mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-16 14:28:36 +02:00
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257
.eslintrc.js
257
.eslintrc.js
@@ -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,
|
||||
},
|
||||
],
|
||||
"array-bracket-newline": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"array-bracket-spacing": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"array-callback-return": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"array-element-newline": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"arrow-body-style": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"arrow-parens": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"arrow-spacing": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"block-scoped-var": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"block-spacing": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"brace-style": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"callback-return": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"camelcase": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"capitalized-comments": [
|
||||
"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"
|
||||
"off",
|
||||
],
|
||||
"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": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"for-direction": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"func-call-spacing": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"func-name-matching": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"func-names": [
|
||||
"off",
|
||||
"never"
|
||||
"never",
|
||||
],
|
||||
"func-style": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"function-paren-newline": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"generator-star-spacing": [
|
||||
"error",
|
||||
"before"
|
||||
"before",
|
||||
],
|
||||
"getter-return": [
|
||||
"error",
|
||||
{
|
||||
"allowImplicit": false
|
||||
}
|
||||
"allowImplicit": false,
|
||||
},
|
||||
],
|
||||
"global-require": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"guard-for-in": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"handle-callback-err": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"id-blacklist": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"id-length": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"id-match": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"implicit-arrow-linebreak": [
|
||||
"error",
|
||||
"beside"
|
||||
"beside",
|
||||
],
|
||||
"indent": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"indent-legacy": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"init-declarations": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"jsx-quotes": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"key-spacing": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"keyword-spacing": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"line-comment-position": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"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"
|
||||
"off",
|
||||
],
|
||||
"lines-around-directive": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"lines-between-class-members": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"max-depth": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"max-len": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"max-lines": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"max-nested-callbacks": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"max-params": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"max-statements": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"max-statements-per-line": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"multiline-comment-style": [
|
||||
"off",
|
||||
"starred-block"
|
||||
"starred-block",
|
||||
],
|
||||
"multiline-ternary": [
|
||||
"off",
|
||||
"never"
|
||||
"never",
|
||||
],
|
||||
"new-cap": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"new-parens": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"newline-after-var": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"newline-before-return": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"newline-per-chained-call": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"no-alert": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"no-array-constructor": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"no-await-in-loop": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"no-bitwise": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"no-buffer-constructor": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"no-caller": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"no-case-declarations": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"no-catch-shadow": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"no-class-assign": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"no-compare-neg-zero": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"no-cond-assign": [
|
||||
"off",
|
||||
"except-parens"
|
||||
"except-parens",
|
||||
],
|
||||
"no-confusing-arrow": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"no-console": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"no-const-assign": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"no-constant-condition": [
|
||||
"error",
|
||||
{
|
||||
"checkLoops": false
|
||||
}
|
||||
"checkLoops": false,
|
||||
},
|
||||
],
|
||||
"no-continue": [
|
||||
"off"
|
||||
"off",
|
||||
],
|
||||
"no-control-regex": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"no-debugger": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"no-delete-var": [
|
||||
"error"
|
||||
"error",
|
||||
],
|
||||
"no-div-regex": [
|
||||
"error"
|
||||
@@ -346,11 +358,7 @@ module.exports = {
|
||||
"error"
|
||||
],
|
||||
"no-extra-parens": [
|
||||
"error",
|
||||
"all",
|
||||
{
|
||||
"conditionalAssign": false
|
||||
}
|
||||
"off"
|
||||
],
|
||||
"no-extra-semi": [
|
||||
"off"
|
||||
@@ -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,
|
||||
}],
|
||||
"@typescript-eslint/member-delimiter-style": ["error", {
|
||||
"multiline": {
|
||||
"delimiter": "semi",
|
||||
"requireLast": true,
|
||||
},
|
||||
"singleline": {
|
||||
"delimiter": "semi",
|
||||
"requireLast": false,
|
||||
}
|
||||
}],
|
||||
"@typescript-eslint/member-ordering": ["error", {
|
||||
"default": [
|
||||
"signature",
|
||||
"static-field",
|
||||
"instance-field",
|
||||
"abstract-field",
|
||||
"constructor",
|
||||
"instance-method",
|
||||
"abstract-method",
|
||||
"static-method",
|
||||
]
|
||||
}],
|
||||
"@typescript-eslint/no-explicit-any": "off",
|
||||
"@typescript-eslint/no-use-before-define": "off",
|
||||
}
|
||||
}
|
||||
]
|
||||
};
|
||||
23
README_contribution.md
Normal file
23
README_contribution.md
Normal file
@@ -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
24
css/casino.scss
Normal file
@@ -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;
|
||||
}
|
||||
@@ -184,5 +184,4 @@
|
||||
|
||||
#infiltration-buttons .a-link-button {
|
||||
display: inline;
|
||||
width: 25%;
|
||||
}
|
||||
|
||||
5
css/milestones.scss
Normal file
5
css/milestones.scss
Normal file
@@ -0,0 +1,5 @@
|
||||
#milestones-container {
|
||||
position: fixed;
|
||||
padding: 6px;
|
||||
width: 60%;
|
||||
}
|
||||
@@ -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 {
|
||||
|
||||
4
dist/engine.bundle.js
vendored
4
dist/engine.bundle.js
vendored
File diff suppressed because one or more lines are too long
2
dist/engineStyle.bundle.js
vendored
2
dist/engineStyle.bundle.js
vendored
@@ -1,2 +1,2 @@
|
||||
!function(n){function t(t){for(var e,i,f=t[0],c=t[1],l=t[2],p=0,s=[];p<f.length;p++)i=f[p],u[i]&&s.push(u[i][0]),u[i]=0;for(e in c)Object.prototype.hasOwnProperty.call(c,e)&&(n[e]=c[e]);for(a&&a(t);s.length;)s.shift()();return r.push.apply(r,l||[]),o()}function o(){for(var n,t=0;t<r.length;t++){for(var o=r[t],e=!0,f=1;f<o.length;f++){var c=o[f];0!==u[c]&&(e=!1)}e&&(r.splice(t--,1),n=i(i.s=o[0]))}return n}var e={},u={1:0},r=[];function i(t){if(e[t])return e[t].exports;var o=e[t]={i:t,l:!1,exports:{}};return n[t].call(o.exports,o,o.exports,i),o.l=!0,o.exports}i.m=n,i.c=e,i.d=function(n,t,o){i.o(n,t)||Object.defineProperty(n,t,{enumerable:!0,get:o})},i.r=function(n){"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(n,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(n,"__esModule",{value:!0})},i.t=function(n,t){if(1&t&&(n=i(n)),8&t)return n;if(4&t&&"object"==typeof n&&n&&n.__esModule)return n;var o=Object.create(null);if(i.r(o),Object.defineProperty(o,"default",{enumerable:!0,value:n}),2&t&&"string"!=typeof n)for(var e in n)i.d(o,e,function(t){return n[t]}.bind(null,e));return o},i.n=function(n){var t=n&&n.__esModule?function(){return n.default}:function(){return n};return i.d(t,"a",t),t},i.o=function(n,t){return Object.prototype.hasOwnProperty.call(n,t)},i.p="";var f=window.webpackJsonp=window.webpackJsonp||[],c=f.push.bind(f);f.push=t,f=f.slice();for(var l=0;l<f.length;l++)t(f[l]);var a=c;r.push([395,0]),o()}({338:function(n,t,o){},340:function(n,t,o){},342:function(n,t,o){},344:function(n,t,o){},346:function(n,t,o){},348:function(n,t,o){},350:function(n,t,o){},352:function(n,t,o){},354:function(n,t,o){},356:function(n,t,o){},358:function(n,t,o){},360:function(n,t,o){},362:function(n,t,o){},364:function(n,t,o){},366:function(n,t,o){},368:function(n,t,o){},370:function(n,t,o){},372:function(n,t,o){},374:function(n,t,o){},376:function(n,t,o){},378:function(n,t,o){},380:function(n,t,o){},382:function(n,t,o){},384:function(n,t,o){},386:function(n,t,o){},388:function(n,t,o){},390:function(n,t,o){},392:function(n,t,o){},395:function(n,t,o){"use strict";o.r(t);o(394),o(392),o(390),o(388),o(386),o(384),o(382),o(380),o(378),o(376),o(374),o(372),o(370),o(368),o(366),o(364),o(362),o(360),o(358),o(356),o(354),o(352),o(350),o(348),o(346),o(344),o(342),o(340),o(338)}});
|
||||
!function(n){function t(t){for(var e,i,f=t[0],c=t[1],l=t[2],p=0,s=[];p<f.length;p++)i=f[p],u[i]&&s.push(u[i][0]),u[i]=0;for(e in c)Object.prototype.hasOwnProperty.call(c,e)&&(n[e]=c[e]);for(a&&a(t);s.length;)s.shift()();return r.push.apply(r,l||[]),o()}function o(){for(var n,t=0;t<r.length;t++){for(var o=r[t],e=!0,f=1;f<o.length;f++){var c=o[f];0!==u[c]&&(e=!1)}e&&(r.splice(t--,1),n=i(i.s=o[0]))}return n}var e={},u={1:0},r=[];function i(t){if(e[t])return e[t].exports;var o=e[t]={i:t,l:!1,exports:{}};return n[t].call(o.exports,o,o.exports,i),o.l=!0,o.exports}i.m=n,i.c=e,i.d=function(n,t,o){i.o(n,t)||Object.defineProperty(n,t,{enumerable:!0,get:o})},i.r=function(n){"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(n,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(n,"__esModule",{value:!0})},i.t=function(n,t){if(1&t&&(n=i(n)),8&t)return n;if(4&t&&"object"==typeof n&&n&&n.__esModule)return n;var o=Object.create(null);if(i.r(o),Object.defineProperty(o,"default",{enumerable:!0,value:n}),2&t&&"string"!=typeof n)for(var e in n)i.d(o,e,function(t){return n[t]}.bind(null,e));return o},i.n=function(n){var t=n&&n.__esModule?function(){return n.default}:function(){return n};return i.d(t,"a",t),t},i.o=function(n,t){return Object.prototype.hasOwnProperty.call(n,t)},i.p="";var f=window.webpackJsonp=window.webpackJsonp||[],c=f.push.bind(f);f.push=t,f=f.slice();for(var l=0;l<f.length;l++)t(f[l]);var a=c;r.push([842,0]),o()}({781:function(n,t,o){},783:function(n,t,o){},785:function(n,t,o){},787:function(n,t,o){},789:function(n,t,o){},791:function(n,t,o){},793:function(n,t,o){},795:function(n,t,o){},797:function(n,t,o){},799:function(n,t,o){},801:function(n,t,o){},803:function(n,t,o){},805:function(n,t,o){},807:function(n,t,o){},809:function(n,t,o){},811:function(n,t,o){},813:function(n,t,o){},815:function(n,t,o){},817:function(n,t,o){},819:function(n,t,o){},821:function(n,t,o){},823:function(n,t,o){},825:function(n,t,o){},827:function(n,t,o){},829:function(n,t,o){},831:function(n,t,o){},833:function(n,t,o){},835:function(n,t,o){},837:function(n,t,o){},839:function(n,t,o){},842:function(n,t,o){"use strict";o.r(t);o(841),o(839),o(837),o(835),o(833),o(831),o(829),o(827),o(825),o(823),o(821),o(819),o(817),o(815),o(813),o(811),o(809),o(807),o(805),o(803),o(801),o(799),o(797),o(795),o(793),o(791),o(789),o(787),o(785),o(783),o(781)}});
|
||||
//# sourceMappingURL=engineStyle.bundle.js.map
|
||||
36
dist/engineStyle.css
vendored
36
dist/engineStyle.css
vendored
@@ -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;
|
||||
@@ -1374,8 +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
|
||||
@@ -5007,5 +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*/
|
||||
78
dist/vendor.bundle.js
vendored
78
dist/vendor.bundle.js
vendored
File diff suppressed because one or more lines are too long
@@ -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 | |
|
||||
|
||||
@@ -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
|
||||
^^^
|
||||
|
||||
|
||||
@@ -3,6 +3,197 @@
|
||||
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)
|
||||
------------------------------------------
|
||||
|
||||
|
||||
@@ -66,7 +66,7 @@ documentation_title = '{0} Documentation'.format(project)
|
||||
# The short X.Y version.
|
||||
version = '0.51'
|
||||
# The full version, including alpha/beta/rc tags.
|
||||
release = '0.51.0'
|
||||
release = '0.51.5'
|
||||
|
||||
# The language for content autogenerated by Sphinx. Refer to documentation
|
||||
# for a list of supported languages.
|
||||
|
||||
@@ -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.
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -27,7 +27,7 @@ getServer() Netscript Function
|
||||
sshPortOpen
|
||||
baseDifficulty
|
||||
hackDifficulty
|
||||
manuallyHacked
|
||||
backdoorInstalled
|
||||
minDifficulty
|
||||
moneyAvailable
|
||||
moneyMax
|
||||
|
||||
40
doc/source/netscript/basicfunctions/flags.rst
Normal file
40
doc/source/netscript/basicfunctions/flags.rst
Normal 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}
|
||||
88
doc/source/netscript/basicfunctions/getRunningScript.rst
Normal file
88
doc/source/netscript/basicfunctions/getRunningScript.rst
Normal 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"
|
||||
@@ -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);
|
||||
|
||||
@@ -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.
|
||||
@@ -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.
|
||||
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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.
|
||||
@@ -5,7 +5,7 @@ calculateExp() Netscript Function
|
||||
|
||||
:RAM cost: 0 GB
|
||||
:param number skillLevel: ``skillLevel`` to convert to exp.
|
||||
:param number mult: Assume a specific skill multipler.
|
||||
: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.
|
||||
|
||||
@@ -5,7 +5,7 @@ calculateSkill() Netscript Function
|
||||
|
||||
:RAM cost: 0 GB
|
||||
:param number exp: ``exp`` to convert to skillLevel.
|
||||
:param number mult: Assume a specific skill multipler.
|
||||
: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.
|
||||
|
||||
@@ -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
|
||||
12
doc/source/netscript/hacknetnodeapi/hashCapacity.rst
Normal file
12
doc/source/netscript/hacknetnodeapi/hashCapacity.rst
Normal file
@@ -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).
|
||||
@@ -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>
|
||||
|
||||
@@ -46,6 +46,7 @@ In :ref:`netscriptjs`::
|
||||
upgradeCache() <hacknetnodeapi/upgradeCache>
|
||||
getCacheUpgradeCost() <hacknetnodeapi/getCacheUpgradeCost>
|
||||
numHashes() <hacknetnodeapi/numHashes>
|
||||
hashCapacity() <hacknetnodeapi/hashCapacity>
|
||||
hashCost() <hacknetnodeapi/hashCost>
|
||||
spendHashes() <hacknetnodeapi/spendHashes>
|
||||
getHashUpgradeLevel() <hacknetnodeapi/getHashUpgradeLevel>
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -28,6 +28,7 @@ level 3, then you will be able to access all of the Singularity Functions.
