${numeralWrapper.formatExp(5 * rates.chaExp)} / sec`],
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[`Money:`, <MoneyRate money={CYCLES_PER_SEC * rates.money} />],
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[`Hacking Exp:`, `${numeralWrapper.formatExp(CYCLES_PER_SEC * rates.hackExp)} / sec`],
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[`Strength Exp:`, `${numeralWrapper.formatExp(CYCLES_PER_SEC * rates.strExp)} / sec`],
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[`Defense Exp:`, `${numeralWrapper.formatExp(CYCLES_PER_SEC * rates.defExp)} / sec`],
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[`Dexterity Exp:`, `${numeralWrapper.formatExp(CYCLES_PER_SEC * rates.dexExp)} / sec`],
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[`Agility Exp:`, `${numeralWrapper.formatExp(CYCLES_PER_SEC * rates.agiExp)} / sec`],
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[`Charisma Exp:`, `${numeralWrapper.formatExp(CYCLES_PER_SEC * rates.chaExp)} / sec`],
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];
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}
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if (isSleeveFactionWork(props.sleeve.currentWork)) {
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const rates = props.sleeve.currentWork.getExpRates(props.sleeve);
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const repGain = props.sleeve.currentWork.getReputationRate(props.sleeve);
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data = [
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[`Hacking Exp:`, `${numeralWrapper.formatExp(5 * rates.hackExp)} / sec`],
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[`Strength Exp:`, `${numeralWrapper.formatExp(5 * rates.strExp)} / sec`],
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[`Defense Exp:`, `${numeralWrapper.formatExp(5 * rates.defExp)} / sec`],
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[`Dexterity Exp:`, `${numeralWrapper.formatExp(5 * rates.dexExp)} / sec`],
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[`Agility Exp:`, `${numeralWrapper.formatExp(5 * rates.agiExp)} / sec`],
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[`Charisma Exp:`, `${numeralWrapper.formatExp(5 * rates.chaExp)} / sec`],
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[`Hacking Exp:`, `${numeralWrapper.formatExp(CYCLES_PER_SEC * rates.hackExp)} / sec`],
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[`Strength Exp:`, `${numeralWrapper.formatExp(CYCLES_PER_SEC * rates.strExp)} / sec`],
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[`Defense Exp:`, `${numeralWrapper.formatExp(CYCLES_PER_SEC * rates.defExp)} / sec`],
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[`Dexterity Exp:`, `${numeralWrapper.formatExp(CYCLES_PER_SEC * rates.dexExp)} / sec`],
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[`Agility Exp:`, `${numeralWrapper.formatExp(CYCLES_PER_SEC * rates.agiExp)} / sec`],
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[`Charisma Exp:`, `${numeralWrapper.formatExp(CYCLES_PER_SEC * rates.chaExp)} / sec`],
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[`Reputation:`, <ReputationRate reputation={repGain} />],
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];
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}
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@@ -137,14 +140,14 @@ export function EarningsElement(props: IProps): React.ReactElement {
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if (isSleeveCompanyWork(props.sleeve.currentWork)) {
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const rates = props.sleeve.currentWork.getGainRates(props.sleeve);
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data = [
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[`Money:`, <MoneyRate money={5 * rates.money * BitNodeMultipliers.CompanyWorkMoney} />],
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[`Hacking Exp:`, `${numeralWrapper.formatExp(5 * rates.hackExp)} / sec`],
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[`Strength Exp:`, `${numeralWrapper.formatExp(5 * rates.strExp)} / sec`],
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[`Defense Exp:`, `${numeralWrapper.formatExp(5 * rates.defExp)} / sec`],
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[`Dexterity Exp:`, `${numeralWrapper.formatExp(5 * rates.dexExp)} / sec`],
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[`Agility Exp:`, `${numeralWrapper.formatExp(5 * rates.agiExp)} / sec`],
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[`Charisma Exp:`, `${numeralWrapper.formatExp(5 * rates.chaExp)} / sec`],
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[`Reputation:`, <ReputationRate reputation={5 * rates.reputation} />],
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[`Money:`, <MoneyRate money={CYCLES_PER_SEC * rates.money} />],
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[`Hacking Exp:`, `${numeralWrapper.formatExp(CYCLES_PER_SEC * rates.hackExp)} / sec`],
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[`Strength Exp:`, `${numeralWrapper.formatExp(CYCLES_PER_SEC * rates.strExp)} / sec`],
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[`Defense Exp:`, `${numeralWrapper.formatExp(CYCLES_PER_SEC * rates.defExp)} / sec`],
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[`Dexterity Exp:`, `${numeralWrapper.formatExp(CYCLES_PER_SEC * rates.dexExp)} / sec`],
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[`Agility Exp:`, `${numeralWrapper.formatExp(CYCLES_PER_SEC * rates.agiExp)} / sec`],
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[`Charisma Exp:`, `${numeralWrapper.formatExp(CYCLES_PER_SEC * rates.chaExp)} / sec`],
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[`Reputation:`, <ReputationRate reputation={CYCLES_PER_SEC * rates.reputation} />],
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];
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}
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@@ -246,7 +246,7 @@ const canDo: {
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"Take University Course": (sleeve: Sleeve) =>
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[CityName.Aevum, CityName.Sector12, CityName.Volhaven].includes(sleeve.city),
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"Workout at Gym": (sleeve: Sleeve) => [CityName.Aevum, CityName.Sector12, CityName.Volhaven].includes(sleeve.city),
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"Perform Bladeburner Actions": () => Player.inBladeburner(),
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"Perform Bladeburner Actions": () => !!Player.bladeburner,
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"Shock Recovery": (sleeve: Sleeve) => sleeve.shock < 100,
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Synchronize: (sleeve: Sleeve) => sleeve.sync < 100,
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};
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@@ -1,7 +1,7 @@
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import { CONSTANTS } from "../../Constants";
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import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
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import { CalculateShareMult } from "../../NetworkShare/Share";
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import { Person } from "../Person";
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import { Person as IPerson } from "../../ScriptEditor/NetscriptDefinitions";
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import { calculateIntelligenceBonus } from "./intelligence";
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function mult(favor: number): number {
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@@ -12,7 +12,7 @@ function mult(favor: number): number {
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return favorMult * BitNodeMultipliers.FactionWorkRepGain;
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}
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export function getHackingWorkRepGain(p: Person, favor: number): number {
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export function getHackingWorkRepGain(p: IPerson, favor: number): number {
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return (
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((p.skills.hacking + p.skills.intelligence / 3) / CONSTANTS.MaxSkillLevel) *
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p.mults.faction_rep *
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@@ -22,7 +22,7 @@ export function getHackingWorkRepGain(p: Person, favor: number): number {
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);
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}
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export function getFactionSecurityWorkRepGain(p: Person, favor: number): number {
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export function getFactionSecurityWorkRepGain(p: IPerson, favor: number): number {
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const t =
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(0.9 *
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(p.skills.strength +
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@@ -35,7 +35,7 @@ export function getFactionSecurityWorkRepGain(p: Person, favor: number): number
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return t * p.mults.faction_rep * mult(favor) * calculateIntelligenceBonus(p.skills.intelligence, 1);
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}
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export function getFactionFieldWorkRepGain(p: Person, favor: number): number {
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export function getFactionFieldWorkRepGain(p: IPerson, favor: number): number {
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const t =
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(0.9 *
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(p.skills.strength +
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