prettify, sorry for the big ass commit

This commit is contained in:
Olivier Gagnon
2021-09-04 19:09:30 -04:00
parent 3d7cdb4ef9
commit a18bdd6afc
554 changed files with 91615 additions and 66138 deletions
+24 -24
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@@ -1,27 +1,27 @@
// Action Identifier enum
export const ActionTypes: {
[key: string]: number;
"Idle": number;
"Contract": number;
"Operation": number;
"BlackOp": number;
"BlackOperation": number;
"Training": number;
"Recruitment": number;
"FieldAnalysis": number;
"Field Analysis": number;
"Diplomacy": number;
"Hyperbolic Regeneration Chamber": number;
[key: string]: number;
Idle: number;
Contract: number;
Operation: number;
BlackOp: number;
BlackOperation: number;
Training: number;
Recruitment: number;
FieldAnalysis: number;
"Field Analysis": number;
Diplomacy: number;
"Hyperbolic Regeneration Chamber": number;
} = {
"Idle": 1,
"Contract": 2,
"Operation": 3,
"BlackOp": 4,
"BlackOperation": 4,
"Training": 5,
"Recruitment": 6,
"FieldAnalysis": 7,
"Field Analysis": 7,
"Diplomacy": 8,
"Hyperbolic Regeneration Chamber": 9,
};
Idle: 1,
Contract: 2,
Operation: 3,
BlackOp: 4,
BlackOperation: 4,
Training: 5,
Recruitment: 6,
FieldAnalysis: 7,
"Field Analysis": 7,
Diplomacy: 8,
"Hyperbolic Regeneration Chamber": 9,
};
+71 -64
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@@ -1,79 +1,86 @@
export const BladeburnerConstants: {
CityNames: string[];
CyclesPerSecond: number;
StaminaGainPerSecond: number;
BaseStaminaLoss: number;
MaxStaminaToGainFactor: number;
DifficultyToTimeFactor: number;
DiffMultExponentialFactor: number;
DiffMultLinearFactor: number;
EffAgiLinearFactor: number;
EffDexLinearFactor: number;
EffAgiExponentialFactor: number;
EffDexExponentialFactor: number;
BaseRecruitmentTimeNeeded: number;
PopulationThreshold: number;
PopulationExponent: number;
ChaosThreshold: number;
BaseStatGain: number;
BaseIntGain: number;
ActionCountGrowthPeriod: number;
RankToFactionRepFactor: number;
RankNeededForFaction: number;
ContractSuccessesPerLevel: number;
OperationSuccessesPerLevel: number;
RanksPerSkillPoint: number;
ContractBaseMoneyGain: number;
HrcHpGain: number;
HrcStaminaGain: number;
CityNames: string[];
CyclesPerSecond: number;
StaminaGainPerSecond: number;
BaseStaminaLoss: number;
MaxStaminaToGainFactor: number;
DifficultyToTimeFactor: number;
DiffMultExponentialFactor: number;
DiffMultLinearFactor: number;
EffAgiLinearFactor: number;
EffDexLinearFactor: number;
EffAgiExponentialFactor: number;
EffDexExponentialFactor: number;
BaseRecruitmentTimeNeeded: number;
PopulationThreshold: number;
PopulationExponent: number;
ChaosThreshold: number;
BaseStatGain: number;
BaseIntGain: number;
ActionCountGrowthPeriod: number;
RankToFactionRepFactor: number;
RankNeededForFaction: number;
ContractSuccessesPerLevel: number;
OperationSuccessesPerLevel: number;
RanksPerSkillPoint: number;
ContractBaseMoneyGain: number;
HrcHpGain: number;
HrcStaminaGain: number;
} = {
CityNames: ["Aevum", "Chongqing", "Sector-12", "New Tokyo", "Ishima", "Volhaven"],
CyclesPerSecond: 5, // Game cycle is 200 ms
CityNames: [
"Aevum",
"Chongqing",
"Sector-12",
"New Tokyo",
"Ishima",
"Volhaven",
],
CyclesPerSecond: 5, // Game cycle is 200 ms
StaminaGainPerSecond: 0.0085,
BaseStaminaLoss: 0.285, // Base stamina loss per action. Increased based on difficulty
MaxStaminaToGainFactor: 70000, // Max Stamina is divided by this to get bonus stamina gain
StaminaGainPerSecond: 0.0085,
BaseStaminaLoss: 0.285, // Base stamina loss per action. Increased based on difficulty
MaxStaminaToGainFactor: 70000, // Max Stamina is divided by this to get bonus stamina gain
