mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-23 17:53:00 +02:00
rewrite augmentation stats description so it's autogenerated and consistent with the actual effects.
This commit is contained in:
@@ -0,0 +1,304 @@
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// Class definition for a single Augmentation object
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import * as React from "react";
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import { IMap } from "../types";
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import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
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import { Faction } from "../Faction/Faction";
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import { Factions } from "../Faction/Factions";
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import { numeralWrapper } from "../ui/numeralFormat";
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import { Money } from "../ui/React/Money";
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import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
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interface IConstructorParams {
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info: string | JSX.Element;
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stats?: JSX.Element;
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isSpecial?: boolean;
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moneyCost: number;
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name: string;
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prereqs?: string[];
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repCost: number;
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hacking_mult?: number;
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strength_mult?: number;
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defense_mult?: number;
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dexterity_mult?: number;
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agility_mult?: number;
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charisma_mult?: number;
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hacking_exp_mult?: number;
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strength_exp_mult?: number;
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defense_exp_mult?: number;
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dexterity_exp_mult?: number;
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agility_exp_mult?: number;
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charisma_exp_mult?: number;
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hacking_chance_mult?: number;
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hacking_speed_mult?: number;
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hacking_money_mult?: number;
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hacking_grow_mult?: number;
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company_rep_mult?: number;
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faction_rep_mult?: number;
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crime_money_mult?: number;
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crime_success_mult?: number;
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work_money_mult?: number;
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hacknet_node_money_mult?: number;
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hacknet_node_purchase_cost_mult?: number;
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hacknet_node_ram_cost_mult?: number;
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hacknet_node_core_cost_mult?: number;
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hacknet_node_level_cost_mult?: number;
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bladeburner_max_stamina_mult?: number;
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bladeburner_stamina_gain_mult?: number;
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bladeburner_analysis_mult?: number;
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bladeburner_success_chance_mult?: number;
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startingMoney?: number;
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programs?: string[];
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}
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function generateStatsDescription(mults: IMap<number>, programs?: string[], startingMoney?: number): JSX.Element {
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const f = (x: number, decimals: number = 0) => {
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// look, I don't know how to make a "smart decimals"
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// todo, make it smarter
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if(x === 1.0777-1) return "7.77%";
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if(x === 1.777-1) return "77.7%";
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return numeralWrapper.formatPercentage(x, decimals);
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};
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let desc = <>This augmentation: </>;
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if(mults.hacking_mult &&
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mults.hacking_mult == mults.strength_mult &&
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mults.hacking_mult == mults.defense_mult &&
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mults.hacking_mult == mults.dexterity_mult &&
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mults.hacking_mult == mults.agility_mult &&
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mults.hacking_mult == mults.charisma_mult){
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desc = <>{desc}<br />- Increases all skills by {f(mults.hacking_mult-1)}</>
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} else {
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if(mults.hacking_mult)
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desc = <>{desc}<br />- Increases Hacking by {f(mults.hacking_mult-1)}</>
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if(mults.strength_mult &&
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mults.strength_mult == mults.defense_mult &&
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mults.strength_mult == mults.dexterity_mult &&
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mults.strength_mult == mults.agility_mult) {
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desc = <>{desc}<br />- Increases all combat skills by {f(mults.strength_mult-1)}</>
