mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2026-05-03 22:37:06 +02:00
Augmentations in mui
This commit is contained in:
@@ -2,92 +2,78 @@
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* Root React component for the Augmentations UI page that display all of your
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* owned and purchased Augmentations and Source-Files.
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*/
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import * as React from "react";
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import React, { useState } from "react";
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import { InstalledAugmentationsAndSourceFiles } from "./InstalledAugmentationsAndSourceFiles";
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import { InstalledAugmentations } from "./InstalledAugmentations";
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import { PlayerMultipliers } from "./PlayerMultipliers";
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import { PurchasedAugmentations } from "./PurchasedAugmentations";
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import { SourceFiles } from "./SourceFiles";
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import { Player } from "../../Player";
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import { StdButton } from "../../ui/React/StdButton";
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import { canGetBonus } from "../../ExportBonus";
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type IProps = {
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import Typography from "@mui/material/Typography";
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import Button from "@mui/material/Button";
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import Tooltip from "@mui/material/Tooltip";
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interface IProps {
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exportGameFn: () => void;
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installAugmentationsFn: () => void;
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};
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type IState = {
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rerender: boolean;
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};
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export class AugmentationsRoot extends React.Component<IProps, IState> {
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constructor(props: IProps) {
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super(props);
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this.state = {
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rerender: false,
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};
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this.export = this.export.bind(this);
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}
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export(): void {
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this.props.exportGameFn();
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this.setState({
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rerender: !this.state.rerender,
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});
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}
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render(): React.ReactNode {
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function exportBonusStr(): string {
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if (canGetBonus()) return "(+1 favor to all factions)";
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return "";
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}
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return (
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<>
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<div className="augmentations-content">
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<h1>Purchased Augmentations</h1>
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<p>
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Below is a list of all Augmentations you have purchased but not yet installed. Click the button below to
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install them.
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</p>
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<p>WARNING: Installing your Augmentations resets most of your progress, including:</p>
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<br />
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<p>- Stats/Skill levels and Experience</p>
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<p>- Money</p>
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<p>- Scripts on every computer but your home computer</p>
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<p>- Purchased servers</p>
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<p>- Hacknet Nodes</p>
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<p>- Faction/Company reputation</p>
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<p>- Stocks</p>
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<br />
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<p>
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Installing Augmentations lets you start over with the perks and benefits granted by all of the Augmentations
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you have ever installed. Also, you will keep any scripts and RAM/Core upgrades on your home computer (but
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you will lose all programs besides NUKE.exe)
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</p>
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<StdButton
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onClick={this.props.installAugmentationsFn}
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text="Install Augmentations"
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tooltip="'I never asked for this'"
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/>
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<StdButton
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addClasses="flashing-button"
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onClick={this.export}
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text={`Backup Save ${exportBonusStr()}`}
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tooltip="It's always a good idea to backup/export your save!"
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/>
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<PurchasedAugmentations />
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<h1>Installed Augmentations</h1>
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<p>
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{`List of all Augmentations ${Player.sourceFiles.length > 0 ? "and Source Files " : ""} ` +
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`that have been installed. You have gained the effects of these.`}
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</p>
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<InstalledAugmentationsAndSourceFiles />
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<br /> <br />
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<PlayerMultipliers />
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</div>
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</>
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);
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}
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}
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export function AugmentationsRoot(props: IProps): React.ReactElement {
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const setRerender = useState(false)[1];
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function doExport(): void {
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props.exportGameFn();
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setRerender((o) => !o);
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}
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function exportBonusStr(): string {
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if (canGetBonus()) return "(+1 favor to all factions)";
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return "";
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}
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return (
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<>
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<Typography variant="h4">Augmentations</Typography>
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<Typography>
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Below is a list of all Augmentations you have purchased but not yet installed. Click the button below to install
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them.
