reverse engineered formulas.exe
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11
src/utils/formulas/README
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11
src/utils/formulas/README
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- ALL UNTESTED CODE
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- Reverse engineered from bitburner source
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To be reverse engineered:
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- work
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- bladeburner
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To be tested:
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- everything lol
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154
src/utils/formulas/constants.ts
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154
src/utils/formulas/constants.ts
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/**
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* Generic Game Constants
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*
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* Constants for specific mechanics or features will NOT be here.
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*/
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export const CONSTANTS = {
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VersionString: "2.8.1",
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isDevBranch: false,
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VersionNumber: 43,
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/** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
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* and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
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* the player will have this level assuming no multipliers. Multipliers can cause skills to go above this.
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*/
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MaxSkillLevel: 975,
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// Milliseconds per game cycle
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MilliPerCycle: 200,
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// Multiplier for hacking income earned from offline scripts
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OfflineHackingIncome: 0.75,
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// How much reputation is needed to join a megacorporation's faction
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CorpFactionRepRequirement: 400e3,
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// Cost to travel to another city
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TravelCost: 200e3,
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// Faction and Company favor-related things
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BaseFavorToDonate: 150,
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DonateMoneyToRepDivisor: 1e6,
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// NeuroFlux Governor Augmentation cost multiplier
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NeuroFluxGovernorLevelMult: 1.14,
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NumNetscriptPorts: Number.MAX_SAFE_INTEGER,
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// Augmentation Constants
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MultipleAugMultiplier: 1.9,
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// TOR Router
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TorRouterCost: 200e3,
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// Hospital/Health
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HospitalCostPerHp: 100e3,
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// Intelligence-related constants
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IntelligenceCrimeWeight: 0.025, // Weight for how much int affects crime success rates
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IntelligenceCrimeBaseExpGain: 0.05,
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IntelligenceProgramBaseExpGain: 0.1, // Program required hack level divided by this to determine int exp gain
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IntelligenceGraftBaseExpGain: 0.05,
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IntelligenceSingFnBaseExpGain: 1.5,
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// Time-related constants
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MillisecondsPer20Hours: 72000000,
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GameCyclesPer20Hours: 72000000 / 200,
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MillisecondsPer10Hours: 36000000,
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GameCyclesPer10Hours: 36000000 / 200,
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MillisecondsPer8Hours: 28800000,
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GameCyclesPer8Hours: 28800000 / 200,
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MillisecondsPer4Hours: 14400000,
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GameCyclesPer4Hours: 14400000 / 200,
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MillisecondsPer2Hours: 7200000,
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GameCyclesPer2Hours: 7200000 / 200,
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MillisecondsPerHour: 3600000,
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GameCyclesPerHour: 3600000 / 200,
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MillisecondsPerHalfHour: 1800000,
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GameCyclesPerHalfHour: 1800000 / 200,
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MillisecondsPerQuarterHour: 900000,
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GameCyclesPerQuarterHour: 900000 / 200,
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MillisecondsPerTenMinutes: 600000,
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MillisecondsPerFiveMinutes: 300000,
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GameCyclesPerFiveMinutes: 300000 / 200,
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// Player Work & Action
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BaseFocusBonus: 0.8,
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// Coding Contract
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// TODO: Move this into Coding contract implementation?
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CodingContractBaseFactionRepGain: 2500,
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CodingContractBaseCompanyRepGain: 4000,
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CodingContractBaseMoneyGain: 75e6,
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// Augmentation grafting multipliers
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AugmentationGraftingCostMult: 3,
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AugmentationGraftingTimeBase: 3600000,
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// SoA mults
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SoACostMult: 7,
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SoARepMult: 1.3,
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// Value raised to the number of entropy stacks, then multiplied to player multipliers
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EntropyEffect: 0.98,
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// Number of blood, plasma, or platelet donations the developer has verified. Boosts NFG.
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Donations: 179,
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// Only use this if a backdoor is installed in the company's server
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CompanyRequiredReputationMultiplier: 0.75,
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// Also update Documentation/doc/changelog.md when appropriate (when doing a release)
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LatestUpdate: `asdf`,
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} as const;
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export const gameCPS = 1000 / CONSTANTS.MilliPerCycle; // 5 cycles per second
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export const HacknetNodeConstants = {
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MoneyGainPerLevel: 1.5,
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BaseCost: 1000,
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LevelBaseCost: 500,
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RamBaseCost: 30e3,
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CoreBaseCost: 500e3,
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PurchaseNextMult: 1.85,
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UpgradeLevelMult: 1.04,
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UpgradeRamMult: 1.28,
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UpgradeCoreMult: 1.48,
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MaxLevel: 200,
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MaxRam: 64,
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MaxCores: 16,
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} as const;
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export const HacknetServerConstants = {
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HashesPerLevel: 0.001,
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BaseCost: 50e3,
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RamBaseCost: 200e3,
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CoreBaseCost: 1e6,
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CacheBaseCost: 10e6,
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PurchaseMult: 3.2,
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UpgradeLevelMult: 1.1,
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UpgradeRamMult: 1.4,
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UpgradeCoreMult: 1.55,
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UpgradeCacheMult: 1.85,
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MaxServers: 20,
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MaxLevel: 300,
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MaxRam: 8192,
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MaxCores: 128,
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MaxCache: 15,
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} as const;
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194
src/utils/formulas/exports.ts
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194
src/utils/formulas/exports.ts
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import { Player } from "./player";
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import { clampNumber } from "./utils";
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export type PartialRecord<K extends string, V> = Partial<Record<K, V>>;
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export const getRecordEntries = Object.entries as <K extends string, V>(record: PartialRecord<K, V>) => [K, V][];
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/**
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* Bitnode multipliers influence the difficulty of different aspects of the game.
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* Each Bitnode has a different theme/strategy to achieving the end goal, so these multipliers will can help drive the
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* player toward the intended strategy. Unless they really want to play the long, slow game of waiting...
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*/
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export class BitNodeMultipliers {
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/** Influences how quickly the player's agility level (not exp) scales */
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AgilityLevelMultiplier = 1;
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/** Influences the base cost to purchase an augmentation. */
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AugmentationMoneyCost = 1;
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/** Influences the base rep the player must have with a faction to purchase an augmentation. */
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AugmentationRepCost = 1;
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/** Influences how quickly the player can gain rank within Bladeburner. */
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BladeburnerRank = 1;
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/** Influences the cost of skill levels from Bladeburner. */
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BladeburnerSkillCost = 1;
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/** Influences how quickly the player's charisma level (not exp) scales */
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CharismaLevelMultiplier = 1;
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/** Influences the experience gained for each ability when a player completes a class. */
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ClassGymExpGain = 1;
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/** Influences the amount of money gained from completing Coding Contracts. */
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CodingContractMoney = 1;
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/** Influences the experience gained for each ability when the player completes working their job. */
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CompanyWorkExpGain = 1;
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/** Influences how much money the player earns when completing working their job. */
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CompanyWorkMoney = 1;
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/** Influences how much rep the player gains when performing work for a company. */
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CompanyWorkRepGain = 1;
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/** Influences the amount of divisions a corporation can have at the same time. */
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CorporationDivisions = 1;
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/** Influences profits from corporation dividends and selling shares. */
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CorporationSoftcap = 1;
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/** Influences the valuation of corporations created by the player. */
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CorporationValuation = 1;
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/** Influences the base experience gained for each ability when the player commits a crime. */
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CrimeExpGain = 1;
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/** Influences the base money gained when the player commits a crime. */
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CrimeMoney = 1;
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/** Influences the success chance of committing crimes */
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CrimeSuccessRate = 1;
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/** Influences how many Augmentations you need in order to get invited to the Daedalus faction */
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DaedalusAugsRequirement = 30;
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/** Influences how quickly the player's defense level (not exp) scales */
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DefenseLevelMultiplier = 1;
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/** Influences how quickly the player's dexterity level (not exp) scales */
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DexterityLevelMultiplier = 1;
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/** Influences how much rep the player gains in each faction simply by being a member. */
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FactionPassiveRepGain = 1;
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/** Influences the experience gained for each ability when the player completes work for a Faction. */
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FactionWorkExpGain = 1;
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/** Influences how much rep the player gains when performing work for a faction or donating to it. */
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FactionWorkRepGain = 1;
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/** Influences how much it costs to unlock the stock market's 4S Market Data API */
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FourSigmaMarketDataApiCost = 1;
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/** Influences how much it costs to unlock the stock market's 4S Market Data (NOT API) */
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FourSigmaMarketDataCost = 1;
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/** Influences the respect gain and money gain of your gang. */
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GangSoftcap = 1;
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/** Percentage of unique augs that the gang has. */
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GangUniqueAugs = 1;
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/** Percentage multiplier on the effect of the IPvGO rewards **/
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GoPower = 1;
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/** Influences the experienced gained when hacking a server. */
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HackExpGain = 1;
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/** Influences how quickly the player's hacking level (not experience) scales */
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HackingLevelMultiplier = 1;
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/** Influences how quickly the player's hack(), grow() and weaken() calls run */
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HackingSpeedMultiplier = 1;
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/**
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* Influences how much money is produced by Hacknet Nodes.
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* Influences the hash rate of Hacknet Servers (unlocked in BitNode-9)
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*/
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HacknetNodeMoney = 1;
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/** Influences how much money it costs to upgrade your home computer's RAM */
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HomeComputerRamCost = 1;
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/** Influences how much money is gained when the player infiltrates a company. */
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InfiltrationMoney = 1;
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/** Influences how much rep the player can gain from factions when selling stolen documents and secrets */
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InfiltrationRep = 1;
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/**
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* Influences how much money the player actually gains when they hack a server via the terminal. This is different
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* from ScriptHackMoney. When the player hack a server via the terminal, the amount of money in that server is
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* reduced, but they do not gain that same amount.