|
||||
connect() <singularityfunctions/connect>
|
||||
manualHack() <singularityfunctions/manualHack>
|
||||
getPlayer() <singularityfunctions/getPlayer>
|
||||
hospitalize() <singularityfunctions/hospitalize>
|
||||
isBusy() <singularityfunctions/isBusy>
|
||||
stopAction() <singularityfunctions/stopAction>
|
||||
upgradeHomeRam() <singularityfunctions/upgradeHomeRam>
|
||||
|
||||
@@ -93,6 +93,8 @@ getPlayer() Netscript Function
|
||||
playtimeSinceLastAug
|
||||
playtimeSinceLastBitnode
|
||||
jobs
|
||||
factions
|
||||
tor
|
||||
}
|
||||
|
||||
Example::
|
||||
|
||||
11
doc/source/netscript/singularityfunctions/hospitalize.rst
Normal file
11
doc/source/netscript/singularityfunctions/hospitalize.rst
Normal 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.
|
||||
@@ -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::
|
||||
|
||||
@@ -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.
|
||||
|
||||
|
||||
60
index.html
60
index.html
@@ -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">×</button>
|
||||
<button id="game-options-close-button" aria-label="close options dialog">×</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
13764
package-lock.json
generated
File diff suppressed because it is too large
Load Diff
19
package.json
19
package.json
@@ -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"
|
||||
}
|
||||
|
||||
@@ -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;}
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -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",
|
||||
|
||||
@@ -26,8 +26,8 @@ export function PlayerMultipliers(): React.ReactElement {
|
||||
let elems: any[] = [];
|
||||
if(r) {
|
||||
elems = [
|
||||
<td key='2'> => </td>,
|
||||
<td key='3'>{numeralWrapper.formatPercentage(r)}</td>
|
||||
<td key="2"> {"=>"} </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: </span></td>
|
||||
<td key='1' style={{textAlign: 'right'}}>{numeralWrapper.formatPercentage(r[1])}</td>
|
||||
<td key="0"><span>{r[0]} multiplier: </span></td>
|
||||
<td key="1" style={{textAlign: 'right'}}>{numeralWrapper.formatPercentage(r[1])}</td>
|
||||
{improvements(r[2])}
|
||||
</tr>)}
|
||||
</tbody>
|
||||
|
||||
@@ -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)");
|
||||
|
||||
@@ -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";
|
||||
@@ -728,9 +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 = "";
|
||||
@@ -800,9 +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);
|
||||
@@ -1066,7 +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() {
|
||||
@@ -1771,7 +1778,7 @@ Bladeburner.prototype.updateOverviewContent = function() {
|
||||
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 />
|
||||
Num Times Hospitalized: {this.numHosp}<br />
|
||||
Money Lost From Hospitalizations: {Money(this.moneyLost)}<br /><br />
|
||||
Current City: {this.city}<br />
|
||||
</>, DomElems.overviewGen1);
|
||||
@@ -2068,8 +2075,8 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
|
||||
innerText:"Confirm", class:"a-link-button",
|
||||
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);
|
||||
@@ -2220,8 +2227,8 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
|
||||
innerText:"Confirm", class:"a-link-button",
|
||||
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);
|
||||
@@ -3204,7 +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;
|
||||
}
|
||||
|
||||
@@ -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
424
src/Casino/Blackjack.tsx
Normal file
@@ -0,0 +1,424 @@
|
||||
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>
|
||||
)
|
||||
}
|
||||
}
|
||||
42
src/Casino/CardDeck/Card.ts
Normal file
42
src/Casino/CardDeck/Card.ts
Normal file
@@ -0,0 +1,42 @@
|
||||
// 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}`;
|
||||
}
|
||||
|
||||
}
|
||||
58
src/Casino/CardDeck/Deck.ts
Normal file
58
src/Casino/CardDeck/Deck.ts
Normal file
@@ -0,0 +1,58 @@
|
||||
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;
|
||||
}
|
||||
|
||||
}
|
||||
25
src/Casino/CardDeck/Hand.ts
Normal file
25
src/Casino/CardDeck/Hand.ts
Normal file
@@ -0,0 +1,25 @@
|
||||
/**
|
||||
* 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) ])
|
||||
}
|
||||
|
||||
}
|
||||
40
src/Casino/CardDeck/ReactCard.tsx
Normal file
40
src/Casino/CardDeck/ReactCard.tsx
Normal file
@@ -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>♣</span>;
|
||||
break;
|
||||
case Suit.Diamonds:
|
||||
suit = <span>♦</span>;
|
||||
break;
|
||||
case Suit.Hearts:
|
||||
suit = <span>♥</span>;
|
||||
break;
|
||||
case Suit.Spades:
|
||||
suit = <span>♠</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
98
src/Casino/CoinFlip.tsx
Normal file
@@ -0,0 +1,98 @@
|
||||
/**
|
||||
* 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
20
src/Casino/Game.tsx
Normal file
@@ -0,0 +1,20 @@
|
||||
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
64
src/Casino/RNG.ts
Normal file
@@ -0,0 +1,64 @@
|
||||
|
||||
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();
|
||||
|
||||
/*
|
||||
* Wichmann–Hill 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
295
src/Casino/Roulette.tsx
Normal file
@@ -0,0 +1,295 @@
|
||||
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
239
src/Casino/SlotMachine.tsx
Normal 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
8
src/Casino/utils.ts
Normal 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();
|
||||
};
|
||||
}
|
||||
@@ -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();
|
||||
});
|
||||
}
|
||||
|
||||
@@ -6,13 +6,13 @@
|
||||
import { IMap } from "./types";
|
||||
|
||||
export let CONSTANTS: IMap<any> = {
|
||||
Version: "0.51.0",
|
||||
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,
|
||||
@@ -228,25 +228,42 @@ export let CONSTANTS: IMap<any> = {
|
||||
|
||||
LatestUpdate:
|
||||
`
|
||||
v0.51.0 - 2021-03-31 Formulas (hydroflame)
|
||||
v0.51.6 - 2021-04-28 Backdoor! (Community)
|
||||
-------
|
||||
|
||||
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.
|
||||
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
|
||||
* '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.
|
||||
* 'prompt' now converts input to JSON.
|
||||
* 'getRunningScript' is a new netscript function that returns a bunch of
|
||||
data related to a running script.
|
||||
|
||||
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).
|
||||
Coding contracts
|
||||
* trivial puzzles should no longer appear.
|
||||
|
||||
Click to copy
|
||||
* Certain UI elements are now 'click-to-copy'
|
||||
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)
|
||||
`
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
@@ -708,8 +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">
|
||||
|
||||
@@ -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";
|
||||
@@ -235,15 +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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -118,7 +118,7 @@ export class PurchaseableAugmentation extends React.Component<IProps, any> {
|
||||
} else if (this.aug.name !== AugmentationNames.NeuroFluxGovernor && (this.aug.owned || this.owned())) {
|
||||
disabled = true;
|
||||
} else if (this.hasReputation()) {
|
||||
status = <>UNLOCKED - {Money(moneyCost)}</>;
|
||||
status = <>UNLOCKED (at {Reputation(repCost)} faction reputation) - {Money(moneyCost)}</>;
|
||||
} else {
|
||||
disabled = true;
|
||||
status = <>LOCKED (Requires {Reputation(repCost)} faction reputation - {Money(moneyCost)})</>;
|
||||
|
||||
@@ -809,7 +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),
|
||||
|
||||
@@ -42,11 +42,9 @@ export class GeneralInfo extends React.Component {
|
||||
hackers all around the world to anonymously share computing power and
|
||||
perform distributed cyberattacks without the fear of being traced.
|
||||
</p>
|
||||
<br />
|
||||
<p className={"hacknet-general-info"}>
|
||||
{this.getSecondParagraph()}
|
||||
</p>
|
||||
<br />
|
||||
<p className={"hacknet-general-info"}>
|
||||
{this.getThirdParagraph()}
|
||||
</p>
|
||||
|
||||
@@ -124,8 +124,7 @@ export class HacknetNode extends React.Component {
|
||||
<li className={"hacknet-node"}>
|
||||
<div className={"hacknet-node-container"}>
|
||||
<div className={"row"}>
|
||||
<p>Node name:</p>
|
||||
<span className={"text"}>{node.name}</span>
|
||||
<h1 style={{"fontSize":"1em"}}>{node.name}</h1>
|
||||
</div>
|
||||
<div className={"row"}>
|
||||
<p>Production:</p>
|
||||
@@ -134,19 +133,22 @@ export class HacknetNode extends React.Component {
|
||||
</span>
|
||||
</div>
|
||||
<div className={"row"}>
|
||||
<p>Level:</p><span className={"text upgradable-info"}>{node.level}</span>
|
||||
<p>Level:</p>
|
||||
<span className={"text upgradable-info"}>{node.level}</span>
|
||||
<button className={upgradeLevelClass} onClick={upgradeLevelOnClick}>
|
||||
{upgradeLevelContent}
|
||||
</button>
|
||||
</div>
|
||||
<div className={"row"}>
|
||||
<p>RAM:</p><span className={"text upgradable-info"}>{node.ram}GB</span>
|
||||
<p>RAM:</p>
|
||||
<span className={"text upgradable-info"}>{node.ram}GB</span>
|
||||
<button className={upgradeRamClass} onClick={upgradeRamOnClick}>
|
||||
{upgradeRamContent}
|
||||
</button>
|
||||
</div>
|
||||
<div className={"row"}>
|
||||
<p>Cores:</p><span className={"text upgradable-info"}>{node.cores}</span>
|
||||
<p>Cores:</p>
|
||||
<span className={"text upgradable-info"}>{node.cores}</span>
|
||||
<button className={upgradeCoresClass} onClick={upgradeCoresOnClick}>
|
||||
{upgradeCoresContent}
|
||||
</button>
|
||||
|
||||
@@ -163,8 +163,7 @@ export class HacknetServer extends React.Component {
|
||||
<li className={"hacknet-node"}>
|
||||
<div className={"hacknet-node-container"}>
|
||||
<div className={"row"}>
|
||||
<p>Node name:</p>
|
||||
<span className={"text"}>{node.hostname}</span>
|
||||
<h1 style={{"fontSize":"1em"}}>{node.hostname}</h1>
|
||||
</div>
|
||||
<div className={"row"}>
|
||||
<p>Production:</p>
|
||||
|
||||
26
src/Hospital/Hospital.ts
Normal file
26
src/Hospital/Hospital.ts
Normal file
@@ -0,0 +1,26 @@
|
||||
import { CONSTANTS } from "../Constants";
|
||||
import { IPlayer } from "../PersonObjects/IPlayer"
|
||||
|
||||
export function getHospitalizationCost(p: IPlayer): number {
|
||||
let money;
|
||||
if (typeof p.money === 'number') {
|
||||
money = p.money;
|
||||
} else {
|
||||
money = p.money.toNumber();
|
||||
}
|
||||
|
||||
if (money < 0) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
return Math.min(money*0.1, (p.max_hp - p.hp) * CONSTANTS.HospitalCostPerHp);
|
||||
}
|
||||
|
||||
export function calculateHospitalizationCost(p: IPlayer, damage: number): number {
|
||||
const oldhp = p.hp;
|
||||
p.hp -= damage
|
||||
if (p.hp < 0) p.hp = 0;
|
||||
const cost = getHospitalizationCost(p);
|
||||
p.hp = oldhp;
|
||||
return cost;
|
||||
}
|
||||
@@ -7,6 +7,7 @@ import { clearEventListeners } from "../utils/uiHelpers/clearEventListeners";
|
||||
import { getRandomInt } from "../utils/helpers/getRandomInt";
|
||||
import { infiltrationBoxCreate } from "../utils/InfiltrationBox";
|
||||
import { formatNumber } from "../utils/StringHelperFunctions";
|
||||
import { numeralWrapper } from "./ui/numeralFormat";
|
||||
|
||||
let InfiltrationScenarios = {
|
||||
Guards: "You see an armed security guard patrolling the area.",
|
||||
@@ -451,9 +452,9 @@ function endInfiltrationLevel(inst) {
|
||||
BitNodeMultipliers.InfiltrationMoney;
|
||||
inst.secretsStolen.push(baseSecretValue);
|
||||
dialogBoxCreate("You found and stole a set of classified documents from the company. " +
|
||||
"These classified secrets could probably be sold for money (<span class='money-gold'>$" +
|
||||
formatNumber(secretMoneyValue, 2) + "</span>), or they " +
|
||||
"could be given to factions for reputation (<span class='light-yellow'>" + formatNumber(secretValue, 3) + " rep</span>)");
|
||||
"These classified secrets could probably be sold for money (<span class='money-gold'>" +
|
||||
numeralWrapper.formatMoney(secretMoneyValue) + "</span>), or they " +
|
||||
"could be given to factions for reputation (<span class='light-yellow'>" + numeralWrapper.formatReputation(secretValue) + " rep</span>)");
|
||||
}
|
||||
|
||||
// Increase security level based on difficulty
|
||||
@@ -495,16 +496,16 @@ function updateInfiltrationLevelText(inst) {
|
||||
document.getElementById("infiltration-level-text").innerHTML =
|
||||
"Facility name: " + inst.companyName + "<br>" +
|
||||
