Open InfernoIV opened 2 weeks ago
https://github.com/bitburner-official/bitburner-src/blob/dev/src/PersonObjects/Sleeve/Sleeve.ts#L479 https://github.com/bitburner-official/bitburner-src/blob/dev/src/PersonObjects/Sleeve/Work/SleeveInfiltrateWork.ts#L14 https://github.com/bitburner-official/bitburner-src/blob/dev/src/Bladeburner/Bladeburner.ts#L1208
Actions:
TODO: do sleeves have stamina???
https://github.com/bitburner-official/bitburner-src/blob/dev/src/PersonObjects/Sleeve/Work/SleeveSupportWork.ts#L8 https://github.com/bitburner-official/bitburner-src/blob/dev/src/Bladeburner/Bladeburner.ts#L69 https://github.com/bitburner-official/bitburner-src/blob/dev/src/Bladeburner/data/GeneralActions.ts#L30 https://github.com/bitburner-official/bitburner-src/blob/dev/src/Bladeburner/Bladeburner.ts#L708
Sleeve supporting is only adding 1 to team size, not worth it
Make sleeves do work "Infiltrate synthoids" to raise count of contracts and operations: make it configurable:
Create function that returns the lowest count of contracts and operations Remove player action to get new contracts & operations? No: make it so player does this when no actions are remaining (should only happen when player is faster than sleeves)
Sleeves should have a support role, whilst player should have the main (growing) role Sleeves can:
Does bladeburner generate money? if not: perform crime to raise stats and money
Added sleeve function to return the possible actions, sleeve.js to sort out the actions and assign them. Only 1 sleeve should do the type at the time. E.g. only 1 sleeve should do recruitment at the same time.
How to handle assignments to sleeve bladeburner actions, if bladeburner is not yet unlocked??? This should be placed inside sleeve bladeburner file, but the actions are maintained in sleeve.js Allow sleeve bladeburner to mutate the data?
Does any of the 3 actions (Diplomacy, Infiltrate, Recruitment) have a success chance???
Sleeves do not have or use stamina https://github.com/bitburner-official/bitburner-src/blob/dev/src/Bladeburner/Bladeburner.ts#L882
Contracts create money (so is better than crime??) https://github.com/bitburner-official/bitburner-src/blob/dev/src/Bladeburner/Bladeburner.ts#L896 Contracts cause HP loss, and therefore shock to Sleeves (not wanted, therefore assign to crime and not to contracts) https://github.com/bitburner-official/bitburner-src/blob/dev/src/Bladeburner/data/Contracts.ts https://github.com/bitburner-official/bitburner-src/blob/dev/src/Bladeburner/Bladeburner.ts#L944
Diplomacy scales on Charisma, always succeeds https://github.com/bitburner-official/bitburner-src/blob/dev/src/Bladeburner/Bladeburner.ts#L698
Recruitment scales on Charisma, has a success chance determined by current team size and stamina skill https://github.com/bitburner-official/bitburner-src/blob/dev/src/Bladeburner/data/GeneralActions.ts#L22
Get best charisma of sleeves, check if success chance of recruitment is sufficient: assign to 'Recruitment' If action count is too low: get sleeve, assign to 'Infiltrate synthoids' (no stats needed, use lowest stat sleeve???) If chaos is too high: Get (next) best charisma of sleeves, assign to 'Diplomacy'
Assign all sleeves to stop working first, if the job changes: before assigning new jobs. This enables freeing up limit work jobs, like faction work and company work.
Resorting to simple assigning for now (index 0, 1 and 2)
Should sleeves do bladeburner work? How good is their help when helping with BlackOps? This should make the chance be higher, but if they get hostipalized: they get shock instead... Only use when the chance without is less than 100%, and with the sleeves it is 100%? Is there a way to simulate? (then the sleeves don't have to change work if it is not helping)