Files
bitburner-src/src/PersonObjects/Player/PlayerObjectGeneralMethods.ts

1225 lines
40 KiB
TypeScript

import {
AugmentationName,
CityName,
CompanyName,
CompletedProgramName,
FactionName,
JobName,
LocationName,
ToastVariant,
} from "@enums";
import type { PlayerObject } from "./PlayerObject";
import type { ProgramFilePath } from "../../Paths/ProgramFilePath";
import { applyAugmentation } from "../../Augmentation/AugmentationHelpers";
import { PlayerOwnedAugmentation } from "../../Augmentation/PlayerOwnedAugmentation";
import { currentNodeMults } from "../../BitNode/BitNodeMultipliers";
import { CodingContractRewardType, ICodingContractReward } from "../../CodingContracts";
import { Company } from "../../Company/Company";
import { Companies } from "../../Company/Companies";
import { getNextCompanyPositionHelper } from "../../Company/GetNextCompanyPosition";
import { getJobRequirementText } from "../../Company/GetJobRequirementText";
import { CompanyPositions } from "../../Company/CompanyPositions";
import { CompanyPosition } from "../../Company/CompanyPosition";
import { CONSTANTS } from "../../Constants";
import { Exploit } from "../../Exploits/Exploit";
import { Faction } from "../../Faction/Faction";
import { Factions } from "../../Faction/Factions";
import { resetGangs } from "../../Gang/AllGangs";
import { Cities } from "../../Locations/Cities";
import { Locations } from "../../Locations/Locations";
import { Sleeve } from "../Sleeve/Sleeve";
import { isSleeveCompanyWork } from "../Sleeve/Work/SleeveCompanyWork";
import { calculateSkillProgress as calculateSkillProgressF, ISkillProgress } from "../formulas/skill";
import { GetServer, AddToAllServers, createUniqueRandomIp } from "../../Server/AllServers";
import { Server } from "../../Server/Server";
import { safelyCreateUniqueServer } from "../../Server/ServerHelpers";
import { SpecialServers } from "../../Server/data/SpecialServers";
import { applySourceFile } from "../../SourceFile/applySourceFile";
import { applyExploit } from "../../Exploits/applyExploits";
import { SourceFiles } from "../../SourceFile/SourceFiles";
import { getHospitalizationCost } from "../../Hospital/Hospital";
import { HacknetServer } from "../../Hacknet/HacknetServer";
import { formatMoney } from "../../ui/formatNumber";
import { MoneySource, MoneySourceTracker } from "../../utils/MoneySourceTracker";
import { dialogBoxCreate } from "../../ui/React/DialogBox";
import { SnackbarEvents } from "../../ui/React/Snackbar";
import { achievements } from "../../Achievements/Achievements";
import { isCompanyWork } from "../../Work/CompanyWork";
import { serverMetadata } from "../../Server/data/servers";
import { getEnumHelper, isMember } from "../../utils/EnumHelper";
export function init(this: PlayerObject): void {
/* Initialize Player's home computer */
const t_homeComp = safelyCreateUniqueServer({
adminRights: true,
hostname: "home",
ip: createUniqueRandomIp(),
isConnectedTo: true,
maxRam: 8,
organizationName: "Home PC",
purchasedByPlayer: true,
});
this.currentServer = SpecialServers.Home;
AddToAllServers(t_homeComp);
this.getHomeComputer().programs.push(CompletedProgramName.nuke);
}
export function prestigeAugmentation(this: PlayerObject): void {
this.currentServer = SpecialServers.Home;
this.numPeopleKilled = 0;
//Reset stats
this.skills.hacking = 1;
this.skills.strength = 1;
this.skills.defense = 1;
this.skills.dexterity = 1;
this.skills.agility = 1;
this.skills.charisma = 1;
this.exp.hacking = 0;
this.exp.strength = 0;
this.exp.defense = 0;
this.exp.dexterity = 0;
this.exp.agility = 0;
this.exp.charisma = 0;
this.money = 1000 + CONSTANTS.Donations;
this.city = CityName.Sector12;
this.location = LocationName.TravelAgency;
this.jobs = {};
this.purchasedServers = [];
this.factions = [];
this.factionInvitations = [];
this.queuedAugmentations = [];
const numSleeves = Math.min(3, this.sourceFileLvl(10) + (this.bitNodeN === 10 ? 1 : 0)) + this.sleevesFromCovenant;
if (this.sleeves.length > numSleeves) this.sleeves.length = numSleeves;
for (let i = this.sleeves.length; i < numSleeves; i++) {
this.sleeves.push(new Sleeve());
}
this.sleeves.forEach((sleeve) => (sleeve.shock <= 0 ? sleeve.synchronize() : sleeve.shockRecovery()));
this.lastUpdate = new Date().getTime();
// Statistics Trackers
this.playtimeSinceLastAug = 0;
this.lastAugReset = this.lastUpdate;
this.scriptProdSinceLastAug = 0;
this.moneySourceA.reset();
this.hacknetNodes.length = 0;
this.hashManager.prestige();
// Reapply augs, re-calculate skills and reset HP
this.reapplyAllAugmentations(true);
this.hp.current = this.hp.max;
this.finishWork(true, true);
}
export function prestigeSourceFile(this: PlayerObject): void {
this.entropy = 0;
this.prestigeAugmentation();
this.karma = 0;
// Duplicate sleeves are reset to level 1 every Bit Node (but the number of sleeves you have persists)
this.sleeves.forEach((sleeve) => sleeve.prestige());
if (this.bitNodeN === 10) {
for (let i = 0; i < this.sleeves.length; i++) {
this.sleeves[i].shock = Math.max(25, this.sleeves[i].shock);
this.sleeves[i].sync = Math.max(25, this.sleeves[i].sync);
}
}
this.gang = null;
resetGangs();
