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23 Commits

Author SHA1 Message Date
hydroflame
52a80ad236 v0.51.6 (#905)
* Make command `cd` without arguments an alias for `cd /` (#853)

In most shells `cd` without arguments takes you to the home directory
of the current user. I keep trying to do this due to muscle memory
from working in terminals, so I figured I'd make it do something useful.

There is no home directory in the game, but going to / is the closest
thing we have, since that is the starting point for the user in the
game.

* Add new `backdoor` terminal command (#852)

* Add the backdoor command to the terminal

This command will perform a manual hack without rewarding money. It will be used for the story, mainly for faction hacking tests

* Add tab completion for backdoor command

* Add help text for backdoor command

* Change condition syntax to be more consistent with others

* Extract reused code block so it is always called after actions

* Update documentation for new backdoor command

Modified references to manual hack as it isn't for factions anymore

* Remove extra parenthesis

* Rename manuallyHacked to backdoorInstalled

* Fix typo

* Change faction test messages to use backdoor instad of hack

* Rename more instances of manuallyHacked

* fixed typo in helptext of darkweb buy (#858)

* Fix typos and unify descriptions of augmentations (#859)

Made an attempt to...
- give all "+rep% company/faction" the same text
- make all augmentations with a single effect use a single line to describe the effect
- make all effects end with a period

* Made Cashroot starter kit display its tooltip with the money formatted properly and in gold

* fix typo in docs (#860)

* Initial code for Casino Card Deck implementation

* Casino Blackjack Implementation

* Update some tools (eslint, typescript)

* Blackjack code cleanup

* Update README_contribution

* Update ScriptHelpers.js (#861)

expand error message

* More augmentation typo fixes (#862)

* Add Netscript function getCurrentScript (#856)

Add netscript function that returns the current script.

* Added milestones menu to guide new players. (#865)

Milestone menu

* fix typos in milestones (#866)

Co-authored-by: sschmidTU <s.schmid@phonicscore.com>

* Corrupt location title when backdoor is installed (#864)

* Add corruptableText component

* Corrupt location title if backdoor is installed

* Formatting

* Add helper to check value of backdoorInstalled

Helper could be oneline but it would make it less readable

* Fix some formatting

* Add settings option to disable text effects

* Import useState

* getRunningScript (#867)

* Replaced getCurrentScript with getRunningScript

* Bunch of smaller fixes (#904)

Fix #884
Fix #879
Fix #878
Fix #876
Fix #874
Fix #873
Fix #887
Fix #891
Fix #895

* rework the early servers to be more noob friendly (#903)

* v0.51.6

Co-authored-by: Andreas Eriksson <2691182+AndreasTPC@users.noreply.github.com>
Co-authored-by: Jack <jackdewinter1@gmail.com>
Co-authored-by: Teun Pronk <5228255+Crownie88@users.noreply.github.com>
Co-authored-by: Pimvgd <Pimvgd@gmail.com>
Co-authored-by: Daniel Xie <daniel.xie@flockfreight.com>
Co-authored-by: Simon <33069673+sschmidTU@users.noreply.github.com>
Co-authored-by: sschmidTU <s.schmid@phonicscore.com>
2021-04-28 20:07:26 -04:00
hydroflame
b2aafea656 v0.51.5 (#848) 2021-04-21 08:20:26 -04:00
hydroflame
135df8703c V0.51.4 (#847)
* BladeBurner
    * nerfed int exp gained.

    Documentation
    * purchaseServer specifies what happens on failure.
    * Fixed typo in recommended bitnode page.
    * Removed misleading ram requirements for hacking factions.

    Netscript
    * growthAnalyze handles Infinity correctly.

    Misc.
    * Faction Augmentation will list how much reputation is required even after
      that goal has been reached.
    * Removed dollar sign in travel agency confirmation.
    * Fixed typo in alpha-omega.lit

* the game save text no longer obstruct the save game and options button

* the text editors now remember where your cursor was and restores it when loading the same script again.

* v0.51.4
2021-04-19 21:26:51 -04:00
hydroflame
4743801e86 hotfix (#846) 2021-04-18 11:33:46 -04:00
hydroflame
4e5ebcfe6f V0.51.3 (#845)
v0.51.3 - 2021-04-16 Y'all broke it on the first day (hydroflame)
-------

Passive faction reputation
* Reworked, from 1 rep / 2 minute. Now is a complicated percentage of the
  reputation you'd gain working for them. It's not op but it feels a bit
  more useful.

Netscript
* print/tprint now take any number of arguments.
* print/tprint will now print object as json.
* print/tprint now handle passing in an undefined argument properly.

Casino
* Cannot bet negative money anymore.
* Roulette max bet is a bit higher.
* Coin Flip has a small cooldown.
* All buttons reject unstrusted mouse events.

Documentation
* Changed a message that said nsjs only works on Chrome.

Bugfix
* hacknet.maxNumNodes now works for both nodes and servers.
* Fixed a bug where the popup boxes would contain data from previous popup boxes.
* .js files will also have the export async function boilerplate.

Misc.
* turned off autocomplete for the terminal text input.
* Fixed an issue on Windows+Firefox where pressing up on the terminal would
  bring the cursor to the begining of the line. (Issue #836)
* Hacknet node names is easier to handle for screen readers.
* Money spent on classes is now tracked independently of work money.
* running coding contract from the terminal will display its name.
2021-04-18 11:18:56 -04:00
hydroflame
80b703639e Small hotfix (#840)
* yesno box now correctly clean up before new content is loaded in.

* formatHp doesnt display decimal, duh

* character overview uses numeralWrapper formatHp

* minor formatting stuff

* Class spending is tracked indepedently of work money

* Made an augmentation named after myself.

* hotfix a bunch of small stuff
2021-04-12 20:03:32 -04:00
hydroflame
0afdba8f38 fixed ns imports requiring semicolon (#839) 2021-04-10 02:26:13 -04:00
hydroflame
925e96345d v0.51.2 (#838)
* infiltration use buttons instead of a links

* minor accessibility patch

* Hospitalization will not cost more than 10% of the players money.

* Adde hospitalization netscript function

* Removed the suggestion that the combat path will lead to Daedalus, it still will. But new players should not be told that this is a viable path to completing a BitNode.

* getMemberInformation now returns everything about the member.

* New netscript function to get the players hacknet server hash capacity

* yesno dialog box will not keep older messages anymore

* v0.51.1

* Casino part 1

* Discord link in options, documentation for getMemberInformation updated, dev menu has more money options, tech vendors now handle max cores or max ram better

* Removed text under Factiosn referencing rejected factions.

* Removed html element forgotten in plain text

* Casino implementation

* v0.51.2
2021-04-09 18:12:31 -04:00
hydroflame
db2bf79e3b v0.51.1 (#835)
* infiltration use buttons instead of a links

* minor accessibility patch

* Hospitalization will not cost more than 10% of the players money.

* Adde hospitalization netscript function

* Removed the suggestion that the combat path will lead to Daedalus, it still will. But new players should not be told that this is a viable path to completing a BitNode.

* getMemberInformation now returns everything about the member.

* New netscript function to get the players hacknet server hash capacity

* yesno dialog box will not keep older messages anymore

* v0.51.1
2021-04-06 03:50:09 -04:00
hydroflame
6f330efc44 Added Disable ASCII art to options (#832)
* hotfix getPlayer missing factions

* Added ability to disable ascii art in options. ASCII art is impossible to deal with for screenreaders.
2021-04-02 20:14:35 -04:00
hydroflame
708c73fa0f hotfix getPlayer missing factions (#831) 2021-04-01 12:55:43 -04:00
hydroflame
c7febd5551 Failed crime no longer pretend you gained money. (#830) 2021-04-01 00:06:00 -04:00
hydroflame
ddbdf66d00 hotfix analyze (#828)
* hotfix analyze
2021-03-31 11:45:55 -04:00
hydroflame
e572c6dad8 v0.51.0 (#826)
* Hash upgrades and Bladeburner skills can now be clicked to copy to clipboard

* Aug purchase confirmation popup displays money in 0.000a format

* Character now displays hacknet server info properly

* Character,Info now displays hacknet server info correctly.

* Formulas (#825)

Formulas API v0.1

* Make all money the same color, same for reputation, format all numbers consistently.

* rename a lot of the formulas function to no longer contain calculate

* added hacking related formulas

* removed unused variable

* v0.51.0
2021-03-31 00:45:21 -04:00
hydroflame
ff097db1e2 Merge pull request #824 from danielyxie/dev
Update sphinx changelog
2021-03-25 21:21:11 -04:00
Olivier Gagnon
ad12f0e551 Update sphinx changelog 2021-03-25 21:20:37 -04:00
hydroflame
93f8785ec6 Merge pull request #823 from danielyxie/dev
v0.50.2
2021-03-25 21:16:22 -04:00
hydroflame
8e79658e67 Merge pull request #821 from danielyxie/dev
Fix typo in patch notes.
2021-03-22 18:57:10 -04:00
hydroflame
9840e1f4eb Merge pull request #820 from danielyxie/dev
0.50.1 hotfix version number
2021-03-22 18:51:52 -04:00
hydroflame
d170693da4 Merge pull request #819 from danielyxie/dev
v0.50.1
2021-03-22 18:44:49 -04:00
hydroflame
8f30e60d08 Merge pull request #818 from danielyxie/dev
v0.50.0
2021-03-20 05:35:16 -04:00
hydroflame
101834fcaf Merge pull request #817 from danielyxie/dev
Hotfix 0.49.2, link tFormat in documentation and update version so it…
2021-03-13 15:30:50 -05:00
hydroflame
63da8d709a Merge pull request #816 from danielyxie/dev
0.49.3
2021-03-13 15:19:56 -05:00
216 changed files with 14918 additions and 7543 deletions

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@@ -2,91 +2,104 @@ module.exports = {
"env": {
"browser": true,
"commonjs": true,
"es6": false
"es6": false,
},
"extends": "eslint:recommended",
"extends": [
"eslint:recommended",
"plugin:@typescript-eslint/recommended",
],
"parser": "@typescript-eslint/parser",
"parserOptions": {
"ecmaVersion": 8,
"sourceType": "module",
"ecmaFeatures": {
"experimentalObjectRestSpread": true
}
"experimentalObjectRestSpread": true,
},
},
"plugins": [
'@typescript-eslint',
],
"rules": {
"accessor-pairs": [
"error",
{
"setWithoutGet": true,
"getWithoutSet": false
}
"getWithoutSet": false,
},
],
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],
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],
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],
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"error"
"error",
],
"camelcase": [
"off"
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],
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"off"
"off",
],
"class-methods-use-this": [
"error"
"off",
],
"comma-dangle": [
"off"
"error", {
"arrays": "always-multiline",
"objects": "always-multiline",
"imports": "always-multiline",
"exports": "always-multiline",
"functions": "always-multiline",
}
],
"comma-spacing": [
"off"
"off",
],
"comma-style": [
"error",
"last"
"last",
],
"complexity": [
"off"
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],
"computed-property-spacing": [
"off",
"never"
"never",
],
"consistent-return": [
"off"
"off",
],
"consistent-this": [
"off"
"off",
],
"constructor-super": [
"error"
"error",
],
"curly": [
"off"
@@ -99,203 +112,202 @@ module.exports = {
"property"
],
"dot-notation": [
"off"
"off",
],
"eol-last": [
"off"
"off",
],
"eqeqeq": [
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"off",
],
"for-direction": [
"error"
"error",
],
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"off"
"off",
],
"func-name-matching": [
"error"
"error",
],
"func-names": [
"off",
"never"
"never",
],
"func-style": [
"off"
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],
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],
"generator-star-spacing": [
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"before"
"before",
],
"getter-return": [
"error",
{
"allowImplicit": false
}
"allowImplicit": false,
},
],
"global-require": [
"off"
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],
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],
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],
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],
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],
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],
"line-comment-position": [
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],
"linebreak-style": [
"error",
"windows"
"off", // Line endings automatically converted to LF on git commit so probably shouldn't care about it here
],
"lines-around-comment": [
"off"
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],
"lines-around-directive": [
"error"
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"no-div-regex": [
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@@ -346,11 +358,7 @@ module.exports = {
"error"
],
"no-extra-parens": [
"error",
"all",
{
"conditionalAssign": false
}
"off"
],
"no-extra-semi": [
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@@ -367,9 +375,6 @@ module.exports = {
"no-extra-label": [
"error"
],
"no-extra-parens": [
"off"
],
"no-fallthrough": [
"off"
],
@@ -853,5 +858,53 @@ module.exports = {
"error",
"never"
]
}
},
"overrides": [
{
// TypeScript configuration
"files": [ "**/*.ts", "**/*.tsx" ],
"parser": "@typescript-eslint/parser",
"plugins": [ "@typescript-eslint" ],
"extends": [
"plugin:@typescript-eslint/recommended",
],
"rules": {
"lines-between-class-members": "off",
"no-empty-pattern": "off",
"no-useless-constructor": [
"off", // Valid for typescript due to property ctor shorthand
],
"@typescript-eslint/ban-ts-comment": "off",
"@typescript-eslint/ban-ts-ignore": "off",
"@typescript-eslint/camelcase": "off",
"@typescript-eslint/explicit-function-return-type": ["error", {
"allowExpressions": true,
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"delimiter": "semi",
"requireLast": true,
},
"singleline": {
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"default": [
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"instance-field",
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"@typescript-eslint/no-explicit-any": "off",
"@typescript-eslint/no-use-before-define": "off",
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};

23
README_contribution.md Normal file
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@@ -0,0 +1,23 @@
Deploying a new version
-----------------------
Update the following
- `src/Constants.ts` `Version` and `LatestUpdate`
- `package.json` `version`
- `doc/source/conf.py` `version` and `release`
- `doc/source/changelog.rst`
- post to discord
- post to reddit.com/r/Bitburner
Deploying `dev` to the Beta Branch
----------------------------------
TODO
Development Workflow Best Practices
-----------------------------------
- Work in a new branch forked from the `dev` branch to isolate your new code
- Keep code-changes on a branch as small as possible. This makes it easier for code review. Each branch should be its own independent feature.
- Regularly rebase your branch against `dev` to make sure you have the latest updates pulled.
- When merging, always merge your branch into `dev`. When releasing a new update, then merge `dev` into `master`

24
css/casino.scss Normal file
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@@ -0,0 +1,24 @@
.casino-card {
padding: 10px;
border: solid 1px #808080;
background-color: white;
display: inline-block;
border-radius: 10px;
font-size: 14pt;
text-align: center;
margin: 3px;
font-weight: bold;
}
.casino-card .value {
font-size:15pt;
font-family: sans-serif;
}
.casino-card.red {
color: red;
}
.casino-card.black {
color: black;
}

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@@ -184,5 +184,4 @@
#infiltration-buttons .a-link-button {
display: inline;
width: 25%;
}

5
css/milestones.scss Normal file
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@@ -0,0 +1,5 @@
#milestones-container {
position: fixed;
padding: 6px;
width: 60%;
}

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@@ -228,14 +228,15 @@ a:visited {
}
.status-text {
display: inline-block;
position: fixed;
z-index: 2;
-webkit-animation: status-text 3s 1;
}
#status-text-container {
background-color: transparent;
position:absolute;
top:0;
left:50%;
}
#status-text {
@@ -356,10 +357,27 @@ a:visited {
color: $my-stat-cha-color;
}
.reputation {
color: $light-yellow;
}
.smallfont {
font-size: $defaultFontSize * 0.8125;
}
.samefont {
font-size: inherit;
}
.noscrollbar {
-ms-overflow-style: none; /* IE and Edge */
scrollbar-width: none; /* Firefox */
}
.noscrollbar::-webkit-scrollbar {
display: none;
}
input[type=checkbox] {
filter: invert(1) sepia(1) hue-rotate(41deg) brightness(100%) saturate(10);
}
@@ -395,4 +413,12 @@ input[type=checkbox] {
height: 10px;
background: var(--my-font-color);
cursor: pointer;
}
.noselect {
-moz-user-select: -moz-none;
-khtml-user-select: none;
-webkit-user-select: none;
-ms-user-select: none;
user-select: none;
}

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@@ -85,3 +85,45 @@
.tooltip:hover .tooltiptextlow {
visibility: visible;
}
.copy_tooltip {
position: relative;
display: inline-block;
}
.copy_tooltip_copied {
color: #fff;
transition: color 0.3s;
}
.copy_tooltip .copy_tooltip_text {
visibility: hidden;
font-size: 15px;
padding: 5px;
background-color: var(--my-background-color);
color: #fff;
text-align: center;
position: absolute;
z-index: 1;
top: 120%;
left: 5%;
opacity: 0;
border: 2px solid var(--my-highlight-color);
}
.copy_tooltip .copy_tooltip_text::after {
content: "";
position: absolute;
bottom: 100%;
left: 50%;
margin-left: -6px;
border-width: 8px;
border-style: solid;
border-color: transparent transparent white transparent;
}
.copy_tooltip .copy_tooltip_text_visible {
visibility: visible;
opacity: 1;
transition: opacity 0.3s;
}

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View File

@@ -1,2 +1,2 @@
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//# sourceMappingURL=engineStyle.bundle.js.map

95
dist/engineStyle.css vendored
View File

@@ -250,13 +250,14 @@ a:visited {
opacity: 0; } }
.status-text {
display: inline-block;
position: fixed;
z-index: 2;
-webkit-animation: status-text 3s 1; }
#status-text-container {
background-color: transparent; }
background-color: transparent;
position: absolute;
top: 0;
left: 50%; }
#status-text {
background-color: transparent;
@@ -353,9 +354,24 @@ a:visited {
.charisma-purple {
color: #a671d1; }
.reputation {
color: #faffdf; }
.smallfont {
font-size: 13px; }
.samefont {
font-size: inherit; }
.noscrollbar {
-ms-overflow-style: none;
/* IE and Edge */
scrollbar-width: none;
/* Firefox */ }
.noscrollbar::-webkit-scrollbar {
display: none; }
input[type=checkbox] {
filter: invert(1) sepia(1) hue-rotate(41deg) brightness(100%) saturate(10); }
@@ -387,6 +403,13 @@ input[type=checkbox] {
background: var(--my-font-color);
cursor: pointer; }
.noselect {
-moz-user-select: -moz-none;
-khtml-user-select: none;
-webkit-user-select: none;
-ms-user-select: none;
user-select: none; }
/* COLORS */
/* Attributes */
/* Styling for tooltip-style elements */
@@ -460,6 +483,43 @@ input[type=checkbox] {
.tooltip:hover .tooltiptextlow {
visibility: visible; }
.copy_tooltip {
position: relative;
display: inline-block; }
.copy_tooltip_copied {
color: #fff;
transition: color 0.3s; }
.copy_tooltip .copy_tooltip_text {
visibility: hidden;
font-size: 15px;
padding: 5px;
background-color: var(--my-background-color);
color: #fff;
text-align: center;
position: absolute;
z-index: 1;
top: 120%;
left: 5%;
opacity: 0;
border: 2px solid var(--my-highlight-color); }
.copy_tooltip .copy_tooltip_text::after {
content: "";
position: absolute;
bottom: 100%;
left: 50%;
margin-left: -6px;
border-width: 8px;
border-style: solid;
border-color: transparent transparent white transparent; }
.copy_tooltip .copy_tooltip_text_visible {
visibility: visible;
opacity: 1;
transition: opacity 0.3s; }
/* COLORS */
/* Attributes */
/**
@@ -1315,8 +1375,7 @@ button {
margin-top: 20px; }
#infiltration-buttons .a-link-button {
display: inline;
width: 25%; }
display: inline; }
/**
* Styling for the Augmentations UI. This is the page that displays all of the
@@ -4948,5 +5007,31 @@ html {
margin-left: 0px;
margin-right: 0px; }
.casino-card {
padding: 10px;
border: solid 1px #808080;
background-color: white;
display: inline-block;
border-radius: 10px;
font-size: 14pt;
text-align: center;
margin: 3px;
font-weight: bold; }
.casino-card .value {
font-size: 15pt;
font-family: sans-serif; }
.casino-card.red {
color: red; }
.casino-card.black {
color: black; }
#milestones-container {
position: fixed;
padding: 6px;
width: 60%; }
/*# sourceMappingURL=engineStyle.css.map*/

84
dist/vendor.bundle.js vendored

File diff suppressed because one or more lines are too long

View File

@@ -35,7 +35,7 @@ List of Factions and their Requirements
| Early Game | Faction Name | Requirements | Joining this Faction prevents |
| Factions | | | you from joining: |
+ +----------------+-----------------------------------------+-------------------------------+
| | CyberSec | * Hack CSEC Manually | |
| | CyberSec | * Install a backdoor on the CSEC server | |
+ +----------------+-----------------------------------------+-------------------------------+
| | Tian Di Hui | * $1m | |
| | | * Hacking Level 50 | |
@@ -74,13 +74,16 @@ List of Factions and their Requirements
| | | | * New Tokyo |
| | | | * Ishima |
+---------------------+----------------+-----------------------------------------+-------------------------------+
| Hacking | NiteSec | * Hack avmnite-02h manually | |
| Groups | | * Home Computer RAM of at least 32GB | |
| Hacking | NiteSec | * Install a backdoor on the avmnite-02h | |
| Groups | | server | |
| | | * Home Computer RAM of at least 32GB | |
+ +----------------+-----------------------------------------+-------------------------------+
| | The Black Hand | * Hack I.I.I.I manually | |
| | The Black Hand | * Install a backdoor on the I.I.I.I | |
| | | server | |
| | | * Home Computer RAM of at least 64GB | |
+ +----------------+-----------------------------------------+-------------------------------+
| | Bitrunners | * Hack run4theh111z manually | |
| | Bitrunners | * Install a backdoor on the run4theh111z| |
| | | server | |
| | | * Home Computer RAM of at least 128GB | |
+---------------------+----------------+-----------------------------------------+-------------------------------+
| Megacorporations | ECorp | * Have 200k reputation with | |
@@ -112,7 +115,8 @@ List of Factions and their Requirements
+ +----------------+-----------------------------------------+-------------------------------+
| | Fulcrum Secret | * Have 250k reputation with | |
| | Technologies | the Corporation | |
| | | * Hack fulcrumassets manually | |
| | | * Install a backdoor on the | |
| | | fulcrumassets server | |
+---------------------+----------------+-----------------------------------------+-------------------------------+
| Criminal | Slum Snakes | * All Combat Stats of 30 | |
| Organizations | | * -9 Karma | |

View File

@@ -148,6 +148,14 @@ has root access, what ports are opened/closed, and also hacking-related informat
such as an estimated chance to successfully hack, an estimate of how much money is
available on the server, etc.
backdoor
^^^^^^^^
Installs a backdoor on the current server. Root access is required to do this.
Servers will give different bonuses when you install a backdoor.
This can pass faction tests or give bonsues such as discounts from companies.
buy
^^^