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*/
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ManualHackMoney = 1;
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/** Influence how much it costs to purchase a server */
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PurchasedServerCost = 1;
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/** Influence how much it costs to purchase a server */
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PurchasedServerSoftcap = 1;
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/** Influences the maximum number of purchased servers you can have */
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PurchasedServerLimit = 1;
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/** Influences the maximum allowed RAM for a purchased server */
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PurchasedServerMaxRam = 1;
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/** Influences the minimum favor the player must have with a faction before they can donate to gain rep. */
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RepToDonateToFaction = 1;
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/** Influences how much money is stolen from a server when the player performs a hack against it. */
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ScriptHackMoney = 1;
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/**
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* Influences how much money the player actually gains when a script hacks a server. This is different from
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* ScriptHackMoney. When a script hacks a server, the amount of money in that server is reduced, but the player does
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* not gain that same amount.
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*/
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ScriptHackMoneyGain = 1;
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/** Influences the growth percentage per cycle against a server. */
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ServerGrowthRate = 1;
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/** Influences the maximum money that a server can grow to. */
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ServerMaxMoney = 1;
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/** Influences the initial money that a server starts with. */
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ServerStartingMoney = 1;
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/** Influences the initial security level (hackDifficulty) of a server. */
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ServerStartingSecurity = 1;
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/** Influences the weaken amount per invocation against a server. */
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ServerWeakenRate = 1;
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/** Influences how quickly the player's strength level (not exp) scales */
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StrengthLevelMultiplier = 1;
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/** Influences the power of the gift. */
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StaneksGiftPowerMultiplier = 1;
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/** Influences the size of the gift. */
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StaneksGiftExtraSize = 0;
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/** Influences the hacking skill required to backdoor the world daemon. */
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WorldDaemonDifficulty = 1;
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constructor(a: PartialRecord<keyof BitNodeMultipliers, number> = {}) {
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for (const [key, value] of getRecordEntries(a)) this[key] = clampNumber(value);
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}
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}
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/** The multipliers currently in effect */
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export const currentNodeMults = new BitNodeMultipliers();
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export function calculateIntelligenceBonus(intelligence: number, weight = 1): number {
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const effectiveIntelligence =
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Player.bitNodeOptions.intelligenceOverride !== undefined
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? Math.min(Player.bitNodeOptions.intelligenceOverride, intelligence)
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: intelligence;
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return 1 + (weight * Math.pow(effectiveIntelligence, 0.8)) / 600;
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}
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205
src/utils/formulas/gang.ts
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205
src/utils/formulas/gang.ts
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import { currentNodeMults } from "./exports";
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export interface FormulaGang {
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respect: number;
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territory: number;
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wantedLevel: number;
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}
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export interface ITerritory {
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money: number;
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respect: number;
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wanted: number;
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}
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export interface ITaskParams {
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baseRespect?: number;
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baseWanted?: number;
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baseMoney?: number;
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hackWeight?: number;
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strWeight?: number;
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defWeight?: number;
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dexWeight?: number;
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agiWeight?: number;
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chaWeight?: number;
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difficulty?: number;
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territory?: ITerritory;
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}
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export class GangMember {
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name: string;
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task = "Unassigned";
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earnedRespect = 0;
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hack = 1;
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str = 1;
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def = 1;
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dex = 1;
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agi = 1;
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cha = 1;
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hack_exp = 0;
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str_exp = 0;
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def_exp = 0;
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dex_exp = 0;
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agi_exp = 0;
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cha_exp = 0;
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hack_mult = 1;
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str_mult = 1;
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def_mult = 1;
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dex_mult = 1;
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agi_mult = 1;
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cha_mult = 1;
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hack_asc_points = 0;
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str_asc_points = 0;
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def_asc_points = 0;
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dex_asc_points = 0;
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agi_asc_points = 0;
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cha_asc_points = 0;
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upgrades: string[] = []; // Names of upgrades
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augmentations: string[] = []; // Names of augmentations only
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constructor(name = "") {
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this.name = name;
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}
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}
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export class GangMemberTask {
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name: string;
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desc: string;
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isHacking: boolean;
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isCombat: boolean;
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baseRespect: number;
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baseWanted: number;
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baseMoney: number;
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hackWeight: number;
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strWeight: number;
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defWeight: number;
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dexWeight: number;
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agiWeight: number;
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chaWeight: number;
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difficulty: number;
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territory: ITerritory;
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// Defines tasks that Gang Members can work on
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constructor(name: string, desc: string, isHacking: boolean, isCombat: boolean, params: ITaskParams) {
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this.name = name;
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this.desc = desc;
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// Flags that describe whether this Task is applicable for Hacking/Combat gangs
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this.isHacking = isHacking;
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this.isCombat = isCombat;
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// Base gain rates for respect/wanted/money
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this.baseRespect = params.baseRespect ? params.baseRespect : 0;
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this.baseWanted = params.baseWanted ? params.baseWanted : 0;
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this.baseMoney = params.baseMoney ? params.baseMoney : 0;
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// Weighting for the effect that each stat has on the tasks effectiveness.
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// Weights must add up to 100
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this.hackWeight = params.hackWeight ? params.hackWeight : 0;
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this.strWeight = params.strWeight ? params.strWeight : 0;
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this.defWeight = params.defWeight ? params.defWeight : 0;
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this.dexWeight = params.dexWeight ? params.dexWeight : 0;
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this.agiWeight = params.agiWeight ? params.agiWeight : 0;
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this.chaWeight = params.chaWeight ? params.chaWeight : 0;
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if (
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Math.round(
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this.hackWeight + this.strWeight + this.defWeight + this.dexWeight + this.agiWeight + this.chaWeight,