"Clearance Level: " + inst.clearanceLevel + "<br>" +
|
||||
"Security Level: " + formatNumber(inst.securityLevel, 3) + "<br><br>" +
|
||||
"Security Level: " + numeralWrapper.formatInfiltrationSecurity(inst.securityLevel) + "<br><br>" +
|
||||
"Total value of stolen secrets<br>" +
|
||||
"Reputation: <span class='light-yellow'>" + formatNumber(totalValue, 3) + "</span><br>" +
|
||||
"Money: <span class='money-gold'>$" + formatNumber(totalMoneyValue, 2) + "</span><br><br>" +
|
||||
"Hack exp gained: " + formatNumber(inst.calcGainedHackingExp(), 3) + "<br>" +
|
||||
"Str exp gained: " + formatNumber(inst.calcGainedStrengthExp(), 3) + "<br>" +
|
||||
"Def exp gained: " + formatNumber(inst.calcGainedDefenseExp(), 3) + "<br>" +
|
||||
"Dex exp gained: " + formatNumber(inst.calcGainedDexterityExp(), 3) + "<br>" +
|
||||
"Agi exp gained: " + formatNumber(inst.calcGainedAgilityExp(), 3) + "<br>" +
|
||||
"Cha exp gained: " + formatNumber(inst.calcGainedCharismaExp(), 3);
|
||||
"Reputation: <span class='light-yellow'>" + numeralWrapper.formatReputation(totalValue, 3) + "</span><br>" +
|
||||
"Money: <span class='money-gold'>" + numeralWrapper.formatMoney(totalMoneyValue, 2) + "</span><br><br>" +
|
||||
"Hack exp gained: " + numeralWrapper.formatExp(inst.calcGainedHackingExp(), 3) + "<br>" +
|
||||
"Str exp gained: " + numeralWrapper.formatExp(inst.calcGainedStrengthExp(), 3) + "<br>" +
|
||||
"Def exp gained: " + numeralWrapper.formatExp(inst.calcGainedDefenseExp(), 3) + "<br>" +
|
||||
"Dex exp gained: " + numeralWrapper.formatExp(inst.calcGainedDexterityExp(), 3) + "<br>" +
|
||||
"Agi exp gained: " + numeralWrapper.formatExp(inst.calcGainedAgilityExp(), 3) + "<br>" +
|
||||
"Cha exp gained: " + numeralWrapper.formatExp(inst.calcGainedCharismaExp(), 3);
|
||||
/* eslint-enable no-irregular-whitespace */
|
||||
}
|
||||
|
||||
@@ -524,7 +525,7 @@ function updateInfiltrationButtons(inst, scenario) {
|
||||
"<span class='tooltiptext'>" +
|
||||
"Attempt to escape the facility with the classified secrets and " +
|
||||
"documents you have stolen. You have a " +
|
||||
formatNumber(escapeChance*100, 2) + "% chance of success. If you fail, " +
|
||||
numeralWrapper.formatPercentage(escapeChance, 2) + " chance of success. If you fail, " +
|
||||
"the security level will increase by 5%.</span>";
|
||||
|
||||
switch(scenario) {
|
||||
@@ -532,55 +533,55 @@ function updateInfiltrationButtons(inst, scenario) {
|
||||
document.getElementById("infiltration-pickdoor").innerHTML = "Lockpick" +
|
||||
"<span class='tooltiptext'>" +
|
||||
"Attempt to pick the locked door. You have a " +
|
||||
formatNumber(lockpickChance*100, 2) + "% chance of success. " +
|
||||
numeralWrapper.formatPercentage(lockpickChance, 2) + " chance of success. " +
|
||||
"If you succeed, the security level will increased by 1%. If you fail, the " +
|
||||
"security level will increase by 3%.</span>";
|
||||
case InfiltrationScenarios.TechOnly:
|
||||
document.getElementById("infiltration-hacksecurity").innerHTML = "Hack" +
|
||||
"<span class='tooltiptext'>" +
|
||||
"Attempt to hack and disable the security system. You have a " +
|
||||
formatNumber(hackChance*100, 2) + "% chance of success. " +
|
||||
numeralWrapper.formatPercentage(hackChance, 2) + " chance of success. " +
|
||||
"If you succeed, the security level will increase by 3%. If you fail, " +
|
||||
"the security level will increase by 5%.</span>";
|
||||
|
||||
document.getElementById("infiltration-destroysecurity").innerHTML = "Destroy security" +
|
||||
"<span class='tooltiptext'>" +
|
||||
"Attempt to violently destroy the security system. You have a " +
|
||||
formatNumber(destroySecurityChance*100, 2) + "% chance of success. " +
|
||||
numeralWrapper.formatPercentage(destroySecurityChance, 2) + " chance of success. " +
|
||||
"If you succeed, the security level will increase by 5%. If you fail, the " +
|
||||
"security level will increase by 10%. </span>";
|
||||
|
||||
document.getElementById("infiltration-sneak").innerHTML = "Sneak" +
|
||||
"<span class='tooltiptext'>" +
|
||||
"Attempt to sneak past the security system. You have a " +
|
||||
formatNumber(sneakChance*100, 2) + "% chance of success. " +
|
||||
numeralWrapper.formatPercentage(sneakChance, 2) + " chance of success. " +
|
||||
"If you fail, the security level will increase by 8%. </span>";
|
||||
break;
|
||||
case InfiltrationScenarios.Bots:
|
||||
document.getElementById("infiltration-kill").innerHTML = "Destroy bots" +
|
||||
"<span class='tooltiptext'>" +
|
||||
"Attempt to destroy the security bots through combat. You have a " +
|
||||
formatNumber(killChance*100, 2) + "% chance of success. " +
|
||||
numeralWrapper.formatPercentage(killChance, 2) + " chance of success. " +
|
||||
"If you succeed, the security level will increase by 5%. If you fail, " +
|
||||
"the security level will increase by 10%. </span>";
|
||||
|
||||
document.getElementById("infiltration-assassinate").innerHTML = "Assassinate bots" +
|
||||
"<span class='tooltiptext'>" +
|
||||
"Attempt to stealthily destroy the security bots through assassination. You have a " +
|
||||
formatNumber(assassinateChance*100, 2) + "% chance of success. " +
|
||||
numeralWrapper.formatPercentage(assassinateChance, 2) + " chance of success. " +
|
||||
"If you fail, the security level will increase by 10%. </span>";
|
||||
|
||||
document.getElementById("infiltration-hacksecurity").innerHTML = "Hack bots" +
|
||||
"<span class='tooltiptext'>" +
|
||||
"Attempt to disable the security bots by hacking them. You have a " +
|
||||
formatNumber(hackChance*100, 2) + "% chance of success. " +
|
||||
numeralWrapper.formatPercentage(hackChance, 2) + " chance of success. " +
|
||||
"If you succeed, the security level will increase by 3%. If you fail, " +
|
||||
"the security level will increase by 5%. </span>";
|
||||
|
||||
document.getElementById("infiltration-sneak").innerHTML = "Sneak" +
|
||||
"<span class='tooltiptext'>" +
|
||||
"Attempt to sneak past the security bots. You have a " +
|
||||
formatNumber(sneakChance*100, 2) + "% chance of success. " +
|
||||
numeralWrapper.formatPercentage(sneakChance, 2) + " chance of success. " +
|
||||
"If you fail, the security level will increase by 8%. </span>";
|
||||
break;
|
||||
|
||||
@@ -589,39 +590,39 @@ function updateInfiltrationButtons(inst, scenario) {
|
||||
document.getElementById("infiltration-kill").innerHTML = "Kill" +
|
||||
"<span class='tooltiptext'>" +
|
||||
"Attempt to kill the security guard. You have a " +
|
||||
formatNumber(killChance*100, 2) + "% chance of success. " +
|
||||
numeralWrapper.formatPercentage(killChance, 2) + " chance of success. " +
|
||||
"If you succeed, the security level will increase by 5%. If you fail, " +
|
||||
"the security level will decrease by 10%. </span>";
|
||||
|
||||
document.getElementById("infiltration-knockout").innerHTML = "Knockout" +
|
||||
"<span class='tooltiptext'>" +
|
||||
"Attempt to knockout the security guard. You have a " +
|
||||
formatNumber(knockoutChance*100, 2) + "% chance of success. " +
|
||||
numeralWrapper.formatPercentage(knockoutChance, 2) + " chance of success. " +
|
||||
"If you succeed, the security level will increase by 3%. If you fail, the " +
|
||||
"security level will increase by 10%. </span>";
|
||||
|
||||
document.getElementById("infiltration-stealthknockout").innerHTML = "Stealth Knockout" +
|
||||
"<span class='tooltiptext'>" +
|
||||
"Attempt to stealthily knockout the security guard. You have a " +
|
||||
formatNumber(stealthKnockoutChance*100, 2) + "% chance of success. " +
|
||||
numeralWrapper.formatPercentage(stealthKnockoutChance, 2) + " chance of success. " +
|
||||
"If you fail, the security level will increase by 10%. </span>";
|
||||
|
||||
document.getElementById("infiltration-assassinate").innerHTML = "Assassinate" +
|
||||
"<span class='tooltiptext'>" +
|
||||
"Attempt to assassinate the security guard. You have a " +
|
||||
formatNumber(assassinateChance*100, 2) + "% chance of success. " +
|
||||
numeralWrapper.formatPercentage(assassinateChance, 2) + " chance of success. " +
|
||||
"If you fail, the security level will increase by 5%. </span>";
|
||||
|
||||
document.getElementById("infiltration-sneak").innerHTML = "Sneak" +
|
||||
"<span class='tooltiptext'>" +
|
||||
"Attempt to sneak past the security guard. You have a " +
|
||||
formatNumber(sneakChance*100, 2) + "% chance of success. " +
|
||||
numeralWrapper.formatPercentage(sneakChance, 2) + " chance of success. " +
|
||||
"If you fail, the security level will increase by 8%. </span>";
|
||||
|
||||
document.getElementById("infiltration-bribe").innerHTML = "Bribe" +
|
||||
"<span class='tooltiptext'>" +
|
||||
"Attempt to bribe the security guard. You have a " +
|
||||
formatNumber(bribeChance*100, 2) + "% chance of success. " +
|
||||
numeralWrapper.formatPercentage(bribeChance, 2) + " chance of success. " +
|
||||
"If you fail, the security level will increase by 15%. </span>";
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -148,7 +148,7 @@ export const Literatures: IMap<Literature> = {};
|
||||
"will be our people, and we will be with them as their Gods. We will wipe away every tear from their eyes, and death " +
|
||||
"shall be no more, neither shall there be mourning, nor crying, nor pain anymore, for the former things " +
|
||||
"have passed away.'<br><br>" +
|
||||
"And once were were seated on the throne we said 'Behold, I am making all things new.' " +
|
||||
"And once we were seated on the throne we said 'Behold, I am making all things new.' " +
|
||||
"Also we said, 'Write this down, for these words are trustworthy and true.' And we said to you, " +
|
||||
"'It is done! I am the Alpha and the Omega, the beginning and the end. To the thirsty I will give from the spring " +
|
||||
"of the water of life without payment. The one who conquers will have this heritage, and we will be his God and " +
|
||||
|
||||
@@ -11,4 +11,5 @@ export enum LocationType {
|
||||
TechVendor,
|
||||
TravelAgency,
|
||||
University,
|
||||
Casino,
|
||||
}
|
||||
|
||||
@@ -47,14 +47,14 @@ Cities[CityName.Aevum].asciiArt = `
|
||||
\\ 56 B
|
||||
x \\ [summit university]
|
||||
\\ \\ 28
|
||||
\\ [snap fitness gym] x o--L------------
|
||||
\\ [snap fitness gym] x o--L-----------N
|
||||
K \\ /
|
||||
\\ \\ P
|
||||
\\ \\ Q [casino]
|
||||
x 58 \\ / [travel agency]
|
||||
\\ 94 95 o
|
||||
90 x 59 o------o |
|
||||
\\ / \\ | 98 102 103
|
||||
o--------N------x----o 93 96 o-----+------------o o----o
|
||||
o--------O------x----o 93 96 o-----+------------o o----o
|
||||
\\ | \\ /
|
||||
[hospital] \\ 61 [ecorp] x 31 99 o-F-o 101
|
||||
o |
|
||||
@@ -69,13 +69,13 @@ Cities[CityName.Aevum].asciiArt = `
|
||||
| 34 x \\
|
||||
[clarke inc.] C | \\ [world stock exchange]
|
||||
| | \\
|
||||
| | o-M-------Q--------o
|
||||
| | o-M-------R--------o
|
||||
[galactic cybersystems] G 35 x
|
||||
| [watchdog security]
|
||||
|
|
||||
67 o
|
||||
|
||||
[the slums] O `
|
||||
[the slums] P `
|
||||
Cities[CityName.Chongqing].asciiArt = `
|
||||
|
|
||||
75 o
|
||||
|
||||
@@ -78,7 +78,7 @@ export function createTravelPopup(destination: CityName, travelFn: TravelFunctio
|
||||
return false;
|
||||
});
|
||||
|
||||
yesNoBoxCreate(<span>Would you like to travel to ${destination}? The trip will
|
||||
yesNoBoxCreate(<span>Would you like to travel to {destination}? The trip will
|
||||
cost {Money(cost)}.</span>);
|
||||
}
|
||||
|
||||
@@ -198,7 +198,12 @@ export function createStartCorporationPopup(p: IPlayer) {
|
||||
*/
|
||||
export function createUpgradeHomeCoresPopup(p: IPlayer) {
|
||||
const currentCores = p.getHomeComputer().cpuCores;
|
||||
if (currentCores >= 8) { return; } // Max of 8 cores
|
||||
if (currentCores >= 8) {
|
||||
dialogBoxCreate(<>
|
||||
You've have the maximum amount of CPU cores on your home computer.
|
||||
</>);
|
||||
return;
|
||||
}
|
||||
|
||||
// Cost of purchasing another cost is found by indexing this array with number of current cores
|
||||
const allCosts = [
|
||||
@@ -255,6 +260,14 @@ export function createUpgradeHomeRamPopup(p: IPlayer) {
|
||||
const noBtn = yesNoBoxGetNoButton();
|
||||
if (yesBtn == null || noBtn == null) { return; }
|
||||
|
||||
const homeComputer = p.getHomeComputer();
|
||||
if (homeComputer.maxRam >= CONSTANTS.HomeComputerMaxRam) {
|
||||
dialogBoxCreate(<>
|
||||
You've have the maximum amount of RAM on your home computer.
