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https://github.com/bitburner-official/bitburner-src.git
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prettify, sorry for the big ass commit
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@@ -1,60 +1,74 @@
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const CyclesPerMarketCycle = 50;
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const AllCorporationStates = ["START", "PURCHASE", "PRODUCTION", "SALE", "EXPORT"];
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const AllCorporationStates = [
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"START",
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"PURCHASE",
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"PRODUCTION",
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"SALE",
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"EXPORT",
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];
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export const CorporationConstants: {
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INITIALSHARES: number;
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SHARESPERPRICEUPDATE: number;
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IssueNewSharesCooldown: number;
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SellSharesCooldown: number;
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CyclesPerMarketCycle: number;
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CyclesPerIndustryStateCycle: number;
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SecsPerMarketCycle: number;
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Cities: string[];
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WarehouseInitialCost: number;
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WarehouseInitialSize: number;
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WarehouseUpgradeBaseCost: number;
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OfficeInitialCost: number;
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OfficeInitialSize: number;
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OfficeUpgradeBaseCost: number;
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BribeThreshold: number;
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BribeToRepRatio: number;
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ProductProductionCostRatio: number;
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DividendMaxPercentage: number;
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EmployeeSalaryMultiplier: number;
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CyclesPerEmployeeRaise: number;
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EmployeeRaiseAmount: number;
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BaseMaxProducts: number;
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AllCorporationStates: string[];
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INITIALSHARES: number;
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SHARESPERPRICEUPDATE: number;
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IssueNewSharesCooldown: number;
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SellSharesCooldown: number;
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CyclesPerMarketCycle: number;
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CyclesPerIndustryStateCycle: number;
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SecsPerMarketCycle: number;
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Cities: string[];
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WarehouseInitialCost: number;
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WarehouseInitialSize: number;
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WarehouseUpgradeBaseCost: number;
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OfficeInitialCost: number;
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OfficeInitialSize: number;
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OfficeUpgradeBaseCost: number;
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BribeThreshold: number;
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BribeToRepRatio: number;
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ProductProductionCostRatio: number;
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DividendMaxPercentage: number;
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EmployeeSalaryMultiplier: number;
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CyclesPerEmployeeRaise: number;
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EmployeeRaiseAmount: number;
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BaseMaxProducts: number;
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AllCorporationStates: string[];
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} = {
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INITIALSHARES: 1e9, //Total number of shares you have at your company
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SHARESPERPRICEUPDATE: 1e6, //When selling large number of shares, price is dynamically updated for every batch of this amount
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IssueNewSharesCooldown: 216e3, // 12 Hour in terms of game cycles
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SellSharesCooldown: 18e3, // 1 Hour in terms of game cycles
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INITIALSHARES: 1e9, //Total number of shares you have at your company
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SHARESPERPRICEUPDATE: 1e6, //When selling large number of shares, price is dynamically updated for every batch of this amount
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IssueNewSharesCooldown: 216e3, // 12 Hour in terms of game cycles
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SellSharesCooldown: 18e3, // 1 Hour in terms of game cycles
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CyclesPerMarketCycle: CyclesPerMarketCycle,
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CyclesPerIndustryStateCycle: CyclesPerMarketCycle / AllCorporationStates.length,
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SecsPerMarketCycle: CyclesPerMarketCycle / 5,
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CyclesPerMarketCycle: CyclesPerMarketCycle,
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CyclesPerIndustryStateCycle:
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CyclesPerMarketCycle / AllCorporationStates.length,
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SecsPerMarketCycle: CyclesPerMarketCycle / 5,
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Cities: ["Aevum", "Chongqing", "Sector-12", "New Tokyo", "Ishima", "Volhaven"],
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Cities: [
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"Aevum",
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"Chongqing",
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"Sector-12",
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"New Tokyo",
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"Ishima",
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"Volhaven",
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],
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WarehouseInitialCost: 5e9, //Initial purchase cost of warehouse
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WarehouseInitialSize: 100,
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WarehouseUpgradeBaseCost: 1e9,
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WarehouseInitialCost: 5e9, //Initial purchase cost of warehouse
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WarehouseInitialSize: 100,
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WarehouseUpgradeBaseCost: 1e9,
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OfficeInitialCost: 4e9,
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OfficeInitialSize: 3,
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OfficeUpgradeBaseCost: 1e9,
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OfficeInitialCost: 4e9,
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OfficeInitialSize: 3,
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OfficeUpgradeBaseCost: 1e9,
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BribeThreshold: 100e12, //Money needed to be able to bribe for faction rep
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BribeToRepRatio: 1e9, //Bribe Value divided by this = rep gain
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BribeThreshold: 100e12, //Money needed to be able to bribe for faction rep
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BribeToRepRatio: 1e9, //Bribe Value divided by this = rep gain
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ProductProductionCostRatio: 5, //Ratio of material cost of a product to its production cost
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ProductProductionCostRatio: 5, //Ratio of material cost of a product to its production cost
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DividendMaxPercentage: .5,
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DividendMaxPercentage: 0.5,
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EmployeeSalaryMultiplier: 3, // Employee stats multiplied by this to determine initial salary
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CyclesPerEmployeeRaise: 400, // All employees get a raise every X market cycles
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EmployeeRaiseAmount: 50, // Employee salary increases by this (additive)
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EmployeeSalaryMultiplier: 3, // Employee stats multiplied by this to determine initial salary
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CyclesPerEmployeeRaise: 400, // All employees get a raise every X market cycles
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EmployeeRaiseAmount: 50, // Employee salary increases by this (additive)
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BaseMaxProducts: 3, // Initial value for maximum number of products allowed
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AllCorporationStates: AllCorporationStates,
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};
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BaseMaxProducts: 3, // Initial value for maximum number of products allowed
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AllCorporationStates: AllCorporationStates,
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};
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