tweak and bugfix gang management script
This commit is contained in:
parent
d851d84c05
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218
src/gang.js
218
src/gang.js
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@ -4,12 +4,33 @@ export async function main(ns) {
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ns.tail()
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ns.tail()
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ns.disableLog('ALL')
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ns.disableLog('ALL')
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// config
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/* Maximum number of members in a gang */
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const MAX_MEMBER_COUNT = 12
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/* Percent of training to the next ascension a member must do after ascending */
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const MIN_ASCENSION_PERCENT = 0.9
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/* Minimum power level a member must reach before transitioning to gang war/money making */
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const MIN_POWER_LEVEL = 15
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/* Win chance required to start a gang war */
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const GANG_WAR_START_TRESH = 0.6
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/* Minimum win chance before pulling out of a gang war */
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const GANG_WAR_STOP_TRESH = 0.55
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/* Target win chance */
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const GANG_WAR_TARGET = 0.9
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// enum
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const MAKE_MONEY = "Human Trafficking"
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const MAKE_MONEY = "Human Trafficking"
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const VIGILANTE_JUSTICE = "Vigilante Justice"
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const VIGILANTE_JUSTICE = "Vigilante Justice"
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const MUG_PEOPLE = "Mug People"
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const TERRORISM = "Terrorism"
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const TERRORISM = "Terrorism"
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const TRAIN_COMBAT = "Train Combat"
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const TRAIN_COMBAT = "Train Combat"
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const TERRITORY_WARFARE = "Territory Warfare"
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const TERRITORY_WARFARE = "Territory Warfare"
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const maxMemberCount = 12
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const PHASE_CATCHUP = "catchup"
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const PHASE_RECRUIT = "recruit"
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const PHASE_WAR = "war"
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const PHASE_MONEY = "money"
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const memberNamePool = [
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const memberNamePool = [
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"CJ",
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"CJ",
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"Big Smoke",
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"Big Smoke",
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@ -25,26 +46,81 @@ export async function main(ns) {
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"Madd Dogg",
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"Madd Dogg",
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"Little Weasel",
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"Little Weasel",
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]
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]
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const equipments = [
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"Baseball Bat",
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"Katana",
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"Glock 18C",
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"P90C", "Steyr AUG",
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"AK-47",
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"M15A10 Assault Rifle",
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"AWM Sniper Rifle",
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"Bulletproof Vest",
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"Full Body Armor",
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"Liquid Body Armor",
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"Graphene Plating Armor",
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"Ford Flex V20",
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"ATX1070 Superbike",
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"Mercedes-Benz S9001",
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"White Ferrari",
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"Bionic Arms",
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"Bionic Legs",
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"Bionic Spine",
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"BrachiBlades",
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"Nanofiber Weave",
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"Synthetic Heart",
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"Synfibril Muscle",
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"Graphene Bone Lacings",
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function estimateMemberPower(memberName) {
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// Hacking stuff, low priority so they go to the end of the list
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"BitWire",
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"Neuralstimulator",
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"DataJack",
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"NUKE Rootkit",
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"Soulstealer Rootkit",
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"Demon Rootkit",
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"Hmap Node",
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"Jack the Ripper",
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]
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function getMinAscMult(memberName) {
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const memberInfo = ns.gang.getMemberInformation(memberName)
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const memberInfo = ns.gang.getMemberInformation(memberName)
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return Math.floor(Math.min(
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return Math.min(
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memberInfo.str_asc_mult,
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memberInfo.str_asc_mult,
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memberInfo.def_asc_mult,
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memberInfo.def_asc_mult,
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memberInfo.dex_asc_mult,
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memberInfo.dex_asc_mult,
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memberInfo.agi_asc_mult,
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// memberInfo.agi_asc_mult,
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) / 1.5)
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)
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}
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function getMinAscensionResult(memberName) {
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const memberAscensionResult = ns.gang.getAscensionResult(memberName)
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return memberAscensionResult === undefined ? undefined : Math.min(
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memberAscensionResult.str,
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memberAscensionResult.def,
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memberAscensionResult.dex,
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// memberAscensionResult.agi
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)
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}
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function estimateMemberPower(memberName) {
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return getMinAscMult(memberName) / 1.6
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}
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function getMinSkillLevel(memberName) {
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const memberInfo = ns.gang.getMemberInformation(memberName)
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return Math.min(
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memberInfo.str,
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memberInfo.def,
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memberInfo.dex,
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memberInfo.agi,
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)
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}
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}
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// Credit: Mysteyes. https://discord.com/channels/415207508303544321/415207923506216971/940379724214075442