this.corporation = null;
this.bladeburner = null;
// Reset Stock market
this.hasWseAccount = false;
this.hasTixApiAccess = false;
this.has4SData = false;
this.has4SDataTixApi = false;
// BitNode 3: Corporatocracy
this.corporation = null;
this.moneySourceB.reset();
this.playtimeSinceLastBitnode = 0;
this.lastNodeReset = this.lastUpdate;
this.augmentations = [];
}
export function receiveInvite(this: PlayerObject, factionName: FactionName): void {
if (this.factionInvitations.includes(factionName) || this.factions.includes(factionName)) {
return;
}
this.factionInvitations.push(factionName);
}
//Calculates skill level progress based on experience. The same formula will be used for every skill
export function calculateSkillProgress(this: PlayerObject, exp: number, mult = 1): ISkillProgress {
return calculateSkillProgressF(exp, mult);
}
export function hasProgram(this: PlayerObject, programName: CompletedProgramName | ProgramFilePath): boolean {
const home = this.getHomeComputer();
return home.programs.includes(programName);
}
export function setMoney(this: PlayerObject, money: number): void {
if (isNaN(money)) {
console.error("NaN passed into Player.setMoney()");
return;
}
this.money = money;
}
export function gainMoney(this: PlayerObject, money: number, source: MoneySource): void {
if (isNaN(money)) {
console.error("NaN passed into Player.gainMoney()");
return;
}
this.money = this.money + money;
this.recordMoneySource(money, source);
}
export function loseMoney(this: PlayerObject, money: number, source: MoneySource): void {
if (isNaN(money)) {
console.error("NaN passed into Player.loseMoney()");
return;
}
if (this.money === Infinity && money === Infinity) return;
this.money = this.money - money;
this.recordMoneySource(-1 * money, source);
}
export function canAfford(this: PlayerObject, cost: number): boolean {
if (isNaN(cost)) {
console.error(`NaN passed into Player.canAfford()`);
return false;
}
return this.money >= cost;
}
export function recordMoneySource(this: PlayerObject, amt: number, source: MoneySource): void {
if (!(this.moneySourceA instanceof MoneySourceTracker)) {
console.warn(`Player.moneySourceA was not properly initialized. Resetting`);
this.moneySourceA = new MoneySourceTracker();
}
if (!(this.moneySourceB instanceof MoneySourceTracker)) {
console.warn(`Player.moneySourceB was not properly initialized. Resetting`);
this.moneySourceB = new MoneySourceTracker();
}
this.moneySourceA.record(amt, source);
this.moneySourceB.record(amt, source);
}
export function startFocusing(this: PlayerObject): void {
this.focus = true;
}
export function stopFocusing(this: PlayerObject): void {
this.focus = false;
}
// Returns true if hospitalized, false otherwise
export function takeDamage(this: PlayerObject, amt: number): boolean {
if (typeof amt !== "number") {
console.warn(`Player.takeDamage() called without a numeric argument: ${amt}`);
return false;
}
this.hp.current -= amt;
if (this.hp.current <= 0) {
this.hospitalize();
return true;
} else {
return false;
}
}
export function hospitalize(this: PlayerObject): number {
const cost = getHospitalizationCost();
SnackbarEvents.emit(`You've been Hospitalized for ${formatMoney(cost)}`, ToastVariant.SUCCESS, 2000);
this.loseMoney(cost, "hospitalization");
this.hp.current = this.hp.max;
return cost;
}
/********* Company job application **********/
//Determines the job that the Player should get (if any) at the current company
//The 'sing' argument designates whether or not this is being called from
//the applyToCompany() Netscript Singularity function
export function applyForJob(this: PlayerObject, entryPosType: CompanyPosition, sing = false): boolean {
const companyName = getEnumHelper("CompanyName").getMember(this.location);
if (!companyName) return false;
const company = Companies[companyName]; //Company being applied to
let pos = entryPosType;
if (!this.isQualified(company, pos)) {
if (!sing) {
dialogBoxCreate("Unfortunately, you do not qualify for this position\n" + getJobRequirementText(company, pos));
}
return false;
}
if (!company.hasPosition(pos)) {
console.error(`Company ${company.name} does not have position ${pos}. Player.applyToCompany() failed`);
return false;
}
let nextPos = getNextCompanyPositionHelper(pos);
while (nextPos && company.hasPosition(nextPos) && this.isQualified(company, nextPos)) {
pos = nextPos;
nextPos = getNextCompanyPositionHelper(pos);
}
//Check if player already has the assigned job
if (this.jobs[company.name] === pos.name) {
if (!sing) {
const nextPos = getNextCompanyPositionHelper(pos);
if (nextPos == null || !company.hasPosition(nextPos)) {
dialogBoxCreate("You are already at the highest position for your field! No promotion available");
} else {
const reqText = getJobRequirementText(company, nextPos);
dialogBoxCreate("Unfortunately, you do not qualify for a promotion\n" + reqText);
}
}
return false;
}
this.jobs[company.name] = pos.name;
if (!sing) {
dialogBoxCreate(`Congratulations! You were offered a new job at ${company.name} for position ${pos.name}!`);
}
return true;
}
//Returns your next position at a company given the field (software, business, etc.)
