mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-21 08:42:53 +02:00
WIP: Crimes streamlining. (#138)
* streamline crimes * Crimes object is now indexed by CrimeType enum instead of an entirely new set of keys that aren't used for anything else. This eliminated a lot of instances of iterating to find the right crime for a given CrimeType. * Removed unused `None` CrimeType which allowed typing Crimes as a Record<CrimeType, Crime>. * Added slums tooltip text as a crime property, to allow streamlining slums. * Refactor slums location - removed repetitive code, rerenders 1/sec to update chances * Fix bugged descriptive text when sleeve is committing a crime (was "is attempting to DRUGS", now uses correct text e.g. "to deal drugs"). * Remove unused and now unneeded NewCrimeType enum. Values were identical to existing CrimeType values after removing unused None. * Add CrimeType enum in NetscriptDefinition.d.ts * Also update broken ToastVariant type. Better support for enums in player scripts. * Still todo is modifying some NS functions to expect CrimeType as input (rough crime names will continue to work to avoid breaking scripts) * Expect enum use for crime functions Affected functions: * ns.singularity.commitCrime * ns.singularity.getCrimeChance * ns.singularity.getCrimeStats * ns.sleeve.setToCommitCrime * formulas.work.crimeGains (param type only) - Affected functions still will fall back to rough names, except formulas.work.crimeGains which already only accepted the enum members. - Some documentation changes: * examples updated to use uppercase expected form. * Note on sleeve.setToCommitCrime that it only accepts exact matches removed. It already, and still does, accept any rough crime name (but the enum is expected input). * note about needing to use isBusy to schedule crimes remove - crimes autoloop now. * Since expected string inputs are documented directly on the type, removed list of crimes from sleeve.setToCommitCrimes
This commit is contained in:
@@ -48,6 +48,8 @@ import { calculateFactionExp, calculateFactionRep } from "../Work/formulas/Facti
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import { FactionWorkType } from "../Work/data/FactionWorkType";
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import { defaultMultipliers } from "../PersonObjects/Multipliers";
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import { checkEnum } from "../utils/helpers/checkEnum";
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import { CrimeType } from "../utils/WorkType";
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export function NetscriptFormulas(): InternalAPI<IFormulas> {
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const checkFormulasAccess = function (ctx: NetscriptContext): void {
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@@ -362,9 +364,8 @@ export function NetscriptFormulas(): InternalAPI<IFormulas> {
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work: {
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crimeGains: (ctx) => (_crimeType) => {
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const crimeType = helpers.string(ctx, "crimeType", _crimeType);
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const crime = Object.values(Crimes).find((c) => String(c.type) === crimeType);
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if (!crime) throw new Error(`Invalid crime type: ${crimeType}`);
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return calculateCrimeWorkStats(crime);
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if (!checkEnum(CrimeType, crimeType)) throw new Error(`Invalid crime type: ${crimeType}`);
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return calculateCrimeWorkStats(Crimes[crimeType]);
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},
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classGains: (ctx) => (_person, _classType, _locationName) => {
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const person = helpers.player(ctx, _person);
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@@ -50,6 +50,9 @@ import { CompanyWork } from "../Work/CompanyWork";
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import { canGetBonus, onExport } from "../ExportBonus";
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import { saveObject } from "../SaveObject";
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import { calculateCrimeWorkStats } from "../Work/formulas/Crime";
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import { checkEnum } from "../utils/helpers/checkEnum";
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import { Crimes } from "../Crime/Crimes";
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import { CrimeType } from "../utils/WorkType";
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export function NetscriptSingularity(): InternalAPI<ISingularity> {
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const getAugmentation = function (ctx: NetscriptContext, name: string): Augmentation {
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@@ -1115,56 +1118,47 @@ export function NetscriptSingularity(): InternalAPI<ISingularity> {
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helpers.log(ctx, () => `Began creating program: '${programName}'`);
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return true;
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},
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commitCrime:
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(ctx) =>
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(_crimeRoughName, _focus = true) => {
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helpers.checkSingularityAccess(ctx);
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const crimeRoughName = helpers.string(ctx, "crimeRoughName", _crimeRoughName);
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const focus = !!_focus;
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const wasFocusing = Player.focus;
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if (Player.currentWork !== null) {
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Player.finishWork(true);
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}
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// Set Location to slums
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Player.gotoLocation(LocationName.Slums);
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const crime = findCrime(crimeRoughName.toLowerCase());
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if (crime == null) {
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// couldn't find crime
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throw helpers.makeRuntimeErrorMsg(ctx, `Invalid crime: '${crimeRoughName}'`);
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}
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helpers.log(ctx, () => `Attempting to commit ${crime.name}...`);
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const crimeTime = crime.commit(1, ctx.workerScript);
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if (focus) {
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Player.startFocusing();
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Router.toWork();
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} else if (wasFocusing) {
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Player.stopFocusing();
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Router.toTerminal();
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}
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return crimeTime;
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},
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getCrimeChance: (ctx) => (_crimeRoughName) => {
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commitCrime: (ctx) => (_crimeType, _focus) => {
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helpers.checkSingularityAccess(ctx);
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const crimeRoughName = helpers.string(ctx, "crimeRoughName", _crimeRoughName);
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const crimeType = helpers.string(ctx, "crimeType", _crimeType);
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const focus = _focus === undefined ? true : !!_focus;
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const wasFocusing = Player.focus;
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const crime = findCrime(crimeRoughName.toLowerCase());
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if (crime == null) {
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throw helpers.makeRuntimeErrorMsg(ctx, `Invalid crime: ${crimeRoughName}`);
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if (Player.currentWork !== null) Player.finishWork(true);
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Player.gotoLocation(LocationName.Slums);
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// If input isn't a crimeType, use search using roughname.