DifficultyToTimeFactor: 10, // Action Difficulty divided by this to get base action time
DifficultyToTimeFactor: 10, // Action Difficulty divided by this to get base action time
/**
* The difficulty multiplier affects stamina loss and hp loss of an action. Also affects
* experience gain. Its formula is:
* difficulty ^ exponentialFactor + difficulty / linearFactor
*/
DiffMultExponentialFactor: 0.28,
DiffMultLinearFactor: 650,
/**
* The difficulty multiplier affects stamina loss and hp loss of an action. Also affects
* experience gain. Its formula is:
* difficulty ^ exponentialFactor + difficulty / linearFactor
*/
DiffMultExponentialFactor: 0.28,
DiffMultLinearFactor: 650,
/**
* These factors are used to calculate action time.
* They affect how much action time is reduced based on your agility and dexterity
*/
EffAgiLinearFactor: 10e3,
EffDexLinearFactor: 10e3,
EffAgiExponentialFactor: 0.04,
EffDexExponentialFactor: 0.035,
/**
* These factors are used to calculate action time.
* They affect how much action time is reduced based on your agility and dexterity
*/
EffAgiLinearFactor: 10e3,
EffDexLinearFactor: 10e3,
EffAgiExponentialFactor: 0.04,
EffDexExponentialFactor: 0.035,
BaseRecruitmentTimeNeeded: 300, // Base time needed (s) to complete a Recruitment action
BaseRecruitmentTimeNeeded: 300, // Base time needed (s) to complete a Recruitment action
PopulationThreshold: 1e9, // Population which determines baseline success rate
PopulationExponent: 0.7, // Exponent that influences how different populations affect success rate
ChaosThreshold: 50, // City chaos level after which it starts making tasks harder
PopulationThreshold: 1e9, // Population which determines baseline success rate
PopulationExponent: 0.7, // Exponent that influences how different populations affect success rate
ChaosThreshold: 50, // City chaos level after which it starts making tasks harder
BaseStatGain: 1, // Base stat gain per second
BaseIntGain: 0.003, // Base intelligence stat gain
BaseStatGain: 1, // Base stat gain per second
BaseIntGain: 0.003, // Base intelligence stat gain
ActionCountGrowthPeriod: 480, // Time (s) it takes for action count to grow by its specified value
ActionCountGrowthPeriod: 480, // Time (s) it takes for action count to grow by its specified value
RankToFactionRepFactor: 2, // Delta Faction Rep = this * Delta Rank
RankNeededForFaction: 25,
RankToFactionRepFactor: 2, // Delta Faction Rep = this * Delta Rank
RankNeededForFaction: 25,
ContractSuccessesPerLevel: 3, // How many successes you need to level up a contract
OperationSuccessesPerLevel: 2.5, // How many successes you need to level up an op
ContractSuccessesPerLevel: 3, // How many successes you need to level up a contract
OperationSuccessesPerLevel: 2.5, // How many successes you need to level up an op
RanksPerSkillPoint: 3, // How many ranks needed to get 1 Skill Point
RanksPerSkillPoint: 3, // How many ranks needed to get 1 Skill Point
ContractBaseMoneyGain: 250e3, // Base Money Gained per contract
ContractBaseMoneyGain: 250e3, // Base Money Gained per contract
HrcHpGain: 2, // HP Gained from Hyperbolic Regeneration chamber
HrcStaminaGain: 1, // Percentage Stamina gained from Hyperbolic Regeneration Chamber
}
HrcHpGain: 2, // HP Gained from Hyperbolic Regeneration chamber
HrcStaminaGain: 1, // Percentage Stamina gained from Hyperbolic Regeneration Chamber
};
+88 -101
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@@ -10,118 +10,105 @@ export const ConsoleHelpText: {
start: string[];
stop: string[];
} = {
helpList: [
