merge base

This commit is contained in:
phyzical
2022-04-13 18:50:42 +08:00
172 changed files with 5885 additions and 3696 deletions
+273 -298
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@@ -1,20 +1,22 @@
/**
* React component for displaying the player's multipliers on the Augmentation UI page
*/
import { DoubleArrow } from "@mui/icons-material";
import { List, ListItem, ListItemText, Paper, Typography } from "@mui/material";
import * as React from "react";
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
import { Player } from "../../Player";
import { Settings } from "../../Settings/Settings";
import { SourceFileFlags } from "../../SourceFile/SourceFileFlags";
import { numeralWrapper } from "../../ui/numeralFormat";
import { Augmentations } from "../Augmentations";
import { Table, TableCell } from "../../ui/React/Table";
import TableBody from "@mui/material/TableBody";
import TableRow from "@mui/material/TableRow";
import Typography from "@mui/material/Typography";
import Box from "@mui/material/Box";
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
function calculateAugmentedStats(): any {
const augP: any = {};
interface IAugmentedStats {
[index: string]: number;
}
function calculateAugmentedStats(): IAugmentedStats {
const augP: IAugmentedStats = {};
for (const aug of Player.queuedAugmentations) {
const augObj = Augmentations[aug.name];
for (const mult of Object.keys(augObj.mults)) {
@@ -25,311 +27,284 @@ function calculateAugmentedStats(): any {
return augP;
}
function Improvements({ r, m }: { r: number; m: number }): React.ReactElement {
if (r) {
return (
<>
<TableCell key="2">
<Typography>&nbsp;{"=>"}&nbsp;</Typography>
</TableCell>
<TableCell key="3">
<Typography>
{numeralWrapper.formatPercentage(r)} <BN5Stat base={r} mult={m} />
</Typography>
</TableCell>
</>
);
}
return <></>;
}
interface IBN5StatsProps {
interface IBitNodeModifiedStatsProps {
base: number;
mult: number;
color: string;
}
function BN5Stat(props: IBN5StatsProps): React.ReactElement {
if (props.mult === 1) return <></>;
return <>({numeralWrapper.formatPercentage(props.base * props.mult)})</>;
}
function BitNodeModifiedStats(props: IBitNodeModifiedStatsProps): React.ReactElement {
// If player doesn't have SF5 or if the property isn't affected by BitNode mults
if (props.mult === 1 || SourceFileFlags[5] === 0)
return <Typography color={props.color}>{numeralWrapper.formatPercentage(props.base)}</Typography>;
function MultiplierTable({ rows }: { rows: [string, number, 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:&nbsp;</Typography>
</TableCell>
<TableCell key="1" style={{ textAlign: "right" }}>
<Typography noWrap>
{numeralWrapper.formatPercentage(r[1])} <BN5Stat base={r[1]} mult={r[3]} />
</Typography>
</TableCell>
<Improvements r={r[2]} m={r[3]} />
</TableRow>
))}
</TableBody>
</Table>
<Typography color={props.color}>
<span style={{ opacity: 0.5 }}>{numeralWrapper.formatPercentage(props.base)}</span>{" "}
{numeralWrapper.formatPercentage(props.base * props.mult)}
</Typography>
);
}
type MultiplierListItemData = [
multiplier: string,
currentValue: number,
augmentedValue: number,
bitNodeMultiplier: number,
color: string,
];
interface IMultiplierListProps {
rows: MultiplierListItemData[];
}
function MultiplierList(props: IMultiplierListProps): React.ReactElement {
const listItems = props.rows
.map((data) => {
const [multiplier, currentValue, augmentedValue, bitNodeMultiplier, color] = data;
if (!isNaN(augmentedValue)) {
return (
<ListItem key={multiplier} disableGutters sx={{ py: 0 }}>
<ListItemText
sx={{ my: 0.1 }}
primary={
<Typography color={color}>
<b>{multiplier}</b>
</Typography>
}
secondary={
<span style={{ display: "flex", alignItems: "center", flexWrap: "wrap" }}>
<BitNodeModifiedStats base={currentValue} mult={bitNodeMultiplier} color={color} />
<DoubleArrow fontSize="small" color="success" sx={{ mb: 0.5, mx: 1 }} />
