Files
bitburner-src/src/Faction/FactionHelpers.tsx

193 lines
7.3 KiB
TypeScript

import type { Augmentation } from "../Augmentation/Augmentation";
import type { Faction } from "./Faction";
import { Augmentations } from "../Augmentation/Augmentations";
import { AugmentationName, FactionDiscovery } from "@enums";
import { currentNodeMults } from "../BitNode/BitNodeMultipliers";
import { Player } from "@player";
import { Factions } from "./Factions";
import { Settings } from "../Settings/Settings";
import {
getHackingWorkRepGain,
getFactionSecurityWorkRepGain,
getFactionFieldWorkRepGain,
} from "../PersonObjects/formulas/reputation";
import { dialogBoxCreate } from "../ui/React/DialogBox";
import { FactionInvitationEvents } from "./ui/FactionInvitationManager";
import { SFC32RNG } from "../Casino/RNG";
import { isFactionWork } from "../Work/FactionWork";
import { getAugCost } from "../Augmentation/AugmentationHelpers";
import { getRecordKeys } from "../Types/Record";
import type { Result } from "../types";
export function inviteToFaction(faction: Faction): void {
if (faction.alreadyInvited || faction.isMember) return;
Player.receiveInvite(faction.name);
faction.alreadyInvited = true;
faction.discovery = FactionDiscovery.known;
if (!Settings.SuppressFactionInvites) {
FactionInvitationEvents.emit({ type: "New", factionName: faction.name });
}
}
export function joinFaction(faction: Faction): void {
if (faction.isMember) return;
faction.isMember = true;
faction.alreadyInvited = true;
faction.discovery = FactionDiscovery.known;
// Add this faction to player's faction list, keeping it in standard order
Player.factions = getRecordKeys(Factions).filter((facName) => Factions[facName].isMember);
// Ban player from this faction's enemies
for (const enemy of faction.getInfo().enemies) {
if (Factions[enemy]) Factions[enemy].isBanned = true;
Player.factionRumors.delete(enemy);
}
// Remove invalid invites and rumors
Player.factionInvitations = Player.factionInvitations.filter((factionName) => {
return !Factions[factionName].isMember && !Factions[factionName].isBanned;
});
Player.factionRumors.delete(faction.name);
}
//Returns a boolean indicating whether the player has the prerequisites for the
//specified Augmentation
export function hasAugmentationPrereqs(aug: Augmentation): boolean {
return aug.prereqs.every((aug) => Player.hasAugmentation(aug));
}
function checkIfPlayerCanPurchaseAugmentation(faction: Faction, augmentation: Augmentation): Result {
if (!Player.factions.includes(faction.name)) {
return {
success: false,
message: `You can't purchase augmentations from '${faction.name}' because you aren't a member.`,
};
}
if (!getFactionAugmentationsFiltered(faction).includes(augmentation.name)) {
return {
success: false,
message: `Faction '${faction.name}' does not have the '${augmentation.name}' augmentation.`,
};
}
if (augmentation.name !== AugmentationName.NeuroFluxGovernor) {
for (const queuedAugmentation of Player.queuedAugmentations) {
if (queuedAugmentation.name === augmentation.name) {
return { success: false, message: `You already purchased the '${augmentation.name}' augmentation.` };
}
}
for (const installedAugmentation of Player.augmentations) {
if (installedAugmentation.name === augmentation.name) {
return { success: false, message: `You already installed the '${augmentation.name}' augmentation.` };
}
}
}
if (!hasAugmentationPrereqs(augmentation)) {
return {
success: false,
message: `You must first purchase or install ${augmentation.prereqs
.filter((req) => !Player.hasAugmentation(req))
.join(",")} before you can purchase this one.`,
};
}
const augCosts = getAugCost(augmentation);
if (augCosts.moneyCost !== 0 && Player.money < augCosts.moneyCost) {
return { success: false, message: `You don't have enough money to purchase ${augmentation.name}.` };
}
if (faction.playerReputation < augCosts.repCost) {
return { success: false, message: `You don't have enough faction reputation to purchase ${augmentation.name}.` };
}
return { success: true };
}
export function purchaseAugmentation(faction: Faction, augmentation: Augmentation, singularity = false): Result {
const result = checkIfPlayerCanPurchaseAugmentation(faction, augmentation);
if (!result.success) {
if (!singularity) {
dialogBoxCreate(result.message);
}
return { success: false, message: result.message };
}
const augCosts = getAugCost(augmentation);
Player.queueAugmentation(augmentation.name);
Player.loseMoney(augCosts.moneyCost, "augmentations");
if (!singularity && !Settings.SuppressBuyAugmentationConfirmation) {
dialogBoxCreate(
`You purchased ${augmentation.name}. Its enhancements will not take effect until they are installed. ` +
"To install your augmentations, go to the 'Augmentations' tab on the left-hand navigation menu. " +
"Purchasing additional augmentations will now be more expensive.",
);
}
return { success: true };
}
export function processPassiveFactionRepGain(numCycles: number): void {
if (Player.bitNodeN === 2) return;
for (const name of getRecordKeys(Factions)) {
if (isFactionWork(Player.currentWork) && name === Player.currentWork.factionName) continue;
const faction = Factions[name];
if (!faction.isMember) continue;
// No passive rep for special factions
const info = faction.getInfo();
if (!info.offersWork()) continue;
// No passive rep for gangs.
if (Player.getGangName() === name) continue;
// 0 favor = 1%/s
// 50 favor = 6%/s
// 100 favor = 11%/s
const favorMult = Math.min(0.1, faction.favor / 1000 + 0.01);
// Find the best of all possible favor gain, minimum 1 rep / 2 minute.
const hRep = getHackingWorkRepGain(Player, faction.favor);
const sRep = getFactionSecurityWorkRepGain(Player, faction.favor);
const fRep = getFactionFieldWorkRepGain(Player, faction.favor);
const rate = Math.max(hRep * favorMult, sRep * favorMult, fRep * favorMult, 1 / 120);
faction.playerReputation += rate * numCycles * Player.mults.faction_rep * currentNodeMults.FactionPassiveRepGain;
}
}
export const getFactionAugmentationsFiltered = (faction: Faction): AugmentationName[] => {
// If player has a gang with this faction, return (almost) all augmentations
if (Player.hasGangWith(faction.name)) {
let augs = Object.values(Augmentations);
// Remove special augs
augs = augs.filter((a) => !a.isSpecial && a.name !== AugmentationName.CongruityImplant);
if (Player.bitNodeN === 2) {
// TRP is not available outside of BN2 for Gangs
augs.push(Augmentations[AugmentationName.TheRedPill]);
}
const rng = SFC32RNG(`BN${Player.bitNodeN}.${Player.activeSourceFileLvl(Player.bitNodeN)}`);
// Remove faction-unique augs that don't belong to this faction
const uniqueFilter = (a: Augmentation): boolean => {
// Keep all the non-unique one
if (a.factions.length > 1) {
return true;
}
// Keep all the ones that this faction has anyway.
if (faction.augmentations.includes(a.name)) {
return true;
}
return rng() >= 1 - currentNodeMults.GangUniqueAugs;
};
augs = augs.filter(uniqueFilter);
return augs.map((a) => a.name);
}
return faction.augmentations.slice();
};