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) != 100
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) {
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console.error(`GangMemberTask ${this.name} weights do not add up to 100`);
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}
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// 1 - 100
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this.difficulty = params.difficulty ? params.difficulty : 1;
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// Territory Factors. Exponential factors that dictate how territory affects gains
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// Formula: Territory Multiplier = (Territory * 100) ^ factor / 100
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// So factor should be > 1 if something should scale exponentially with territory
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// and should be < 1 if it should have diminishing returns
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this.territory = params.territory ? params.territory : { money: 1, respect: 1, wanted: 1 };
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}
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}
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export function calculateWantedPenalty(gang: FormulaGang): number {
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return gang.respect / (gang.respect + gang.wantedLevel);
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}
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|
||||
export function calculateRespectGain(gang: FormulaGang, member: GangMember, task: GangMemberTask): number {
|
||||
if (task.baseRespect === 0) return 0;
|
||||
let statWeight =
|
||||
(task.hackWeight / 100) * member.hack +
|
||||
(task.strWeight / 100) * member.str +
|
||||
(task.defWeight / 100) * member.def +
|
||||
(task.dexWeight / 100) * member.dex +
|
||||
(task.agiWeight / 100) * member.agi +
|
||||
(task.chaWeight / 100) * member.cha;
|
||||
statWeight -= 4 * task.difficulty;
|
||||
if (statWeight <= 0) return 0;
|
||||
const territoryMult = Math.max(0.005, Math.pow(gang.territory * 100, task.territory.respect) / 100);
|
||||
const territoryPenalty = (0.2 * gang.territory + 0.8) * currentNodeMults.GangSoftcap;
|
||||
if (isNaN(territoryMult) || territoryMult <= 0) return 0;
|
||||
const respectMult = calculateWantedPenalty(gang);
|
||||
return Math.pow(11 * task.baseRespect * statWeight * territoryMult * respectMult, territoryPenalty);
|
||||
}
|
||||
|
||||
export function calculateWantedLevelGain(gang: FormulaGang, member: GangMember, task: GangMemberTask): number {
|
||||
if (task.baseWanted === 0) return 0;
|
||||
let statWeight =
|
||||
(task.hackWeight / 100) * member.hack +
|
||||
(task.strWeight / 100) * member.str +
|
||||
(task.defWeight / 100) * member.def +
|
||||
(task.dexWeight / 100) * member.dex +
|
||||
(task.agiWeight / 100) * member.agi +
|
||||
(task.chaWeight / 100) * member.cha;
|
||||
statWeight -= 3.5 * task.difficulty;
|
||||
if (statWeight <= 0) return 0;
|
||||
const territoryMult = Math.max(0.005, Math.pow(gang.territory * 100, task.territory.wanted) / 100);
|
||||
if (isNaN(territoryMult) || territoryMult <= 0) return 0;
|
||||
if (task.baseWanted < 0) {
|
||||
return 0.4 * task.baseWanted * statWeight * territoryMult;
|
||||
}
|
||||
const calc = (7 * task.baseWanted) / Math.pow(3 * statWeight * territoryMult, 0.8);
|
||||
|
||||
// Put an arbitrary cap on this to prevent wanted level from rising too fast if the
|
||||
// denominator is very small. Might want to rethink formula later
|
||||
return Math.min(100, calc);
|
||||
}
|
||||
|
||||
export function calculateMoneyGain(gang: FormulaGang, member: GangMember, task: GangMemberTask): number {
|
||||
if (task.baseMoney === 0) return 0;
|
||||
let statWeight =
|
||||
(task.hackWeight / 100) * member.hack +
|
||||
(task.strWeight / 100) * member.str +
|
||||
(task.defWeight / 100) * member.def +
|
||||
(task.dexWeight / 100) * member.dex +
|
||||
(task.agiWeight / 100) * member.agi +
|
||||
(task.chaWeight / 100) * member.cha;
|
||||
|
||||
statWeight -= 3.2 * task.difficulty;
|
||||
if (statWeight <= 0) return 0;
|
||||
const territoryMult = Math.max(0.005, Math.pow(gang.territory * 100, task.territory.money) / 100);
|
||||
if (isNaN(territoryMult) || territoryMult <= 0) return 0;
|
||||
const respectMult = calculateWantedPenalty(gang);
|
||||
const territoryPenalty = (0.2 * gang.territory + 0.8) * currentNodeMults.GangSoftcap;
|
||||
return Math.pow(5 * task.baseMoney * statWeight * territoryMult * respectMult, territoryPenalty);
|
||||
}
|
||||
|
||||
export function calculateAscensionPointsGain(exp: number): number {
|
||||
return Math.max(exp - 1000, 0);
|
||||
}
|
||||
|
||||
export function calculateAscensionMult(points: number): number {
|
||||
return Math.max(Math.pow(points / 2000, 0.5), 1);
|
||||
}
|
||||
309
src/utils/formulas/hacking.ts
Normal file
309
src/utils/formulas/hacking.ts
Normal file
|
|
@ -0,0 +1,309 @@
|
|||
import { Player as IPerson, Server as IServer } from "@ns";
|
||||
import { currentNodeMults } from "./exports";
|
||||
import { clampNumber } from "./utils";
|
||||
import { Player } from "./player";
|
||||
|
||||
export const ServerConstants = {
|
||||
// Base RAM costs
|
||||
BaseCostFor1GBOfRamHome: 32000,
|
||||
BaseCostFor1GBOfRamServer: 55000, //1 GB of RAM
|
||||
// Server-related constants
|
||||
HomeComputerMaxRam: 1073741824, // 2 ^ 30
|
||||
ServerBaseGrowthIncr: 0.03, // Unadjusted growth increment (growth rate is this * adjustment + 1)
|
||||
ServerMaxGrowthLog: 0.00349388925425578, // Maximum possible growth rate accounting for server security, precomputed as log1p(.0035)
|
||||
ServerFortifyAmount: 0.002, // Amount by which server's security increases when its hacked/grown
|
||||
ServerWeakenAmount: 0.05, // Amount by which server's security decreases when weakened
|
||||
|
||||
PurchasedServerLimit: 25,
|
||||
PurchasedServerMaxRam: 1048576, // 2^20
|
||||
} as const;
|
||||
|
||||
/**
|
||||
* Checks that a variable is a valid number. A valid number
|
||||
* must be a "number" type and cannot be NaN
|
||||
*/
|
||||
export function isValidNumber(n: number): boolean {
|
||||
return typeof n === "number" && !isNaN(n);
|
||||
}
|
||||
|
||||
export function calculateIntelligenceBonus(intelligence: number, weight = 1): number {
|
||||
const effectiveIntelligence =
|
||||
Player.bitNodeOptions.intelligenceOverride !== undefined
|
||||
? Math.min(Player.bitNodeOptions.intelligenceOverride, intelligence)
|
||||
: intelligence;
|
||||
return 1 + (weight * Math.pow(effectiveIntelligence, 0.8)) / 600;
|
||||
}
|
||||
|
||||
/** Returns the chance the person has to successfully hack a server */
|
||||
export function calculateHackingChance(server: IServer, person: IPerson): number {
|
||||
const hackDifficulty = server.hackDifficulty ?? 100;
|
||||
const requiredHackingSkill = server.requiredHackingSkill ?? 1e9;
|
||||
// Unrooted or unhackable server
|
||||
if (!server.hasAdminRights || hackDifficulty >= 100) return 0;
|
||||
const hackFactor = 1.75;
|
||||
const difficultyMult = (100 - hackDifficulty) / 100;
|
||||
const skillMult = clampNumber(hackFactor * person.skills.hacking, 1);
|
||||
const skillChance = (skillMult - requiredHackingSkill) / skillMult;
|
||||
const chance =
|
||||
skillChance *
|
||||
difficultyMult *
|
||||
person.mults.hacking_chance *
|
||||
calculateIntelligenceBonus(person.skills.intelligence, 1);
|
||||
return clampNumber(chance, 0, 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the amount of hacking experience the person will gain upon
|
||||
* successfully hacking a server
|
||||
*/
|
||||
export function calculateHackingExpGain(server: IServer, person: IPerson): number {
|
||||
const baseDifficulty = server.baseDifficulty;
|
||||
if (!baseDifficulty) return 0;
|
||||
const baseExpGain = 3;
|
||||
const diffFactor = 0.3;
|
||||
let expGain = baseExpGain;
|
||||
expGain += baseDifficulty * diffFactor;
|
||||
return expGain * person.mults.hacking_exp * currentNodeMults.HackExpGain;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the percentage of money that will be stolen from a server if
|
||||
* it is successfully hacked (returns the decimal form, not the actual percent value)
|
||||
*/
|
||||
export function calculatePercentMoneyHacked(server: IServer, person: IPerson): number {
|
||||
const hackDifficulty = server.hackDifficulty ?? 100;
|
||||
if (hackDifficulty >= 100) return 0;
|
||||
const requiredHackingSkill = server.requiredHackingSkill ?? 1e9;
|
||||
// Adjust if needed for balancing. This is the divisor for the final calculation
|
||||
const balanceFactor = 240;
|
||||
|
||||
const difficultyMult = (100 - hackDifficulty) / 100;
|
||||
const skillMult = (person.skills.hacking - (requiredHackingSkill - 1)) / person.skills.hacking;
|
||||
const percentMoneyHacked =
|
||||
(difficultyMult * skillMult * person.mults.hacking_money * currentNodeMults.ScriptHackMoney) / balanceFactor;
|
||||
|
||||
return Math.min(1, Math.max(percentMoneyHacked, 0));
|
||||
}
|
||||
|
||||
/** Returns time it takes to complete a hack on a server, in seconds */
|
||||
export function calculateHackingTime(server: IServer, person: IPerson): number {
|
||||
const { hackDifficulty, requiredHackingSkill } = server;
|
||||
if (typeof hackDifficulty !== "number" || typeof requiredHackingSkill !== "number") return Infinity;
|
||||
const difficultyMult = requiredHackingSkill * hackDifficulty;
|
||||
|
||||
const baseDiff = 500;
|
||||
const baseSkill = 50;
|
||||
const diffFactor = 2.5;
|
||||
let skillFactor = diffFactor * difficultyMult + baseDiff;
|
||||
skillFactor /= person.skills.hacking + baseSkill;
|
||||
|
||||
const hackTimeMultiplier = 5;
|
||||
const hackingTime =
|
||||
(hackTimeMultiplier * skillFactor) /
|
||||
(person.mults.hacking_speed *
|
||||
currentNodeMults.HackingSpeedMultiplier *
|
||||
calculateIntelligenceBonus(person.skills.intelligence, 1));
|
||||
|
||||
return hackingTime;
|
||||
}
|
||||
|
||||
/** Returns time it takes to complete a grow operation on a server, in seconds */
|
||||
export function calculateGrowTime(server: IServer, person: IPerson): number {
|
||||
const growTimeMultiplier = 3.2; // Relative to hacking time. 16/5 = 3.2
|
||||
|
||||
return growTimeMultiplier * calculateHackingTime(server, person);
|
||||
}
|
||||
|
||||
/** Returns time it takes to complete a weaken operation on a server, in seconds */
|
||||
export function calculateWeakenTime(server: IServer, person: IPerson): number {
|
||||
const weakenTimeMultiplier = 4; // Relative to hacking time
|
||||
|
||||
return weakenTimeMultiplier * calculateHackingTime(server, person);
|
||||
}
|
||||
|
||||
// Returns the log of the growth rate. When passing 1 for threads, this gives a useful constant.
|
||||
export function calculateServerGrowthLog(server: IServer, threads: number, p: IPerson, cores = 1): number {
|
||||
if (!server.serverGrowth) return -Infinity;
|
||||
const hackDifficulty = server.hackDifficulty ?? 100;
|
||||
const numServerGrowthCycles = Math.max(threads, 0);
|
||||
|
||||
//Get adjusted growth log, which accounts for server security
|
||||
//log1p computes log(1+p), it is far more accurate for small values.
|
||||
let adjGrowthLog = Math.log1p(ServerConstants.ServerBaseGrowthIncr / hackDifficulty);
|
||||
if (adjGrowthLog >= ServerConstants.ServerMaxGrowthLog) {
|
||||
adjGrowthLog = ServerConstants.ServerMaxGrowthLog;
|
||||
}
|
||||
|
||||
//Calculate adjusted server growth rate based on parameters
|
||||
const serverGrowthPercentage = server.serverGrowth / 100;
|
||||
const serverGrowthPercentageAdjusted = serverGrowthPercentage * currentNodeMults.ServerGrowthRate;
|
||||
|
||||
//Apply serverGrowth for the calculated number of growth cycles
|
||||
const coreBonus = 1 + (cores - 1) * (1 / 16);
|
||||
// It is critical that numServerGrowthCycles (aka threads) is multiplied last,
|
||||
// so that it rounds the same way as numCycleForGrowthCorrected.
|
||||
return adjGrowthLog * serverGrowthPercentageAdjusted * p.mults.hacking_grow * coreBonus * numServerGrowthCycles;
|
||||
}
|
||||
|
||||
export function calculateServerGrowth(server: IServer, threads: number, p: IPerson, cores = 1): number {
|
||||
if (!server.serverGrowth) return 0;
|
||||
return Math.exp(calculateServerGrowthLog(server, threads, p, cores));
|
||||
}
|
||||
|
||||
// This differs from calculateServerGrowth in that it includes the additive
|
||||
// factor and all the boundary checks.
