Compare commits

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22 Commits

Author SHA1 Message Date
Olivier Gagnon
c9b5aaa2f7 v0.51.7 2021-05-03 12:17:05 -04:00
hydroflame
34a20802c9 Merge pull request #910 from danielyxie/lint-fix
The mega linting patch
2021-05-01 23:08:10 -04:00
hydroflame
6d53ff109b Merge pull request #914 from Pimvgd/patch-3
Typo fixes
2021-05-01 21:50:08 -04:00
Pimvgd
8eab9f3b59 Update Bladeburner.jsx 2021-05-02 00:09:13 +02:00
Pimvgd
f40faadcc4 Update augmentations.rst 2021-05-01 18:04:27 +02:00
Pimvgd
fb129198a6 Update AugmentationHelpers.jsx
more typos
2021-05-01 17:43:13 +02:00
Pimvgd
3eecff1de6 Update netscriptbladeburnerapi.rst
fix typos
2021-05-01 17:34:55 +02:00
Olivier Gagnon
d745150c45 all the lints 2021-05-01 03:17:31 -04:00
Olivier Gagnon
abe0330dc3 css --fix 2021-04-29 23:59:43 -04:00
Olivier Gagnon
3fad505096 run auto fix lint 2021-04-29 23:52:56 -04:00
Olivier Gagnon
77cb63e36a When you hotfix you need to build 2021-04-29 13:41:13 -04:00
Olivier Gagnon
50b490ba8d fix netscript access 2021-04-29 13:39:03 -04:00
hydroflame
15bd8a6233 Merge pull request #907 from danielyxie/dev
update patch notes
2021-04-28 20:26:38 -04:00
Olivier Gagnon
20c593b236 update patch notes 2021-04-28 20:25:51 -04:00
hydroflame
52a80ad236 v0.51.6 (#905)
* Make command `cd` without arguments an alias for `cd /` (#853)

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

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

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

* Add the backdoor command to the terminal

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

* Add tab completion for backdoor command

* Add help text for backdoor command

* Change condition syntax to be more consistent with others

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

* Update documentation for new backdoor command

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

* Remove extra parenthesis

* Rename manuallyHacked to backdoorInstalled

* Fix typo

* Change faction test messages to use backdoor instad of hack

* Rename more instances of manuallyHacked

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

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

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

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

* fix typo in docs (#860)

* Initial code for Casino Card Deck implementation

* Casino Blackjack Implementation

* Update some tools (eslint, typescript)

* Blackjack code cleanup

* Update README_contribution

* Update ScriptHelpers.js (#861)

expand error message

* More augmentation typo fixes (#862)

* Add Netscript function getCurrentScript (#856)

Add netscript function that returns the current script.

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

Milestone menu

* fix typos in milestones (#866)

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

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

* Add corruptableText component

* Corrupt location title if backdoor is installed

* Formatting

* Add helper to check value of backdoorInstalled

Helper could be oneline but it would make it less readable

* Fix some formatting

* Add settings option to disable text effects

* Import useState

* getRunningScript (#867)

* Replaced getCurrentScript with getRunningScript

* Bunch of smaller fixes (#904)

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

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

* v0.51.6

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

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

    Netscript
    * growthAnalyze handles Infinity correctly.

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

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

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

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

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

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

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

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

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

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

* formatHp doesnt display decimal, duh

* character overview uses numeralWrapper formatHp

* minor formatting stuff

* Class spending is tracked indepedently of work money

* Made an augmentation named after myself.

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

* minor accessibility patch

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

* Adde hospitalization netscript function

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

* getMemberInformation now returns everything about the member.

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

* yesno dialog box will not keep older messages anymore

* v0.51.1

* Casino part 1

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

* Removed text under Factiosn referencing rejected factions.

* Removed html element forgotten in plain text

* Casino implementation

* v0.51.2
2021-04-09 18:12:31 -04:00
357 changed files with 15053 additions and 9444 deletions

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@@ -2,3 +2,7 @@ node_modules/
doc/build/
dist/
tests/*.bundle.*
src/ThirdParty/*
src/ScriptEditor/CodeMirrorNetscriptMode.js
src/ScriptEditor/CodeMirrorNetscriptLint.js
src/JSInterpreter.js

File diff suppressed because it is too large Load Diff

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@@ -7,4 +7,17 @@ Update the following
- `doc/source/conf.py` `version` and `release`
- `doc/source/changelog.rst`
- post to discord
- post to reddit.com/r/Bitburner
- post to reddit.com/r/Bitburner
Deploying `dev` to the Beta Branch
----------------------------------
TODO
Development Workflow Best Practices
-----------------------------------
- Work in a new branch forked from the `dev` branch to isolate your new code
- Keep code-changes on a branch as small as possible. This makes it easier for code review. Each branch should be its own independent feature.
- Regularly rebase your branch against `dev` to make sure you have the latest updates pulled.
- When merging, always merge your branch into `dev`. When releasing a new update, then merge `dev` into `master`

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

View File

@@ -43,9 +43,9 @@
background-color: #444;
}
.character-stat-cell {
text-align: right;
}
.character-stat-cell {
text-align: right;
}
#character-hack-wrapper td,
#character-agi-wrapper td {

View File

@@ -6,7 +6,7 @@
#codemirror-form-wrapper {
height: 80%;
margin: 10px 0px 0px 6px;
margin: 10px 0 0 6px;
}
.CodeMirror {
@@ -22,11 +22,11 @@
* Highlight matches
*/
.cm-matchhighlight {
background-color: #8F908A;
background-color: #8f908a;
}
.CodeMirror-selection-highlight-scrollbar {
background-color: #8F908A;
background-color: #8f908a;
}
/**
@@ -35,7 +35,7 @@
.cm-whitespace::before {
position: absolute;
pointer-events: none;
color: #404F7D;
color: #404f7d;
}
/**

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@@ -1,36 +1,36 @@
.add-exp-button {
margin-right: 0px;
margin-right: 0;
}
.remove-exp-button {
margin-left:0px;
margin-left:0;
}
.exp-input {
margin-right: 0px;
margin-left:0px;
margin-right: 0;
margin-left:0;
margin-top: 5px;
margin-bottom: 5px;
margin-top: 5px;
margin-bottom: 5px;
padding: 2px 5px;
padding: 2px 5px;
}
.text-center {
margin: auto;
text-align: center;
vertical-align: middle;
margin: auto;
text-align: center;
vertical-align: middle;
}
.touch-right {
margin-right: 0px;
margin-right: 0;
}
.touch-left {
margin-left: 0px;
margin-left: 0;
}
.touch-sides {
margin-left: 0px;
margin-right: 0px;
}
margin-left: 0;
margin-right: 0;
}

2
css/grid.min.css vendored

File diff suppressed because one or more lines are too long

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

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@@ -17,7 +17,7 @@
}
&.level-2 {
color: #48D1CC;
color: #48d1cc;
}
&.level-3 {

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@@ -1,4 +1,4 @@
/**
/**
* Styling for the Re-Sleeving Page
*/
@import "theme";
@@ -15,7 +15,7 @@
.resleeve-panel {
display: inline-block;
margin: 0px;
margin: 0;
padding: 2px;
}

View File

@@ -20,7 +20,7 @@
.sleeve-panel {
display: inline-block;
margin: 0px;
margin: 0;
padding: 2px;
select {

View File

@@ -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 {
@@ -374,7 +375,7 @@ a:visited {
}
.noscrollbar::-webkit-scrollbar {
display: none;
display: none;
}
input[type=checkbox] {
@@ -382,42 +383,42 @@ input[type=checkbox] {
}
.optionCheckbox {
margin: 5px;
float: right;
margin: 5px;
float: right;
}
.optionRange {
-webkit-appearance: none;
background: #777;
outline: none;
opacity: 0.7;
height: 10px;
-webkit-transition: .2s;
transition: opacity .2s;
margin: 3px;
-webkit-appearance: none;
background: #777;
outline: none;
opacity: 0.7;
height: 10px;
-webkit-transition: 0.2s;
transition: opacity 0.2s;
margin: 3px;
}
.optionRange::-webkit-slider-thumb {
-webkit-appearance: none;
appearance: none;
width: 10px;
height: 10px;
background: var(--my-font-color);
cursor: pointer;
-webkit-appearance: none;
appearance: none;
width: 10px;
height: 10px;
background: var(--my-font-color);
cursor: pointer;
}
.optionRange::-moz-range-thumb {
width: 10px;
height: 10px;
background: var(--my-font-color);
cursor: pointer;
width: 10px;
height: 10px;
background: var(--my-font-color);
cursor: pointer;
}
.noselect {
-moz-user-select: -moz-none;
-khtml-user-select: none;
-webkit-user-select: none;
-ms-user-select: none;
user-select: none;
}
-moz-user-select: -moz-none;
-khtml-user-select: none;
-webkit-user-select: none;
-ms-user-select: none;
user-select: none;
}

View File

@@ -35,7 +35,7 @@
left: 50%;
transform: translate(-100%, -100%);
/* Backwards compatibility */
/* Backwards compatibility */
-webkit-transform: translate(-100%, -100%);
-moz-transform: translate(-100%, -100%);
-o-transform: translate(-100%, -100%);
@@ -126,4 +126,4 @@
visibility: visible;
opacity: 1;
transition: opacity 0.3s;
}
}

View File

@@ -7,16 +7,16 @@
.Treant.Treant-loaded .pseudo { visibility: visible; }
.Treant > .pseudo { width: 0; height: 0; border: none; padding: 0; }
.Treant .collapse-switch { width: 3px; height: 3px; display: block; border: 1px solid black; position: absolute; top: 1px; right: 1px; cursor: pointer; }
.Treant .collapsed .collapse-switch { background-color: #868DEE; }
.Treant .collapsed .collapse-switch { background-color: #868dee; }
.Treant > .node img { border: none; float: left; }
.Treant > .node {
cursor: pointer;
padding: 4px;
min-width: 60px;
text-align: center;
border: 2px solid #E8E8E3;
border-radius: 2px;
box-shadow: 1px 1px 1px rgba(0,0,0,.5);
padding: 4px;
min-width: 60px;
text-align: center;
border: 2px solid #e8e8e3;
border-radius: 2px;
box-shadow: 1px 1px 1px rgba(0,0,0,0.5);
font-size: 12px;
}

