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further tweak gang script

This commit is contained in:
Massaki Archambault 2023-09-23 00:52:12 -04:00
parent 166bf73c1a
commit 253d4d029a
2 changed files with 118 additions and 62 deletions

View File

@ -4,21 +4,21 @@ export async function main(ns) {
ns.tail()
ns.disableLog('ALL')
// config
/** CCONFIG **/
/* Maximum number of members in a gang */
const MAX_MEMBER_COUNT = 12
/* Percent of training to the next ascension a member must do after ascending */
const MIN_ASCENSION_PERCENT = 0.9
const MIN_ASCENSION_PERCENT = 0.95
/* Minimum power level a member must reach before transitioning to gang war/money making */
const MIN_POWER_LEVEL = 15
/* Win chance required to start a gang war */
/* Minimum win chance required to start a gang war */
const GANG_WAR_START_TRESH = 0.6
/* Minimum win chance before pulling out of a gang war */
const GANG_WAR_STOP_TRESH = 0.55
/* Target win chance */
const GANG_WAR_TARGET = 0.9
const GANG_WAR_TARGET = 0.95
// enum
/** CONSTANTS **/
const MAKE_MONEY = "Human Trafficking"
const VIGILANTE_JUSTICE = "Vigilante Justice"
const MUG_PEOPLE = "Mug People"
@ -28,8 +28,9 @@ export async function main(ns) {
const PHASE_CATCHUP = "catchup"
const PHASE_RECRUIT = "recruit"
const PHASE_WAR = "war"
const PHASE_MONEY = "money"
const PHASE_TRAIN = "train"
const PHASE_WAR = "gang war"
const PHASE_MONEY = "make money"
const memberNamePool = [
"CJ",
@ -119,7 +120,6 @@ export async function main(ns) {
// Credit: Mysteyes. https://discord.com/channels/415207508303544321/415207923506216971/940379724214075442
function getAscendTreshold(memberName) {
const memberInfo = ns.gang.getMemberInformation(memberName)
const mult = getMinAscMult(memberName)
if (mult < 1.632) return 1.6326;
if (mult < 2.336) return 1.4315;
@ -137,14 +137,11 @@ export async function main(ns) {
return 1.0591;
}
function isAscensionReady(memberName) {
return getMinAscensionResult(memberName) >= getAscendTreshold(memberName)
}
function isRecruitementReady(relativePower, memberCount) {
const res = relativePower * 1.25 + 2 > memberCount // TODO
ns.print(relativePower * 1.25 + 2)
return res
function isRecruitmentReady(power, memberCount) {
// the formula here is kinda arbitrary
// increase the number of members in the gang linearly with the power of its members
// ns.print(power * 1.5 + 3)
return power * 1.5 + 3 > memberCount
}
function getGangWarWinChance() {
@ -158,106 +155,109 @@ export async function main(ns) {
while (true) {
const gangInfo = ns.gang.getGangInformation()
ns.print("running loop")
// check for and recruit new members if available
while (ns.gang.canRecruitMember()) {
const availableNames = memberNamePool.filter(x => memberNamePool.includes(x))
const memberName = availableNames[Math.floor(Math.random() * availableNames.length)]
ns.gang.recruitMember(memberName)
ns.gang.setMemberTask(memberName, TRAIN_COMBAT)
}
const gangMembers = ns.gang.getMemberNames()
// check for and ascend members who are ready
for (const memberName of gangMembers) {
if (isAscensionReady(memberName)) {
// ns.print("ascending " + memberName)
ns.gang.ascendMember(memberName)
}
}
// gang war
if (getGangWarWinChance() >= GANG_WAR_START_TRESH) {
const gangWarWinChance = getGangWarWinChance()
if (gangWarWinChance >= GANG_WAR_START_TRESH) {
// go to war
ns.gang.setTerritoryWarfare(true)
}
else if (getGangWarWinChance() <= GANG_WAR_STOP_TRESH) {
else if (gangWarWinChance <= GANG_WAR_STOP_TRESH) {
// disengage
ns.gang.setTerritoryWarfare(false)
}
// score each member by their estimated power level
let memberDatas = gangMembers.map(x => [x, {
"relativePower": estimateMemberPower(x),
// create an 2-dimensional array of member data. We use an array because we need it to be sorted
// 1st dimension is for each member
// index 0 of 2nd dimension is the name of the member
// index 1 of 2nd dimension is the data
let gangMembers = ns.gang.getMemberNames().map(x => [x, {
"power": estimateMemberPower(x),
"minSkillLevel": getMinSkillLevel(x),
"ascensionPercent": getMinAscensionResult(x) / getAscendTreshold(x),
"phase": undefined,
"training": false,
"vigilante": false,
}])
memberDatas.sort((a, b) => b[1]["relativePower"] - a[1]["relativePower"])
const targetRelativePower = memberDatas[0][1]["relativePower"] - 2
// sort by their power
gangMembers.sort((a, b) => b[1]["power"] - a[1]["power"])
// the highest power level is the target new members needs to catchup to
const targetPower = gangMembers[0][1]["power"] - 2
// check if we are ready to recruit a new member
const recruitmentReady = isRecruitmentReady(targetPower, gangMembers.length)
for (const memberData of memberDatas) {
const memberName = memberData[0]
const relativePower = memberData[1]["relativePower"]
const minSkillLevel = memberData[1]["minSkillLevel"]
const ascensionPercent = memberData[1]["ascensionPercent"]
for (const member of gangMembers) {
const memberName = member[0]
const memberData = member[1]
const power = memberData["power"]
const minSkillLevel = memberData["minSkillLevel"]
const ascensionPercent = memberData["ascensionPercent"]
// compute the phase of each members
if (relativePower < targetRelativePower) {
if (power < targetPower) {
// bring up newcomers to the same level than established members
memberData[1]["phase"] = PHASE_CATCHUP
memberData["phase"] = PHASE_CATCHUP
}
else if (gangMembers.length < MAX_MEMBER_COUNT && isRecruitementReady(targetRelativePower, gangMembers.length)) {
else if (gangMembers.length < MAX_MEMBER_COUNT) {
// gain respect to recruit new member
memberData[1]["phase"] = PHASE_RECRUIT
memberData["phase"] = PHASE_RECRUIT
}
else if (gangInfo.territory < 1 && getGangWarWinChance() < GANG_WAR_TARGET) {
else if (power < MIN_POWER_LEVEL) {
// power up until useful enough
memberData["phase"] = PHASE_TRAIN
}
else if (gangInfo.territory < 1 && gangWarWinChance < GANG_WAR_TARGET) {
// prepare for gang war
memberData[1]["phase"] = PHASE_WAR
memberData["phase"] = PHASE_WAR
}
else {
// if everything else is done, make money
memberData[1]["phase"] = PHASE_MONEY
memberData["phase"] = PHASE_MONEY
}
if (memberData[1]["phase"] == PHASE_CATCHUP) {
// assign tasks
// strategy is:
// catchup -> recruit <-> train -> gang war <-> make money
// reduce wanted level as needed
if (memberData["phase"] == PHASE_CATCHUP) {
ns.print("assignment: catchup")
ns.gang.setMemberTask(memberName, TRAIN_COMBAT)
memberData[1]["training"] = true
memberData["training"] = true
}
else if (ascensionPercent < MIN_ASCENSION_PERCENT) { // TODO: arbitrary constant to be ajusted
else if (isNaN(ascensionPercent) || ascensionPercent < MIN_ASCENSION_PERCENT) { // TODO: arbitrary constant to be ajusted
ns.print("assignment: level up after ascension")
// train a member back up after ascention
ns.gang.setMemberTask(memberName, TRAIN_COMBAT)
memberData[1]["training"] = true
memberData["training"] = true
}
else if (gangInfo.wantedPenalty < 0) {
ns.print("assignment: reduce wanted level")
// try to keep the wanted penalty at 0%
ns.gang.setMemberTask(memberName, VIGILANTE_JUSTICE)
memberData[1]["vigilante"] = true
memberData["vigilante"] = true
}
else if (memberData[1]["phase"] == PHASE_RECRUIT) {
else if (memberData["phase"] == PHASE_RECRUIT && recruitmentReady) {
ns.print("assignment: gain respect to recruit new members")
if (minSkillLevel < 500) {
if (minSkillLevel < 250) {
ns.gang.setMemberTask(memberName, MUG_PEOPLE)
}
else {
ns.gang.setMemberTask(memberName, TERRORISM)
}
}
else if (relativePower < MIN_POWER_LEVEL) {
else if (memberData["phase"] == PHASE_RECRUIT || memberData["phase"] == PHASE_TRAIN) {
ns.print("assignment: train")
// train up to next ascention
ns.gang.setMemberTask(memberName, TRAIN_COMBAT)
memberData[1]["training"] = true
memberData["training"] = true
}
else if (memberData[1]["phase"] == PHASE_WAR) {
else if (memberData["phase"] == PHASE_WAR) {
ns.print("assignment: gang war")
ns.gang.setMemberTask(memberName, TERRITORY_WARFARE)
}
@ -267,14 +267,20 @@ export async function main(ns) {
}
// buy equipement
if (memberData[1]["phase"] == PHASE_WAR || memberData[1]["phase"] == PHASE_MONEY) {
if (memberData["phase"] == PHASE_WAR || memberData["phase"] == PHASE_MONEY) {
for (const equipment of equipments) {
ns.gang.purchaseEquipment(memberName, equipment)
}
}
ns.print(getMinAscensionResult(memberName) / getAscendTreshold(memberName))
// ascend members who are ready
if (ascensionPercent >= 1 &&
!(memberData["phase"] == PHASE_RECRUIT && memberData["training"] == false)) { // avoid ascending a member that has built up respect to recruit a new member
// ns.print("ascending " + memberName)
ns.gang.ascendMember(memberName)
}
}
ns.print(memberDatas)
ns.print(gangMembers)
await ns.sleep(5000)
}
}