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</Typography>
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<Typography>WARNING: Installing your Augmentations resets most of your progress, including:</Typography>
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<br />
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<Typography>- Stats/Skill levels and Experience</Typography>
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<Typography>- Money</Typography>
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<Typography>- Scripts on every computer but your home computer</Typography>
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<Typography>- Purchased servers</Typography>
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<Typography>- Hacknet Nodes</Typography>
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<Typography>- Faction/Company reputation</Typography>
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<Typography>- Stocks</Typography>
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<br />
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<Typography>
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Installing Augmentations lets you start over with the perks and benefits granted by all of the Augmentations you
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have ever installed. Also, you will keep any scripts and RAM/Core upgrades on your home computer (but you will
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lose all programs besides NUKE.exe)
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</Typography>
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<Tooltip title={"'I never asked for this'"}>
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<Button onClick={props.installAugmentationsFn}>
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<Typography>Install Augmentations</Typography>
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</Button>
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</Tooltip>
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<Tooltip title={"It's always a good idea to backup/export your save!"}>
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<Button sx={{ mx: 2 }} onClick={doExport}>
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<Typography color="error">Backup Save {exportBonusStr()}</Typography>
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</Button>
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</Tooltip>
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<PurchasedAugmentations />
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<Typography variant="h4">Installed Augmentations</Typography>
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<Typography>List of all Augmentations that have been installed. You have gained the effects of these.</Typography>
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<InstalledAugmentations />
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<br /> <br />
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<PlayerMultipliers />
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<SourceFiles />
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</>
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);
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}
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@@ -1,19 +1,31 @@
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/**
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* React Component for displaying a list of the player's installed Augmentations
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* on the Augmentations UI
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* React Component for displaying all of the player's installed Augmentations and
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* Source-Files.
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*
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* It also contains 'configuration' buttons that allow you to change how the
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* Augs/SF's are displayed
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*/
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import * as React from "react";
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import React, { useState } from "react";
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import { Player } from "../../Player";
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import { OwnedSourceFiles } from "./OwnedSourceFiles";
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import { SourceFileMinus1 } from "./SourceFileMinus1";
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import { AugmentationAccordion } from "../../ui/React/AugmentationAccordion";
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import { Augmentations } from "../../Augmentation/Augmentations";
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import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
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import { Settings } from "../../Settings/Settings";
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import { OwnedAugmentationsOrderSetting } from "../../Settings/SettingEnums";
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import { AugmentationAccordion } from "../../ui/React/AugmentationAccordion";
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import { Settings } from "../../Settings/Settings";
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import { use } from "../../ui/Context";
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import { OwnedAugmentationsOrderSetting } from "../../Settings/SettingEnums";
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import Typography from "@mui/material/Typography";
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import Button from "@mui/material/Button";
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import Tooltip from "@mui/material/Tooltip";
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import List from "@mui/material/List";
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export function InstalledAugmentations(): React.ReactElement {
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const sourceAugs = Player.augmentations.slice();
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const setRerender = useState(true)[1];
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const player = use.Player();
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const sourceAugs = player.augmentations.slice();
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if (Settings.OwnedAugmentationsOrder === OwnedAugmentationsOrderSetting.Alphabetically) {
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sourceAugs.sort((aug1, aug2) => {
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@@ -21,20 +33,42 @@ export function InstalledAugmentations(): React.ReactElement {
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});
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}
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const augs = sourceAugs.map((e) => {
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const aug = Augmentations[e.name];
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function rerender(): void {
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setRerender((old) => !old);
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}
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let level = null;
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if (e.name === AugmentationNames.NeuroFluxGovernor) {
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level = e.level;
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}
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function sortByAcquirementTime(): void {
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Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.AcquirementTime;
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rerender();
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}
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return (
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<li key={e.name}>
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<AugmentationAccordion aug={aug} level={level} />
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</li>
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);
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});
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function sortInOrder(): void {
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Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.Alphabetically;
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rerender();
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}
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return <>{augs}</>;
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return (
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<>
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<Tooltip title={"Sorts the Augmentations alphabetically in numeral order"}>
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<Button onClick={sortInOrder}>Sort in Order</Button>
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</Tooltip>
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<Tooltip title={"Sorts the Augmentations based on when you acquired them (same as default)"}>
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<Button sx={{ mx: 2 }} onClick={sortByAcquirementTime}>
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Sort by Acquirement Time
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</Button>
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</Tooltip>
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<List dense>
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{sourceAugs.map((e) => {
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const aug = Augmentations[e.name];
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let level = null;
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if (e.name === AugmentationNames.NeuroFluxGovernor) {
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level = e.level;
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}
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return <AugmentationAccordion key={aug.name} aug={aug} level={level} />;
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})}
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</List>
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</>
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);
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}
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@@ -1,115 +0,0 @@
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/**
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* React Component for displaying all of the player's installed Augmentations and
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* Source-Files.
