finalize corp in mui

This commit is contained in:
Olivier Gagnon
2021-09-30 17:02:07 -04:00
parent 86ddc940aa
commit b0e4a2a775
23 changed files with 688 additions and 636 deletions
+94 -99
View File
@@ -65,24 +65,18 @@ const GangNames = [
"The Black Hand",
];
export function FactionRoot(props: IProps): React.ReactElement {
const [sleevesOpen, setSleevesOpen] = useState(false);
const setRerender = useState(false)[1];
function rerender(): void {
setRerender((old) => !old);
}
// Enabling this breaks donations.
// useEffect(() => {
// const id = setInterval(rerender, 200);
// return () => clearInterval(id);
// }, []);
const faction = props.faction;
interface IMainProps {
faction: Faction;
rerender: () => void;
onAugmentations: () => void;
}
function MainPage({ faction, rerender, onAugmentations }: IMainProps): React.ReactElement {
const player = use.Player();
const router = use.Router();
const [purchasingAugs, setPurchasingAugs] = useState(false);
const [sleevesOpen, setSleevesOpen] = useState(false);
const p = player;
const factionInfo = faction.getInfo();
function manageGang(faction: Faction): void {
// If player already has a gang, just go to the gang UI
@@ -99,16 +93,6 @@ export function FactionRoot(props: IProps): React.ReactElement {
});
}
// Route to the main faction page
function routeToMain(): void {
setPurchasingAugs(false);
}
// Route to the purchase augmentation UI for this faction
function routeToPurchaseAugs(): void {
setPurchasingAugs(true);
}
function startFieldWork(faction: Faction): void {
player.startFactionFieldWork(router, faction);
}
@@ -126,85 +110,96 @@ export function FactionRoot(props: IProps): React.ReactElement {
player.startFactionSecurityWork(router, faction);
}
function MainPage({ faction }: { faction: Faction }): React.ReactElement {
const p = player;
const factionInfo = faction.getInfo();
// We have a special flag for whether the player this faction is the player's
// gang faction because if the player has a gang, they cannot do any other action
const isPlayersGang = p.inGang() && p.getGangName() === faction.name;
// We have a special flag for whether the player this faction is the player's
// gang faction because if the player has a gang, they cannot do any other action
const isPlayersGang = p.inGang() && p.getGangName() === faction.name;
// Flags for whether special options (gang, sleeve purchases, donate, etc.)
// should be shown
const favorToDonate = Math.floor(CONSTANTS.BaseFavorToDonate * BitNodeMultipliers.RepToDonateToFaction);
const canDonate = faction.favor >= favorToDonate;
// Flags for whether special options (gang, sleeve purchases, donate, etc.)
// should be shown
const favorToDonate = Math.floor(CONSTANTS.BaseFavorToDonate * BitNodeMultipliers.RepToDonateToFaction);
const canDonate = faction.favor >= favorToDonate;
const canPurchaseSleeves = faction.name === "The Covenant" && p.bitNodeN >= 10 && SourceFileFlags[10];
const canPurchaseSleeves = faction.name === "The Covenant" && p.bitNodeN >= 10 && SourceFileFlags[10];
let canAccessGang = p.canAccessGang() && GangNames.includes(faction.name);
if (p.inGang()) {
if (p.getGangName() !== faction.name) {
canAccessGang = false;
} else if (p.getGangName() === faction.name) {
canAccessGang = true;
}
let canAccessGang = p.canAccessGang() && GangNames.includes(faction.name);
if (p.inGang()) {
if (p.getGangName() !== faction.name) {
canAccessGang = false;
} else if (p.getGangName() === faction.name) {
canAccessGang = true;
}
return (
<>
<Button onClick={() => router.toFactions()}>Back</Button>
<Typography variant="h4" color="primary">
{faction.name}
</Typography>