export function getNextCompanyPosition(
this: PlayerObject,
company: Company,
entryPosType: CompanyPosition,
): CompanyPosition | null {
const currCompany = Companies[company.name];
//Not employed at this company, so return the entry position
if (currCompany == null || currCompany.name != company.name) {
return entryPosType;
}
//If the entry pos type and the player's current position have the same type,
//return the player's "nextCompanyPosition". Otherwise return the entryposType
//Employed at this company, so just return the next position if it exists.
const currentPositionName = this.jobs[company.name];
if (!currentPositionName) return entryPosType;
const currentPosition = CompanyPositions[currentPositionName];
if (
(currentPosition.isSoftwareJob() && entryPosType.isSoftwareJob()) ||
(currentPosition.isITJob() && entryPosType.isITJob()) ||
(currentPosition.isBusinessJob() && entryPosType.isBusinessJob()) ||
(currentPosition.isSecurityEngineerJob() && entryPosType.isSecurityEngineerJob()) ||
(currentPosition.isNetworkEngineerJob() && entryPosType.isNetworkEngineerJob()) ||
(currentPosition.isSecurityJob() && entryPosType.isSecurityJob()) ||
(currentPosition.isAgentJob() && entryPosType.isAgentJob()) ||
(currentPosition.isSoftwareConsultantJob() && entryPosType.isSoftwareConsultantJob()) ||
(currentPosition.isBusinessConsultantJob() && entryPosType.isBusinessConsultantJob()) ||
(currentPosition.isPartTimeJob() && entryPosType.isPartTimeJob())
) {
return getNextCompanyPositionHelper(currentPosition);
}
return entryPosType;
}
export function quitJob(this: PlayerObject, company: CompanyName): void {
if (isCompanyWork(this.currentWork) && this.currentWork.companyName === company) {
this.finishWork(true);
}
for (const sleeve of this.sleeves) {
if (isSleeveCompanyWork(sleeve.currentWork) && sleeve.currentWork.companyName === company) {
sleeve.stopWork();
dialogBoxCreate(`You quit ${company} while one of your sleeves was working there. The sleeve is now idle.`);
}
}
delete this.jobs[company];
}
/**
* Method to see if the player has at least one job assigned to them
* @param this The player instance
* @returns Whether the user has at least one job
*/
export function hasJob(this: PlayerObject): boolean {
return Boolean(Object.keys(this.jobs).length);
}
export function applyForSoftwareJob(this: PlayerObject, sing = false): boolean {
return this.applyForJob(CompanyPositions[JobName.software0], sing);
}
export function applyForSoftwareConsultantJob(this: PlayerObject, sing = false): boolean {
return this.applyForJob(CompanyPositions[JobName.softwareConsult0], sing);
}
export function applyForItJob(this: PlayerObject, sing = false): boolean {
return this.applyForJob(CompanyPositions[JobName.IT0], sing);
}
export function applyForSecurityEngineerJob(this: PlayerObject, sing = false): boolean {
const companyName = getEnumHelper("CompanyName").getMember(this.location);
if (!companyName) return false;
const company = Companies[companyName];
if (this.isQualified(company, CompanyPositions[JobName.securityEng])) {
return this.applyForJob(CompanyPositions[JobName.securityEng], sing);
} else {
if (!sing) {
dialogBoxCreate("Unfortunately, you do not qualify for this position");
}
return false;
}
}
export function applyForNetworkEngineerJob(this: PlayerObject, sing = false): boolean {
const companyName = getEnumHelper("CompanyName").getMember(this.location);
if (!companyName) return false;
const company = Companies[companyName];
if (this.isQualified(company, CompanyPositions[JobName.networkEng0])) {
const pos = CompanyPositions[JobName.networkEng0];
return this.applyForJob(pos, sing);
} else {
if (!sing) {
dialogBoxCreate("Unfortunately, you do not qualify for this position");
}
return false;
}
}
export function applyForBusinessJob(this: PlayerObject, sing = false): boolean {
return this.applyForJob(CompanyPositions[JobName.business0], sing);
}
export function applyForBusinessConsultantJob(this: PlayerObject, sing = false): boolean {
return this.applyForJob(CompanyPositions[JobName.businessConsult0], sing);
}
export function applyForSecurityJob(this: PlayerObject, sing = false): boolean {
// TODO Police Jobs
// Indexing starts at 2 because 0 is for police officer
return this.applyForJob(CompanyPositions[JobName.security0], sing);
}
export function applyForAgentJob(this: PlayerObject, sing = false): boolean {
const companyName = getEnumHelper("CompanyName").getMember(this.location);
if (!companyName) return false;
const company = Companies[companyName];
if (this.isQualified(company, CompanyPositions[JobName.agent0])) {
const pos = CompanyPositions[JobName.agent0];