File diff suppressed because one or more lines are too long

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

271
dist/engineStyle.css vendored
View File

@@ -250,13 +250,14 @@ a:visited {
opacity: 0; } }
.status-text {
display: inline-block;
position: fixed;
z-index: 2;
-webkit-animation: status-text 3s 1; }
#status-text-container {
background-color: transparent; }
background-color: transparent;
position: absolute;
top: 0;
left: 50%; }
#status-text {
background-color: transparent;
@@ -384,8 +385,8 @@ input[type=checkbox] {
outline: none;
opacity: 0.7;
height: 10px;
-webkit-transition: .2s;
transition: opacity .2s;
-webkit-transition: 0.2s;
transition: opacity 0.2s;
margin: 3px; }
.optionRange::-webkit-slider-thumb {
@@ -1026,7 +1027,7 @@ button {
*/
#codemirror-form-wrapper {
height: 80%;
margin: 10px 0px 0px 6px; }
margin: 10px 0 0 6px; }
.CodeMirror {
height: 100%;
@@ -1040,10 +1041,10 @@ button {
* Highlight matches
*/
.cm-matchhighlight {
background-color: #8F908A; }
background-color: #8f908a; }
.CodeMirror-selection-highlight-scrollbar {
background-color: #8F908A; }
background-color: #8f908a; }
/**
* Show Invisibles
@@ -1051,7 +1052,7 @@ button {
.cm-whitespace::before {
position: absolute;
pointer-events: none;
color: #404F7D; }
color: #404f7d; }
/**
* Vim command display
@@ -1414,7 +1415,7 @@ button {
color: yellow; }
.bitnode.level-2 {
color: #48D1CC; }
color: #48d1cc; }
.bitnode.level-3 {
color: blue; }
@@ -2416,7 +2417,7 @@ button {
.sleeve-panel {
display: inline-block;
margin: 0px;
margin: 0;
padding: 2px; }
.sleeve-panel select {
display: block; }
@@ -2435,7 +2436,7 @@ button {
.resleeve-panel {
display: inline-block;
margin: 0px;
margin: 0;
padding: 2px; }
.resleeve-aug-selector {
@@ -2477,7 +2478,7 @@ button {
cursor: pointer; }
.Treant .collapsed .collapse-switch {
background-color: #868DEE; }
background-color: #868dee; }
.Treant > .node img {
border: none;
@@ -2488,7 +2489,7 @@ button {
padding: 4px;
min-width: 60px;
text-align: center;
border: 2px solid #E8E8E3;
border: 2px solid #e8e8e3;
border-radius: 2px;
box-shadow: 1px 1px 1px rgba(0, 0, 0, 0.5);
font-size: 12px; }
@@ -4265,34 +4266,34 @@ html {
margin-left: 0 !important; }
.m-1 {
margin: .25rem !important; }
margin: 0.25rem !important; }
.mt-1, .my-1 {
margin-top: .25rem !important; }
margin-top: 0.25rem !important; }
.mr-1, .mx-1 {
margin-right: .25rem !important; }
margin-right: 0.25rem !important; }
.mb-1, .my-1 {
margin-bottom: .25rem !important; }
margin-bottom: 0.25rem !important; }
.ml-1, .mx-1 {
margin-left: .25rem !important; }
margin-left: 0.25rem !important; }
.m-2 {
margin: .5rem !important; }
margin: 0.5rem !important; }
.mt-2, .my-2 {
margin-top: .5rem !important; }
margin-top: 0.5rem !important; }
.mr-2, .mx-2 {
margin-right: .5rem !important; }
margin-right: 0.5rem !important; }
.mb-2, .my-2 {
margin-bottom: .5rem !important; }
margin-bottom: 0.5rem !important; }
.ml-2, .mx-2 {
margin-left: .5rem !important; }
margin-left: 0.5rem !important; }
.m-3 {
margin: 1rem !important; }
@@ -4355,34 +4356,34 @@ html {
padding-left: 0 !important; }
.p-1 {
padding: .25rem !important; }
padding: 0.25rem !important; }
.pt-1, .py-1 {
padding-top: .25rem !important; }
padding-top: 0.25rem !important; }
.pr-1, .px-1 {
padding-right: .25rem !important; }
padding-right: 0.25rem !important; }
.pb-1, .py-1 {
padding-bottom: .25rem !important; }
padding-bottom: 0.25rem !important; }
.pl-1, .px-1 {
padding-left: .25rem !important; }
padding-left: 0.25rem !important; }
.p-2 {
padding: .5rem !important; }
padding: 0.5rem !important; }
.pt-2, .py-2 {
padding-top: .5rem !important; }
padding-top: 0.5rem !important; }
.pr-2, .px-2 {
padding-right: .5rem !important; }
padding-right: 0.5rem !important; }
.pb-2, .py-2 {
padding-bottom: .5rem !important; }
padding-bottom: 0.5rem !important; }
.pl-2, .px-2 {
padding-left: .5rem !important; }
padding-left: 0.5rem !important; }
.p-3 {
padding: 1rem !important; }
@@ -4456,25 +4457,25 @@ html {
.ml-sm-0, .mx-sm-0 {
margin-left: 0 !important; }
.m-sm-1 {
margin: .25rem !important; }
margin: 0.25rem !important; }
.mt-sm-1, .my-sm-1 {
margin-top: .25rem !important; }
margin-top: 0.25rem !important; }
.mr-sm-1, .mx-sm-1 {
margin-right: .25rem !important; }
margin-right: 0.25rem !important; }
.mb-sm-1, .my-sm-1 {
margin-bottom: .25rem !important; }
margin-bottom: 0.25rem !important; }
.ml-sm-1, .mx-sm-1 {
margin-left: .25rem !important; }
margin-left: 0.25rem !important; }
.m-sm-2 {
margin: .5rem !important; }
margin: 0.5rem !important; }
.mt-sm-2, .my-sm-2 {
margin-top: .5rem !important; }
margin-top: 0.5rem !important; }
.mr-sm-2, .mx-sm-2 {
margin-right: .5rem !important; }
margin-right: 0.5rem !important; }
.mb-sm-2, .my-sm-2 {
margin-bottom: .5rem !important; }
margin-bottom: 0.5rem !important; }
.ml-sm-2, .mx-sm-2 {
margin-left: .5rem !important; }
margin-left: 0.5rem !important; }
.m-sm-3 {
margin: 1rem !important; }
.mt-sm-3, .my-sm-3 {
@@ -4516,25 +4517,25 @@ html {
.pl-sm-0, .px-sm-0 {
padding-left: 0 !important; }
.p-sm-1 {
padding: .25rem !important; }
padding: 0.25rem !important; }
.pt-sm-1, .py-sm-1 {
padding-top: .25rem !important; }
padding-top: 0.25rem !important; }
.pr-sm-1, .px-sm-1 {
padding-right: .25rem !important; }
padding-right: 0.25rem !important; }
.pb-sm-1, .py-sm-1 {
padding-bottom: .25rem !important; }
padding-bottom: 0.25rem !important; }
.pl-sm-1, .px-sm-1 {
padding-left: .25rem !important; }
padding-left: 0.25rem !important; }
.p-sm-2 {
padding: .5rem !important; }
padding: 0.5rem !important; }
.pt-sm-2, .py-sm-2 {
padding-top: .5rem !important; }
padding-top: 0.5rem !important; }
.pr-sm-2, .px-sm-2 {
padding-right: .5rem !important; }
padding-right: 0.5rem !important; }
.pb-sm-2, .py-sm-2 {
padding-bottom: .5rem !important; }
padding-bottom: 0.5rem !important; }
.pl-sm-2, .px-sm-2 {
padding-left: .5rem !important; }
padding-left: 0.5rem !important; }
.p-sm-3 {
padding: 1rem !important; }
.pt-sm-3, .py-sm-3 {
@@ -4588,25 +4589,25 @@ html {
.ml-md-0, .mx-md-0 {
margin-left: 0 !important; }
.m-md-1 {
margin: .25rem !important; }
margin: 0.25rem !important; }
.mt-md-1, .my-md-1 {
margin-top: .25rem !important; }
margin-top: 0.25rem !important; }
.mr-md-1, .mx-md-1 {
margin-right: .25rem !important; }
margin-right: 0.25rem !important; }
.mb-md-1, .my-md-1 {
margin-bottom: .25rem !important; }
margin-bottom: 0.25rem !important; }
.ml-md-1, .mx-md-1 {
margin-left: .25rem !important; }
margin-left: 0.25rem !important; }
.m-md-2 {
margin: .5rem !important; }
margin: 0.5rem !important; }
.mt-md-2, .my-md-2 {
margin-top: .5rem !important; }
margin-top: 0.5rem !important; }
.mr-md-2, .mx-md-2 {
margin-right: .5rem !important; }
margin-right: 0.5rem !important; }
.mb-md-2, .my-md-2 {
margin-bottom: .5rem !important; }
margin-bottom: 0.5rem !important; }
.ml-md-2, .mx-md-2 {
margin-left: .5rem !important; }
margin-left: 0.5rem !important; }
.m-md-3 {
margin: 1rem !important; }
.mt-md-3, .my-md-3 {
@@ -4648,25 +4649,25 @@ html {
.pl-md-0, .px-md-0 {
padding-left: 0 !important; }
.p-md-1 {
padding: .25rem !important; }
padding: 0.25rem !important; }
.pt-md-1, .py-md-1 {
padding-top: .25rem !important; }
padding-top: 0.25rem !important; }
.pr-md-1, .px-md-1 {
padding-right: .25rem !important; }
padding-right: 0.25rem !important; }
.pb-md-1, .py-md-1 {
padding-bottom: .25rem !important; }
padding-bottom: 0.25rem !important; }
.pl-md-1, .px-md-1 {
padding-left: .25rem !important; }
padding-left: 0.25rem !important; }
.p-md-2 {
padding: .5rem !important; }
padding: 0.5rem !important; }
.pt-md-2, .py-md-2 {
padding-top: .5rem !important; }
padding-top: 0.5rem !important; }
.pr-md-2, .px-md-2 {
padding-right: .5rem !important; }
padding-right: 0.5rem !important; }
.pb-md-2, .py-md-2 {
padding-bottom: .5rem !important; }
padding-bottom: 0.5rem !important; }
.pl-md-2, .px-md-2 {
padding-left: .5rem !important; }
padding-left: 0.5rem !important; }
.p-md-3 {
padding: 1rem !important; }
.pt-md-3, .py-md-3 {
@@ -4720,25 +4721,25 @@ html {
.ml-lg-0, .mx-lg-0 {
margin-left: 0 !important; }
.m-lg-1 {
margin: .25rem !important; }
margin: 0.25rem !important; }
.mt-lg-1, .my-lg-1 {
margin-top: .25rem !important; }
margin-top: 0.25rem !important; }
.mr-lg-1, .mx-lg-1 {
margin-right: .25rem !important; }
margin-right: 0.25rem !important; }
.mb-lg-1, .my-lg-1 {
margin-bottom: .25rem !important; }
margin-bottom: 0.25rem !important; }
.ml-lg-1, .mx-lg-1 {
margin-left: .25rem !important; }
margin-left: 0.25rem !important; }
.m-lg-2 {
margin: .5rem !important; }
margin: 0.5rem !important; }
.mt-lg-2, .my-lg-2 {
margin-top: .5rem !important; }
margin-top: 0.5rem !important; }
.mr-lg-2, .mx-lg-2 {
margin-right: .5rem !important; }
margin-right: 0.5rem !important; }
.mb-lg-2, .my-lg-2 {
margin-bottom: .5rem !important; }
margin-bottom: 0.5rem !important; }
.ml-lg-2, .mx-lg-2 {
margin-left: .5rem !important; }
margin-left: 0.5rem !important; }
.m-lg-3 {
margin: 1rem !important; }
.mt-lg-3, .my-lg-3 {
@@ -4780,25 +4781,25 @@ html {
.pl-lg-0, .px-lg-0 {
padding-left: 0 !important; }
.p-lg-1 {
padding: .25rem !important; }
padding: 0.25rem !important; }
.pt-lg-1, .py-lg-1 {
padding-top: .25rem !important; }
padding-top: 0.25rem !important; }
.pr-lg-1, .px-lg-1 {
padding-right: .25rem !important; }
padding-right: 0.25rem !important; }
.pb-lg-1, .py-lg-1 {
padding-bottom: .25rem !important; }
padding-bottom: 0.25rem !important; }
.pl-lg-1, .px-lg-1 {
padding-left: .25rem !important; }
padding-left: 0.25rem !important; }
.p-lg-2 {
padding: .5rem !important; }
padding: 0.5rem !important; }
.pt-lg-2, .py-lg-2 {
padding-top: .5rem !important; }
padding-top: 0.5rem !important; }
.pr-lg-2, .px-lg-2 {
padding-right: .5rem !important; }
padding-right: 0.5rem !important; }
.pb-lg-2, .py-lg-2 {
padding-bottom: .5rem !important; }
padding-bottom: 0.5rem !important; }
.pl-lg-2, .px-lg-2 {
padding-left: .5rem !important; }
padding-left: 0.5rem !important; }
.p-lg-3 {
padding: 1rem !important; }
.pt-lg-3, .py-lg-3 {
@@ -4852,25 +4853,25 @@ html {
.ml-xl-0, .mx-xl-0 {
margin-left: 0 !important; }
.m-xl-1 {
margin: .25rem !important; }
margin: 0.25rem !important; }
.mt-xl-1, .my-xl-1 {
margin-top: .25rem !important; }
margin-top: 0.25rem !important; }
.mr-xl-1, .mx-xl-1 {
margin-right: .25rem !important; }
margin-right: 0.25rem !important; }
.mb-xl-1, .my-xl-1 {
margin-bottom: .25rem !important; }
margin-bottom: 0.25rem !important; }
.ml-xl-1, .mx-xl-1 {
margin-left: .25rem !important; }
margin-left: 0.25rem !important; }
.m-xl-2 {
margin: .5rem !important; }
margin: 0.5rem !important; }
.mt-xl-2, .my-xl-2 {
margin-top: .5rem !important; }
margin-top: 0.5rem !important; }
.mr-xl-2, .mx-xl-2 {
margin-right: .5rem !important; }
margin-right: 0.5rem !important; }
.mb-xl-2, .my-xl-2 {
margin-bottom: .5rem !important; }
margin-bottom: 0.5rem !important; }
.ml-xl-2, .mx-xl-2 {
margin-left: .5rem !important; }
margin-left: 0.5rem !important; }
.m-xl-3 {
margin: 1rem !important; }
.mt-xl-3, .my-xl-3 {
@@ -4912,25 +4913,25 @@ html {
.pl-xl-0, .px-xl-0 {
padding-left: 0 !important; }
.p-xl-1 {
padding: .25rem !important; }
padding: 0.25rem !important; }
.pt-xl-1, .py-xl-1 {
padding-top: .25rem !important; }
padding-top: 0.25rem !important; }
.pr-xl-1, .px-xl-1 {
padding-right: .25rem !important; }
padding-right: 0.25rem !important; }
.pb-xl-1, .py-xl-1 {
padding-bottom: .25rem !important; }
padding-bottom: 0.25rem !important; }
.pl-xl-1, .px-xl-1 {
padding-left: .25rem !important; }
padding-left: 0.25rem !important; }
.p-xl-2 {
padding: .5rem !important; }
padding: 0.5rem !important; }
.pt-xl-2, .py-xl-2 {
padding-top: .5rem !important; }
padding-top: 0.5rem !important; }
.pr-xl-2, .px-xl-2 {
padding-right: .5rem !important; }
padding-right: 0.5rem !important; }
.pb-xl-2, .py-xl-2 {
padding-bottom: .5rem !important; }
padding-bottom: 0.5rem !important; }
.pl-xl-2, .px-xl-2 {
padding-left: .5rem !important; }
padding-left: 0.5rem !important; }
.p-xl-3 {
padding: 1rem !important; }
.pt-xl-3, .py-xl-3 {
@@ -4979,14 +4980,14 @@ html {
visibility: hidden !important; }
.add-exp-button {
margin-right: 0px; }
margin-right: 0; }
.remove-exp-button {
margin-left: 0px; }
margin-left: 0; }
.exp-input {
margin-right: 0px;
margin-left: 0px;
margin-right: 0;
margin-left: 0;
margin-top: 5px;
margin-bottom: 5px;
padding: 2px 5px; }
@@ -4997,14 +4998,40 @@ html {
vertical-align: middle; }
.touch-right {
margin-right: 0px; }
margin-right: 0; }
.touch-left {
margin-left: 0px; }
margin-left: 0; }
.touch-sides {
margin-left: 0px;
margin-right: 0px; }
margin-left: 0;
margin-right: 0; }
.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

File diff suppressed because one or more lines are too long

View File

@@ -11,7 +11,7 @@ user's physical and mental faculties.
Augmentations provide persistent upgrades in the form of multipliers.
These multipliers apply to a wide variety of things such as stats,
experience gain, and hacking, just to name a few. Your multipliers
can be viewed in the 'Character' page (:ref:`keyboard shortcut <shortcuts>` Alt + c)
can be viewed in the 'Character' page (:ref:`keyboard shortcut <shortcuts>` Alt + c).
How to acquire Augmentations
^^^^^^^^^^^^^^^^^^^^^^^^^^^^

View File

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

View File

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

View File

@@ -3,22 +3,247 @@
Changelog
=========
v0.51.7 - 2021-04-28 n00dles
----------------------------
**Tutorial servers**
* All the tutorial servers have been reverted to their original value
* The new server n00dles has been added as tutorial server.
**Terminal**
* 'tail' now accepts Pid.
* 'analyze' now handles Hacknet Servers correctly.
* 'ServerProfiler.exe' now handles Hacknet Servers correctly.
**SF12**
* Now makes you start with Neuroflux Governor equal to the level of the SF.
**Netscript**
* Deprecated 'getServerRam'.
* 'getServerMaxRam' added to replace 'getServerRam'
* 'getServerUsedRam' added to replace 'getServerRam'
* 'getBitnodeMultipliers' is available inside BN5
* Time logged by hack/grow/weaken now displays in human time.
* thread count logged by hack/grow/weaken now displays with commas every
thousands place.
**Donation**
* Always visible but locked until favor requirements are reached.
**Augmentations**
* City factions has been rebalanced to give a reason to visit them all.
**Sleeves**
* Fix sleeves not being able to work at Volhavens gym.
**Lint**
* This shouldn't change anything but was like 10h of work. So I'm logging it.
**Misc.**
* Plethora of typo fixed (@Pimgd)
* ps documentation fix (@Dawe)
* The dev menu now has a quick bitflume option.
* Fix SF -1 not being as powerful as intended.
* Fix cashroot starter kit not displaying correctly.
* Fix DOM element 'character-overview-text' being nested twice.
* Hacknet documentation example fix.
* Money amount under 1000 dont display 3 decimal anymore.
* Fix nextSourceFile flag miscalculation on the bitverse (for Bn12)
* Faction invite text says "Decide later"/"Join!" instead of "No"/"Yes"
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)
**Servers**
* foodnstuff, sigma-cosmetics, and joesguns have been rebalanced to help new players.
**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
@@ -26,6 +251,7 @@ v0.51.1 - 2021-04-06 Bugfixes because the author of the last patch sucks (it's h
map display as a list of buttons.
**Misc.**
* 'fl1ght.exe' will no longer suggest the combat path. Related faction
requirements unchanged.