"Use 'help [command]' to get more information about a particular Bladeburner console command.",
"",
" automate [var] [val] [hi/low] Configure simple automation for Bladeburner tasks",
" clear/cls Clear the console",
" help [cmd] Display this help text, or help text for a specific command",
" log [en/dis] [type] Enable or disable logging for events and actions",
" skill [action] [name] Level or display info about your Bladeburner skills",
" start [type] [name] Start a Bladeburner action/task" ,
" stop Stops your current Bladeburner action/task",
],
automate: [
"automate [var] [val] [hi/low]",
"",
"A simple way to automate your Bladeburner actions. This console command can be used " +
helpList: [
"Use 'help [command]' to get more information about a particular Bladeburner console command.",
"",
" automate [var] [val] [hi/low] Configure simple automation for Bladeburner tasks",
" clear/cls Clear the console",
" help [cmd] Display this help text, or help text for a specific command",
" log [en/dis] [type] Enable or disable logging for events and actions",
" skill [action] [name] Level or display info about your Bladeburner skills",
" start [type] [name] Start a Bladeburner action/task",
" stop Stops your current Bladeburner action/task",
],
automate: [
"automate [var] [val] [hi/low]",
"",
"A simple way to automate your Bladeburner actions. This console command can be used " +
"to automatically start an action when your stamina rises above a certain threshold, and " +
"automatically switch to another action when your stamina drops below another threshold.",
" automate status - Check the current status of your automation and get a brief description of what it'll do",
" automate en - Enable the automation feature",
" automate dis - Disable the automation feature",
"",
"There are four properties that must be set for this automation to work properly. Here is how to set them:",
"",
" automate stamina 100 high",
" automate contract Tracking high",
" automate stamina 50 low",
" automate general 'Field Analysis' low",
"",
"Using the four console commands above will set the automation to perform Tracking contracts " +
" automate status - Check the current status of your automation and get a brief description of what it'll do",
" automate en - Enable the automation feature",
" automate dis - Disable the automation feature",
"",
"There are four properties that must be set for this automation to work properly. Here is how to set them:",
"",
" automate stamina 100 high",
" automate contract Tracking high",
" automate stamina 50 low",
" automate general 'Field Analysis' low",
"",
"Using the four console commands above will set the automation to perform Tracking contracts " +
"if your stamina is 100 or higher, and then switch to Field Analysis if your stamina drops below " +
"50. Note that when setting the action, the name of the action is CASE-SENSITIVE. It must " +
"exactly match whatever the name is in the UI.",
],
clear: [
"clear",
"",
"Clears the console",
],
cls: [
"cls",
"",
"Clears the console",
],
help: [
"help [command]",
"",
"Running 'help' with no arguments displays the general help text, which lists all console commands " +
],
clear: ["clear", "", "Clears the console"],
cls: ["cls", "", "Clears the console"],
help: [
"help [command]",
"",
"Running 'help' with no arguments displays the general help text, which lists all console commands " +
"and a brief description of what they do. A command can be specified to get more specific help text " +
"about that particular command. For example:",
"",
" help automate",
"",
"will display specific information about using the automate console command",