<BitNodeModifiedStats base={augmentedValue} mult={bitNodeMultiplier} color={Settings.theme.success} />
</span>
}
disableTypography
/>
</ListItem>
);
}
return;
})
.filter((i) => i !== undefined);
return listItems.length > 0 ? <List disablePadding>{listItems}</List> : <></>;
}
export function PlayerMultipliers(): React.ReactElement {
const mults = calculateAugmentedStats();
function BladeburnerMults(): React.ReactElement {
if (!Player.canAccessBladeburner()) return <></>;
return (
<>
<MultiplierTable
rows={[
[
"Bladeburner Success Chance",
Player.bladeburner_success_chance_mult,
Player.bladeburner_success_chance_mult * mults.bladeburner_success_chance_mult,
1,
],
[
"Bladeburner Max Stamina",
Player.bladeburner_max_stamina_mult,
Player.bladeburner_max_stamina_mult * mults.bladeburner_max_stamina_mult,
1,
],
[
"Bladeburner Stamina Gain",
Player.bladeburner_stamina_gain_mult,
Player.bladeburner_stamina_gain_mult * mults.bladeburner_stamina_gain_mult,
1,
],
[
"Bladeburner Field Analysis",
Player.bladeburner_analysis_mult,
Player.bladeburner_analysis_mult * mults.bladeburner_analysis_mult,
1,
],
]}
/>
<br />
</>
// Column data is a bit janky, so it's set up here to allow for
// easier logic in setting up the layout
const leftColData: MultiplierListItemData[] = [
...[
["Hacking Chance ", Player.hacking_chance_mult, Player.hacking_chance_mult * mults.hacking_chance_mult, 1],
["Hacking Speed ", Player.hacking_speed_mult, Player.hacking_speed_mult * mults.hacking_speed_mult, 1],
["Hacking Money ", Player.hacking_money_mult, Player.hacking_money_mult * mults.hacking_money_mult, 1],
["Hacking Growth ", Player.hacking_grow_mult, Player.hacking_grow_mult * mults.hacking_grow_mult, 1],
[
"Hacking Level ",
Player.hacking_mult,
Player.hacking_mult * mults.hacking_mult,
BitNodeMultipliers.HackingLevelMultiplier,
],
[
"Hacking Experience ",
Player.hacking_exp_mult,
Player.hacking_exp_mult * mults.hacking_exp_mult,
BitNodeMultipliers.HackExpGain,
],
].map((data): MultiplierListItemData => (data as any).concat([Settings.theme.hack])),
...[
[
"Strength Level ",
Player.strength_mult,
Player.strength_mult * mults.strength_mult,
BitNodeMultipliers.StrengthLevelMultiplier,
],
["Strength Experience ", Player.strength_exp_mult, Player.strength_exp_mult * mults.strength_exp_mult, 1],
[
"Defense Level ",
Player.defense_mult,
Player.defense_mult * mults.defense_mult,
BitNodeMultipliers.DefenseLevelMultiplier,
],
["Defense Experience ", Player.defense_exp_mult, Player.defense_exp_mult * mults.defense_exp_mult, 1],
[
"Dexterity Level ",
Player.dexterity_mult,
Player.dexterity_mult * mults.dexterity_mult,
BitNodeMultipliers.DexterityLevelMultiplier,
],
["Dexterity Experience ", Player.dexterity_exp_mult, Player.dexterity_exp_mult * mults.dexterity_exp_mult, 1],
[
"Agility Level ",
Player.agility_mult,
Player.agility_mult * mults.agility_mult,
BitNodeMultipliers.AgilityLevelMultiplier,
],
["Agility Experience ", Player.agility_exp_mult, Player.agility_exp_mult * mults.agility_exp_mult, 1],
].map((data): MultiplierListItemData => (data as any).concat([Settings.theme.combat])),
[
"Charisma Level ",
Player.charisma_mult,
Player.charisma_mult * mults.charisma_mult,
BitNodeMultipliers.CharismaLevelMultiplier,
Settings.theme.cha,
],
[
"Charisma Experience ",
Player.charisma_exp_mult,
Player.charisma_exp_mult * mults.charisma_exp_mult,
1,
Settings.theme.cha,
],
];
const rightColData: MultiplierListItemData[] = [
...[
[
"Hacknet Node production ",
Player.hacknet_node_money_mult,
Player.hacknet_node_money_mult * mults.hacknet_node_money_mult,
BitNodeMultipliers.HacknetNodeMoney,
],
[
"Hacknet Node purchase cost ",
Player.hacknet_node_purchase_cost_mult,
Player.hacknet_node_purchase_cost_mult * mults.hacknet_node_purchase_cost_mult,
1,
],
[
"Hacknet Node RAM upgrade cost ",
Player.hacknet_node_ram_cost_mult,