View File

@@ -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 = '0.51.1'
release = '0.51.7'
# The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages.

View File

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

View File

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

View File

@@ -27,7 +27,7 @@ getServer() Netscript Function
sshPortOpen
baseDifficulty
hackDifficulty
manuallyHacked
backdoorInstalled
minDifficulty
moneyAvailable
moneyMax

View File

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

View File

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

View File

@@ -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);

View File

@@ -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.

View File

@@ -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.

View File

@@ -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();

View File

@@ -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.

View File

@@ -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.

View File

@@ -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.

View File

@@ -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

View File

@@ -5,13 +5,13 @@ Netscript Bladeburner API
Netscript provides the following API for interacting with the game's Bladeburner mechanic.
The Bladeburner API is **not** immediately available to the player and must be unlocked
later in the game
later in the game.
.. warning:: This page contains spoilers for the game
The Bladeburner API is unlocked in BitNode-7. If you are in BitNode-7, you will
automatically gain access to this API. Otherwise, you must have Source-File 7 in
order to use this API in other BitNodes
order to use this API in other BitNodes.
**Bladeburner API functions must be accessed through the 'bladeburner' namespace**
@@ -157,7 +157,7 @@ identifier by attaching the Bladeburner API functions to an object::
}
BladeburnerHandler.prototype.handle = function() {
//If we're doing something else manually (without Simlacrum),
//If we're doing something else manually (without Simulacrum),
//it overrides Bladeburner stuff
if (!this.hasSimulacrum() && this.ns.isBusy()) {
this.ns.print("Idling bc player is busy with some other action");

View File

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

View File

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

View File

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

View File

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

View File

@@ -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>
@@ -381,7 +388,7 @@
<!-- Status text -->
<div id="status-text-container">
<p id="status-text"> </p>
<p id="status-text"></p>
</div>
<!-- Game Options -->
@@ -521,6 +528,16 @@
<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:
@@ -559,6 +576,7 @@
<div id="game-options-right-panel">
<a class="a-link-button" href="https://bitburner.readthedocs.io/en/latest/changelog.html" target="_blank"> Changelog </a>
<a class="a-link-button" href="https://bitburner.readthedocs.io/en/latest/index.html" target="_blank">Documentation</a>
<a class="a-link-button" href="https://discord.gg/TFc3hKD" target="_blank">Discord</a>
<a class="a-link-button" href="https://www.reddit.com/r/bitburner" target="_blank">Subreddit</a>
<button id="save-game-link" class="a-link-button"> Save Game </button>
<button id="delete-game-link" class="a-link-button"> Delete Game </button>

13764
package-lock.json generated

File diff suppressed because it is too large Load Diff

View File

@@ -6,6 +6,7 @@
"url": "https://github.com/danielyxie/bitburner/issues"
},
"dependencies": {
"@material-ui/core": "^4.11.3",
"@types/numeral": "0.0.25",
"@types/react": "^16.8.6",
"@types/react-dom": "^16.8.2",
@@ -13,6 +14,7 @@
"acorn-walk": "^6.2.0",
"ajv": "^5.1.5",
"ajv-keywords": "^2.0.0",
"arg": "^5.0.0",
"async": "^2.6.1",
"autosize": "^4.0.2",
"brace": "^0.11.1",
@@ -46,7 +48,10 @@
"@babel/core": "^7.3.4",
"@babel/preset-react": "^7.0.0",
"@types/chai": "^4.1.7",
"@types/lodash": "^4.14.168",
"@types/mocha": "^5.2.7",
"@typescript-eslint/eslint-plugin": "^4.22.0",
"@typescript-eslint/parser": "^4.22.0",
"babel-loader": "^8.0.5",
"beautify-lint": "^1.0.3",
"benchmark": "^2.1.1",
@@ -54,8 +59,8 @@
"chai": "^4.2.0",
"css-loader": "^0.28.11",
"es6-promise-polyfill": "^1.1.1",
"eslint": "^4.19.1",
"eslint-plugin-node": "^6.0.1",
"eslint": "^7.24.0",
"eslint-plugin-node": "^11.1.0",
"file-loader": "^1.1.11",
"html-webpack-plugin": "^3.2.0",
"i18n-webpack-plugin": "^1.0.0",
@@ -85,8 +90,7 @@
"stylelint-declaration-use-variable": "^1.6.1",
"stylelint-order": "^0.8.1",
"ts-loader": "^4.5.0",
"tslint": "^5.10.0",
"typescript": "^2.9.2",
"typescript": "^4.2.4",
"uglify-es": "^3.3.9",
"uglifyjs-webpack-plugin": "^1.3.0",
"url-loader": "^1.0.1",
@@ -112,14 +116,13 @@
"build": "webpack --mode production",
"build:dev": "webpack --mode development",
"build:test": "webpack --config webpack.config-test.js",
"lint": "npm run lint:typescript & npm run lint:javascript & npm run lint:style",
"lint:javascript": "eslint *.js ./src/**/*.js ./tests/**/*.js ./utils/**/*.js",
"lint:style": "stylelint ./css/*",
"lint:typescript": "tslint --project . --exclude **/*.d.ts --format stylish src/**/*.ts utils/**/*.ts",
"lint": "npm run lint:jsts & npm run lint:style",
"lint:jsts": "eslint --fix '*.{js,jsx,ts,tsx}' './src/**/*.{js,jsx,ts,tsx}' './test/**/*.{js,jsx,ts,tsx}' './utils/**/*.{js,jsx,ts,tsx}'",
"lint:style": "stylelint --fix ./css/*",
"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": "0.51.1"
"version": "0.51.7"
}

View File

@@ -22,12 +22,12 @@ export function loadGlobalAliases(saveString: string): void {
// Prints all aliases to terminal
export function printAliases(): void {
for (var name in Aliases) {
for (const name in Aliases) {
if (Aliases.hasOwnProperty(name)) {
post("alias " + name + "=" + Aliases[name]);
}
}
for (var name in GlobalAliases) {
for (const name in GlobalAliases) {
if (GlobalAliases.hasOwnProperty(name)) {
post("global alias " + name + "=" + GlobalAliases[name]);
}
@@ -35,9 +35,9 @@ export function printAliases(): void {
}
// Returns true if successful, false otherwise
export function parseAliasDeclaration(dec: string, global: boolean=false) {
var re = /^([_|\w|!|%|,|@]+)="(.+)"$/;
var matches = dec.match(re);
export function parseAliasDeclaration(dec: string, global = false): boolean {
const re = /^([_|\w|!|%|,|@]+)="(.+)"$/;
const matches = dec.match(re);
if (matches == null || matches.length != 3) {return false;}
if (global){
addGlobalAlias(matches[1],matches[2]);
@@ -100,17 +100,17 @@ export function substituteAliases(origCommand: string): string {
// For the unalias command, dont substite
if (commandArray[0] === "unalias") { return commandArray.join(" "); }
var alias = getAlias(commandArray[0]);
const alias = getAlias(commandArray[0]);
if (alias != null) {
commandArray[0] = alias;
} else {
var alias = getGlobalAlias(commandArray[0]);
const alias = getGlobalAlias(commandArray[0]);
if (alias != null) {
commandArray[0] = alias;
}
}
for (var i = 0; i < commandArray.length; ++i) {
var alias = getGlobalAlias(commandArray[i]);
for (let i = 0; i < commandArray.length; ++i) {
const alias = getGlobalAlias(commandArray[i]);
if (alias != null) {
commandArray[i] = alias;
}

View File

@@ -49,31 +49,27 @@ interface IConstructorParams {
}
export class Augmentation {
// Initiatizes a Augmentation object from a JSON save state.
static fromJSON(value: any): Augmentation {
return Generic_fromJSON(Augmentation, value.data);
}
// How much money this costs to buy
baseCost: number = 0;
baseCost = 0;
// How much faction reputation is required to unlock this
baseRepRequirement: number = 0;
baseRepRequirement = 0;
// Description of what this Aug is and what it does
info: string = "";
info = "";
// Any Augmentation not immediately available in BitNode-1 is special (e.g. Bladeburner augs)
isSpecial: boolean = false;
isSpecial = false;
// Augmentation level - for repeatable Augs like NeuroFlux Governor
level: number = 0;
level = 0;
// Name of Augmentation
name: string = "";
name = "";
// Whether the player owns this Augmentation
owned: boolean = false;
owned = false;
// Array of names of all prerequisites
prereqs: string[] = [];
@@ -83,7 +79,7 @@ export class Augmentation {
mults: IMap<number> = {}
// Initial cost. Doesn't change when you purchase multiple Augmentation
startingCost: number = 0;
startingCost = 0;
constructor(params: IConstructorParams={ info: "", moneyCost: 0, name: "", repCost: 0 }) {
this.name = params.name;
@@ -141,7 +137,7 @@ export class Augmentation {
console.warn(`In Augmentation.addToFactions(), could not find faction with this name: ${factionList[i]}`);
continue;
}
faction!.augmentations.push(this.name);
faction.augmentations.push(this.name);
}
}
@@ -154,7 +150,7 @@ export class Augmentation {
console.warn(`Invalid Faction object in addToAllFactions(). Key value: ${fac}`);
continue;
}
facObj!.augmentations.push(this.name);
facObj.augmentations.push(this.name);
}
}
}
@@ -163,6 +159,12 @@ export class Augmentation {
toJSON(): any {
return Generic_toJSON("Augmentation", this);
}
// Initiatizes a Augmentation object from a JSON save state.
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): Augmentation {
return Generic_fromJSON(Augmentation, value.data);
}
}
Reviver.constructors.Augmentation = Augmentation;

View File

@@ -8,29 +8,14 @@ import { AugmentationsRoot } from "./ui/Root";
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { CONSTANTS } from "../Constants";
import { Factions, factionExists } from "../Faction/Factions";
import { startWorkerScript } from "../NetscriptWorker";
import { Player } from "../Player";
import { prestigeAugmentation } from "../Prestige";
import { saveObject } from "../SaveObject";
import { RunningScript } from "../Script/RunningScript";
import { Script } from "../Script/Script";
import { Server } from "../Server/Server";
import { OwnedAugmentationsOrderSetting } from "../Settings/SettingEnums";
import { Settings } from "../Settings/Settings";
import { Page, routing } from "../ui/navigationTracking";
import { dialogBoxCreate } from "../../utils/DialogBox";
import { createAccordionElement } from "../../utils/uiHelpers/createAccordionElement";
import {
Reviver,
Generic_toJSON,
Generic_fromJSON
} from "../../utils/JSONReviver";
import { formatNumber } from "../../utils/StringHelperFunctions";
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 +162,7 @@ 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,
@@ -403,7 +388,7 @@ function initAugmentations() {
info:"The body is injected with a chemical that artificially induces synaptic potentiation, " +
"otherwise known as the strengthening of synapses. This results in a enhanced cognitive abilities.<br><br>" +
"This augmentation:<br>" +
"Increases the player's hacking speed by 2% <br>" +
"Increases the player's hacking speed by 2%.<br>" +
"Increases the player's hacking chance by 5%.<br>" +
"Increases the player's hacking experience gain rate by 5%.",
hacking_speed_mult: 1.02,
@@ -880,9 +865,7 @@ 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 +880,7 @@ 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 +897,7 @@ 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 +1133,7 @@ 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 +1151,8 @@ 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,
@@ -1259,7 +1240,7 @@ function initAugmentations() {
// Daedalus
const RedPill = new Augmentation({
name:AugmentationNames.TheRedPill, repCost:1e6, moneyCost:0,
info:"It's time to leave the cave."
info:"It's time to leave the cave.",
});
RedPill.addToFactions(["Daedalus"]);
if (augmentationExists(AugmentationNames.TheRedPill)) {
@@ -1335,7 +1316,7 @@ function initAugmentations() {
"capable of psychoanalyzing and profiling the personality of " +
"others using optical imaging software.<br><br>" +
"This augmentation:<br>" +
"Increases the player's charisma by 50%. <br>" +
"Increases the player's charisma by 50%.<br>" +
"Increases the player's charisma experience gain rate by 50%.<br>" +
"Increases the amount of reputation the player gains for a company by 25%.<br>" +
"Increases the amount of reputation the player gains for a faction by 25%.",
@@ -1372,7 +1353,7 @@ 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 +1376,23 @@ 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 +1535,12 @@ 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 +1555,7 @@ 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,
@@ -1730,7 +1727,7 @@ function initAugmentations() {
"to induce wakefulness and concentration, suppress fear, reduce empathy, and " +
"improve reflexes and memory-recall among other things.<br><br>" +
"This augmentation:<br>" +
"Increases the player's sucess chance in Bladeburner contracts/operations by 3%.<br>" +
"Increases the player's success chance in Bladeburner contracts/operations by 3%.<br>" +
"Increases the player's effectiveness in Bladeburner Field Analysis by 5%.<br>" +
"Increases the player's Bladeburner stamina gain rate by 2%.",
bladeburner_success_chance_mult: 1.03,
@@ -1768,8 +1765,7 @@ 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 +1778,7 @@ 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 +1936,7 @@ 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 +1950,7 @@ 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,
@@ -2089,7 +2082,7 @@ export function displayAugmentationsContent(contentEl) {
exportGameFn={saveObject.exportGame.bind(saveObject)}
installAugmentationsFn={installAugmentations}
/>,
contentEl
contentEl,
);
}