|
||||
</>);
|
||||
return;
|
||||
}
|
||||
|
||||
yesBtn.innerText = "Purchase";
|
||||
yesBtn.addEventListener("click", ()=>{
|
||||
purchaseRamForHomeComputer(cost, p);
|
||||
|
||||
@@ -9,4 +9,4 @@ export enum CityName {
|
||||
NewTokyo = "New Tokyo",
|
||||
Sector12 = "Sector-12",
|
||||
Volhaven = "Volhaven",
|
||||
};
|
||||
}
|
||||
|
||||
@@ -24,6 +24,7 @@ export enum LocationName {
|
||||
AevumSnapFitnessGym = "Snap Fitness Gym",
|
||||
AevumSummitUniversity = "Summit University",
|
||||
AevumWatchdogSecurity = "Watchdog Security",
|
||||
AevumCasino = "Iker Molina Casino",
|
||||
|
||||
// Chongqing locations
|
||||
ChongqingKuaiGongInternational = "KuaiGong International",
|
||||
|
||||
@@ -145,6 +145,11 @@ export const LocationsMetadata: IConstructorParams[] = [
|
||||
name: LocationName.AevumWatchdogSecurity,
|
||||
types: [LocationType.Company],
|
||||
},
|
||||
{
|
||||
city: CityName.Aevum,
|
||||
name: LocationName.AevumCasino,
|
||||
types: [LocationType.Casino],
|
||||
},
|
||||
{
|
||||
city: CityName.Chongqing,
|
||||
infiltrationData: {
|
||||
|
||||
105
src/Locations/ui/CasinoLocation.tsx
Normal file
105
src/Locations/ui/CasinoLocation.tsx
Normal file
@@ -0,0 +1,105 @@
|
||||
/**
|
||||
* 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 { Blackjack } from "../../Casino/Blackjack";
|
||||
import { CoinFlip } from "../../Casino/CoinFlip";
|
||||
import { Roulette } from "../../Casino/Roulette";
|
||||
import { SlotMachine } from "../../Casino/SlotMachine";
|
||||
import { IPlayer } from "../../PersonObjects/IPlayer";
|
||||
import { StdButton } from "../../ui/React/StdButton";
|
||||
|
||||
|
||||
enum GameType {
|
||||
None = 'none',
|
||||
Coin = 'coin',
|
||||
Slots = 'slots',
|
||||
Roulette = 'roulette',
|
||||
Blackjack = 'blackjack',
|
||||
}
|
||||
|
||||
type IProps = {
|
||||
p: IPlayer;
|
||||
}
|
||||
|
||||
type IState = {
|
||||
game: GameType;
|
||||
}
|
||||
|
||||
export class CasinoLocation extends React.Component<IProps, IState> {
|
||||
constructor(props: IProps) {
|
||||
super(props);
|
||||
|
||||
this.state = {
|
||||
game: GameType.None,
|
||||
}
|
||||
|
||||
this.updateGame = this.updateGame.bind(this);
|
||||
}
|
||||
|
||||
updateGame(game: GameType): void {
|
||||
this.setState({
|
||||
game,
|
||||
});
|
||||
}
|
||||
|
||||
renderGames(): React.ReactNode {
|
||||
return (<>
|
||||
<StdButton
|
||||
onClick={() => this.updateGame(GameType.Coin)}
|
||||
text={"Play coin flip"}
|
||||
/><br />
|
||||
<StdButton
|
||||
onClick={() => this.updateGame(GameType.Slots)}
|
||||
text={"Play slots"}
|
||||
/><br />
|
||||
<StdButton
|
||||
onClick={() => this.updateGame(GameType.Roulette)}
|
||||
text={"Play roulette"}
|
||||
/><br />
|
||||
<StdButton
|
||||
onClick={() => this.updateGame(GameType.Blackjack)}
|
||||
text={"Play blackjack"}
|
||||
/>
|
||||
</>)
|
||||
}
|
||||
|
||||
renderGame(): React.ReactNode {
|
||||
let elem = null;
|
||||
switch(this.state.game) {
|
||||
case GameType.Coin:
|
||||
elem = <CoinFlip p={this.props.p} />
|
||||
break;
|
||||
case GameType.Slots:
|
||||
elem = <SlotMachine p={this.props.p} />
|
||||
break;
|
||||
case GameType.Roulette:
|
||||
elem = <Roulette p={this.props.p} />
|
||||
break;
|
||||
case GameType.Blackjack:
|
||||
elem = <Blackjack p={this.props.p} />
|
||||
break;
|
||||
case GameType.None:
|
||||
break;
|
||||
default:
|
||||
throw new Error(`MissingCaseException: ${this.state.game}`);
|
||||
}
|
||||
|
||||
return (
|
||||
<>
|
||||
<StdButton onClick={() => this.updateGame(GameType.None)} text={"Stop playing"} />
|
||||
{elem}
|
||||
</>
|
||||
)
|
||||
}
|
||||
|
||||
render(): React.ReactNode {
|
||||
if(this.state.game === GameType.None) {
|
||||
return this.renderGames();
|
||||
} else {
|
||||
return this.renderGame();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -7,6 +7,7 @@ import * as React from "react";
|
||||
|
||||
import { City } from "../City";
|
||||
import { LocationName } from "../data/LocationNames";
|
||||
import { Settings } from "../../Settings/Settings";
|
||||
|
||||
import { StdButton } from "../../ui/React/StdButton";
|
||||
|
||||
@@ -16,11 +17,11 @@ type IProps = {
|
||||
}
|
||||
|
||||
export class LocationCity extends React.Component<IProps, any> {
|
||||
render() {
|
||||
asciiCity() {
|
||||
const thiscity = this;
|
||||
const topprop = this.props
|
||||
const topprop = this.props;
|
||||
|
||||
function LocationLetter(location: string) {
|
||||
function LocationLetter(location: LocationName) {
|
||||
if (location)
|
||||
return <span key={location} className='tooltip' style={{color: 'blue', whiteSpace: 'nowrap', margin: '0px', padding: '0px', cursor: 'pointer'}} onClick={topprop.enterLocation.bind(thiscity, location)}>
|
||||
X
|
||||
@@ -66,9 +67,29 @@ export class LocationCity extends React.Component<IProps, any> {
|
||||
elems.push(<pre key={i}>{lineElems(lines[i])}</pre>)
|
||||
}
|
||||
|
||||
return elems;
|
||||
}
|
||||
|
||||
listCity() {
|
||||
const locationButtons = this.props.city.locations.map((locName) => {
|
||||
return (
|
||||
<li key={locName}>
|
||||
<StdButton onClick={this.props.enterLocation.bind(this, locName)} text={locName} />
|
||||
</li>
|
||||
)
|
||||
});
|
||||
|
||||
return (
|
||||
<ul>
|
||||
{locationButtons}
|
||||
</ul>
|
||||
)
|
||||
}
|
||||
|
||||
render() {
|
||||
return (
|
||||
<>
|
||||
{elems}
|
||||
{Settings.DisableASCIIArt ? this.listCity() : this.asciiCity()}
|
||||
</>
|
||||
)
|
||||
}
|
||||
|
||||
@@ -26,6 +26,13 @@ import { StdButton } from "../../ui/React/StdButton";
|
||||
import { Reputation } from "../../ui/React/Reputation";
|
||||
import { Favor } from "../../ui/React/Favor";
|
||||
|
||||
import {
|
||||
yesNoBoxGetYesButton,
|
||||
yesNoBoxGetNoButton,
|
||||
yesNoBoxClose,
|
||||
yesNoBoxCreate
|
||||
} from "../../../utils/YesNoBox";
|
||||
|
||||
type IProps = {
|
||||
engine: IEngine;
|
||||
locName: LocationName;
|
||||
@@ -73,6 +80,7 @@ export class CompanyLocation extends React.Component<IProps, IState> {
|
||||
|
||||
this.btnStyle = { display: "block" };
|
||||
|
||||
this.quit = this.quit.bind(this);
|
||||
this.applyForAgentJob = this.applyForAgentJob.bind(this);
|
||||
this.applyForBusinessConsultantJob = this.applyForBusinessConsultantJob.bind(this);
|
||||
this.applyForBusinessJob = this.applyForBusinessJob.bind(this);
|
||||
@@ -207,6 +215,26 @@ export class CompanyLocation extends React.Component<IProps, IState> {
|
||||
}
|
||||
}
|
||||
|
||||
quit(e: React.MouseEvent<HTMLElement>) {
|
||||
if (!e.isTrusted) { return false; }
|
||||
|
||||
var yesBtn = yesNoBoxGetYesButton();
|
||||
var noBtn = yesNoBoxGetNoButton();
|
||||
if (yesBtn == null || noBtn == null) { return; }
|
||||
yesBtn.innerHTML = "Quit job";
|
||||
noBtn.innerHTML = "Cancel";
|
||||
yesBtn.addEventListener("click", () => {
|
||||
this.props.p.quitJob(this.props.locName);
|
||||
this.checkIfEmployedHere(true);
|
||||
yesNoBoxClose();
|
||||
});
|
||||
noBtn.addEventListener("click", () => {
|
||||
yesNoBoxClose();
|
||||
});
|
||||
|
||||
yesNoBoxCreate(<>Would you like to quit your job at {this.company.name}?</>);
|
||||
}
|
||||
|
||||
render() {
|
||||
const isEmployedHere = this.jobTitle != null;
|
||||
const favorGain = this.company.getFavorGain();
|
||||
@@ -236,10 +264,12 @@ export class CompanyLocation extends React.Component<IProps, IState> {
|
||||
</p><br />
|
||||
<br /><p style={blockStyleMarkup}>-------------------------</p><br />
|
||||
<StdButton
|
||||
id={"foo-work-button-id"}
|
||||
onClick={this.work}
|
||||
style={this.btnStyle}
|
||||
text={"Work"}
|
||||
/>
|
||||
<StdButton
|
||||
onClick={this.quit}
|
||||
text={"Quit"}
|
||||
/>
|
||||
</div>
|
||||
}
|
||||
|
||||
@@ -6,23 +6,29 @@
|
||||
*/
|
||||
import * as React from "react";
|
||||
|
||||
import { CompanyLocation } from "./CompanyLocation";
|
||||
import { GymLocation } from "./GymLocation";
|
||||
import { HospitalLocation } from "./HospitalLocation";
|
||||
import { SlumsLocation } from "./SlumsLocation";
|
||||
import { SpecialLocation } from "./SpecialLocation";
|
||||
import { TechVendorLocation } from "./TechVendorLocation";
|
||||
import { TravelAgencyLocation } from "./TravelAgencyLocation";
|
||||
import { UniversityLocation } from "./UniversityLocation";
|
||||
import { CompanyLocation } from "./CompanyLocation";
|
||||
import { GymLocation } from "./GymLocation";
|
||||
import { HospitalLocation } from "./HospitalLocation";
|
||||
import { SlumsLocation } from "./SlumsLocation";
|
||||
import { SpecialLocation } from "./SpecialLocation";
|
||||
import { TechVendorLocation } from "./TechVendorLocation";
|
||||
import { TravelAgencyLocation } from "./TravelAgencyLocation";
|
||||
import { UniversityLocation } from "./UniversityLocation";
|
||||
import { CasinoLocation } from "./CasinoLocation";
|
||||
|
||||
import { Location } from "../Location";
|
||||
import { LocationType } from "../LocationTypeEnum";
|
||||
import { CityName } from "../data/CityNames";
|
||||
import { Location } from "../Location";
|
||||
import { LocationType } from "../LocationTypeEnum";
|
||||
import { CityName } from "../data/CityNames";
|
||||
|
||||
import { IEngine } from "../../IEngine";
|
||||
import { IPlayer } from "../../PersonObjects/IPlayer";
|
||||
import { IEngine } from "../../IEngine";
|
||||
import { IPlayer } from "../../PersonObjects/IPlayer";
|
||||
import { Settings } from "../../Settings/Settings";
|
||||
|
||||
import { StdButton } from "../../ui/React/StdButton";
|
||||
import { SpecialServerIps } from "../../Server/SpecialServerIps";
|
||||
import { getServer, isBackdoorInstalled } from "../../Server/ServerHelpers";
|
||||
|
||||
import { StdButton } from "../../ui/React/StdButton";
|
||||
import { CorruptableText } from "../../ui/React/CorruptableText";
|
||||
|
||||
type IProps = {
|
||||
engine: IEngine;
|
||||
@@ -131,16 +137,33 @@ export class GenericLocation extends React.Component<IProps, any> {
|
||||
)
|
||||
}
|
||||
|
||||
if (this.props.loc.types.includes(LocationType.Casino)) {
|
||||
content.push(
|
||||
<CasinoLocation
|
||||
key={"casinoLocation"}
|
||||
p={this.props.p}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
return content;
|
||||
}
|
||||
|
||||
render() {
|
||||
const locContent: React.ReactNode[] = this.getLocationSpecificContent();
|
||||
|
||||
const ip = SpecialServerIps.getIp(this.props.loc.name);
|
||||
const server = getServer(ip);
|
||||
const backdoorInstalled = server !== null && isBackdoorInstalled(server);
|
||||
|
||||
return (
|
||||
<div>
|
||||
<StdButton onClick={this.props.returnToCity} style={this.btnStyle} text={"Return to World"} />
|
||||
<h1>{this.props.loc.name}</h1>
|
||||
<h1>
|
||||
{backdoorInstalled && !Settings.DisableTextEffects
|
||||
? <CorruptableText content={this.props.loc.name}/>
|
||||
: this.props.loc.name
|
||||
}
|
||||
</h1>
|
||||
{locContent}
|
||||
</div>
|
||||
)
|
||||
|
||||
@@ -7,8 +7,11 @@ import * as React from "react";
|
||||
|
||||
import { Location } from "../Location";
|
||||
|
||||
import { CONSTANTS } from "../../Constants";
|
||||
import { IPlayer } from "../../PersonObjects/IPlayer";
|
||||
import { CONSTANTS } from "../../Constants";
|
||||
import { IPlayer } from "../../PersonObjects/IPlayer";
|
||||
import { getServer } from "../../Server/ServerHelpers";
|
||||
import { Server } from "../../Server/Server";
|
||||
import { SpecialServerIps } from "../../Server/SpecialServerIps";
|
||||
|
||||
import { numeralWrapper } from "../../ui/numeralFormat";
|
||||
import { StdButton } from "../../ui/React/StdButton";
|
||||
@@ -34,11 +37,22 @@ export class GymLocation extends React.Component<IProps, any> {
|
||||
this.trainDefense = this.trainDefense.bind(this);
|
||||
this.trainDexterity = this.trainDexterity.bind(this);
|
||||
this.trainAgility = this.trainAgility.bind(this);
|
||||
|
||||
this.calculateCost = this.calculateCost.bind(this);
|
||||
}
|
||||
|
||||
calculateCost(): number {
|
||||
const ip = SpecialServerIps.getIp(this.props.loc.name);
|
||||
console.log(`ip: ${ip}`);
|
||||
const server = getServer(ip);
|
||||
if(server == null || !server.hasOwnProperty('backdoorInstalled')) return this.props.loc.costMult;
|
||||
const discount = (server as Server).backdoorInstalled? 0.9 : 1;
|
||||
return this.props.loc.costMult * discount;
|
||||
}
|
||||
|
||||
train(stat: string) {
|
||||
const loc = this.props.loc;
|
||||
this.props.p.startClass(loc.costMult, loc.expMult, stat);
|
||||
this.props.p.startClass(this.calculateCost(), loc.expMult, stat);
|
||||
}
|
||||
|
||||
trainStrength() {
|
||||
@@ -58,9 +72,7 @@ export class GymLocation extends React.Component<IProps, any> {
|
||||
}
|
||||
|
||||
render() {
|
||||
const costMult: number = this.props.loc.costMult;
|
||||
|
||||
const cost = CONSTANTS.ClassGymBaseCost * costMult;
|
||||
const cost = CONSTANTS.ClassGymBaseCost * this.calculateCost();
|
||||
|
||||
return (
|
||||
<div>
|
||||
|
||||
@@ -7,6 +7,7 @@ import * as React from "react";
|
||||
|
||||
import { CONSTANTS } from "../../Constants";
|
||||
import { IPlayer } from "../../PersonObjects/IPlayer";
|
||||
import { getHospitalizationCost } from "../../Hospital/Hospital";
|
||||
|
||||
import { numeralWrapper } from "../../ui/numeralFormat";
|
||||
import { AutoupdatingStdButton } from "../../ui/React/AutoupdatingStdButton";
|
||||
@@ -42,7 +43,7 @@ export class HospitalLocation extends React.Component<IProps, IState> {
|
||||
}
|
||||
|
||||
getCost(): number {
|
||||
return (this.props.p.max_hp - this.props.p.hp) * CONSTANTS.HospitalCostPerHp;
|
||||
return getHospitalizationCost(this.props.p);
|
||||
}
|
||||
|
||||
getHealed(e: React.MouseEvent<HTMLElement>): void {
|
||||
@@ -54,6 +55,7 @@ export class HospitalLocation extends React.Component<IProps, IState> {
|
||||
const cost = this.getCost();
|
||||
this.props.p.loseMoney(cost);
|
||||
this.props.p.hp = this.props.p.max_hp;
|
||||
this.props.p.recordMoneySource(-1 * cost, 'hospitalization');
|
||||
|
||||
// This just forces a re-render to update the cost
|
||||
this.setState({
|
||||
|
||||
@@ -10,6 +10,7 @@ import { createTravelPopup } from "../LocationsHelpers";
|
||||
|
||||
import { CONSTANTS } from "../../Constants";
|
||||
import { IPlayer } from "../../PersonObjects/IPlayer";
|
||||
import { Settings } from "../../Settings/Settings";
|
||||
|
||||
import { numeralWrapper } from "../../ui/numeralFormat";
|
||||
import { StdButton } from "../../ui/React/StdButton";
|
||||
@@ -32,7 +33,7 @@ export class TravelAgencyLocation extends React.Component<IProps, any> {
|
||||
this.btnStyle = { display: "block" };
|
||||
}
|
||||
|
||||
render() {
|
||||
asciiWorldMap() {
|
||||
const thisTravelAgencyLocation = this;
|
||||
|
||||
function LocationLetter(props: any) {
|
||||
@@ -76,4 +77,42 @@ export class TravelAgencyLocation extends React.Component<IProps, any> {
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
|
||||
listWorldMap() {
|
||||
const travelBtns: React.ReactNode[] = [];
|
||||
for (const key in CityName) {
|
||||
const city: CityName = (CityName as any)[key];
|
||||
|
||||
// Skip current city
|
||||
if (city === this.props.p.city) { continue; }
|
||||
|
||||
travelBtns.push(
|
||||
<StdButton
|
||||
key={city}
|
||||
onClick={createTravelPopup.bind(null, city, this.props.travel)}
|
||||
style={this.btnStyle}
|
||||
text={`Travel to ${city}`}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
return (
|
||||
<div>
|
||||
<p>
|
||||
From here, you can travel to any other city! A ticket
|
||||
costs {Money(CONSTANTS.TravelCost)}.