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*
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* It also contains 'configuration' buttons that allow you to change how the
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* Augs/SF's are displayed
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*/
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import * as React from "react";
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import { InstalledAugmentations } from "./InstalledAugmentations";
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import { ListConfiguration } from "./ListConfiguration";
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import { OwnedSourceFiles } from "./OwnedSourceFiles";
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import { SourceFileMinus1 } from "./SourceFileMinus1";
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import { Settings } from "../../Settings/Settings";
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import { OwnedAugmentationsOrderSetting } from "../../Settings/SettingEnums";
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type IProps = {
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// nothing special.
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};
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type IState = {
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rerenderFlag: boolean;
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};
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export class InstalledAugmentationsAndSourceFiles extends React.Component<IProps, IState> {
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listRef: React.RefObject<HTMLUListElement>;
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constructor(props: IProps) {
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super(props);
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this.state = {
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rerenderFlag: false,
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};
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this.collapseAllHeaders = this.collapseAllHeaders.bind(this);
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this.expandAllHeaders = this.expandAllHeaders.bind(this);
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this.sortByAcquirementTime = this.sortByAcquirementTime.bind(this);
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this.sortInOrder = this.sortInOrder.bind(this);
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this.listRef = React.createRef();
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}
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collapseAllHeaders(): void {
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const ul = this.listRef.current;
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if (ul == null) {
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return;
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}
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const tickers = ul.getElementsByClassName("accordion-header");
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for (let i = 0; i < tickers.length; ++i) {
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const ticker = tickers[i];
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if (!(ticker instanceof HTMLButtonElement)) {
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continue;
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}
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if (ticker.classList.contains("active")) {
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ticker.click();
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}
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}
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}
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expandAllHeaders(): void {
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const ul = this.listRef.current;
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if (ul == null) {
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return;
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}
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const tickers = ul.getElementsByClassName("accordion-header");
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for (let i = 0; i < tickers.length; ++i) {
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const ticker = tickers[i];
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if (!(ticker instanceof HTMLButtonElement)) {
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continue;
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}
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if (!ticker.classList.contains("active")) {
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ticker.click();