View File

@@ -1,4 +1,4 @@
import { Augmentation } from "./Augmentation";
import { IMap } from "../types";
export let Augmentations: IMap<Augmentation> = {};
export const Augmentations: IMap<Augmentation> = {};

View File

@@ -1,8 +1,8 @@
export class PlayerOwnedAugmentation {
level: number = 1;
name: string = "";
level = 1;
name = "";
constructor(name: string = "") {
constructor(name = "") {
this.name = name;
}
}

View File

@@ -1,6 +1,6 @@
import { IMap } from "../../types";
export let AugmentationNames: IMap<string> = {
export const AugmentationNames: IMap<string> = {
Targeting1: "Augmented Targeting I",
Targeting2: "Augmented Targeting II",
Targeting3: "Augmented Targeting III",
@@ -89,6 +89,7 @@ export let AugmentationNames: IMap<string> = {
BrachiBlades: "BrachiBlades",
BionicArms: "Bionic Arms",
SNA: "Social Negotiation Assistant (S.N.A)",
HydroflameLeftArm: "Hydroflame Left Arm",
EsperEyewear: "EsperTech Bladeburner Eyewear",
EMS4Recombination: "EMS-4 Recombination",
OrionShoulder: "ORION-MKIV Shoulder",

View File

@@ -15,7 +15,9 @@ import { SourceFileMinus1 } from "./SourceFileMinus1";
import { Settings } from "../../Settings/Settings";
import { OwnedAugmentationsOrderSetting } from "../../Settings/SettingEnums";
type IProps = {}
type IProps = {
// nothing special.
}
type IState = {
rerenderFlag: boolean;
@@ -39,7 +41,7 @@ export class InstalledAugmentationsAndSourceFiles extends React.Component<IProps
this.listRef = React.createRef();
}
collapseAllHeaders() {
collapseAllHeaders(): void {
const ul = this.listRef.current;
if (ul == null) { return; }
const tickers = ul.getElementsByClassName("accordion-header");
@@ -55,7 +57,7 @@ export class InstalledAugmentationsAndSourceFiles extends React.Component<IProps
}
}
expandAllHeaders() {
expandAllHeaders(): void {
const ul = this.listRef.current;
if (ul == null) { return; }
const tickers = ul.getElementsByClassName("accordion-header");
@@ -71,7 +73,7 @@ export class InstalledAugmentationsAndSourceFiles extends React.Component<IProps
}
}
rerender() {
rerender(): void {
this.setState((prevState) => {
return {
rerenderFlag: !prevState.rerenderFlag,
@@ -79,17 +81,17 @@ export class InstalledAugmentationsAndSourceFiles extends React.Component<IProps
});
}
sortByAcquirementTime() {
sortByAcquirementTime(): void {
Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.AcquirementTime;
this.rerender();
}
sortInOrder() {
sortInOrder(): void {
Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.Alphabetically
this.rerender();
}
render() {
render(): React.ReactNode {
return (
<>
<ListConfiguration

View File

@@ -7,7 +7,7 @@ import { Player } from "../../Player";
import { numeralWrapper } from "../../ui/numeralFormat";
import { Augmentations} from "../Augmentations";
function calculateAugmentedStats() {
function calculateAugmentedStats(): any {
const augP: any = {};
for(const aug of Player.queuedAugmentations) {
const augObj = Augmentations[aug.name];
@@ -22,12 +22,12 @@ function calculateAugmentedStats() {
export function PlayerMultipliers(): React.ReactElement {
const mults = calculateAugmentedStats();
function MultiplierTable(rows: any[]): React.ReactElement {
function improvements(r: number) {
let elems: any[] = [];
function improvements(r: number): JSX.Element[] {
let elems: JSX.Element[] = [];
if(r) {
elems = [
<td key='2'>&nbsp;=>&nbsp;</td>,
<td key='3'>{numeralWrapper.formatPercentage(r)}</td>
<td key="2">&nbsp;{"=>"}&nbsp;</td>,
<td key="3">{numeralWrapper.formatPercentage(r)}</td>,
];
}
return elems;
@@ -36,8 +36,8 @@ export function PlayerMultipliers(): React.ReactElement {
return <table>
<tbody>
{rows.map((r: any) => <tr key={r[0]}>
<td key='0'><span>{r[0]} multiplier:&nbsp;</span></td>
<td key='1' style={{textAlign: 'right'}}>{numeralWrapper.formatPercentage(r[1])}</td>
<td key="0"><span>{r[0]} multiplier:&nbsp;</span></td>
<td key="1" style={{textAlign: 'right'}}>{numeralWrapper.formatPercentage(r[1])}</td>
{improvements(r[2])}
</tr>)}
</tbody>
@@ -51,38 +51,38 @@ export function PlayerMultipliers(): React.ReactElement {
['Hacking Chance ', Player.hacking_chance_mult, Player.hacking_chance_mult*mults.hacking_chance_mult],
['Hacking Speed ', Player.hacking_speed_mult, Player.hacking_speed_mult*mults.hacking_speed_mult],
['Hacking Money ', Player.hacking_money_mult, Player.hacking_money_mult*mults.hacking_money_mult],
['Hacking Growth ', Player.hacking_grow_mult, Player.hacking_grow_mult*mults.hacking_grow_mult]
['Hacking Growth ', Player.hacking_grow_mult, Player.hacking_grow_mult*mults.hacking_grow_mult],
])}<br />
{MultiplierTable([
['Hacking Level ', Player.hacking_mult, Player.hacking_mult*mults.hacking_mult],
['Hacking Experience ', Player.hacking_exp_mult, Player.hacking_exp_mult*mults.hacking_exp_mult]
['Hacking Experience ', Player.hacking_exp_mult, Player.hacking_exp_mult*mults.hacking_exp_mult],
])}<br />
{MultiplierTable([
['Strength Level ', Player.strength_mult, Player.strength_mult*mults.strength_mult],
['Strength Experience ', Player.strength_exp_mult, Player.strength_exp_mult*mults.strength_exp_mult]
['Strength Experience ', Player.strength_exp_mult, Player.strength_exp_mult*mults.strength_exp_mult],
])}<br />
{MultiplierTable([
['Defense Level ', Player.defense_mult, Player.defense_mult*mults.defense_mult],
['Defense Experience ', Player.defense_exp_mult, Player.defense_exp_mult*mults.defense_exp_mult]
['Defense Experience ', Player.defense_exp_mult, Player.defense_exp_mult*mults.defense_exp_mult],
])}<br />
{MultiplierTable([
['Dexterity Level ', Player.dexterity_mult, Player.dexterity_mult*mults.dexterity_mult],
['Dexterity Experience ', Player.dexterity_exp_mult, Player.dexterity_exp_mult*mults.dexterity_exp_mult]
['Dexterity Experience ', Player.dexterity_exp_mult, Player.dexterity_exp_mult*mults.dexterity_exp_mult],
])}<br />
{MultiplierTable([
['Agility Level ', Player.agility_mult, Player.agility_mult*mults.agility_mult],
['Agility Experience ', Player.agility_exp_mult, Player.agility_exp_mult*mults.agility_exp_mult]
['Agility Experience ', Player.agility_exp_mult, Player.agility_exp_mult*mults.agility_exp_mult],
])}<br />
{MultiplierTable([
['Charisma Level ', Player.charisma_mult, Player.charisma_mult*mults.charisma_mult],
['Charisma Experience ', Player.charisma_exp_mult, Player.charisma_exp_mult*mults.charisma_exp_mult]
['Charisma Experience ', Player.charisma_exp_mult, Player.charisma_exp_mult*mults.charisma_exp_mult],
])}<br />
{MultiplierTable([
@@ -90,13 +90,13 @@ export function PlayerMultipliers(): React.ReactElement {
['Hacknet Node purchase cost ', Player.hacknet_node_purchase_cost_mult, Player.hacknet_node_purchase_cost_mult*mults.hacknet_node_purchase_cost_mult],
['Hacknet Node RAM upgrade cost ', Player.hacknet_node_ram_cost_mult, Player.hacknet_node_ram_cost_mult*mults.hacknet_node_ram_cost_mult],
['Hacknet Node Core purchase cost ', Player.hacknet_node_core_cost_mult, Player.hacknet_node_core_cost_mult*mults.hacknet_node_core_cost_mult],
['Hacknet Node level upgrade cost ', Player.hacknet_node_level_cost_mult, Player.hacknet_node_level_cost_mult*mults.hacknet_node_level_cost_mult]
['Hacknet Node level upgrade cost ', Player.hacknet_node_level_cost_mult, Player.hacknet_node_level_cost_mult*mults.hacknet_node_level_cost_mult],
])}<br />
{MultiplierTable([
['Company reputation gain ', Player.company_rep_mult, Player.company_rep_mult*mults.company_rep_mult],
['Faction reputation gain ', Player.faction_rep_mult, Player.faction_rep_mult*mults.faction_rep_mult],
['Salary ', Player.work_money_mult, Player.work_money_mult*mults.work_money_mult]
['Salary ', Player.work_money_mult, Player.work_money_mult*mults.work_money_mult],
])}<br />
{MultiplierTable([

View File

@@ -22,7 +22,7 @@ export function PurchasedAugmentations(): React.ReactElement {
augs.push(
<li key={`${ownedAug.name}${ownedAug.level}`}>
<AugmentationAccordion aug={aug} level={level} />
</li>
</li>,
)
}

View File

@@ -25,7 +25,7 @@ export class AugmentationsRoot extends React.Component<IProps, IState> {
super(props);
}
render() {
render(): React.ReactNode {
return (
<div id="augmentations-content">
<h1>Purchased Augmentations</h1>

View File

@@ -5,15 +5,12 @@
import * as React from "react";
import { Player } from "../../Player";
import { Settings } from "../../Settings/Settings";
import { OwnedAugmentationsOrderSetting } from "../../Settings/SettingEnums";
import { SourceFiles } from "../../SourceFile/SourceFiles";
import { Exploit, ExploitName } from "../../Exploits/Exploit";
import { Accordion } from "../../ui/React/Accordion";
export function SourceFileMinus1(): React.ReactElement {
let exploits = Player.exploits;
const exploits = Player.exploits;
if(exploits.length === 0) {
return <></>

View File

@@ -16,7 +16,7 @@ class BitNode {
number: number;
constructor(n: number, name: string, desc: string="", info: string="") {
constructor(n: number, name: string, desc="", info="") {
this.number = n;
this.name = name;
this.desc = desc;
@@ -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)");
@@ -252,11 +252,11 @@ BitNodes["BitNode22"] = new BitNode(22, "", "COMING SOON");
BitNodes["BitNode23"] = new BitNode(23, "", "COMING SOON");
BitNodes["BitNode24"] = new BitNode(24, "", "COMING SOON");
export function initBitNodeMultipliers(p: IPlayer) {
export function initBitNodeMultipliers(p: IPlayer): void {
if (p.bitNodeN == null) {
p.bitNodeN = 1;
}
for (var mult in BitNodeMultipliers) {
for (const mult in BitNodeMultipliers) {
if (BitNodeMultipliers.hasOwnProperty(mult)) {
BitNodeMultipliers[mult] = 1;
}
@@ -433,15 +433,15 @@ export function initBitNodeMultipliers(p: IPlayer) {
BitNodeMultipliers.FourSigmaMarketDataCost = 4;
BitNodeMultipliers.FourSigmaMarketDataApiCost = 4;
break;
case 12: //The Recursion
var sf12Lvl = 0;
for (var i = 0; i < p.sourceFiles.length; i++) {
case 12: { //The Recursion
let sf12Lvl = 0;
for (let i = 0; i < p.sourceFiles.length; i++) {
if (p.sourceFiles[i].n === 12) {
sf12Lvl = p.sourceFiles[i].lvl;
}
}
var inc = Math.pow(1.02, sf12Lvl);
var dec = 1/inc;
const inc = Math.pow(1.02, sf12Lvl);
const dec = 1/inc;
// Multiplier for number of augs needed for Daedalus increases
// up to a maximum of 1.34, which results in 40 Augs required
@@ -499,6 +499,7 @@ export function initBitNodeMultipliers(p: IPlayer) {
BitNodeMultipliers.BladeburnerRank = dec;
BitNodeMultipliers.BladeburnerSkillCost = inc;
break;
}
default:
console.warn("Player.bitNodeN invalid");
break;

