Files
bitburner-src/src/Work/Formulas.ts
T
Snarling 65cd14e33b DOC: Add ns documentation for possible sleeve tasks (#217)
* Add specific types for sleeve tasks
* Moved LocationName enum to overall enums file
* Add LocationName enum to those provided to player
* remove trailing s on CompanyPosNames enum (now CompanyPosName, in line with LocationName)
* Also regenerated all ns documentation. This leads to an expected error when checking for generated files, because PRs should not normally touch markdown files. Also leads to a lint failure in generated file bitburner.d.ts
* also removed some exporting from NetscriptDefinitions.d.ts for anything that wasn't imported somewhere else.
2022-11-20 12:07:22 -05:00

144 lines
5.0 KiB
TypeScript

import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { Crime } from "../Crime/Crime";
import { newWorkStats, scaleWorkStats, WorkStats, multWorkStats } from "./WorkStats";
import { Person as IPerson } from "../ScriptEditor/NetscriptDefinitions";
import { CONSTANTS } from "../Constants";
import { FactionWorkType, GymType } from "../utils/enums";
import {
getFactionFieldWorkRepGain,
getFactionSecurityWorkRepGain,
getHackingWorkRepGain,
} from "../PersonObjects/formulas/reputation";
import { Locations } from "../Locations/Locations";
import { Location } from "../Locations/Location";
import { Player } from "@player";
import { Class, Classes, ClassType } from "./ClassWork";
import { Server } from "../Server/Server";
import { GetServer } from "../Server/AllServers";
import { serverMetadata } from "../Server/data/servers";
import { LocationName } from "../utils/enums";
import { Company } from "../Company/Company";
import { CompanyPosition } from "../Company/CompanyPosition";
import { checkEnum } from "../utils/helpers/enum";
const gameCPS = 1000 / CONSTANTS._idleSpeed; // 5 cycles per second
export const FactionWorkStats: Record<FactionWorkType, WorkStats> = {
[FactionWorkType.hacking]: newWorkStats({ hackExp: 15 }),
[FactionWorkType.field]: newWorkStats({
hackExp: 10,
strExp: 10,
defExp: 10,
dexExp: 10,
agiExp: 10,
chaExp: 10,
}),
[FactionWorkType.security]: newWorkStats({
hackExp: 5,
strExp: 15,
defExp: 15,
dexExp: 15,
agiExp: 15,
}),
};
export function calculateCrimeWorkStats(person: IPerson, crime: Crime): WorkStats {
const gains = scaleWorkStats(
multWorkStats(
//Todo: rework crime and workstats interfaces to use the same naming convention for exp values, then we can just make a workStats directly from a crime.
newWorkStats({
money: crime.money,
hackExp: crime.hacking_exp,
strExp: crime.strength_exp,
defExp: crime.defense_exp,
dexExp: crime.dexterity_exp,
agiExp: crime.agility_exp,
chaExp: crime.charisma_exp,
intExp: crime.intelligence_exp,
}),
person.mults,
person.mults.crime_money * BitNodeMultipliers.CrimeMoney,
),
BitNodeMultipliers.CrimeExpGain,
false,
);
return gains;
}
/** @returns faction rep rate per cycle */
export const calculateFactionRep = (person: IPerson, type: FactionWorkType, favor: number): number => {
const repFormulas = {
[FactionWorkType.hacking]: getHackingWorkRepGain,
[FactionWorkType.field]: getFactionFieldWorkRepGain,
[FactionWorkType.security]: getFactionSecurityWorkRepGain,
};
return repFormulas[type](person, favor);
};
/** @returns per-cycle WorkStats */
export function calculateFactionExp(person: IPerson, type: FactionWorkType): WorkStats {
return scaleWorkStats(
multWorkStats(FactionWorkStats[type], person.mults),
BitNodeMultipliers.FactionWorkExpGain / gameCPS,
);
}
/** Calculate cost for a class */
export function calculateCost(classs: Class, location: Location): number {
const serverMeta = serverMetadata.find((s) => s.specialName === location.name);
const server = GetServer(serverMeta ? serverMeta.hostname : "");
const discount = (server as Server).backdoorInstalled ? 0.9 : 1;
return classs.earnings.money * location.costMult * discount;
}
/** @returns per-cycle WorkStats */
export function calculateClassEarnings(person: IPerson, type: ClassType, locationName: LocationName): WorkStats {
const hashManager = Player.hashManager;
const classs = Classes[type];
const location = Locations[locationName];
const hashMult = checkEnum(GymType, type) ? hashManager.getTrainingMult() : hashManager.getStudyMult();
const earnings = multWorkStats(
scaleWorkStats(classs.earnings, (location.expMult / gameCPS) * hashMult, false),
person.mults,
);
earnings.money = calculateCost(classs, location) / gameCPS;
return earnings;
}
/** @returns per-cycle WorkStats */
export const calculateCompanyWorkStats = (
worker: IPerson,
company: Company,
companyPosition: CompanyPosition,
favor: number,
): WorkStats => {
// If player has SF-11, calculate salary multiplier from favor
const favorMult = isNaN(favor) ? 1 : 1 + favor / 100;
const bn11Mult = Player.sourceFileLvl(11) > 0 ? favorMult : 1;
const gains = scaleWorkStats(
multWorkStats(
{
money: companyPosition.baseSalary * company.salaryMultiplier * bn11Mult * BitNodeMultipliers.CompanyWorkMoney,
hackExp: companyPosition.hackingExpGain,
strExp: companyPosition.strengthExpGain,
defExp: companyPosition.defenseExpGain,
dexExp: companyPosition.dexterityExpGain,
agiExp: companyPosition.agilityExpGain,
chaExp: companyPosition.charismaExpGain,
},
worker.mults,
worker.mults.work_money,
),
company.expMultiplier * BitNodeMultipliers.CompanyWorkExpGain,
false,
);
const jobPerformance = companyPosition.calculateJobPerformance(worker);
gains.reputation = jobPerformance * worker.mults.company_rep * favorMult;
return gains;
};