DNET: Add JS object properties as server names; refactor save/load/server storage to support this (#2482)

This commit is contained in:
Michael Ficocelli
2026-02-10 03:13:47 -05:00
committed by GitHub
parent b99e522d1c
commit bab6280735
14 changed files with 213 additions and 120 deletions
+6 -5
View File
@@ -267,16 +267,17 @@ export const chargeServerMigration = (server: DarknetServer, threads = 1) => {
const chargeIncrease = ((Player.skills.charisma + 500) / (server.difficulty * 200 + 1000)) * 0.01 * threads;
const xpGained = Player.mults.charisma_exp * 50 * ((200 + Player.skills.charisma) / 200) * threads;
Player.gainCharismaExp(xpGained);
DarknetState.migrationInductionServers[server.hostname] =
(DarknetState.migrationInductionServers[server.hostname] ?? 0) + chargeIncrease;
const currentCharge = DarknetState.migrationInductionServers.get(server.hostname) ?? 0;
const newCharge = Math.min(currentCharge + chargeIncrease, 1);
DarknetState.migrationInductionServers.set(server.hostname, newCharge);
const result = {
chargeIncrease,
newCharge: Math.min(DarknetState.migrationInductionServers[server.hostname], 1),
newCharge: newCharge,
xpGained: xpGained,
};
if (DarknetState.migrationInductionServers[server.hostname] >= 1) {
if (newCharge >= 1) {
moveDarknetServer(server, -2, 4);
DarknetState.migrationInductionServers[server.hostname] = 0;
DarknetState.migrationInductionServers.set(server.hostname, 0);
}
return result;
};