View File

@@ -1,7 +1,6 @@
import { Augmentations } from "./Augmentation/Augmentations";
import { AugmentationNames } from "./Augmentation/data/AugmentationNames";
import { BitNodeMultipliers } from "./BitNode/BitNodeMultipliers";
import { CONSTANTS } from "./Constants";
import { Engine } from "./engine";
import { Faction } from "./Faction/Faction";
import { Factions, factionExists } from "./Faction/Factions";
@@ -17,17 +16,19 @@ import { dialogBoxCreate } from "../utils/DialogBox";
import {
Reviver,
Generic_toJSON,
Generic_fromJSON
Generic_fromJSON,
} from "../utils/JSONReviver";
import { setTimeoutRef } from "./utils/SetTimeoutRef";
import { formatNumber } from "../utils/StringHelperFunctions";
import {
formatNumber,
convertTimeMsToTimeElapsedString,
} from "../utils/StringHelperFunctions";
import { ConsoleHelpText } from "./Bladeburner/data/Help";
import { City } from "./Bladeburner/City";
import { BladeburnerConstants } from "./Bladeburner/data/Constants";
import { Skill } from "./Bladeburner/Skill";
import { Skills } from "./Bladeburner/Skills";
import { SkillNames } from "./Bladeburner/data/SkillNames";
import { Operation } from "./Bladeburner/Operation";
import { BlackOperation } from "./Bladeburner/BlackOperation";
import { BlackOperations } from "./Bladeburner/BlackOperations";
@@ -45,7 +46,6 @@ import { KEY } from "../utils/helpers/keyCodes";
import { removeChildrenFromElement } from "../utils/uiHelpers/removeChildrenFromElement";
import { appendLineBreaks } from "../utils/uiHelpers/appendLineBreaks";
import { convertTimeMsToTimeElapsedString } from "../utils/StringHelperFunctions";
import { createElement } from "../utils/uiHelpers/createElement";
import { createPopup } from "../utils/uiHelpers/createPopup";
import { removeElement } from "../utils/uiHelpers/removeElement";
@@ -236,7 +236,7 @@ Bladeburner.prototype.create = function() {
count:getRandomInt(25, 150), countGrowth:getRandomInt(5, 75)/10,
weights:{hack:0,str:0.05,def:0.05,dex:0.35,agi:0.35,cha:0.1, int:0.05},
decays:{hack:0,str:0.91,def:0.91,dex:0.91,agi:0.91,cha:0.9, int:1},
isStealth:true
isStealth:true,
});
this.contracts["Bounty Hunter"] = new Contract({
name:"Bounty Hunter",
@@ -248,7 +248,7 @@ Bladeburner.prototype.create = function() {
count:getRandomInt(5, 150), countGrowth:getRandomInt(5, 75)/10,
weights:{hack:0,str:0.15,def:0.15,dex:0.25,agi:0.25,cha:0.1, int:0.1},
decays:{hack:0,str:0.91,def:0.91,dex:0.91,agi:0.91,cha:0.8, int:0.9},
isKill:true
isKill:true,
});
this.contracts["Retirement"] = new Contract({
name:"Retirement",
@@ -260,7 +260,7 @@ Bladeburner.prototype.create = function() {
count:getRandomInt(5, 150), countGrowth:getRandomInt(5, 75)/10,
weights:{hack:0,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0.1, int:0.1},
decays:{hack:0,str:0.91,def:0.91,dex:0.91,agi:0.91,cha:0.8, int:0.9},
isKill:true
isKill:true,
});
this.operations["Investigation"] = new Operation({
@@ -275,7 +275,7 @@ Bladeburner.prototype.create = function() {
count:getRandomInt(1, 100), countGrowth:getRandomInt(10, 40)/10,
weights:{hack:0.25,str:0.05,def:0.05,dex:0.2,agi:0.1,cha:0.25, int:0.1},
decays:{hack:0.85,str:0.9,def:0.9,dex:0.9,agi:0.9,cha:0.7, int:0.9},
isStealth:true
isStealth:true,
});
this.operations["Undercover Operation"] = new Operation({
name:"Undercover Operation",
@@ -288,7 +288,7 @@ Bladeburner.prototype.create = function() {
count:getRandomInt(1, 100), countGrowth:getRandomInt(10, 40)/10,
weights:{hack:0.2,str:0.05,def:0.05,dex:0.2,agi:0.2,cha:0.2, int:0.1},
decays:{hack:0.8,str:0.9,def:0.9,dex:0.9,agi:0.9,cha:0.7, int:0.9},
isStealth:true
isStealth:true,
});
this.operations["Sting Operation"] = new Operation({
name:"Sting Operation",
@@ -299,19 +299,19 @@ Bladeburner.prototype.create = function() {
count:getRandomInt(1, 150), countGrowth:getRandomInt(3, 40)/10,
weights:{hack:0.25,str:0.05,def:0.05,dex:0.25,agi:0.1,cha:0.2, int:0.1},
decays:{hack:0.8,str:0.85,def:0.85,dex:0.85,agi:0.85,cha:0.7, int:0.9},
isStealth:true
isStealth:true,
});
this.operations["Raid"] = new Operation({
name:"Raid",
desc:"Lead an assault on a known Synthoid community. Note that " +
"there must be an existing Synthoid community in your current city " +
"in order for this Operation to be successful",
"in order for this Operation to be successful.",
baseDifficulty:800, difficultyFac:1.045, rewardFac:1.1, reqdRank:3000,
rankGain:55,rankLoss:2.5,hpLoss:50,
count:getRandomInt(1, 150), countGrowth:getRandomInt(2, 40)/10,
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
decays:{hack:0.7,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.9},
isKill:true
isKill:true,
});
this.operations["Stealth Retirement Operation"] = new Operation({
name:"Stealth Retirement Operation",
@@ -323,7 +323,7 @@ Bladeburner.prototype.create = function() {
count:getRandomInt(1, 150), countGrowth:getRandomInt(1, 20)/10,
weights:{hack:0.1,str:0.1,def:0.1,dex:0.3,agi:0.3,cha:0, int:0.1},
decays:{hack:0.7,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.9},
isStealth:true, isKill:true
isStealth:true, isKill:true,
});
this.operations["Assassination"] = new Operation({
name:"Assassination",
@@ -335,7 +335,7 @@ Bladeburner.prototype.create = function() {
count:getRandomInt(1, 150), countGrowth:getRandomInt(1, 20)/10,
weights:{hack:0.1,str:0.1,def:0.1,dex:0.3,agi:0.3,cha:0, int:0.1},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.8},
isStealth:true, isKill:true
isStealth:true, isKill:true,
});
}
@@ -1069,7 +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() {
@@ -1267,7 +1271,7 @@ Bladeburner.prototype.createContent = function() {
DomElems.consoleInput.focus();
}
return false;
}
},
});
DomElems.consoleTable = createElement("table", {class:"bladeburner-console-table"});
DomElems.consoleInputRow = createElement("tr", {class:"bladeburner-console-input-row", id:"bladeburner-console-input-row"});
@@ -1275,7 +1279,7 @@ Bladeburner.prototype.createContent = function() {
DomElems.consoleInputHeader = createElement("pre", {innerText:"> "});
DomElems.consoleInput = createElement("input", {
type:"text", class:"bladeburner-console-input", tabIndex:1,
onfocus:() => {DomElems.consoleInput.value = DomElems.consoleInput.value}
onfocus:() => {DomElems.consoleInput.value = DomElems.consoleInput.value},
});
DomElems.consoleInputCell.appendChild(DomElems.consoleInputHeader);
@@ -1359,7 +1363,7 @@ Bladeburner.prototype.createOverviewContent = function() {
innerText:"Est. Synthoid Population: ",
display:"inline-block",
tooltip:"This is your Bladeburner division's estimate of how many Synthoids exist " +
"in your current city."
"in your current city.",
});
DomElems.overviewEstPopHelpTip = createElement("div", {
@@ -1377,7 +1381,7 @@ Bladeburner.prototype.createOverviewContent = function() {
"The Synthoid populations of cities can change due to your " +
"actions or random events. If random events occur, they will " +
"be logged in the Bladeburner Console.");
}
},
});
DomElems.overviewEstComms = createElement("p", {
@@ -1391,14 +1395,14 @@ Bladeburner.prototype.createOverviewContent = function() {
innerText:"City Chaos: ",
display:"inline-block",
tooltip:"The city's chaos level due to tensions and conflicts between humans and Synthoids. " +
"Having too high of a chaos level can make contracts and operations harder."
"Having too high of a chaos level can make contracts and operations harder.",
});
DomElems.overviewBonusTime = createElement("p", {
innerText: "Bonus time: ",
display: "inline-block",
tooltip: "You gain bonus time while offline or when the game is inactive (e.g. when the tab is throttled by browser). " +
"Bonus time makes the Bladeburner mechanic progress faster, up to 5x the normal speed."
"Bonus time makes the Bladeburner mechanic progress faster, up to 5x the normal speed.",
});
DomElems.overviewSkillPoints = createElement("p", {display:"block"});
@@ -1434,7 +1438,7 @@ Bladeburner.prototype.createOverviewContent = function() {
innerText:"Cancel", class:"a-link-button",
clickListener:() => {
removeElementById(popupId); return false;
}
},
}))
popupArguments.push(createElement("p", { // Info Text
innerText:"Travel to a different city for your Bladeburner " +
@@ -1456,12 +1460,12 @@ Bladeburner.prototype.createOverviewContent = function() {
removeElementById(popupId);
inst.updateOverviewContent();
return false;
}
},
}));
})(this, i);
}
createPopup(popupId, popupArguments);
}
},
}));
// Faction button
@@ -1489,7 +1493,7 @@ Bladeburner.prototype.createOverviewContent = function() {
}
}
return false;
}
},
}));
}
@@ -1522,14 +1526,14 @@ Bladeburner.prototype.createActionAndSkillsContent = function() {
DomElems.currentTab = buttons[i].toLowerCase();
inst.createActionAndSkillsContent();
return false;
}
},
}));
}) (buttons, i, this, currTab);
}
// General info/description for each action
DomElems.actionsAndSkillsDesc = createElement("p", {
display:"block", margin:"4px", padding:"4px"
display:"block", margin:"4px", padding:"4px",
});
// List for actions/skills
@@ -1574,7 +1578,7 @@ Bladeburner.prototype.createGeneralActionsContent = function() {
for (var actionName in GeneralActions) {
if (GeneralActions.hasOwnProperty(actionName)) {
DomElems.generalActions[actionName] = createElement("div", {
class:"bladeburner-action", name:actionName
class:"bladeburner-action", name:actionName,
});
DomElems.actionsAndSkillsList.appendChild(DomElems.generalActions[actionName]);
}
@@ -1596,7 +1600,7 @@ Bladeburner.prototype.createContractsContent = function() {
for (var contractName in this.contracts) {
if (this.contracts.hasOwnProperty(contractName)) {
DomElems.contracts[contractName] = createElement("div", {
class:"bladeburner-action", name:contractName
class:"bladeburner-action", name:contractName,
});
DomElems.actionsAndSkillsList.appendChild(DomElems.contracts[contractName]);
}
@@ -1625,7 +1629,7 @@ Bladeburner.prototype.createOperationsContent = function() {
for (var operationName in this.operations) {
if (this.operations.hasOwnProperty(operationName)) {
DomElems.operations[operationName] = createElement("div", {
class:"bladeburner-action", name:operationName
class:"bladeburner-action", name:operationName,
});
DomElems.actionsAndSkillsList.appendChild(DomElems.operations[operationName]);
}
@@ -1663,7 +1667,7 @@ Bladeburner.prototype.createBlackOpsContent = function() {
for (var i = blackops.length-1; i >= 0 ; --i) {
if (this.blackops[[blackops[i].name]] == null && i !== 0 && this.blackops[[blackops[i-1].name]] == null) {continue;} // If this one nor the next are completed then this isn't unlocked yet.
DomElems.blackops[blackops[i].name] = createElement("div", {
class:"bladeburner-action", name:blackops[i].name
class:"bladeburner-action", name:blackops[i].name,
});
DomElems.actionsAndSkillsList.appendChild(DomElems.blackops[blackops[i].name]);
}
@@ -1746,7 +1750,7 @@ Bladeburner.prototype.createSkillsContent = function() {
// Skill Points
DomElems.skillPointsDisplay = createElement("p", {
innerHTML:"<br><strong>Skill Points: " + formatNumber(this.skillPoints, 0) + "</strong>"
innerHTML:"<br><strong>Skill Points: " + formatNumber(this.skillPoints, 0) + "</strong>",
});
DomElems.actionAndSkillsDiv.appendChild(DomElems.skillPointsDisplay);
@@ -1754,7 +1758,7 @@ Bladeburner.prototype.createSkillsContent = function() {
for (var skillName in Skills) {
if (Skills.hasOwnProperty(skillName)) {
DomElems.skills[skillName] = createElement("div", {
class:"bladeburner-action", name:skillName
class:"bladeburner-action", name:skillName,
});
DomElems.actionsAndSkillsList.appendChild(DomElems.skills[skillName]);
}
@@ -1898,7 +1902,7 @@ Bladeburner.prototype.updateGeneralActionsUIElement = function(el, action) {
var progress = this.actionTimeCurrent / this.actionTimeToComplete;
el.appendChild(createElement("p", {
display:"block",
innerText:createProgressBarText({progress:progress})
innerText:createProgressBarText({progress:progress}),
}));
} else {
// Start button
@@ -1911,13 +1915,13 @@ Bladeburner.prototype.updateGeneralActionsUIElement = function(el, action) {
this.startAction(this.action);
this.updateActionAndSkillsContent();
return false;
}
},
}));
}
appendLineBreaks(el, 2);
el.appendChild(createElement("pre", { // Info
innerHTML:action.desc, display:"inline-block"
innerHTML:action.desc, display:"inline-block",
}));
@@ -1933,14 +1937,14 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
formatNumber(this.actionTimeCurrent, 0) + " / " +
formatNumber(this.actionTimeToComplete, 0) + ")"
: action.name,
display:"inline-block"
display:"inline-block",
}));
if (isActive) { // Progress bar if its active
var progress = this.actionTimeCurrent / this.actionTimeToComplete;
el.appendChild(createElement("p", {
display:"block",
innerText:createProgressBarText({progress:progress})
innerText:createProgressBarText({progress:progress}),
}));
} else { // Start button
el.appendChild(createElement("a", {
@@ -1952,7 +1956,7 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
this.startAction(this.action);
this.updateActionAndSkillsContent();
return false;
}
},
}));
}
@@ -1963,7 +1967,7 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
display:"inline-block",
innerText:"Level: " + action.level + " / " + action.maxLevel,
tooltip:action.getSuccessesNeededForNextLevel(BladeburnerConstants.ContractSuccessesPerLevel) + " successes " +
"needed for next level"
"needed for next level",
}));
el.appendChild(createElement("a", {
class: maxLevel ? "a-link-button-inactive" : "a-link-button", innerHTML:"&uarr;",
@@ -1975,7 +1979,7 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
if (isActive) {this.startAction(this.action);} // Restart Action
this.updateContractsUIElement(el, action);
return false;
}
},
}));
el.appendChild(createElement("a", {
class: (action.level <= 1) ? "a-link-button-inactive" : "a-link-button", innerHTML:"&darr;",
@@ -1987,7 +1991,7 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
if (isActive) {this.startAction(this.action);} // Restart Action
this.updateContractsUIElement(el, action);
return false;
}
},
}));
var actionTime = action.getActionTime(this);
@@ -2007,7 +2011,7 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
var autolevelCheckboxId = "bladeburner-" + action.name + "-autolevel-checkbox";
el.appendChild(createElement("label", {
for:autolevelCheckboxId, innerText:"Autolevel: ",color:"white",
tooltip:"Automatically increase contract level when possible"
tooltip:"Automatically increase contract level when possible",
}));
const checkboxInput = createElement("input", {
@@ -2031,14 +2035,14 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
formatNumber(this.actionTimeCurrent, 0) + " / " +
formatNumber(this.actionTimeToComplete, 0) + ")"
: action.name,
display:"inline-block"
display:"inline-block",
}));
if (isActive) { // Progress bar if its active
var progress = this.actionTimeCurrent / this.actionTimeToComplete;
el.appendChild(createElement("p", {
display:"block",
innerText:createProgressBarText({progress:progress})
innerText:createProgressBarText({progress:progress}),
}));
} else { // Start button and set Team Size button
el.appendChild(createElement("a", {
@@ -2050,7 +2054,7 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
this.startAction(this.action);
this.updateActionAndSkillsContent();
return false;
}
},
}));
el.appendChild(createElement("a", {
innerText:"Set Team Size (Curr Size: " + formatNumber(action.teamCount, 0) + ")", class:"a-link-button",
@@ -2061,7 +2065,7 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
innerText:"Enter the amount of team members you would like to take on these " +
"operations. If you do not have the specified number of team members, " +
"then as many as possible will be used. Note that team members may " +
"be lost during operations."
"be lost during operations.",
});
var input = createElement("input", {
@@ -2071,25 +2075,25 @@ 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);
}
removeElementById(popupId);
return false;
}
},
});
var cancelBtn = createElement("a", {
innerText:"Cancel", class:"a-link-button",
clickListener:() => {
removeElementById(popupId);
return false;
}
},
});
createPopup(popupId, [txt, input, setBtn, cancelBtn]);
}
},
}));
}
@@ -2100,7 +2104,7 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
display:"inline-block",
innerText:"Level: " + action.level + " / " + action.maxLevel,
tooltip:action.getSuccessesNeededForNextLevel(BladeburnerConstants.OperationSuccessesPerLevel) + " successes " +
"needed for next level"
"needed for next level",
}));
el.appendChild(createElement("a", {
class: maxLevel ? "a-link-button-inactive" : "a-link-button", innerHTML:"&uarr;",
@@ -2112,7 +2116,7 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
if (isActive) {this.startAction(this.action);} // Restart Action
this.updateOperationsUIElement(el, action);
return false;
}
},
}));
el.appendChild(createElement("a", {
class: (action.level <= 1) ? "a-link-button-inactive" : "a-link-button", innerHTML:"&darr;",
@@ -2124,11 +2128,10 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
if (isActive) {this.startAction(this.action);} // Restart Action
this.updateOperationsUIElement(el, action);
return false;
}
},
}));
// General Info
var difficulty = action.getDifficulty();
var actionTime = action.getActionTime(this);
appendLineBreaks(el, 2);
el.appendChild(createElement("pre", {
@@ -2146,7 +2149,7 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
var autolevelCheckboxId = "bladeburner-" + action.name + "-autolevel-checkbox";
el.appendChild(createElement("label", {
for:autolevelCheckboxId, innerText:"Autolevel: ",color:"white",
tooltip:"Automatically increase operation level when possible"
tooltip:"Automatically increase operation level when possible",
}));
const checkboxInput = createElement("input", {
@@ -2166,7 +2169,6 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
var isActive = el.classList.contains(ActiveActionCssClass);
var isCompleted = (this.blackops[action.name] != null);
var estimatedSuccessChance = action.getSuccessChance(this, {est:true});
var difficulty = action.getDifficulty();
var actionTime = action.getActionTime(this);
var hasReqdRank = this.rank >= action.reqdRank;
@@ -2190,7 +2192,7 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
var progress = this.actionTimeCurrent / this.actionTimeToComplete;
el.appendChild(createElement("p", {
display:"block",
innerText:createProgressBarText({progress:progress})
innerText:createProgressBarText({progress:progress}),
}));
} else {
el.appendChild(createElement("a", { // Start button
@@ -2202,7 +2204,7 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
this.startAction(this.action);
this.updateActionAndSkillsContent();
return false;
}
},
}));
el.appendChild(createElement("a", { // Set Team Size Button
innerText:"Set Team Size (Curr Size: " + formatNumber(action.teamCount, 0) + ")", class:"a-link-button",
@@ -2213,7 +2215,7 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
innerText:"Enter the amount of team members you would like to take on this " +
"BlackOp. If you do not have the specified number of team members, " +
"then as many as possible will be used. Note that team members may " +
"be lost during operations."
"be lost during operations.",
});
var input = createElement("input", {
@@ -2223,25 +2225,25 @@ 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);
}
removeElementById(popupId);
return false;
}
},
});
var cancelBtn = createElement("a", {
innerText:"Cancel", class:"a-link-button",
clickListener:() => {
removeElementById(popupId);
return false;
}
},
});
createPopup(popupId, [txt, input, setBtn, cancelBtn]);
}
},
}));
}
@@ -2253,7 +2255,7 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
}));
el.appendChild(createElement("p", {
display:"block", color:hasReqdRank ? "white" : "red",
innerHTML:"Required Rank: " + formatNumber(action.reqdRank, 0) + "<br>"
innerHTML:"Required Rank: " + formatNumber(action.reqdRank, 0) + "<br>",
}));
el.appendChild(createElement("p", {
display:"inline-block",
@@ -2293,7 +2295,7 @@ Bladeburner.prototype.updateSkillsUIElement = function(el, skill) {
this.upgradeSkill(skill);
this.createActionAndSkillsContent();
return false;
}
},
}));
appendLineBreaks(el, 2);
el.appendChild(createElement("p", {
@@ -2303,7 +2305,7 @@ Bladeburner.prototype.updateSkillsUIElement = function(el, skill) {
if (maxLvl) {
el.appendChild(createElement("p", {
color:"red", display:"block",
innerText:"MAX LEVEL"
innerText:"MAX LEVEL",
}));
} else {
el.appendChild(createElement("p", {
@@ -2504,7 +2506,7 @@ Bladeburner.prototype.executeAutomateConsoleCommand = function(args) {
case "gen":
if (GeneralActions[val] != null) {
var action = new ActionIdentifier({
type:ActionTypes[val], name:val
type:ActionTypes[val], name:val,
});
if (highLow) {
this.automateActionHigh = action;
@@ -2520,7 +2522,7 @@ Bladeburner.prototype.executeAutomateConsoleCommand = function(args) {
case "contracts":
if (this.contracts[val] != null) {
var action = new ActionIdentifier({
type:ActionTypes.Contract, name:val
type:ActionTypes.Contract, name:val,
});
if (highLow) {
this.automateActionHigh = action;
@@ -2538,7 +2540,7 @@ Bladeburner.prototype.executeAutomateConsoleCommand = function(args) {
case "operation":
if (this.operations[val] != null) {
var action = new ActionIdentifier({
type:ActionTypes.Operation, name:val
type:ActionTypes.Operation, name:val,
});
if (highLow) {
this.automateActionHigh = action;
@@ -3206,8 +3208,8 @@ Bladeburner.prototype.setTeamSizeNetscriptFn = function(type, name, size, worker
return -1;
}
const sanitizedSize = Math.round(size);
if (isNaN(sanitizedSize)) {
let sanitizedSize = Math.round(size);
if (isNaN(sanitizedSize) || sanitizedSize < 0) {
workerScript.log("bladeburner.setTeamSize", `Invalid size: ${size}`);
return -1;
}