View File

@@ -3,6 +3,240 @@
Changelog
=========
v0.51.6 - 2021-04-28 Backdoor! (Community)
-------
**Backdoor**
* a new terminal command, backdoor, has been added to help differentiate
between the terminal hack command and the netscript hack function. (@dewint)
**Milestones**
* A new tab under the Help menu has been added to guide players through the
game.
**Casino**
* Blackjack has been added (@BigD)
**Netscript**
* 'prompt' now converts input to JSON.
* 'getRunningScript' is a new netscript function that returns a bunch of
data related to a running script.
**Coding contracts**
* trivial puzzles should no longer appear.
**Infiltration**
* All numbers are formatted like the rest of the game.
**Misc.**
* Server security is capped at 100.
* Added option to quit a job.
* 'cd' no longer works on unexistent folders.
* cd with no arguments brings you back to top level folder (@Andreas)
* 'softReset' documentation udpated.
* Money tracker now accounts for going to the hospital manually.
* codemirror is now the default editor (for new save files)
* fix typo in dark web help text (@Rodeth)
* so many documentation and typos fixes (@Pimgd)
* A corruption visual effect has been added to location with servers that
have backdoor installed. (@dewint)
v0.51.5 - 2021-04-20 Flags! (hydroflame)
----------------------------------------
**Netscript**
* 'flags' is a new function that helps script handle flags.
This is subject to change if it doesn't meet the need of the players.
* 'ps' now returns the pid.
* 'tail' now works with pid as first argument.
* 'tail' hostname defaults to current server. (like the documentation says)
* 'isRunning' hostname defaults to current server.
* 'isRunning' now works with pid as first argument.
**Gang**
* Nerfed ascension mechanic once again :(
**Misc.**
* Souce-File typo fix
* Fix 'while you were away' screen.
* Bladeburner team size can no longer be set to negative amounts.
v0.51.4 - 2021-04-19 Manual hacking is fun (hydroflame)
-------------------------------------------------------
**Manual hacking**
* These bonus require an install or a soft reset to take effect.
* Manual hacking gyms and university gives you a 10% discount.
* Manual hacking a corporation server decreases the penalty for leaving work
early.
**BladeBurner**
* nerfed int exp gained.
**Documentation**
* purchaseServer specifies what happens on failure.
* Fixed typo in recommended bitnode page.
* Removed misleading ram requirements for hacking factions.
**Netscript**
* growthAnalyze handles Infinity correctly.
**Misc.**
* Faction Augmentation will list how much reputation is required even after
that goal has been reached.
* Removed dollar sign in travel agency confirmation dialog box.
* Fixed typo in alpha-omega.lit
* the 'Game saved!' text no longer blocks the save game/options button.
* The text editor now remembers the location of your cursor and restores it.
* skills are recalculated instantly.
* Fix typo in Operation Zero description.
v0.51.3 - 2021-04-16 Y'all broke it on the first day (hydroflame)
-----------------------------------------------------------------
**Passive faction reputation**
* Reworked, from 1 rep / 2 minute. Now is a complicated percentage of the
reputation you'd gain working for them. It's not op but it feels a bit
more useful.
**Netscript**
* print/tprint now take any number of arguments.
* print/tprint will now print object as json.
* print/tprint now handle passing in an undefined argument properly.
**Casino**
* Cannot bet negative money anymore.
* Roulette max bet is a bit higher.
* Coin Flip has a small cooldown.
* All buttons reject unstrusted mouse events.
**Documentation**
* Changed a message that said nsjs only works on Chrome.
**Bugfix**
* hacknet.maxNumNodes now works for both nodes and servers.
* Fixed a bug where the popup boxes would contain data from previous popup boxes.
* .js files will also have the 'export async function' boilerplate.
**Misc.**
* turned off web form autocomplete for the terminal text input.
* Fixed an issue on Windows+Firefox where pressing up on the terminal would
bring the cursor to the begining of the line. (Issue #836)
* Hacknet node names is easier to handle for screen readers.
* Money spent on classes is now tracked independently of work money.
* running coding contract from the terminal will display its name.
v0.51.2 - 2021-04-09 Vegas, Baby! (hydroflame)
----------------------------------------------
**New location: The Iker Molina Casino**
* A casino opened in Aevum. However the house is rumored to cheat. If only
we could give them a taste of their own medicine.
**Misc.**
* Link to discord added under options
* 'getMemberInformation' doc updated, oops
* tech vendor now handle max ram and cores.
v0.51.1 - 2021-04-06 Bugfixes because the author of the last patch sucks (it's hydroflame)
------------------------------------------------------------------------------------------
**Netscript**
* 'getPlayer' returns players faction and tor
* 'hospitalization' is a new singularity function.
* 'gang.getMemberInformation' now returns more information.
* 'hacknet.hashCapacity' is a new hacknet function that returns the maximum hash capacity.
**Hospitalization**
* Now only cost at most 10% of your money.
**Bugfix**
* confirmation dialog box no longer use previous text
**Accessibility**
* The game is a little easier to handle for screen readers (yes, there's an
absolute legend playing this game with a screen reader)
* Infiltration use buttons instead of a-links
* New option to disable ASCII art. This will make the metro map and world
map display as a list of buttons.
**Misc.**
* 'fl1ght.exe' will no longer suggest the combat path. Related faction
requirements unchanged.
v0.51.0 - 2021-03-31 Formulas (hydroflame)
------------------------------------------
**Formulas API**
* A new API is introduced, this gives players access to various formulas used in the game.
It'll help you make more informed decisions.
**Netscript**
* 'getServer' is a new function meant to be used with the formulas API.
* 'getPlayer' is a new function meant to be used with the formulas API.
* 'getStats' and 'getCharacterInformation' are deprecated in favor of 'getPlayer'
* 'getCurrentServer' is a new function that returns the server the player is currently connected.
**Display**
* All money should now consistently be orange.
* All rep should now consistently be light-yellow.
* Most numbers should display consistently now (aka all money is formatted the same).
**Click to copy**
* Certain UI elements are now 'click-to-copy'
v0.50.2 - 2021-03-25 Everyone asked for this one. (hydroflame)
--------------------------------------------------------------
**BitNodeMultipliers**
* 'GangKarmaRequirements': a new multipler that influences how much karma is required to make a gang different bitnodes.
**Netscript**
* 'connect': a new singularity function that connects you to a server. (like the terminal command)
* 'manualHack': a new singularity function that performs a manual hack on the players current server.
* ns2 stack trace works on Firefox now.
**Misc.**
* New shortcut, Alt + b, brings you to bladeburner
* New shortcut, Alt + g, brings you to gang
v0.50.1 - 2021-03-22 (hydroflame)
---------------------------------
**Netscript**

View File

@@ -64,9 +64,9 @@ documentation_title = '{0} Documentation'.format(project)
# built documents.
#
# The short X.Y version.
version = '0.50'
version = '0.51'
# The full version, including alpha/beta/rc tags.
release = '0.50.2'
release = '0.51.5'
# The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages.

View File

@@ -634,7 +634,7 @@ This tells me that I can reach :code:`CSEC` by going through :code:`iron-gym`::
Make sure you notice the required hacking skill for the :code:`CSEC` server.
This is a random value between 51 and 60. Although you receive the message
from CSEC once you hit 50 hacking, you cannot actually pass their test
until your hacking is high enough to hack their server.
until your hacking is high enough to install a backdoor on their server.
After you are connected to the :code:`CSEC` server, you can hack it. Note that this
server requires one open port in order to gain root access. We can open the SSH port
@@ -642,10 +642,10 @@ using the :code:`BruteSSH.exe` program we created earlier. In |Terminal|::
$ run BruteSSH.exe
$ run NUKE.exe
$ hack
$ backdoor
Keep hacking the server until you are successful. After you successfully hack it, you should
receive a faction invitation from |CyberSec| shortly afterwards. Accept it. If you accidentally
After you successfully install the backdoor, you should receive a faction
invitation from |CyberSec| shortly afterwards. Accept it. If you accidentally
reject the invitation, that's okay. Just go to the :code:`Factions` tab
(|Keyboard shortcut| Alt + f) and you should see an option that lets you
accept the invitation.

View File

@@ -278,6 +278,7 @@ Description
hashes, which can be spent on a variety of different upgrades.
In this BitNode:
* Your stats are significantly decreased
* You cannnot purchase additional servers
* Hacking is significantly less profitable
@@ -292,7 +293,7 @@ Source-File
* Level 3: Grants a highly-upgraded Hacknet Server when entering a new BitNode
(Note that the Level 3 effect of this Source-File only applies when entering a new BitNode, NOT
when installing Augmentation
when installing Augmentations.)
Difficulty
Hard
@@ -312,6 +313,7 @@ Description
2. Duplicate Sleeves: Duplicate your consciousness into Synthoids, allowing you to perform different tasks synchronously
In this BitNode:
* Your stats are significantly decreased
* All methods of gaining money are half as profitable (except Stock Market)
* Purchased servers are more expensive, have less max RAM, and a lower maximum limit

View File

@@ -30,4 +30,5 @@ to reach out to the developer!
Gang API <netscript/netscriptgangapi>
Coding Contract API <netscript/netscriptcodingcontractapi>
Sleeve API <netscript/netscriptsleeveapi>
Formulas API <netscript/netscriptformulasapi>
Miscellaneous <netscript/netscriptmisc>

View File

@@ -0,0 +1,39 @@
getServer() Netscript Function
==========================================
.. js:function:: getServer()
:RAM cost: 4 GB
If you are not in BitNode-5, then you must have Source-File 5-1 in order to run this function.
This function is meant to be used in conjunction with the :doc:`formulas API<../netscriptformulasapi>`.
Returns an object with the Server's stats. The object has the following properties::
{
cpuCores
ftpPortOpen
hasAdminRights
hostname
httpPortOpen
ip
isConnectedTo
maxRam
organizationName
ramUsed
smtpPortOpen
sqlPortOpen
sshPortOpen
baseDifficulty
hackDifficulty
backdoorInstalled
minDifficulty
moneyAvailable
moneyMax
numOpenPortsRequired
openPortCount
purchasedByPlayer
requiredHackingSkill
serverGrowth
}

View File

@@ -0,0 +1,40 @@
flags() Netscript Function
============================
.. js:function:: flags(data)
:RAM cost: 0 GB
:param data array of pairs of strings: Flags definition.
:returns: Object containing all the flags that were parsed or default.
The flag definition is an array of pairs of values, the first value is the
name of the flag, the 2nd value is the default value for that flag.
The return object is a map containing flag names to the value. It also
contains the special field '_' which contains all arguments that were not flags.
Example:
.. code-block:: javascript
/* example.script
var data = flags([
['delay', 0], // a default number means this flag is a number
['server', 'foodnstuff'], // a default string means this flag is a string
['exclude', []], // a default array means this flag is a default array of string
['help', false], // a default boolean means this flag is a boolean
]);
tprint(data);
*/
[home ~/]> run example.script
{"_":[],"delay":0,"server":"foodnstuff"}
[home ~/]> run example.script --delay 3000
{"_":[],"server":"foodnstuff","delay":3000}
[home ~/]> run example.script --delay 3000 --server harakiri-sushi
{"_":[],"delay":3000,"server":"harakiri-sushi"}
[home ~/]> run example.script --delay 3000 --server harakiri-sushi hello world
{"_":["hello","world"],"delay":3000,"server":"harakiri-sushi"}
[home ~/]> run example.script --delay 3000 --server harakiri-sushi hello world --exclude a --exclude b
{"_":["hello","world"],"delay":3000,"server":"harakiri-sushi","exclude":["a","b"]}
[home ~/]> run example.script --help
{"_":[],"delay":0,"server":"foodnstuff","exclude":[],"help":true}

View File

@@ -0,0 +1,88 @@
getRunningScript() Netscript Function
=====================================
.. js:function:: getRunningScript()
:RAM cost: 0.3 GB
:returns: Script object or null if not found
The object has the following properties:
.. code-block:: javascript
{
// Script arguments
args
// Script filename
filename
// This script's logs. An array of log entries
logs
// Flag indicating whether the logs have been updated since
// the last time the UI was updated
logUpd
// Total amount of hacking experience earned from this script when offline
offlineExpGained
// Total amount of money made by this script when offline
offlineMoneyMade
// Number of seconds that the script has been running offline
offlineRunningTime
// Total amount of hacking experience earned from this script when online
onlineExpGained
// Total amount of money made by this script when online
onlineMoneyMade
// Number of seconds that this script has been running online
onlineRunningTime
// Process ID.
pid
// How much RAM this script uses for ONE thread
ramUsage
// IP of the server on which this script is running
server
// Number of threads that this script is running with
threads
}
Examples:
.. code-block:: javascript
getRunningScript(); // get the current script.
.. js:function:: getRunningScript(pid)
:RAM cost: 0.3 GB
:param number pid: PID of the script
:returns: Script object or null if not found
Examples:
.. code-block:: javascript
getRunningScript(42); // get the script with pid 42.
.. js:function:: getRunningScript(fn, hostname[, args])
:RAM cost: 0.3 GB
:param number fn: filename of the target script
:param number hostname: hostname of the server running the script
:param number args: arguments to the script.
:returns: Script object or null if not found
Examples:
.. code-block:: javascript
getRunningScript("example.script", "home", "foodnstuff"); // get the script called "example.script" on "home" with argument "foodnstuff"

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@@ -1,11 +1,11 @@
isRunning() Netscript Function
==============================
.. js:function:: isRunning(filename, hostname, [args...])
.. js:function:: isRunning(filename[, hostname=current hostname[, args...]])
:RAM cost: 0.1 GB
:param string filename: Filename of script to check. case-sensitive.
:param string hostname: Hostname of target server.
:param string hostname: Hostname of target server. Defaults to current server
:param args...: Arguments to specify/identify which scripts to search for
:returns: ``true`` if that script with those args is running on that server.
@@ -38,3 +38,17 @@ isRunning() Netscript Function
.. code-block:: javascript
isRunning("foo.script", "joesguns", 1, 5, "test");
.. js:function:: isRunning(scriptPid)
:RAM cost: 0.1 GB
:param number scriptPid: PID of the script to check.
Same as the above version but with pid.
Example:
.. code-block:: javascript
isRunning(39);

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@@ -1,15 +1,16 @@
print() Netscript Function
===========================
.. js:function:: print(x)
.. js:function:: print(args...)
:RAM cost: 0 GB
:param x: Value to be printed.
:param args: Values to be printed.
Prints a value or a variable to the script's logs.
Prints any number of values to the script's logs.
Example:
.. code-block:: javascript
print("Hello world!"); // Prints "Hello world!" in the logs.
print("Hello world!"); // Prints "Hello world!" in the logs.
print({a:5}); // Prints '{"a":5}' in the logs.

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@@ -7,7 +7,7 @@ purchaseServer() Netscript Function
:param string hostname: Hostname of the purchased server.
:param number ram: Amount of RAM of the purchased server. Must be a power of
2. Maximum value of :doc:`getPurchasedServerMaxRam<getPurchasedServerMaxRam>`
:returns: The hostname of the newly purchased server.
:returns: The hostname of the newly purchased server. Empty string on failure.
Purchased a server with the specified hostname and amount of RAM.

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@@ -1,7 +1,7 @@
tail() Netscript Function
==================================
.. js:function:: tail([fn[, hostname=current hostname[, [...args]]])
.. js:function:: tail([fn[, hostname=current hostname[, ...args]])
:RAM cost: 0 GB
:param string fn: Optional. Filename of script to get logs from.
@@ -29,3 +29,33 @@ tail() Netscript Function
// Open logs from foo.script on the foodnstuff server that was run with the arguments [1, "test"]
tail("foo.script", "foodnstuff", 1, "test");
.. js:function:: tail(scriptPid)
:RAM cost: 0 GB
:param number scriptPid: PID of the script to tail.
Opens a script's logs by pid
Example:
.. code-block:: javascript
// Open logs from process with id 42
tail(42);
// Open logs from process with id 42 on the foodnstuff server
tail(42, "foodnstuff");
.. js:function:: tail()
:RAM cost: 0 GB
Opens the current script logs.
Example:
.. code-block:: javascript
// Open the current script logs.
tail();

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@@ -1,15 +1,16 @@
tprint() Netscript Function
===========================
.. js:function:: tprint(x)
.. js:function:: tprint(args...)
:RAM cost: 0 GB
:param x: Value to be printed
:param args: Values to be printed
Prints a value or a variable to the Terminal.
Prints any number of values to the Terminal.
Example:
.. code-block:: javascript
tprint("Hello world!"); // Prints "Hello world!" to the terminal.
tprint("Hello world!"); // Prints "Hello world!" to the terminal.
tprint({a:5}); // Prints '{"a":5}' to the terminal.

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@@ -0,0 +1,22 @@
calculateExp() Netscript Function
=================================
.. js:function:: calculateExp(skillLevel[, mult])
:RAM cost: 0 GB
:param number skillLevel: ``skillLevel`` to convert to exp.
:param number mult: Assume a specific skill multipler (not exp multiplier).
:returns: number of exp required to reach given ``skillLevel`` with that multiplier.
You must have Source-File 5-1 in order to use this function.
This function calculates the amount of experience needed to reach level the given ``skillLevel``.
Examples:
.. code-block:: javascript
nextHacking = getStats().hacking+1;
nextExp = formulas.basic.calculateExp(nextHacking);
missingExp = nextExp - getCharacterInformation().hackingExp;
tprint("Missing " + missingExp + " to reach next hacking level");

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@@ -0,0 +1,20 @@
calculateSkill() Netscript Function
===================================
.. js:function:: calculateSkill(exp[, mult])
:RAM cost: 0 GB
:param number exp: ``exp`` to convert to skillLevel.
:param number mult: Assume a specific skill multipler (not exp multiplier).
:returns: skillLevel that ``exp`` would reach with that multiplier.
You must have Source-File 5-1 in order to use this function.
This function calculates the skillLevel that the given amount of ``exp`` would reach.
Examples:
.. code-block:: javascript
skillLevel = formulas.basic.calculateSkill(1000);
tprint("1000 exp would reach level " + skillLevel);

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@@ -0,0 +1,23 @@
growPercent() Netscript Function
=================================
.. js:function:: growPercent(server, threads, player)
:RAM cost: 0 GB
:param server server: The server that receives the growth.
:param number threads: The number of thread that would be used.
:param player player: The player.
:returns: The percentage growth this server would receive with these parameters.
You must have Source-File 5-1 in order to use this function.
Server can be acquired with the :doc:`getServer<../../advancedfunctions/getServer>` function.
Player can be acquired with the :doc:`getPlayer<../../singularityfunctions/getPlayer>` function.
This function calculates percentage of growth a server would receive with these parameters.
Examples:
.. code-block:: javascript
tprint(growPercent(getServer(), 50, getPlayer()))

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@@ -0,0 +1,24 @@
growTime() Netscript Function
=================================
.. js:function:: growTime(server, player)
:RAM cost: 0 GB
:param server server: The server to grow.
:param player player: The player.
:returns: The time it takes to grow this server. In seconds.
You must have Source-File 5-1 in order to use this function.
Server can be acquired with the :doc:`getServer<../../advancedfunctions/getServer>` function.
Player can be acquired with the :doc:`getPlayer<../../singularityfunctions/getPlayer>` function.
This function calculates the amount of time it takes to grow a server.
Examples:
.. code-block:: javascript
server = getServer();
server.hackDifficulty = server.minDifficulty;
tprint(growTime(server, getPlayer()));

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@@ -0,0 +1,24 @@
hackChance() Netscript Function
=================================
.. js:function:: hackChance(server, player)
:RAM cost: 0 GB
:param server server: The server to hack.
:param player player: The player.
:returns: The change to hack that server. between 0 and 1.
You must have Source-File 5-1 in order to use this function.
Server can be acquired with the :doc:`getServer<../../advancedfunctions/getServer>` function.
Player can be acquired with the :doc:`getPlayer<../../singularityfunctions/getPlayer>` function.
This function calculates percentage chance to hack a server.
Examples:
.. code-block:: javascript
server = getServer();
server.hackDifficulty = server.minDifficulty;
tprint(hackChance(server, getPlayer()));

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@@ -0,0 +1,24 @@
hackExp() Netscript Function
=================================
.. js:function:: hackExp(server, player)
:RAM cost: 0 GB
:param server server: The server to hack.
:param player player: The player.
:returns: The amount of exp that would be acquired if this server were to be hacked.
You must have Source-File 5-1 in order to use this function.
Server can be acquired with the :doc:`getServer<../../advancedfunctions/getServer>` function.
Player can be acquired with the :doc:`getPlayer<../../singularityfunctions/getPlayer>` function.
This function calculates the amount of exp obtained by hacking a server.
Examples:
.. code-block:: javascript
server = getServer();
server.hackDifficulty = 99.9;
tprint(hackExp(server, getPlayer()));

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@@ -0,0 +1,25 @@
hackPercent() Netscript Function
=================================
.. js:function:: hackPercent(server, player)
:RAM cost: 0 GB
:param server server: The server to hack.
:param player player: The player.
:returns: The percentage of money hacked from a servers maximum money.
You must have Source-File 5-1 in order to use this function.
Server can be acquired with the :doc:`getServer<../../advancedfunctions/getServer>` function.
Player can be acquired with the :doc:`getPlayer<../../singularityfunctions/getPlayer>` function.
This function calculates the percentage of maximum money hacked from a server.
Multiply this by thread count to know calculate the percentage for more than 1 thread.
Examples:
.. code-block:: javascript
server = getServer();
server.hackDifficulty = server.minDifficulty;
tprint(hackPercent(server, getPlayer()));

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@@ -0,0 +1,24 @@
hackTime() Netscript Function
=================================
.. js:function:: hackTime(server, player)
:RAM cost: 0 GB
:param server server: The server to hack.
:param player player: The player.
:returns: The time it takes to hack this server. In seconds.
You must have Source-File 5-1 in order to use this function.
Server can be acquired with the :doc:`getServer<../../advancedfunctions/getServer>` function.
Player can be acquired with the :doc:`getPlayer<../../singularityfunctions/getPlayer>` function.
This function calculates the amount of time it takes to hack a server.
Examples:
.. code-block:: javascript
server = getServer();
server.hackDifficulty = server.minDifficulty;
tprint(hackTime(server, getPlayer()));

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@@ -0,0 +1,24 @@
weakenTime() Netscript Function
=================================
.. js:function:: weakenTime(server, player)
:RAM cost: 0 GB
:param server server: The server to weaken.
:param player player: The player.
:returns: The time it takes to weaken this server. In seconds.
You must have Source-File 5-1 in order to use this function.
Server can be acquired with the :doc:`getServer<../../advancedfunctions/getServer>` function.
Player can be acquired with the :doc:`getPlayer<../../singularityfunctions/getPlayer>` function.
This function calculates the amount of time it takes to weaken a server.
Examples:
.. code-block:: javascript
server = getServer();
server.hackDifficulty = server.minDifficulty;
tprint(weakenTime(server, getPlayer()));

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@@ -0,0 +1,26 @@
constants() Netscript Function
==============================
.. js:function:: constants()
:RAM cost: 0 GB
:returns: A structure with various constants related to hacknet nodes.
Examples:
.. code-block:: javascript
{
MoneyGainPerLevel
BaseCost
LevelBaseCost
RamBaseCost
CoreBaseCost
PurchaseNextMult
UpgradeLevelMult
UpgradeRamMult
UpgradeCoreMult
MaxLevel
MaxRam
MaxCores
}

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@@ -0,0 +1,20 @@
coreUpgradeCost() Netscript Function
=============================================
.. js:function:: coreUpgradeCost(startingCores[, extraCores[, costMult]])
:RAM cost: 0 GB
:param number startingCores: Number of core at the start the calculation.
:param number extraCores: Extra number of cores you want to buy. Default to ``1``.
:param number costMult: Aug multiplier that reduces cost. Defaults to ``1``.
:returns: Money required to go from ``startingCores`` to ``startingCores+extraCores``.
You must have Source-File 5-1 in order to use this function.
This function calculates the cost of upgrading cores from any level to any level.
Examples:
.. code-block:: javascript
formulas.hacknetNodes.coreUpgradeCost(1, 5); // returns: 6355000