|
||||
export function calculateGrowMoney(server: IServer, threads: number, p: IPerson, cores = 1): number {
|
||||
let serverGrowth = calculateServerGrowth(server, threads, p, cores);
|
||||
if (serverGrowth < 1) {
|
||||
console.warn("serverGrowth calculated to be less than 1");
|
||||
serverGrowth = 1;
|
||||
}
|
||||
|
||||
let moneyAvailable = server.moneyAvailable ?? Number.NaN;
|
||||
moneyAvailable += threads; // It can be grown even if it has no money
|
||||
moneyAvailable *= serverGrowth;
|
||||
|
||||
// cap at max (or data corruption)
|
||||
if (
|
||||
server.moneyMax !== undefined &&
|
||||
isValidNumber(server.moneyMax) &&
|
||||
(moneyAvailable > server.moneyMax || isNaN(moneyAvailable))
|
||||
) {
|
||||
moneyAvailable = server.moneyMax;
|
||||
}
|
||||
return moneyAvailable;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the number of "growth cycles" needed to grow the specified server by the specified amount, taking into
|
||||
* account only the multiplicative factor. Does not account for the additive $1/thread. Only used for growthAnalyze.
|
||||
* @param server - Server being grown
|
||||
* @param growth - How much the server is being grown by, in DECIMAL form (e.g. 1.5 rather than 50)
|
||||
* @param p - Reference to Player object
|
||||
* @returns Number of "growth cycles" needed
|
||||
*/
|
||||
export function numCycleForGrowth(server: IServer, growth: number, cores = 1): number {
|
||||
if (!server.serverGrowth) return Infinity;
|
||||
return Math.log(growth) / calculateServerGrowthLog(server, 1, Player, cores);
|
||||
}
|
||||
|
||||
/**
|
||||
* This function calculates the number of threads needed to grow a server from one $amount to a higher $amount
|
||||
* (ie, how many threads to grow this server from $200 to $600 for example).
|
||||
* It protects the inputs (so putting in INFINITY for targetMoney will use moneyMax, putting in a negative for start will use 0, etc.)
|
||||
* @param server - Server being grown
|
||||
* @param targetMoney - How much you want the server grown TO (not by), for instance, to grow from 200 to 600, input 600
|
||||
* @param startMoney - How much you are growing the server from, for instance, to grow from 200 to 600, input 200
|
||||
* @param cores - Number of cores on the host performing grow
|
||||
* @returns Integer threads needed by a single ns.grow call to reach targetMoney from startMoney.
|
||||
*/
|
||||
export function numCycleForGrowthCorrected(
|
||||
server: IServer,
|
||||
targetMoney: number,
|
||||
startMoney: number,
|
||||
cores = 1,
|
||||
person: IPerson = Player,
|
||||
): number {
|
||||
if (!server.serverGrowth) return Infinity;
|
||||
const moneyMax = server.moneyMax ?? 1;
|
||||
|
||||
if (startMoney < 0) startMoney = 0; // servers "can't" have less than 0 dollars on them
|
||||
if (targetMoney > moneyMax) targetMoney = moneyMax; // can't grow a server to more than its moneyMax
|
||||
if (targetMoney <= startMoney) return 0; // no growth --> no threads
|
||||
|
||||
const k = calculateServerGrowthLog(server, 1, person, cores);
|
||||
/* To understand what is done below we need to do some math. I hope the explanation is clear enough.
|
||||
* First of, the names will be shortened for ease of manipulation:
|
||||
* n:= targetMoney (n for new), o:= startMoney (o for old), k:= calculateServerGrowthLog, x:= threads
|
||||
* x is what we are trying to compute.
|
||||
*
|
||||
* After growing, the money on a server is n = (o + x) * exp(k*x)
|
||||
* x appears in an exponent and outside it, this is usually solved using the productLog/lambert's W special function,
|
||||
* but it turns out that due to floating-point range issues this approach is *useless* to us, so it will be ignored.
|
||||
*
|
||||
* Instead, we proceed directly to Newton-Raphson iteration. We first rewrite the equation in
|
||||
* log-form, since iterating it this way has faster convergence: log(n) = log(o+x) + k*x.
|
||||
* Now our goal is to find the zero of f(x) = log((o+x)/n) + k*x.
|
||||
* (Due to the shape of the function, there will be a single zero.)
|
||||
*
|
||||
* The idea of this method is to take the horizontal position at which the horizontal axis
|
||||
* intersects with of the tangent of the function's curve as the next approximation.
|
||||
* It is equivalent to treating the curve as a line (it is called a first order approximation)
|
||||
* If the current approximation is x then the new approximated value is x - f(x)/f'(x)
|
||||
* (where f' is the derivative of f).
|
||||
*
|
||||
* In our case f(x) = log((o+x)/n) + k*x, f'(x) = d(log((o+x)/n) + k*x)/dx
|
||||
* = 1/(o + x) + k
|
||||
* And the update step is x[new] = x - (log((o+x)/n) + k*x)/(1/(o+x) + k)
|
||||
* We can simplify this by bringing the first term up into the fraction:
|
||||
* = (x * (1/(o+x) + k) - log((o+x)/n) - k*x) / (1/(o+x) + k)
|
||||
* = (x/(o+x) - log((o+x)/n)) / (1/(o+x) + k) [multiplying top and bottom by (o+x)]
|
||||
* = (x - (o+x)*log((o+x)/n)) / (1 + (o+x)*k)
|
||||
*
|
||||
* The main question to ask when using this method is "does it converge?"
|
||||
* (are the approximations getting better?), if it does then it does quickly.
|
||||
* Since the derivative is always positive but also strictly decreasing, convergence is guaranteed.
|
||||
* This also provides the useful knowledge that any x which starts *greater* than the solution will
|
||||
* undershoot across to the left, while values *smaller* than the zero will continue to find
|
||||
* closer approximations that are still smaller than the final value.
|
||||
*
|
||||
* Of great importance for reducing the number of iterations is starting with a good initial
|
||||
* guess. We use a very simple starting condition: x_0 = n - o. We *know* this will always overshot
|
||||
* the target, usually by a vast amount. But we can run it manually through one Newton iteration
|
||||
* to get a better start with nice properties:
|
||||
* x_1 = ((n - o) - (n - o + o)*log((n-o+o)/n)) / (1 + (n-o+o)*k)
|
||||
* = ((n - o) - n * log(n/n)) / (1 + n*k)
|
||||
* = ((n - o) - n * 0) / (1 + n*k)
|
||||
* = (n - o) / (1 + n*k)
|
||||
* We can do the same procedure with the exponential form of Newton's method, starting from x_0 = 0.
|
||||
* This gives x_1 = (n - o) / (1 + o*k), (full derivation omitted) which will be an overestimate.
|
||||
* We use a weighted average of the denominators to get the final guess:
|
||||
* x = (n - o) / (1 + (1/16*n + 15/16*o)*k)
|
||||
* The reason for this particular weighting is subtle; it is exactly representable and holds up
|
||||
* well under a wide variety of conditions, making it likely that the we start within 1 thread of
|
||||
* correct. It particularly bounds the worst-case to 3 iterations, and gives a very wide swatch
|
||||
* where 2 iterations is good enough.
|
||||
*
|
||||
* The accuracy of the initial guess is good for many inputs - often one iteration
|
||||
* is sufficient. This means the overall cost is two logs (counting the one in calculateServerGrowthLog),
|
||||
* possibly one exp, 5 divisions, and a handful of basic arithmetic.
|
||||
*/
|
||||
const guess = (targetMoney - startMoney) / (1 + (targetMoney * (1 / 16) + startMoney * (15 / 16)) * k);
|
||||
let x = guess;
|
||||
let diff;
|
||||
do {
|
||||
const ox = startMoney + x;
|
||||
// Have to use division instead of multiplication by inverse, because
|
||||
// if targetMoney is MIN_VALUE then inverting gives Infinity
|
||||
const newx = (x - ox * Math.log(ox / targetMoney)) / (1 + ox * k);
|
||||
diff = newx - x;
|
||||
x = newx;
|
||||
} while (diff < -1 || diff > 1);
|
||||
/* If we see a diff of 1 or less we know all future diffs will be smaller, and the rate of
|
||||
* convergence means the *sum* of the diffs will be less than 1.
|
||||
|
||||
* In most cases, our result here will be ceil(x).
|
||||
*/
|
||||
const ccycle = Math.ceil(x);
|
||||
if (ccycle - x > 0.999999) {
|
||||
// Rounding-error path: It's possible that we slightly overshot the integer value due to
|
||||
// rounding error, and more specifically precision issues with log and the size difference of
|
||||
// startMoney vs. x. See if a smaller integer works. Most of the time, x was not close enough
|
||||
// that we need to try.
|
||||
const fcycle = ccycle - 1;
|
||||
if (targetMoney <= (startMoney + fcycle) * Math.exp(k * fcycle)) {
|
||||
return fcycle;
|
||||
}
|
||||
}
|
||||
if (ccycle >= x + ((diff <= 0 ? -diff : diff) + 0.000001)) {
|
||||
// Fast-path: We know the true value is somewhere in the range [x, x + |diff|] but the next
|
||||
// greatest integer is past this. Since we have to round up grows anyway, we can return this
|
||||
// with no more calculation. We need some slop due to rounding errors - we can't fast-path
|
||||
// a value that is too small.