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}
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}
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}
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rerender(): void {
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this.setState((prevState) => {
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return {
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rerenderFlag: !prevState.rerenderFlag,
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};
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});
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}
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sortByAcquirementTime(): void {
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Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.AcquirementTime;
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this.rerender();
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}
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sortInOrder(): void {
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Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.Alphabetically;
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this.rerender();
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}
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render(): React.ReactNode {
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return (
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<>
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<ListConfiguration
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collapseAllButtonsFn={this.collapseAllHeaders}
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expandAllButtonsFn={this.expandAllHeaders}
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sortByAcquirementTimeFn={this.sortByAcquirementTime}
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sortInOrderFn={this.sortInOrder}
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/>
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<ul className="augmentations-list" ref={this.listRef}>
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<SourceFileMinus1 />
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<OwnedSourceFiles />
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<InstalledAugmentations />
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</ul>
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</>
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);
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}
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}
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@@ -1,33 +0,0 @@
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/**
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* React Component for configuring the way installed augmentations and
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* Source-Files are displayed in the Augmentations UI
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*/
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import * as React from "react";
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import { StdButton } from "../../ui/React/StdButton";
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type IProps = {
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collapseAllButtonsFn: () => void;
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expandAllButtonsFn: () => void;
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sortByAcquirementTimeFn: () => void;
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sortInOrderFn: () => void;
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};
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export function ListConfiguration(props: IProps): React.ReactElement {
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return (
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<>
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<StdButton onClick={props.expandAllButtonsFn} text="Expand All" />
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<StdButton onClick={props.collapseAllButtonsFn} text="Collapse All" />
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<StdButton
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onClick={props.sortInOrderFn}
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text="Sort in Order"
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tooltip="Sorts the Augmentations alphabetically and Source-Files in numeral order"
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/>
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<StdButton
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onClick={props.sortByAcquirementTimeFn}
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text="Sort by Acquirement Time"