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const crime = checkEnum(CrimeType, crimeType) ? Crimes[crimeType] : findCrime(crimeType);
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if (crime == null) throw helpers.makeRuntimeErrorMsg(ctx, `Invalid crime: '${crimeType}'`);
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helpers.log(ctx, () => `Attempting to commit ${crime.name}...`);
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const crimeTime = crime.commit(1, ctx.workerScript);
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if (focus) {
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Player.startFocusing();
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Router.toWork();
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} else if (wasFocusing) {
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Player.stopFocusing();
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Router.toTerminal();
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}
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return crimeTime;
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},
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getCrimeChance: (ctx) => (_crimeType) => {
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helpers.checkSingularityAccess(ctx);
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const crimeType = helpers.string(ctx, "crimeType", _crimeType);
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// If input isn't a crimeType, use search using roughname.
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const crime = checkEnum(CrimeType, crimeType) ? Crimes[crimeType] : findCrime(crimeType);
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if (crime == null) throw helpers.makeRuntimeErrorMsg(ctx, `Invalid crime: '${crimeType}'`);
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return crime.successRate(Player);
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},
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getCrimeStats: (ctx) => (_crimeRoughName) => {
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getCrimeStats: (ctx) => (_crimeType) => {
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helpers.checkSingularityAccess(ctx);
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const crimeRoughName = helpers.string(ctx, "crimeRoughName", _crimeRoughName);
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const crimeType = helpers.string(ctx, "crimeType", _crimeType);
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const crime = findCrime(crimeRoughName.toLowerCase());
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if (crime == null) {
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throw helpers.makeRuntimeErrorMsg(ctx, `Invalid crime: ${crimeRoughName}`);
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}
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// If input isn't a crimeType, use search using roughname.
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const crime = checkEnum(CrimeType, crimeType) ? Crimes[crimeType] : findCrime(crimeType);
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if (crime == null) throw helpers.makeRuntimeErrorMsg(ctx, `Invalid crime: '${crimeType}'`);
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const crimeStatsWithMultipliers = calculateCrimeWorkStats(crime);
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@@ -11,6 +11,8 @@ import { isSleeveBladeburnerWork } from "../PersonObjects/Sleeve/Work/SleeveBlad
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import { isSleeveFactionWork } from "../PersonObjects/Sleeve/Work/SleeveFactionWork";
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import { isSleeveCompanyWork } from "../PersonObjects/Sleeve/Work/SleeveCompanyWork";
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import { helpers } from "../Netscript/NetscriptHelpers";
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import { Crimes } from "../Crime/Crimes";
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import { CrimeType } from "../utils/WorkType";
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export function NetscriptSleeve(): InternalAPI<ISleeve> {
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const checkSleeveAPIAccess = function (ctx: NetscriptContext) {
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@@ -62,15 +64,13 @@ export function NetscriptSleeve(): InternalAPI<ISleeve> {
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checkSleeveNumber(ctx, sleeveNumber);
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return Player.sleeves[sleeveNumber].synchronize();
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},
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setToCommitCrime: (ctx) => (_sleeveNumber, _crimeRoughName) => {
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setToCommitCrime: (ctx) => (_sleeveNumber, _crimeType) => {
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const sleeveNumber = helpers.number(ctx, "sleeveNumber", _sleeveNumber);
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const crimeRoughName = helpers.string(ctx, "crimeName", _crimeRoughName);
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const crimeType = helpers.string(ctx, "crimeType", _crimeType);
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checkSleeveAPIAccess(ctx);
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checkSleeveNumber(ctx, sleeveNumber);
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const crime = findCrime(crimeRoughName);
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if (crime === null) {
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return false;
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}
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const crime = checkEnum(CrimeType, crimeType) ? Crimes[crimeType] : findCrime(crimeType);
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if (crime == null) return false;
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return Player.sleeves[sleeveNumber].commitCrime(crime.name);
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},
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setToUniversityCourse: (ctx) => (_sleeveNumber, _universityName, _className) => {
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