|
||||
return ccycle;
|
||||
}
|
||||
if (targetMoney <= (startMoney + ccycle) * Math.exp(k * ccycle)) {
|
||||
return ccycle;
|
||||
}
|
||||
return ccycle + 1;
|
||||
}
|
||||
92
src/utils/formulas/hacknet-nodes.ts
Normal file
92
src/utils/formulas/hacknet-nodes.ts
Normal file
|
|
@ -0,0 +1,92 @@
|
|||
import { currentNodeMults } from "./exports";
|
||||
import { HacknetNodeConstants } from "./constants";
|
||||
|
||||
export function calculateMoneyGainRate(level: number, ram: number, cores: number, mult: number): number {
|
||||
const gainPerLevel = HacknetNodeConstants.MoneyGainPerLevel;
|
||||
|
||||
const levelMult = level * gainPerLevel;
|
||||
const ramMult = Math.pow(1.035, ram - 1);
|
||||
const coresMult = (cores + 5) / 6;
|
||||
return levelMult * ramMult * coresMult * mult * currentNodeMults.HacknetNodeMoney;
|
||||
}
|
||||
|
||||
export function calculateLevelUpgradeCost(startingLevel: number, extraLevels = 1, costMult = 1): number {
|
||||
const sanitizedLevels = Math.round(extraLevels);
|
||||
if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (startingLevel + sanitizedLevels > HacknetNodeConstants.MaxLevel) {
|
||||
return Infinity;
|
||||
}
|
||||
|
||||
const mult = HacknetNodeConstants.UpgradeLevelMult;
|
||||
let totalMultiplier = 0;
|
||||
let currLevel = startingLevel - 1;
|
||||
for (let i = 0; i < sanitizedLevels; ++i) {
|
||||
totalMultiplier += Math.pow(mult, currLevel);
|
||||
++currLevel;
|
||||
}
|
||||
|
||||
return HacknetNodeConstants.LevelBaseCost * totalMultiplier * costMult;
|
||||
}
|
||||
|
||||
export function calculateRamUpgradeCost(startingRam: number, extraLevels = 1, costMult = 1): number {
|
||||
const sanitizedLevels = Math.round(extraLevels);
|
||||
if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (startingRam * Math.pow(2, sanitizedLevels) > HacknetNodeConstants.MaxRam) {
|
||||
return Infinity;
|
||||
}
|
||||
|
||||
let totalCost = 0;
|
||||
let numUpgrades = Math.round(Math.log2(startingRam));
|
||||
let currentRam = startingRam;
|
||||
|
||||
for (let i = 0; i < sanitizedLevels; ++i) {
|
||||
const baseCost = currentRam * HacknetNodeConstants.RamBaseCost;
|
||||
const mult = Math.pow(HacknetNodeConstants.UpgradeRamMult, numUpgrades);
|
||||
|
||||
totalCost += baseCost * mult;
|
||||
|
||||
currentRam *= 2;
|
||||
++numUpgrades;
|
||||
}
|
||||
|
||||
totalCost *= costMult;
|
||||
|
||||
return totalCost;
|
||||
}
|
||||
|
||||
export function calculateCoreUpgradeCost(startingCores: number, extraLevels = 1, costMult = 1): number {
|
||||
const sanitizedCores = Math.round(extraLevels);
|
||||
if (isNaN(sanitizedCores) || sanitizedCores < 1) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (startingCores + sanitizedCores > HacknetNodeConstants.MaxCores) {
|
||||
return Infinity;
|
||||
}
|
||||
|
||||
const coreBaseCost = HacknetNodeConstants.CoreBaseCost;
|
||||
const mult = HacknetNodeConstants.UpgradeCoreMult;
|
||||
let totalCost = 0;
|
||||
let currentCores = startingCores;
|
||||
for (let i = 0; i < sanitizedCores; ++i) {
|
||||
totalCost += coreBaseCost * Math.pow(mult, currentCores - 1);
|
||||
++currentCores;
|
||||
}
|
||||
|
||||
totalCost *= costMult;
|
||||
|
||||
return totalCost;
|
||||
}
|
||||
|
||||
export function calculateNodeCost(n: number, mult = 1): number {
|
||||
if (n <= 0) {
|
||||
return 0;
|
||||
}
|
||||
return HacknetNodeConstants.BaseCost * Math.pow(HacknetNodeConstants.PurchaseNextMult, n - 1) * mult;
|
||||
}
|
||||
120
src/utils/formulas/hacknet-servers.ts
Normal file
120
src/utils/formulas/hacknet-servers.ts
Normal file
|
|
@ -0,0 +1,120 @@
|
|||
import { currentNodeMults } from "./exports";
|
||||
import { HacknetServerConstants } from "./constants";
|
||||
|
||||
export function calculateHashGainRate(
|
||||
level: number,
|
||||
ramUsed: number,
|
||||
maxRam: number,
|
||||
cores: number,
|
||||
mult: number,
|
||||
): number {
|
||||
const baseGain = HacknetServerConstants.HashesPerLevel * level;
|
||||
const ramMultiplier = Math.pow(1.07, Math.log2(maxRam));
|
||||
const coreMultiplier = 1 + (cores - 1) / 5;
|
||||
const ramRatio = 1 - ramUsed / maxRam;
|
||||
|
||||
return baseGain * ramMultiplier * coreMultiplier * ramRatio * mult * currentNodeMults.HacknetNodeMoney;
|
||||
}
|
||||
|
||||
export function calculateLevelUpgradeCost(startingLevel: number, extraLevels = 1, costMult = 1): number {
|
||||
const sanitizedLevels = Math.round(extraLevels);
|
||||
if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (startingLevel + sanitizedLevels > HacknetServerConstants.MaxLevel) {
|
||||
return Infinity;
|
||||
}
|
||||
|
||||
const mult = HacknetServerConstants.UpgradeLevelMult;
|
||||
let totalMultiplier = 0;
|
||||
let currLevel = startingLevel;
|
||||
for (let i = 0; i < sanitizedLevels; ++i) {
|
||||
totalMultiplier += Math.pow(mult, currLevel);
|
||||
++currLevel;
|
||||
}
|
||||
|
||||
return 10 * HacknetServerConstants.BaseCost * totalMultiplier * costMult;
|
||||
}
|
||||
|
||||
export function calculateRamUpgradeCost(startingRam: number, extraLevels = 1, costMult = 1): number {
|
||||
const sanitizedLevels = Math.round(extraLevels);
|
||||
if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (startingRam * Math.pow(2, sanitizedLevels) > HacknetServerConstants.MaxRam) {
|
||||
return Infinity;
|
||||
}
|
||||
|
||||
let totalCost = 0;
|
||||
let numUpgrades = Math.round(Math.log2(startingRam));
|
||||
let currentRam = startingRam;
|
||||
for (let i = 0; i < sanitizedLevels; ++i) {
|
||||
const baseCost = currentRam * HacknetServerConstants.RamBaseCost;
|
||||
const mult = Math.pow(HacknetServerConstants.UpgradeRamMult, numUpgrades);
|
||||
|
||||
totalCost += baseCost * mult;
|
||||
|
||||
currentRam *= 2;
|
||||
++numUpgrades;
|
||||
}
|
||||
totalCost *= costMult;
|
||||
|
||||
return totalCost;
|
||||
}
|
||||
|
||||
export function calculateCoreUpgradeCost(startingCores: number, extraLevels = 1, costMult = 1): number {
|
||||
const sanitizedLevels = Math.round(extraLevels);
|
||||
if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (startingCores + sanitizedLevels > HacknetServerConstants.MaxCores) {
|
||||
return Infinity;
|
||||
}
|
||||
|
||||
const mult = HacknetServerConstants.UpgradeCoreMult;
|
||||
let totalCost = 0;
|
||||
let currentCores = startingCores;
|
||||
for (let i = 0; i < sanitizedLevels; ++i) {
|
||||
totalCost += Math.pow(mult, currentCores - 1);
|
||||
++currentCores;
|
||||
}
|
||||
totalCost *= HacknetServerConstants.CoreBaseCost;
|
||||
totalCost *= costMult;
|
||||
|
||||
return totalCost;
|
||||
}
|
||||
|
||||
export function calculateCacheUpgradeCost(startingCache: number, extraLevels = 1): number {
|
||||
const sanitizedLevels = Math.round(extraLevels);
|
||||
if (isNaN(sanitizedLevels) || sanitizedLevels < 1) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (startingCache + sanitizedLevels > HacknetServerConstants.MaxCache) {
|
||||
return Infinity;
|
||||
}
|
||||
|
||||
const mult = HacknetServerConstants.UpgradeCacheMult;
|
||||
let totalCost = 0;
|
||||
let currentCache = startingCache;
|
||||
