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https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-24 02:03:01 +02:00
Fixed bugs with Location code refactor
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@@ -0,0 +1,212 @@
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import * as generalMethods from "./PlayerObjectGeneralMethods";
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import * as serverMethods from "./PlayerObjectServerMethods";
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import * as bladeburnerMethods from "./PlayerObjectBladeburnerMethods";
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import * as corporationMethods from "./PlayerObjectCorporationMethods";
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import { HashManager } from "../../Hacknet/HashManager";
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import { CityName } from "../../Locations/data/CityNames";
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import { MoneySourceTracker } from "../../utils/MoneySourceTracker";
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import { Reviver,
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Generic_toJSON,
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Generic_fromJSON } from "../../../utils/JSONReviver";
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import Decimal from "decimal.js";
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export function PlayerObject() {
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//Skills and stats
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this.hacking_skill = 1;
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//Combat stats
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this.hp = 10;
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this.max_hp = 10;
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this.strength = 1;
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this.defense = 1;
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this.dexterity = 1;
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this.agility = 1;
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//Labor stats
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this.charisma = 1;
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//Special stats
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this.intelligence = 0;
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//Hacking multipliers
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this.hacking_chance_mult = 1;
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this.hacking_speed_mult = 1;
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this.hacking_money_mult = 1;
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this.hacking_grow_mult = 1;
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//Experience and multipliers
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this.hacking_exp = 0;
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this.strength_exp = 0;
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this.defense_exp = 0;
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this.dexterity_exp = 0;
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this.agility_exp = 0;
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this.charisma_exp = 0;
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this.intelligence_exp= 0;
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this.hacking_mult = 1;
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this.strength_mult = 1;
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this.defense_mult = 1;
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this.dexterity_mult = 1;
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this.agility_mult = 1;
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this.charisma_mult = 1;
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this.hacking_exp_mult = 1;
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this.strength_exp_mult = 1;
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this.defense_exp_mult = 1;
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this.dexterity_exp_mult = 1;
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this.agility_exp_mult = 1;
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this.charisma_exp_mult = 1;
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this.company_rep_mult = 1;
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this.faction_rep_mult = 1;
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//Money
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this.money = new Decimal(1000);
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//IP Address of Starting (home) computer
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this.homeComputer = "";
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//Location information
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this.city = CityName.Sector12;
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this.location = "";
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// Jobs that the player holds
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// Map of company name (key) -> name of company position (value. Just the name, not the CompanyPosition object)
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// The CompanyPosition name must match a key value in CompanyPositions
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this.jobs = {};
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// Company at which player is CURRENTLY working (only valid when the player is actively working)
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this.companyName = ""; // Name of Company. Must match a key value in Companies map
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// Servers
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this.currentServer = ""; //IP address of Server currently being accessed through terminal
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this.purchasedServers = []; //IP Addresses of purchased servers
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// Hacknet Nodes/Servers
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this.hacknetNodes = []; // Note: For Hacknet Servers, this array holds the IP addresses of the servers
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this.hashManager = new HashManager();
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//Factions
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this.factions = []; //Names of all factions player has joined
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this.factionInvitations = []; //Outstanding faction invitations
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//Augmentations
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this.queuedAugmentations = [];
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this.augmentations = [];
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this.sourceFiles = [];
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//Crime statistics
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this.numPeopleKilled = 0;
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this.karma = 0;
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this.crime_money_mult = 1;
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this.crime_success_mult = 1;
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//Flags/variables for working (Company, Faction, Creating Program, Taking Class)
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this.isWorking = false;
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this.workType = "";
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this.currentWorkFactionName = "";
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this.currentWorkFactionDescription = "";
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this.workHackExpGainRate = 0;
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this.workStrExpGainRate = 0;
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this.workDefExpGainRate = 0;
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this.workDexExpGainRate = 0;
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this.workAgiExpGainRate = 0;
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this.workChaExpGainRate = 0;
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this.workRepGainRate = 0;
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this.workMoneyGainRate = 0;
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this.workMoneyLossRate = 0;
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this.workHackExpGained = 0;
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this.workStrExpGained = 0;
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this.workDefExpGained = 0;
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this.workDexExpGained = 0;
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this.workAgiExpGained = 0;
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this.workChaExpGained = 0;
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this.workRepGained = 0;
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this.workMoneyGained = 0;
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this.createProgramName = "";
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this.createProgramReqLvl = 0;
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this.className = "";
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this.crimeType = "";
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this.timeWorked = 0; //in ms
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this.timeWorkedCreateProgram = 0;
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this.timeNeededToCompleteWork = 0;
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this.work_money_mult = 1;
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//Hacknet Node multipliers
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this.hacknet_node_money_mult = 1;
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this.hacknet_node_purchase_cost_mult = 1;
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this.hacknet_node_ram_cost_mult = 1;
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this.hacknet_node_core_cost_mult = 1;
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this.hacknet_node_level_cost_mult = 1;
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//Stock Market
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this.hasWseAccount = false;
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this.hasTixApiAccess = false;
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this.has4SData = false;
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this.has4SDataTixApi = false;
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//Gang
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this.gang = 0;
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//Corporation
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this.corporation = 0;
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//Bladeburner
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this.bladeburner = 0;
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this.bladeburner_max_stamina_mult = 1;
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this.bladeburner_stamina_gain_mult = 1;
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this.bladeburner_analysis_mult = 1; //Field Analysis Only
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this.bladeburner_success_chance_mult = 1;
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// Sleeves & Re-sleeving
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this.sleeves = [];
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this.resleeves = [];
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this.sleevesFromCovenant = 0; // # of Duplicate sleeves purchased from the covenant
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//bitnode
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this.bitNodeN = 1;
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//Flags for determining whether certain "thresholds" have been achieved
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this.firstFacInvRecvd = false;
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this.firstAugPurchased = false;
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this.firstTimeTraveled = false;
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this.firstProgramAvailable = false;
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//Used to store the last update time.
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this.lastUpdate = 0;
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this.totalPlaytime = 0;
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this.playtimeSinceLastAug = 0;
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this.playtimeSinceLastBitnode = 0;
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// Keep track of where money comes from
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this.moneySourceA = new MoneySourceTracker(); // Where money comes from since last-installed Augmentation
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this.moneySourceB = new MoneySourceTracker(); // Where money comes from for this entire BitNode run
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// Production since last Augmentation installation
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this.scriptProdSinceLastAug = 0;
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};
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Object.assign(PlayerObject.prototype, generalMethods, serverMethods, bladeburnerMethods, corporationMethods);
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PlayerObject.prototype.toJSON = function() {
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return Generic_toJSON("PlayerObject", this);
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}
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PlayerObject.fromJSON = function(value) {
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return Generic_fromJSON(PlayerObject, value.data);
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}
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Reviver.constructors.PlayerObject = PlayerObject;
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