See description

Reverted ToastVariant back to an enum internally. Still exposed to player as just possible strings.
Changed all 1-line documentation comments to actually be 1-line. Moved some because they were not providing documentation for the thing they were trying to.
This commit is contained in:
Snarling
2022-10-04 06:40:10 -04:00
parent 50f14b4f58
commit aa80cf6451
109 changed files with 400 additions and 1096 deletions
+54 -143
View File
@@ -6,129 +6,79 @@ import { defaultMultipliers } from "./BitNode";
* player toward the intended strategy. Unless they really want to play the long, slow game of waiting...
*/
export interface IBitNodeMultipliers {
/**
* Influences how quickly the player's agility level (not exp) scales
*/
/** Influences how quickly the player's agility level (not exp) scales */
AgilityLevelMultiplier: number;
/**
* Influences the base cost to purchase an augmentation.
*/
/** Influences the base cost to purchase an augmentation. */
AugmentationMoneyCost: number;
/**
* Influences the base rep the player must have with a faction to purchase an augmentation.
*/
/** Influences the base rep the player must have with a faction to purchase an augmentation. */
AugmentationRepCost: number;
/**
* Influences how quickly the player can gain rank within Bladeburner.
*/
/** Influences how quickly the player can gain rank within Bladeburner. */
BladeburnerRank: number;
/**
* Influences the cost of skill levels from Bladeburner.
*/
/** Influences the cost of skill levels from Bladeburner. */
BladeburnerSkillCost: number;
/**
* Influences how quickly the player's charisma level (not exp) scales
*/
/** Influences how quickly the player's charisma level (not exp) scales */
CharismaLevelMultiplier: number;
/**
* Influences the experience gained for each ability when a player completes a class.
*/
/** Influences the experience gained for each ability when a player completes a class. */
ClassGymExpGain: number;
/**
* Influences the amount of money gained from completing Coding Contracts
**/
/**Influences the amount of money gained from completing Coding Contracts. */
CodingContractMoney: number;
/**
* Influences the experience gained for each ability when the player completes working their job.
*/
/** Influences the experience gained for each ability when the player completes working their job. */
CompanyWorkExpGain: number;
/**
* Influences how much money the player earns when completing working their job.
*/
/** Influences how much money the player earns when completing working their job. */
CompanyWorkMoney: number;
/**
* Influences the valuation of corporations created by the player.
*/
/** Influences the valuation of corporations created by the player. */
CorporationValuation: number;
/**
* Influences the base experience gained for each ability when the player commits a crime.
*/
/** Influences the base experience gained for each ability when the player commits a crime. */
CrimeExpGain: number;
/**
* Influences the base money gained when the player commits a crime.
*/
/** Influences the base money gained when the player commits a crime. */
CrimeMoney: number;
/**
* Influences how many Augmentations you need in order to get invited to the Daedalus faction
*/
/** Influences how many Augmentations you need in order to get invited to the Daedalus faction */
DaedalusAugsRequirement: number;
/**
* Influences how quickly the player's defense level (not exp) scales
*/
/** Influences how quickly the player's defense level (not exp) scales */
DefenseLevelMultiplier: number;
/**
* Influences how quickly the player's dexterity level (not exp) scales
*/
/** Influences how quickly the player's dexterity level (not exp) scales */
DexterityLevelMultiplier: number;
/**
* Influences how much rep the player gains in each faction simply by being a member.
*/
/** Influences how much rep the player gains in each faction simply by being a member. */
FactionPassiveRepGain: number;
/**
* Influences the experience gained for each ability when the player completes work for a Faction.
*/
/** Influences the experience gained for each ability when the player completes work for a Faction. */
FactionWorkExpGain: number;
/**
* Influences how much rep the player gains when performing work for a faction.
*/
/** Influences how much rep the player gains when performing work for a faction. */
FactionWorkRepGain: number;
/**
* Influences how much it costs to unlock the stock market's 4S Market Data API
*/
/** Influences how much it costs to unlock the stock market's 4S Market Data API */
FourSigmaMarketDataApiCost: number;
/**
* Influences how much it costs to unlock the stock market's 4S Market Data (NOT API)
*/
/** Influences how much it costs to unlock the stock market's 4S Market Data (NOT API) */
FourSigmaMarketDataCost: number;
/**
* Reduces gangs earning.