Player.hacknet_node_ram_cost_mult * mults.hacknet_node_ram_cost_mult,
1,
],
[
"Hacknet Node Core purchase cost ",
Player.hacknet_node_core_cost_mult,
Player.hacknet_node_core_cost_mult * mults.hacknet_node_core_cost_mult,
1,
],
[
"Hacknet Node level upgrade cost ",
Player.hacknet_node_level_cost_mult,
Player.hacknet_node_level_cost_mult * mults.hacknet_node_level_cost_mult,
1,
],
["Company reputation gain ", Player.company_rep_mult, Player.company_rep_mult * mults.company_rep_mult, 1],
[
"Faction reputation gain ",
Player.faction_rep_mult,
Player.faction_rep_mult * mults.faction_rep_mult,
BitNodeMultipliers.FactionWorkRepGain,
],
].map((data): MultiplierListItemData => (data as any).concat([Settings.theme.primary])),
[
"Salary ",
Player.work_money_mult,
Player.work_money_mult * mults.work_money_mult,
BitNodeMultipliers.CompanyWorkMoney,
Settings.theme.money,
],
[
"Crime success ",
Player.crime_success_mult,
Player.crime_success_mult * mults.crime_success_mult,
1,
Settings.theme.combat,
],
[
"Crime money ",
Player.crime_money_mult,
Player.crime_money_mult * mults.crime_money_mult,
BitNodeMultipliers.CrimeMoney,
Settings.theme.money,
],
];
if (Player.canAccessBladeburner()) {
rightColData.push(
...[
[
"Bladeburner Success Chance",
Player.bladeburner_success_chance_mult,
Player.bladeburner_success_chance_mult * mults.bladeburner_success_chance_mult,
1,
],
[
"Bladeburner Max Stamina",
Player.bladeburner_max_stamina_mult,
Player.bladeburner_max_stamina_mult * mults.bladeburner_max_stamina_mult,
1,
],
[
"Bladeburner Stamina Gain",
Player.bladeburner_stamina_gain_mult,
Player.bladeburner_stamina_gain_mult * mults.bladeburner_stamina_gain_mult,
1,
],
[
"Bladeburner Field Analysis",
Player.bladeburner_analysis_mult,
Player.bladeburner_analysis_mult * mults.bladeburner_analysis_mult,
1,
],
].map((data): MultiplierListItemData => (data as any).concat([Settings.theme.primary])),
);
}
function InfiltrationMults(): React.ReactElement {
return (
<>
<MultiplierTable
rows={[
[
"Infiltrator Rep reward",
Player.infiltration_rep_mult,
Player.infiltration_rep_mult * mults.infiltration_rep_mult,
1,
],
[
"Infiltration sell",
Player.infiltration_sell_mult,
Player.infiltration_sell_mult * mults.infiltration_sell_mult,
1,
],
[
"Infiltration trade",
Player.infiltration_trade_mult,
Player.infiltration_trade_mult * mults.infiltration_trade_mult,
1,
],
[
"Infiltration minigame timer",
Player.infiltration_timer_mult,
Player.infiltration_timer_mult * mults.infiltration_timer_mult,
1,
],
[
"Infiltration minigame health reduction",
Player.infiltration_health_reduction_mult,
-1 * (1 - Player.infiltration_health_reduction_mult * mults.infiltration_health_reduction_mult),
1,
],
]}
/>
<br />
</>
);
}
rightColData.push(
...[
[
"Infiltrator Rep reward",
Player.infiltration_rep_mult,
Player.infiltration_rep_mult * mults.infiltration_rep_mult,
1,
],
[
"Infiltration sell",
Player.infiltration_sell_mult,
Player.infiltration_sell_mult * mults.infiltration_sell_mult,
1,
],
[
"Infiltration trade",
Player.infiltration_trade_mult,
Player.infiltration_trade_mult * mults.infiltration_trade_mult,
1,
],
[
"Infiltration minigame timer",
Player.infiltration_timer_mult,
Player.infiltration_timer_mult * mults.infiltration_timer_mult,
1,
],
[
"Infiltration minigame health reduction",
Player.infiltration_health_reduction_mult,
-1 * (1 - Player.infiltration_health_reduction_mult * mults.infiltration_health_reduction_mult),
1,
],
].map((data): MultiplierListItemData => (data as any).concat([Settings.theme.primary])),
);
const hasLeftImprovements = +!!(leftColData.filter((item) => item[2] !== 0).length > 0),
hasRightImprovements = +!!(rightColData.filter((item) => item[2] !== 0).length > 0);
return (
<>
<Typography variant="h4">Multipliers</Typography>
<Box mx={2}>
<MultiplierTable
rows={[
["Hacking Chance ", Player.hacking_chance_mult, Player.hacking_chance_mult * mults.hacking_chance_mult, 1],