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tooltip="Sorts the Augmentations and Source-Files based on when you acquired them (same as default)"
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/>
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</>
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);
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}
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@@ -20,20 +20,18 @@ export function OwnedSourceFiles(): React.ReactElement {
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});
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}
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const sfs = sourceSfs.map((e) => {
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const srcFileKey = "SourceFile" + e.n;
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const sfObj = SourceFiles[srcFileKey];
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if (sfObj == null) {
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console.error(`Invalid source file number: ${e.n}`);
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return null;
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}
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return (
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<>
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{sourceSfs.map((e) => {
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const srcFileKey = "SourceFile" + e.n;
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const sfObj = SourceFiles[srcFileKey];
|
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if (sfObj == null) {
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console.error(`Invalid source file number: ${e.n}`);
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return null;
|
||||
}
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||||
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||||
return (
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||||
<li key={e.n}>
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<SourceFileAccordion level={e.lvl} sf={sfObj} />
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||||
</li>
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||||
);
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||||
});
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||||
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||||
return <>{sfs}</>;
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return <SourceFileAccordion key={e.n} level={e.lvl} sf={sfObj} />;
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||||
})}
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||||
</>
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||||
);
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||||
}
|
||||
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||||
@@ -6,6 +6,11 @@ import * as React from "react";
|
||||
import { Player } from "../../Player";
|
||||
import { numeralWrapper } from "../../ui/numeralFormat";
|
||||
import { Augmentations } from "../Augmentations";
|
||||
import { Table, TableCell } from "../../ui/React/Table";
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||||
import TableBody from "@mui/material/TableBody";
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||||
import { Table as MuiTable } from "@mui/material";
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||||
import TableRow from "@mui/material/TableRow";
|
||||
import Typography from "@mui/material/Typography";
|
||||
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function calculateAugmentedStats(): any {
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const augP: any = {};
|
||||
@@ -19,62 +24,74 @@ function calculateAugmentedStats(): any {
|
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return augP;
|
||||
}
|
||||
|
||||
export function PlayerMultipliers(): React.ReactElement {
|
||||
const mults = calculateAugmentedStats();
|
||||
function MultiplierTable(rows: any[]): React.ReactElement {
|
||||
function improvements(r: number): JSX.Element[] {
|
||||
let elems: JSX.Element[] = [];
|
||||
if (r) {
|
||||
elems = [<td key="2"> {"=>"} </td>, <td key="3">{numeralWrapper.formatPercentage(r)}</td>];
|
||||
}
|
||||
return elems;
|
||||
}
|
||||
|
||||
function Improvements({ r }: { r: number }): React.ReactElement {
|
||||
if (r) {
|
||||
console.log(r);
|
||||
return (
|
||||
<table>
|
||||
<tbody>
|
||||
{rows.map((r: any) => (
|
||||
<tr key={r[0]}>
|
||||
<td key="0">
|
||||
<span>{r[0]} multiplier: </span>
|
||||
</td>
|
||||
<td key="1" style={{ textAlign: "right" }}>
|
||||
{numeralWrapper.formatPercentage(r[1])}
|
||||
</td>
|
||||
{improvements(r[2])}
|
||||
</tr>
|
||||
))}
|
||||
</tbody>
|
||||
</table>
|
||||
<>
|
||||
<TableCell key="2">
|
||||
<Typography> {"=>"} </Typography>
|
||||
</TableCell>
|
||||