for (let i = 0; i < sanitizedLevels; ++i) {
|
||||
totalCost += Math.pow(mult, currentCache - 1);
|
||||
++currentCache;
|
||||
}
|
||||
totalCost *= HacknetServerConstants.CacheBaseCost;
|
||||
|
||||
return totalCost;
|
||||
}
|
||||
|
||||
// TODO: reverse engineer hashUpgradeCost
|
||||
|
||||
export function calculateServerCost(n: number, mult = 1): number {
|
||||
if (n - 1 >= HacknetServerConstants.MaxServers) {
|
||||
return Infinity;
|
||||
}
|
||||
|
||||
return HacknetServerConstants.BaseCost * Math.pow(HacknetServerConstants.PurchaseMult, n - 1) * mult;
|
||||
}
|
||||
492
src/utils/formulas/player.ts
Normal file
492
src/utils/formulas/player.ts
Normal file
|
|
@ -0,0 +1,492 @@
|
|||
import {
|
||||
BitNodeOptions,
|
||||
Bladeburner,
|
||||
CityName,
|
||||
CompanyName,
|
||||
Corporation,
|
||||
FactionName,
|
||||
Gang,
|
||||
HP,
|
||||
Person as IPerson,
|
||||
Player as IPlayer,
|
||||
JobName,
|
||||
LocationName,
|
||||
Skills,
|
||||
Sleeve,
|
||||
WorkStats,
|
||||
} from "@ns";
|
||||
import { CONSTANTS } from "./constants";
|
||||
import { currentNodeMults, PartialRecord } from "./exports";
|
||||
import { calculateSkill } from "./skills";
|
||||
|
||||
export interface Multipliers {
|
||||
hacking_chance: number;
|
||||
hacking_speed: number;
|
||||
hacking_money: number;
|
||||
hacking_grow: number;
|
||||
hacking: number;
|
||||
hacking_exp: number;
|
||||
strength: number;
|
||||
strength_exp: number;
|
||||
defense: number;
|
||||
defense_exp: number;
|
||||
dexterity: number;
|
||||
dexterity_exp: number;
|
||||
agility: number;
|
||||
agility_exp: number;
|
||||
charisma: number;
|
||||
charisma_exp: number;
|
||||
hacknet_node_money: number;
|
||||
hacknet_node_purchase_cost: number;
|
||||
hacknet_node_ram_cost: number;
|
||||
hacknet_node_core_cost: number;
|
||||
hacknet_node_level_cost: number;
|
||||
company_rep: number;
|
||||
faction_rep: number;
|
||||
work_money: number;
|
||||
crime_success: number;
|
||||
crime_money: number;
|
||||
bladeburner_max_stamina: number;
|
||||
bladeburner_stamina_gain: number;
|
||||
bladeburner_analysis: number;
|
||||
bladeburner_success_chance: number;
|
||||
}
|
||||
|
||||
export const defaultMultipliers = (): Multipliers => {
|
||||
return {
|
||||
hacking_chance: 1,
|
||||
hacking_speed: 1,
|
||||
hacking_money: 1,
|
||||
hacking_grow: 1,
|
||||
hacking: 1,
|
||||
hacking_exp: 1,
|
||||
strength: 1,
|
||||
strength_exp: 1,
|
||||
defense: 1,
|
||||
defense_exp: 1,
|
||||
dexterity: 1,
|
||||
dexterity_exp: 1,
|
||||
agility: 1,
|
||||
agility_exp: 1,
|
||||
charisma: 1,
|
||||
charisma_exp: 1,
|
||||
hacknet_node_money: 1,
|
||||
hacknet_node_purchase_cost: 1,
|
||||
hacknet_node_ram_cost: 1,
|
||||
hacknet_node_core_cost: 1,
|
||||
hacknet_node_level_cost: 1,
|
||||
company_rep: 1,
|
||||
faction_rep: 1,
|
||||
work_money: 1,
|
||||
crime_success: 1,
|
||||
crime_money: 1,
|
||||
bladeburner_max_stamina: 1,
|
||||
bladeburner_stamina_gain: 1,
|
||||
bladeburner_analysis: 1,
|
||||
bladeburner_success_chance: 1,
|
||||
};
|
||||
};
|
||||
|
||||
export let Player: PlayerObject;
|
||||
|
||||
// Base class representing a person-like object
|
||||
export abstract class Person implements IPerson {
|
||||
hp: HP = { current: 10, max: 10 };
|
||||
skills: Skills = {
|
||||
hacking: 1,
|
||||
strength: 1,
|
||||
defense: 1,
|
||||
dexterity: 1,
|
||||
agility: 1,
|
||||
charisma: 1,
|
||||
intelligence: 0,
|
||||
};
|
||||
exp: Skills = {
|
||||
hacking: 0,
|
||||
strength: 0,
|
||||
defense: 0,
|
||||
dexterity: 0,
|
||||
agility: 0,
|
||||
charisma: 0,
|
||||
intelligence: 0,
|
||||
};
|
||||
|
||||
mults = defaultMultipliers();
|
||||
|
||||
/** Augmentations */
|
||||
// augmentations: PlayerOwnedAugmentation[] = [];
|
||||
// queuedAugmentations: PlayerOwnedAugmentation[] = [];
|
||||
|
||||
/** City that the person is in */
|
||||
city: CityName = CityName.Sector12;
|
||||
|
||||
gainHackingExp(exp: number): void {
|
||||
if (isNaN(exp)) {
|
||||
console.error("ERR: NaN passed into Player.gainHackingExp()");
|
||||
return;
|
||||
}
|
||||
this.exp.hacking += exp;
|
||||
if (this.exp.hacking < 0) {
|
||||
this.exp.hacking = 0;
|
||||
}
|
||||
|
||||
this.skills.hacking = calculateSkill(
|
||||
this.exp.hacking,
|
||||
this.mults.hacking * currentNodeMults.HackingLevelMultiplier,
|
||||
);
|
||||
}
|
||||
|
||||
gainStrengthExp(exp: number): void {
|
||||
if (isNaN(exp)) {
|
||||
console.error("ERR: NaN passed into Player.gainStrengthExp()");
|
||||
return;
|
||||
}
|
||||
this.exp.strength += exp;
|
||||
if (this.exp.strength < 0) {
|
||||
this.exp.strength = 0;
|
||||
}
|
||||
|
||||
this.skills.strength = calculateSkill(
|
||||
this.exp.strength,
|
||||
this.mults.strength * currentNodeMults.StrengthLevelMultiplier,
|
||||
);
|
||||
}
|
||||
|
||||
gainDefenseExp(exp: number): void {
|
||||
if (isNaN(exp)) {
|
||||
console.error("ERR: NaN passed into player.gainDefenseExp()");
|
||||
return;
|
||||
}
|
||||
this.exp.defense += exp;
|
||||
if (this.exp.defense < 0) {
|
||||
this.exp.defense = 0;
|
||||
}
|
||||
|
||||
this.skills.defense = calculateSkill(
|
||||
this.exp.defense,
|
||||
this.mults.defense * currentNodeMults.DefenseLevelMultiplier,
|
||||
);
|
||||
const ratio = this.hp.current / this.hp.max;
|
||||
this.hp.max = Math.floor(10 + this.skills.defense / 10);
|
||||
this.hp.current = Math.round(this.hp.max * ratio);
|
||||
}
|
||||
|
||||
gainDexterityExp(exp: number): void {
|
||||
if (isNaN(exp)) {
|
||||
console.error("ERR: NaN passed into Player.gainDexterityExp()");
|
||||
return;
|
||||
}
|
||||
this.exp.dexterity += exp;
|
||||
if (this.exp.dexterity < 0) {
|
||||
this.exp.dexterity = 0;
|
||||
}
|
||||
|
||||
this.skills.dexterity = calculateSkill(
|
||||
this.exp.dexterity,
|
||||
this.mults.dexterity * currentNodeMults.DexterityLevelMultiplier,
|
||||
);
|
||||
}
|
||||
|
||||
gainAgilityExp(exp: number): void {
|
||||
if (isNaN(exp)) {
|
||||
console.error("ERR: NaN passed into Player.gainAgilityExp()");
|
||||
return;
|
||||
}
|
||||
this.exp.agility += exp;
|
||||
if (this.exp.agility < 0) {
|
||||
this.exp.agility = 0;
|
||||
}
|
||||
|
||||
this.skills.agility = calculateSkill(
|
||||
this.exp.agility,
|
||||
this.mults.agility * currentNodeMults.AgilityLevelMultiplier,
|
||||
);
|
||||
}
|
||||
|
||||
gainCharismaExp(exp: number): void {
|
||||
if (isNaN(exp)) {
|
||||
console.error("ERR: NaN passed into Player.gainCharismaExp()");
|
||||
return;
|
||||
}
|
||||
this.exp.charisma += exp;
|
||||
if (this.exp.charisma < 0) {
|
||||
this.exp.charisma = 0;
|
||||
}
|
||||
|
||||
this.skills.charisma = calculateSkill(
|
||||
this.exp.charisma,
|
||||
this.mults.charisma * currentNodeMults.CharismaLevelMultiplier,
|
||||
);
|
||||
}
|
||||
|
||||
// gainIntelligenceExp(exp: number): void {
|
||||
// if (isNaN(exp)) {
|
||||
// console.error("ERROR: NaN passed into Player.gainIntelligenceExp()");
|
||||
// return;
|
||||
// }
|
||||
// /**
|
||||
// * Don't change sourceFileLvl to activeSourceFileLvl. When the player has int level, the ability to gain more int is
|
||||
// * a permanent benefit.
