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https://github.com/bitburner-official/bitburner-src.git
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8e0e0eaa88
* BREAKING CHANGE: Removed getSleeveStats and getSleeveInformation because this info is provided by getSleeve in a more usable form. * BREAKING CHANGE: Removed tor, inBladeburner, and hasCorporation fields from ns.getPlayer. Functionality still exists via added functions ns.hasTorRouter, ns.corporation.hasCorporation, and ns.bladeburner.inBladeburner. * Separated ns definitions for Person, Sleeve, and Player interfaces with both Player and Sleeve just extending Person. Added getSleeve, which provides a Sleeve object similar to getPlayer. * Renamed the sleeve ns layer's interface as sleeve lowercase because of name conflict. todo: May move all the ns layers interface names to lowercase for consistency * Added ns.formulas.work.crimeSuccessChance and reworked to allow both sleeve and player calculations. * Removed internal Person.getIntelligenceBonus function which was just a wrapper for calculateIntelligenceBonus. Any use of the former in formulas creates a conflict where ns-provided Person objects throw an error. * Renamed helpers.player to helpers.person for netscript person validation. Reduced number of fields validated due to Person being a smaller interface. * Fixed bug in bladeburner where Player multipliers and int were being used no matter which person was performing the task * Fixed leak of Player.jobs at ns.getPlayer * Person / Player / Sleeve classes now implement the netscript equivalent interfaces. Netscript helper for person no longer asserts that it's a real Person class member, only that it's a Person interface. Functions that use netscript persons have been changed to expect just a person interface to prevent needing this incorrect type assertion.
143 lines
4.9 KiB
TypeScript
143 lines
4.9 KiB
TypeScript
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
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import { Crime } from "../Crime/Crime";
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import { newWorkStats, scaleWorkStats, WorkStats, multWorkStats } from "./WorkStats";
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import { Person as IPerson } from "../ScriptEditor/NetscriptDefinitions";
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import { CONSTANTS } from "../Constants";
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import { FactionWorkType } from "./data/FactionWorkType";
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import {
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getFactionFieldWorkRepGain,
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getFactionSecurityWorkRepGain,
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getHackingWorkRepGain,
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} from "../PersonObjects/formulas/reputation";
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import { Locations } from "../Locations/Locations";
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import { Location } from "../Locations/Location";
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import { Player } from "@player";
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import { Class, Classes, ClassType } from "./ClassWork";
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import { Server } from "../Server/Server";
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import { GetServer } from "../Server/AllServers";
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import { serverMetadata } from "../Server/data/servers";
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import { LocationName } from "../Locations/data/LocationNames";
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import { Company } from "../Company/Company";
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import { CompanyPosition } from "../Company/CompanyPosition";
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const gameCPS = 1000 / CONSTANTS._idleSpeed; // 5 cycles per second
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export const FactionWorkStats: Record<FactionWorkType, WorkStats> = {
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[FactionWorkType.HACKING]: newWorkStats({ hackExp: 15 }),
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[FactionWorkType.FIELD]: newWorkStats({
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hackExp: 10,
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strExp: 10,
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defExp: 10,
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dexExp: 10,
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agiExp: 10,
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chaExp: 10,
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}),
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[FactionWorkType.SECURITY]: newWorkStats({
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hackExp: 5,
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strExp: 15,
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defExp: 15,
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dexExp: 15,
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agiExp: 15,
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}),
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};
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export function calculateCrimeWorkStats(person: IPerson, crime: Crime): WorkStats {
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const gains = scaleWorkStats(
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multWorkStats(
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//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.
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newWorkStats({
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money: crime.money,
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hackExp: crime.hacking_exp,
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strExp: crime.strength_exp,
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defExp: crime.defense_exp,
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dexExp: crime.dexterity_exp,
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agiExp: crime.agility_exp,
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chaExp: crime.charisma_exp,
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intExp: crime.intelligence_exp,
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}),
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person.mults,
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person.mults.crime_money * BitNodeMultipliers.CrimeMoney,
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),
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BitNodeMultipliers.CrimeExpGain,
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false,
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);
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return gains;
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}
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export const calculateFactionRep = (person: IPerson, type: FactionWorkType, favor: number): number => {
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const repFormulas = {
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[FactionWorkType.HACKING]: getHackingWorkRepGain,
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[FactionWorkType.FIELD]: getFactionFieldWorkRepGain,
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[FactionWorkType.SECURITY]: getFactionSecurityWorkRepGain,
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};
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return repFormulas[type](person, favor);
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};
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export function calculateFactionExp(person: IPerson, type: FactionWorkType): WorkStats {
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return scaleWorkStats(
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multWorkStats(FactionWorkStats[type], person.mults),
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BitNodeMultipliers.FactionWorkExpGain / gameCPS,
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);
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}
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/** Calculate cost for a class */
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export function calculateCost(classs: Class, location: Location): number {
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const serverMeta = serverMetadata.find((s) => s.specialName === location.name);
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const server = GetServer(serverMeta ? serverMeta.hostname : "");
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const discount = (server as Server).backdoorInstalled ? 0.9 : 1;
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return classs.earnings.money * location.costMult * discount;
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}
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export function calculateClassEarnings(person: IPerson, type: ClassType, locationName: LocationName): WorkStats {
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const hashManager = Player.hashManager;
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const classs = Classes[type];
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const location = Locations[locationName];
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const hashMult = [ClassType.GymAgility, ClassType.GymDefense, ClassType.GymStrength, ClassType.GymDexterity].includes(
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type,
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)
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? hashManager.getTrainingMult()
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: hashManager.getStudyMult();
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const earnings = multWorkStats(
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scaleWorkStats(classs.earnings, (location.expMult / gameCPS) * hashMult, false),
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person.mults,
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);
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earnings.money = calculateCost(classs, location) / gameCPS;
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return earnings;
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}
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export const calculateCompanyWorkStats = (
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worker: IPerson,
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company: Company,
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companyPosition: CompanyPosition,
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favor: number,
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): WorkStats => {
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// If player has SF-11, calculate salary multiplier from favor
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const favorMult = isNaN(favor) ? 1 : 1 + favor / 100;
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const bn11Mult = Player.sourceFileLvl(11) > 0 ? favorMult : 1;
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const gains = scaleWorkStats(
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multWorkStats(
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{
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money: companyPosition.baseSalary * company.salaryMultiplier * bn11Mult * BitNodeMultipliers.CompanyWorkMoney,
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hackExp: companyPosition.hackingExpGain,
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strExp: companyPosition.strengthExpGain,
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defExp: companyPosition.defenseExpGain,
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dexExp: companyPosition.dexterityExpGain,
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agiExp: companyPosition.agilityExpGain,
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chaExp: companyPosition.charismaExpGain,
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},
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worker.mults,
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worker.mults.work_money,
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),
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company.expMultiplier * BitNodeMultipliers.CompanyWorkExpGain,
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false,
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);
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const jobPerformance = companyPosition.calculateJobPerformance(worker);
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gains.reputation = jobPerformance * worker.mults.company_rep * favorMult;
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return gains;
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};
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