return this.applyForJob(pos, sing);
} else {
if (!sing) {
dialogBoxCreate("Unfortunately, you do not qualify for this position");
}
return false;
}
}
export function applyForEmployeeJob(this: PlayerObject, sing = false): boolean {
const companyName = getEnumHelper("CompanyName").getMember(this.location);
if (!companyName) return false;
const company = Companies[companyName];
const position = JobName.employee;
// Check if this company has the position
if (!company.hasPosition(position)) {
return false;
}
if (this.isQualified(company, CompanyPositions[position])) {
this.jobs[company.name] = position;
if (!sing) {
dialogBoxCreate("Congratulations, you are now employed at " + this.location);
}
return true;
} else {
if (!sing) {
dialogBoxCreate("Unfortunately, you do not qualify for this position");
}
return false;
}
}
export function applyForPartTimeEmployeeJob(this: PlayerObject, sing = false): boolean {
const companyName = getEnumHelper("CompanyName").getMember(this.location);
if (!companyName) return false;
const company = Companies[companyName];
const position = JobName.employeePT;
// Check if this company has the position
if (!company.hasPosition(position)) {
return false;
}
if (this.isQualified(company, CompanyPositions[position])) {
this.jobs[company.name] = position;
if (!sing) {
dialogBoxCreate("Congratulations, you are now employed part-time at " + this.location);
}
return true;
} else {
if (!sing) {
dialogBoxCreate("Unfortunately, you do not qualify for this position");
}
return false;
}
}
export function applyForWaiterJob(this: PlayerObject, sing = false): boolean {
const companyName = getEnumHelper("CompanyName").getMember(this.location);
if (!companyName) return false;
const company = Companies[companyName];
const position = JobName.waiter;
// Check if this company has the position
if (!company.hasPosition(position)) {
return false;
}
if (this.isQualified(company, CompanyPositions[position])) {
this.jobs[company.name] = position;
if (!sing) {
dialogBoxCreate("Congratulations, you are now employed as a waiter at " + this.location);
}
return true;
} else {
if (!sing) {
dialogBoxCreate("Unfortunately, you do not qualify for this position");
}
return false;
}
}
export function applyForPartTimeWaiterJob(this: PlayerObject, sing = false): boolean {
const companyName = getEnumHelper("CompanyName").getMember(this.location);
if (!companyName) return false;
const company = Companies[companyName];
const position = JobName.waiterPT;
// Check if this company has the position
if (!company.hasPosition(position)) {
return false;
}
if (this.isQualified(company, CompanyPositions[position])) {
this.jobs[company.name] = position;
if (!sing) {
dialogBoxCreate("Congratulations, you are now employed as a part-time waiter at " + this.location);
}
return true;
} else {
if (!sing) {
dialogBoxCreate("Unfortunately, you do not qualify for this position");
}
return false;
}
}
//Checks if the Player is qualified for a certain position
export function isQualified(this: PlayerObject, company: Company, position: CompanyPosition): boolean {
const offset = company.jobStatReqOffset;
const reqHacking = position.requiredHacking > 0 ? position.requiredHacking + offset : 0;
const reqStrength = position.requiredStrength > 0 ? position.requiredStrength + offset : 0;
const reqDefense = position.requiredDefense > 0 ? position.requiredDefense + offset : 0;
const reqDexterity = position.requiredDexterity > 0 ? position.requiredDexterity + offset : 0;
const reqAgility = position.requiredDexterity > 0 ? position.requiredDexterity + offset : 0;
const reqCharisma = position.requiredCharisma > 0 ? position.requiredCharisma + offset : 0;
return (
this.skills.hacking >= reqHacking &&
this.skills.strength >= reqStrength &&
this.skills.defense >= reqDefense &&
this.skills.dexterity >= reqDexterity &&
this.skills.agility >= reqAgility &&
this.skills.charisma >= reqCharisma &&
company.playerReputation >= position.requiredReputation
);
}
/********** Reapplying Augmentations and Source File ***********/
export function reapplyAllAugmentations(this: PlayerObject, resetMultipliers = true): void {
if (resetMultipliers) {
this.resetMultipliers();
}
for (const playerAug of this.augmentations) {
const augName = playerAug.name;
if (augName == AugmentationName.NeuroFluxGovernor) {
for (let i = 0; i < playerAug.level; ++i) {
applyAugmentation(playerAug, true);
}
continue;
}
applyAugmentation(playerAug, true);
}
this.updateSkillLevels();
}
export function reapplyAllSourceFiles(this: PlayerObject): void {
//Will always be called after reapplyAllAugmentations() so multipliers do not have to be reset