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@@ -0,0 +1,19 @@
hacknetNodeCost() Netscript Function
=============================================
.. js:function:: hacknetNodeCost(nodeN[, costMult]])
:RAM cost: 0 GB
:param number nodeN: Number of the new node.
:param number costMult: Aug multiplier that reduces cost. Defaults to ``1``.
:returns: Money required to buy your ``nodeN`` th node.
You must have Source-File 5-1 in order to use this function.
This function calculates the cost purchasing a hacknet node.
Examples:
.. code-block:: javascript
formulas.hacknetNodes.hacknetNodeCost(2); // returns: 1800

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@@ -0,0 +1,20 @@
levelUpgradeCost() Netscript Function
==============================================
.. js:function:: levelUpgradeCost(startingLevel[, extraLevels[, costMult]])
:RAM cost: 0 GB
:param number startingLevel: Number of level at the start the calculation.
:param number extraLevels: Extra number of levels you want to buy. Default to ``1``.
:param number costMult: Aug multiplier that reduces cost. Defaults to ``1``.
:returns: Money required to go from ``startingLevel`` to ``startingLevel+extraLevels``.
You must have Source-File 5-1 in order to use this function.
This function calculates the cost of upgrading levels from any level to any level.
Examples:
.. code-block:: javascript
formulas.hacknetNodes.levelUpgradeCost(1, 5); // returns: 2816

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@@ -0,0 +1,24 @@
moneyGainRate() Netscript Function
===========================================
.. js:function:: moneyGainRate(level, ram, core[, mult])
:RAM cost: 0 GB
:param number level: level of the node.
:param number ram: ram of the node.
:param number core: cores of the node.
:returns: Money per second that a node with those stats would gain per second.
You must have Source-File 5-1 in order to use this function.
This function calculates the money rate of a node with the given stats.
Examples:
.. code-block:: javascript
node = hacknet.getNodeStats(1);
currentRate = formulas.hacknetNodes.moneyGainRate(node.level, node.ram, node.cores);
levelRate = formulas.hacknetNodes.moneyGainRate(node.level+1, node.ram, node.cores);
ramRate = formulas.hacknetNodes.moneyGainRate(node.level, node.ram*2, node.cores);
coresRate = formulas.hacknetNodes.moneyGainRate(node.level, node.ram, node.cores+1);

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@@ -0,0 +1,22 @@
ramUpgradeCost() Netscript Function
============================================
.. js:function:: ramUpgradeCost(startingRam[, extraRamLevels[, costMult]])
:RAM cost: 0 GB
:param number startingRam: Amount of RAM at the start the calculation.
:param number extraRamLevels: Extra number of levels you want to buy. Default to ``1``.
:param number costMult: Aug multiplier that reduces cost. Defaults to ``1``.
:returns: Money required to go from ``startingRam`` to ``startingRam+extraRamLevels``.
..note:: ``startingRam`` is the actual amount of ram, not the amount of levels of ram.
You must have Source-File 5-1 in order to use this function.
This function calculates the cost of upgrading levels from any level to any level.
Examples:
.. code-block:: javascript
formulas.hacknetNodes.ramUpgradeCost(1, 5); // returns: 2095000

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@@ -0,0 +1,20 @@
cacheUpgradeCost() Netscript Function
==============================================
.. js:function:: cacheUpgradeCost(startingCache[, extraCacheLevels[, costMult]])
:RAM cost: 0 GB
:param number startingCache: Cache level at the start the calculation.
:param number extraCacheLevels: Extra number of cache level you want to buy. Default to ``1``.
:param number costMult: Aug multiplier that reduces cost. Defaults to ``1``.
:returns: Money required to go from ``startingLevel`` to ``startingLevel+extraLevels``.
You must have Source-File 5-1 and Source-File 9-1 in order to use this function.
This function calculates the cost of upgrading cache from any level to any level.
Examples:
.. code-block:: javascript
formulas.hacknetServers.cacheUpgradeCost(1, 5); // returns: 243170000

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@@ -0,0 +1,29 @@
constants() Netscript Function
=============================================
.. js:function:: constants()
:RAM cost: 0 GB
:returns: A structure with various constants related to hacknet servers.
Examples:
.. code-block:: javascript
{
HashesPerLevel
BaseCost
RamBaseCost
CoreBaseCost
CacheBaseCost
PurchaseMult
UpgradeLevelMult
UpgradeRamMult
UpgradeCoreMult
UpgradeCacheMult
MaxServers
MaxLevel
MaxRam
MaxCores
MaxCache
}

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@@ -0,0 +1,20 @@
coreUpgradeCost() Netscript Function
=============================================
.. js:function:: coreUpgradeCost(startingCores[, extraCores[, costMult]])
:RAM cost: 0 GB
:param number startingCores: Number of core at the start the calculation.
:param number extraCores: Extra number of cores you want to buy. Default to ``1``.
:param number costMult: Aug multiplier that reduces cost. Defaults to ``1``.
:returns: Money required to go from ``startingCores`` to ``startingCores+extraCores``.
You must have Source-File 5-1 and Source-File 9-1 in order to use this function.
This function calculates the cost of upgrading cores from any level to any level.
Examples:
.. code-block:: javascript
formulas.hacknetServers.coreUpgradeCost(1, 5); // returns: 12015000

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@@ -0,0 +1,19 @@
hacknetServerCost() Netscript Function
===============================================
.. js:function:: hacknetServerCost(serverN[, costMult]])
:RAM cost: 0 GB
:param number serverN: Number of the new node.
:param number costMult: Aug multiplier that reduces cost. Defaults to ``1``.
:returns: Money required to buy your ``serverN`` th node.
You must have Source-File 5-1 and Source-File 9-1 in order to use this function.
This function calculates the cost purchasing a hacknet node.
Examples:
.. code-block:: javascript
formulas.hacknetNodes.hacknetServerCost(2); // returns: 1800000

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@@ -0,0 +1,24 @@
hashGainRate() Netscript Function
==========================================
.. js:function:: hashGainRate(level, ram, core[, mult])
:RAM cost: 0 GB
:param number level: level of the server.
:param number ram: ram of the server.
:param number core: cores of the server.
:returns: Money per second that a server with those stats would gain per second.
You must have Source-File 5-1 and Source-File 9-1 in order to use this function.
This function calculates the hash rate of a server with the given stats.
Examples:
.. code-block:: javascript
server = hacknet.getNodeStats(1);
currentRate = formulas.hacknetNodes.hashGainRate(server.level, server.ram, server.cores);
levelRate = formulas.hacknetNodes.hashGainRate(server.level+1, server.ram, server.cores);
ramRate = formulas.hacknetNodes.hashGainRate(server.level, server.ram*2, server.cores);
coresRate = formulas.hacknetNodes.hashGainRate(server.level, server.ram, server.cores+1);

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@@ -0,0 +1,19 @@
hashUpgradeCost() Netscript Function
=============================================
.. js:function:: hashUpgradeCost(upgName, level)
:RAM cost: 0 GB
:param string upgName: Name of the Hash upgrade.
:param number level: Level of the upgrade.
:returns: Amount of Hash.
You must have Source-File 5-1 and Source-File 9-1 in order to use this function.
This function calculates amount of Hash require to buy level ``level`` of upgrade ``upgName``.
Examples:
.. code-block:: javascript
formulas.hacknetServers.hashUpgradeCost("Increase Maximum Money", 5); // returns: 250

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@@ -0,0 +1,20 @@
levelUpgradeCost() Netscript Function
=============================================
.. js:function:: levelUpgradeCost(startingLevel[, extraLevels[, costMult]])
:RAM cost: 0 GB
:param number startingLevel: Number of level at the start the calculation.
:param number extraLevels: Extra number of levels you want to buy. Default to ``1``.
:param number costMult: Aug multiplier that reduces cost. Defaults to ``1``.
:returns: Money required to go from ``startingLevel`` to ``startingLevel+extraLevels``.
You must have Source-File 5-1 and Source-File 9-1 in order to use this function.
This function calculates the cost of upgrading levels from any level to any level.
Examples:
.. code-block:: javascript
formulas.hacknetServers.levelUpgradeCost(1, 5); // returns: 2792000

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@@ -0,0 +1,22 @@
ramUpgradeCost() Netscript Function
=============================================
.. js:function:: ramUpgradeCost(startingRam[, extraRamLevels[, costMult]])
:RAM cost: 0 GB
:param number startingRam: Amount of RAM at the start the calculation.
:param number extraRamLevels: Extra number of levels you want to buy. Default to ``1``.
:param number costMult: Aug multiplier that reduces cost. Defaults to ``1``.
:returns: Money required to go from ``startingRam`` to ``startingRam+extraRamLevels``.
..note:: ``startingRam`` is the actual amount of ram, not the amount of levels of ram.
You must have Source-File 5-1 and Source-File 9-1 in order to use this function.
This function calculates the cost of upgrading levels from any level to any level.
Examples:
.. code-block:: javascript
formulas.hacknetServers.ramUpgradeCost(1, 5); // returns: 15810000

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@@ -10,27 +10,35 @@ getMemberInformation() Netscript Function
The object has the following structure::
{
agility: Agility stat
agilityEquipMult: Agility multiplier from equipment. Decimal form
agilityAscensionMult: Agility multiplier from ascension. Decimal form
augmentations: Array of names of all owned Augmentations
charisma: Charisma stat
charismaEquipMult: Charisma multiplier from equipment. Decimal form
charismaAscensionMult: Charisma multiplier from ascension. Decimal form
defense: Defense stat
defenseEquipMult: Defense multiplier from equipment. Decimal form
defenseAscensionMult: Defense multiplier from ascension. Decimal form
dexterity: Dexterity stat
dexterityEquipMult: Dexterity multiplier from equipment. Decimal form
dexterityAscensionMult: Dexterity multiplier from ascension. Decimal form
equipment: Array of names of all owned Non-Augmentation Equipment
hacking: Hacking stat
hackingEquipMult: Hacking multiplier from equipment. Decimal form
hackingAscensionMult: Hacking multiplier from ascension. Decimal form
strength: Strength stat
strengthEquipMult: Strength multiplier from equipment. Decimal form
strengthAscensionMult: Strength multiplier from ascension. Decimal form
task: Name of currently assigned task
name: Name of this member.
task: Name of currently assigned task.
earnedRespect: Total amount of respect earned by this member.
hack: Hacking stat
str: Strength stat
def: Defense stat
dex: Dexterity stat
agi: Agility stat
cha: Charisma stat
hack_exp: Hacking experience
str_exp: Strength experience
def_exp: Defense experience
dex_exp: Dexterity experience
agi_exp: Agility experience
cha_exp: Charisma experience
hack_mult: Hacking multiplier from equipment. Decimal form
str_mult: Strength multiplier from equipment. Decimal form
def_mult: Defense multiplier from equipment. Decimal form
dex_mult: Dexterity multiplier from equipment. Decimal form
agi_mult: Agility multiplier from equipment. Decimal form
cha_mult: Charisma multiplier from equipment. Decimal form
hack_asc_mult: Hacking multiplier from ascension. Decimal form
str_asc_mult: Strength multiplier from ascension. Decimal form
def_asc_mult: Defense multiplier from ascension. Decimal form
dex_asc_mult: Dexterity multiplier from ascension. Decimal form
agi_asc_mult: Agility multiplier from ascension. Decimal form
cha_asc_mult: Charisma multiplier from ascension. Decimal form
upgrades: Array of names of all owned Non-Augmentation Equipment
augmentations: Array of names of all owned Augmentations
}
Get stat and equipment-related information about a Gang Member

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@@ -0,0 +1,18 @@
getHashUpgradeLevel() Netscript Function
========================================
.. js:function:: getHashUpgradeLevel(upgName)
:RAM cost: 0 GB
:param string upgName: Name of upgrade to spend hashes on. Must be an exact match.
:returns: level of the upgrade.
.. note:: This function is only applicable for Hacknet Servers (the upgraded version
of a Hacknet Node).
Example:
.. code:: javascript
hacknet.getHashUpgradeLevel("Sell for Money"); // returns: 5
// "Sell for Money" was bought 5 times.

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@@ -0,0 +1,13 @@
getStudyMult() Netscript Function
=================================
.. js:function:: getStudyMult()
:RAM cost: 0 GB
:returns: The multiplier to studying that hash upgrades provide to the player.
Example:
.. code:: javascript
hacknet.getStudyMult(); // return: 1.4

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@@ -0,0 +1,13 @@
getTrainingMul() Netscript Function
===================================
.. js:function:: getTrainingMul()
:RAM cost: 0 GB
:returns: The multiplier to training that hash upgrades provide to the player.
Example:
.. code:: javascript
hacknet.getTrainingMult(); // return: 1.4

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@@ -0,0 +1,12 @@
hashCapacity() Netscript Function
=================================
.. warning:: This page contains spoilers for the game
.. js:function:: hashCapacity()
:RAM cost: 0 GB
:returns: The players maximum hash capacity.
.. note:: This function is only applicable for Hacknet Servers (the upgraded version of
a Hacknet Node).

View File

@@ -9,3 +9,4 @@ they contain spoilers for the game.
.. toctree::
getBitNodeMultipliers() <advancedfunctions/getBitNodeMultipliers>
getServer() <advancedfunctions/getServer>

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@@ -0,0 +1,61 @@
.. _netscriptformulas:
Netscript Formulas Functions
============================
.. warning:: This page contains spoilers for the game.
The formulas API allow you to gain insight into the inner workings of the game.
These functions will allow you to make more informed decision.
All of these function cost 0 GB of ram to use. All these function require
Source-File 5-1 but some additionally need another source file level 1 to use.
basic formulas
--------------
These functions are under the ``formulas.basic.`` name space and available as
soon as you acquire Source-File 5-1
.. toctree::
calculateSkill() <formulasapi/basic/calculateSkill>
calculateExp() <formulasapi/basic/calculateExp>
growTime() <formulasapi/basic/growTime>
hackTime() <formulasapi/basic/hackTime>
weakenTime() <formulasapi/basic/weakenTime>
growPercent() <formulasapi/basic/growPercent>
hackPercent() <formulasapi/basic/hackPercent>
hackChance() <formulasapi/basic/hackChance>
hackExp() <formulasapi/basic/hackExp>
hacknetNodes formulas
---------------------
These functions are under the ``formulas.hacknetNodes.`` namespace and available as
soon as you acquire Source-File 5-1.
.. toctree::
hacknetNodeCost() <formulasapi/hacknetNodes/hacknetNodeCost>
moneyGainRate() <formulasapi/hacknetNodes/moneyGainRate>
levelUpgradeCost() <formulasapi/hacknetNodes/levelUpgradeCost>
ramUpgradeCost() <formulasapi/hacknetNodes/ramUpgradeCost>
coreUpgradeCost() <formulasapi/hacknetNodes/coreUpgradeCost>
constants() <formulasapi/hacknetNodes/constants>
hacknetServers formulas
-----------------------
These functions are under the ``formulas.hacknetServers.`` namespace.
These functions require Source-File 5-1 and Source-File 9-1 to be invoked.
.. toctree::
hacknetServerCost() <formulasapi/hacknetServers/hacknetServerCost>
hashGainRate() <formulasapi/hacknetServers/hashGainRate>
levelUpgradeCost() <formulasapi/hacknetServers/levelUpgradeCost>
ramUpgradeCost() <formulasapi/hacknetServers/ramUpgradeCost>
coreUpgradeCost() <formulasapi/hacknetServers/coreUpgradeCost>
cacheUpgradeCost() <formulasapi/hacknetServers/cacheUpgradeCost>
hashUpgradeCost() <formulasapi/hacknetServers/hashUpgradeCost>
constants() <formulasapi/hacknetServers/constants>

View File

@@ -75,6 +75,7 @@ This includes information such as function signatures, what they do, and their r
scriptKill() <basicfunctions/scriptKill>
getScriptName() <basicfunctions/getScriptName>
getScriptRam() <basicfunctions/getScriptRam>
getRunningScript() <basicfunctions/getRunningScript>
getHackTime() <basicfunctions/getHackTime>
getGrowTime() <basicfunctions/getGrowTime>
getWeakenTime() <basicfunctions/getWeakenTime>
@@ -88,3 +89,4 @@ This includes information such as function signatures, what they do, and their r
prompt() <basicfunctions/prompt>
wget() <basicfunctions/wget>
getFavorToDonate() <basicfunctions/getFavorToDonate>
flags() <basicfunctions/flags>

View File

@@ -26,7 +26,7 @@ In :ref:`netscriptjs`::
ns.hacknet.getNodeStats(3).level;
.. toctree::
:caption: API Functions:
:caption: Hacknet Nodes API Functions:
numNodes() <hacknetnodeapi/numNodes>
maxNumNodes() <hacknetnodeapi/maxNumNodes>
@@ -36,14 +36,22 @@ In :ref:`netscriptjs`::
upgradeLevel() <hacknetnodeapi/upgradeLevel>
upgradeRam() <hacknetnodeapi/upgradeRam>
upgradeCore() <hacknetnodeapi/upgradeCore>
upgradeCache() <hacknetnodeapi/upgradeCache>
getLevelUpgradeCost() <hacknetnodeapi/getLevelUpgradeCost>
getRamUpgradeCost() <hacknetnodeapi/getRamUpgradeCost>
getCoreUpgradeCost() <hacknetnodeapi/getCoreUpgradeCost>
.. toctree::
:caption: Hacknet Servers API Functions:
upgradeCache() <hacknetnodeapi/upgradeCache>
getCacheUpgradeCost() <hacknetnodeapi/getCacheUpgradeCost>
numHashes() <hacknetnodeapi/numHashes>
hashCapacity() <hacknetnodeapi/hashCapacity>
hashCost() <hacknetnodeapi/hashCost>
spendHashes() <hacknetnodeapi/spendHashes>
getHashUpgradeLevel() <hacknetnodeapi/getHashUpgradeLevel>
getTrainingMult() <hacknetnodeapi/getTrainingMult>
getStudyMult() <hacknetnodeapi/getStudyMult>
.. _netscript_hacknetnodeapi_referencingahacknetnode:

View File

@@ -65,6 +65,6 @@ Here is a short summary of the differences between Netscript 1.0 and Netscript 2
* Supports (almost) all features of modern JavaScript
* Extremely fast - code is executed as an Async Function
* Currently only works with Google Chrome browser
* Works on most modern browsers.
* Each script becomes a module and therefore all instances of that script can easily
share data between each other (essentially global/static variables)

View File

@@ -24,10 +24,11 @@ level 3, then you will be able to access all of the Singularity Functions.
travelToCity() <singularityfunctions/travelToCity>
purchaseTor() <singularityfunctions/purchaseTor>
purchaseProgram() <singularityfunctions/purchaseProgram>
getCurrentServer() <singularityfunctions/getCurrentServer>
connect() <singularityfunctions/connect>
manualHack() <singularityfunctions/manualHack>
getStats() <singularityfunctions/getStats>
getCharacterInformation() <singularityfunctions/getCharacterInformation>
getPlayer() <singularityfunctions/getPlayer>
hospitalize() <singularityfunctions/hospitalize>
isBusy() <singularityfunctions/isBusy>
stopAction() <singularityfunctions/stopAction>
upgradeHomeRam() <singularityfunctions/upgradeHomeRam>
@@ -57,3 +58,10 @@ level 3, then you will be able to access all of the Singularity Functions.
purchaseAugmentation() <singularityfunctions/purchaseAugmentation>
installAugmentations() <singularityfunctions/installAugmentations>
softReset() <singularityfunctions/softReset>
.. toctree::
:caption: Deprecated:
getStats() <singularityfunctions/getStats>
getCharacterInformation() <singularityfunctions/getCharacterInformation>

View File

@@ -3,6 +3,8 @@ getCharacterInformation() Netscript Function
.. js:function:: getCharacterInformation()
.. warning:: This function is deprecated.
:RAM cost: 0.5 GB
If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to run this function.

View File

@@ -0,0 +1,10 @@
getCurrentServer() Netscript Function
=====================================
.. js:function:: getCurrentServer()
:RAM cost: 2 GB
:returns: The hostname of the server the player is currently connected to.
If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function.

View File

@@ -0,0 +1,103 @@
getPlayer() Netscript Function
==============================
.. js:function:: getPlayer()
:RAM cost: 0.5 GB
If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to run this function.
The result of this function can be passed to the :doc:`formulas API<../netscriptformulasapi>`.
Returns an object with the Player's stats. The object has the following properties::
{
hacking_skill
hp
max_hp
strength
defense
dexterity
agility
charisma
intelligence
hacking_chance_mult
hacking_speed_mult
hacking_money_mult
hacking_grow_mult
hacking_exp
strength_exp
defense_exp
dexterity_exp
agility_exp
charisma_exp
hacking_mult
strength_mult
defense_mult
dexterity_mult
agility_mult
charisma_mult
hacking_exp_mult
strength_exp_mult
defense_exp_mult
dexterity_exp_mult
agility_exp_mult
charisma_exp_mult
company_rep_mult
faction_rep_mult
money
city
location
crime_money_mult
crime_success_mult
isWorking
workType
currentWorkFactionName
currentWorkFactionDescription
workHackExpGainRate
workStrExpGainRate
workDefExpGainRate
workDexExpGainRate
workAgiExpGainRate
workChaExpGainRate
workRepGainRate
workMoneyGainRate
workMoneyLossRate
workHackExpGained
workStrExpGained
workDefExpGained
workDexExpGained
workAgiExpGained
workChaExpGained
workRepGained
workMoneyGained
createProgramName
createProgramReqLvl
className
crimeType
work_money_mult
hacknet_node_money_mult
hacknet_node_purchase_cost_mult
hacknet_node_ram_cost_mult
hacknet_node_core_cost_mult
hacknet_node_level_cost_mult
hasWseAccount
hasTixApiAccess
has4SData
has4SDataTixApi
bladeburner_max_stamina_mult
bladeburner_stamina_gain_mult
bladeburner_success_chance_mult
bitNodeN
totalPlaytime
playtimeSinceLastAug
playtimeSinceLastBitnode
jobs
factions
tor
}
Example::
player = getPlayer();
print('My charisma level is: ' + player.charisma);

View File

@@ -3,6 +3,8 @@ getStats() Netscript Function
.. js:function:: getStats()
.. warning:: This function is deprecated.
:RAM cost: 0.5 GB
If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to run this function.

View File

@@ -0,0 +1,11 @@
hospitalize() Netscript Function
===================================
.. js:function:: hospitalize()
:RAM cost: 1 GB
:returns: The cost of your visit to the hospital.
If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to use this function.
Hospitalize yourself. Recovering all lost hp.

View File

@@ -9,13 +9,12 @@ manualHack() Netscript Function
If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to use this function.
This function will perform a manual hack on the server you are currently connected to.
This is typically required to join factions.
Examples:
.. code-block:: javascript
connect("CSEC");
connect("foodnstuff");
manualHack();
.. warning::

View File

@@ -1,9 +1,13 @@
softReset() Netscript Function
===================================
.. js:function:: softReset()
.. js:function:: softReset([callbackScript])
:RAM cost: 5 GB
:param string cbScript:
Optional callback script. This is a script that will automatically be
run after the soft reset. This script will be run with no arguments and
1 thread. It must be located on your home computer.
If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function.