View File

@@ -3,21 +3,20 @@ import { getRandomInt } from "../../utils/helpers/getRandomInt";
import { addOffset } from "../../utils/helpers/addOffset";
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
import { BladeburnerConstants } from "./data/Constants";
// import { Contract } from "./Contract";
// import { Operation } from "./Operation";
// import { BlackOperation } from "./BlackOperation";
import { IBladeburner } from "./IBladeburner";
import { IAction, ISuccessChanceParams } from "./IAction";
class StatsMultiplier {
hack: number = 0;
str: number = 0;
def: number = 0;
dex: number = 0;
agi: number = 0;
cha: number = 0;
int: number = 0;
[key: string]: number;
};
hack = 0;
str = 0;
def = 0;
dex = 0;
agi = 0;
cha = 0;
int = 0;
}
export interface IActionParams {
name?: string;
@@ -43,32 +42,32 @@ export interface IActionParams {
teamCount?: number;
}
export class Action {
name: string = "";
desc: string = "";
export class Action implements IAction {
name = "";
desc = "";
// Difficulty scales with level. See getDifficulty() method
level: number = 1;
maxLevel: number = 1;
autoLevel: boolean = true;
baseDifficulty: number = 100;
difficultyFac: number = 1.01;
level = 1;
maxLevel = 1;
autoLevel = true;
baseDifficulty = 100;
difficultyFac = 1.01;
// Rank increase/decrease is affected by this exponent
rewardFac: number = 1.02;
rewardFac = 1.02;
successes: number = 0;
failures: number = 0;
successes = 0;
failures = 0;
// All of these scale with level/difficulty
rankGain: number = 0;
rankLoss: number = 0;
hpLoss: number = 0;
hpLost: number = 0;
rankGain = 0;
rankLoss = 0;
hpLoss = 0;
hpLost = 0;
// Action Category. Current categories are stealth and kill
isStealth: boolean = false;
isKill: boolean = false;
isStealth = false;
isKill = false;
/**
* Number of this contract remaining, and its growth rate
@@ -81,7 +80,7 @@ export class Action {
weights: StatsMultiplier = {hack:1/7,str:1/7,def:1/7,dex:1/7,agi:1/7,cha:1/7,int:1/7};
// Diminishing returns of stats (stat ^ decay where 0 <= decay <= 1)
decays: StatsMultiplier = { hack: 0.9, str: 0.9, def: 0.9, dex: 0.9, agi: 0.9, cha: 0.9, int: 0.9 };
teamCount: number = 0;
teamCount = 0;
// Base Class for Contracts, Operations, and BlackOps
constructor(params: IActionParams| null = null) { // | null = null
@@ -138,7 +137,7 @@ export class Action {
* Tests for success. Should be called when an action has completed
* @param inst {Bladeburner} - Bladeburner instance
*/
attempt(inst: any): boolean {
attempt(inst: IBladeburner): boolean {
return (Math.random() < this.getSuccessChance(inst));
}
@@ -147,7 +146,7 @@ export class Action {
return 1;
}
getActionTime(inst: any): number {
getActionTime(inst: IBladeburner): number {
const difficulty = this.getDifficulty();
let baseTime = difficulty / BladeburnerConstants.DifficultyToTimeFactor;
const skillFac = inst.skillMultipliers.actionTime; // Always < 1
@@ -165,15 +164,15 @@ export class Action {
}
// For actions that have teams. To be implemented by subtypes.
getTeamSuccessBonus(inst: any): number {
getTeamSuccessBonus(inst: IBladeburner): number {
return 1;
}
getActionTypeSkillSuccessBonus(inst: any): number {
getActionTypeSkillSuccessBonus(inst: IBladeburner): number {
return 1;
}
getChaosCompetencePenalty(inst: any, params: any): number {
getChaosCompetencePenalty(inst: IBladeburner, params: ISuccessChanceParams): number {
const city = inst.getCurrentCity();
if (params.est) {
return Math.pow((city.popEst / BladeburnerConstants.PopulationThreshold), BladeburnerConstants.PopulationExponent);
@@ -182,7 +181,7 @@ export class Action {
}
}
getChaosDifficultyBonus(inst: any, params: any): number {
getChaosDifficultyBonus(inst: IBladeburner/*, params: ISuccessChanceParams*/): number {
const city = inst.getCurrentCity();
if (city.chaos > BladeburnerConstants.ChaosThreshold) {
const diff = 1 + (city.chaos - BladeburnerConstants.ChaosThreshold);
@@ -198,14 +197,14 @@ export class Action {
* @params - options:
* est (bool): Get success chance estimate instead of real success chance
*/
getSuccessChance(inst: any, params: any={}) {
getSuccessChance(inst: IBladeburner, params: ISuccessChanceParams={est: false}): number {
if (inst == null) {throw new Error("Invalid Bladeburner instance passed into Action.getSuccessChance");}
let difficulty = this.getDifficulty();
let competence = 0;
for (let stat in this.weights) {
for (const stat in this.weights) {
if (this.weights.hasOwnProperty(stat)) {
let playerStatLvl = Player.queryStatFromString(stat);
let key = "eff" + stat.charAt(0).toUpperCase() + stat.slice(1);
const playerStatLvl = Player.queryStatFromString(stat);
const key = "eff" + stat.charAt(0).toUpperCase() + stat.slice(1);
let effMultiplier = inst.skillMultipliers[key];
if (effMultiplier == null) {
console.error(`Failed to find Bladeburner Skill multiplier for: ${stat}`);
@@ -220,7 +219,7 @@ export class Action {
competence *= this.getTeamSuccessBonus(inst);
competence *= this.getChaosCompetencePenalty(inst, params);
difficulty *= this.getChaosDifficultyBonus(inst, params);
difficulty *= this.getChaosDifficultyBonus(inst);
if(this.name == "Raid" && inst.getCurrentCity().comms <= 0) {
return 0;
@@ -253,18 +252,14 @@ export class Action {
}
}
static fromJSON(value: any): Action {
return Generic_fromJSON(Action, value.data);
}
toJSON(): any {
return Generic_toJSON("Action", this);
}
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): Action {
return Generic_fromJSON(Action, value.data);
}
}
Reviver.constructors.Action = Action;

View File

@@ -13,21 +13,22 @@ export class BlackOperation extends Operation {
return 1.5;
}
getChaosCompetencePenalty(inst: any, params: any): number {
getChaosCompetencePenalty(/*inst: IBladeburner, params: ISuccessChanceParams*/): number {
return 1;
}
getChaosDifficultyBonus(inst: any, params: any): number {
getChaosDifficultyBonus(/*inst: IBladeburner, params: ISuccessChanceParams*/): number {
return 1;
}
static fromJSON(value: any): Operation {
return Generic_fromJSON(BlackOperation, value.data);
}
toJSON(): any {
return Generic_toJSON("BlackOperation", this);
}
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): Operation {
return Generic_fromJSON(BlackOperation, value.data);
}
}
Reviver.constructors.BlackOperation = BlackOperation;