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// Credit: Mysteyes. https://discord.com/channels/415207508303544321/415207923506216971/940379724214075442
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function getAscendTreshold(memberName) {
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function getAscendTreshold(memberName) {
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const memberInfo = ns.gang.getMemberInformation(memberName)
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const memberInfo = ns.gang.getMemberInformation(memberName)
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const mult = Math.min(
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const mult = getMinAscMult(memberName)
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memberInfo.str_asc_mult,
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memberInfo.def_asc_mult,
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memberInfo.dex_asc_mult,
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memberInfo.agi_asc_mult,
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)
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if (mult < 1.632) return 1.6326;
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if (mult < 1.632) return 1.6326;
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if (mult < 2.336) return 1.4315;
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if (mult < 2.336) return 1.4315;
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if (mult < 2.999) return 1.284;
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if (mult < 2.999) return 1.284;
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@ -61,29 +137,20 @@ export async function main(ns) {
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return 1.0591;
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return 1.0591;
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}
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}
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function getMinAscensionResult(memberName) {
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const memberAscensionResult = ns.gang.getAscensionResult(memberName)
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return memberAscensionResult === undefined ? undefined : Math.min(
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memberAscensionResult.str,
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memberAscensionResult.def,
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memberAscensionResult.dex,
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memberAscensionResult.agi
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)
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}
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function isAscensionReady(memberName) {
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function isAscensionReady(memberName) {
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return getMinAscensionResult(memberName) >= getAscendTreshold(memberName)
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return getMinAscensionResult(memberName) >= getAscendTreshold(memberName)
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}
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}
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function isRecruitementReady(relativePower, memberCount) {
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function isRecruitementReady(relativePower, memberCount) {
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const res = relativePower / 3 > memberCount - 3 // TODO
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const res = relativePower * 1.25 + 2 > memberCount // TODO
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// ns.print(ascentionCount / 3)
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ns.print(relativePower * 1.25 + 2)
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return res
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return res
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}
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}
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function getGangWarWinChances() {
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function getGangWarWinChance() {
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const gangInfo = ns.gang.getGangInformation()
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const gangInfo = ns.gang.getGangInformation()
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const otherGangNames = Object.keys(ns.gang.getOtherGangInformation()).filter(x => gangInfo.faction != x && x.territory > 0)
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const otherGangInfo = ns.gang.getOtherGangInformation()
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const otherGangNames = Object.keys(otherGangInfo).filter(x => x != gangInfo.faction && otherGangInfo[x]["territory"] > 0)
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const chancesToWin = otherGangNames.map(x => ns.gang.getChanceToWinClash(x))
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const chancesToWin = otherGangNames.map(x => ns.gang.getChanceToWinClash(x))
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return Math.min(...chancesToWin)
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return Math.min(...chancesToWin)
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}
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}
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@ -111,76 +178,103 @@ export async function main(ns) {
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}
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}
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}
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}
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for (const memberName of gangMembers) {
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if (isAscensionReady(memberName)) {
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// ns.print("ascending " + memberName)
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ns.gang.ascendMember(memberName)
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}
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}
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// TODO: equipement
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// gang war
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// gang war
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if (getGangWarWinChances() >= 0.6) {
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if (getGangWarWinChance() >= GANG_WAR_START_TRESH) {
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// go to war
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// go to war
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ns.gang.setTerritoryWarfare(true)
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ns.gang.setTerritoryWarfare(true)
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}
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}
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else if (getGangWarWinChances() <= 0.55) {
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else if (getGangWarWinChance() <= GANG_WAR_STOP_TRESH) {
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// disengage
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// disengage
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ns.gang.setTerritoryWarfare(false)
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ns.gang.setTerritoryWarfare(false)
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}
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}
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// score each member by their estimated power level
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// score each member by their estimated power level
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let memberDatas = gangMembers.map(x => [x, estimateMemberPower(x)])
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let memberDatas = gangMembers.map(x => [x, {
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memberDatas.sort((a, b) => b[1] - a[1])
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"relativePower": estimateMemberPower(x),
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const targetRelativePower = memberDatas[0][1] - 1
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"minSkillLevel": getMinSkillLevel(x),
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"ascensionPercent": getMinAscensionResult(x) / getAscendTreshold(x),
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"phase": undefined,
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"training": false,
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"vigilante": false,
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}])
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memberDatas.sort((a, b) => b[1]["relativePower"] - a[1]["relativePower"])
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const targetRelativePower = memberDatas[0][1]["relativePower"] - 2
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for (const memberData of memberDatas) {
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for (const memberData of memberDatas) {
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const memberName = memberData[0]
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const memberName = memberData[0]
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const relativePower = memberData[1]
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const relativePower = memberData[1]["relativePower"]
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const minSkillLevel = memberData[1]["minSkillLevel"]
