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https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-23 01:32:55 +02:00
merge dev
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@@ -83,7 +83,6 @@ export class PlayerObject implements IPlayer {
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lastUpdate: number;
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lastSave: number;
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totalPlaytime: number;
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hasCompletedAnInfiltration: boolean;
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// Stats
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hacking: number;
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@@ -134,12 +133,6 @@ export class PlayerObject implements IPlayer {
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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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infiltration_base_rep_increase: number;
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infiltration_rep_mult: number;
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infiltration_trade_mult: number;
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infiltration_sell_mult: number;
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infiltration_timer_mult: number;
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infiltration_damage_reduction_mult: number;
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createProgramReqLvl: number;
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factionWorkType: string;
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@@ -472,13 +465,6 @@ export class PlayerObject implements IPlayer {
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this.bladeburner_analysis_mult = 1; //Field Analysis Onl;
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this.bladeburner_success_chance_mult = 1;
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this.infiltration_base_rep_increase = 0;
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this.infiltration_rep_mult = 1;
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this.infiltration_trade_mult = 1;
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this.infiltration_sell_mult = 1;
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this.infiltration_timer_mult = 1;
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this.infiltration_damage_reduction_mult = 1;
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// Sleeves & Re-sleeving
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this.sleeves = [];
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this.sleevesFromCovenant = 0; // # of Duplicate sleeves purchased from the covenan;
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@@ -491,7 +477,6 @@ export class PlayerObject implements IPlayer {
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this.lastUpdate = 0;
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this.lastSave = 0;
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this.totalPlaytime = 0;
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this.hasCompletedAnInfiltration = false;
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this.playtimeSinceLastAug = 0;
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this.playtimeSinceLastBitnode = 0;
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@@ -7,7 +7,7 @@ import { Augmentation } from "../../Augmentation/Augmentation";
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import { calculateEntropy } from "../Grafting/EntropyAccumulation";
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export function hasAugmentation(this: IPlayer, aug: string | Augmentation, includeQueued = false): boolean {
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export function hasAugmentation(this: IPlayer, aug: string | Augmentation, ignoreQueued = false): boolean {
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const augName: string = aug instanceof Augmentation ? aug.name : aug;
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for (const owned of this.augmentations) {
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@@ -16,7 +16,7 @@ export function hasAugmentation(this: IPlayer, aug: string | Augmentation, inclu
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}
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}
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if (!includeQueued) {
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if (!ignoreQueued) {
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for (const owned of this.queuedAugmentations) {
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if (owned.name === augName) {
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return true;
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@@ -159,7 +159,6 @@ export function prestigeAugmentation(this: PlayerObject): void {
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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.hasCompletedAnInfiltration = false;
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this.timeWorked = 0;
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@@ -312,13 +311,6 @@ export function resetMultipliers(this: IPlayer): void {
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this.bladeburner_stamina_gain_mult = 1;
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this.bladeburner_analysis_mult = 1;
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this.bladeburner_success_chance_mult = 1;
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this.infiltration_base_rep_increase = 0;
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this.infiltration_rep_mult = 1;
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this.infiltration_trade_mult = 1;
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this.infiltration_sell_mult = 1;
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this.infiltration_timer_mult = 1;
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this.infiltration_damage_reduction_mult = 1;
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}
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export function hasProgram(this: IPlayer, programName: string): boolean {
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@@ -1877,13 +1869,12 @@ export function getNextCompanyPosition(
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export function quitJob(this: IPlayer, company: string): void {
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if (this.isWorking == true && this.workType.includes("Working for Company") && this.companyName == company) {
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this.isWorking = false;
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this.companyName = "";
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}
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if (this.companyName === company) {
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this.companyName = "";
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this.finishWork(true);
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}
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delete this.jobs[company];
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if (this.companyName === company) {
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this.companyName = this.hasJob() ? Object.keys(this.jobs)[0] : "";
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}
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}
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/**
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@@ -2151,12 +2142,6 @@ export function checkForFactionInvitations(this: IPlayer): Faction[] {
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return allCompanies.includes(companyName) && getCompanyRep(companyName) > repNeeded;
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}
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//Infiltrators
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const InfiltratorsFac = Factions[FactionNames.Infiltrators];
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if (this.hasCompletedAnInfiltration && !InfiltratorsFac.isMember && !InfiltratorsFac.alreadyInvited) {
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invitedFactions.push(InfiltratorsFac);
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}
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//Illuminati
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const illuminatiFac = Factions[FactionNames.Illuminati];
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if (
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@@ -2180,7 +2165,7 @@ export function checkForFactionInvitations(this: IPlayer): Faction[] {
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!daedalusFac.isBanned &&
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!daedalusFac.isMember &&
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!daedalusFac.alreadyInvited &&
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numAugmentations >= Math.round(30 * BitNodeMultipliers.DaedalusAugsRequirement) &&
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numAugmentations >= BitNodeMultipliers.DaedalusAugsRequirement &&
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this.money >= 100000000000 &&
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(this.hacking >= 2500 ||
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(this.strength >= 1500 && this.defense >= 1500 && this.dexterity >= 1500 && this.agility >= 1500))
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