//this.resetMultipliers();
for (const [bn, lvl] of this.sourceFiles) {
const srcFileKey = "SourceFile" + bn;
const sourceFileObject = SourceFiles[srcFileKey];
if (!sourceFileObject) {
console.error(`Invalid source file number: ${bn}`);
continue;
}
applySourceFile(bn, lvl);
}
applyExploit();
this.updateSkillLevels();
}
/*************** Check for Faction Invitations *************/
//This function sets the requirements to join a Faction. It checks whether the Player meets
//those requirements and will return an array of all factions that the Player should
//receive an invitation to
export function checkForFactionInvitations(this: PlayerObject): Faction[] {
const invitedFactions: Faction[] = []; //Array which will hold all Factions the player should be invited to
const numAugmentations = this.augmentations.length;
const allCompanies = Object.keys(this.jobs);
const allPositions = Object.values(this.jobs);
// Given a company name, safely returns the reputation (returns 0 if invalid company is specified)
function getCompanyRep(companyName: CompanyName): number {
const company = Companies[companyName];
return company.playerReputation;
}
// Helper function that returns a boolean indicating whether the Player meets
// the requirements for the specified company. There are two requirements:
// 1. High enough reputation
// 2. Player is employed at the company
function checkMegacorpRequirements(companyName: CompanyName): boolean {
const serverMeta = serverMetadata.find((s) => s.specialName === companyName);
const server = GetServer(serverMeta ? serverMeta.hostname : "");
const bonus = (server as Server).backdoorInstalled ? -100e3 : 0;
return (
allCompanies.includes(companyName) && getCompanyRep(companyName) > CONSTANTS.CorpFactionRepRequirement + bonus
);
}
//Illuminati
const illuminatiFac = Factions[FactionName.Illuminati];
if (
!illuminatiFac.isBanned &&
!illuminatiFac.isMember &&
!illuminatiFac.alreadyInvited &&
numAugmentations >= 30 &&
this.money >= 150000000000 &&
this.skills.hacking >= 1500 &&
this.skills.strength >= 1200 &&
this.skills.defense >= 1200 &&
this.skills.dexterity >= 1200 &&
this.skills.agility >= 1200
) {
invitedFactions.push(illuminatiFac);
}
//Daedalus
const daedalusFac = Factions[FactionName.Daedalus];
if (
!daedalusFac.isBanned &&
!daedalusFac.isMember &&
!daedalusFac.alreadyInvited &&
numAugmentations >= currentNodeMults.DaedalusAugsRequirement &&
this.money >= 100000000000 &&
(this.skills.hacking >= 2500 ||
(this.skills.strength >= 1500 &&
this.skills.defense >= 1500 &&
this.skills.dexterity >= 1500 &&
this.skills.agility >= 1500))
) {
invitedFactions.push(daedalusFac);
}
//The Covenant
const covenantFac = Factions[FactionName.TheCovenant];
if (
!covenantFac.isBanned &&
!covenantFac.isMember &&
!covenantFac.alreadyInvited &&
numAugmentations >= 20 &&
this.money >= 75000000000 &&
this.skills.hacking >= 850 &&
this.skills.strength >= 850 &&
this.skills.defense >= 850 &&
this.skills.dexterity >= 850 &&
this.skills.agility >= 850
) {
invitedFactions.push(covenantFac);
}
//ECorp
const ecorpFac = Factions[FactionName.ECorp];
if (
!ecorpFac.isBanned &&
!ecorpFac.isMember &&
!ecorpFac.alreadyInvited &&
checkMegacorpRequirements(CompanyName.ECorp)
) {
invitedFactions.push(ecorpFac);
}
//MegaCorp
const megacorpFac = Factions[FactionName.MegaCorp];
if (
!megacorpFac.isBanned &&
!megacorpFac.isMember &&
!megacorpFac.alreadyInvited &&
checkMegacorpRequirements(CompanyName.MegaCorp)
) {
invitedFactions.push(megacorpFac);
}
//Bachman & Associates
const bachmanandassociatesFac = Factions[FactionName.BachmanAssociates];
if (
!bachmanandassociatesFac.isBanned &&
!bachmanandassociatesFac.isMember &&
!bachmanandassociatesFac.alreadyInvited &&
checkMegacorpRequirements(CompanyName.BachmanAndAssociates)
) {
invitedFactions.push(bachmanandassociatesFac);
}
//Blade Industries
const bladeindustriesFac = Factions[FactionName.BladeIndustries];
if (
!bladeindustriesFac.isBanned &&
!bladeindustriesFac.isMember &&
!bladeindustriesFac.alreadyInvited &&
checkMegacorpRequirements(CompanyName.BladeIndustries)
) {
invitedFactions.push(bladeindustriesFac);
}
//NWO
const nwoFac = Factions[FactionName.NWO];
if (!nwoFac.isBanned && !nwoFac.isMember && !nwoFac.alreadyInvited && checkMegacorpRequirements(CompanyName.NWO)) {
invitedFactions.push(nwoFac);
}
//Clarke Incorporated
const clarkeincorporatedFac = Factions[FactionName.ClarkeIncorporated];
if (
!clarkeincorporatedFac.isBanned &&
!clarkeincorporatedFac.isMember &&
!clarkeincorporatedFac.alreadyInvited &&
checkMegacorpRequirements(CompanyName.ClarkeIncorporated)
) {
invitedFactions.push(clarkeincorporatedFac);
}