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const ascensionPercent = memberData[1]["ascensionPercent"]
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ns.print(memberName)
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// ns.print(getMinAscensionResult(memberName) / getAscendTreshold(memberName))
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// ns.print(isAscensionReady(memberName))
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if (relativePower < targetRelativePower && relativePower < 40) {
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// compute the phase of each members
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ns.print("assignment: catchup")
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if (relativePower < targetRelativePower) {
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// bring up newcomers to the same level than established members
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// bring up newcomers to the same level than established members
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ns.gang.setMemberTask(memberName, TRAIN_COMBAT)
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memberData[1]["phase"] = PHASE_CATCHUP
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}
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}
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else if (getMinAscensionResult(memberName) / getAscendTreshold(memberName) < 0.9) { // TODO: arbitrary constant to be ajusted
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else if (gangMembers.length < MAX_MEMBER_COUNT && isRecruitementReady(targetRelativePower, gangMembers.length)) {
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ns.print("assignment: level up after ascention")
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// gain respect to recruit new member
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memberData[1]["phase"] = PHASE_RECRUIT
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}
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else if (gangInfo.territory < 1 && getGangWarWinChance() < GANG_WAR_TARGET) {
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// prepare for gang war
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memberData[1]["phase"] = PHASE_WAR
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}
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else {
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// if everything else is done, make money
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memberData[1]["phase"] = PHASE_MONEY
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}
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if (memberData[1]["phase"] == PHASE_CATCHUP) {
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ns.print("assignment: catchup")
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ns.gang.setMemberTask(memberName, TRAIN_COMBAT)
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memberData[1]["training"] = true
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}
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else if (ascensionPercent < MIN_ASCENSION_PERCENT) { // TODO: arbitrary constant to be ajusted
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ns.print("assignment: level up after ascension")
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// train a member back up after ascention
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// train a member back up after ascention
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ns.gang.setMemberTask(memberName, TRAIN_COMBAT)
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ns.gang.setMemberTask(memberName, TRAIN_COMBAT)
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memberData[1]["training"] = true
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}
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}
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else if (gangInfo.wantedPenalty < 0) {
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else if (gangInfo.wantedPenalty < 0) {
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ns.print("assignment: reduce wanted level")
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ns.print("assignment: reduce wanted level")
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// reduce wanted level
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// try to keep the wanted penalty at 0%
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ns.print(gangInfo.wantedPenalty)
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ns.gang.setMemberTask(memberName, VIGILANTE_JUSTICE)
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ns.gang.setMemberTask(memberName, VIGILANTE_JUSTICE)
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memberData[1]["vigilante"] = true
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}
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}
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else if (gangMembers.length < maxMemberCount && isRecruitementReady(relativePower, gangMembers.length)) {
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else if (memberData[1]["phase"] == PHASE_RECRUIT) {
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ns.print("assignment: gain respect")
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ns.print("assignment: gain respect to recruit new members")
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// gain respect to recruit new member
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if (minSkillLevel < 500) {
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ns.gang.setMemberTask(memberName, TERRORISM)
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ns.gang.setMemberTask(memberName, MUG_PEOPLE)
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}
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else {
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ns.gang.setMemberTask(memberName, TERRORISM)
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}
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}
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}
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else if (relativePower < 20) { // TODO
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else if (relativePower < MIN_POWER_LEVEL) {
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ns.print("assignment: train to next ascension")
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ns.print("assignment: train")
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// train up to next ascention
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// train up to next ascention
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ns.gang.setMemberTask(memberName, TRAIN_COMBAT)
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ns.gang.setMemberTask(memberName, TRAIN_COMBAT)
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memberData[1]["training"] = true
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}
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}
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else if (gangInfo.territory < 1 && getGangWarWinChances() < 0.95) {
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else if (memberData[1]["phase"] == PHASE_WAR) {
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ns.print("assignment: gang war")
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ns.print("assignment: gang war")
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// prepare for gang war
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ns.gang.setMemberTask(memberName, TERRITORY_WARFARE)
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ns.gang.setMemberTask(memberName, TERRITORY_WARFARE)
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}
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}
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else {
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else {
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ns.print("assignment: make money")
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ns.print("assignment: make money")
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// go for the money
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ns.gang.setMemberTask(memberName, MAKE_MONEY)
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ns.gang.setMemberTask(memberName, MAKE_MONEY) // TODO
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}
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}
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}
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// buy equipement
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if (memberData[1]["phase"] == PHASE_WAR || memberData[1]["phase"] == PHASE_MONEY) {
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for (const equipment of equipments) {
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ns.gang.purchaseEquipment(memberName, equipment)
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}
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}
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ns.print(getMinAscensionResult(memberName) / getAscendTreshold(memberName))
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}
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ns.print(memberDatas)
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await ns.sleep(5000)
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await ns.sleep(5000)
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}
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}
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}
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}
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