*/
/** Reduces gangs earning. */
GangSoftcap: number;
/**
* Percentage of unique augs that the gang has.
*/
/** Percentage of unique augs that the gang has. */
GangUniqueAugs: number;
/**
* Influences the experienced gained when hacking a server.
*/
/** Influences the experienced gained when hacking a server. */
HackExpGain: number;
/**
* Influences how quickly the player's hacking level (not experience) scales
*/
/** Influences how quickly the player's hacking level (not experience) scales */
HackingLevelMultiplier: number;
/**
@@ -136,55 +86,38 @@ export interface IBitNodeMultipliers {
* Influeces the hash rate of Hacknet Servers (unlocked in BitNode-9)
*/
HacknetNodeMoney: number;
/**
* Influences how much money it costs to upgrade your home computer's RAM
*/
/** Influences how much money it costs to upgrade your home computer's RAM */
HomeComputerRamCost: number;
/**
* Influences how much money is gained when the player infiltrates a company.
*/
/** Influences how much money is gained when the player infiltrates a company. */
InfiltrationMoney: number;
/**
* Influences how much rep the player can gain from factions when selling stolen documents and secrets
*/
/** Influences how much rep the player can gain from factions when selling stolen documents and secrets */
InfiltrationRep: number;
/**
* Influences how much money can be stolen from a server when the player performs a hack against it through
* the Terminal.
*/
ManualHackMoney: number;
/**
* Influence how much it costs to purchase a server
*/
/** Influence how much it costs to purchase a server */
PurchasedServerCost: number;
/**
* Influence how much it costs to purchase a server
*/
/** Influence how much it costs to purchase a server */
PurchasedServerSoftcap: number;
/**
* Influences the maximum number of purchased servers you can have
*/
/** Influences the maximum number of purchased servers you can have */
PurchasedServerLimit: number;
/**
* Influences the maximum allowed RAM for a purchased server
*/
/** Influences the maximum allowed RAM for a purchased server */
PurchasedServerMaxRam: number;
/**
* Influences the minimum favor the player must have with a faction before they can donate to gain rep.
*/
/** Influences the minimum favor the player must have with a faction before they can donate to gain rep. */
RepToDonateToFaction: number;
/**
* Influences how much money can be stolen from a server when a script performs a hack against it.
*/
/** Influences how much money can be stolen from a server when a script performs a hack against it. */
ScriptHackMoney: number;
/**
@@ -194,62 +127,40 @@ export interface IBitNodeMultipliers {
*/
ScriptHackMoneyGain: number;
/**
* Influences the growth percentage per cycle against a server.
*/
/** Influences the growth percentage per cycle against a server. */
ServerGrowthRate: number;
/**
* Influences the maxmimum money that a server can grow to.
*/
/** Influences the maxmimum money that a server can grow to. */
ServerMaxMoney: number;
/**
* Influences the initial money that a server starts with.
*/
/** Influences the initial money that a server starts with. */
ServerStartingMoney: number;
/**
* Influences the initial security level (hackDifficulty) of a server.
*/
/** Influences the initial security level (hackDifficulty) of a server. */
ServerStartingSecurity: number;
/**
* Influences the weaken amount per invocation against a server.
*/
/** Influences the weaken amount per invocation against a server. */
ServerWeakenRate: number;
/**
* Influences how quickly the player's strength level (not exp) scales
*/
/** Influences how quickly the player's strength level (not exp) scales */
StrengthLevelMultiplier: number;
/**
* Influences the power of the gift.
*/
/** Influences the power of the gift. */
StaneksGiftPowerMultiplier: number;
/**
* Influences the size of the gift.
*/
/** Influences the size of the gift. */
StaneksGiftExtraSize: number;
/**
* Influences the hacking skill required to backdoor the world daemon.
*/
/** Influences the hacking skill required to backdoor the world daemon. */
WorldDaemonDifficulty: number;
/**
* Influences corporation dividends.
*/
/** Influences corporation dividends. */
CorporationSoftcap: number;
// Index signature
[key: string]: number;
}
/**
* The multipliers that are influenced by current Bitnode progression.
*/
/** The multipliers that are influenced by current Bitnode progression. */
// tslint:disable-next-line:variable-name
export const BitNodeMultipliers = Object.assign({}, defaultMultipliers);