],
log: [
"log [en/dis] [type]",
"",
"Enable or disable logging. By default, the results of completing actions such as contracts/operations are logged " +
"",
" help automate",
"",
"will display specific information about using the automate console command",
],
log: [
"log [en/dis] [type]",
"",
"Enable or disable logging. By default, the results of completing actions such as contracts/operations are logged " +
"in the console. There are also random events that are logged in the console as well. The five categories of " +
"things that get logged are:",
"",
"[general, contracts, ops, blackops, events]",
"",
"The logging for these categories can be enabled or disabled like so:",
"",
" log dis contracts - Disables logging that occurs when contracts are completed",
" log en contracts - Enables logging that occurs when contracts are completed",
" log dis events - Disables logging for Bladeburner random events",
"",
"Logging can be universally enabled/disabled using the 'all' keyword:",
"",
" log dis all",
" log en all",
],
skill: [
"skill [action] [name]",
"",
"Level or display information about your skills.",
"",
"To display information about all of your skills and your multipliers, use:",
"",
" skill list",
"",
"To display information about a specific skill, specify the name of the skill afterwards. " +
"",
"[general, contracts, ops, blackops, events]",
"",
"The logging for these categories can be enabled or disabled like so:",
"",
" log dis contracts - Disables logging that occurs when contracts are completed",
" log en contracts - Enables logging that occurs when contracts are completed",
" log dis events - Disables logging for Bladeburner random events",
"",
"Logging can be universally enabled/disabled using the 'all' keyword:",
"",
" log dis all",
" log en all",
],
skill: [
"skill [action] [name]",
"",
"Level or display information about your skills.",
"",
"To display information about all of your skills and your multipliers, use:",
"",
" skill list",
"",
"To display information about a specific skill, specify the name of the skill afterwards. " +
"Note that the name of the skill is case-sensitive. Enter it exactly as seen in the UI. If " +
"the name of the skill has whitespace, enclose the name of the skill in double quotation marks:",
"",
" skill list Reaper<br>" +
" skill list 'Digital Observer'",
"",
"This console command can also be used to level up skills:",
"",
" skill level [skill name]",
],
start: [
"start [type] [name]",
"",
"Start an action. An action is specified by its type and its name. The " +
"",
" skill list Reaper<br>" + " skill list 'Digital Observer'",
"",
"This console command can also be used to level up skills:",
"",
" skill level [skill name]",
],
start: [
"start [type] [name]",
"",
"Start an action. An action is specified by its type and its name. The " +
"name is case-sensitive. It must appear exactly as it does in the UI. If " +
"the name of the action has whitespace, enclose it in double quotation marks. " +
"Valid action types include:",
"",
"[general, contract, op, blackop]",
"",
"Examples:",
"",
" start contract Tracking",
" start op 'Undercover Operation'",
],
stop:[
"stop",
"",
"Stop your current action and go idle.",
],
}
"",
"[general, contract, op, blackop]",
"",
"Examples:",
"",
" start contract Tracking",
" start op 'Undercover Operation'",
],
stop: ["stop", "", "Stop your current action and go idle."],
};
+22 -6
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@@ -1,14 +1,30 @@
import * as React from "react";
export const stealthIcon = <svg xmlns="http://www.w3.org/2000/svg" width="16px" height="16px" viewBox="0 0 166 132" style={{fill:'#adff2f'}}>