|
||||
</p>
|
||||
{travelBtns}
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
render() {
|
||||
if (Settings.DisableASCIIArt) {
|
||||
return this.listWorldMap();
|
||||
} else {
|
||||
return this.asciiWorldMap();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,6 +9,9 @@ import { Location } from "../Location";
|
||||
|
||||
import { CONSTANTS } from "../../Constants";
|
||||
import { IPlayer } from "../../PersonObjects/IPlayer";
|
||||
import { getServer } from "../../Server/ServerHelpers";
|
||||
import { Server } from "../../Server/Server";
|
||||
import { SpecialServerIps } from "../../Server/SpecialServerIps";
|
||||
|
||||
import { numeralWrapper } from "../../ui/numeralFormat";
|
||||
import { StdButton } from "../../ui/React/StdButton";
|
||||
@@ -37,11 +40,22 @@ export class UniversityLocation extends React.Component<IProps, any> {
|
||||
this.algorithms = this.algorithms.bind(this);
|
||||
this.management = this.management.bind(this);
|
||||
this.leadership = this.leadership.bind(this);
|
||||
|
||||
this.calculateCost = this.calculateCost.bind(this);
|
||||
}
|
||||
|
||||
calculateCost(): number {
|
||||
const ip = SpecialServerIps.getIp(this.props.loc.name);
|
||||
console.log(`ip: ${ip}`);
|
||||
const server = getServer(ip);
|
||||
if(server == null || !server.hasOwnProperty('backdoorInstalled')) return this.props.loc.costMult;
|
||||
const discount = (server as Server).backdoorInstalled? 0.9 : 1;
|
||||
return this.props.loc.costMult * discount;
|
||||
}
|
||||
|
||||
take(stat: string) {
|
||||
const loc = this.props.loc;
|
||||
this.props.p.startClass(loc.costMult, loc.expMult, stat);
|
||||
this.props.p.startClass(this.calculateCost(), loc.expMult, stat);
|
||||
}
|
||||
|
||||
study() {
|
||||
@@ -69,7 +83,7 @@ export class UniversityLocation extends React.Component<IProps, any> {
|
||||
}
|
||||
|
||||
render() {
|
||||
const costMult: number = this.props.loc.costMult;
|
||||
const costMult: number = this.calculateCost();
|
||||
|
||||
const dataStructuresCost = CONSTANTS.ClassDataStructuresBaseCost * costMult;
|
||||
const networksCost = CONSTANTS.ClassNetworksBaseCost * costMult;
|
||||
|
||||
@@ -153,7 +153,7 @@ function initMessages() {
|
||||
"We've been watching you. Your skills are very impressive. But you're wasting " +
|
||||
"your talents. If you join us, you can put your skills to good use and change " +
|
||||
"the world for the better. If you join us, we can unlock your full potential. <br><br>" +
|
||||
"But first, you must pass our test. Find and hack our server using the Terminal. <br><br>" +
|
||||
"But first, you must pass our test. Find and install the backdoor on our server. <br><br>" +
|
||||
"-CyberSec"));
|
||||
AddToAllMessages(new Message(MessageFilenames.NiteSecTest,
|
||||
"People say that the corrupted governments and corporations rule the world. " +
|
||||
@@ -161,7 +161,7 @@ function initMessages() {
|
||||
"like us. Because they can't hide from us. Because they can't fight shadows " +
|
||||
"and ideas with bullets. <br><br>" +
|
||||
"Join us, and people will fear you, too. <br><br>" +
|
||||
"Find and hack our hidden server using the Terminal. Then, we will contact you again." +
|
||||
"Find and install the backdoor on our server. Then, we will contact you again." +
|
||||
"<br><br>-NiteSec"));
|
||||
AddToAllMessages(new Message(MessageFilenames.BitRunnersTest,
|
||||
"We know what you are doing. We know what drives you. We know " +
|
||||
|
||||
6
src/Milestones/Milestone.ts
Normal file
6
src/Milestones/Milestone.ts
Normal file
@@ -0,0 +1,6 @@
|
||||
import { IPlayer } from "../PersonObjects/IPlayer";
|
||||
|
||||
export type Milestone = {
|
||||
title: string;
|
||||
fulfilled: (p: IPlayer) => boolean;
|
||||
}
|
||||
29
src/Milestones/MilestoneHelpers.tsx
Normal file
29
src/Milestones/MilestoneHelpers.tsx
Normal file
@@ -0,0 +1,29 @@
|
||||
import { Page, routing } from ".././ui/navigationTracking";
|
||||
import { Root } from "./ui/Root";
|
||||
import { Player } from "../Player";
|
||||
import * as React from "react";
|
||||
import * as ReactDOM from "react-dom";
|
||||
|
||||
let milestonesContainer: HTMLElement | null = null;
|
||||
|
||||
(function(){
|
||||
function setContainer() {
|
||||
milestonesContainer = document.getElementById("milestones-container");
|
||||
document.removeEventListener("DOMContentLoaded", setContainer);
|
||||
}
|
||||
|
||||
document.addEventListener("DOMContentLoaded", setContainer);
|
||||
})();
|
||||
|
||||
export function displayMilestonesContent() {
|
||||
if (!routing.isOn(Page.Milestones)) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (milestonesContainer instanceof HTMLElement) {
|
||||
ReactDOM.render(
|
||||
<Root player={Player}/>,
|
||||
milestonesContainer
|
||||
);
|
||||
}
|
||||
}
|
||||
99
src/Milestones/Milestones.ts
Normal file
99
src/Milestones/Milestones.ts
Normal file
@@ -0,0 +1,99 @@
|
||||
import { Milestone } from "./Milestone";
|
||||
import { IMap } from "../types";
|
||||
import { IPlayer } from "../PersonObjects/IPlayer";
|
||||
import { Factions } from "../Faction/Factions";
|
||||
import { Faction } from "../Faction/Faction";
|
||||
import { GetServerByHostname } from "../Server/ServerHelpers";
|
||||
|
||||
function allFactionAugs(p: IPlayer, f: Faction): boolean {
|
||||
const factionAugs = f.augmentations.slice().filter((aug)=> "NeuroFlux Governor" !== aug);
|
||||
for(const factionAug of factionAugs) {
|
||||
if(!p.augmentations.some(aug => {return aug.name == factionAug})) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
export const Milestones: Milestone[] = [
|
||||
{
|
||||
title: "Gain root access on CSEC",
|
||||
fulfilled: (p: IPlayer) => {
|
||||
const server = GetServerByHostname("CSEC");
|
||||
if(!server || !server.hasOwnProperty('hasAdminRights')) return false;
|
||||
return (server as any).hasAdminRights;
|
||||
},
|
||||
},
|
||||
{
|
||||
title: "Install the backdoor on CSEC",
|
||||
fulfilled: (p: IPlayer) => {
|
||||
const server = GetServerByHostname("CSEC");
|
||||
if(!server || !server.hasOwnProperty('backdoorInstalled')) return false;
|
||||
return (server as any).backdoorInstalled;
|
||||
},
|
||||
},
|
||||
{
|
||||
title: "Join the faction hinted at in j1.msg",
|
||||
fulfilled: (p: IPlayer) => {
|
||||
return p.factions.includes("CyberSec");
|
||||
},
|
||||
},
|
||||
{
|
||||
title: "Install all the Augmentations from CSEC",
|
||||
fulfilled: (p: IPlayer) => {
|
||||
return allFactionAugs(p, Factions["CyberSec"]);
|
||||
},
|
||||
},
|
||||
{
|
||||
title: "Join the faction hinted at in j2.msg",
|
||||
fulfilled: (p: IPlayer) => {
|
||||
return p.factions.includes("NiteSec");
|
||||
},
|
||||
},
|
||||
{
|
||||
title: "Install all the Augmentations from NiteSec",
|
||||
fulfilled: (p: IPlayer) => {
|
||||
return allFactionAugs(p, Factions["NiteSec"]);
|
||||
},
|
||||
},
|
||||
{
|
||||
title: "Join the faction hinted at in j3.msg",
|
||||
fulfilled: (p: IPlayer) => {
|
||||
return p.factions.includes("The Black Hand");
|
||||
},
|
||||
},
|
||||
{
|
||||
title: "Install all the Augmentations from The Black Hand",
|
||||
fulfilled: (p: IPlayer) => {
|
||||
return allFactionAugs(p, Factions["The Black Hand"]);
|
||||
},
|
||||
},
|
||||
{
|
||||
title: "Join the faction hinted at in j4.msg",
|
||||
fulfilled: (p: IPlayer) => {
|
||||
return p.factions.includes("BitRunners");
|
||||
},
|
||||
},
|
||||
{
|
||||
title: "Install all the Augmentations from BitRunners",
|
||||
fulfilled: (p: IPlayer) => {
|
||||
return allFactionAugs(p, Factions["BitRunners"]);
|
||||
},
|
||||
},
|
||||
{
|
||||
title: "Join the final faction",
|
||||
fulfilled: (p: IPlayer) => {
|
||||
return p.factions.includes("Daedalus");
|
||||
},
|
||||
},
|
||||
{
|
||||
title: "Install the special Augmentation from Daedalus",
|
||||
fulfilled: (p: IPlayer) => {
|
||||
return p.augmentations.some(aug => aug.name == "The Red Pill")
|
||||
},
|
||||
},
|
||||
{
|
||||
title: "Install the final backdoor and free yourself.",
|
||||
fulfilled: () => {
|
||||
return false;
|
||||
},
|
||||
},
|
||||
];
|
||||
11
src/Milestones/Quest.ts
Normal file
11
src/Milestones/Quest.ts
Normal file
@@ -0,0 +1,11 @@
|
||||
import { Milestone } from "./Milestone";
|
||||
|
||||
export class Quest {
|
||||
title: string;
|
||||
milestones: Milestone[];
|
||||
|
||||
constructor(title: string, milestones: Milestone[]) {
|
||||
this.title = title;
|
||||
this.milestones = milestones;
|
||||
}
|
||||
}
|
||||
37
src/Milestones/ui/Root.tsx
Normal file
37
src/Milestones/ui/Root.tsx
Normal file
@@ -0,0 +1,37 @@
|
||||
import { IPlayer } from "../../PersonObjects/IPlayer";
|
||||
import { Milestones } from "../Milestones";
|
||||
import { Milestone } from "../Milestone";
|
||||
import * as React from "react";
|
||||
|
||||
interface IProps {
|
||||
player: IPlayer;
|
||||
}
|
||||
|
||||
function highestMilestone(p: IPlayer, milestones: Milestone[]): number {
|
||||
let n = -1;
|
||||
for(let i = 0; i < milestones.length; i++) {
|
||||
if(milestones[i].fulfilled(p)) n = i;
|
||||
}
|
||||
|
||||
return n;
|
||||
}
|
||||
|
||||
export function Root(props: IProps) {
|
||||
const n = highestMilestone(props.player, Milestones);
|
||||
const milestones = Milestones.map((milestone: Milestone, i: number) => {
|
||||
if (i<=n+1) {
|
||||
return (<ul key={i}>
|
||||
<p>[{milestone.fulfilled(props.player)?"x":" "}] {milestone.title}</p>
|
||||
</ul>)
|
||||
}
|
||||
})
|
||||
return (<>
|
||||
<h1>Milestones</h1>
|
||||
<p>Milestones don't reward you for completing them. They are here to guide you if you're lost. They will reset when you install Augmentations.</p><br />
|
||||
|
||||
<h2>Completing fl1ght.exe</h2>
|
||||
<li>
|
||||
{milestones}
|
||||
</li>
|
||||
</>);
|
||||
}
|
||||
@@ -39,6 +39,7 @@ export const RamCostConstants: IMap<number> = {
|
||||
ScriptReadWriteRamCost: 1.0,
|
||||
ScriptArbScriptRamCost: 1.0,
|
||||
ScriptGetScriptRamCost: 0.1,
|
||||
ScriptGetRunningScriptRamCost: 0.3,
|
||||
ScriptGetHackTimeRamCost: 0.05,
|
||||
ScriptGetFavorToDonate: 0.10,
|
||||
ScriptCodingContractBaseRamCost: 10,
|
||||
@@ -165,6 +166,7 @@ export const RamCosts: IMap<any> = {
|
||||
getWeakenTime: () => RamCostConstants.ScriptGetHackTimeRamCost,
|
||||
getScriptIncome: () => RamCostConstants.ScriptGetScriptRamCost,
|
||||
getScriptExpGain: () => RamCostConstants.ScriptGetScriptRamCost,
|
||||
getRunningScript: () => RamCostConstants.ScriptGetRunningScriptRamCost,
|
||||
nFormat: () => 0,
|
||||
getTimeSinceLastAug: () => RamCostConstants.ScriptGetHackTimeRamCost,
|
||||
prompt: () => 0,
|
||||
@@ -183,6 +185,7 @@ export const RamCosts: IMap<any> = {
|
||||
getStats: () => RamCostConstants.ScriptSingularityFn1RamCost / 4,
|
||||
getCharacterInformation: () => RamCostConstants.ScriptSingularityFn1RamCost / 4,
|
||||
getPlayer: () => RamCostConstants.ScriptSingularityFn1RamCost / 4,
|
||||
hospitalize: () => RamCostConstants.ScriptSingularityFn1RamCost / 4,
|
||||
isBusy: () => RamCostConstants.ScriptSingularityFn1RamCost / 4,
|
||||
stopAction: () => RamCostConstants.ScriptSingularityFn1RamCost / 2,
|
||||
upgradeHomeRam: () => RamCostConstants.ScriptSingularityFn2RamCost,
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
const sprintf = require("sprintf-js").sprintf;
|
||||
const vsprintf = require("sprintf-js").vsprintf;
|
||||
import * as libarg from 'arg';
|
||||
|
||||
import { getRamCost } from "./Netscript/RamCostGenerator";
|
||||
import { WorkerScriptStartStopEventEmitter } from "./Netscript/WorkerScriptStartStopEventEmitter";
|
||||
@@ -88,7 +89,10 @@ import { inMission } from "./Missions";
|
||||
import { Player } from "./Player";
|
||||
import { Programs } from "./Programs/Programs";
|
||||
import { Script } from "./Script/Script";
|
||||
import { findRunningScript } from "./Script/ScriptHelpers";
|
||||
import {
|
||||
findRunningScript,
|
||||
findRunningScriptByPid,
|
||||
} from "./Script/ScriptHelpers";
|
||||
import { isScriptFilename } from "./Script/ScriptHelpersTS";
|
||||
import { _getScriptUrls } from "./NetscriptJSEvaluator";
|
||||
import {
|
||||
@@ -162,6 +166,7 @@ import {
|
||||
netscriptDelay,
|
||||
resolveNetscriptRequestedThreads,
|
||||
} from "./NetscriptEvaluator";
|
||||
import { Interpreter } from "./JSInterpreter";
|
||||
import { NetscriptPort } from "./NetscriptPort";
|
||||
import { SleeveTaskType } from "./PersonObjects/Sleeve/SleeveTaskTypesEnum";
|
||||
import { findSleevePurchasableAugs } from "./PersonObjects/Sleeve/SleeveHelpers";
|
||||
@@ -256,6 +261,39 @@ const possibleLogs = {
|
||||
setTerritoryWarfare: true,
|
||||
}
|
||||
|
||||
const defaultInterpreter = new Interpreter('', function(){});
|
||||
|
||||
// the acorn interpreter has a bug where it doesn't convert arrays correctly.