<TableCell key="3">
|
||||
<Typography>{numeralWrapper.formatPercentage(r)}</Typography>
|
||||
</TableCell>
|
||||
</>
|
||||
);
|
||||
}
|
||||
return <></>;
|
||||
}
|
||||
|
||||
function MultiplierTable({ rows }: { rows: [string, number, number][] }): React.ReactElement {
|
||||
return (
|
||||
<Table size="small" padding="none">
|
||||
<TableBody>
|
||||
{rows.map((r: any) => (
|
||||
<TableRow key={r[0]}>
|
||||
<TableCell key="0">
|
||||
<Typography noWrap>{r[0]} multiplier: </Typography>
|
||||
</TableCell>
|
||||
<TableCell key="1" style={{ textAlign: "right" }}>
|
||||
<Typography noWrap>{numeralWrapper.formatPercentage(r[1])}</Typography>
|
||||
</TableCell>
|
||||
<Improvements r={r[2]} />
|
||||
</TableRow>
|
||||
))}
|
||||
</TableBody>
|
||||
</Table>
|
||||
);
|
||||
}
|
||||
|
||||
export function PlayerMultipliers(): React.ReactElement {
|
||||
const mults = calculateAugmentedStats();
|
||||
|
||||
function BladeburnerMults(): React.ReactElement {
|
||||
if (!Player.canAccessBladeburner()) return <></>;
|
||||
return (
|
||||
<>
|
||||
{MultiplierTable([
|
||||
[
|
||||
"Bladeburner Success Chance",
|
||||
Player.bladeburner_success_chance_mult,
|
||||
Player.bladeburner_success_chance_mult * mults.bladeburner_success_chance_mult,
|
||||
],
|
||||
[
|
||||
"Bladeburner Max Stamina",
|
||||
Player.bladeburner_max_stamina_mult,
|
||||
Player.bladeburner_max_stamina_mult * mults.bladeburner_max_stamina_mult,
|
||||
],
|
||||
[
|
||||
"Bladeburner Stamina Gain",
|
||||
Player.bladeburner_stamina_gain_mult,
|
||||
Player.bladeburner_stamina_gain_mult * mults.bladeburner_stamina_gain_mult,
|
||||
],
|
||||
[
|
||||
"Bladeburner Field Analysis",
|
||||
Player.bladeburner_analysis_mult,
|
||||
Player.bladeburner_analysis_mult * mults.bladeburner_analysis_mult,
|
||||
],
|
||||
])}
|
||||
<MultiplierTable
|
||||
rows={[
|
||||
[
|
||||
"Bladeburner Success Chance",
|
||||
Player.bladeburner_success_chance_mult,
|
||||
Player.bladeburner_success_chance_mult * mults.bladeburner_success_chance_mult,
|
||||
],
|
||||
[
|
||||
"Bladeburner Max Stamina",
|
||||
Player.bladeburner_max_stamina_mult,
|
||||
Player.bladeburner_max_stamina_mult * mults.bladeburner_max_stamina_mult,
|
||||
],
|
||||
[
|
||||
"Bladeburner Stamina Gain",
|
||||
Player.bladeburner_stamina_gain_mult,
|
||||
Player.bladeburner_stamina_gain_mult * mults.bladeburner_stamina_gain_mult,
|
||||
],
|
||||
[
|
||||
"Bladeburner Field Analysis",
|
||||
Player.bladeburner_analysis_mult,
|
||||
Player.bladeburner_analysis_mult * mults.bladeburner_analysis_mult,
|
||||
],
|
||||
]}
|
||||
/>
|
||||
<br />
|
||||
</>
|
||||
);
|
||||
@@ -88,90 +105,110 @@ export function PlayerMultipliers(): React.ReactElement {
|
||||
</strong>
|
||||
</p>
|
||||
<br />
|
||||
{MultiplierTable([
|
||||
["Hacking Chance ", Player.hacking_chance_mult, Player.hacking_chance_mult * mults.hacking_chance_mult],
|
||||
["Hacking Speed ", Player.hacking_speed_mult, Player.hacking_speed_mult * mults.hacking_speed_mult],
|
||||
["Hacking Money ", Player.hacking_money_mult, Player.hacking_money_mult * mults.hacking_money_mult],
|
||||
["Hacking Growth ", Player.hacking_grow_mult, Player.hacking_grow_mult * mults.hacking_grow_mult],
|
||||
])}
|
||||
<MultiplierTable
|
||||
rows={[
|
||||
["Hacking Chance ", Player.hacking_chance_mult, Player.hacking_chance_mult * mults.hacking_chance_mult],
|
||||
["Hacking Speed ", Player.hacking_speed_mult, Player.hacking_speed_mult * mults.hacking_speed_mult],
|
||||
["Hacking Money ", Player.hacking_money_mult, Player.hacking_money_mult * mults.hacking_money_mult],
|
||||
["Hacking Growth ", Player.hacking_grow_mult, Player.hacking_grow_mult * mults.hacking_grow_mult],
|
||||
]}
|
||||
/>
|
||||
<br />
|
||||
|
||||
{MultiplierTable([
|
||||
["Hacking Level ", Player.hacking_mult, Player.hacking_mult * mults.hacking_mult],
|
||||
["Hacking Experience ", Player.hacking_exp_mult, Player.hacking_exp_mult * mults.hacking_exp_mult],
|
||||
])}
|
||||
<MultiplierTable
|
||||
rows={[
|
||||
["Hacking Level ", Player.hacking_mult, Player.hacking_mult * mults.hacking_mult],
|
||||
["Hacking Experience ", Player.hacking_exp_mult, Player.hacking_exp_mult * mults.hacking_exp_mult],
|
||||
]}
|
||||
/>
|
||||
<br />
|
||||
|
||||
{MultiplierTable([
|
||||
["Strength Level ", Player.strength_mult, Player.strength_mult * mults.strength_mult],
|
||||
["Strength Experience ", Player.strength_exp_mult, Player.strength_exp_mult * mults.strength_exp_mult],
|
||||
])}
|
||||
<MultiplierTable
|
||||
rows={[
|
||||
["Strength Level ", Player.strength_mult, Player.strength_mult * mults.strength_mult],
|
||||
["Strength Experience ", Player.strength_exp_mult, Player.strength_exp_mult * mults.strength_exp_mult],
|
||||
]}
|
||||
/>
|
||||
<br />
|
||||
|
||||
{MultiplierTable([
|
||||
["Defense Level ", Player.defense_mult, Player.defense_mult * mults.defense_mult],