//OmniTek Incorporated
const omnitekincorporatedFac = Factions[FactionName.OmniTekIncorporated];
if (
!omnitekincorporatedFac.isBanned &&
!omnitekincorporatedFac.isMember &&
!omnitekincorporatedFac.alreadyInvited &&
checkMegacorpRequirements(CompanyName.OmniTekIncorporated)
) {
invitedFactions.push(omnitekincorporatedFac);
}
//Four Sigma
const foursigmaFac = Factions[FactionName.FourSigma];
if (
!foursigmaFac.isBanned &&
!foursigmaFac.isMember &&
!foursigmaFac.alreadyInvited &&
checkMegacorpRequirements(CompanyName.FourSigma)
) {
invitedFactions.push(foursigmaFac);
}
//KuaiGong International
const kuaigonginternationalFac = Factions[FactionName.KuaiGongInternational];
if (
!kuaigonginternationalFac.isBanned &&
!kuaigonginternationalFac.isMember &&
!kuaigonginternationalFac.alreadyInvited &&
checkMegacorpRequirements(CompanyName.KuaiGongInternational)
) {
invitedFactions.push(kuaigonginternationalFac);
}
//Fulcrum Secret Technologies - If you've unlocked fulcrum secret technologies server and have a high rep with the company
const fulcrumsecrettechonologiesFac = Factions[FactionName.FulcrumSecretTechnologies];
const fulcrumSecretServer = GetServer(SpecialServers.FulcrumSecretTechnologies);
if (!(fulcrumSecretServer instanceof Server))
throw new Error(`${FactionName.FulcrumSecretTechnologies} should be normal server`);
if (fulcrumSecretServer == null) {
console.error(`Could not find ${FactionName.FulcrumSecretTechnologies} Server`);
} else if (
!fulcrumsecrettechonologiesFac.isBanned &&
!fulcrumsecrettechonologiesFac.isMember &&
!fulcrumsecrettechonologiesFac.alreadyInvited &&
fulcrumSecretServer.backdoorInstalled &&
checkMegacorpRequirements(CompanyName.FulcrumTechnologies)
) {
invitedFactions.push(fulcrumsecrettechonologiesFac);
}
//BitRunners
const bitrunnersFac = Factions[FactionName.BitRunners];
const bitrunnersServer = GetServer(SpecialServers.BitRunnersServer);
if (!(bitrunnersServer instanceof Server)) throw new Error(`${FactionName.BitRunners} should be normal server`);
if (bitrunnersServer == null) {
console.error(`Could not find ${FactionName.BitRunners} Server`);
} else if (
!bitrunnersFac.isBanned &&
!bitrunnersFac.isMember &&
bitrunnersServer.backdoorInstalled &&
!bitrunnersFac.alreadyInvited
) {
invitedFactions.push(bitrunnersFac);
}
//The Black Hand
const theblackhandFac = Factions[FactionName.TheBlackHand];
const blackhandServer = GetServer(SpecialServers.TheBlackHandServer);
if (!(blackhandServer instanceof Server)) throw new Error(`${FactionName.TheBlackHand} should be normal server`);
if (blackhandServer == null) {
console.error(`Could not find ${FactionName.TheBlackHand} Server`);
} else if (
!theblackhandFac.isBanned &&
!theblackhandFac.isMember &&
blackhandServer.backdoorInstalled &&
!theblackhandFac.alreadyInvited
) {
invitedFactions.push(theblackhandFac);
}
//NiteSec
const nitesecFac = Factions[FactionName.NiteSec];
const nitesecServer = GetServer(SpecialServers.NiteSecServer);
if (!(nitesecServer instanceof Server)) throw new Error(`${FactionName.NiteSec} should be normal server`);
if (nitesecServer == null) {
console.error(`Could not find ${FactionName.NiteSec} Server`);
} else if (
!nitesecFac.isBanned &&
!nitesecFac.isMember &&
nitesecServer.backdoorInstalled &&
!nitesecFac.alreadyInvited
) {
invitedFactions.push(nitesecFac);
}
//Chongqing
const chongqingFac = Factions[FactionName.Chongqing];
if (
!chongqingFac.isBanned &&
!chongqingFac.isMember &&
!chongqingFac.alreadyInvited &&
this.money >= 20000000 &&
this.city == CityName.Chongqing
) {
invitedFactions.push(chongqingFac);
}
//Sector-12
const sector12Fac = Factions[FactionName.Sector12];
if (
!sector12Fac.isBanned &&
!sector12Fac.isMember &&
!sector12Fac.alreadyInvited &&
this.money >= 15000000 &&
this.city == CityName.Sector12
) {
invitedFactions.push(sector12Fac);
}
//New Tokyo
const newtokyoFac = Factions[FactionName.NewTokyo];
if (
!newtokyoFac.isBanned &&
!newtokyoFac.isMember &&
!newtokyoFac.alreadyInvited &&
this.money >= 20000000 &&
this.city == CityName.NewTokyo
) {
invitedFactions.push(newtokyoFac);
}
//Aevum
const aevumFac = Factions[FactionName.Aevum];
if (
!aevumFac.isBanned &&
!aevumFac.isMember &&
!aevumFac.alreadyInvited &&
this.money >= 40000000 &&
this.city == CityName.Aevum
) {
invitedFactions.push(aevumFac);
}
//Ishima
const ishimaFac = Factions[FactionName.Ishima];
if (
!ishimaFac.isBanned &&
!ishimaFac.isMember &&
!ishimaFac.alreadyInvited &&
this.money >= 30000000 &&
this.city == CityName.Ishima
) {
invitedFactions.push(ishimaFac);
}
//Volhaven
const volhavenFac = Factions[FactionName.Volhaven];
if (
!volhavenFac.isBanned &&
!volhavenFac.isMember &&