View File

@@ -16,12 +16,12 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:50, rankLoss:10, hpLoss:100,
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isKill:true
isKill:true,
});
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 " +
@@ -33,7 +33,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:60, rankLoss:15, hpLoss:50,
weights:{hack:0.2,str:0.15,def:0.15,dex:0.2,agi:0.2,cha:0, int:0.1},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isStealth:true
isStealth:true,
});
BlackOperations["Operation X"] = new BlackOperation({
name:"Operation X",
@@ -52,7 +52,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:75, rankLoss:15, hpLoss:100,
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isKill:true
isKill:true,
});
BlackOperations["Operation Titan"] = new BlackOperation({
name:"Operation Titan",
@@ -70,7 +70,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:100, rankLoss:20, hpLoss:100,
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isKill:true
isKill:true,
});
BlackOperations["Operation Ares"] = new BlackOperation({
name:"Operation Ares",
@@ -84,7 +84,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:125, rankLoss:20, hpLoss:200,
weights:{hack:0,str:0.25,def:0.25,dex:0.25,agi:0.25,cha:0, int:0},
decays:{hack:0,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isKill:true
isKill:true,
});
BlackOperations["Operation Archangel"] = new BlackOperation({
name:"Operation Archangel",
@@ -152,7 +152,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:750, rankLoss:60, hpLoss:1000,
weights:{hack:0.05,str:0.2,def:0.2,dex:0.25,agi:0.25,cha:0, int:0.05},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isKill:true
isKill:true,
});
BlackOperations["Operation Deckard"] = new BlackOperation({
name:"Operation Deckard",
@@ -202,7 +202,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:2e3, rankLoss:150, hpLoss:1500,
weights:{hack:0,str:0.24,def:0.24,dex:0.24,agi:0.24,cha:0, int:0.04},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isKill:true
isKill:true,
});
BlackOperations["Operation Shoulder of Orion"] = new BlackOperation({
name:"Operation Shoulder of Orion",
@@ -218,7 +218,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:2.5e3, rankLoss:500, hpLoss:1500,
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isStealth:true
isStealth:true,
});
BlackOperations["Operation Hyron"] = new BlackOperation({
name:"Operation Hyron",
@@ -240,7 +240,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:3e3, rankLoss:1e3, hpLoss:500,
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isKill:true
isKill:true,
});
BlackOperations["Operation Morpheus"] = new BlackOperation({
name:"Operation Morpheus",
@@ -257,7 +257,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:4e3, rankLoss:1e3, hpLoss:100,
weights:{hack:0.05,str:0.15,def:0.15,dex:0.3,agi:0.3,cha:0, int:0.05},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isStealth:true
isStealth:true,
});
BlackOperations["Operation Ion Storm"] = new BlackOperation({
name:"Operation Ion Storm",
@@ -272,7 +272,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:5e3, rankLoss:1e3, hpLoss:5000,
weights:{hack:0,str:0.24,def:0.24,dex:0.24,agi:0.24,cha:0, int:0.04},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isKill:true
isKill:true,
});
BlackOperations["Operation Annihilus"] = new BlackOperation({
name:"Operation Annihilus",
@@ -286,7 +286,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:7.5e3, rankLoss:1e3, hpLoss:10e3,
weights:{hack:0,str:0.24,def:0.24,dex:0.24,agi:0.24,cha:0, int:0.04},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isKill:true
isKill:true,
});
BlackOperations["Operation Ultron"] = new BlackOperation({
name:"Operation Ultron",
@@ -306,7 +306,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:10e3, rankLoss:2e3, hpLoss:10e3,
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isKill:true
isKill:true,
});
BlackOperations["Operation Centurion"] = new BlackOperation({
name:"Operation Centurion",

View File

@@ -5,13 +5,13 @@ import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviv
import { addOffset } from "../../utils/helpers/addOffset";
export class ChangePopulationByCountParams {
estChange: number = 0;
estOffset: number = 0;
estChange = 0;
estOffset = 0;
}
export class ChangePopulationByPercentageParams {
nonZero: boolean = false;
changeEstEqually: boolean = false;
nonZero = false;
changeEstEqually = false;
}
export class City {
@@ -19,32 +19,32 @@ export class City {
/**
* Name of the city.
*/
name: string = "";
name = "";
/**
* Population of the city.
*/
pop: number = 0;
pop = 0;
/**
* Population estimation of the city.
*/
popEst: number = 0;
popEst = 0;
/**
* Number of communities in the city.
*/
comms: number = 0;
comms = 0;
/**
* Estimated number of communities in the city.
*/
commsEst: number = 0;
commsEst = 0;
/**
* Chaos level of the city.
*/
chaos: number = 0;
chaos = 0;
constructor(name: string = BladeburnerConstants.CityNames[2]) {
this.name = name;
@@ -84,7 +84,7 @@ export class City {
/**
* p is the percentage, not the multiplier (e.g. pass in p = 5 for 5%)
*/
improvePopulationEstimateByPercentage(p: number, skillMult: number=1): void {
improvePopulationEstimateByPercentage(p: number, skillMult=1): void {
p = p*skillMult;
if (isNaN(p)) {throw new Error("NaN passed into City.improvePopulationEstimateByPercentage()");}
if (this.popEst < this.pop) {
@@ -97,7 +97,7 @@ export class City {
}
}
improveCommunityEstimate(n: number=1): void {
improveCommunityEstimate(n=1): void {
if (isNaN(n)) {throw new Error("NaN passed into City.improveCommunityEstimate()");}
if (this.commsEst < this.comms) {
this.commsEst += n;
@@ -154,19 +154,20 @@ export class City {
if (this.chaos < 0) {this.chaos = 0;}
}
/**
* Initiatizes a City object from a JSON save state.
*/
static fromJSON(value: any): City {
return Generic_fromJSON(City, value.data);
}
/**
* Serialize the current object to a JSON save state.
*/
toJSON(): any {
return Generic_toJSON("City", this);
}
/**
* Initiatizes a City object from a JSON save state.
*/
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): City {
return Generic_fromJSON(City, value.data);
}
}
Reviver.constructors.City = City;

View File

@@ -1,4 +1,4 @@
// import { BladeburnerConstants } from "./data/Constants";
import { IBladeburner } from "./IBladeburner";
import { Action, IActionParams } from "./Action";
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
@@ -8,17 +8,18 @@ export class Contract extends Action {
super(params);
}
getActionTypeSkillSuccessBonus(inst: any): number {
getActionTypeSkillSuccessBonus(inst: IBladeburner): number {
return inst.skillMultipliers.successChanceContract;
}
static fromJSON(value: any): Contract {
return Generic_fromJSON(Contract, value.data);
}
toJSON(): any {
return Generic_toJSON("Contract", this);
}
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): Contract {
return Generic_fromJSON(Contract, value.data);
}
}
Reviver.constructors.Contract = Contract;

View File

@@ -11,7 +11,7 @@ export const GeneralActions: IMap<Action> = {};
name:actionName,
desc:"Improve your abilities at the Bladeburner unit's specialized training " +
"center. Doing this gives experience for all combat stats and also " +
"increases your max stamina."
"increases your max stamina.",
});
actionName = "Field Analysis";
@@ -21,7 +21,7 @@ export const GeneralActions: IMap<Action> = {};
"Bladeburner's unit intelligence on Synthoid locations and " +
"activities. Completing this action will improve the accuracy " +
"of your Synthoid population estimated in the current city.<br><br>" +
"Does NOT require stamina."
"Does NOT require stamina.",
});
actionName = "Recruitment";
@@ -29,7 +29,7 @@ export const GeneralActions: IMap<Action> = {};
name:actionName,
desc:"Attempt to recruit members for your Bladeburner team. These members " +
"can help you conduct operations.<br><br>" +
"Does NOT require stamina."
"Does NOT require stamina.",
});
actionName = "Diplomacy";
@@ -37,7 +37,7 @@ export const GeneralActions: IMap<Action> = {};
name: actionName,
desc: "Improve diplomatic relations with the Synthoid population. " +
"Completing this action will reduce the Chaos level in your current city.<br><br>" +
"Does NOT require stamina."
"Does NOT require stamina.",
});
actionName = "Hyperbolic Regeneration Chamber";

View File

@@ -0,0 +1,71 @@
import { IBladeburner } from "./IBladeburner";
export interface IStatsMultiplier {
[key: string]: number;
hack: number;
str: number;
def: number;
dex: number;
agi: number;
cha: number;
int: number;
}
export interface ISuccessChanceParams {
est: boolean;
}
export interface IAction {
name: string;
desc: string;
// Difficulty scales with level. See getDifficulty() method
level: number;
maxLevel: number;
autoLevel: boolean;
baseDifficulty: number;
difficultyFac: number;
// Rank increase/decrease is affected by this exponent
rewardFac: number;
successes: number;
failures: number;
// All of these scale with level/difficulty
rankGain: number;
rankLoss: number;
hpLoss: number;
hpLost: number;
// Action Category. Current categories are stealth and kill
isStealth: boolean;
isKill: boolean;
/**
* Number of this contract remaining, and its growth rate
* Growth rate is an integer and the count will increase by that integer every "cycle"
*/
count: number;
countGrowth: number;
// Weighting of each stat in determining action success rate
weights: IStatsMultiplier;
// Diminishing returns of stats (stat ^ decay where 0 <= decay <= 1)
decays: IStatsMultiplier;
teamCount: number;
getDifficulty(): number;
attempt(inst: IBladeburner): boolean;
getActionTimePenalty(): number;
getActionTime(inst: IBladeburner): number;
getTeamSuccessBonus(inst: IBladeburner): number;
getActionTypeSkillSuccessBonus(inst: IBladeburner): number;
getChaosCompetencePenalty(inst: IBladeburner, params: ISuccessChanceParams): number;
getChaosDifficultyBonus(inst: IBladeburner): number;
getSuccessChance(inst: IBladeburner, params: ISuccessChanceParams): number;
getSuccessesNeededForNextLevel(baseSuccessesPerLevel: number): number;
setMaxLevel(baseSuccessesPerLevel: number): void;
toJSON(): any;
}

View File

@@ -0,0 +1,4 @@
export interface IActionIdentifier {
name: string;
type: string;
}

View File

@@ -0,0 +1,39 @@
import { IActionIdentifier } from "./IActionIdentifier";
import { City } from "./City";
export interface IBladeburner {
numHosp: number;
moneyLost: number;
rank: number;
maxRank: number;
skillPoints: number;
totalSkillPoints: number;
teamSize: number;
teamLost: number;
storedCycles: number;
randomEventCounter: number;
actionTimeToComplete: number;
actionTimeCurrent: number;
action: IActionIdentifier;
cities: any;
city: string;
skills: any;
skillMultipliers: any;
staminaBonus: number;
maxStamina: number;
stamina: number;
contracts: any;
operations: any;
blackops: any;
logging: any;
automateEnabled: boolean;
automateActionHigh: number;
automateThreshHigh: number;
automateActionLow: number;
automateThreshLow: number;
consoleHistory: string[];
consoleLogs: string[];
getCurrentCity(): City;
calculateStaminaPenalty(): number;
}

View File

@@ -1,3 +1,4 @@
import { IBladeburner } from "./IBladeburner";
import { BladeburnerConstants } from "./data/Constants";
import { Action, IActionParams } from "./Action";
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
@@ -8,8 +9,8 @@ export interface IOperationParams extends IActionParams {
}
export class Operation extends Action {
reqdRank: number = 100;
teamCount: number = 0;
reqdRank = 100;
teamCount = 0;
constructor(params: IOperationParams | null = null) {
super(params);
@@ -18,38 +19,39 @@ export class Operation extends Action {
}
// For actions that have teams. To be implemented by subtypes.
getTeamSuccessBonus(inst: any): number {
getTeamSuccessBonus(inst: IBladeburner): number {
if (this.teamCount && this.teamCount > 0) {
this.teamCount = Math.min(this.teamCount, inst.teamSize);
let teamMultiplier = Math.pow(this.teamCount, 0.05);
const teamMultiplier = Math.pow(this.teamCount, 0.05);
return teamMultiplier;
}
return 1;
}
getActionTypeSkillSuccessBonus(inst: any): number {
getActionTypeSkillSuccessBonus(inst: IBladeburner): number {
return inst.skillMultipliers.successChanceOperation;
}
getChaosDifficultyBonus(inst: any, params: any): number {
getChaosDifficultyBonus(inst: IBladeburner/*, params: ISuccessChanceParams*/): number {
const city = inst.getCurrentCity();
if (city.chaos > BladeburnerConstants.ChaosThreshold) {
let diff = 1 + (city.chaos - BladeburnerConstants.ChaosThreshold);
let mult = Math.pow(diff, 0.1);
const diff = 1 + (city.chaos - BladeburnerConstants.ChaosThreshold);
const mult = Math.pow(diff, 0.1);
return mult;
}
return 1;
}
static fromJSON(value: any): Operation {
return Generic_fromJSON(Operation, value.data);
}
toJSON(): any {
return Generic_toJSON("Operation", this);
}
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): Operation {
return Generic_fromJSON(Operation, value.data);
}
}
Reviver.constructors.Operation = Operation;

View File

@@ -33,36 +33,36 @@ export class Skill {
name: string;
desc: string;
// Cost is in Skill Points
baseCost: number = 1;
baseCost = 1;
// Additive cost increase per level
costInc: number = 1;
maxLvl: number = 0;
costInc = 1;
maxLvl = 0;
/**
* These benefits are additive. So total multiplier will be level (handled externally) times the
* effects below
*/
successChanceAll: number = 0;
successChanceStealth: number = 0;
successChanceKill: number = 0;
successChanceContract: number = 0;
successChanceOperation: number = 0;
successChanceAll = 0;
successChanceStealth = 0;
successChanceKill = 0;
successChanceContract = 0;
successChanceOperation = 0;
/**
* This multiplier affects everything that increases synthoid population/community estimate
* e.g. Field analysis, Investigation Op, Undercover Op
*/
successChanceEstimate: number = 0;
actionTime: number = 0;
effHack: number = 0;
effStr: number = 0;
effDef: number = 0;
effDex: number = 0;
effAgi: number = 0;
effCha: number = 0;
stamina: number = 0;
money: number = 0;
expGain: number = 0;
successChanceEstimate = 0;
actionTime = 0;
effHack = 0;
effStr = 0;
effDef = 0;
effDex = 0;
effAgi = 0;
effCha = 0;
stamina = 0;
money = 0;
expGain = 0;
constructor(params: ISkillParams={name:"foo", desc:"foo"}) {
if (!params.name) {