View File

@@ -30,7 +30,7 @@
<div id="entire-game-container" style="visibility:hidden;">
<div id="mainmenu-container">
<!-- Main menu -->
<ul id="mainmenu" class="mainmenu">
<ul id="mainmenu" class="mainmenu noscrollbar">
<!-- Hacking dropdown -->
<li id="hacking-menu-header-li">
<button id="hacking-menu-header" class="mainmenu-accordion-header"> Hacking </button>
@@ -100,9 +100,12 @@
<li id="help-menu-header-li">
<button id="help-menu-header" class="mainmenu-accordion-header"> Help </button>
</li>
<li id="tutorial-tab" class="mainmenu-accordion-panel">
<button id="tutorial-menu-link"> Tutorial </button>
</li>
<li id="milestones-tab" class="mainmenu-accordion-panel">
<button id="milestones-menu-link"> Milestones </button>
</li>
<li id="tutorial-tab" class="mainmenu-accordion-panel">
<button id="tutorial-menu-link"> Tutorial </button>
</li>
<li id="options-tab" class="mainmenu-accordion-panel">
<button id="options-menu-link"> Options </button>
</li>
@@ -177,7 +180,7 @@
<table id="terminal">
<tr id="terminal-input">
<td id="terminal-input-td" tabindex="2">$
<input type="text" id="terminal-input-text-box" class="terminal-input" tabindex="1" onfocus="this.value = this.value;"/>
<input type="text" id="terminal-input-text-box" class="terminal-input" tabindex="1" onfocus="this.value = this.value;" autocomplete="off"/>
</td>
</tr>
</table>
@@ -226,6 +229,10 @@
<!-- Augmentations -->
<div id="augmentations-container" class="generic-menupage-container"></div>
<!-- Milestones content -->
<div id="milestones-container" class="generic-menupage-container">
</div>
<!-- Tutorial content -->
<div id="tutorial-container" class="generic-menupage-container">
<h1> Tutorial (AKA Links to Documentation) </h1>
@@ -261,16 +268,16 @@
<div id="infiltration-left-panel">
<p id="infiltration-level-text"> </p>
<div id="infiltration-buttons">
<a class="a-link-button tooltip" id="infiltration-kill"> </a>
<a class="a-link-button tooltip" id="infiltration-knockout"> </a>
<a class="a-link-button tooltip" id="infiltration-stealthknockout"> </a>
<a class="a-link-button tooltip" id="infiltration-assassinate"> </a>
<a class="a-link-button tooltip" id="infiltration-hacksecurity"> </a>
<a class="a-link-button tooltip" id="infiltration-destroysecurity"> </a>
<a class="a-link-button tooltip" id="infiltration-sneak"> </a>
<a class="a-link-button tooltip" id="infiltration-pickdoor"> </a>
<a class="a-link-button tooltip" id="infiltration-bribe"> </a>
<a class="a-link-button tooltip" id="infiltration-escape"> </a>
<button class="a-link-button tooltip" id="infiltration-kill"> </button>
<button class="a-link-button tooltip" id="infiltration-knockout"> </button>
<button class="a-link-button tooltip" id="infiltration-stealthknockout"> </button>
<button class="a-link-button tooltip" id="infiltration-assassinate"> </button>
<button class="a-link-button tooltip" id="infiltration-hacksecurity"> </button>
<button class="a-link-button tooltip" id="infiltration-destroysecurity"> </button>
<button class="a-link-button tooltip" id="infiltration-sneak"> </button>
<button class="a-link-button tooltip" id="infiltration-pickdoor"> </button>
<button class="a-link-button tooltip" id="infiltration-bribe"> </button>
<button class="a-link-button tooltip" id="infiltration-escape"> </button>
</div>
</div>
<div id="infiltration-right-panel">
@@ -381,13 +388,13 @@
<!-- Status text -->
<div id="status-text-container">
<p id="status-text"> </p>
<p id="status-text"></p>
</div>
<!-- Game Options -->
<div id="game-options-container" class="popup-box-container">
<div id="game-options-content" class="game-options-box">
<button id="game-options-close-button">&times;</button>
<button id="game-options-close-button" aria-label="close options dialog">&times;</button>
<h1> Game Options </h1>
<br/>
<div id="game-options-left-panel">
@@ -511,6 +518,26 @@
<input class="optionCheckbox" type="checkbox" name="settingsDisableHotkeys" id="settingsDisableHotkeys">
</fieldset>
<!-- View city as list of buttons instead of ASCII art. -->
<fieldset>
<label for="settingsDisableASCIIArt" class="tooltip">Disable ASCII art:
<span class="tooltiptexthigh">
If this is set all ASCII art will be disabled.
</span>
</label>
<input class="optionCheckbox" type="checkbox" name="settingsDisableASCIIArt" id="settingsDisableASCIIArt">
</fieldset>
<!-- Disable text effects such as corruption. -->
<fieldset>
<label for="settingsDisableTextEffects" class="tooltip">Disable Text Effects:
<span class="tooltiptexthigh">
If this is set, text effects will not be displayed. This can help if text is difficult to read in certain areas.
</span>
</label>
<input class="optionCheckbox" type="checkbox" name="settingsDisableTextEffects" id="settingsDisableTextEffects">
</fieldset>
<!-- Locale for displaying numbers -->
<fieldset>
<label for="settingsLocale" class="tooltip">Locale:
@@ -549,6 +576,7 @@
<div id="game-options-right-panel">
<a class="a-link-button" href="https://bitburner.readthedocs.io/en/latest/changelog.html" target="_blank"> Changelog </a>
<a class="a-link-button" href="https://bitburner.readthedocs.io/en/latest/index.html" target="_blank">Documentation</a>
<a class="a-link-button" href="https://discord.gg/TFc3hKD" target="_blank">Discord</a>
<a class="a-link-button" href="https://www.reddit.com/r/bitburner" target="_blank">Subreddit</a>
<button id="save-game-link" class="a-link-button"> Save Game </button>
<button id="delete-game-link" class="a-link-button"> Delete Game </button>

13764
package-lock.json generated

File diff suppressed because it is too large Load Diff

View File

@@ -6,6 +6,7 @@
"url": "https://github.com/danielyxie/bitburner/issues"
},
"dependencies": {
"@material-ui/core": "^4.11.3",
"@types/numeral": "0.0.25",
"@types/react": "^16.8.6",
"@types/react-dom": "^16.8.2",
@@ -13,6 +14,7 @@
"acorn-walk": "^6.2.0",
"ajv": "^5.1.5",
"ajv-keywords": "^2.0.0",
"arg": "^5.0.0",
"async": "^2.6.1",
"autosize": "^4.0.2",
"brace": "^0.11.1",
@@ -46,7 +48,10 @@
"@babel/core": "^7.3.4",
"@babel/preset-react": "^7.0.0",
"@types/chai": "^4.1.7",
"@types/lodash": "^4.14.168",
"@types/mocha": "^5.2.7",
"@typescript-eslint/eslint-plugin": "^4.22.0",
"@typescript-eslint/parser": "^4.22.0",
"babel-loader": "^8.0.5",
"beautify-lint": "^1.0.3",
"benchmark": "^2.1.1",
@@ -54,8 +59,8 @@
"chai": "^4.2.0",
"css-loader": "^0.28.11",
"es6-promise-polyfill": "^1.1.1",
"eslint": "^4.19.1",
"eslint-plugin-node": "^6.0.1",
"eslint": "^7.24.0",
"eslint-plugin-node": "^11.1.0",
"file-loader": "^1.1.11",
"html-webpack-plugin": "^3.2.0",
"i18n-webpack-plugin": "^1.0.0",
@@ -85,8 +90,7 @@
"stylelint-declaration-use-variable": "^1.6.1",
"stylelint-order": "^0.8.1",
"ts-loader": "^4.5.0",
"tslint": "^5.10.0",
"typescript": "^2.9.2",
"typescript": "^4.2.4",
"uglify-es": "^3.3.9",
"uglifyjs-webpack-plugin": "^1.3.0",
"url-loader": "^1.0.1",
@@ -112,14 +116,13 @@
"build": "webpack --mode production",
"build:dev": "webpack --mode development",
"build:test": "webpack --config webpack.config-test.js",
"lint": "npm run lint:typescript & npm run lint:javascript & npm run lint:style",
"lint:javascript": "eslint *.js ./src/**/*.js ./tests/**/*.js ./utils/**/*.js",
"lint": "npm run lint:jsts & npm run lint:style",
"lint:jsts": "eslint '*.{js,jsx,ts,tsx}' './src/**/*.{js,jsx,ts,tsx}' './test/**/*.{js,jsx,ts,tsx}' './utils/**/*.{js,jsx,ts,tsx}'",
"lint:style": "stylelint ./css/*",
"lint:typescript": "tslint --project . --exclude **/*.d.ts --format stylish src/**/*.ts utils/**/*.ts",
"preinstall": "node ./scripts/engines-check.js",
"test": "mochapack --webpack-config webpack.config-test.js -r jsdom-global/register ./test/index.js",
"watch": "webpack --watch --mode production",
"watch:dev": "webpack --watch --mode development"
},
"version": "0.50.1"
"version": "0.51.5"
}

View File

@@ -35,7 +35,7 @@ export function printAliases(): void {
}
// Returns true if successful, false otherwise
export function parseAliasDeclaration(dec: string, global: boolean=false) {
export function parseAliasDeclaration(dec: string, global = false): boolean {
var re = /^([_|\w|!|%|,|@]+)="(.+)"$/;
var matches = dec.match(re);
if (matches == null || matches.length != 3) {return false;}

View File

@@ -31,6 +31,7 @@ import { clearObject } from "../../utils/helpers/clearObject";
import { createElement } from "../../utils/uiHelpers/createElement";
import { isString } from "../../utils/helpers/isString";
import { removeChildrenFromElement } from "../../utils/uiHelpers/removeChildrenFromElement";
import { Money } from "../ui/React/Money";
import React from "react";
import ReactDOM from "react-dom";
@@ -177,7 +178,7 @@ function initAugmentations() {
const CombatRib3 = new Augmentation({
name:AugmentationNames.CombatRib3, repCost:14e3, moneyCost:24e6,
info:"This is an upgrade to the Combat Rib II augmentation, and is capable of releasing even more potent combat-enhancing " +
"drugs into the bloodstream<br><br>." +
"drugs into the bloodstream.<br><br>" +
"This augmentation increases the player's strength and defense by 18%.",
prereqs:[AugmentationNames.CombatRib2],
strength_mult: 1.18,
@@ -880,9 +881,7 @@ function initAugmentations() {
info:"The body is genetically re-engineered so that it produces the ADR-V1 pheromone, " +
"an artificial pheromone discovered by scientists. The ADR-V1 pheromone, when excreted, " +
"triggers feelings of admiration and approval in other people.<br><br>" +
"This augmentation:<br>" +
"Increases the amount of reputation the player gains when working for a company by 10% <br>" +
"Increases the amount of reputation the player gains for a faction by 10%.",
"This augmentation increases the amount of reputation the player gains when working for a faction or company by 10%.",
company_rep_mult: 1.1,
faction_rep_mult: 1.1,
});
@@ -897,8 +896,7 @@ function initAugmentations() {
info:"The body is genetically re-engineered so that it produces the ADR-V2 pheromone, " +
"which is similar to but more potent than ADR-V1. This pheromone, when excreted, " +
"triggers feelings of admiration, approval, and respect in others.<br><br>" +
"This augmentation:<br>" +
"Increases the amount of reputation the player gains for a faction and company by 20%.",
"This augmentation increases the amount of reputation the player gains when working for a faction or company by 20%.",
company_rep_mult: 1.2,
faction_rep_mult: 1.2,
});
@@ -915,8 +913,7 @@ function initAugmentations() {
"criminal organizations and allows the user to project and control holographic " +
"simulacrums within a large radius. These simulacrums are commonly used for " +
"espionage and surveillance work.<br><br>" +
"This augmentation:<br>" +
"Increases the amount of reputation the player gains when working for a faction or company by 15%.",
"This augmentation increases the amount of reputation the player gains when working for a faction or company by 15%.",
company_rep_mult: 1.15,
faction_rep_mult: 1.15,
});
@@ -1152,7 +1149,7 @@ function initAugmentations() {
"cells, when powered, have a negative refractive index. As a result, they bend light " +
"around the skin, making the user much harder to see from the naked eye.<br><br>" +
"This augmentation:<br>" +
"Increases the player's agility by 5% <br>" +
"Increases the player's agility by 5%.<br>" +
"Increases the amount of money the player gains from crimes by 10%.",
agility_mult: 1.05,
crime_money_mult: 1.1,
@@ -1170,8 +1167,8 @@ function initAugmentations() {
"cells, when powered, are capable of not only bending light but also of bending heat, " +
"making the user more resilient as well as stealthy.<br><br>" +
"This augmentation:<br>" +
"Increases the player's agility by 10% <br>" +
"Increases the player's defense by 10% <br>" +
"Increases the player's agility by 10%.<br>" +
"Increases the player's defense by 10%.<br>" +
"Increases the amount of money the player gains from crimes by 25%.",
prereqs:[AugmentationNames.LuminCloaking1],
agility_mult: 1.1,
@@ -1372,7 +1369,7 @@ function initAugmentations() {
name:AugmentationNames.Xanipher, repCost:350e3, moneyCost:850e6,
info:"A concoction of advanced nanobots that is orally ingested into the " +
"body. These nanobots induce physiological change and significantly " +
"improve the body's functionining in all aspects.<br><br>" +
"improve the body's functioning in all aspects.<br><br>" +
"This augmentation:<br>" +
"Increases all of the player's stats by 20%.<br>" +
"Increases the player's experience gain rate for all stats by 15%.",
@@ -1395,6 +1392,23 @@ function initAugmentations() {
}
AddToAugmentations(Xanipher);
const HydroflameLeftArm = new Augmentation({
name:AugmentationNames.HydroflameLeftArm, repCost:500e3, moneyCost:500e9,
info:"The left arm of a legendary BitRunner who ascended beyond this world. " +
"It projects a light blue energy shield that protects the exposed inner parts. " +
"Even though it contains no weapons, the advance tungsten titanium " +
"alloy increases the users strength to unbelievable levels.<br><br>" +
"This augmentation increases the player's strength by 300%.",
strength_mult: 3,
});
HydroflameLeftArm.addToFactions(["NWO"]);
if (augmentationExists(AugmentationNames.HydroflameLeftArm)) {
delete Augmentations[AugmentationNames.HydroflameLeftArm];
}
AddToAugmentations(HydroflameLeftArm);
// ClarkeIncorporated
const nextSENS = new Augmentation({
name:AugmentationNames.nextSENS, repCost:175e3, moneyCost:385e6,
@@ -1537,12 +1551,12 @@ function initAugmentations() {
// Sector12
const CashRoot = new Augmentation({
name:AugmentationNames.CashRoot, repCost:5e3, moneyCost:25e6,
info:"A collection of digital assets saved on a small chip. The chip is implanted " +
"into your wrist. A small jack in the chip allows you to connect it to a computer " +
"and upload the assets.<br><br>" +
"This augmentation:<br>" +
"Lets the player start with $1,000,000 after a reset.<br>" +
"Lets the player start with the BruteSSH.exe program after a reset."
info:<>A collection of digital assets saved on a small chip. The chip is implanted
into your wrist. A small jack in the chip allows you to connect it to a computer
and upload the assets.<br /><br />
This augmentation:<br />
Lets the player start with {Money(1e6)} after a reset.<br />
Lets the player start with the BruteSSH.exe program after a reset.</>
});
CashRoot.addToFactions(["Sector-12"]);
if (augmentationExists(AugmentationNames.CashRoot)) {
@@ -1557,8 +1571,7 @@ function initAugmentations() {
"synthesizes glucose, amino acids, and vitamins and redistributes them " +
"across the body. The device is powered by the body's naturally wasted " +
"energy in the form of heat.<br><br>" +
"This augmentation:<br>" +
"Increases the player's experience gain rate for all combat stats by 20%.",
"This augmentation increases the player's experience gain rate for all combat stats by 20%.",
strength_exp_mult: 1.2,
defense_exp_mult: 1.2,
dexterity_exp_mult: 1.2,
@@ -1768,8 +1781,7 @@ function initAugmentations() {
"nature of the plasma disrupts the electrical systems of Augmentations. However, " +
"it can also be effective against non-augmented enemies due to its high temperature " +
"and concussive force.<br><br>" +
"This augmentation:<br>" +
"Increases the player's success chance in Bladeburner contracts/operations by 6%.",
"This augmentation increases the player's success chance in Bladeburner contracts/operations by 6%.",
bladeburner_success_chance_mult: 1.06,
isSpecial: true,
});
@@ -1782,8 +1794,7 @@ function initAugmentations() {
"is more advanced and powerful than the original V1 model. This V2 model is " +
"more power-efficiency, more accurate, and can fire plasma bolts at a much " +
"higher velocity than the V1 model.<br><br>" +
"This augmentation:<br>" +
"Increases the player's success chance in Bladeburner contracts/operations by 8%.",
"This augmentation increases the player's success chance in Bladeburner contracts/operations by 8%.",
prereqs:[AugmentationNames.HyperionV1],
bladeburner_success_chance_mult: 1.08,
isSpecial: true,
@@ -1941,8 +1952,7 @@ function initAugmentations() {
info:"Upgrades the BLADE-51b Tesla Armor with a concentrated deuterium-fluoride laser " +
"weapon. It's precision an accuracy makes it useful for quickly neutralizing " +
"threats while keeping casualties to a minimum.<br><br>" +
"This augmentation:<br>" +
"Increases the player's success chance in Bladeburner contracts/operations by 8%.",
"This augmentation increases the player's success chance in Bladeburner contracts/operations by 8%.",
prereqs:[AugmentationNames.BladeArmor],
bladeburner_success_chance_mult: 1.08,
isSpecial: true,
@@ -1956,8 +1966,7 @@ function initAugmentations() {
"multiple-fiber system. The upgraded weapon uses multiple fiber laser " +
"modules that combine together to form a single, more powerful beam of up to " +
"2000MW.<br><br>" +
"This augmentation:<br>" +
"Increases the player's success chance in Bladeburner contracts/operations by 10%.",
"This augmentation increases the player's success chance in Bladeburner contracts/operations by 10%.",
prereqs:[AugmentationNames.BladeArmorUnibeam],
bladeburner_success_chance_mult: 1.1,
isSpecial: true,

View File

@@ -89,6 +89,7 @@ export let AugmentationNames: IMap<string> = {
BrachiBlades: "BrachiBlades",
BionicArms: "Bionic Arms",
SNA: "Social Negotiation Assistant (S.N.A)",
HydroflameLeftArm: "Hydroflame Left Arm",
EsperEyewear: "EsperTech Bladeburner Eyewear",
EMS4Recombination: "EMS-4 Recombination",
OrionShoulder: "ORION-MKIV Shoulder",

View File

@@ -26,8 +26,8 @@ export function PlayerMultipliers(): React.ReactElement {
let elems: any[] = [];
if(r) {
elems = [
<td key='2'>&nbsp;=>&nbsp;</td>,
<td key='3'>{numeralWrapper.formatPercentage(r)}</td>
<td key="2">&nbsp;{"=>"}&nbsp;</td>,
<td key="3">{numeralWrapper.formatPercentage(r)}</td>
];
}
return elems;
@@ -36,8 +36,8 @@ export function PlayerMultipliers(): React.ReactElement {
return <table>
<tbody>
{rows.map((r: any) => <tr key={r[0]}>
<td key='0'><span>{r[0]} multiplier:&nbsp;</span></td>
<td key='1' style={{textAlign: 'right'}}>{numeralWrapper.formatPercentage(r[1])}</td>
<td key="0"><span>{r[0]} multiplier:&nbsp;</span></td>
<td key="1" style={{textAlign: 'right'}}>{numeralWrapper.formatPercentage(r[1])}</td>
{improvements(r[2])}
</tr>)}
</tbody>

View File

@@ -234,7 +234,7 @@ BitNodes["BitNode11"] = new BitNode(11, "The Big Crash", "Okay. Sell it all.",
"Level 3: 56%");
BitNodes["BitNode12"] = new BitNode(12, "The Recursion", "Repeat.",
"To iterate is human, to recurse divine.<br><br>" +
"Every time this BitNode is destroyed, it becomes slightly harder. Destroying this BitNode will give you Souce-File 12, or " +
"Every time this BitNode is destroyed, it becomes slightly harder. Destroying this BitNode will give you Source-File 12, or " +
"if you already have this Source-File it will upgrade its level. There is no maximum level for Source-File 12. Each level " +
"of Source-File 12 will increase all of your multipliers by 1%. This effect is multiplicative with itself. " +
"In other words, level N of this Source-File will result in a multiplier of 1.01^N (or 0.99^N for multipliers that decrease)");