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} else {
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if(mults.strength_mult)
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desc = <>{desc}<br />- Increases Strength by {f(mults.strength_mult-1)}</>
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if(mults.defense_mult)
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desc = <>{desc}<br />- Increases Defense by {f(mults.defense_mult-1)}</>
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if(mults.dexterity_mult)
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desc = <>{desc}<br />- Increases Dexterity by {f(mults.dexterity_mult-1)}</>
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if(mults.agility_mult)
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desc = <>{desc}<br />- Increases Agility by {f(mults.agility_mult-1)}</>
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}
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if(mults.charisma_mult)
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desc = <>{desc}<br />- Increases Charisma by {f(mults.charisma_mult-1)}</>
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}
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if(mults.hacking_exp_mult &&
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mults.hacking_exp_mult === mults.strength_exp_mult &&
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mults.hacking_exp_mult === mults.defense_exp_mult &&
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mults.hacking_exp_mult === mults.dexterity_exp_mult &&
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mults.hacking_exp_mult === mults.agility_exp_mult &&
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mults.hacking_exp_mult === mults.charisma_exp_mult) {
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desc = <>{desc}<br />- Increases experience gain for all skills by {f(mults.hacking_exp_mult-1)}</>
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} else {
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if(mults.hacking_exp_mult)
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desc = <>{desc}<br />- Increases Hacking experience gain by {f(mults.hacking_exp_mult-1)}</>
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if(mults.strength_exp_mult &&
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mults.strength_exp_mult === mults.defense_exp_mult &&
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mults.strength_exp_mult === mults.dexterity_exp_mult &&
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mults.strength_exp_mult === mults.agility_exp_mult) {
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desc = <>{desc}<br />- Increases experience gain for all combat skills by {f(mults.strength_exp_mult-1)}</>
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} else {
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if(mults.strength_exp_mult)
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desc = <>{desc}<br />- Increases Strength experience gain by {f(mults.strength_exp_mult-1)}</>
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if(mults.defense_exp_mult)
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desc = <>{desc}<br />- Increases Defense experience gain by {f(mults.defense_exp_mult-1)}</>
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if(mults.dexterity_exp_mult)
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desc = <>{desc}<br />- Increases Dexterity experience gain by {f(mults.dexterity_exp_mult-1)}</>
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if(mults.agility_exp_mult)
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desc = <>{desc}<br />- Increases Agility experience gain by {f(mults.agility_exp_mult-1)}</>
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}
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if(mults.charisma_exp_mult)
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desc = <>{desc}<br />- Increases Charisma experience gain by {f(mults.charisma_exp_mult-1)}</>
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}
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if(mults.hacking_speed_mult)
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desc = <>{desc}<br />- Increases Hacking speed by {f(mults.hacking_speed_mult-1)}</>
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if(mults.hacking_chance_mult)
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desc = <>{desc}<br />- Increases hack() success chance by {f(mults.hacking_chance_mult-1)}</>
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if(mults.hacking_money_mult)
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desc = <>{desc}<br />- Increases hack() power by {f(mults.hacking_money_mult-1)}</>
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if(mults.hacking_grow_mult)
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desc = <>{desc}<br />- Increases grow() by {f(mults.hacking_grow_mult-1)}</>
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if(mults.faction_rep_mult &&
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mults.faction_rep_mult === mults.company_rep_mult) {
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desc = <>{desc}<br />- Increases reputation gain from factions and companies by {f(mults.faction_rep_mult-1)}</>
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} else {
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if(mults.faction_rep_mult)
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desc = <>{desc}<br />- Increases reputation gain from factions by {f(mults.faction_rep_mult-1)}</>
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if(mults.company_rep_mult)
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desc = <>{desc}<br />- Increases reputation gain from companies by {f(mults.company_rep_mult-1)}</>
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}
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if(mults.crime_money_mult)
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desc = <>{desc}<br />- Increases money gained from committing crimes by {f(mults.crime_money_mult-1)}</>
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if(mults.crime_success_mult)
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desc = <>{desc}<br />- Increases crime success rate by {f(mults.crime_success_mult-1)}</>
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if(mults.work_money_mult)
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desc = <>{desc}<br />- Increases money gained from working by {f(mults.work_money_mult-1)}</>
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if(mults.hacknet_node_money_mult)