|
||||
// so we have to more or less copy it here.
|
||||
function toNative(pseudoObj) {
|
||||
if(pseudoObj == null) return null;
|
||||
if(!pseudoObj.hasOwnProperty('properties') ||
|
||||
!pseudoObj.hasOwnProperty('getter') ||
|
||||
!pseudoObj.hasOwnProperty('setter') ||
|
||||
!pseudoObj.hasOwnProperty('proto')) {
|
||||
return pseudoObj; // it wasn't a pseudo object anyway.
|
||||
}
|
||||
|
||||
let nativeObj;
|
||||
if (pseudoObj.hasOwnProperty('class') && pseudoObj.class === 'Array') {
|
||||
nativeObj = [];
|
||||
const length = defaultInterpreter.getProperty(pseudoObj, 'length');
|
||||
for (let i = 0; i < length; i++) {
|
||||
if (defaultInterpreter.hasProperty(pseudoObj, i)) {
|
||||
nativeObj[i] =
|
||||
toNative(defaultInterpreter.getProperty(pseudoObj, i));
|
||||
}
|
||||
}
|
||||
} else { // Object.
|
||||
nativeObj = {};
|
||||
for (var key in pseudoObj.properties) {
|
||||
const val = pseudoObj.properties[key];
|
||||
nativeObj[key] = toNative(val);
|
||||
}
|
||||
}
|
||||
return nativeObj;
|
||||
}
|
||||
|
||||
function NetscriptFunctions(workerScript) {
|
||||
const updateDynamicRam = function(fnName, ramCost) {
|
||||
if (workerScript.dynamicLoadedFns[fnName]) { return; }
|
||||
@@ -305,7 +343,6 @@ function NetscriptFunctions(workerScript) {
|
||||
* is not specified.
|
||||
*/
|
||||
const getRunningScript = function(fn, ip, callingFnName, scriptArgs) {
|
||||
// Sanitize arguments
|
||||
if (typeof callingFnName !== "string" || callingFnName === "") {
|
||||
callingFnName = "getRunningScript";
|
||||
}
|
||||
@@ -330,6 +367,19 @@ function NetscriptFunctions(workerScript) {
|
||||
return workerScript.scriptRef;
|
||||
}
|
||||
|
||||
const getRunningScriptByPid = function(pid, callingFnName) {
|
||||
if (typeof callingFnName !== "string" || callingFnName === "") {
|
||||
callingFnName = "getRunningScriptgetRunningScriptByPid";
|
||||
}
|
||||
|
||||
for(const name of Object.keys(AllServers)) {
|
||||
const server = AllServers[name];
|
||||
const runningScript = findRunningScriptByPid(pid, server);
|
||||
if (runningScript) return runningScript;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper function for getting the error log message when the user specifies
|
||||
* a nonexistent running script
|
||||
@@ -673,7 +723,7 @@ function NetscriptFunctions(workerScript) {
|
||||
influenceStockThroughServerHack(server, moneyGained);
|
||||
}
|
||||
if(manual) {
|
||||
server.manuallyHacked = true;
|
||||
server.backdoorInstalled = true;
|
||||
}
|
||||
return Promise.resolve(moneyGained);
|
||||
} else {
|
||||
@@ -686,13 +736,30 @@ function NetscriptFunctions(workerScript) {
|
||||
});
|
||||
}
|
||||
|
||||
const argsToString = function(args) {
|
||||
let out = '';
|
||||
for(let arg of args) {
|
||||
arg = toNative(arg);
|
||||
if(typeof arg === 'object') {
|
||||
out += JSON.stringify(arg);
|
||||
continue
|
||||
}
|
||||
out += `${arg}`;
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
return {
|
||||
hacknet : {
|
||||
numNodes : function() {
|
||||
return Player.hacknetNodes.length;
|
||||
},
|
||||
maxNumNodes : function() {
|
||||
return MaxNumberHacknetServers;
|
||||
if (hasHacknetServers()) {
|
||||
return HacknetServerConstants.MaxServers;
|
||||
}
|
||||
return Infinity;
|
||||
},
|
||||
purchaseNode : function() {
|
||||
return purchaseHacknet();
|
||||
@@ -766,6 +833,10 @@ function NetscriptFunctions(workerScript) {
|
||||
if (!hasHacknetServers()) { return 0; }
|
||||
return Player.hashManager.hashes;
|
||||
},
|
||||
hashCapacity: function() {
|
||||
if (!hasHacknetServers()) { return 0; }
|
||||
return Player.hashManager.capacity;
|
||||
},
|
||||
hashCost : function(upgName) {
|
||||
if (!hasHacknetServers()) { return Infinity; }
|
||||
|
||||
@@ -904,7 +975,7 @@ function NetscriptFunctions(workerScript) {
|
||||
|
||||
// Check argument validity
|
||||
const server = safeGetServer(ip, 'growthAnalyze');
|
||||
if (typeof growth !== "number" || isNaN(growth) || growth < 1) {
|
||||
if (typeof growth !== "number" || isNaN(growth) || growth < 1 || !isFinite(growth)) {
|
||||
throw makeRuntimeErrorMsg("growthAnalyze", `Invalid argument: growth must be numeric and >= 1, is ${growth}.`);
|
||||
}
|
||||
|
||||
@@ -940,18 +1011,17 @@ function NetscriptFunctions(workerScript) {
|
||||
return Promise.resolve(CONSTANTS.ServerWeakenAmount * threads);
|
||||
});
|
||||
},
|
||||
print: function(args){
|
||||
if (args === undefined) {
|
||||
throw makeRuntimeErrorMsg("print", "Takes 1 argument.");
|
||||
print: function(){
|
||||
if (arguments.length === 0) {
|
||||
throw makeRuntimeErrorMsg("print", "Takes at least 1 argument.");
|
||||
}
|
||||
workerScript.print(args.toString());
|
||||
workerScript.print(argsToString(arguments));
|
||||
},
|
||||
tprint: function(args) {
|
||||
if (args === undefined || args == null) {
|
||||
throw makeRuntimeErrorMsg("tprint", "Takes 1 argument.");
|
||||
tprint: function() {
|
||||
if (arguments.length === 0) {
|
||||
throw makeRuntimeErrorMsg("tprint", "Takes at least 1 argument.");
|
||||
}
|
||||
var x = args.toString();
|
||||
post(`${workerScript.scriptRef.filename}: ${args.toString()}`);
|
||||
post(`${workerScript.scriptRef.filename}: ${argsToString(arguments)}`);
|
||||
},
|
||||
clearLog: function() {
|
||||
workerScript.scriptRef.clearLog();
|
||||
@@ -985,8 +1055,15 @@ function NetscriptFunctions(workerScript) {
|
||||
|
||||
return runningScriptObj.logs.slice();
|
||||
},
|
||||
tail: function(fn, ip, ...scriptArgs) {
|
||||
const runningScriptObj = getRunningScript(fn, ip, "tail", scriptArgs);
|
||||
tail: function(fn, ip=workerScript.serverIp, ...scriptArgs) {
|
||||
let runningScriptObj;
|
||||
if(arguments.length === 0) {
|
||||
runningScriptObj = workerScript.scriptRef;
|
||||
} else if(typeof fn === 'number') {
|
||||
runningScriptObj = getRunningScriptByPid(fn, 'tail');
|
||||
} else {
|
||||
runningScriptObj = getRunningScript(fn, ip, "tail", scriptArgs);
|
||||
}
|
||||
if (runningScriptObj == null) {
|
||||
workerScript.log("tail", getCannotFindRunningScriptErrorMessage(fn, ip, scriptArgs));
|
||||
return;
|
||||
@@ -1490,7 +1567,12 @@ function NetscriptFunctions(workerScript) {
|
||||
const processes = [];
|
||||
for (const i in server.runningScripts) {
|
||||
const script = server.runningScripts[i];
|
||||
processes.push({filename:script.filename, threads: script.threads, args: script.args.slice()})
|
||||
processes.push({
|
||||
filename:script.filename,
|
||||
threads: script.threads,
|
||||
args: script.args.slice(),
|
||||
pid: script.pid,
|
||||
})
|
||||
}
|
||||
return processes;
|
||||
},
|
||||
@@ -1673,20 +1755,16 @@ function NetscriptFunctions(workerScript) {
|
||||
}
|
||||
return false;
|
||||
},
|
||||
isRunning: function(filename,ip) {
|
||||
isRunning: function(fn, ip=workerScript.serverIp, ...scriptArgs) {
|
||||
updateDynamicRam("isRunning", getRamCost("isRunning"));
|
||||
if (filename === undefined || ip === undefined) {
|
||||
if (fn === undefined || ip === undefined) {
|
||||
throw makeRuntimeErrorMsg("isRunning", "Usage: isRunning(scriptname, server, [arg1], [arg2]...)");
|
||||
}
|
||||
var server = getServer(ip);
|
||||
if (server == null) {
|
||||
throw makeRuntimeErrorMsg("isRunning", `Invalid IP/hostname: ${ip}`);
|
||||
if(typeof fn === 'number') {
|
||||
return getRunningScriptByPid(fn, 'isRunning') != null;
|
||||
} else {
|
||||
return getRunningScript(fn, ip, "isRunning", scriptArgs) != null;
|
||||
}
|
||||
var argsForTargetScript = [];
|
||||
for (var i = 2; i < arguments.length; ++i) {
|
||||
argsForTargetScript.push(arguments[i]);
|
||||
}
|
||||
return (findRunningScript(filename, argsForTargetScript, server) != null);
|
||||
},
|
||||
getStockSymbols: function() {
|
||||
updateDynamicRam("getStockSymbols", getRamCost("getStockSymbols"));
|
||||
@@ -2018,7 +2096,7 @@ function NetscriptFunctions(workerScript) {
|
||||
const cost = getPurchaseServerCost(ram);
|
||||
if (cost === Infinity) {
|
||||
workerScript.log("purchaseServer", `Invalid argument: ram='${ram}'`);
|
||||
return Infinity;
|
||||
return "";
|
||||
}
|
||||
|
||||
if (Player.money.lt(cost)) {
|
||||
@@ -2358,6 +2436,38 @@ function NetscriptFunctions(workerScript) {
|
||||
}
|
||||
return 0;
|
||||
},
|
||||
getRunningScript: function(fn, ip) {
|
||||
updateDynamicRam("getRunningScript", getRamCost("getRunningScript"));
|
||||
|
||||
let runningScript;
|
||||
if(arguments.length === 0) {
|
||||
runningScript = workerScript.scriptRef;
|
||||
} else if(typeof fn === 'number') {
|
||||
runningScript = getRunningScriptByPid(fn, 'getRunningScript');
|
||||
} else {
|
||||
const scriptArgs = [];
|
||||
for (var i = 2; i < arguments.length; ++i) {
|
||||
scriptArgs.push(arguments[i]);
|
||||
}
|
||||
runningScript = getRunningScript(fn, ip, 'getRunningScript', scriptArgs);
|
||||
}
|
||||
if (runningScript === null) return null;
|
||||
return {
|
||||
args: runningScript.args.slice(),
|
||||
filename: runningScript.filename,
|
||||
logs: runningScript.logs.slice(),
|
||||
offlineExpGained: runningScript.offlineExpGained,
|
||||
offlineMoneyMade: runningScript.offlineMoneyMade,
|
||||
offlineRunningTime: runningScript.offlineRunningTime,
|
||||
onlineExpGained: runningScript.onlineExpGained,
|
||||
onlineMoneyMade: runningScript.onlineMoneyMade,
|
||||
onlineRunningTime: runningScript.onlineRunningTime,
|
||||
pid: runningScript.pid,
|
||||
ramUsage: runningScript.ramUsage,
|
||||
server: runningScript.server,
|
||||
threads: runningScript.threads,
|
||||
};
|
||||
},
|
||||
getHackTime: function(ip, hack, int) {
|
||||
updateDynamicRam("getHackTime", getRamCost("getHackTime"));
|
||||
const server = safeGetServer(ip, "getHackTime");
|
||||
@@ -2453,7 +2563,7 @@ function NetscriptFunctions(workerScript) {
|
||||
return Player.playtimeSinceLastAug;
|
||||
},
|
||||
prompt : function(txt) {
|
||||
if (!isString(txt)) {txt = String(txt);}
|
||||
if (!isString(txt)) {txt = JSON.stringify(txt);}
|
||||
|
||||
// The id for this popup will consist of the first 20 characters of the prompt string..
|
||||
// Thats hopefully good enough to be unique
|
||||
@@ -2970,10 +3080,17 @@ function NetscriptFunctions(workerScript) {
|
||||
playtimeSinceLastAug: Player.playtimeSinceLastAug,
|
||||
playtimeSinceLastBitnode: Player.playtimeSinceLastBitnode,
|
||||
jobs: {},
|
||||
factions: Player.factions.slice(),
|
||||
tor: SpecialServerIps.hasOwnProperty("Darkweb Server"),
|
||||
};
|
||||
Object.assign(data.jobs, Player.jobs);
|
||||
return data;
|
||||
},
|
||||
hospitalize: function() {
|
||||
updateDynamicRam("hospitalize", getRamCost("hospitalize"));
|
||||
checkSingularityAccess("hospitalize", 1);
|
||||
return Player.hospitalize();
|
||||
},
|
||||
isBusy: function() {
|
||||
updateDynamicRam("isBusy", getRamCost("isBusy"));
|
||||
checkSingularityAccess("isBusy", 1);
|
||||
@@ -3574,27 +3691,35 @@ function NetscriptFunctions(workerScript) {
|
||||
checkGangApiAccess("getMemberInformation");
|
||||
const member = getGangMember("getMemberInformation", name);
|
||||
return {
|
||||
agility: member.agi,
|
||||
agilityEquipMult: member.agi_mult,
|
||||
agilityAscensionMult: member.agi_asc_mult,
|
||||
augmentations: member.augmentations.slice(),
|
||||
charisma: member.cha,
|
||||
charismaEquipMult: member.cha_mult,
|
||||
charismaAscensionMult: member.cha_asc_mult,
|
||||
defense: member.def,
|
||||
defenseEquipMult: member.def_mult,
|
||||
defenseAscensionMult: member.def_asc_mult,
|
||||
dexterity: member.dex,
|
||||
dexterityEquipMult: member.dex_mult,
|
||||
dexterityAscensionMult: member.dex_asc_mult,
|
||||
equipment: member.upgrades.slice(),
|
||||
hacking: member.hack,
|
||||
hackingEquipMult: member.hack_mult,
|
||||
hackingAscensionMult: member.hack_asc_mult,
|
||||
strength: member.str,
|
||||
strengthEquipMult: member.str_mult,
|
||||
strengthAscensionMult: member.str_asc_mult,
|
||||
task: member.task,
|
||||
name: member.name,
|
||||
task: member.task,
|
||||
earnedRespect: member.earnedRespect,
|
||||
hack: member.hack,
|
||||
str: member.str,
|
||||
def: member.def,
|
||||
dex: member.dex,
|
||||
agi: member.agi,
|
||||
cha: member.cha,
|
||||
hack_exp: member.hack_exp,
|
||||
str_exp: member.str_exp,
|
||||
def_exp: member.def_exp,
|
||||
dex_exp: member.dex_exp,
|
||||
agi_exp: member.agi_exp,
|
||||
cha_exp: member.cha_exp,
|
||||
hack_mult: member.hack_mult,
|
||||
str_mult: member.str_mult,
|
||||
def_mult: member.def_mult,
|
||||
dex_mult: member.dex_mult,
|
||||
agi_mult: member.agi_mult,
|
||||
cha_mult: member.cha_mult,
|
||||
hack_asc_mult: member.hack_asc_mult,
|
||||
str_asc_mult: member.str_asc_mult,
|
||||
def_asc_mult: member.def_asc_mult,
|
||||
dex_asc_mult: member.dex_asc_mult,
|
||||
agi_asc_mult: member.agi_asc_mult,
|
||||
cha_asc_mult: member.cha_asc_mult,
|
||||
upgrades: member.upgrades.slice(),
|
||||
augmentations: member.augmentations.slice(),
|
||||
}
|
||||
},
|
||||
canRecruitMember: function() {
|
||||
@@ -4362,8 +4487,36 @@ function NetscriptFunctions(workerScript) {
|
||||
},
|
||||
exploit: function() {
|
||||
Player.giveExploit(Exploit.UndocumentedFunctionCall);
|
||||
},
|
||||
flags: function(data) {
|
||||
data = toNative(data);
|
||||
// We always want the help flag.