View File

@@ -8,6 +8,7 @@ import { Factions, factionExists } from "./Faction/Factions";
import { joinFaction, displayFactionContent } from "./Faction/FactionHelpers";
import { Player } from "./Player";
import { hackWorldDaemon, redPillFlag } from "./RedPill";
import { calculateHospitalizationCost } from "./Hospital/Hospital";
import { Page, routing } from "./ui/navigationTracking";
import { numeralWrapper } from "./ui/numeralFormat";
@@ -51,6 +52,9 @@ import { removeElement } from "../utils/uiHelpers/removeElement";
import { removeElementById } from "../utils/uiHelpers/removeElementById";
import { StatsTable } from "./ui/React/StatsTable";
import { CopyableText } from "./ui/React/CopyableText";
import { Money } from "./ui/React/Money";
import React from "react";
import ReactDOM from "react-dom";
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"/></g></svg>&nbsp;`
@@ -709,7 +713,7 @@ Bladeburner.prototype.completeAction = function() {
if (isOperation && this.logging.ops) {
this.log(action.name + " successfully completed! Gained " + formatNumber(gain, 3) + " rank");
} else if (!isOperation && this.logging.contracts) {
this.log(action.name + " contract successfully completed! Gained " + formatNumber(gain, 3) + " rank and " + numeralWrapper.format(moneyGain, "$0.000a"));
this.log(action.name + " contract successfully completed! Gained " + formatNumber(gain, 3) + " rank and " + numeralWrapper.formatMoney(moneyGain));
}
}
isOperation ? this.completeOperation(true) : this.completeContract(true);
@@ -725,9 +729,10 @@ Bladeburner.prototype.completeAction = function() {
damage = action.hpLoss * difficultyMultiplier;
damage = Math.ceil(addOffset(damage, 10));
this.hpLost += damage;
const cost = calculateHospitalizationCost(Player, damage);
if (Player.takeDamage(damage)) {
++this.numHosp;
this.moneyLost += (CONSTANTS.HospitalCostPerHp * Player.max_hp);
this.moneyLost += cost;
}
}
var logLossText = "";
@@ -797,9 +802,10 @@ Bladeburner.prototype.completeAction = function() {
if (action.hpLoss) {
damage = action.hpLoss * difficultyMultiplier;
damage = Math.ceil(addOffset(damage, 10));
const cost = calculateHospitalizationCost(Player, damage);
if (Player.takeDamage(damage)) {
++this.numHosp;
this.moneyLost += (CONSTANTS.HospitalCostPerHp * Player.max_hp);
this.moneyLost += cost;
}
}
teamLossMax = Math.floor(teamCount);
@@ -902,7 +908,7 @@ Bladeburner.prototype.completeAction = function() {
this.stamina = Math.min(this.maxStamina, this.stamina + staminaGain);
this.startAction(this.action);
if (this.logging.general) {
this.log(`Rested in Hyperbolic Regeneration Chamber. Restored ${BladeburnerConstants.HrcHpGain} HP and gained ${numeralWrapper.format(staminaGain, "0.0")} stamina`);
this.log(`Rested in Hyperbolic Regeneration Chamber. Restored ${BladeburnerConstants.HrcHpGain} HP and gained ${numeralWrapper.formatStamina(staminaGain)} stamina`);
}
break;
}
@@ -1063,7 +1069,11 @@ Bladeburner.prototype.gainActionStats = function(action, success) {
Player.gainDexterityExp(unweightedGain * action.weights.dex * Player.dexterity_exp_mult * skillMult);
Player.gainAgilityExp(unweightedGain * action.weights.agi * Player.agility_exp_mult * skillMult);
Player.gainCharismaExp(unweightedGain * action.weights.cha * Player.charisma_exp_mult * skillMult);
Player.gainIntelligenceExp(unweightedIntGain * action.weights.int * skillMult);
let intExp = unweightedIntGain * action.weights.int * skillMult;
if (intExp > 1) {
intExp = Math.pow(intExp, 0.8);
}
Player.gainIntelligenceExp(intExp);
}
Bladeburner.prototype.randomEvent = function() {
@@ -1256,7 +1266,7 @@ Bladeburner.prototype.createContent = function() {
// Console
DomElems.consoleDiv = createElement("div", {
class:"bladeburner-console-div",
clickListener:()=>{
clickListener:() => {
if (DomElems.consoleInput instanceof Element) {
DomElems.consoleInput.focus();
}
@@ -1264,12 +1274,12 @@ Bladeburner.prototype.createContent = function() {
}
});
DomElems.consoleTable = createElement("table", {class:"bladeburner-console-table"});
DomElems.consoleInputRow = createElement("tr", {class:"bladeburner-console-input-row", id:"bladeubrner-console-input-row"});
DomElems.consoleInputRow = createElement("tr", {class:"bladeburner-console-input-row", id:"bladeburner-console-input-row"});
DomElems.consoleInputCell = createElement("td", {class:"bladeburner-console-input-cell"});
DomElems.consoleInputHeader = createElement("pre", {innerText:"> "});
DomElems.consoleInput = createElement("input", {
type:"text", class:"bladeburner-console-input", tabIndex:1,
onfocus:()=>{DomElems.consoleInput.value = DomElems.consoleInput.value}
onfocus:() => {DomElems.consoleInput.value = DomElems.consoleInput.value}
});
DomElems.consoleInputCell.appendChild(DomElems.consoleInputHeader);
@@ -1330,7 +1340,7 @@ Bladeburner.prototype.createOverviewContent = function() {
DomElems.overviewStaminaHelpTip = createElement("div", {
class:"help-tip",
innerText:"?",
clickListener: ()=> {
clickListener: () => {
dialogBoxCreate("Performing actions will use up your stamina.<br><br>" +
"Your max stamina is determined primarily by your agility stat.<br><br>" +
"Your stamina gain rate is determined by both your agility and your " +
@@ -1358,7 +1368,7 @@ Bladeburner.prototype.createOverviewContent = function() {
DomElems.overviewEstPopHelpTip = createElement("div", {
innerText:"?", class:"help-tip",
clickListener:()=>{
clickListener:() => {
dialogBoxCreate("The success rate of your contracts/operations depends on " +
"the population of Synthoids in your current city. " +
"The success rate that is shown to you is only an estimate, " +
@@ -1421,12 +1431,12 @@ Bladeburner.prototype.createOverviewContent = function() {
appendLineBreaks(DomElems.overviewDiv, 1);
DomElems.overviewDiv.appendChild(createElement("a", {
innerHTML:"Travel", class:"a-link-button", display:"inline-block",
clickListener:()=>{
clickListener:() => {
var popupId = "bladeburner-travel-popup-cancel-btn";
var popupArguments = [];
popupArguments.push(createElement("a", { // Cancel Button
innerText:"Cancel", class:"a-link-button",
clickListener:()=>{
clickListener:() => {
removeElementById(popupId); return false;
}
}))
@@ -1445,7 +1455,7 @@ Bladeburner.prototype.createOverviewContent = function() {
*/
class:"cmpy-mgmt-find-employee-option",
innerText:BladeburnerConstants.CityNames[i],
clickListener:()=>{
clickListener:() => {
inst.city = BladeburnerConstants.CityNames[i];
removeElementById(popupId);
inst.updateOverviewContent();
@@ -1468,7 +1478,7 @@ Bladeburner.prototype.createOverviewContent = function() {
DomElems.overviewDiv.appendChild(createElement("a", {
innerText:"Faction", class:"a-link-button", display:"inline-block",
tooltip:"Apply to the Bladeburner Faction, or go to the faction page if you are already a member",
clickListener:()=>{
clickListener:() => {
if (bladeburnerFac.isMember) {
Engine.loadFactionContent();
displayFactionContent(bladeburnersFactionName);
@@ -1512,7 +1522,7 @@ Bladeburner.prototype.createActionAndSkillsContent = function() {
DomElems.actionAndSkillsDiv.appendChild(createElement("a", {
innerText:buttons[i],
class:currTab === buttons[i].toLowerCase() ? "bladeburner-nav-button-inactive" : "bladeburner-nav-button",
clickListener:()=>{
clickListener:() => {
DomElems.currentTab = buttons[i].toLowerCase();
inst.createActionAndSkillsContent();
return false;
@@ -1764,15 +1774,16 @@ Bladeburner.prototype.updateOverviewContent = function() {
if (!routing.isOn(Page.Bladeburner)) {return;}
DomElems.overviewRank.childNodes[0].nodeValue = "Rank: " + formatNumber(this.rank, 2);
DomElems.overviewStamina.innerText = "Stamina: " + formatNumber(this.stamina, 3) + " / " + formatNumber(this.maxStamina, 3);
DomElems.overviewGen1.innerHTML =
"Stamina Penalty: " + formatNumber((1-this.calculateStaminaPenalty())*100, 1) + "%<br><br>" +
"Team Size: " + formatNumber(this.teamSize, 0) + "<br>" +
"Team Members Lost: " + formatNumber(this.teamLost, 0) + "<br><br>" +
"Num Times Hospitalized: " + this.numHosp + "<br>" +
"Money Lost From Hospitalizations: " + numeralWrapper.format(this.moneyLost, "$0.000a") + "<br><br>" +
"Current City: " + this.city + "<br>";
ReactDOM.render(<>
Stamina Penalty: {formatNumber((1-this.calculateStaminaPenalty())*100, 1)}%<br /><br />
Team Size: {formatNumber(this.teamSize, 0)}<br />
Team Members Lost: {formatNumber(this.teamLost, 0)}<br /><br />
Num Times Hospitalized: {this.numHosp}<br />
Money Lost From Hospitalizations: {Money(this.moneyLost)}<br /><br />
Current City: {this.city}<br />
</>, DomElems.overviewGen1);
DomElems.overviewEstPop.childNodes[0].nodeValue = "Est. Synthoid Population: " + numeralWrapper.format(this.getCurrentCity().popEst, "0.000a");
DomElems.overviewEstPop.childNodes[0].nodeValue = "Est. Synthoid Population: " + numeralWrapper.formatPopulation(this.getCurrentCity().popEst);
DomElems.overviewEstComms.childNodes[0].nodeValue = "Est. Synthoid Communities: " + formatNumber(this.getCurrentCity().comms, 0);
DomElems.overviewChaos.childNodes[0].nodeValue = "City Chaos: " + formatNumber(this.getCurrentCity().chaos);
DomElems.overviewSkillPoints.innerText = "Skill Points: " + formatNumber(this.skillPoints, 0);
@@ -1898,7 +1909,7 @@ Bladeburner.prototype.updateGeneralActionsUIElement = function(el, action) {
el.appendChild(createElement("a", {
innerText:"Start", class: "a-link-button",
margin:"3px", padding:"3px",
clickListener:()=>{
clickListener:() => {
this.action.type = ActionTypes[action.name];
this.action.name = action.name;
this.startAction(this.action);
@@ -1939,7 +1950,7 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
el.appendChild(createElement("a", {
innerText:"Start", class: "a-link-button",
padding:"3px", margin:"3px",
clickListener:()=>{
clickListener:() => {
this.action.type = ActionTypes.Contract;
this.action.name = action.name;
this.startAction(this.action);
@@ -1963,7 +1974,7 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
padding:"2px", margin:"2px",
tooltip: isActive ? "WARNING: changing the level will restart the contract" : "",
display:"inline",
clickListener:()=>{
clickListener:() => {
++action.level;
if (isActive) {this.startAction(this.action);} // Restart Action
this.updateContractsUIElement(el, action);
@@ -1975,7 +1986,7 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
padding:"2px", margin:"2px",
tooltip: isActive ? "WARNING: changing the level will restart the contract" : "",
display:"inline",
clickListener:()=>{
clickListener:() => {
--action.level;
if (isActive) {this.startAction(this.action);} // Restart Action
this.updateContractsUIElement(el, action);
@@ -1989,8 +2000,7 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
display:"inline-block",
innerHTML:action.desc + "\n\n" +
`Estimated success chance: ${formatNumber(estimatedSuccessChance*100, 1)}% ${action.isStealth?stealthIcon:''}${action.isKill?killIcon:''}\n` +
"Time Required (s): " + formatNumber(actionTime, 0) + "\n" +
"Time Required: " + convertTimeMsToTimeElapsedString(actionTime*1000) + "\n" +
"Contracts remaining: " + Math.floor(action.count) + "\n" +
"Successes: " + action.successes + "\n" +
"Failures: " + action.failures,
@@ -2038,7 +2048,7 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
el.appendChild(createElement("a", {
innerText:"Start", class: "a-link-button",
margin:"3px", padding:"3px",
clickListener:()=>{
clickListener:() => {
this.action.type = ActionTypes.Operation;
this.action.name = action.name;
this.startAction(this.action);
@@ -2049,7 +2059,7 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
el.appendChild(createElement("a", {
innerText:"Set Team Size (Curr Size: " + formatNumber(action.teamCount, 0) + ")", class:"a-link-button",
margin:"3px", padding:"3px",
clickListener:()=>{
clickListener:() => {
var popupId = "bladeburner-operation-set-team-size-popup";
var txt = createElement("p", {
innerText:"Enter the amount of team members you would like to take on these " +
@@ -2063,10 +2073,10 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
});
var setBtn = createElement("a", {
innerText:"Confirm", class:"a-link-button",
clickListener:()=>{
clickListener:() => {
var num = Math.round(parseFloat(input.value));
if (isNaN(num)) {
dialogBoxCreate("Invalid value entered for number of Team Members (must be numeric)")
if (isNaN(num) || num < 0) {
dialogBoxCreate("Invalid value entered for number of Team Members (must be numeric, positive)")
} else {
action.teamCount = num;
this.updateOperationsUIElement(el, action);
@@ -2077,7 +2087,7 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
});
var cancelBtn = createElement("a", {
innerText:"Cancel", class:"a-link-button",
clickListener:()=>{
clickListener:() => {
removeElementById(popupId);
return false;
}
@@ -2101,7 +2111,7 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
padding:"2px", margin:"2px",
tooltip: isActive ? "WARNING: changing the level will restart the Operation" : "",
display:"inline",
clickListener:()=>{
clickListener:() => {
++action.level;
if (isActive) {this.startAction(this.action);} // Restart Action
this.updateOperationsUIElement(el, action);
@@ -2113,7 +2123,7 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
padding:"2px", margin:"2px",
tooltip: isActive ? "WARNING: changing the level will restart the Operation" : "",
display:"inline",
clickListener:()=>{
clickListener:() => {
--action.level;
if (isActive) {this.startAction(this.action);} // Restart Action
this.updateOperationsUIElement(el, action);
@@ -2129,7 +2139,7 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
display:"inline-block",
innerHTML:action.desc + "\n\n" +
`Estimated success chance: ${formatNumber(estimatedSuccessChance*100, 1)}% ${action.isStealth?stealthIcon:''}${action.isKill?killIcon:''}\n` +
"Time Required(s): " + formatNumber(actionTime, 0) + "\n" +
"Time Required: " + convertTimeMsToTimeElapsedString(actionTime*1000) + "\n" +
"Operations remaining: " + Math.floor(action.count) + "\n" +
"Successes: " + action.successes + "\n" +
"Failures: " + action.failures,
@@ -2190,7 +2200,7 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
el.appendChild(createElement("a", { // Start button
innerText:"Start", margin:"3px", padding:"3px",
class:hasReqdRank ? "a-link-button" : "a-link-button-inactive",
clickListener:()=>{
clickListener:() => {
this.action.type = ActionTypes.BlackOperation;
this.action.name = action.name;
this.startAction(this.action);
@@ -2201,7 +2211,7 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
el.appendChild(createElement("a", { // Set Team Size Button
innerText:"Set Team Size (Curr Size: " + formatNumber(action.teamCount, 0) + ")", class:"a-link-button",
margin:"3px", padding:"3px",
clickListener:()=>{
clickListener:() => {
var popupId = "bladeburner-operation-set-team-size-popup";
var txt = createElement("p", {
innerText:"Enter the amount of team members you would like to take on this " +
@@ -2215,10 +2225,10 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
});
var setBtn = createElement("a", {
innerText:"Confirm", class:"a-link-button",
clickListener:()=>{
clickListener:() => {
var num = Math.round(parseFloat(input.value));
if (isNaN(num)) {
dialogBoxCreate("Invalid value entered for number of Team Members (must be numeric)")
if (isNaN(num) || num < 0) {
dialogBoxCreate("Invalid value entered for number of Team Members (must be numeric, positive)")
} else {
action.teamCount = num;
this.updateBlackOpsUIElement(el, action);
@@ -2229,7 +2239,7 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
});
var cancelBtn = createElement("a", {
innerText:"Cancel", class:"a-link-button",
clickListener:()=>{
clickListener:() => {
removeElementById(popupId);
return false;
}
@@ -2252,7 +2262,7 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
el.appendChild(createElement("p", {
display:"inline-block",
innerHTML:`Estimated Success Chance: ${formatNumber(estimatedSuccessChance*100, 1)}% ${action.isStealth?stealthIcon:''}${action.isKill?killIcon:''}\n` +
"Time Required(s): " + formatNumber(actionTime, 0),
"Time Required: " + convertTimeMsToTimeElapsedString(actionTime*1000),
}))
}
@@ -2265,9 +2275,15 @@ Bladeburner.prototype.updateSkillsUIElement = function(el, skill) {
}
var pointCost = skill.calculateCost(currentLevel);
el.appendChild(createElement("h2", { // Header
innerText:skill.name + " (Lvl " + currentLevel + ")", display:"inline-block"
}));
const nameDiv = createElement("div");
ReactDOM.render(React.createElement(CopyableText, {value: skill.name}, null), nameDiv);
el.appendChild(nameDiv)
const h2 = createElement("h2", { // Header
display:"inline-block",
});
h2.appendChild(nameDiv);
el.appendChild(h2);
var canLevel = this.skillPoints >= pointCost;
var maxLvl = skill.maxLvl ? currentLevel >= skill.maxLvl : false;
@@ -2275,7 +2291,7 @@ Bladeburner.prototype.updateSkillsUIElement = function(el, skill) {
innerText:"Level", display:"inline-block",
class: canLevel && !maxLvl ? "a-link-button" : "a-link-button-inactive",
margin:"3px", padding:"3px",
clickListener:()=>{
clickListener:() => {
if (this.skillPoints < pointCost) {return;}
this.skillPoints -= pointCost;
this.upgradeSkill(skill);
@@ -2284,6 +2300,10 @@ Bladeburner.prototype.updateSkillsUIElement = function(el, skill) {
}
}));
appendLineBreaks(el, 2);
el.appendChild(createElement("p", {
display:"block",
innerText:`Level: ${currentLevel}`,
}));
if (maxLvl) {
el.appendChild(createElement("p", {
color:"red", display:"block",
@@ -2311,7 +2331,7 @@ Bladeburner.prototype.postToConsole = function(input, saveToLogs=true) {
}
if (input == null || DomElems.consoleDiv == null) {return;}
$("#bladeubrner-console-input-row").before('<tr><td class="bladeburner-console-line" style="color: var(--my-font-color); white-space:pre-wrap;">' + input + '</td></tr>');
$("#bladeburner-console-input-row").before('<tr><td class="bladeburner-console-line" style="color: var(--my-font-color); white-space:pre-wrap;">' + input + '</td></tr>');
if (DomElems.consoleTable.childNodes.length > MaxConsoleEntries) {
DomElems.consoleTable.removeChild(DomElems.consoleTable.firstChild);
@@ -3191,7 +3211,7 @@ Bladeburner.prototype.setTeamSizeNetscriptFn = function(type, name, size, worker
}
const sanitizedSize = Math.round(size);
if (isNaN(sanitizedSize)) {
if (isNaN(sanitizedSize) || sanitizedSize < 0) {
workerScript.log("bladeburner.setTeamSize", `Invalid size: ${size}`);
return -1;
}

View File

@@ -21,7 +21,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
BlackOperations["Operation Zero"] = new BlackOperation({
name:"Operation Zero",
desc:"AeroCorp is one of the world's largest defense contractors. " +
"It's leader, Steve Watataki, is thought to be a supporter of " +
"Its leader, Steve Watataki, is thought to be a supporter of " +
"Synthoid rights. He must be removed.<br><br>" +
"The goal of Operation Zero is to covertly infiltrate AeroCorp and " +
"uncover any incriminating evidence or " +

424
src/Casino/Blackjack.tsx Normal file
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import * as React from "react";
import { IPlayer } from "../PersonObjects/IPlayer";
import { Money } from "../ui/React/Money";
import { Game } from "./Game";
import { Deck } from "./CardDeck/Deck";
import { Hand } from "./CardDeck/Hand";
import { InputAdornment } from "@material-ui/core";
import { ReactCard } from "./CardDeck/ReactCard";
import { MuiTextField } from "../ui/React/MuiTextField";
import { MuiButton } from "../ui/React/MuiButton";
import { MuiPaper } from "../ui/React/MuiPaper";
const MAX_BET = 100e6;
enum Result {
Pending = "",
PlayerWon = "You won!",
PlayerWonByBlackjack = "You Won! Blackjack!",
DealerWon = "You lost!",
Tie = "Push! (Tie)",
}
type Props = {
p: IPlayer;
}
type State ={
playerHand: Hand;
dealerHand: Hand;
bet: number;
betInput: string;
gameInProgress: boolean;
result: Result;
gains: number; // Track gains only for this session
wagerInvalid: boolean;
wagerInvalidHelperText: string;
}
export class Blackjack extends Game<Props, State> {
deck: Deck;
constructor(props: Props) {
super(props);
this.deck = new Deck(5); // 5-deck multideck
const initialBet = 1e6;
this.state = {
playerHand: new Hand([]),
dealerHand: new Hand([]),
bet: initialBet,
betInput: String(initialBet),
gameInProgress: false,
result: Result.Pending,
gains: 0,
wagerInvalid: false,
wagerInvalidHelperText: "",
}
}
canStartGame = (): boolean => {
const { p } = this.props;
const { bet } = this.state;
return p.canAfford(bet);
}
startGame = (): void => {
if (!this.canStartGame()) { return; }
// Take money from player right away so that player's dont just "leave" to avoid the loss (I mean they could
// always reload without saving but w.e)
this.props.p.loseMoney(this.state.bet);
const playerHand = new Hand([ this.deck.safeDrawCard(), this.deck.safeDrawCard() ]);
const dealerHand = new Hand([ this.deck.safeDrawCard(), this.deck.safeDrawCard() ]);
this.setState({
playerHand,
dealerHand,
gameInProgress: true,
result: Result.Pending,
});
// If the player is dealt a blackjack and the dealer is not, then the player
// immediately wins
if (this.getTrueHandValue(playerHand) === 21) {
if (this.getTrueHandValue(dealerHand) === 21) {
this.finishGame(Result.Tie);
} else {
this.finishGame(Result.PlayerWonByBlackjack);
}
} else if (this.getTrueHandValue(dealerHand) === 21) {
// Check if dealer won by blackjack. We know at this point that the player does not also have blackjack.
this.finishGame(Result.DealerWon);
}
}
// Returns an array of numbers representing all possible values of the given Hand. The reason it needs to be
// an array is because an Ace can count as both 1 and 11.
getHandValue = (hand: Hand): number[] => {
let result: number[] = [ 0 ];
for (let i = 0 ; i < hand.cards.length; ++i) {
const value = hand.cards[i].value;
if (value >= 10) {
result = result.map((x) => x + 10);
} else if (value === 1) {
result = result.flatMap((x) => [ x + 1, x + 11 ]);
} else {
result = result.map((x) => x + value);
}
}
return result;
}
// Returns the single hand value used for determine things like victory and whether or not
// the dealer has to hit. Essentially this uses the biggest value that's 21 or under. If no such value exists,
// then it means the hand is busted and we can just return whatever
getTrueHandValue = (hand: Hand): number => {
const handValues = this.getHandValue(hand);
const valuesUnder21 = handValues.filter((x) => (x <= 21));
if (valuesUnder21.length > 0) {
valuesUnder21.sort((a, b) => a - b);
return valuesUnder21[valuesUnder21.length - 1];
} else {
// Just return the first value. It doesnt really matter anyways since hand is buted
return handValues[0];
}
}
// Returns all hand values that are 21 or under. If no values are 21 or under, then the first value is returned.
getHandDisplayValues = (hand: Hand): number[] => {
const handValues = this.getHandValue(hand);
if (this.isHandBusted(hand)) {
// Hand is busted so just return the 1st value, doesn't really matter
return [ ...new Set([ handValues[0] ]) ];
} else {
return [ ...new Set(handValues.filter((x) => x <= 21)) ];
}
}
isHandBusted = (hand: Hand): boolean => {
return this.getTrueHandValue(hand) > 21;
}
playerHit = (event: React.MouseEvent): void => {
if (!event.isTrusted) { return; }
const newHand = this.state.playerHand.addCards(this.deck.safeDrawCard());
this.setState({
playerHand: newHand,
});
// Check if player busted, and finish the game if so
if (this.isHandBusted(newHand)) {
this.finishGame(Result.DealerWon);
}
}
playerStay = (event: React.MouseEvent): void => {
if (!event.isTrusted) { return; }
// Determine if Dealer needs to hit. A dealer must hit if they have 16 or lower.
// If the dealer has a Soft 17 (Ace + 6), then they stay.
let newDealerHand = this.state.dealerHand;
while (true) {
// The dealer's "true" hand value is the 2nd one if its 21 or less (the 2nd value is always guaranteed
// to be equal or larger). Otherwise its the 1st.
const dealerHandValue = this.getTrueHandValue(newDealerHand);
if (dealerHandValue <= 16) {
newDealerHand = newDealerHand.addCards(this.deck.safeDrawCard());
} else {
break;
}
}
this.setState({
dealerHand: newDealerHand,
})
// If dealer has busted, then player wins
if (this.isHandBusted(newDealerHand)) {
this.finishGame(Result.PlayerWon);
} else {
const dealerHandValue = this.getTrueHandValue(newDealerHand);
const playerHandValue = this.getTrueHandValue(this.state.playerHand);
console.log(`dealerHandValue: ${dealerHandValue}`);
console.log(`playerHandValue: ${playerHandValue}`);
// We expect nobody to have busted. If someone busted, there is an error
// in our game logic
if (dealerHandValue > 21 || playerHandValue > 21) {
throw new Error("Someone busted when not expected to");
}
if (playerHandValue > dealerHandValue) {
this.finishGame(Result.PlayerWon);
} else if (playerHandValue < dealerHandValue) {
this.finishGame(Result.DealerWon);
} else {
this.finishGame(Result.Tie);
}
}
}
finishGame = (result: Result): void => {
let gains = 0;
if (this.isPlayerWinResult(result)) {
gains = this.state.bet;
// We 2x the gains because we took away money at the start, so we need to give the original bet back.
this.win(this.props.p, 2 * gains);
} else if (result === Result.DealerWon) {
gains = -1 * this.state.bet;
// Dont need to take money here since we already did it at the start
} else if (result === Result.Tie) {
this.win(this.props.p, this.state.bet); // Get the original bet back
}
this.setState({
gameInProgress: false,
result,
gains: this.state.gains + gains,
});
}
isPlayerWinResult = (result: Result): boolean => {
return (result === Result.PlayerWon || result === Result.PlayerWonByBlackjack);
}
wagerOnChange = (event: React.ChangeEvent<HTMLInputElement>): void => {
const { p } = this.props;
const betInput = event.target.value;
const wager = Math.round(parseFloat(betInput));
if (isNaN(wager)) {
this.setState({
bet: 0,
betInput,
wagerInvalid: true,
wagerInvalidHelperText: "Not a valid number",
});
} else if (wager <= 0) {
this.setState({
bet: 0,
betInput,
wagerInvalid: true,
wagerInvalidHelperText: "Must bet a postive amount",
});
} else if (wager > MAX_BET) {
this.setState({
bet: 0,
betInput,
wagerInvalid: true,
wagerInvalidHelperText: "Exceeds max bet",
});
} else if (!p.canAfford(wager)) {
this.setState({
bet: 0,
betInput,
wagerInvalid: true,
wagerInvalidHelperText: "Not enough money",
});
} else {
// Valid wager
this.setState({
bet: wager,
betInput,
wagerInvalid: false,
wagerInvalidHelperText: "",
result: Result.Pending, // Reset previous game status to clear the win/lose text UI
});
}
}
// Start game button
startOnClick = (event: React.MouseEvent): void => {
// Protect against scripting...although maybe this would be fun to automate
if (!event.isTrusted) { return; }
if (!this.state.wagerInvalid) {
this.startGame();
}
}
render(): React.ReactNode {
const {
betInput,
playerHand,
dealerHand,
gameInProgress,
result,
wagerInvalid,
wagerInvalidHelperText,
gains,
} = this.state;
// Get the player totals to display.
const playerHandValues = this.getHandDisplayValues(playerHand);
const dealerHandValues = this.getHandDisplayValues(dealerHand);
return (
<div>
{/* Wager input */}
<div>
<MuiTextField
value={betInput}
label={
<>
{"Wager (Max: "}
{Money(MAX_BET)}
{")"}
</>
}
disabled={gameInProgress}
onChange={this.wagerOnChange}
error={wagerInvalid}
helperText={wagerInvalid ? wagerInvalidHelperText : ""}
type="number"
variant="filled"
style={{
width: "200px",
}}
InputProps={{
startAdornment: <InputAdornment position="start" >$</InputAdornment>,
}} />
<p>
{"Total earnings this session: "}
{Money(gains)}
</p>
</div>
{/* Buttons */}
{!gameInProgress ? (
<div>
<MuiButton
color="primary"
onClick={this.startOnClick}
disabled={wagerInvalid || !this.canStartGame()}>
Start
</MuiButton>
</div>
) : (
<div>
<MuiButton color="primary" onClick={this.playerHit} >
Hit
</MuiButton>
<MuiButton color="secondary" onClick={this.playerStay} >
Stay
</MuiButton>
</div>
)}
{/* Main game part. Displays both if the game is in progress OR if there's a result so you can see
* the cards that led to that result. */}
{(gameInProgress || result !== Result.Pending) && (
<div>
<MuiPaper variant="outlined" elevation={2}>
<pre>Player</pre>
{playerHand.cards.map((card, i) => (
<ReactCard card={card} key={i} />
))}
<pre>Value(s): </pre>
{playerHandValues.map((value, i) => (
<pre key={i}>{value}</pre>
))}
</MuiPaper>
<br />
<MuiPaper variant="outlined" elevation={2}>
<pre>Dealer</pre>
{dealerHand.cards.map((card, i) => (
// Hide every card except the first while game is in progress
<ReactCard card={card} hidden={gameInProgress && i !== 0} key={i} />
))}
{!gameInProgress && (
<>
<pre>Value(s): </pre>
{dealerHandValues.map((value, i) => (
<pre key={i}>{value}</pre>
))}
</>
)}
</MuiPaper>
</div>
)}
{/* Results from previous round */}
{result !== Result.Pending && (
<p>
{result}
{this.isPlayerWinResult(result) && (
<>
{" You gained "}
{Money(this.state.bet)}
</>
)}
{result === Result.DealerWon && (
<>
{" You lost "}
{Money(this.state.bet)}
</>
)}
</p>
)}
</div>
)
}
}