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desc = <>{desc}<br />- Increases Hacknet production by {f(mults.hacknet_node_money_mult-1)}</>
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if(mults.hacknet_node_purchase_cost_mult)
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desc = <>{desc}<br />- Decreases the purchase cost of Hacknet Nodes by {f(-(mults.hacknet_node_purchase_cost_mult-1))}</>
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if(mults.hacknet_node_level_cost_mult)
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desc = <>{desc}<br />- Decreases the upgrade cost of Hacknet Nodes by {f(-(mults.hacknet_node_level_cost_mult-1))}</>
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if(mults.bladeburner_max_stamina_mult)
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desc = <>{desc}<br />- Increases Bladeburner Max Stamina by {f(mults.bladeburner_max_stamina_mult-1)}</>
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if(mults.bladeburner_stamina_gain_mult)
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desc = <>{desc}<br />- Increases Bladeburner Stamina gain by {f(mults.bladeburner_stamina_gain_mult-1)}</>
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if(mults.bladeburner_analysis_mult)
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desc = <>{desc}<br />- Increases Bladeburner Field Analysis effectiveness by {f(mults.bladeburner_analysis_mult-1)}</>
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if(mults.bladeburner_success_chance_mult)
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desc = <>{desc}<br />- Increases success chance in Bladeburner Contracts and Operations by {f(mults.bladeburner_success_chance_mult-1)}</>
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if(startingMoney)
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desc = <>{desc}<br />- Provides {Money(startingMoney)} after a reset.</>
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if(programs)
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desc = <>{desc}<br />- Provides {programs.join(' and ')} after a reset.</>
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return desc;
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}
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export class Augmentation {
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// How much money this costs to buy
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baseCost = 0;
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// How much faction reputation is required to unlock this
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baseRepRequirement = 0;
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// Description of what this Aug is and what it does
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info: string | JSX.Element;
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// Description of the stats, often autogenerated, sometimes manually written.
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stats: JSX.Element;
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// Any Augmentation not immediately available in BitNode-1 is special (e.g. Bladeburner augs)
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isSpecial = false;
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// Augmentation level - for repeatable Augs like NeuroFlux Governor
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level = 0;
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// Name of Augmentation
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name = "";
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// Whether the player owns this Augmentation
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owned = false;
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// Array of names of all prerequisites
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prereqs: string[] = [];
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// Multipliers given by this Augmentation. Must match the property name in
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// The Player/Person classes
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mults: IMap<number> = {}
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// Initial cost. Doesn't change when you purchase multiple Augmentation
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startingCost = 0;
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constructor(params: IConstructorParams={ info: "", moneyCost: 0, name: "", repCost: 0 }) {
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this.name = params.name;
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this.info = params.info;
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this.prereqs = params.prereqs ? params.prereqs : [];
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this.baseRepRequirement = params.repCost * BitNodeMultipliers.AugmentationRepCost;
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this.baseCost = params.moneyCost * BitNodeMultipliers.AugmentationMoneyCost;
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this.startingCost = this.baseCost;
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if (params.isSpecial) {
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this.isSpecial = true;
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}
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this.level = 0;
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// Set multipliers
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if (params.hacking_mult) { this.mults.hacking_mult = params.hacking_mult; }
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if (params.strength_mult) { this.mults.strength_mult = params.strength_mult; }
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if (params.defense_mult) { this.mults.defense_mult = params.defense_mult; }
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if (params.dexterity_mult) { this.mults.dexterity_mult = params.dexterity_mult; }
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if (params.agility_mult) { this.mults.agility_mult = params.agility_mult; }
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if (params.charisma_mult) { this.mults.charisma_mult = params.charisma_mult; }
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if (params.hacking_exp_mult) { this.mults.hacking_exp_mult = params.hacking_exp_mult; }
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if (params.strength_exp_mult) { this.mults.strength_exp_mult = params.strength_exp_mult; }
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if (params.defense_exp_mult) { this.mults.defense_exp_mult = params.defense_exp_mult; }