export const stealthIcon = (
<svg
xmlns="http://www.w3.org/2000/svg"
width="16px"
height="16px"
viewBox="0 0 166 132"
style={{ fill: "#adff2f" }}
>
<g>
<path d="M132.658-0.18l-24.321,24.321c-7.915-2.71-16.342-4.392-25.087-4.392c-45.84,0-83,46-83,46 s14.1,17.44,35.635,30.844L12.32,120.158l12.021,12.021L144.68,11.841L132.658-0.18z M52.033,80.445 c-2.104-4.458-3.283-9.438-3.283-14.695c0-19.054,15.446-34.5,34.5-34.5c5.258,0,10.237,1.179,14.695,3.284L52.033,80.445z" />
<path d="M134.865,37.656l-18.482,18.482c0.884,3.052,1.367,6.275,1.367,9.612c0,19.055-15.446,34.5-34.5,34.5 c-3.337,0-6.56-0.483-9.611-1.367l-10.124,10.124c6.326,1.725,12.934,2.743,19.735,2.743c45.84,0,83-46,83-46 S153.987,50.575,134.865,37.656z" />
<path d="M132.658-0.18l-24.321,24.321c-7.915-2.71-16.342-4.392-25.087-4.392c-45.84,0-83,46-83,46 s14.1,17.44,35.635,30.844L12.32,120.158l12.021,12.021L144.68,11.841L132.658-0.18z M52.033,80.445 c-2.104-4.458-3.283-9.438-3.283-14.695c0-19.054,15.446-34.5,34.5-34.5c5.258,0,10.237,1.179,14.695,3.284L52.033,80.445z" />
<path d="M134.865,37.656l-18.482,18.482c0.884,3.052,1.367,6.275,1.367,9.612c0,19.055-15.446,34.5-34.5,34.5 c-3.337,0-6.56-0.483-9.611-1.367l-10.124,10.124c6.326,1.725,12.934,2.743,19.735,2.743c45.84,0,83-46,83-46 S153.987,50.575,134.865,37.656z" />
</g>
</svg>
export const killIcon = <svg xmlns="http://www.w3.org/2000/svg" width="16px" height="16px" viewBox="-22 0 511 511.99561" style={{fill:'#adff2f'}}>
</svg>
);
export const killIcon = (
<svg
xmlns="http://www.w3.org/2000/svg"
width="16px"
height="16px"
viewBox="-22 0 511 511.99561"
style={{ fill: "#adff2f" }}
>
<path d="m.496094 466.242188 39.902344-39.902344 45.753906 45.753906-39.898438 39.902344zm0 0" />
<path d="m468.421875 89.832031-1.675781-89.832031-300.265625 300.265625 45.753906 45.753906zm0 0" />
<path d="m95.210938 316.785156 16.84375 16.847656h.003906l83.65625 83.65625 22.753906-22.753906-100.503906-100.503906zm0 0" />
<path d="m101.445312 365.300781-39.902343 39.902344 45.753906 45.753906 39.902344-39.902343-39.90625-39.902344zm0 0" />
</svg>
</svg>
);
+29 -29
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@@ -1,31 +1,31 @@
export const SkillNames: {
BladesIntuition: string;
Cloak: string;
Marksman: string;
WeaponProficiency: string;
ShortCircuit: string;
DigitalObserver: string;
Tracer: string;
Overclock: string;
Reaper: string;
EvasiveSystem: string;
Datamancer: string;
CybersEdge: string;
HandsOfMidas: string;
Hyperdrive: string;
BladesIntuition: string;
Cloak: string;
Marksman: string;
WeaponProficiency: string;
ShortCircuit: string;
DigitalObserver: string;
Tracer: string;
Overclock: string;
Reaper: string;
EvasiveSystem: string;
Datamancer: string;
CybersEdge: string;
HandsOfMidas: string;
Hyperdrive: string;
} = {
BladesIntuition: "Blade's Intuition",
Cloak: "Cloak",
Marksman: "Marksman",
WeaponProficiency: "Weapon Proficiency",
ShortCircuit: "Short-Circuit",
DigitalObserver: "Digital Observer",
Tracer: "Tracer",
Overclock: "Overclock",
Reaper: "Reaper",
EvasiveSystem: "Evasive System",
Datamancer: "Datamancer",
CybersEdge: "Cyber's Edge",
HandsOfMidas: "Hands of Midas",
Hyperdrive: "Hyperdrive",
}
BladesIntuition: "Blade's Intuition",
Cloak: "Cloak",
Marksman: "Marksman",
WeaponProficiency: "Weapon Proficiency",
ShortCircuit: "Short-Circuit",
DigitalObserver: "Digital Observer",
Tracer: "Tracer",
Overclock: "Overclock",
Reaper: "Reaper",
EvasiveSystem: "Evasive System",
Datamancer: "Datamancer",
CybersEdge: "Cyber's Edge",
HandsOfMidas: "Hands of Midas",
Hyperdrive: "Hyperdrive",
};