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// Enum values are lowercased to match css classes
export enum Suit {
Clubs = "clubs",
Diamonds = "diamonds",
Hearts = "hearts",
Spades = "spades",
}
export class Card {
constructor(readonly value: number, readonly suit: Suit) {
if (value < 1 || value > 13) {
throw new Error(`Card instantiated with improper value: ${value}`);
}
}
formatValue(): string {
switch (this.value) {
case 1:
return "A";
case 11:
return "J";
case 12:
return "Q";
case 13:
return "K";
default:
return `${this.value}`;
}
}
isRedSuit(): boolean {
return this.suit === Suit.Hearts || this.suit === Suit.Diamonds;
}
getStringRepresentation(): string {
const value = this.formatValue();
return `${value} of ${this.suit}`;
}
}

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import { Card, Suit } from "./Card";
import { shuffle } from "lodash";
export class Deck {
private cards: Card[] = [];
// Support multiple decks
constructor(private numDecks = 1) {
this.reset();
}
shuffle(): void {
this.cards = shuffle(this.cards); // Just use lodash
}
drawCard(): Card {
if (this.cards.length == 0) {
throw new Error("Tried to draw card from empty deck");
}
return this.cards.shift() as Card; // Guaranteed to return a Card since we throw an Error if array is empty
}
// Draws a card, resetting the deck beforehands if the Deck is empty
safeDrawCard(): Card {
if (this.cards.length === 0) {
this.reset();
}
return this.drawCard();
}
// Reset the deck back to the original 52 cards and shuffle it
reset(): void {
this.cards = [];
for (let i = 1; i <= 13; ++i) {
for (let j = 0; j < this.numDecks; ++j) {
this.cards.push(new Card(i, Suit.Clubs));
this.cards.push(new Card(i, Suit.Diamonds));
this.cards.push(new Card(i, Suit.Hearts));
this.cards.push(new Card(i, Suit.Spades));
}
}
this.shuffle();
}
size(): number {
return this.cards.length;
}
isEmpty(): boolean {
return this.cards.length === 0;
}
}

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/**
* Represents a Hand of cards.
*
* This class is IMMUTABLE
*/
import { Card } from "./Card";
export class Hand {
constructor(readonly cards: readonly Card[]) {}
addCards(...cards: Card[]): Hand {
return new Hand([ ...this.cards, ...cards ]);
}
removeByIndex(i: number): Hand {
if (i >= this.cards.length) {
throw new Error(`Tried to remove invalid card from Hand by index: ${i}`);
}
return new Hand([ ...this.cards.slice().splice(i, 1) ])
}
}

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@@ -0,0 +1,40 @@
import React, { FC } from "react";
import { Card, Suit } from "./Card";
type Props = {
card: Card;
hidden?: boolean;
}
export const ReactCard: FC<Props> = ({ card, hidden }) => {
let suit : React.ReactNode;
switch (card.suit) {
case Suit.Clubs:
suit = <span>&#9827;</span>;
break;
case Suit.Diamonds:
suit = <span>&#9830;</span>;
break;
case Suit.Hearts:
suit = <span>&#9829;</span>;
break;
case Suit.Spades:
suit = <span>&#9824;</span>;
break;
default:
throw new Error(`MissingCaseException: ${card.suit}`);
}
return (
<div className={`casino-card ${card.isRedSuit() ? "red" : "black"}`}>
<>
<div className="value">
{hidden ? " - " : card.formatValue()}
</div>
<div className={`suit`}>
{hidden ? " - " : suit}
</div>
</>
</div>
)
}

98
src/Casino/CoinFlip.tsx Normal file
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/**
* React Subcomponent for displaying a location's UI, when that location is a gym
*
* This subcomponent renders all of the buttons for training at the gym
*/
import * as React from "react";
import { IPlayer } from "../PersonObjects/IPlayer";
import { StdButton } from "../ui/React/StdButton";
import { BadRNG } from "./RNG";
import { Game } from "./Game";
import { trusted } from "./utils";
type IProps = {
p: IPlayer;
}
type IState = {
investment: number;
result: any;
status: string;
playLock: boolean;
}
const minPlay = 0;
const maxPlay = 10e3;
export class CoinFlip extends Game<IProps, IState> {
constructor(props: IProps) {
super(props);
this.state = {
investment: 1000,
result: <span> </span>,
status: '',
playLock: false,
};
this.play = this.play.bind(this);
this.updateInvestment = this.updateInvestment.bind(this);
}
updateInvestment(e: React.FormEvent<HTMLInputElement>) {
let investment: number = parseInt(e.currentTarget.value);
if (isNaN(investment)) {
investment = minPlay;
}
if (investment > maxPlay) {
investment = maxPlay;
}
if (investment < minPlay) {
investment = minPlay;
}
this.setState({investment: investment});
}
play(guess: string) {
if(this.reachedLimit(this.props.p)) return;
const v = BadRNG.random();
let letter: string;
if (v < 0.5) {
letter = 'H';
} else {
letter = 'T';
}
const correct: boolean = guess===letter;
this.setState({
result: <span className={correct ? "text" : "failure"}>{letter}</span>,
status: correct ? " win!" : "lose!",
playLock: true,
});
setTimeout(()=>this.setState({playLock: false}), 250);
if (correct) {
this.win(this.props.p, this.state.investment);
} else {
this.win(this.props.p, -this.state.investment);
}
if(this.reachedLimit(this.props.p)) return;
}
render() {
return <>
<pre>
++<br />
| | | |<br />
| | {this.state.result} | |<br />
| | | |<br />
++<br />
</pre>
<span className="text">Play for: </span><input type="number" className='text-input' onChange={this.updateInvestment} value={this.state.investment} /><br />
<StdButton onClick={trusted(() => this.play('H'))} text={"Head!"} disabled={this.state.playLock} />
<StdButton onClick={trusted(() => this.play('T'))} text={"Tail!"} disabled={this.state.playLock} />
<h1>{this.state.status}</h1>
</>
}
}

20
src/Casino/Game.tsx Normal file
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import * as React from "react";
import { IPlayer } from "../PersonObjects/IPlayer";
import { dialogBoxCreate } from "../../utils/DialogBox";
const gainLimit = 10e9;
export class Game<T,U> extends React.Component<T, U> {
win(p: IPlayer, n: number): void{
p.gainMoney(n);
p.recordMoneySource(n, "casino");
}
reachedLimit(p: IPlayer): boolean {
const reached = p.getCasinoWinnings() > gainLimit;
if(reached) {
dialogBoxCreate(<>Alright cheater get out of here. You're not allowed here anymore.</>);
}
return reached;
}
}

64
src/Casino/RNG.ts Normal file
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export interface RNG {
random(): number
}
/*
* very bad RNG, meant to be used as introduction to RNG manipulation. It has a
* period of 1024.
*/
class RNG0 implements RNG {
x: number;
m: number = 1024;
a: number = 341;
c: number = 1;
constructor() {
this.x = 0;
this.reset();
}
step() {
this.x = (this.a*this.x+this.c) % this.m;
}
random(): number {
this.step();
return this.x/this.m;
}
reset() {
this.x = (new Date()).getTime() % this.m;
}
}
export const BadRNG: RNG0 = new RNG0();
/*
* WichmannHill PRNG
* The period is 6e12.
*/
export class WHRNG implements RNG {
s1: number = 0;
s2: number = 0;
s3: number = 0;
constructor(totalPlaytime: number) {
// This one is seeded by the players total play time.
const v: number = (totalPlaytime/1000)%30000;
this.s1 = v;
this.s2 = v;
this.s3 = v;
}
step() {
this.s1 = (171 * this.s1) % 30269;
this.s2 = (172 * this.s2) % 30307;
this.s3 = (170 * this.s3) % 30323;
}
random(): number {
this.step();
return (this.s1/30269.0 + this.s2/30307.0 + this.s3/30323.0)%1.0;
}
}

295
src/Casino/Roulette.tsx Normal file
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import * as React from "react";
import { IPlayer } from "../PersonObjects/IPlayer";
import { StdButton } from "../ui/React/StdButton";
import { Money } from "../ui/React/Money";
import { Game } from "./Game";
import { WHRNG } from "./RNG";
import { trusted } from "./utils";
type IProps = {
p: IPlayer;
}
type IState = {
investment: number;
canPlay: boolean;
status: string | JSX.Element;
n: number;
lock: boolean;
strategy: Strategy;
}
const minPlay = 0;
const maxPlay = 1e7;
function isRed(n: number): boolean {
return [1, 3, 5, 7, 9, 12, 14, 16, 18, 19,
21, 23, 25, 27, 30, 32, 34, 36].includes(n);
}
function isBlack(n: number): boolean {
return !isRed(n);
}
type Strategy = {
match: (n: number) => boolean;
payout: number;
}
const redNumbers: number[] = [1, 3, 5, 7, 9, 12, 14, 16, 18, 19,
21, 23, 25, 27, 30, 32, 34, 36];
const strategies: {
Red: Strategy;
Black: Strategy;
Odd: Strategy;
Even: Strategy;
High: Strategy;
Low: Strategy;
Third1: Strategy;
Third2: Strategy;
Third3: Strategy;
} = {
Red: {
match: (n: number): boolean => {
if (n === 0) return false;
return redNumbers.includes(n);
},
payout: 1,
},
Black: {
match: (n: number): boolean => {
return !redNumbers.includes(n);
},
payout: 1,
},
Odd: {
match: (n: number): boolean => {
if (n === 0) return false;
return n%2 === 1;
},
payout: 1,
},
Even: {
match: (n: number): boolean => {
if (n === 0) return false;
return n%2 === 0;
},
payout: 1,
},
High: {
match: (n: number): boolean => {
if (n === 0) return false;
return n>18
},
payout: 1,
},
Low: {
match: (n: number): boolean => {
if (n === 0) return false;
return n<19;
},
payout: 1,
},
Third1: {
match: (n: number): boolean => {
if (n === 0) return false;
return n <= 12;
},
payout: 2,
},
Third2: {
match: (n: number): boolean => {
if (n === 0) return false;
return 13 <= n && n <= 24;
},
payout: 2,
},
Third3: {
match: (n: number): boolean => {
if (n === 0) return false;
return 25 <= n;
},
payout: 2,
},
}
function Single(s: number): Strategy {
return {
match: (n: number): boolean => {
return s === n;
},
payout: 36,
}
}
export class Roulette extends Game<IProps, IState> {
interval: number = -1;
rng: WHRNG;
constructor(props: IProps) {
super(props);
this.rng = new WHRNG((new Date()).getTime());
this.state = {
investment: 1000,
canPlay: true,
status: 'waiting',
n: 0,
lock: true,
strategy: {
payout: 0,
match: (n: number): boolean => { return false },
},
}
this.step = this.step.bind(this);
this.currentNumber = this.currentNumber.bind(this);
this.updateInvestment = this.updateInvestment.bind(this);
}
componentDidMount() {
this.interval = setInterval(this.step, 50);
}
step() {
if (!this.state.lock) {
this.setState({n: Math.floor(Math.random()*37)});
}
}
componentWillUnmount() {
clearInterval(this.interval);
}
updateInvestment(e: React.FormEvent<HTMLInputElement>) {
let investment: number = parseInt(e.currentTarget.value);
if (isNaN(investment)) {
investment = minPlay;
}
if (investment > maxPlay) {
investment = maxPlay;
}
if (investment < minPlay) {
investment = minPlay;
}
this.setState({investment: investment});
}
currentNumber() {
if (this.state.n === 0) return '0';
const color = isRed(this.state.n) ? 'R' : 'B';
return `${this.state.n}${color}`;
}
play(s: Strategy) {
if(this.reachedLimit(this.props.p)) return;
this.setState({
canPlay: false,
lock: false,
status: 'playing',
strategy: s,
})
setTimeout(() => {
let n = Math.floor(this.rng.random()*37);
let status = <></>;
let gain = 0;
let playerWin = this.state.strategy.match(n)
// oh yeah, the house straight up cheats. Try finding the seed now!
if(playerWin && Math.random() > 0.9) {
playerWin = false;
while(this.state.strategy.match(n)) {
n++;
}
}
if(playerWin) {
gain = this.state.investment*this.state.strategy.payout;
status = <>won {Money(gain)}</>;
} else {
gain = -this.state.investment;
status = <>lost {Money(-gain)}</>;
}
this.win(this.props.p, gain);
this.setState({
canPlay: true,
lock: true,
status: status,
n: n,
});
this.reachedLimit(this.props.p);
}, 1600);
}
render() {
return <>
<h1>{this.currentNumber()}</h1>
<input type="number" className='text-input' onChange={this.updateInvestment} placeholder={"Amount to play"} value={this.state.investment} disabled={!this.state.canPlay} />
<h1>{this.state.status}</h1>
<table>
<tbody>
<tr>
<td><StdButton text={"3"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(3)))} /></td>
<td><StdButton text={"6"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(6)))} /></td>
<td><StdButton text={"9"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(9)))} /></td>
<td><StdButton text={"12"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(12)))} /></td>
<td><StdButton text={"15"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(15)))} /></td>
<td><StdButton text={"18"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(18)))} /></td>
<td><StdButton text={"21"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(21)))} /></td>
<td><StdButton text={"24"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(24)))} /></td>
<td><StdButton text={"27"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(27)))} /></td>
<td><StdButton text={"30"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(30)))} /></td>
<td><StdButton text={"33"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(33)))} /></td>
<td><StdButton text={"36"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(36)))} /></td>
</tr>
<tr>
<td><StdButton text={"2"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(2)))} /></td>
<td><StdButton text={"5"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(5)))} /></td>
<td><StdButton text={"8"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(8)))} /></td>
<td><StdButton text={"11"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(11)))} /></td>
<td><StdButton text={"14"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(14)))} /></td>
<td><StdButton text={"17"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(17)))} /></td>
<td><StdButton text={"20"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(20)))} /></td>
<td><StdButton text={"23"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(23)))} /></td>
<td><StdButton text={"26"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(26)))} /></td>
<td><StdButton text={"29"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(29)))} /></td>
<td><StdButton text={"32"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(32)))} /></td>
<td><StdButton text={"35"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(35)))} /></td>
</tr>
<tr>
<td><StdButton text={"1"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(1)))} /></td>
<td><StdButton text={"4"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(4)))} /></td>
<td><StdButton text={"7"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(7)))} /></td>
<td><StdButton text={"10"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(10)))} /></td>
<td><StdButton text={"13"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(13)))} /></td>
<td><StdButton text={"16"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(16)))} /></td>
<td><StdButton text={"19"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(19)))} /></td>
<td><StdButton text={"22"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(22)))} /></td>
<td><StdButton text={"25"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(25)))} /></td>
<td><StdButton text={"28"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(28)))} /></td>
<td><StdButton text={"31"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(31)))} /></td>
<td><StdButton text={"34"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(34)))} /></td>
</tr>
<tr>
<td colSpan={4}><StdButton text={"1 to 12"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Third1))} /></td>
<td colSpan={4}><StdButton text={"13 to 24"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Third2))} /></td>
<td colSpan={4}><StdButton text={"25 to 36"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Third3))} /></td>
</tr>
<tr>
<td colSpan={2}><StdButton text={"Red"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Red))} /></td>
<td colSpan={2}><StdButton text={"Black"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Black))} /></td>
<td colSpan={2}><StdButton text={"Odd"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Odd))} /></td>
<td colSpan={2}><StdButton text={"Even"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Even))} /></td>
<td colSpan={2}><StdButton text={"High"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.High))} /></td>
<td colSpan={2}><StdButton text={"Low"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Low))} /></td>
</tr>
<tr>
<td><StdButton text={"0"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(0)))} /></td>
</tr>
</tbody>
</table>
</>
}
}

