Files
2024-10-21 03:32:32 +02:00

172 lines
5.5 KiB
JavaScript

const TASK_TRAIN = "Train Combat";
const TASK_VIGI = "Vigilante Justice";
const TASK_NOOB = String.fromCharCode(77) + "ug People";
const TASK_RESPECT = String.fromCharCode(84) + "errorism";
const TASK_MONEY = "Human " + String.fromCharCode(84) + "rafficking";
const TASK_WARFARE = "Territory Warfare";
const TASK_NULL = "Unassigned";
const TASK_MANUAL = "Manual/NotReallyTaskName";
const ASCEND_ON_MPL = 10;
const EQUIP_AFFORD_COEFF = 100;
const STATS_TRESHOLD = 0.7;
const STATS_MIN = 4000;
const STATS_HARD_MIN = 200;
const TRAIN_CHANCE = 0.2;
const RESPECT_MIN = 2e+6;
const WANTED_PENALTY_TRESHOLD = 0.99;
const WARFARE_TRESHOLD = 2;
const MEMBERS_MIN = 6;
const MEMBERS_MAX = 12;
const SLEEP_TIME = 10000;
/** @param {NS} ns **/
export async function main(ns) {
ns.tail();
const gang = ns.gang;
// Get weighted stats sum (at this moment, sum of combat stats in eq proportions)
function getStatsSum(member) {
const info = gang.getMemberInformation(member);
return info.str + info.def + info.dex + info.agi;
}
// Find the best gang power except our gang
function maxEnemyPower(myGang) {
const others = ns.gang.getOtherGangInformation();
let maxPower = 0;
for (let name in others) {
if (name === myGang.faction) continue;
maxPower = Math.max(maxPower, others[name].power);
}
return maxPower;
}
// Set a task or not to set (if manually overridden)
const autoTasks = {}
function setAutoTask(member, task) {
const info = gang.getMemberInformation(member);
const lastTask = info.task;
// Manual task: stored task mismatches real task and not unassigned
if (lastTask !== TASK_NULL && autoTasks.hasOwnProperty(member) && autoTasks[member] !== lastTask) {
autoTasks[member] = TASK_MANUAL;
return;
}
// Automatic task: set it if differs from real one
autoTasks[member] = task;
if (lastTask !== task) {
gang.setMemberTask(member, task);
}
}
// The script accepts argument for default task override (optional)
let defaultTask = null;
if (ns.args[0] && gang.getTaskNames().includes(ns.args[0])) {
defaultTask = ns.args[0];
}
// Main loop
for (; ;) {
// Recruit any member possible
while (gang.canRecruitMember()) {
gang.recruitMember('member' + Math.random().toString().substr(2, 3));
}
let bestStats = STATS_MIN / STATS_TRESHOLD; // minimum
const members = gang.getMemberNames();
const info = gang.getGangInformation();
// Ascend if good enough
for (let member of members) {
const r = gang.getAscensionResult(member);
if (!r) continue;
const mpl = r.agi * r.def * r.dex * r.str;
if (mpl > ASCEND_ON_MPL) {
gang.ascendMember(member);
ns.tprint(`Member ${member} ascended!`);
}
}
// Purchase equipment
const allEquip = gang.getEquipmentNames();
let money = ns.getServerMoneyAvailable('home');
// Prioritize equipment for warfare members
for (let equip of allEquip) {
const cost = gang.getEquipmentCost(equip);
const amount = money / cost;
if (amount < EQUIP_AFFORD_COEFF) continue;
for (let member of members) {
const info = gang.getMemberInformation(member);
if (info.upgrades.includes(equip) || info.augmentations.includes(equip)) continue;
// Prioritize members assigned to warfare for combat equipment
if (info.task === TASK_WARFARE || info.task === TASK_TRAIN) {
if (gang.purchaseEquipment(member, equip)) {
money -= cost;
}
}
}
}
// Find best stats
for (let member of members) {
let sum = getStatsSum(member);
ns.print("sum = " + sum);
if (sum > bestStats) bestStats = sum;
}
// Check if we are powerful enough
let powerfulEnough = info.power >= maxEnemyPower(info) * WARFARE_TRESHOLD;
gang.setTerritoryWarfare(powerfulEnough);
// Choose the default task for members
let task = defaultTask;
if (!defaultTask) {
// If gang isn't full - gain respect
if (members.length < MEMBERS_MAX) {
task = (members.length < MEMBERS_MIN) ? TASK_NOOB : TASK_RESPECT;
} else {
// if respect too low - gain it first, power second, money last
if (info.respect < RESPECT_MIN) {
task = TASK_RESPECT;
} else if (!powerfulEnough) {
task = TASK_WARFARE;
} else {
task = TASK_MONEY;
}
}
}
// Assign tasks
// Ensure at least one member is always assigned to gain money and respect
let assignedMoney = false;
let assignedRespect = false;
// Assign tasks
for (let member of members) {
let sum = getStatsSum(member);
// Train members if stats are too low
if (sum < STATS_HARD_MIN || (members.length >= MEMBERS_MIN && sum < bestStats * STATS_TRESHOLD)) {
setAutoTask(member, TASK_TRAIN);
continue;
}
// Vigilante if wanted penalty too large
if (info.wantedLevel > 2 && info.wantedPenalty < WANTED_PENALTY_TRESHOLD) {
setAutoTask(member, TASK_VIGI);
continue;
}
// Ensure at least one member is gaining money and respect
if (!assignedMoney) {
setAutoTask(member, TASK_MONEY);
assignedMoney = true;
continue;
}
if (!assignedRespect) {
setAutoTask(member, TASK_RESPECT);
assignedRespect = true;
continue;
}
// Default task assignment (based on previous logic)
setAutoTask(member, Math.random() < TRAIN_CHANCE ? TASK_TRAIN : task);
}
await ns.sleep(SLEEP_TIME);
}
}