|
||||
["Defense Experience ", Player.defense_exp_mult, Player.defense_exp_mult * mults.defense_exp_mult],
|
||||
])}
|
||||
<MultiplierTable
|
||||
rows={[
|
||||
["Defense Level ", Player.defense_mult, Player.defense_mult * mults.defense_mult],
|
||||
["Defense Experience ", Player.defense_exp_mult, Player.defense_exp_mult * mults.defense_exp_mult],
|
||||
]}
|
||||
/>
|
||||
<br />
|
||||
|
||||
{MultiplierTable([
|
||||
["Dexterity Level ", Player.dexterity_mult, Player.dexterity_mult * mults.dexterity_mult],
|
||||
["Dexterity Experience ", Player.dexterity_exp_mult, Player.dexterity_exp_mult * mults.dexterity_exp_mult],
|
||||
])}
|
||||
<MultiplierTable
|
||||
rows={[
|
||||
["Dexterity Level ", Player.dexterity_mult, Player.dexterity_mult * mults.dexterity_mult],
|
||||
["Dexterity Experience ", Player.dexterity_exp_mult, Player.dexterity_exp_mult * mults.dexterity_exp_mult],
|
||||
]}
|
||||
/>
|
||||
<br />
|
||||
|
||||
{MultiplierTable([
|
||||
["Agility Level ", Player.agility_mult, Player.agility_mult * mults.agility_mult],
|
||||
["Agility Experience ", Player.agility_exp_mult, Player.agility_exp_mult * mults.agility_exp_mult],
|
||||
])}
|
||||
<MultiplierTable
|
||||
rows={[
|
||||
["Agility Level ", Player.agility_mult, Player.agility_mult * mults.agility_mult],
|
||||
["Agility Experience ", Player.agility_exp_mult, Player.agility_exp_mult * mults.agility_exp_mult],
|
||||
]}
|
||||
/>
|
||||
<br />
|
||||
|
||||
{MultiplierTable([
|
||||
["Charisma Level ", Player.charisma_mult, Player.charisma_mult * mults.charisma_mult],
|
||||
["Charisma Experience ", Player.charisma_exp_mult, Player.charisma_exp_mult * mults.charisma_exp_mult],
|
||||
])}
|
||||
<MultiplierTable
|
||||
rows={[
|
||||
["Charisma Level ", Player.charisma_mult, Player.charisma_mult * mults.charisma_mult],
|
||||
["Charisma Experience ", Player.charisma_exp_mult, Player.charisma_exp_mult * mults.charisma_exp_mult],
|
||||
]}
|
||||
/>
|
||||
<br />
|
||||
|
||||
{MultiplierTable([
|
||||
[
|
||||
"Hacknet Node production ",
|
||||
Player.hacknet_node_money_mult,
|
||||
Player.hacknet_node_money_mult * mults.hacknet_node_money_mult,
|
||||
],
|
||||
[
|
||||
"Hacknet Node purchase cost ",
|
||||
Player.hacknet_node_purchase_cost_mult,
|
||||
Player.hacknet_node_purchase_cost_mult * mults.hacknet_node_purchase_cost_mult,
|
||||
],
|
||||
[
|
||||
"Hacknet Node RAM upgrade cost ",
|
||||
Player.hacknet_node_ram_cost_mult,
|
||||
Player.hacknet_node_ram_cost_mult * mults.hacknet_node_ram_cost_mult,
|
||||
],
|
||||
[
|
||||
"Hacknet Node Core purchase cost ",
|
||||
Player.hacknet_node_core_cost_mult,
|
||||
Player.hacknet_node_core_cost_mult * mults.hacknet_node_core_cost_mult,
|
||||
],
|
||||
[
|
||||
"Hacknet Node level upgrade cost ",
|
||||
Player.hacknet_node_level_cost_mult,
|
||||
Player.hacknet_node_level_cost_mult * mults.hacknet_node_level_cost_mult,
|
||||
],
|
||||
])}
|
||||
<MultiplierTable
|
||||
rows={[
|
||||
[
|
||||
"Hacknet Node production ",
|
||||
Player.hacknet_node_money_mult,
|
||||
Player.hacknet_node_money_mult * mults.hacknet_node_money_mult,
|
||||
],
|
||||
[
|
||||
"Hacknet Node purchase cost ",
|
||||
Player.hacknet_node_purchase_cost_mult,
|
||||
Player.hacknet_node_purchase_cost_mult * mults.hacknet_node_purchase_cost_mult,
|
||||
],
|
||||
[
|
||||
"Hacknet Node RAM upgrade cost ",
|
||||
Player.hacknet_node_ram_cost_mult,
|
||||
Player.hacknet_node_ram_cost_mult * mults.hacknet_node_ram_cost_mult,
|
||||
],
|
||||
[
|
||||
"Hacknet Node Core purchase cost ",
|
||||
Player.hacknet_node_core_cost_mult,
|
||||
Player.hacknet_node_core_cost_mult * mults.hacknet_node_core_cost_mult,
|
||||
],
|
||||
[
|
||||
"Hacknet Node level upgrade cost ",
|
||||
Player.hacknet_node_level_cost_mult,
|
||||
Player.hacknet_node_level_cost_mult * mults.hacknet_node_level_cost_mult,
|
||||
],
|
||||
]}
|
||||
/>
|
||||
<br />
|
||||
|
||||
{MultiplierTable([
|
||||
["Company reputation gain ", Player.company_rep_mult, Player.company_rep_mult * mults.company_rep_mult],
|
||||
["Faction reputation gain ", Player.faction_rep_mult, Player.faction_rep_mult * mults.faction_rep_mult],
|
||||
["Salary ", Player.work_money_mult, Player.work_money_mult * mults.work_money_mult],
|
||||
])}
|
||||
<MultiplierTable
|
||||
rows={[
|
||||
["Company reputation gain ", Player.company_rep_mult, Player.company_rep_mult * mults.company_rep_mult],
|
||||
["Faction reputation gain ", Player.faction_rep_mult, Player.faction_rep_mult * mults.faction_rep_mult],
|
||||
["Salary ", Player.work_money_mult, Player.work_money_mult * mults.work_money_mult],
|
||||
]}
|
||||
/>
|
||||
<br />
|
||||
|
||||
{MultiplierTable([
|
||||
["Crime success ", Player.crime_success_mult, Player.crime_success_mult * mults.crime_success_mult],
|
||||
["Crime money ", Player.crime_money_mult, Player.crime_money_mult * mults.crime_money_mult],