239
src/Casino/SlotMachine.tsx Normal file
View File

@@ -0,0 +1,239 @@
import * as React from "react";
import { IPlayer } from "../PersonObjects/IPlayer";
import { StdButton } from "../ui/React/StdButton";
import { Money } from "../ui/React/Money";
import { WHRNG } from "./RNG";
import { Game } from "./Game";
import { trusted } from "./utils";
type IProps = {
p: IPlayer;
}
type IState = {
index: number[];
locks: number[];
investment: number;
canPlay: boolean;
status: string | JSX.Element;
}
// statically shuffled array of symbols.
let symbols = ["D", "C", "$", "?", "♥", "A", "C", "B", "C", "E", "B", "E", "C",
"*", "D", "♥", "B", "A", "A", "A", "C", "A", "D", "B", "E", "?", "D", "*",
"@", "♥", "B", "E", "?"];
function getPayout(s: string, n: number): number {
switch (s) {
case "$":
return [20, 200, 1000][n];
case "@":
return [8, 80, 400][n];
case "♥":
case "?":
return [6, 20, 150][n];
case "D":
case "E":
return [1, 8, 30][n];
default:
return [1, 5, 20][n];
}
}
const payLines = [
// lines
[[0, 0], [0, 1], [0, 2], [0, 3], [0, 4]],
[[1, 0], [1, 1], [1, 2], [1, 3], [1, 4]],
[[2, 0], [2, 1], [2, 2], [2, 3], [2, 4]],
// Vs
[[2, 0], [1, 1], [0, 2], [1, 3], [2, 4]],
[[0, 0], [1, 1], [2, 2], [1, 3], [0, 4]],
// rest
[[0, 0], [1, 1], [1, 2], [1, 3], [0, 4]],
[[2, 0], [1, 1], [1, 2], [1, 3], [2, 4]],
[[1, 0], [0, 1], [0, 2], [0, 3], [1, 4]],
[[1, 0], [2, 1], [2, 2], [2, 3], [1, 4]],
];
const minPlay = 0;
const maxPlay = 1e6;
export class SlotMachine extends Game<IProps, IState> {
rng: WHRNG;
interval: number = -1;
constructor(props: IProps) {
super(props);
this.rng = new WHRNG(this.props.p.totalPlaytime);
this.state = {
index: [0, 0, 0, 0, 0],
investment: 1000,
locks: [0, 0, 0, 0, 0],
canPlay: true,
status: 'waiting',
};
this.play = this.play.bind(this);
this.lock = this.lock.bind(this);
this.unlock = this.unlock.bind(this);
this.step = this.step.bind(this);
this.checkWinnings = this.checkWinnings.bind(this);
this.getTable = this.getTable.bind(this);
this.updateInvestment = this.updateInvestment.bind(this);
}
componentDidMount() {
this.interval = setInterval(this.step, 50);
}
step() {
let stoppedOne = false;
const index = this.state.index.slice();
for(const i in index) {
if (index[i] === this.state.locks[i] && !stoppedOne) continue;
index[i] = (index[i] + 1) % symbols.length;
stoppedOne = true;
}
this.setState({index: index});
if(stoppedOne && index.every((e, i) => e === this.state.locks[i])) {
this.checkWinnings();
}
}
componentWillUnmount() {
clearInterval(this.interval);
}
getTable(): string[][] {
return [
[symbols[(this.state.index[0]+symbols.length-1)%symbols.length], symbols[(this.state.index[1]+symbols.length-1)%symbols.length], symbols[(this.state.index[2]+symbols.length-1)%symbols.length], symbols[(this.state.index[3]+symbols.length-1)%symbols.length], symbols[(this.state.index[4]+symbols.length-1)%symbols.length]],
[symbols[this.state.index[0]], symbols[this.state.index[1]], symbols[this.state.index[2]], symbols[this.state.index[3]], symbols[this.state.index[4]]],
[symbols[(this.state.index[0]+1)%symbols.length], symbols[(this.state.index[1]+1)%symbols.length], symbols[(this.state.index[2]+1)%symbols.length], symbols[(this.state.index[3]+1)%symbols.length], symbols[(this.state.index[4]+1)%symbols.length]],
];
}
play() {
if(this.reachedLimit(this.props.p)) return;
this.setState({status: 'playing'});
this.win(this.props.p, -this.state.investment);
if(!this.state.canPlay) return;
this.unlock();
setTimeout(this.lock, this.rng.random()*2000+1000);
}
lock() {
this.setState({
locks: [
Math.floor(this.rng.random()*symbols.length),
Math.floor(this.rng.random()*symbols.length),
Math.floor(this.rng.random()*symbols.length),
Math.floor(this.rng.random()*symbols.length),
Math.floor(this.rng.random()*symbols.length),
],
})
}
checkWinnings() {
const t = this.getTable();
const getPaylineData = function(payline: number[][]): string[] {
let data = [];
for(const point of payline) {
data.push(t[point[0]][point[1]]);
}
return data;
}
const countSequence = function(data: string[]): number {
let count = 1;
for(let i = 1; i < data.length; i++) {
if (data[i]!==data[i-1]) break;
count++;
}
return count;
}
let gains = -this.state.investment;
for (const payline of payLines) {
const data = getPaylineData(payline);
const count = countSequence(data);
if (count < 3) continue;
const payout = getPayout(data[0], count-3);
gains += this.state.investment*payout;
this.win(this.props.p, this.state.investment*payout);
}
this.setState({
status: <>{gains>0?"gained":"lost"} {Money(Math.abs(gains))}</>,
canPlay: true,
})
if(this.reachedLimit(this.props.p)) return;
}
unlock() {
this.setState({
locks: [-1, -1, -1, -1, -1],
canPlay: false,
})
}
updateInvestment(e: React.FormEvent<HTMLInputElement>) {
let investment: number = parseInt(e.currentTarget.value);
if (isNaN(investment)) {
investment = minPlay;
}
if (investment > maxPlay) {
investment = maxPlay;
}
if (investment < minPlay) {
investment = minPlay;
}
this.setState({investment: investment});
}
render() {
const t = this.getTable();
return <>
<pre>
++<br />
| | {t[0][0]} | {t[0][1]} | {t[0][2]} | {t[0][3]} | {t[0][4]} | |<br />
| | | | | | | |<br />
| | {symbols[this.state.index[0]]} | {symbols[this.state.index[1]]} | {symbols[this.state.index[2]]} | {symbols[this.state.index[3]]} | {symbols[this.state.index[4]]} | |<br />
| | | | | | | |<br />
| | {symbols[(this.state.index[0]+1)%symbols.length]} | {symbols[(this.state.index[1]+1)%symbols.length]} | {symbols[(this.state.index[2]+1)%symbols.length]} | {symbols[(this.state.index[3]+1)%symbols.length]} | {symbols[(this.state.index[4]+1)%symbols.length]} | |<br />
++<br />
</pre>
<input type="number" className='text-input' onChange={this.updateInvestment} placeholder={"Amount to play"} value={this.state.investment} disabled={!this.state.canPlay} />
<StdButton onClick={trusted(this.play)} text={"Spin!"} disabled={!this.state.canPlay} />
<h1>{this.state.status}</h1>
<h2>Pay lines</h2>
<pre>
----- ····· ····· <br />
····· ----- ····· <br />
····· ····· ----- <br />
</pre>
<br />
<pre>
··^·· \···/ \···/<br />
·/·\· ·\·/· ·---·<br />
/···\ ··v·· ·····<br />
</pre>
<br />
<pre>
····· ·---· ·····<br />
·---· /···\ \···/<br />
/···\ ····· ·---·<br />
</pre>
</>
}
}
// https://felgo.com/doc/how-to-make-a-slot-game-tutorial/

8
src/Casino/utils.ts Normal file
View File

@@ -0,0 +1,8 @@
import * as React from "react";
export function trusted(f: () => void): (event: React.MouseEvent<HTMLElement, MouseEvent>) => any {
return function(event: React.MouseEvent<HTMLElement, MouseEvent>): any {
if(!event.isTrusted) return;
f();
};
}

View File

@@ -181,6 +181,9 @@ export class CodingContract {
return new Promise<CodingContractResult>((resolve: Function, reject: Function) => {
const contractType: CodingContractType = CodingContractTypes[this.type];
const popupId: string = `coding-contract-prompt-popup-${this.fn}`;
const title: HTMLElement = createElement("h1", {
innerHTML: this.type,
});
const txt: HTMLElement = createElement("p", {
innerHTML: ["You are attempting to solve a Coding Contract. You have",
`${this.getMaxNumTries() - this.tries} tries remaining,`,
@@ -225,7 +228,7 @@ export class CodingContract {
innerText: "Cancel",
});
const lineBreak: HTMLElement = createElement("br");
createPopup(popupId, [txt, lineBreak, lineBreak, answerInput, solveBtn, cancelBtn]);
createPopup(popupId, [title, lineBreak, txt, lineBreak, lineBreak, answerInput, solveBtn, cancelBtn]);
answerInput.focus();
});
}

View File

@@ -6,13 +6,13 @@
import { IMap } from "./types";
export let CONSTANTS: IMap<any> = {
Version: "0.50.2",
Version: "0.51.6",
/** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
/** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
* and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
* the player will have this level assuming no multipliers. Multipliers can cause skills to go above this.
*/
MaxSkillLevel: 975,
MaxSkillLevel: 975,
// Milliseconds per game cycle
MilliPerCycle: 200,
@@ -218,7 +218,7 @@ export let CONSTANTS: IMap<any> = {
CrimeHeist: "pull off the ultimate heist",
// Coding Contract
// TODO Move this into Coding contract impelmentation?
// TODO: Move this into Coding contract implementation?
CodingContractBaseFactionRepGain: 2500,
CodingContractBaseCompanyRepGain: 4000,
CodingContractBaseMoneyGain: 75e6,
@@ -228,18 +228,42 @@ export let CONSTANTS: IMap<any> = {
LatestUpdate:
`
v0.50.2 - 2021-03-25 Everyone asked for this one. (hydroflame)
v0.51.6 - 2021-04-28 Backdoor! (Community)
-------
BitNodeMultipliers
* 'GangKarmaRequirements': a new multipler that influences how much karma is required to make a gang different bitnodes.
Backdoor
* a new terminal command, backdoor, has been added to help differentiate
between the terminal hack command and the netscript hack function. (@dewint)
Milestones
* A new tab under the Help menu has been added to guide players through the
game.
Casino
* Blackjack has been added (@BigD)
Netscript
* 'connect': a new singularity function that connects you to a server. (like the terminal command)
* 'manualHack': a new singularity function that performs a manual hack on the players current server.
* ns2 stack trace works on Firefox now.
* 'prompt' now converts input to JSON.
* 'getRunningScript' is a new netscript function that returns a bunch of
data related to a running script.
Coding contracts
* trivial puzzles should no longer appear.
Infiltration
* All numbers are formatted like the rest of the game.
Misc.
* New shortcut, Alt + b, brings you to bladeburner
* New shortcut, Alt + g, brings you to gang
* Server security is capped at 100.
* Added option to quit a job.
* 'cd' no longer works on unexistent folders.
* cd with no arguments brings you back to top level folder (@Andreas)
* 'softReset' documentation udpated.
* Money tracker now accounts for going to the hospital manually.
* codemirror is now the default editor (for new save files)
* fix typo in dark web help text (@Rodeth)
* so many documentation and typos fixes (@Pimgd)
* A corruption visual effect has been added to location with servers that
have backdoor installed. (@dewint)
`
}
}

View File

@@ -210,9 +210,13 @@ export class Product {
}
//Delete unneeded variables
// @ts-ignore
delete this.prog;
// @ts-ignore
delete this.createCity;
// @ts-ignore
delete this.designCost;
// @ts-ignore
delete this.advCost;
}

View File

@@ -0,0 +1,39 @@
import { calculateIntelligenceBonus } from "../../PersonObjects/formulas/intelligence";
import { CONSTANTS } from "../../Constants";
export interface ICrime {
hacking_success_weight: number;
strength_success_weight: number;
defense_success_weight: number;
dexterity_success_weight: number;
agility_success_weight: number;
charisma_success_weight: number;
difficulty: number;
}
export interface IPerson {
hacking_skill: number;
strength: number;
defense: number;
dexterity: number;
agility: number;
charisma: number;
intelligence: number;
crime_success_mult: number;
}
export function calculateCrimeSuccessChance(crime: ICrime, person: IPerson) {
let chance: number = (crime.hacking_success_weight * person.hacking_skill +
crime.strength_success_weight * person.strength +
crime.defense_success_weight * person.defense +
crime.dexterity_success_weight * person.dexterity +
crime.agility_success_weight * person.agility +
crime.charisma_success_weight * person.charisma +
CONSTANTS.IntelligenceCrimeWeight * person.intelligence);
chance /= CONSTANTS.MaxSkillLevel;
chance /= crime.difficulty;
chance *= person.crime_success_mult;
chance *= calculateIntelligenceBonus(person.intelligence);
return Math.min(chance, 1);
}

View File

@@ -1,11 +1,14 @@
import * as React from "react";
import { DarkWebItems } from "./DarkWebItems";
import { Player } from "../Player";
import { SpecialServerIps } from "../Server/SpecialServerIps";
import { post } from "../ui/postToTerminal";
import { post, postElement } from "../ui/postToTerminal";
import { Money } from "../ui/React/Money";
import { isValidIPAddress } from "../../utils/helpers/isValidIPAddress";
import { formatNumber } from "../../utils/StringHelperFunctions";
import { numeralWrapper } from "../ui/numeralFormat";
//Posts a "help" message if connected to DarkWeb
export function checkIfConnectedToDarkweb(): void {
@@ -49,7 +52,7 @@ export function executeDarkwebTerminalCommand(commandArray: string[]): void {
function listAllDarkwebItems() {
for(const key in DarkWebItems) {
const item = DarkWebItems[key];
post(item.toString());
postElement(<>{item.program} - {Money(item.price)} - {item.description}</>);
}
}

View File

@@ -1,4 +1,4 @@
import { formatNumber } from "../../utils/StringHelperFunctions";
import { numeralWrapper } from "../ui/numeralFormat";
export class DarkWebItem {
program: string;
@@ -10,9 +10,4 @@ export class DarkWebItem {
this.price = price;
this.description = description;
}
// Formats the item to print out to terminal (e.g. BruteSSH.exe -$500,000 - Opens up SSH Ports)
toString(): string {
return [this.program, "$" + formatNumber(this.price, 0), this.description].join(' - ');
}
}

View File

@@ -26,6 +26,7 @@ import { createElement } from "../utils/uiHelpers/createElement";
import { createOptionElement } from "../utils/uiHelpers/createOptionElement";
import { getSelectText } from "../utils/uiHelpers/getSelectData";
import { removeElementById } from "../utils/uiHelpers/removeElementById";
import { Money } from "./ui/React/Money";
import React from "react";
import ReactDOM from "react-dom";
@@ -611,12 +612,16 @@ class DevMenuComponent extends Component {
}
viewStockCaps() {
let text = "<table><tbody><tr><th>Stock</th><th>Price cap</th></tr>";
let stocks = [];
this.processStocks((stock) => {
text += `<tr><td>${stock.symbol}</td><td style="text-align:right;">${numeralWrapper.format(stock.cap, '$0.000a')}</td></tr>`;
stocks.push(<tr key={stock.symbol}>
<td>{stock.symbol}</td>
<td style={{'textAlign':'right'}}>{Money(stock.cap)}</td>
</tr>);
});
text += "</tbody></table>";
dialogBoxCreate(text);
dialogBoxCreate(<table><tbody><tr><th>Stock</th><th>Price cap</th></tr>
{stocks}
</tbody></table>);
}
sleeveMaxAllShock() {
@@ -703,8 +708,11 @@ class DevMenuComponent extends Component {
<h2>Generic</h2>
</div>
<div className="row">
<button className="std-button" onClick={this.addMoney(1e6)}>Add $1m</button>
<button className="std-button" onClick={this.addMoney(1e9)}>Add $1b</button>
<button className="std-button" onClick={this.addMoney(1e12)}>Add $1t</button>
<button className="std-button" onClick={this.addMoney(1e15)}>Add $1000t</button>
<button className="std-button" onClick={this.addMoney(1e27)}>Add $1e27</button>
<button className="std-button" onClick={this.upgradeRam}>Upgrade Home Computer's RAM</button>
</div>
<div className="row">

View File

@@ -15,6 +15,11 @@ import { Factions } from "./Factions";
import { HackingMission, setInMission } from "../Missions";
import { Player } from "../Player";
import { Settings } from "../Settings/Settings";
import {
getHackingWorkRepGain,
getFactionSecurityWorkRepGain,
getFactionFieldWorkRepGain,
} from "../PersonObjects/formulas/reputation";
import { Page, routing } from "../ui/navigationTracking";
import { dialogBoxCreate } from "../../utils/DialogBox";
@@ -25,6 +30,8 @@ import {
Generic_fromJSON
} from "../../utils/JSONReviver";
import { formatNumber } from "../../utils/StringHelperFunctions";
import { numeralWrapper } from "../ui/numeralFormat";
import { Money } from "../ui/React/Money";
import {
yesNoBoxCreate,
yesNoBoxGetYesButton,
@@ -108,10 +115,12 @@ export function purchaseAugmentationBoxCreate(aug, fac) {
yesNoBoxClose();
});
yesNoBoxCreate("<h2>" + aug.name + "</h2><br>" +
aug.info + "<br><br>" +
"<br>Would you like to purchase the " + aug.name + " Augmentation for $" +
formatNumber(aug.baseCost * factionInfo.augmentationPriceMult, 2) + "?");
yesNoBoxCreate(<>
<h2>{aug.name}</h2><br />
<div dangerouslySetInnerHTML={{__html: aug.info}}></div><br /><br />
<br />Would you like to purchase the {aug.name} Augmentation for&nbsp;
{Money(aug.baseCost * factionInfo.augmentationPriceMult)}?
</>);
}
//Returns a boolean indicating whether the player has the prerequisites for the
@@ -231,15 +240,24 @@ export function getNextNeurofluxLevel() {
}
export function processPassiveFactionRepGain(numCycles) {
var numTimesGain = (numCycles / 600) * Player.faction_rep_mult;
for (var name in Factions) {
if (Factions.hasOwnProperty(name)) {
var faction = Factions[name];
for (const name in Factions) {
if (name === Player.currentWorkFactionName) continue;
if (!Factions.hasOwnProperty(name)) continue;
const faction = Factions[name];
if (!faction.isMember) continue;
// 0 favor = 1%/s
// 50 favor = 6%/s
// 100 favor = 11%/s
const favorMult = Math.min(0.1, (faction.favor / 1000) + 0.01);
// Find the best of all possible favor gain, minimum 1 rep / 2 minute.
const hRep = getHackingWorkRepGain(Player, faction);
const sRep = getFactionSecurityWorkRepGain(Player, faction);
const fRep = getFactionFieldWorkRepGain(Player, faction);
const rate = Math.max(hRep * favorMult, sRep * favorMult, fRep * favorMult, 1/120);
//TODO Get hard value of 1 rep per "rep gain cycle"" for now..
//maybe later make this based on
//a player's 'status' like how powerful they are and how much money they have
if (faction.isMember) {faction.playerReputation += (numTimesGain * BitNodeMultipliers.FactionPassiveRepGain);}
}
}
faction.playerReputation += rate *
(numCycles) *
Player.faction_rep_mult *
BitNodeMultipliers.FactionPassiveRepGain;
}
}

View File

@@ -8,6 +8,8 @@ import { Faction } from "../../Faction/Faction";
import { IPlayer } from "../../PersonObjects/IPlayer";
import { numeralWrapper } from "../../ui/numeralFormat";
import { Money } from "../../ui/React/Money";
import { Reputation } from "../../ui/React/Reputation";
import { StdButton } from "../../ui/React/StdButton";
@@ -21,7 +23,7 @@ type IProps = {
type IState = {
donateAmt: number;
statusTxt: string;
status: JSX.Element;
}
const inputStyleMarkup = {
@@ -37,7 +39,7 @@ export class DonateOption extends React.Component<IProps, IState> {
this.state = {
donateAmt: 0,
statusTxt: "",
status: <></>,
}
this.calculateRepGain = this.calculateRepGain.bind(this);
@@ -61,8 +63,9 @@ export class DonateOption extends React.Component<IProps, IState> {
this.props.p.loseMoney(amt);
const repGain = this.calculateRepGain(amt);
this.props.faction.playerReputation += repGain;
dialogBoxCreate(`You just donated ${numeralWrapper.formatMoney(amt)} to ${fac.name} to gain ` +
`${numeralWrapper.format(repGain, "0,0.000")} reputation`);
dialogBoxCreate(<>
You just donated {Money(amt)} to {fac.name} to gain {Reputation(repGain)} reputation
</>);
this.props.rerender();
}
}
@@ -73,13 +76,13 @@ export class DonateOption extends React.Component<IProps, IState> {
if (isNaN(amt)) {
this.setState({
donateAmt: 0,
statusTxt: "Invalid donate amount entered!",
status: <>Invalid donate amount entered!</>,
});
} else {
const repGain = this.calculateRepGain(amt);
this.setState({
donateAmt: amt,
statusTxt: `This donation will result in ${numeralWrapper.format(repGain, "0,0.000")} reputation gain`,
status: <>This donation will result in {Reputation(repGain)} reputation gain</>,
});
}
}
@@ -93,7 +96,7 @@ export class DonateOption extends React.Component<IProps, IState> {
onClick={this.donate}
text={"Donate Money"}
/>
<p style={this.blockStyle}>{this.state.statusTxt}</p>
<p style={this.blockStyle}>{this.state.status}</p>
</div>
</div>
)

View File

@@ -10,6 +10,8 @@ import { numeralWrapper } from "../../ui/numeralFormat";
import { AutoupdatingParagraph } from "../../ui/React/AutoupdatingParagraph";
import { ParagraphWithTooltip } from "../../ui/React/ParagraphWithTooltip";
import { Reputation } from "../../ui/React/Reputation";
import { Favor } from "../../ui/React/Favor";
type IProps = {
faction: Faction;
@@ -33,18 +35,17 @@ export class Info extends React.Component<IProps, any> {
constructor(props: IProps) {
super(props);
this.getFavorGainText = this.getFavorGainText.bind(this);
this.getReputationText = this.getReputationText.bind(this);
this.getFavorGainContent = this.getFavorGainContent.bind(this);
this.getReputationContent = this.getReputationContent.bind(this);
}
getFavorGainText(): string {
getFavorGainContent(): JSX.Element {
const favorGain = this.props.faction.getFavorGain()[0];
return `You will earn ${numeralWrapper.format(favorGain, "0,0")} faction favor upon resetting after installing an Augmentation`
return <>You will earn {Favor(favorGain)} faction favor upon resetting after installing an Augmentation</>
}
getReputationText(): string {
const formattedRep = numeralWrapper.format(this.props.faction.playerReputation, "0.000a");
return `Reputation: ${formattedRep}`
getReputationContent(): JSX.Element {
return <>Reputation: {Reputation(this.props.faction.playerReputation)}</>
}
render() {
@@ -65,12 +66,12 @@ export class Info extends React.Component<IProps, any> {
<p style={blockStyleMarkup}>-------------------------</p>
<AutoupdatingParagraph
intervalTime={5e3}
getText={this.getReputationText}
getTooltip={this.getFavorGainText}
getContent={this.getReputationContent}
getTooltip={this.getFavorGainContent}
/>
<p style={blockStyleMarkup}>-------------------------</p>
<ParagraphWithTooltip
text={`Faction Favor: ${numeralWrapper.format(this.props.faction.favor, "0,0")}`}
content={<>Faction Favor: {Favor(this.props.faction.favor)}</>}
tooltip={favorTooltip}
/>
<p style={blockStyleMarkup}>-------------------------</p>

View File

@@ -18,9 +18,12 @@ import { Faction } from "../../Faction/Faction";
import { IPlayer } from "../../PersonObjects/IPlayer";
import { Settings } from "../../Settings/Settings";
import { numeralWrapper } from "../../ui/numeralFormat";
import { Money } from "../../ui/React/Money";
import { Reputation } from "../../ui/React/Reputation";
import { IMap } from "../../types";
import { StdButton } from "../../ui/React/StdButton";
import { Augmentation as AugFormat } from "../../ui/React/Augmentation";
type IProps = {
augName: string;
@@ -106,19 +109,19 @@ export class PurchaseableAugmentation extends React.Component<IProps, any> {
// Determine UI properties
let disabled: boolean = false;
let statusTxt: string = "";
let status: JSX.Element = <></>;
let color: string = "";
if (!this.hasPrereqs()) {
disabled = true;
statusTxt = `LOCKED (Requires ${this.aug.prereqs.join(",")} as prerequisite(s))`;
status = <>LOCKED (Requires {this.aug.prereqs.map(aug => AugFormat(aug))} as prerequisite)</>;
color = "red";
} else if (this.aug.name !== AugmentationNames.NeuroFluxGovernor && (this.aug.owned || this.owned())) {
disabled = true;
} else if (this.hasReputation()) {
statusTxt = `UNLOCKED - ${numeralWrapper.formatMoney(moneyCost)}`;
status = <>UNLOCKED (at {Reputation(repCost)} faction reputation) - {Money(moneyCost)}</>;
} else {
disabled = true;
statusTxt = `LOCKED (Requires ${numeralWrapper.format(repCost, "0.000a")} faction reputation - ${numeralWrapper.formatMoney(moneyCost)})`;
status = <>LOCKED (Requires {Reputation(repCost)} faction reputation - {Money(moneyCost)})</>;
color = "red";
}
@@ -143,7 +146,7 @@ export class PurchaseableAugmentation extends React.Component<IProps, any> {
text={btnTxt}
tooltip={this.aug.info}
/>
<p style={txtStyle}>{statusTxt}</p>
<p style={txtStyle}>{status}</p>
</span>
</li>
)