|
||||
// */
|
||||
// if (Player.sourceFileLvl(5) > 0 || this.skills.intelligence > 0 || Player.bitNodeN === 5) {
|
||||
// this.exp.intelligence += exp;
|
||||
// this.skills.intelligence = Math.floor(this.calculateSkill(this.exp.intelligence, 1));
|
||||
// }
|
||||
// }
|
||||
|
||||
gainStats(retValue: WorkStats): void {
|
||||
this.gainHackingExp(retValue.hackExp * this.mults.hacking_exp);
|
||||
this.gainStrengthExp(retValue.strExp * this.mults.strength_exp);
|
||||
this.gainDefenseExp(retValue.defExp * this.mults.defense_exp);
|
||||
this.gainDexterityExp(retValue.dexExp * this.mults.dexterity_exp);
|
||||
this.gainAgilityExp(retValue.agiExp * this.mults.agility_exp);
|
||||
this.gainCharismaExp(retValue.chaExp * this.mults.charisma_exp);
|
||||
// this.gainIntelligenceExp(retValue.intExp);
|
||||
}
|
||||
|
||||
regenerateHp(amt: number): void {
|
||||
if (typeof amt !== "number") {
|
||||
console.warn(`Player.regenerateHp() called without a numeric argument: ${amt}`);
|
||||
return;
|
||||
}
|
||||
this.hp.current += amt;
|
||||
if (this.hp.current > this.hp.max) {
|
||||
this.hp.current = this.hp.max;
|
||||
}
|
||||
}
|
||||
|
||||
updateSkillLevels(this: Person): void {
|
||||
for (const [skill, bnMult] of [
|
||||
["hacking", "HackingLevelMultiplier"],
|
||||
["strength", "StrengthLevelMultiplier"],
|
||||
["defense", "DefenseLevelMultiplier"],
|
||||
["dexterity", "DexterityLevelMultiplier"],
|
||||
["agility", "AgilityLevelMultiplier"],
|
||||
["charisma", "CharismaLevelMultiplier"],
|
||||
] as const) {
|
||||
this.skills[skill] = Math.max(
|
||||
1,
|
||||
Math.floor(this.calculateSkill(this.exp[skill], this.mults[skill] * currentNodeMults[bnMult])),
|
||||
);
|
||||
}
|
||||
|
||||
const ratio: number = Math.min(this.hp.current / this.hp.max, 1);
|
||||
this.hp.max = Math.floor(10 + this.skills.defense / 10);
|
||||
this.hp.current = Math.round(this.hp.max * ratio);
|
||||
}
|
||||
|
||||
// hasAugmentation(augName: string, ignoreQueued = false) {
|
||||
// if (this.augmentations.some((a) => a.name === augName)) {
|
||||
// return true;
|
||||
// }
|
||||
// if (!ignoreQueued && this.queuedAugmentations.some((a) => a.name === augName)) {
|
||||
// return true;
|
||||
// }
|
||||
// return false;
|
||||
// }
|
||||
|
||||
// travel(cityName: CityName): boolean {
|
||||
// if (!Player.canAfford(CONSTANTS.TravelCost)) {
|
||||
// return false;
|
||||
// }
|
||||
|
||||
// Player.loseMoney(CONSTANTS.TravelCost, this.travelCostMoneySource());
|
||||
// this.city = cityName;
|
||||
|
||||
// return true;
|
||||
// }
|
||||
|
||||
calculateSkill = calculateSkill; //Class version is equal to imported version
|
||||
|
||||
/** Reset all multipliers to 1 */
|
||||
resetMultipliers() {
|
||||
this.mults = defaultMultipliers();
|
||||
}
|
||||
|
||||
// abstract travelCostMoneySource(): MoneySource;
|
||||
// abstract takeDamage(amt: number): boolean;
|
||||
// abstract whoAmI(): string;
|
||||
// abstract toJSON(): IReviverValue;
|
||||
}
|
||||
|
||||
export class PlayerObject extends Person implements IPlayer {
|
||||
// Player-specific properties
|
||||
bitNodeN = 1; //current bitnode
|
||||
corporation: Corporation | null = null;
|
||||
gang: Gang | null = null;
|
||||
bladeburner: Bladeburner | null = null;
|
||||
currentServer = "";
|
||||
factions: FactionName[] = [];
|
||||
factionInvitations: FactionName[] = [];
|
||||
// factionRumors = new JSONSet<FactionName>();
|
||||
// hacknetNodes: (HacknetNode | string)[] = []; // HacknetNode object or hostname of Hacknet Server
|
||||
has4SData = false;
|
||||
has4SDataTixApi = false;
|
||||
// hashManager = new HashManager();
|
||||
hasTixApiAccess = false;
|
||||
hasWseAccount = false;
|
||||
jobs: PartialRecord<CompanyName, JobName> = {};
|
||||
karma = 0;
|
||||
numPeopleKilled = 0;
|
||||
location = LocationName.TravelAgency;
|
||||
money = 1000 + CONSTANTS.Donations;
|
||||
// moneySourceA = new MoneySourceTracker();
|
||||
// moneySourceB = new MoneySourceTracker();
|
||||
playtimeSinceLastAug = 0;
|
||||
playtimeSinceLastBitnode = 0;
|
||||
lastAugReset = -1;
|
||||
lastNodeReset = -1;
|
||||
purchasedServers: string[] = [];
|
||||
scriptProdSinceLastAug = 0;
|
||||
sleeves: Sleeve[] = [];
|
||||
sleevesFromCovenant = 0;
|
||||
// sourceFiles = new JSONMap<number, number>();
|
||||
// exploits: Exploit[] = [];
|
||||
// achievements: PlayerAchievement[] = [];
|
||||
terminalCommandHistory: string[] = [];
|
||||
// identifier: string;
|
||||
lastUpdate = 0;
|
||||
lastSave = 0;
|
||||
totalPlaytime = 0;
|
||||
|
||||
// currentWork: Work | null = null;
|
||||
focus = false;
|
||||
|
||||
entropy = 0;
|
||||
|
||||
bitNodeOptions: BitNodeOptions = {
|
||||
sourceFileOverrides: new Map<number, number>(),
|
||||
// sourceFileOverrides: new JSONMap<number, number>(),
|
||||
intelligenceOverride: undefined,
|
||||
restrictHomePCUpgrade: false,
|
||||
disableGang: false,
|
||||
disableCorporation: false,
|
||||
disableBladeburner: false,
|
||||
disable4SData: false,
|
||||
disableHacknetServer: false,
|
||||
disableSleeveExpAndAugmentation: false,
|
||||
};
|
||||
|
||||
// get activeSourceFiles(): JSONMap<number, number> {
|
||||
// return new JSONMap([...this.sourceFiles, ...this.bitNodeOptions.sourceFileOverrides]);
|
||||
// }
|
||||
|
||||
// Player-specific methods
|
||||
// init = generalMethods.init;
|
||||
// startWork = workMethods.startWork;
|
||||
// processWork = workMethods.processWork;
|
||||
// finishWork = workMethods.finishWork;
|
||||
// applyForJob = generalMethods.applyForJob;
|
||||
// canAccessBladeburner = bladeburnerMethods.canAccessBladeburner;
|
||||
// canAccessCorporation = corporationMethods.canAccessCorporation;
|
||||
// canAccessGang = gangMethods.canAccessGang;
|
||||
// canAccessGrafting = generalMethods.canAccessGrafting;
|
||||
// canAfford = generalMethods.canAfford;
|
||||
// gainMoney = generalMethods.gainMoney;
|
||||
// getCurrentServer = serverMethods.getCurrentServer;
|
||||
// getGangFaction = gangMethods.getGangFaction;
|
||||
// getGangName = gangMethods.getGangName;
|
||||
// getHomeComputer = serverMethods.getHomeComputer;
|
||||
// getNextCompanyPosition = generalMethods.getNextCompanyPosition;
|
||||
// getUpgradeHomeRamCost = serverMethods.getUpgradeHomeRamCost;
|
||||
// getUpgradeHomeCoresCost = serverMethods.getUpgradeHomeCoresCost;
|
||||
// gotoLocation = generalMethods.gotoLocation;
|
||||
// hasGangWith = gangMethods.hasGangWith;
|
||||
// hasTorRouter = serverMethods.hasTorRouter;
|
||||
// hasProgram = generalMethods.hasProgram;
|
||||
// inGang = gangMethods.inGang;
|
||||
// isAwareOfGang = gangMethods.isAwareOfGang;
|
||||
// isQualified = generalMethods.isQualified;
|
||||
// loseMoney = generalMethods.loseMoney;
|
||||
// reapplyAllAugmentations = generalMethods.reapplyAllAugmentations;
|
||||
// reapplyAllSourceFiles = generalMethods.reapplyAllSourceFiles;
|
||||
// recordMoneySource = generalMethods.recordMoneySource;
|
||||
// setMoney = generalMethods.setMoney;
|
||||
// startBladeburner = bladeburnerMethods.startBladeburner;
|
||||
// startCorporation = corporationMethods.startCorporation;
|
||||
// startFocusing = generalMethods.startFocusing;
|
||||
// startGang = gangMethods.startGang;
|
||||
// takeDamage = generalMethods.takeDamage;
|
||||
// giveExploit = generalMethods.giveExploit;
|
||||
// giveAchievement = generalMethods.giveAchievement;
|
||||
// getCasinoWinnings = generalMethods.getCasinoWinnings;
|
||||
// quitJob = generalMethods.quitJob;
|
||||
// hasJob = generalMethods.hasJob;
|
||||
// createHacknetServer = serverMethods.createHacknetServer;
|
||||
// queueAugmentation = generalMethods.queueAugmentation;
|
||||
// receiveInvite = generalMethods.receiveInvite;
|
||||
// receiveRumor = generalMethods.receiveRumor;
|
||||
// gainCodingContractReward = generalMethods.gainCodingContractReward;
|
||||
// stopFocusing = generalMethods.stopFocusing;
|
||||
// prestigeAugmentation = generalMethods.prestigeAugmentation;
|
||||
// prestigeSourceFile = generalMethods.prestigeSourceFile;
|
||||
// calculateSkillProgress = generalMethods.calculateSkillProgress;
|
||||
// hospitalize = generalMethods.hospitalize;
|
||||
// checkForFactionInvitations = generalMethods.checkForFactionInvitations;
|
||||
// setBitNodeNumber = generalMethods.setBitNodeNumber;
|
||||
// canAccessCotMG = generalMethods.canAccessCotMG;
|
||||
// sourceFileLvl = generalMethods.sourceFileLvl;
|
||||
// activeSourceFileLvl = generalMethods.activeSourceFileLvl;
|
||||
// applyEntropy = augmentationMethods.applyEntropy;
|
||||
// focusPenalty = generalMethods.focusPenalty;
|
||||
|
||||
// constructor() {
|
||||
// super();
|
||||
// // Let's get a hash of some semi-random stuff so we have something unique.
|
||||
// this.identifier = cyrb53(
|
||||
// "I-" +
|
||||
// new Date().getTime() +
|
||||
// navigator.userAgent +
|
||||
// window.innerWidth +
|
||||
// window.innerHeight +
|
||||
// getRandomIntInclusive(100, 999),
|
||||
// );
|
||||
// this.lastAugReset = this.lastNodeReset = Date.now();
|
||||
// }
|
||||
|
||||
// travelCostMoneySource(): MoneySource {
|
||||
// return "other";
|
||||
// }
|
||||
|
||||
// whoAmI(): string {
|
||||
// return "Player";
|
||||
// }
|
||||
|
||||
// sleevesSupportingBladeburner(): Sleeve[] {
|
||||
// return this.sleeves.filter((s) => isSleeveSupportWork(s.currentWork));
|
||||
// }
|
||||
|
||||
// /** Serialize the current object to a JSON save state. */
|
||||
// toJSON(): IReviverValue {
|
||||
// return Generic_toJSON("PlayerObject", this);
|
||||
// }
|
||||
|
||||
/** Initializes a PlayerObject object from a JSON save state. */
|
||||
// static fromJSON(value: IReviverValue): PlayerObject {
|
||||
// const player = Generic_fromJSON(PlayerObject, value.data);
|
||||
// // Any statistics that could be infinite would be serialized as null (JSON.stringify(Infinity) is "null")
|
||||
// player.hp = { current: player.hp?.current ?? 10, max: player.hp?.max ?? 10 };
|
||||
// player.money ??= 0;
|
||||
// // Just remove from the save file any augs that have invalid name
|
||||
// player.augmentations = player.augmentations.filter((ownedAug) => isMember("AugmentationName", ownedAug.name));
|
||||
// player.queuedAugmentations = player.queuedAugmentations.filter((ownedAug) =>
|
||||
// isMember("AugmentationName", ownedAug.name),
|
||||
// );
|
||||
// player.updateSkillLevels();
|
||||
// // Conversion code for Player.sourceFiles is here instead of normal save conversion area because it needs
|
||||
// // to happen earlier for use in the savegame comparison tool.