!volhavenFac.alreadyInvited &&
this.money >= 50000000 &&
this.city == CityName.Volhaven
) {
invitedFactions.push(volhavenFac);
}
//Speakers for the Dead
const speakersforthedeadFac = Factions[FactionName.SpeakersForTheDead];
if (
!speakersforthedeadFac.isBanned &&
!speakersforthedeadFac.isMember &&
!speakersforthedeadFac.alreadyInvited &&
this.skills.hacking >= 100 &&
this.skills.strength >= 300 &&
this.skills.defense >= 300 &&
this.skills.dexterity >= 300 &&
this.skills.agility >= 300 &&
this.numPeopleKilled >= 30 &&
this.karma <= -45 &&
!allCompanies.includes(LocationName.Sector12CIA) &&
!allCompanies.includes(LocationName.Sector12NSA)
) {
invitedFactions.push(speakersforthedeadFac);
}
//The Dark Army
const thedarkarmyFac = Factions[FactionName.TheDarkArmy];
if (
!thedarkarmyFac.isBanned &&
!thedarkarmyFac.isMember &&
!thedarkarmyFac.alreadyInvited &&
this.skills.hacking >= 300 &&
this.skills.strength >= 300 &&
this.skills.defense >= 300 &&
this.skills.dexterity >= 300 &&
this.skills.agility >= 300 &&
this.city == CityName.Chongqing &&
this.numPeopleKilled >= 5 &&
this.karma <= -45 &&
!allCompanies.includes(LocationName.Sector12CIA) &&
!allCompanies.includes(LocationName.Sector12NSA)
) {
invitedFactions.push(thedarkarmyFac);
}
//The Syndicate
const thesyndicateFac = Factions[FactionName.TheSyndicate];
if (
!thesyndicateFac.isBanned &&
!thesyndicateFac.isMember &&
!thesyndicateFac.alreadyInvited &&
this.skills.hacking >= 200 &&
this.skills.strength >= 200 &&
this.skills.defense >= 200 &&
this.skills.dexterity >= 200 &&
this.skills.agility >= 200 &&
(this.city == CityName.Aevum || this.city == CityName.Sector12) &&
this.money >= 10000000 &&
this.karma <= -90 &&
!allCompanies.includes(LocationName.Sector12CIA) &&
!allCompanies.includes(LocationName.Sector12NSA)
) {
invitedFactions.push(thesyndicateFac);
}
//Silhouette
const silhouetteFac = Factions[FactionName.Silhouette];
if (
!silhouetteFac.isBanned &&
!silhouetteFac.isMember &&
!silhouetteFac.alreadyInvited &&
(allPositions.includes(JobName.software7) || // CTO
allPositions.includes(JobName.business4) || // CFO
allPositions.includes(JobName.business5)) && // CEO
this.money >= 15000000 &&
this.karma <= -22
) {
invitedFactions.push(silhouetteFac);
}
//Tetrads
const tetradsFac = Factions[FactionName.Tetrads];
if (
!tetradsFac.isBanned &&
!tetradsFac.isMember &&
!tetradsFac.alreadyInvited &&
(this.city == CityName.Chongqing || this.city == CityName.NewTokyo || this.city == CityName.Ishima) &&
this.skills.strength >= 75 &&
this.skills.defense >= 75 &&
this.skills.dexterity >= 75 &&
this.skills.agility >= 75 &&
this.karma <= -18
) {
invitedFactions.push(tetradsFac);
}
//SlumSnakes
const slumsnakesFac = Factions[FactionName.SlumSnakes];
if (
!slumsnakesFac.isBanned &&
!slumsnakesFac.isMember &&
!slumsnakesFac.alreadyInvited &&
this.skills.strength >= 30 &&
this.skills.defense >= 30 &&
this.skills.dexterity >= 30 &&
this.skills.agility >= 30 &&
this.karma <= -9 &&
this.money >= 1000000
) {
invitedFactions.push(slumsnakesFac);
}
//Netburners
const netburnersFac = Factions[FactionName.Netburners];
let totalHacknetRam = 0;
let totalHacknetCores = 0;
let totalHacknetLevels = 0;
for (let i = 0; i < this.hacknetNodes.length; ++i) {
const v = this.hacknetNodes[i];
if (typeof v === "string") {
const hserver = GetServer(v);
if (hserver === null || !(hserver instanceof HacknetServer))
throw new Error("player hacknet server was not HacknetServer");
totalHacknetLevels += hserver.level;
totalHacknetRam += hserver.maxRam;
totalHacknetCores += hserver.cores;
} else {
totalHacknetLevels += v.level;
totalHacknetRam += v.ram;
totalHacknetCores += v.cores;
}
}
if (
!netburnersFac.isBanned &&
!netburnersFac.isMember &&
!netburnersFac.alreadyInvited &&
this.skills.hacking >= 80 &&
totalHacknetRam >= 8 &&
totalHacknetCores >= 4 &&
totalHacknetLevels >= 100
) {
invitedFactions.push(netburnersFac);
}
//Tian Di Hui
const tiandihuiFac = Factions[FactionName.TianDiHui];
if (
!tiandihuiFac.isBanned &&
!tiandihuiFac.isMember &&
!tiandihuiFac.alreadyInvited &&
this.money >= 1000000 &&
this.skills.hacking >= 50 &&
(this.city == CityName.Chongqing || this.city == CityName.NewTokyo || this.city == CityName.Ishima)
) {
invitedFactions.push(tiandihuiFac);
}
//CyberSec
const cybersecFac = Factions[FactionName.CyberSec];
const cybersecServer = GetServer(SpecialServers.CyberSecServer);
if (!(cybersecServer instanceof Server)) throw new Error(`${FactionName.CyberSec} should be normal server`);
if (cybersecServer == null) {
console.error(`Could not find ${FactionName.CyberSec} Server`);
} else if (
!cybersecFac.isBanned &&