View File

@@ -35,6 +35,14 @@ import { removeElement } from "../utils/uiHelpers/removeElement";
import { removeElementById } from "../utils/uiHelpers/removeElementById";
import { convertTimeMsToTimeElapsedString } from "../utils/StringHelperFunctions";
import { StatsTable } from "./ui/React/StatsTable";
import { Money } from "./ui/React/Money";
import { MoneyRate } from "./ui/React/MoneyRate";
import { Reputation } from "./ui/React/Reputation";
import React from "react";
import ReactDOM from "react-dom";
import { renderToStaticMarkup } from "react-dom/server"
// Constants
const GangRespectToReputationRatio = 5; // Respect is divided by this to get rep gain
@@ -492,15 +500,15 @@ Gang.prototype.ascendMember = function(memberObj, workerScript) {
if (workerScript == null) {
dialogBoxCreate([`You ascended ${memberObj.name}!`,
"",
`Your gang lost ${numeralWrapper.format(res.respect, "0.000a")} respect`,
`Your gang lost ${numeralWrapper.formatRespect(res.respect)} respect`,
"",
`${memberObj.name} gained the following stat multipliers for ascending:`,
`Hacking: ${numeralWrapper.format(res.hack, "0.000%")}`,
`Strength: ${numeralWrapper.format(res.str, "0.000%")}`,
`Defense: ${numeralWrapper.format(res.def, "0.000%")}`,
`Dexterity: ${numeralWrapper.format(res.dex, "0.000%")}`,
`Agility: ${numeralWrapper.format(res.agi, "0.000%")}`,
`Charisma: ${numeralWrapper.format(res.cha, "0.000%")}`].join("<br>"));
`Hacking: ${numeralWrapper.formatPercentage(res.hack, 3)}`,
`Strength: ${numeralWrapper.formatPercentage(res.str, 3)}`,
`Defense: ${numeralWrapper.formatPercentage(res.def, 3)}`,
`Dexterity: ${numeralWrapper.formatPercentage(res.dex, 3)}`,
`Agility: ${numeralWrapper.formatPercentage(res.agi, 3)}`,
`Charisma: ${numeralWrapper.formatPercentage(res.cha, 3)}`].join("<br>"));
} else {
workerScript.log(`Ascended Gang member ${memberObj.name}`);
}
@@ -801,7 +809,7 @@ GangMember.prototype.ascend = function() {
GangMember.prototype.getAscensionEfficiency = function() {
function formula(mult) {
return 1/(1+Math.log(mult)/Math.log(10));
return 1/(1+Math.log(mult)/Math.log(20));
}
return {
hack: formula(this.hack_asc_mult),
@@ -1044,14 +1052,14 @@ Gang.prototype.createGangMemberUpgradeBox = function(player, initialFilter="") {
type:"text", placeholder:"Filter gang members",
class: "text-input",
value:initialFilter,
onkeyup:()=>{
onkeyup:() => {
var filterValue = UIElems.gangMemberUpgradeBoxFilter.value.toString();
this.createGangMemberUpgradeBox(player, filterValue);
}
});
UIElems.gangMemberUpgradeBoxDiscount = createElement("p", {
innerText: "Discount: -" + numeralWrapper.format(1 - 1 / this.getDiscount(), "0.00%"),
innerText: "Discount: -" + numeralWrapper.formatPercentage(1 - 1 / this.getDiscount()),
marginLeft: "6px",
tooltip: "You get a discount on equipment and upgrades based on your gang's " +
"respect and power. More respect and power leads to more discounts."
@@ -1178,10 +1186,10 @@ GangMember.prototype.createGangMemberUpgradePanel = function(gangObj, player) {
let upg = upgradeArray[j];
(function (upg, div, memberObj, i, gang) {
let createElementParams = {
innerText: upg.name + " - " + numeralWrapper.format(upg.getCost(gang), "$0.000a"),
innerHTML: `${upg.name} - ${renderToStaticMarkup(Money(upg.getCost(gang)))}`,
class: "a-link-button", margin:"2px", padding:"2px", display:"block",
fontSize:"11px",
clickListener:()=>{
clickListener:() => {
memberObj.buyUpgrade(upg, player, gangObj);
return false;
}
@@ -1266,7 +1274,7 @@ Gang.prototype.displayGangContent = function(player) {
// Back button
UIElems.gangContainer.appendChild(createElement("a", {
class:"a-link-button", display:"inline-block", innerText:"Back",
clickListener:()=>{
clickListener:() => {
Engine.loadFactionContent();
displayFactionContent(facName);
return false;
@@ -1277,7 +1285,7 @@ Gang.prototype.displayGangContent = function(player) {
UIElems.managementButton = createElement("a", {
id:"gang-management-subpage-button", class:"a-link-button-inactive",
display:"inline-block", innerHTML: "Gang Management (Alt+1)",
clickListener:()=>{
clickListener:() => {
UIElems.gangManagementSubpage.style.display = "block";
UIElems.gangTerritorySubpage.style.display = "none";
UIElems.managementButton.classList.toggle("a-link-button-inactive");
@@ -1340,7 +1348,7 @@ Gang.prototype.displayGangContent = function(player) {
UIElems.gangRecruitMemberButton = createElement("a", {
id: "gang-management-recruit-member-btn", class:"a-link-button-inactive",
innerHTML:"Recruit Gang Member", display:"inline-block", margin:"10px",
clickListener:()=>{
clickListener:() => {
const popupId = "recruit-gang-member-popup";
let yesBtn;
@@ -1408,7 +1416,7 @@ Gang.prototype.displayGangContent = function(player) {
UIElems.gangExpandAllButton = createElement("a", {
class:"a-link-button", display:"inline-block",
innerHTML:"Expand All",
clickListener:()=>{
clickListener:() => {
var allHeaders = UIElems.gangManagementSubpage.getElementsByClassName("accordion-header");
for (var i = 0; i < allHeaders.length; ++i) {
var hdr = allHeaders[i];
@@ -1422,7 +1430,7 @@ Gang.prototype.displayGangContent = function(player) {
UIElems.gangCollapseAllButton = createElement("a", {
class:"a-link-button", display:"inline-block",
innerHTML:"Collapse All",
clickListener:()=>{
clickListener:() => {
var allHeaders = UIElems.gangManagementSubpage.getElementsByClassName("accordion-header");
for (var i = 0; i < allHeaders.length; ++i) {
var hdr = allHeaders[i];
@@ -1436,7 +1444,7 @@ Gang.prototype.displayGangContent = function(player) {
UIElems.gangMemberFilter = createElement("input", {
type:"text", placeholder:"Filter gang members", margin:"5px", padding:"5px",
class:"text-input",
onkeyup:()=>{
onkeyup:() => {
this.displayGangMemberList();
}
});
@@ -1584,13 +1592,13 @@ Gang.prototype.updateGangContent = function() {
if (UIElems.gangMemberUpgradeBoxOpened) {
UIElems.gangMemberUpgradeBoxDiscount.childNodes[0].nodeValue =
"Discount: -" + numeralWrapper.format(1 - 1 / this.getDiscount(), "0.00%");
"Discount: -" + numeralWrapper.formatPercentage(1 - 1 / this.getDiscount());
}
if (UIElems.gangTerritorySubpage.style.display === "block") {
// Territory Warfare Clash Chance
UIElems.gangTerritoryWarfareClashChance.innerText =
`Territory Clash Chance: ${numeralWrapper.format(this.territoryClashChance, '0.000%')}`;
`Territory Clash Chance: ${numeralWrapper.formatPercentage(this.territoryClashChance, 3)}`;
// Engaged in Territory Warfare checkbox
UIElems.gangTerritoryWarfareCheckbox.checked = this.territoryWarfareEngaged;
@@ -1623,7 +1631,7 @@ Gang.prototype.updateGangContent = function() {
const clashVictoryChance = playerPower / (gangTerritoryInfo.power + playerPower);
let newHTML = `<u>${gangname}</u><br>Power: ${formatNumber(gangTerritoryInfo.power, 6)}<br>`;
newHTML += `Territory: ${displayNumber}%<br>`;
newHTML += `Chance to win clash with this gang: ${numeralWrapper.format(clashVictoryChance, "0.000%")}<br><br>`;
newHTML += `Chance to win clash with this gang: ${numeralWrapper.formatPercentage(clashVictoryChance, 3)}<br><br>`;
UIElems.gangTerritoryInfoText.innerHTML += newHTML;
}
}
@@ -1641,8 +1649,8 @@ Gang.prototype.updateGangContent = function() {
removeChildrenFromElement(UIElems.gangInfo);
UIElems.gangInfo.appendChild(createElement("p", { // Respect
display: "inline-block",
innerText: "Respect: " + numeralWrapper.format(this.respect, '0.00000a') +
" (" + numeralWrapper.format(5*this.respectGainRate, '0.00000a') + " / sec)",
innerText: "Respect: " + numeralWrapper.formatRespect(this.respect) +
" (" + numeralWrapper.formatRespect(5*this.respectGainRate) + " / sec)",
tooltip: "Represents the amount of respect your gang has from other gangs and criminal " +
"organizations. Your respect affects the amount of money " +
"your gang members will earn, and also determines how much " +
@@ -1652,8 +1660,8 @@ Gang.prototype.updateGangContent = function() {
UIElems.gangInfo.appendChild(createElement("p", { // Wanted level
display: "inline-block",
innerText: "Wanted Level: " + numeralWrapper.format(this.wanted, '0.00000a') +
" (" + numeralWrapper.format(5*this.wantedGainRate, '0.00000a') + " / sec)",
innerText: "Wanted Level: " + numeralWrapper.formatWanted(this.wanted) +
" (" + numeralWrapper.formatWanted(5*this.wantedGainRate) + " / sec)",
tooltip: "Represents how much the gang is wanted by law enforcement. The higher " +
"your gang's wanted level, the harder it will be for your gang members " +
"to make money and earn respect. Note that the minimum wanted level is 1."
@@ -1669,10 +1677,9 @@ Gang.prototype.updateGangContent = function() {
}));
UIElems.gangInfo.appendChild(createElement("br"));
UIElems.gangInfo.appendChild(createElement("p", { // Money gain rate
display: "inline-block",
innerText: `Money gain rate: ${numeralWrapper.format(5 * this.moneyGainRate, "$0.000a")} / sec`,
}));
const d0 = createElement("div");
ReactDOM.render(<p style={{'display': 'inline-block'}}>Money gain rate: {MoneyRate(5 * this.moneyGainRate)}</p>, d0);
UIElems.gangInfo.appendChild(d0);
UIElems.gangInfo.appendChild(createElement("br"));
// Fix some rounding issues graphically
@@ -1692,10 +1699,9 @@ Gang.prototype.updateGangContent = function() {
}));
UIElems.gangInfo.appendChild(createElement("br"));
UIElems.gangInfo.appendChild(createElement("p", { // Faction reputation
display:"inline-block",
innerText:"Faction reputation: " + numeralWrapper.format(rep, '0.000a')
}));
const d1 = createElement("div");
ReactDOM.render(<p style={{'display': 'inline-block'}}>Faction reputation: {Reputation(rep)}</p>, d1);
UIElems.gangInfo.appendChild(d1);
UIElems.gangInfo.appendChild(createElement("br"));
const CyclesPerSecond = 1000 / Engine._idleSpeed;
@@ -1761,12 +1767,12 @@ Gang.prototype.createGangMemberDisplayElement = function(memberObj) {
const statsDiv = createElement("div", {
class: "gang-member-info-div",
id: name + "gang-member-stats",
tooltipsmall: [`Hk: x${numeralWrapper.format(memberObj.hack_mult * memberObj.hack_asc_mult, "0,0.00")}(x${numeralWrapper.format(memberObj.hack_mult, "0,0.00")} Eq, x${numeralWrapper.format(memberObj.hack_asc_mult, "0,0.00")} Asc)`,
`St: x${numeralWrapper.format(memberObj.str_mult * memberObj.str_asc_mult, "0,0.00")}(x${numeralWrapper.format(memberObj.str_mult, "0,0.00")} Eq, x${numeralWrapper.format(memberObj.str_asc_mult, "0,0.00")} Asc)`,
`Df: x${numeralWrapper.format(memberObj.def_mult * memberObj.def_asc_mult, "0,0.00")}(x${numeralWrapper.format(memberObj.def_mult, "0,0.00")} Eq, x${numeralWrapper.format(memberObj.def_asc_mult, "0,0.00")} Asc)`,
`Dx: x${numeralWrapper.format(memberObj.dex_mult * memberObj.dex_asc_mult, "0,0.00")}(x${numeralWrapper.format(memberObj.dex_mult, "0,0.00")} Eq, x${numeralWrapper.format(memberObj.dex_asc_mult, "0,0.00")} Asc)`,
`Ag: x${numeralWrapper.format(memberObj.agi_mult * memberObj.agi_asc_mult, "0,0.00")}(x${numeralWrapper.format(memberObj.agi_mult, "0,0.00")} Eq, x${numeralWrapper.format(memberObj.agi_asc_mult, "0,0.00")} Asc)`,
`Ch: x${numeralWrapper.format(memberObj.cha_mult * memberObj.cha_asc_mult, "0,0.00")}(x${numeralWrapper.format(memberObj.cha_mult, "0,0.00")} Eq, x${numeralWrapper.format(memberObj.cha_asc_mult, "0,0.00")} Asc)`].join("<br>"),
tooltipsmall: [`Hk: x${numeralWrapper.formatMultiplier(memberObj.hack_mult * memberObj.hack_asc_mult)}(x${numeralWrapper.formatMultiplier(memberObj.hack_mult)} Eq, x${numeralWrapper.formatMultiplier(memberObj.hack_asc_mult)} Asc)`,
`St: x${numeralWrapper.formatMultiplier(memberObj.str_mult * memberObj.str_asc_mult)}(x${numeralWrapper.formatMultiplier(memberObj.str_mult)} Eq, x${numeralWrapper.formatMultiplier(memberObj.str_asc_mult)} Asc)`,
`Df: x${numeralWrapper.formatMultiplier(memberObj.def_mult * memberObj.def_asc_mult)}(x${numeralWrapper.formatMultiplier(memberObj.def_mult)} Eq, x${numeralWrapper.formatMultiplier(memberObj.def_asc_mult)} Asc)`,
`Dx: x${numeralWrapper.formatMultiplier(memberObj.dex_mult * memberObj.dex_asc_mult)}(x${numeralWrapper.formatMultiplier(memberObj.dex_mult)} Eq, x${numeralWrapper.formatMultiplier(memberObj.dex_asc_mult)} Asc)`,
`Ag: x${numeralWrapper.formatMultiplier(memberObj.agi_mult * memberObj.agi_asc_mult)}(x${numeralWrapper.formatMultiplier(memberObj.agi_mult)} Eq, x${numeralWrapper.formatMultiplier(memberObj.agi_asc_mult)} Asc)`,
`Ch: x${numeralWrapper.formatMultiplier(memberObj.cha_mult * memberObj.cha_asc_mult)}(x${numeralWrapper.formatMultiplier(memberObj.cha_mult)} Eq, x${numeralWrapper.formatMultiplier(memberObj.cha_asc_mult)} Asc)`].join("<br>"),
});
UIElems.gangMemberPanels[name]["statsDiv"] = statsDiv;
const statsP = createElement("pre", {
@@ -1784,15 +1790,15 @@ Gang.prototype.createGangMemberDisplayElement = function(memberObj) {
innerText: ["Are you sure you want to ascend this member? They will lose all of",
"their non-Augmentation upgrades and their stats will reset back to 1.",
"",
`Furthermore, your gang will lose ${numeralWrapper.format(memberObj.earnedRespect, "0.000a")} respect`,
`Furthermore, your gang will lose ${numeralWrapper.formatRespect(memberObj.earnedRespect)} respect`,
"",
"In return, they will gain the following permanent boost to stat multipliers:\n",
`Hacking: +${numeralWrapper.format(ascendBenefits.hack, "0.00%")}`,
`Strength: +${numeralWrapper.format(ascendBenefits.str, "0.00%")}`,
`Defense: +${numeralWrapper.format(ascendBenefits.def, "0.00%")}`,
`Dexterity: +${numeralWrapper.format(ascendBenefits.dex, "0.00%")}`,
`Agility: +${numeralWrapper.format(ascendBenefits.agi, "0.00%")}`,
`Charisma: +${numeralWrapper.format(ascendBenefits.cha, "0.00%")}`].join("\n"),
`Hacking: +${numeralWrapper.formatPercentage(ascendBenefits.hack)}`,
`Strength: +${numeralWrapper.formatPercentage(ascendBenefits.str)}`,
`Defense: +${numeralWrapper.formatPercentage(ascendBenefits.def)}`,
`Dexterity: +${numeralWrapper.formatPercentage(ascendBenefits.dex)}`,
`Agility: +${numeralWrapper.formatPercentage(ascendBenefits.agi)}`,
`Charisma: +${numeralWrapper.formatPercentage(ascendBenefits.cha)}`].join("\n"),
});
const confirmBtn = createElement("button", {
class: "std-button",
@@ -1874,7 +1880,7 @@ Gang.prototype.createGangMemberDisplayElement = function(memberObj) {
taskSelector.selectedIndex = taskIndex;
}
var gainInfo = createElement("p", {id:name + "gang-member-gain-info"});
var gainInfo = createElement("div", {id:name + "gang-member-gain-info"});
taskDiv.appendChild(taskSelector);
taskDiv.appendChild(gainInfo);
@@ -1907,12 +1913,12 @@ Gang.prototype.updateGangMemberDisplayElement = function(memberObj) {
var stats = document.getElementById(name + "gang-member-stats-text");
if (stats) {
stats.innerText =
[`Hacking: ${formatNumber(memberObj.hack, 0)} (${numeralWrapper.format(memberObj.hack_exp, '(0.00a)')} exp)`,
`Strength: ${formatNumber(memberObj.str, 0)} (${numeralWrapper.format(memberObj.str_exp, '(0.00a)')} exp)`,
`Defense: ${formatNumber(memberObj.def, 0)} (${numeralWrapper.format(memberObj.def_exp, '(0.00a)')} exp)`,
`Dexterity: ${formatNumber(memberObj.dex, 0)} (${numeralWrapper.format(memberObj.dex_exp, '(0.00a)')} exp)`,
`Agility: ${formatNumber(memberObj.agi, 0)} (${numeralWrapper.format(memberObj.agi_exp, '(0.00a)')} exp)`,
`Charisma: ${formatNumber(memberObj.cha, 0)} (${numeralWrapper.format(memberObj.cha_exp, '(0.00a)')} exp)`].join("\n");
[`Hacking: ${formatNumber(memberObj.hack, 0)} (${numeralWrapper.formatExp(memberObj.hack_exp)} exp)`,
`Strength: ${formatNumber(memberObj.str, 0)} (${numeralWrapper.formatExp(memberObj.str_exp)} exp)`,
`Defense: ${formatNumber(memberObj.def, 0)} (${numeralWrapper.formatExp(memberObj.def_exp)} exp)`,
`Dexterity: ${formatNumber(memberObj.dex, 0)} (${numeralWrapper.formatExp(memberObj.dex_exp)} exp)`,
`Agility: ${formatNumber(memberObj.agi, 0)} (${numeralWrapper.formatExp(memberObj.agi_exp)} exp)`,
`Charisma: ${formatNumber(memberObj.cha, 0)} (${numeralWrapper.formatExp(memberObj.cha_exp)} exp)`].join("\n");
}
// Update tooltip for stat multipliers
@@ -1921,23 +1927,25 @@ Gang.prototype.updateGangMemberDisplayElement = function(memberObj) {
const statsDiv = panel["statsDiv"];
if (statsDiv) {
statsDiv.firstChild.innerHTML =
[`Hk: x${numeralWrapper.format(memberObj.hack_mult * memberObj.hack_asc_mult, "0,0.00")}(x${numeralWrapper.format(memberObj.hack_mult, "0,0.00")} Eq, x${numeralWrapper.format(memberObj.hack_asc_mult, "0,0.00")} Asc)`,
`St: x${numeralWrapper.format(memberObj.str_mult * memberObj.str_asc_mult, "0,0.00")}(x${numeralWrapper.format(memberObj.str_mult, "0,0.00")} Eq, x${numeralWrapper.format(memberObj.str_asc_mult, "0,0.00")} Asc)`,
`Df: x${numeralWrapper.format(memberObj.def_mult * memberObj.def_asc_mult, "0,0.00")}(x${numeralWrapper.format(memberObj.def_mult, "0,0.00")} Eq, x${numeralWrapper.format(memberObj.def_asc_mult, "0,0.00")} Asc)`,
`Dx: x${numeralWrapper.format(memberObj.dex_mult * memberObj.dex_asc_mult, "0,0.00")}(x${numeralWrapper.format(memberObj.dex_mult, "0,0.00")} Eq, x${numeralWrapper.format(memberObj.dex_asc_mult, "0,0.00")} Asc)`,
`Ag: x${numeralWrapper.format(memberObj.agi_mult * memberObj.agi_asc_mult, "0,0.00")}(x${numeralWrapper.format(memberObj.agi_mult, "0,0.00")} Eq, x${numeralWrapper.format(memberObj.agi_asc_mult, "0,0.00")} Asc)`,
`Ch: x${numeralWrapper.format(memberObj.cha_mult * memberObj.cha_asc_mult, "0,0.00")}(x${numeralWrapper.format(memberObj.cha_mult, "0,0.00")} Eq, x${numeralWrapper.format(memberObj.cha_asc_mult, "0,0.00")} Asc)`].join("<br>");
[`Hk: x${numeralWrapper.formatMultiplier(memberObj.hack_mult * memberObj.hack_asc_mult)}(x${numeralWrapper.formatMultiplier(memberObj.hack_mult)} Eq, x${numeralWrapper.formatMultiplier(memberObj.hack_asc_mult)} Asc)`,
`St: x${numeralWrapper.formatMultiplier(memberObj.str_mult * memberObj.str_asc_mult)}(x${numeralWrapper.formatMultiplier(memberObj.str_mult)} Eq, x${numeralWrapper.formatMultiplier(memberObj.str_asc_mult)} Asc)`,
`Df: x${numeralWrapper.formatMultiplier(memberObj.def_mult * memberObj.def_asc_mult)}(x${numeralWrapper.formatMultiplier(memberObj.def_mult)} Eq, x${numeralWrapper.formatMultiplier(memberObj.def_asc_mult)} Asc)`,
`Dx: x${numeralWrapper.formatMultiplier(memberObj.dex_mult * memberObj.dex_asc_mult)}(x${numeralWrapper.formatMultiplier(memberObj.dex_mult)} Eq, x${numeralWrapper.formatMultiplier(memberObj.dex_asc_mult)} Asc)`,
`Ag: x${numeralWrapper.formatMultiplier(memberObj.agi_mult * memberObj.agi_asc_mult)}(x${numeralWrapper.formatMultiplier(memberObj.agi_mult)} Eq, x${numeralWrapper.formatMultiplier(memberObj.agi_asc_mult)} Asc)`,
`Ch: x${numeralWrapper.formatMultiplier(memberObj.cha_mult * memberObj.cha_asc_mult)}(x${numeralWrapper.formatMultiplier(memberObj.cha_mult)} Eq, x${numeralWrapper.formatMultiplier(memberObj.cha_asc_mult)} Asc)`].join("<br>");
}
}
// Update info about gang member's earnings/gains
var gainInfo = document.getElementById(name + "gang-member-gain-info");
if (gainInfo) {
gainInfo.innerHTML =
[`Money: ${numeralWrapper.format(5*memberObj.calculateMoneyGain(this), '$0.000a')} / sec`,
`Respect: ${numeralWrapper.format(5*memberObj.calculateRespectGain(this), '0.00000a')} / sec`,
`Wanted Level: ${numeralWrapper.format(5*memberObj.calculateWantedLevelGain(this), '0.00000a')} / sec`,
`Total Respect Earned: ${numeralWrapper.format(memberObj.earnedRespect, '0.00000a')}`].join("<br>");
const data = [
[`Money:`, MoneyRate(5*memberObj.calculateMoneyGain(this))],
[`Respect:`, `${numeralWrapper.formatRespect(5*memberObj.calculateRespectGain(this))} / sec`],
[`Wanted Level:`, `${numeralWrapper.formatWanted(5*memberObj.calculateWantedLevelGain(this))} / sec`],
[`Total Respect:`, `${numeralWrapper.formatRespect(memberObj.earnedRespect)}`],
];
ReactDOM.render(StatsTable(data), gainInfo);
}
// Update selector to have the correct task

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