|
||||
// if (Array.isArray(player.sourceFiles)) {
|
||||
// // Expect pre-2.3 sourcefile format here.
|
||||
// type OldSourceFiles = { n: number; lvl: number }[];
|
||||
// player.sourceFiles = new JSONMap((player.sourceFiles as OldSourceFiles).map(({ n, lvl }) => [n, lvl]));
|
||||
// }
|
||||
// // Remove any invalid jobs
|
||||
// for (const [loadedCompanyName, loadedJobName] of Object.entries(player.jobs)) {
|
||||
// if (!isMember("CompanyName", loadedCompanyName) || !isMember("JobName", loadedJobName)) {
|
||||
// // eslint-disable-next-line @typescript-eslint/no-dynamic-delete
|
||||
// delete player.jobs[loadedCompanyName as CompanyName];
|
||||
// }
|
||||
// }
|
||||
// return player;
|
||||
// }
|
||||
}
|
||||
40
src/utils/formulas/reputation.ts
Normal file
40
src/utils/formulas/reputation.ts
Normal file
|
|
@ -0,0 +1,40 @@
|
|||
import { Person as IPerson } from "@ns";
|
||||
import { currentNodeMults } from "./exports";
|
||||
import { clampNumber } from "./utils";
|
||||
import { CONSTANTS } from "./constants";
|
||||
import { Player } from "./player";
|
||||
|
||||
export const MaxFavor = 35331;
|
||||
// This is the nearest representable value of log(1.02), which is the base of our power.
|
||||
// It is *not* the same as Math.log(1.02), since "1.02" lacks sufficient precision.
|
||||
const log1point02 = 0.019802627296179712;
|
||||
|
||||
export function favorToRep(f: number): number {
|
||||
// expm1 is e^x - 1, which is more accurate for small x than doing it the obvious way.
|
||||
return clampNumber(25000 * Math.expm1(log1point02 * f), 0);
|
||||
}
|
||||
|
||||
export function repToFavor(r: number): number {
|
||||
// log1p is log(x + 1), which is more accurate for small x than doing it the obvious way.
|
||||
return clampNumber(Math.log1p(r / 25000) / log1point02, 0, MaxFavor);
|
||||
}
|
||||
|
||||
export function calculateFavorAfterResetting(favor: number, playerReputation: number) {
|
||||
return repToFavor(favorToRep(favor) + playerReputation);
|
||||
}
|
||||
|
||||
export function repFromDonation(amt: number, person: IPerson): number {
|
||||
return (amt / CONSTANTS.DonateMoneyToRepDivisor) * person.mults.faction_rep * currentNodeMults.FactionWorkRepGain;
|
||||
}
|
||||
|
||||
export function donationForRep(rep: number, person: IPerson): number {
|
||||
return (rep * CONSTANTS.DonateMoneyToRepDivisor) / person.mults.faction_rep / currentNodeMults.FactionWorkRepGain;
|
||||
}
|
||||
|
||||
export function repNeededToDonate(): number {
|
||||
return Math.floor(CONSTANTS.BaseFavorToDonate * currentNodeMults.RepToDonateToFaction);
|
||||
}
|
||||
|
||||
export function canDonate(amt: number): boolean {
|
||||
return !isNaN(amt) && amt > 0 && Player.money >= amt;
|
||||
}
|
||||
85
src/utils/formulas/skills.ts
Normal file
85
src/utils/formulas/skills.ts
Normal file
|
|
@ -0,0 +1,85 @@
|
|||
import { clampNumber } from "./utils";
|
||||
|
||||
/**
|
||||
* Given an experience amount and stat multiplier, calculates the
|
||||
* stat level. Stat-agnostic (same formula for every stat)
|
||||
*/
|
||||
export function calculateSkill(exp: number, mult = 1): number {
|
||||
// Mult can be 0 in BN12 when the player has a very high SF12 level. In this case, the skill level will never change
|
||||
// from its initial value (1 for most stats, except intelligence).
|
||||
if (mult === 0) {
|
||||
return 1;
|
||||
}
|
||||
const value = Math.floor(mult * (32 * Math.log(exp + 534.6) - 200));
|
||||
return clampNumber(value, 1);
|
||||
}
|
||||
|
||||
export function calculateExp(skill: number, mult = 1): number {
|
||||
const floorSkill = Math.floor(skill);
|
||||
let value = Math.exp((skill / mult + 200) / 32) - 534.6;
|
||||
if (skill === floorSkill && Number.isFinite(skill) && Number.isFinite(value)) {
|
||||
// Check for floating point rounding issues that would cause the inverse
|
||||
// operation to return the wrong result.
|
||||
let calcSkill = calculateSkill(value, mult);
|
||||
let diff = Math.abs(value * Number.EPSILON);
|
||||
let newValue = value;
|
||||
while (calcSkill < skill) {
|
||||
newValue = value + diff;
|
||||
diff *= 2;
|
||||
calcSkill = calculateSkill(newValue, mult);
|
||||
}
|
||||
value = newValue;
|
||||
}
|
||||
return clampNumber(value, 0);
|
||||
}
|
||||
|
||||
export function calculateSkillProgress(exp: number, mult = 1): ISkillProgress {
|
||||
const currentSkill = calculateSkill(exp, mult);
|
||||
const nextSkill = currentSkill + 1;
|
||||
|
||||
const baseExperience = calculateExp(currentSkill, mult);
|
||||
const nextExperience = calculateExp(nextSkill, mult);
|
||||
|
||||
const normalize = (value: number): number => ((value - baseExperience) * 100) / (nextExperience - baseExperience);
|
||||
|
||||
const rawProgress = nextExperience - baseExperience !== 0 ? normalize(exp) : 99.99;
|
||||
const progress = clampNumber(rawProgress, 0, 100);
|
||||
|
||||
const currentExperience = clampNumber(exp - baseExperience, 0);
|
||||
const remainingExperience = clampNumber(nextExperience - exp, 0);
|
||||
|
||||
return {
|
||||
currentSkill,
|
||||
nextSkill,
|
||||
baseExperience,
|
||||
experience: exp,
|
||||
nextExperience,
|
||||
currentExperience,
|
||||
remainingExperience,
|
||||
progress,
|
||||
};
|
||||
}
|
||||
|
||||
export interface ISkillProgress {
|
||||
currentSkill: number;
|
||||
nextSkill: number;
|
||||
baseExperience: number;
|
||||
experience: number;
|
||||
nextExperience: number;
|
||||
currentExperience: number;
|
||||
remainingExperience: number;
|
||||
progress: number;
|
||||
}
|
||||
|
||||
export function getEmptySkillProgress(): ISkillProgress {
|
||||
return {
|
||||
currentSkill: 0,
|
||||
nextSkill: 0,
|
||||
baseExperience: 0,
|
||||
experience: 0,
|
||||
nextExperience: 0,
|
||||
currentExperience: 0,
|
||||
remainingExperience: 0,
|
||||
progress: 0,
|
||||
};
|
||||
}
|
||||
25
src/utils/formulas/utils.ts
Normal file
25
src/utils/formulas/utils.ts
Normal file
|
|
@ -0,0 +1,25 @@
|
|||
import { CONSTANTS } from "./constants";
|
||||
|
||||
/**
|
||||
* Clamps the value on a lower and an upper bound
|
||||
* @param {number} value Value to clamp
|
||||
* @param {number} min Lower bound, defaults to negative Number.MAX_VALUE
|
||||
* @param {number} max Upper bound, defaults to Number.MAX_VALUE
|
||||
* @returns {number} Clamped value
|
||||
*/
|
||||
|
||||
export function clampNumber(value: number, min = -Number.MAX_VALUE, max = Number.MAX_VALUE) {
|
||||
if (isNaN(value)) {
|
||||
if (CONSTANTS.isDevBranch) throw new Error("NaN passed into clampNumber()");
|
||||
return min;
|
||||
}
|
||||
return Math.max(Math.min(value, max), min);
|
||||
}
|
||||
|
||||
export function clampInteger(value: number, min = -Number.MAX_SAFE_INTEGER, max = Number.MAX_SAFE_INTEGER) {
|
||||
if (isNaN(value)) {
|
||||
if (CONSTANTS.isDevBranch) throw new Error("NaN passed into clampInteger()");
|
||||
return min;
|
||||
}
|
||||
return Math.round(Math.max(Math.min(value, max), min));
|
||||
}
|
||||
|
|
@ -14,9 +14,8 @@
|
|||
"noEmit": true,
|
||||
"isolatedModules": true,
|
||||
"esModuleInterop": true,
|
||||
"baseUrl": ".",
|
||||
"inlineSourceMap": true,
|
||||
"moduleResolution": "Node",
|
||||
"moduleResolution": "node",
|
||||
"resolveJsonModule": true,
|
||||
"skipLibCheck": true,
|
||||
"paths": {
|
||||
|
|
|
|||
Loading…
Reference in a new issue