|
||||
const args = {};
|
||||
|
||||
for(const d of data) {
|
||||
let t = String;
|
||||
if(typeof d[1] === 'number') {
|
||||
t = Number;
|
||||
} else if(typeof d[1] === 'boolean') {
|
||||
t = Boolean;
|
||||
} else if(Array.isArray(d[1])) {
|
||||
t = [String];
|
||||
}
|
||||
args['--'+d[0]] = t
|
||||
}
|
||||
const ret = libarg(args, {argv: workerScript.args});
|
||||
for(const d of data) {
|
||||
if(!ret.hasOwnProperty('--'+d[0])) ret[d[0]] = d[1];
|
||||
}
|
||||
for(const key of Object.keys(ret)) {
|
||||
if(!key.startsWith('--')) continue;
|
||||
const value = ret[key];
|
||||
delete ret[key];
|
||||
ret[key.slice(2)] = value;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
} // End return
|
||||
} // End NetscriptFunction()
|
||||
|
||||
export { NetscriptFunctions };
|
||||
export { NetscriptFunctions };
|
||||
@@ -107,7 +107,7 @@ export function _getScriptUrls(script, scripts, seen) {
|
||||
// import {foo} from "blob://<uuid>"
|
||||
//
|
||||
// Where the blob URL contains the script content.
|
||||
let transformedCode = script.code.replace(/((?:from|import)\s+(?:'|"))(?:\.\/)?([^'"]+)('|";)/g,
|
||||
let transformedCode = script.code.replace(/((?:from|import)\s+(?:'|"))(?:\.\/)?([^'"]+)('|")/g,
|
||||
(unmodified, prefix, filename, suffix) => {
|
||||
const isAllowedImport = scripts.some(s => s.filename == filename);
|
||||
if (!isAllowedImport) return unmodified;
|
||||
|
||||
@@ -179,4 +179,6 @@ export interface IPlayer {
|
||||
giveExploit(exploit: Exploit): void;
|
||||
queryStatFromString(str: string): number;
|
||||
getIntelligenceBonus(weight: number): number;
|
||||
getCasinoWinnings(): number;
|
||||
quitJob(company: string): void;
|
||||
}
|
||||
|
||||
@@ -30,6 +30,11 @@ import { LocationName } from "../../Locations/data/LocationNames";
|
||||
import { Sleeve } from "../../PersonObjects/Sleeve/Sleeve";
|
||||
import { calculateSkill as calculateSkillF } from "../formulas/skill";
|
||||
import { calculateIntelligenceBonus } from "../formulas/intelligence";
|
||||
import {
|
||||
getHackingWorkRepGain,
|
||||
getFactionSecurityWorkRepGain,
|
||||
getFactionFieldWorkRepGain,
|
||||
} from '../formulas/reputation';
|
||||
import {
|
||||
AllServers,
|
||||
AddToAllServers,
|
||||
@@ -43,6 +48,7 @@ import { applyExploit } from "../../Exploits/applyExploits";
|
||||
import { SourceFiles } from "../../SourceFile/SourceFiles";
|
||||
import { SourceFileFlags } from "../../SourceFile/SourceFileFlags";
|
||||
import { influenceStockThroughCompanyWork } from "../../StockMarket/PlayerInfluencing";
|
||||
import { getHospitalizationCost } from "../../Hospital/Hospital";
|
||||
|
||||
import Decimal from "decimal.js";
|
||||
|
||||
@@ -428,6 +434,8 @@ export function gainHackingExp(exp) {
|
||||
if(this.hacking_exp < 0) {
|
||||
this.hacking_exp = 0;
|
||||
}
|
||||
|
||||
this.hacking_skill = calculateSkillF(this.hacking_exp, this.hacking_mult * BitNodeMultipliers.HackingLevelMultiplier);
|
||||
}
|
||||
|
||||
export function gainStrengthExp(exp) {
|
||||
@@ -438,6 +446,8 @@ export function gainStrengthExp(exp) {
|
||||
if(this.strength_exp < 0) {
|
||||
this.strength_exp = 0;
|
||||
}
|
||||
|
||||
this.strength = calculateSkillF(this.strength_exp, this.strength_mult * BitNodeMultipliers.StrengthLevelMultiplier);
|
||||
}
|
||||
|
||||
export function gainDefenseExp(exp) {
|
||||
@@ -448,6 +458,8 @@ export function gainDefenseExp(exp) {
|
||||
if(this.defense_exp < 0) {
|
||||
this.defense_exp = 0;
|
||||
}
|
||||
|
||||
this.defense = calculateSkillF(this.defense_exp, this.defense_mult * BitNodeMultipliers.DefenseLevelMultiplier);
|
||||
}
|
||||
|
||||
export function gainDexterityExp(exp) {
|
||||
@@ -458,6 +470,8 @@ export function gainDexterityExp(exp) {
|
||||
if(this.dexterity_exp < 0) {
|
||||
this.dexterity_exp = 0;
|
||||
}
|
||||
|
||||
this.dexterity = calculateSkillF(this.dexterity_exp, this.dexterity_mult * BitNodeMultipliers.DexterityLevelMultiplier);
|
||||
}
|
||||
|
||||
export function gainAgilityExp(exp) {
|
||||
@@ -468,6 +482,8 @@ export function gainAgilityExp(exp) {
|
||||
if(this.agility_exp < 0) {
|
||||
this.agility_exp = 0;
|
||||
}
|
||||
|
||||
this.agility = calculateSkillF(this.agility_exp, this.agility_mult * BitNodeMultipliers.AgilityLevelMultiplier);
|
||||
}
|
||||
|
||||
export function gainCharismaExp(exp) {
|
||||
@@ -478,6 +494,8 @@ export function gainCharismaExp(exp) {
|
||||
if(this.charisma_exp < 0) {
|
||||
this.charisma_exp = 0;
|
||||
}
|
||||
|
||||
this.charisma = calculateSkillF(this.charisma_exp, this.charisma_mult * BitNodeMultipliers.CharismaLevelMultiplier);
|
||||
}
|
||||
|
||||
export function gainIntelligenceExp(exp) {
|
||||
@@ -549,7 +567,11 @@ export function processWorkEarnings(numCycles=1) {
|
||||
this.gainAgilityExp(agiExpGain);
|
||||
this.gainCharismaExp(chaExpGain);
|
||||
this.gainMoney(moneyGain);
|
||||
this.recordMoneySource(moneyGain, "work");
|
||||
if (this.className) {
|
||||
this.recordMoneySource(moneyGain, "class");
|
||||
} else {
|
||||
this.recordMoneySource(moneyGain, "work");
|
||||
}
|
||||
this.workHackExpGained += hackExpGain;
|
||||
this.workStrExpGained += strExpGain;
|
||||
this.workDefExpGained += defExpGain;
|
||||
@@ -591,6 +613,17 @@ export function startWork(companyName) {
|
||||
Engine.loadWorkInProgressContent();
|
||||
}
|
||||
|
||||
export function cancelationPenalty() {
|
||||
const company = Companies[this.companyName];
|
||||
const specialIp = SpecialServerIps[this.companyName];
|
||||
if(specialIp) {
|
||||
const server = AllServers[specialIp];
|
||||
if(server && server.backdoorInstalled) return 0.75;
|
||||
}
|
||||
return 0.5;
|
||||
}
|
||||
|
||||
|
||||
export function work(numCycles) {
|
||||
// Cap the number of cycles being processed to whatever would put you at
|
||||
// the work time limit (8 hours)
|
||||
@@ -621,6 +654,10 @@ export function work(numCycles) {
|
||||
|
||||
const position = this.jobs[this.companyName];
|
||||
|
||||
const penalty = this.cancelationPenalty();
|
||||
|
||||
const penaltyString = penalty === 0.5 ? 'half' : 'three quarter'
|
||||
|
||||
var elem = document.getElementById("work-in-progress-text");
|
||||
ReactDOM.render(<>
|
||||
You are currently working as a {position} at {this.companyName} (Current Company Reputation: {Reputation(companyRep)})<br /><br />
|
||||
@@ -635,17 +672,17 @@ export function work(numCycles) {
|
||||
{numeralWrapper.formatExp(this.workAgiExpGained)} ({`${numeralWrapper.formatExp(this.workAgiExpGainRate * CYCLES_PER_SEC)} / sec`}) agility exp <br /><br />
|
||||
{numeralWrapper.formatExp(this.workChaExpGained)} ({`${numeralWrapper.formatExp(this.workChaExpGainRate * CYCLES_PER_SEC)} / sec`}) charisma exp <br /><br />
|
||||
You will automatically finish after working for 8 hours. You can cancel earlier if you wish,
|
||||
but you will only gain half of the reputation you've earned so far.
|
||||
but you will only gain {penaltyString} of the reputation you've earned so far.
|
||||
</>, elem);
|
||||
}
|
||||
|
||||
export function finishWork(cancelled, sing=false) {
|
||||
//Since the work was cancelled early, player only gains half of what they've earned so far
|
||||
if (cancelled) {
|
||||
this.workRepGained /= 2;
|
||||
this.workRepGained *= this.cancelationPenalty();
|
||||
}
|
||||
|
||||
var company = Companies[this.companyName];
|
||||
const company = Companies[this.companyName];
|
||||
company.playerReputation += (this.workRepGained);
|
||||
|
||||
this.updateSkillLevels();
|
||||
@@ -852,7 +889,7 @@ export function startFactionFieldWork(faction) {
|
||||
this.workDexExpGainRate = .1 * this.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
||||
this.workAgiExpGainRate = .1 * this.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
||||
this.workChaExpGainRate = .1 * this.charisma_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
||||
this.workRepGainRate = this.getFactionFieldWorkRepGain();
|
||||
this.workRepGainRate = getFactionFieldWorkRepGain(this, faction);
|
||||
|
||||
this.factionWorkType = CONSTANTS.FactionWorkField;
|
||||
this.currentWorkFactionDescription = "carrying out field missions"
|
||||
@@ -869,7 +906,7 @@ export function startFactionSecurityWork(faction) {
|
||||
this.workDexExpGainRate = 0.15 * this.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
||||
this.workAgiExpGainRate = 0.15 * this.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
||||
this.workChaExpGainRate = 0.00 * this.charisma_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
||||
this.workRepGainRate = this.getFactionSecurityWorkRepGain();
|
||||
this.workRepGainRate = getFactionSecurityWorkRepGain(this, faction);
|
||||
|
||||
this.factionWorkType = CONSTANTS.FactionWorkSecurity;
|
||||
this.currentWorkFactionDescription = "performing security detail"
|
||||
@@ -878,29 +915,23 @@ export function startFactionSecurityWork(faction) {
|
||||
}
|
||||
|
||||
export function workForFaction(numCycles) {
|
||||
var faction = Factions[this.currentWorkFactionName];
|
||||
const faction = Factions[this.currentWorkFactionName];
|
||||
|
||||
//Constantly update the rep gain rate
|
||||
switch (this.factionWorkType) {
|
||||
case CONSTANTS.FactionWorkHacking:
|
||||
this.workRepGainRate = (this.hacking_skill + this.intelligence) / CONSTANTS.MaxSkillLevel * this.faction_rep_mult * this.getIntelligenceBonus(0.5);
|
||||
this.workRepGainRate = getHackingWorkRepGain(this, faction);
|
||||
break;
|
||||
case CONSTANTS.FactionWorkField:
|
||||
this.workRepGainRate = this.getFactionFieldWorkRepGain();
|
||||
this.workRepGainRate = getFactionFieldWorkRepGain(this, faction);
|
||||
break;
|
||||
case CONSTANTS.FactionWorkSecurity:
|
||||
this.workRepGainRate = this.getFactionSecurityWorkRepGain();
|
||||
this.workRepGainRate = getFactionSecurityWorkRepGain(this, faction);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
//Update reputation gain rate to account for faction favor
|
||||
var favorMult = 1 + (faction.favor / 100);
|
||||
if (isNaN(favorMult)) {favorMult = 1;}
|
||||
this.workRepGainRate *= favorMult;
|
||||
this.workRepGainRate *= BitNodeMultipliers.FactionWorkRepGain;
|
||||
|
||||
//Cap the number of cycles being processed to whatever would put you at limit (20 hours)
|
||||
var overMax = false;
|
||||
if (this.timeWorked + (Engine._idleSpeed * numCycles) >= CONSTANTS.MillisecondsPer20Hours) {
|
||||
@@ -1111,25 +1142,25 @@ export function getWorkRepGain() {
|
||||
return jobPerformance * this.company_rep_mult * favorMult;
|
||||
}
|
||||
|
||||
export function getFactionSecurityWorkRepGain() {
|
||||
var t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel +
|
||||
this.strength / CONSTANTS.MaxSkillLevel +
|
||||
this.defense / CONSTANTS.MaxSkillLevel +
|
||||
this.dexterity / CONSTANTS.MaxSkillLevel +
|
||||
this.agility / CONSTANTS.MaxSkillLevel) / 4.5;
|
||||
return t * this.faction_rep_mult;
|
||||
}
|
||||
// export function getFactionSecurityWorkRepGain() {
|
||||
// var t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel +
|
||||
// this.strength / CONSTANTS.MaxSkillLevel +
|
||||
// this.defense / CONSTANTS.MaxSkillLevel +
|
||||
// this.dexterity / CONSTANTS.MaxSkillLevel +
|
||||
// this.agility / CONSTANTS.MaxSkillLevel) / 4.5;
|
||||
// return t * this.faction_rep_mult;
|
||||
// }
|
||||
|
||||
export function getFactionFieldWorkRepGain() {
|
||||
var t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel +
|
||||
this.strength / CONSTANTS.MaxSkillLevel +
|
||||
this.defense / CONSTANTS.MaxSkillLevel +
|
||||
this.dexterity / CONSTANTS.MaxSkillLevel +
|
||||
this.agility / CONSTANTS.MaxSkillLevel +
|
||||
this.charisma / CONSTANTS.MaxSkillLevel +
|
||||
this.intelligence / CONSTANTS.MaxSkillLevel) / 5.5;
|
||||
return t * this.faction_rep_mult;
|
||||
}
|
||||
// export function getFactionFieldWorkRepGain() {
|
||||
// var t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel +
|
||||
// this.strength / CONSTANTS.MaxSkillLevel +
|
||||
// this.defense / CONSTANTS.MaxSkillLevel +
|
||||
// this.dexterity / CONSTANTS.MaxSkillLevel +
|