!cybersecFac.isMember &&
cybersecServer.backdoorInstalled &&
!cybersecFac.alreadyInvited
) {
invitedFactions.push(cybersecFac);
}
return invitedFactions;
}
/************* BitNodes **************/
export function setBitNodeNumber(this: PlayerObject, n: number): void {
this.bitNodeN = n;
}
export function queueAugmentation(this: PlayerObject, name: AugmentationName): void {
for (const aug of this.queuedAugmentations) {
if (aug.name == name) {
console.warn(`tried to queue ${name} twice, this may be a bug`);
return;
}
}
for (const aug of this.augmentations) {
if (aug.name == name) {
console.warn(`tried to queue ${name} twice, this may be a bug`);
return;
}
}
this.queuedAugmentations.push(new PlayerOwnedAugmentation(name));
}
/************* Coding Contracts **************/
export function gainCodingContractReward(
this: PlayerObject,
reward: ICodingContractReward | null,
difficulty = 1,
): string {
if (!reward) return `No reward for this contract`;
switch (reward.type) {
case CodingContractRewardType.FactionReputation: {
if (!Factions[reward.name]) {
return this.gainCodingContractReward({ type: CodingContractRewardType.FactionReputationAll });
}
const repGain = CONSTANTS.CodingContractBaseFactionRepGain * difficulty;
Factions[reward.name].playerReputation += repGain;
return `Gained ${repGain} faction reputation for ${reward.name}`;
}
case CodingContractRewardType.FactionReputationAll: {
const totalGain = CONSTANTS.CodingContractBaseFactionRepGain * difficulty;
// Ignore Bladeburners and other special factions for this calculation
const specialFactions = [
FactionName.Bladeburners,
FactionName.ShadowsOfAnarchy,
FactionName.ChurchOfTheMachineGod,
];
const factions = this.factions.slice().filter((f) => {
return !specialFactions.includes(f);
});
// If the player was only part of the special factions, we'll just give money
if (factions.length == 0) {
return this.gainCodingContractReward({ type: CodingContractRewardType.Money }, difficulty);
}
const gainPerFaction = Math.floor(totalGain / factions.length);
for (const facName of factions) {
if (!Factions[facName]) continue;
Factions[facName].playerReputation += gainPerFaction;
}
return `Gained ${gainPerFaction} reputation for each of the following factions: ${factions.join(", ")}`;
}
case CodingContractRewardType.CompanyReputation: {
if (!isMember("CompanyName", reward.name)) {
return this.gainCodingContractReward({ type: CodingContractRewardType.FactionReputationAll });
}
const repGain = CONSTANTS.CodingContractBaseCompanyRepGain * difficulty;
Companies[reward.name].playerReputation += repGain;
return `Gained ${repGain} company reputation for ${reward.name}`;
}
case CodingContractRewardType.Money:
default: {
const moneyGain = CONSTANTS.CodingContractBaseMoneyGain * difficulty * currentNodeMults.CodingContractMoney;
this.gainMoney(moneyGain, "codingcontract");
return `Gained ${formatMoney(moneyGain)}`;
}
}
}
export function travel(this: PlayerObject, to: CityName): boolean {
if (Cities[to] == null) {
console.warn(`Player.travel() called with invalid city: ${to}`);
return false;
}
this.city = to;
return true;
}
export function gotoLocation(this: PlayerObject, to: LocationName): boolean {
if (Locations[to] == null) {
console.warn(`Player.gotoLocation() called with invalid location: ${to}`);
return false;
}
this.location = to;
return true;
}
export function canAccessGrafting(this: PlayerObject): boolean {
return this.bitNodeN === 10 || this.sourceFileLvl(10) > 0;
}
export function giveExploit(this: PlayerObject, exploit: Exploit): void {
if (!this.exploits.includes(exploit)) {
this.exploits.push(exploit);
SnackbarEvents.emit("SF -1 acquired!", ToastVariant.SUCCESS, 2000);
}
}
export function giveAchievement(this: PlayerObject, achievementId: string): void {
const achievement = achievements[achievementId];
if (!achievement) return;
if (!this.achievements.map((a) => a.ID).includes(achievementId)) {
this.achievements.push({ ID: achievementId, unlockedOn: new Date().getTime() });
SnackbarEvents.emit(`Unlocked Achievement: "${achievement.Name}"`, ToastVariant.SUCCESS, 2000);
}
}
export function getCasinoWinnings(this: PlayerObject): number {
return this.moneySourceA.casino;
}
export function canAccessCotMG(this: PlayerObject): boolean {
return this.bitNodeN === 13 || this.sourceFileLvl(13) > 0;
}
export function sourceFileLvl(this: PlayerObject, n: number): number {
return this.sourceFiles.get(n) ?? 0;
}
export function focusPenalty(this: PlayerObject): number {
let focus = 1;
if (!this.hasAugmentation(AugmentationName.NeuroreceptorManager, true)) {
focus = this.focus ? 1 : CONSTANTS.BaseFocusBonus;
}
return focus;
}