<Info faction={faction} factionInfo={factionInfo} />
{canAccessGang && <Option buttonText={"Manage Gang"} infoText={gangInfo} onClick={() => manageGang(faction)} />}
{!isPlayersGang && factionInfo.offerHackingMission && (
<Option
buttonText={"Hacking Mission"}
infoText={hackingMissionInfo}
onClick={() => startHackingMission(faction)}
/>
)}
{!isPlayersGang && factionInfo.offerHackingWork && (
<Option
buttonText={"Hacking Contracts"}
infoText={hackingContractsInfo}
onClick={() => startHackingContracts(faction)}
/>
)}
{!isPlayersGang && factionInfo.offerFieldWork && (
<Option buttonText={"Field Work"} infoText={fieldWorkInfo} onClick={() => startFieldWork(faction)} />
)}
{!isPlayersGang && factionInfo.offerSecurityWork && (
<Option buttonText={"Security Work"} infoText={securityWorkInfo} onClick={() => startSecurityWork(faction)} />
)}
{!isPlayersGang && factionInfo.offersWork() && (
<DonateOption
faction={faction}
p={player}
rerender={rerender}
favorToDonate={favorToDonate}
disabled={!canDonate}
/>
)}
<Option buttonText={"Purchase Augmentations"} infoText={augmentationsInfo} onClick={routeToPurchaseAugs} />
{canPurchaseSleeves && (
<>
<Option
buttonText={"Purchase & Upgrade Duplicate Sleeves"}
infoText={sleevePurchasesInfo}
onClick={() => setSleevesOpen(true)}
/>
<CovenantPurchasesRoot open={sleevesOpen} onClose={() => setSleevesOpen(false)} />
</>
)}
</>
);
}
return purchasingAugs ? (
<AugmentationsPage faction={faction} routeToMainPage={routeToMain} />
) : (
<MainPage faction={faction} />
return (
<>
<Button onClick={() => router.toFactions()}>Back</Button>
<Typography variant="h4" color="primary">
{faction.name}
</Typography>
<Info faction={faction} factionInfo={factionInfo} />
{canAccessGang && <Option buttonText={"Manage Gang"} infoText={gangInfo} onClick={() => manageGang(faction)} />}
{!isPlayersGang && factionInfo.offerHackingMission && (
<Option
buttonText={"Hacking Mission"}
infoText={hackingMissionInfo}
onClick={() => startHackingMission(faction)}
/>
)}
{!isPlayersGang && factionInfo.offerHackingWork && (
<Option
buttonText={"Hacking Contracts"}
infoText={hackingContractsInfo}
onClick={() => startHackingContracts(faction)}
/>
)}
{!isPlayersGang && factionInfo.offerFieldWork && (
<Option buttonText={"Field Work"} infoText={fieldWorkInfo} onClick={() => startFieldWork(faction)} />
)}
{!isPlayersGang && factionInfo.offerSecurityWork && (
<Option buttonText={"Security Work"} infoText={securityWorkInfo} onClick={() => startSecurityWork(faction)} />
)}
{!isPlayersGang && factionInfo.offersWork() && (
<DonateOption
faction={faction}
p={player}
rerender={rerender}
favorToDonate={favorToDonate}
disabled={!canDonate}
/>
)}
<Option buttonText={"Purchase Augmentations"} infoText={augmentationsInfo} onClick={onAugmentations} />
{canPurchaseSleeves && (
<>
<Option
buttonText={"Purchase & Upgrade Duplicate Sleeves"}
infoText={sleevePurchasesInfo}
onClick={() => setSleevesOpen(true)}
/>
<CovenantPurchasesRoot open={sleevesOpen} onClose={() => setSleevesOpen(false)} />
</>
)}
</>
);
}
export function FactionRoot(props: IProps): React.ReactElement {
const setRerender = useState(false)[1];
function rerender(): void {
setRerender((old) => !old);
}
useEffect(() => {
const id = setInterval(rerender, 200);
return () => clearInterval(id);
}, []);
const faction = props.faction;
const [purchasingAugs, setPurchasingAugs] = useState(false);
return purchasingAugs ? (
<AugmentationsPage faction={faction} routeToMainPage={() => setPurchasingAugs(false)} />
) : (
<MainPage rerender={rerender} faction={faction} onAugmentations={() => setPurchasingAugs(true)} />
);
}