|
||||
])}
|
||||
<MultiplierTable
|
||||
rows={[
|
||||
["Crime success ", Player.crime_success_mult, Player.crime_success_mult * mults.crime_success_mult],
|
||||
["Crime money ", Player.crime_money_mult, Player.crime_money_mult * mults.crime_money_mult],
|
||||
]}
|
||||
/>
|
||||
<br />
|
||||
|
||||
<BladeburnerMults />
|
||||
|
||||
@@ -9,6 +9,7 @@ import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||
import { Player } from "../../Player";
|
||||
|
||||
import { AugmentationAccordion } from "../../ui/React/AugmentationAccordion";
|
||||
import List from "@mui/material/List";
|
||||
|
||||
export function PurchasedAugmentations(): React.ReactElement {
|
||||
const augs: React.ReactElement[] = [];
|
||||
@@ -29,12 +30,8 @@ export function PurchasedAugmentations(): React.ReactElement {
|
||||
level = ownedAug.level;
|
||||
}
|
||||
|
||||
augs.push(
|
||||
<li key={`${ownedAug.name}${ownedAug.level}`}>
|
||||
<AugmentationAccordion aug={aug} level={level} />
|
||||
</li>,
|
||||
);
|
||||
augs.push(<AugmentationAccordion key={aug.name} aug={aug} level={level} />);
|
||||
}
|
||||
|
||||
return <ul className="augmentations-list">{augs}</ul>;
|
||||
return <List dense>{augs}</List>;
|
||||
}
|
||||
|
||||
@@ -2,14 +2,22 @@
|
||||
* React Component for displaying a list of the player's Source-Files
|
||||
* on the Augmentations UI
|
||||
*/
|
||||
import * as React from "react";
|
||||
import React, { useState } from "react";
|
||||
|
||||
import { Player } from "../../Player";
|
||||
import { Exploit, ExploitName } from "../../Exploits/Exploit";
|
||||
|
||||
import { BBAccordion } from "../../ui/React/BBAccordion";
|
||||
import ListItemButton from "@mui/material/ListItemButton";
|
||||
import ListItemText from "@mui/material/ListItemText";
|
||||
import Box from "@mui/material/Box";
|
||||
import Typography from "@mui/material/Typography";
|
||||
import Paper from "@mui/material/Paper";
|
||||
import Collapse from "@mui/material/Collapse";
|
||||
import ExpandMore from "@mui/icons-material/ExpandMore";
|
||||
import ExpandLess from "@mui/icons-material/ExpandLess";
|
||||
|
||||
export function SourceFileMinus1(): React.ReactElement {
|
||||
const [open, setOpen] = useState(false);
|
||||
const exploits = Player.exploits;
|
||||
|
||||
if (exploits.length === 0) {
|
||||
@@ -17,33 +25,35 @@ export function SourceFileMinus1(): React.ReactElement {
|
||||
}
|
||||
|
||||
return (
|
||||
<li key={-1}>
|
||||
<BBAccordion
|
||||
headerContent={
|
||||
<>
|
||||
Source-File -1: Exploits in the BitNodes
|
||||
<br />
|
||||
Level {exploits.length} / ?
|
||||
</>
|
||||
}
|
||||
panelContent={
|
||||
<>
|
||||
<p>
|
||||
This Source-File can only be acquired with obscure knowledge of the game, javascript, and the web
|
||||
ecosystem.
|
||||
</p>
|
||||
<p>It increases all of the player's multipliers by 0.1%</p>
|
||||
<br />
|
||||
<Box component={Paper}>
|
||||
<ListItemButton onClick={() => setOpen((old) => !old)}>
|
||||
<ListItemText
|
||||
primary={
|
||||
<Typography style={{ whiteSpace: "pre-wrap" }}>
|
||||
Source-File -1: Exploits in the BitNodes
|
||||
<br />
|
||||
Level {exploits.length} / ?
|
||||
</Typography>
|
||||
}
|
||||
/>
|
||||
{open ? <ExpandLess color="primary" /> : <ExpandMore color="primary" />}
|
||||
</ListItemButton>
|
||||
<Collapse in={open} unmountOnExit>
|
||||
<Box m={4}>
|
||||
<Typography>
|
||||
This Source-File can only be acquired with obscure knowledge of the game, javascript, and the web ecosystem.
|
||||
</Typography>
|
||||
<Typography>It increases all of the player's multipliers by 0.1%</Typography>
|
||||
<br />
|
||||
|
||||
<p>You have found the following exploits:</p>
|
||||
<ul>
|
||||
{exploits.map((c: Exploit) => (
|
||||
<li key={c}>* {ExploitName(c)}</li>
|
||||
))}
|
||||
</ul>
|
||||
</>
|
||||
}
|
||||
/>
|
||||
</li>
|
||||
<Typography>You have found the following exploits:</Typography>
|
||||
<Box mx={2}>
|
||||
{exploits.map((c: Exploit) => (
|
||||
<Typography key={c}>* {ExploitName(c)}</Typography>
|
||||
))}
|
||||
</Box>
|
||||
</Box>
|
||||
</Collapse>
|
||||
</Box>
|
||||
);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,20 @@
|
||||
import React from "react";
|
||||
import { use } from "../../ui/Context";
|
||||
import { SourceFileMinus1 } from "./SourceFileMinus1";
|
||||
import { OwnedSourceFiles } from "./OwnedSourceFiles";
|
||||
import List from "@mui/material/List";
|
||||
|
||||
import Typography from "@mui/material/Typography";
|
||||
|
||||
export function SourceFiles(): React.ReactElement {
|
||||
const player = use.Player();
|
||||
return (
|
||||
<>
|
||||
<Typography variant="h4">Source Files</Typography>
|
||||
<List dense>
|
||||
<SourceFileMinus1 />
|
||||
<OwnedSourceFiles />
|
||||
</List>
|
||||
</>
|
||||
);
|
||||
}
|
||||
Reference in New Issue
Block a user