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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
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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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