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if (params.dexterity_exp_mult) { this.mults.dexterity_exp_mult = params.dexterity_exp_mult; }
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if (params.agility_exp_mult) { this.mults.agility_exp_mult = params.agility_exp_mult; }
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if (params.charisma_exp_mult) { this.mults.charisma_exp_mult = params.charisma_exp_mult; }
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if (params.hacking_chance_mult) { this.mults.hacking_chance_mult = params.hacking_chance_mult; }
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if (params.hacking_speed_mult) { this.mults.hacking_speed_mult = params.hacking_speed_mult; }
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if (params.hacking_money_mult) { this.mults.hacking_money_mult = params.hacking_money_mult; }
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if (params.hacking_grow_mult) { this.mults.hacking_grow_mult = params.hacking_grow_mult; }
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if (params.company_rep_mult) { this.mults.company_rep_mult = params.company_rep_mult; }
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if (params.faction_rep_mult) { this.mults.faction_rep_mult = params.faction_rep_mult; }
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if (params.crime_money_mult) { this.mults.crime_money_mult = params.crime_money_mult; }
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if (params.crime_success_mult) { this.mults.crime_success_mult = params.crime_success_mult; }
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if (params.work_money_mult) { this.mults.work_money_mult = params.work_money_mult; }
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if (params.hacknet_node_money_mult) { this.mults.hacknet_node_money_mult = params.hacknet_node_money_mult; }
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if (params.hacknet_node_purchase_cost_mult) { this.mults.hacknet_node_purchase_cost_mult = params.hacknet_node_purchase_cost_mult; }
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if (params.hacknet_node_ram_cost_mult) { this.mults.hacknet_node_ram_cost_mult = params.hacknet_node_ram_cost_mult; }
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if (params.hacknet_node_core_cost_mult) { this.mults.hacknet_node_core_cost_mult = params.hacknet_node_core_cost_mult; }
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if (params.hacknet_node_level_cost_mult) { this.mults.hacknet_node_level_cost_mult = params.hacknet_node_level_cost_mult; }
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if (params.bladeburner_max_stamina_mult) { this.mults.bladeburner_max_stamina_mult = params.bladeburner_max_stamina_mult; }
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if (params.bladeburner_stamina_gain_mult) { this.mults.bladeburner_stamina_gain_mult = params.bladeburner_stamina_gain_mult; }
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if (params.bladeburner_analysis_mult) { this.mults.bladeburner_analysis_mult = params.bladeburner_analysis_mult; }
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if (params.bladeburner_success_chance_mult) { this.mults.bladeburner_success_chance_mult = params.bladeburner_success_chance_mult; }
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if(params.stats)
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this.stats = params.stats;
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else
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this.stats = generateStatsDescription(this.mults, params.programs, params.startingMoney);
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}
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// Adds this Augmentation to the specified Factions
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addToFactions(factionList: string[]): void {
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for (let i = 0; i < factionList.length; ++i) {
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const faction: Faction | null = Factions[factionList[i]];
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if (faction == null) {
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console.warn(`In Augmentation.addToFactions(), could not find faction with this name: ${factionList[i]}`);
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continue;
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}
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faction.augmentations.push(this.name);
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}
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}
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// Adds this Augmentation to all Factions
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addToAllFactions(): void {
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for (const fac in Factions) {
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if (Factions.hasOwnProperty(fac)) {
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const facObj: Faction | null = Factions[fac];
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if (facObj == null) {
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console.warn(`Invalid Faction object in addToAllFactions(). Key value: ${fac}`);
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continue;
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}
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facObj.augmentations.push(this.name);
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}
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}
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}
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// Serialize the current object to a JSON save state.
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toJSON(): any {
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return Generic_toJSON("Augmentation", this);
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}
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// Initiatizes a Augmentation object from a JSON save state.
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// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
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static fromJSON(value: any): Augmentation {
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return Generic_fromJSON(Augmentation, value.data);
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}
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}
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Reviver.constructors.Augmentation = Augmentation;
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