||||
// this.agility / CONSTANTS.MaxSkillLevel +
|
||||
// this.charisma / CONSTANTS.MaxSkillLevel +
|
||||
// this.intelligence / CONSTANTS.MaxSkillLevel) / 5.5;
|
||||
// return t * this.faction_rep_mult;
|
||||
// }
|
||||
|
||||
/* Creating a Program */
|
||||
export function startCreateProgramWork(programName, time, reqLevel) {
|
||||
@@ -1504,7 +1535,6 @@ export function finishCrime(cancelled) {
|
||||
dialogBoxCreate(<>
|
||||
Crime failed!<br /><br />
|
||||
You gained:<br />
|
||||
{Money(this.workMoneyGained)}<br />
|
||||
{numeralWrapper.formatExp(this.workHackExpGained)} hacking experience <br />
|
||||
{numeralWrapper.formatExp(this.workStrExpGained)} strength experience<br />
|
||||
{numeralWrapper.formatExp(this.workDefExpGained)} defense experience<br />
|
||||
@@ -1589,18 +1619,19 @@ export function regenerateHp(amt) {
|
||||
}
|
||||
|
||||
export function hospitalize() {
|
||||
const cost = getHospitalizationCost(this);
|
||||
if (Settings.SuppressHospitalizationPopup === false) {
|
||||
dialogBoxCreate(<>
|
||||
You were in critical condition! You were taken to the hospital where
|
||||
luckily they were able to save your life. You were charged
|
||||
{Money(this.max_hp * CONSTANTS.HospitalCostPerHp)}
|
||||
{Money(cost)}
|
||||
</>);
|
||||
}
|
||||
|
||||
const cost = this.max_hp * CONSTANTS.HospitalCostPerHp
|
||||
this.loseMoney(cost);
|
||||
this.recordMoneySource(-1 * cost, "hospitalization");
|
||||
this.hp = this.max_hp;
|
||||
return cost;
|
||||
}
|
||||
|
||||
/********* Company job application **********/
|
||||
@@ -1714,6 +1745,11 @@ export function getNextCompanyPosition(company, entryPosType) {
|
||||
return entryPosType;
|
||||
}
|
||||
|
||||
export function quitJob(company) {
|
||||
this.companyName = "";
|
||||
delete this.jobs[company];
|
||||
}
|
||||
|
||||
export function applyForSoftwareJob(sing=false) {
|
||||
return this.applyForJob(CompanyPositions[posNames.SoftwareCompanyPositions[0]], sing);
|
||||
}
|
||||
@@ -2035,7 +2071,7 @@ export function checkForFactionInvitations() {
|
||||
} else {
|
||||
if (!fulcrumsecrettechonologiesFac.isBanned && !fulcrumsecrettechonologiesFac.isMember &&
|
||||
!fulcrumsecrettechonologiesFac.alreadyInvited &&
|
||||
fulcrumSecretServer.manuallyHacked &&
|
||||
fulcrumSecretServer.backdoorInstalled &&
|
||||
checkMegacorpRequirements(LocationName.AevumFulcrumTechnologies, 250e3)) {
|
||||
invitedFactions.push(fulcrumsecrettechonologiesFac);
|
||||
}
|
||||
@@ -2047,7 +2083,7 @@ export function checkForFactionInvitations() {
|
||||
var bitrunnersServer = AllServers[SpecialServerIps[SpecialServerNames.BitRunnersServer]];
|
||||
if (bitrunnersServer == null) {
|
||||
console.error("Could not find BitRunners Server");
|
||||
} else if (!bitrunnersFac.isBanned && !bitrunnersFac.isMember && bitrunnersServer.manuallyHacked &&
|
||||
} else if (!bitrunnersFac.isBanned && !bitrunnersFac.isMember && bitrunnersServer.backdoorInstalled &&
|
||||
!bitrunnersFac.alreadyInvited && homeComp.maxRam >= 128) {
|
||||
invitedFactions.push(bitrunnersFac);
|
||||
}
|
||||
@@ -2057,7 +2093,7 @@ export function checkForFactionInvitations() {
|
||||
var blackhandServer = AllServers[SpecialServerIps[SpecialServerNames.TheBlackHandServer]];
|
||||
if (blackhandServer == null) {
|
||||
console.error("Could not find The Black Hand Server");
|
||||
} else if (!theblackhandFac.isBanned && !theblackhandFac.isMember && blackhandServer.manuallyHacked &&
|
||||
} else if (!theblackhandFac.isBanned && !theblackhandFac.isMember && blackhandServer.backdoorInstalled &&
|
||||
!theblackhandFac.alreadyInvited && homeComp.maxRam >= 64) {
|
||||
invitedFactions.push(theblackhandFac);
|
||||
}
|
||||
@@ -2067,7 +2103,7 @@ export function checkForFactionInvitations() {
|
||||
var nitesecServer = AllServers[SpecialServerIps[SpecialServerNames.NiteSecServer]];
|
||||
if (nitesecServer == null) {
|
||||
console.error("Could not find NiteSec Server");
|
||||
} else if (!nitesecFac.isBanned && !nitesecFac.isMember && nitesecServer.manuallyHacked &&
|
||||
} else if (!nitesecFac.isBanned && !nitesecFac.isMember && nitesecServer.backdoorInstalled &&
|
||||
!nitesecFac.alreadyInvited && homeComp.maxRam >= 32) {
|
||||
invitedFactions.push(nitesecFac);
|
||||
}
|
||||
@@ -2211,7 +2247,7 @@ export function checkForFactionInvitations() {
|
||||
var cybersecServer = AllServers[SpecialServerIps[SpecialServerNames.CyberSecServer]];
|
||||
if (cybersecServer == null) {
|
||||
console.error("Could not find CyberSec Server");
|
||||
} else if (!cybersecFac.isBanned && !cybersecFac.isMember && cybersecServer.manuallyHacked &&
|
||||
} else if (!cybersecFac.isBanned && !cybersecFac.isMember && cybersecServer.backdoorInstalled &&
|
||||
!cybersecFac.alreadyInvited) {
|
||||
invitedFactions.push(cybersecFac);
|
||||
}
|
||||
@@ -2334,7 +2370,10 @@ export function giveExploit(exploit) {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
export function getIntelligenceBonus(weight) {
|
||||
return calculateIntelligenceBonus(this.intelligence, weight);
|
||||
}
|
||||
|
||||
export function getCasinoWinnings() {
|
||||
return this.moneySourceA.casino;
|
||||
}
|
||||
36
src/PersonObjects/formulas/reputation.ts
Normal file
36
src/PersonObjects/formulas/reputation.ts
Normal file
@@ -0,0 +1,36 @@
|
||||
import { IPlayer } from '../IPlayer';
|
||||
import { Faction } from '../../Faction/Faction';
|
||||
import { CONSTANTS } from '../../Constants';
|
||||
import { BitNodeMultipliers } from '../../BitNode/BitNodeMultipliers';
|
||||
|
||||
function mult(f: Faction): number {
|
||||
var favorMult = 1 + (f.favor / 100);
|
||||
if (isNaN(favorMult)) {favorMult = 1;}
|
||||
return favorMult * BitNodeMultipliers.FactionWorkRepGain;
|
||||
}
|
||||
|
||||
export function getHackingWorkRepGain(p: IPlayer, f: Faction): number {
|
||||
return (p.hacking_skill + p.intelligence) /
|
||||
CONSTANTS.MaxSkillLevel * p.faction_rep_mult *
|
||||
p.getIntelligenceBonus(0.25) * mult(f);
|
||||
}
|
||||
|
||||
export function getFactionSecurityWorkRepGain(p: IPlayer, f: Faction): number {
|
||||
var t = 0.9 * (p.hacking_skill / CONSTANTS.MaxSkillLevel +
|
||||
p.strength / CONSTANTS.MaxSkillLevel +
|
||||
p.defense / CONSTANTS.MaxSkillLevel +
|
||||
p.dexterity / CONSTANTS.MaxSkillLevel +
|
||||
p.agility / CONSTANTS.MaxSkillLevel) / 4.5;
|
||||
return t * p.faction_rep_mult * mult(f);
|
||||
}
|
||||
|
||||
export function getFactionFieldWorkRepGain(p: IPlayer, f: Faction): number {
|
||||
var t = 0.9 * (p.hacking_skill / CONSTANTS.MaxSkillLevel +
|
||||
p.strength / CONSTANTS.MaxSkillLevel +
|
||||
p.defense / CONSTANTS.MaxSkillLevel +
|
||||
p.dexterity / CONSTANTS.MaxSkillLevel +
|
||||
p.agility / CONSTANTS.MaxSkillLevel +
|
||||
p.charisma / CONSTANTS.MaxSkillLevel +
|
||||
p.intelligence / CONSTANTS.MaxSkillLevel) / 5.5;
|
||||
return t * p.faction_rep_mult * mult(f);
|
||||
}
|
||||
@@ -16,6 +16,7 @@ import {
|
||||
import { Player } from "../Player";
|
||||
import { AceEditor } from "../ScriptEditor/Ace";
|
||||
import { CodeMirrorEditor } from "../ScriptEditor/CodeMirror";
|
||||
import { CursorPositions } from "../ScriptEditor/CursorPositions";
|
||||
import { AllServers } from "../Server/AllServers";
|
||||
import { processSingleServerGrowth } from "../Server/ServerHelpers";
|
||||
import { Settings } from "../Settings/Settings";
|
||||
@@ -224,11 +225,13 @@ $(document).keydown(function(e) {
|
||||
function saveAndCloseScriptEditor() {
|
||||
var filename = document.getElementById("script-editor-filename").value;
|
||||
|
||||
let code;
|
||||
let code, cursor;
|
||||
try {
|
||||
code = getCurrentEditor().getCode();
|
||||
cursor = getCurrentEditor().getCursor();
|
||||
CursorPositions.saveCursor(filename, cursor);
|
||||
} catch(e) {
|
||||
dialogBoxCreate("Something went wrong when trying to save (getCurrentEditor().getCode()). Please report to game developer with details");
|
||||
dialogBoxCreate("Something went wrong when trying to save (getCurrentEditor().getCode() or getCurrentEditor().getCursor()). Please report to game developer with details");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -268,7 +271,7 @@ function saveAndCloseScriptEditor() {
|
||||
}
|
||||
|
||||
if (filename !== ".fconf" && !isValidFilePath(filename)) {
|
||||
dialogBoxCreate("Script filename can contain only alphanumerics, hyphens, and underscores");
|
||||
dialogBoxCreate("Script filename can contain only alphanumerics, hyphens, and underscores, and must end with an extension.");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -282,7 +285,7 @@ function saveAndCloseScriptEditor() {
|
||||
}
|
||||
} else if (isScriptFilename(filename)) {
|
||||
//If the current script already exists on the server, overwrite it
|
||||
for (var i = 0; i < s.scripts.length; i++) {
|
||||
for (let i = 0; i < s.scripts.length; i++) {
|
||||
if (filename == s.scripts[i].filename) {
|
||||
s.scripts[i].saveScript(getCurrentEditor().getCode(), Player.currentServer, Player.getCurrentServer().scripts);
|
||||
Engine.loadTerminalContent();
|
||||
@@ -295,14 +298,14 @@ function saveAndCloseScriptEditor() {
|
||||
script.saveScript(getCurrentEditor().getCode(), Player.currentServer, Player.getCurrentServer().scripts);
|
||||
s.scripts.push(script);
|
||||
} else if (filename.endsWith(".txt")) {
|
||||
for (var i = 0; i < s.textFiles.length; ++i) {
|
||||
for (let i = 0; i < s.textFiles.length; ++i) {
|
||||
if (s.textFiles[i].fn === filename) {
|
||||
s.textFiles[i].write(code);
|
||||
Engine.loadTerminalContent();
|
||||
return;
|
||||
}
|
||||
}
|
||||
var textFile = new TextFile(filename, code);
|
||||
const textFile = new TextFile(filename, code);
|
||||
s.textFiles.push(textFile);
|
||||
} else {
|
||||
dialogBoxCreate("Invalid filename. Must be either a script (.script) or " +
|
||||
@@ -411,3 +414,14 @@ export function findRunningScript(filename, args, server) {
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
//Returns a RunningScript object matching the pid on the
|
||||
//designated server, and false otherwise
|
||||
export function findRunningScriptByPid(pid, server) {
|
||||
for (var i = 0; i < server.runningScripts.length; ++i) {
|
||||
if (server.runningScripts[i].pid === pid) {
|
||||
return server.runningScripts[i];
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -314,6 +314,14 @@ class AceEditorWrapper extends ScriptEditor {
|
||||
elem.style.display = "none";
|
||||
}
|
||||
}
|
||||
|
||||
getCursor() {
|
||||
return this.editor.getCursorPosition();
|
||||
}
|
||||
|
||||
setCursor(pos) {
|
||||
this.editor.gotoLine(pos.row+1, pos.column);
|
||||
}
|
||||
}
|
||||
|
||||
export const AceEditor = new AceEditorWrapper();
|
||||
|
||||
@@ -570,6 +570,15 @@ class CodeMirrorEditorWrapper extends ScriptEditor {
|
||||
elem.style.display = "none";
|
||||
}
|
||||
}
|
||||
|
||||
getCursor() {
|
||||
const c = this.editor.getCursor(); //I need to get the cursor position
|
||||
return {row: c.line, column: c.ch};
|
||||
}
|
||||
|
||||
setCursor(pos) {
|
||||
this.editor.setCursor({line: pos.row, ch: pos.column});
|
||||
}
|
||||
}
|
||||
|
||||
export const CodeMirrorEditor = new CodeMirrorEditorWrapper();
|
||||
|
||||
29
src/ScriptEditor/CursorPositions.ts
Normal file
29
src/ScriptEditor/CursorPositions.ts
Normal file
@@ -0,0 +1,29 @@
|
||||
export type Position = {
|
||||
row: number;
|
||||
column: number;
|
||||
};
|
||||
|
||||
export class PositionTracker {
|
||||
positions: Map<string, Position>;
|
||||
|
||||
constructor() {
|
||||
this.positions = new Map<string, Position>();
|
||||
}
|
||||
|
||||
saveCursor(filename: string, pos: Position) {
|
||||
this.positions.set(filename, pos);
|
||||
}
|
||||
|
||||
getCursor(filename: string): Position {
|
||||
const position = this.positions.get(filename);
|
||||
if (!position) {
|
||||
return {
|
||||
row: 0,
|
||||
column: 0,
|
||||
};
|
||||
}
|
||||
return position;
|
||||
}
|
||||
};
|
||||
|
||||
export const CursorPositions: PositionTracker = new PositionTracker();
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user