["Hacking Speed ", Player.hacking_speed_mult, Player.hacking_speed_mult * mults.hacking_speed_mult, 1],
["Hacking Money ", Player.hacking_money_mult, Player.hacking_money_mult * mults.hacking_money_mult, 1],
["Hacking Growth ", Player.hacking_grow_mult, Player.hacking_grow_mult * mults.hacking_grow_mult, 1],
]}
/>
<br />
<MultiplierTable
rows={[
[
"Hacking Level ",
Player.hacking_mult,
Player.hacking_mult * mults.hacking_mult,
BitNodeMultipliers.HackingLevelMultiplier,
],
[
"Hacking Experience ",
Player.hacking_exp_mult,
Player.hacking_exp_mult * mults.hacking_exp_mult,
BitNodeMultipliers.HackExpGain,
],
]}
/>
<br />
<MultiplierTable
rows={[
[
"Strength Level ",
Player.strength_mult,
Player.strength_mult * mults.strength_mult,
BitNodeMultipliers.StrengthLevelMultiplier,
],
["Strength Experience ", Player.strength_exp_mult, Player.strength_exp_mult * mults.strength_exp_mult, 1],
]}
/>
<br />
<MultiplierTable
rows={[
[
"Defense Level ",
Player.defense_mult,
Player.defense_mult * mults.defense_mult,
BitNodeMultipliers.DefenseLevelMultiplier,
],
["Defense Experience ", Player.defense_exp_mult, Player.defense_exp_mult * mults.defense_exp_mult, 1],
]}
/>
<br />
<MultiplierTable
rows={[
[
"Dexterity Level ",
Player.dexterity_mult,
Player.dexterity_mult * mults.dexterity_mult,
BitNodeMultipliers.DexterityLevelMultiplier,
],
[
"Dexterity Experience ",
Player.dexterity_exp_mult,
Player.dexterity_exp_mult * mults.dexterity_exp_mult,
1,
],
]}
/>
<br />
<MultiplierTable
rows={[
[
"Agility Level ",
Player.agility_mult,
Player.agility_mult * mults.agility_mult,
BitNodeMultipliers.AgilityLevelMultiplier,
],
["Agility Experience ", Player.agility_exp_mult, Player.agility_exp_mult * mults.agility_exp_mult, 1],
]}
/>
<br />
<MultiplierTable
rows={[
[
"Charisma Level ",
Player.charisma_mult,
Player.charisma_mult * mults.charisma_mult,
BitNodeMultipliers.CharismaLevelMultiplier,
],
["Charisma Experience ", Player.charisma_exp_mult, Player.charisma_exp_mult * mults.charisma_exp_mult, 1],
]}
/>
<br />
<MultiplierTable
rows={[
[
"Hacknet Node production ",
Player.hacknet_node_money_mult,
Player.hacknet_node_money_mult * mults.hacknet_node_money_mult,
BitNodeMultipliers.HacknetNodeMoney,
],
[
"Hacknet Node purchase cost ",
Player.hacknet_node_purchase_cost_mult,
Player.hacknet_node_purchase_cost_mult * mults.hacknet_node_purchase_cost_mult,
1,
],
[
"Hacknet Node RAM upgrade cost ",
Player.hacknet_node_ram_cost_mult,
Player.hacknet_node_ram_cost_mult * mults.hacknet_node_ram_cost_mult,
1,
],
[
"Hacknet Node Core purchase cost ",
Player.hacknet_node_core_cost_mult,
Player.hacknet_node_core_cost_mult * mults.hacknet_node_core_cost_mult,
1,
],
[
"Hacknet Node level upgrade cost ",
Player.hacknet_node_level_cost_mult,
Player.hacknet_node_level_cost_mult * mults.hacknet_node_level_cost_mult,
1,
],
]}
/>
<br />
<MultiplierTable
rows={[
["Company reputation gain ", Player.company_rep_mult, Player.company_rep_mult * mults.company_rep_mult, 1],
[
"Faction reputation gain ",
Player.faction_rep_mult,
Player.faction_rep_mult * mults.faction_rep_mult,
BitNodeMultipliers.FactionWorkRepGain,
],
[
"Salary ",
Player.work_money_mult,
Player.work_money_mult * mults.work_money_mult,
BitNodeMultipliers.CompanyWorkMoney,
],
]}
/>
<br />
<MultiplierTable
rows={[
["Crime success ", Player.crime_success_mult, Player.crime_success_mult * mults.crime_success_mult, 1],
[
"Crime money ",
Player.crime_money_mult,
Player.crime_money_mult * mults.crime_money_mult,
BitNodeMultipliers.CrimeMoney,
],
]}
/>
<br />
<BladeburnerMults />
<InfiltrationMults />
</Box>
</>
<Paper
sx={{
p: 1,
maxHeight: 400,
overflowY: "scroll",
display: "grid",
gridTemplateColumns: `repeat(${hasLeftImprovements + hasRightImprovements}, 1fr)`,
}}
>
<MultiplierList rows={leftColData} />
<MultiplierList rows={rightColData} />
</Paper>
);
}