50
src/gang/gang-prepare.js Normal file
View File

@ -0,0 +1,50 @@
/** @param {NS} ns */
export async function main(ns) {
ns.clearLog()
ns.tail()
ns.disableLog('sleep')
const START_SKILL_LEVEL = 80
const GYM_NAME = "powerhouse gym"
const FACTION = "Slum Snakes"
const skills = [
"strength",
"defense",
"dexterity",
"agility"
]
// skillup
for (const skill of skills) {
let player = ns.getPlayer()
if (player.skills[skill] < START_SKILL_LEVEL) {
ns.singularity.gymWorkout(GYM_NAME, skill, ns.singularity.isFocused())
while(player.skills[skill] < START_SKILL_LEVEL) {
await ns.sleep(1000)
player = ns.getPlayer()
}
}
}
// generate bad karma
ns.singularity.commitCrime("Homicide", ns.singularity.isFocused())
// join faction
if(!ns.getPlayer().factions.includes(FACTION)) {
while(!ns.singularity.checkFactionInvitations().includes(FACTION)) {
await ns.sleep(1000)
}
ns.singularity.joinFaction(FACTION)
}
// create gang
while(!ns.gang.inGang()) {
await ns.sleep(1000)
ns.gang.createGang(FACTION)
}
// Start gang management script
ns.singularity.commitCrime("Kidnap", ns.singularity.isFocused())
ns.spawn("/gang/gang-manage.js")
}