View File

@@ -10,55 +10,55 @@ export const Skills: IMap<Skill> = {};
desc:"Each level of this skill increases your success chance " +
"for all Contracts, Operations, and BlackOps by 3%",
baseCost: 3, costInc: 2.1,
successChanceAll:3
successChanceAll:3,
});
Skills[SkillNames.Cloak] = new Skill({
name:SkillNames.Cloak,
desc:"Each level of this skill increases your " +
"success chance in stealth-related Contracts, Operations, and BlackOps by 5.5%",
baseCost: 2, costInc: 1.1,
successChanceStealth:5.5
successChanceStealth:5.5,
});
Skills[SkillNames.ShortCircuit] = new Skill({
name:SkillNames.ShortCircuit,
desc:"Each level of this skill increases your success chance " +
"in Contracts, Operations, and BlackOps that involve retirement by 5.5%",
baseCost: 2, costInc: 2.1,
successChanceKill:5.5
successChanceKill:5.5,
});
Skills[SkillNames.DigitalObserver] = new Skill({
name:SkillNames.DigitalObserver,
desc:"Each level of this skill increases your success chance in " +
"all Operations and BlackOps by 4%",
baseCost: 2, costInc: 2.1,
successChanceOperation:4
successChanceOperation:4,
});
Skills[SkillNames.Tracer] = new Skill({
name:SkillNames.Tracer,
desc:"Each level of this skill increases your success chance in " +
"all Contracts by 4%",
baseCost: 2, costInc: 2.1,
successChanceContract:4
successChanceContract:4,
});
Skills[SkillNames.Overclock] = new Skill({
name:SkillNames.Overclock,
desc:"Each level of this skill decreases the time it takes " +
"to attempt a Contract, Operation, and BlackOp by 1% (Max Level: 90)",
baseCost: 3, costInc: 1.4, maxLvl: 90,
actionTime:1
actionTime:1,
});
Skills[SkillNames.Reaper] = new Skill({
name: SkillNames.Reaper,
desc: "Each level of this skill increases your effective combat stats for Bladeburner actions by 2%",
baseCost: 2, costInc: 2.1,
effStr: 2, effDef: 2, effDex: 2, effAgi: 2
effStr: 2, effDef: 2, effDex: 2, effAgi: 2,
});
Skills[SkillNames.EvasiveSystem] = new Skill({
name:SkillNames.EvasiveSystem,
desc:"Each level of this skill increases your effective " +
"dexterity and agility for Bladeburner actions by 4%",
baseCost: 2, costInc: 2.1,
effDex: 4, effAgi: 4
effDex: 4, effAgi: 4,
});
Skills[SkillNames.Datamancer] = new Skill({
name:SkillNames.Datamancer,
@@ -67,13 +67,13 @@ export const Skills: IMap<Skill> = {};
"This affects all actions that can potentially increase " +
"the accuracy of your synthoid population/community estimates.",
baseCost:3, costInc:1,
successChanceEstimate:5
successChanceEstimate:5,
});
Skills[SkillNames.CybersEdge] = new Skill({
name:SkillNames.CybersEdge,
desc:"Each level of this skill increases your max stamina by 2%",
baseCost:1, costInc:3,
stamina:2
stamina:2,
});
Skills[SkillNames.HandsOfMidas] = new Skill({
name: SkillNames.HandsOfMidas,

View File

@@ -1,4 +1,14 @@
export const ConsoleHelpText: {} = {
export const ConsoleHelpText: {
helpList: string[];
automate: string[];
clear: string[];
cls: string[];
help: string[];
log: string[];
skill: string[];
start: string[];
stop: string[];
} = {
helpList: [
"Use 'help [command]' to get more information about a particular Bladeburner console command.",
"",
@@ -8,7 +18,7 @@ export const ConsoleHelpText: {} = {
" log [en/dis] [type] Enable or disable logging for events and actions",
" skill [action] [name] Level or display info about your Bladeburner skills",
" start [type] [name] Start a Bladeburner action/task" ,
" stop Stops your current Bladeburner action/task"
" stop Stops your current Bladeburner action/task",
],
automate: [
"automate [var] [val] [hi/low]",
@@ -30,17 +40,17 @@ export const ConsoleHelpText: {} = {
"Using the four console commands above will set the automation to perform Tracking contracts " +
"if your stamina is 100 or higher, and then switch to Field Analysis if your stamina drops below " +
"50. Note that when setting the action, the name of the action is CASE-SENSITIVE. It must " +
"exactly match whatever the name is in the UI."
"exactly match whatever the name is in the UI.",
],
clear: [
"clear",
"",
"Clears the console"
"Clears the console",
],
cls: [
"cls",
"",
"Clears the console"
"Clears the console",
],
help: [
"help [command]",
@@ -51,7 +61,7 @@ export const ConsoleHelpText: {} = {
"",
" help automate",
"",
"will display specific information about using the automate console command"
"will display specific information about using the automate console command",
],
log: [
"log [en/dis] [type]",
@@ -71,7 +81,7 @@ export const ConsoleHelpText: {} = {
"Logging can be universally enabled/disabled using the 'all' keyword:",
"",
" log dis all",
" log en all"
" log en all",
],
skill: [
"skill [action] [name]",
@@ -91,7 +101,7 @@ export const ConsoleHelpText: {} = {
"",
"This console command can also be used to level up skills:",
"",
" skill level [skill name]"
" skill level [skill name]",
],
start: [
"start [type] [name]",
@@ -106,11 +116,11 @@ export const ConsoleHelpText: {} = {
"Examples:",
"",
" start contract Tracking",
" start op 'Undercover Operation'"
" start op 'Undercover Operation'",
],
stop:[
"stop",
"",
"Stop your current action and go idle."
"Stop your current action and go idle.",
],
}

View File

@@ -38,7 +38,7 @@ for (var i = blackops.length-1; i >= 0 ; --i) {
import * as React from "react";
export function BlackOperationsPage(inst: any): React.ReactElement {
export function BlackOperationsPage(): React.ReactElement {
// Put Black Operations in sequence of required rank
const blackops = [];
for (const name in BlackOperations) {
@@ -55,9 +55,8 @@ export function BlackOperationsPage(inst: any): React.ReactElement {
Black Operations (Black Ops) are special, one-time covert operations. Each Black Op must be unlocked successively by completing the one before it.<br /><br />
<b>Your ultimate goal to climb through the ranks of Bladeburners is to complete all of the Black Ops.</b><br /><br />
Like normal operations, you may use a team for Black Ops. Failing a black op will incur heavy HP and rank losses.</p>
{blackops.map( op =>
<div className="bladeburner-action">
</div>
{blackops.map(() => <div className="bladeburner-action">
</div>,
)}
</div>)
}

424
src/Casino/Blackjack.tsx Normal file
View 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>
)
}
}

View 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}`;
}
}

View 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;
}
}

View 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) ])
}
}

View 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>&#9827;</span>;
break;
case Suit.Diamonds:
suit = <span>&#9830;</span>;
break;
case Suit.Hearts:
suit = <span>&#9829;</span>;
break;
case Suit.Spades:
suit = <span>&#9824;</span>;
break;
default:
throw new Error(`MissingCaseException: ${card.suit}`);
}
return (
<div className={`casino-card ${card.isRedSuit() ? "red" : "black"}`}>
<>
<div className="value">
{hidden ? " - " : card.formatValue()}
</div>
<div className={`suit`}>
{hidden ? " - " : suit}
</div>
</>
</div>
)
}

98
src/Casino/CoinFlip.tsx Normal file
View 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>): void {
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): void {
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(): React.ReactNode {
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
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import * as React from "react";
import { IPlayer } from "../PersonObjects/IPlayer";
import { dialogBoxCreate } from "../../utils/DialogBox";
const gainLimit = 10e9;
export class Game<T,U> extends React.Component<T, U> {
win(p: IPlayer, n: number): void{
p.gainMoney(n);
p.recordMoneySource(n, "casino");
}
reachedLimit(p: IPlayer): boolean {
const reached = p.getCasinoWinnings() > gainLimit;
if(reached) {
dialogBoxCreate(<>Alright cheater get out of here. You're not allowed here anymore.</>);
}
return reached;
}
}

64
src/Casino/RNG.ts Normal file
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export interface RNG {
random(): number;
}
/*
* very bad RNG, meant to be used as introduction to RNG manipulation. It has a
* period of 1024.
*/
class RNG0 implements RNG {
x: number;
m = 1024;
a = 341;
c = 1;
constructor() {
this.x = 0;
this.reset();
}
step(): void {
this.x = (this.a*this.x+this.c) % this.m;
}
random(): number {
this.step();
return this.x/this.m;
}
reset(): void {
this.x = (new Date()).getTime() % this.m;
}
}
export const BadRNG: RNG0 = new RNG0();
/*
* WichmannHill PRNG
* The period is 6e12.
*/
export class WHRNG implements RNG {
s1 = 0;
s2 = 0;
s3 = 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(): void {
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;
}
}

291
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import * as React from "react";
import { IPlayer } from "../PersonObjects/IPlayer";
import { StdButton } from "../ui/React/StdButton";
import { Money } from "../ui/React/Money";
import { Game } from "./Game";
import { WHRNG } from "./RNG";
import { trusted } from "./utils";
type IProps = {
p: IPlayer;
}
type IState = {
investment: number;
canPlay: boolean;
status: string | JSX.Element;
n: number;
lock: boolean;
strategy: Strategy;
}
const minPlay = 0;
const maxPlay = 1e7;
function isRed(n: number): boolean {
return [1, 3, 5, 7, 9, 12, 14, 16, 18, 19,
21, 23, 25, 27, 30, 32, 34, 36].includes(n);
}
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 n >= 13 && n <= 24;
},
payout: 2,
},
Third3: {
match: (n: number): boolean => {
if (n === 0) return false;
return n >= 25;
},
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 = -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: (): boolean => { return false },
},
}
this.step = this.step.bind(this);
this.currentNumber = this.currentNumber.bind(this);
this.updateInvestment = this.updateInvestment.bind(this);
}
componentDidMount(): void {
this.interval = setInterval(this.step, 50);
}
step(): void {
if (!this.state.lock) {
this.setState({n: Math.floor(Math.random()*37)});
}
}
componentWillUnmount(): void {
clearInterval(this.interval);
}
updateInvestment(e: React.FormEvent<HTMLInputElement>): void {
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(): string {
if (this.state.n === 0) return '0';
const color = isRed(this.state.n) ? 'R' : 'B';
return `${this.state.n}${color}`;
}
play(s: Strategy): void {
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(): React.ReactNode {
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
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import * as React from "react";
import { IPlayer } from "../PersonObjects/IPlayer";
import { StdButton } from "../ui/React/StdButton";
import { Money } from "../ui/React/Money";
import { 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.
const 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 = -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(): void {
this.interval = setInterval(this.step, 50);
}
step(): void {
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(): void {
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(): void {
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(): void {
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(): void {
const t = this.getTable();
const getPaylineData = function(payline: number[][]): string[] {
const 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(): void {
this.setState({
locks: [-1, -1, -1, -1, -1],
canPlay: false,
})
}
updateInvestment(e: React.FormEvent<HTMLInputElement>): void {
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(): React.ReactNode {
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
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import * as React from "react";
export function trusted(f: () => void): (event: React.MouseEvent<HTMLElement, MouseEvent>) => any {
return function(event: React.MouseEvent<HTMLElement, MouseEvent>): any {
if(!event.isTrusted) return;
f();
};
}

View File

@@ -90,7 +90,7 @@ function cinematicTextEnd() {
var mainMenu = document.getElementById("mainmenu-container");
container.appendChild(createElement("br"));
return new Promise (function(resolve, reject) {
return new Promise (function(resolve) {
container.appendChild(createElement("a", {
class:"a-link-button", innerText:"Continue...",
clickListener:()=>{
@@ -99,7 +99,7 @@ function cinematicTextEnd() {
mainMenu.style.visibility = "visible";
cinematicTextFlag = false;
resolve();
}
},
}));
});
}

View File

@@ -2,7 +2,7 @@ import {
CodingContract,
CodingContractRewardType,
CodingContractTypes,
ICodingContractReward
ICodingContractReward,
} from "./CodingContracts";
import { Factions } from "./Faction/Factions";
import { Player } from "./Player";
@@ -15,7 +15,7 @@ import { HacknetServer } from "./Hacknet/HacknetServer";
import { getRandomInt } from "../utils/helpers/getRandomInt";
export function generateRandomContract() {
export function generateRandomContract(): void {
// First select a random problem type
const problemType = getRandomProblemType();
@@ -31,7 +31,7 @@ export function generateRandomContract() {
randServer.addContract(contract);
}
export function generateRandomContractOnHome() {
export function generateRandomContractOnHome(): void {
// First select a random problem type
const problemType = getRandomProblemType();
@@ -53,7 +53,7 @@ export interface IGenerateContractParams {
fn?: string;
}
export function generateContract(params: IGenerateContractParams) {
export function generateContract(params: IGenerateContractParams): void {
// Problem Type
let problemType;
const problemTypes = Object.keys(CodingContractTypes);
@@ -88,7 +88,7 @@ export function generateContract(params: IGenerateContractParams) {
fn = getRandomFilename(server, reward);
}
let contract = new CodingContract(fn, problemType, reward);
const contract = new CodingContract(fn, problemType, reward);
server.addContract(contract);
}
@@ -117,15 +117,15 @@ function sanitizeRewardType(rewardType: CodingContractRewardType): CodingContrac
return type;
}
function getRandomProblemType() {
function getRandomProblemType(): string {
const problemTypes = Object.keys(CodingContractTypes);
let randIndex = getRandomInt(0, problemTypes.length - 1);
const randIndex = getRandomInt(0, problemTypes.length - 1);
return problemTypes[randIndex];
}
function getRandomReward(): ICodingContractReward {
let reward: ICodingContractReward = {
const reward: ICodingContractReward = {
name: "",
type: getRandomInt(0, CodingContractRewardType.Money),
};
@@ -145,8 +145,8 @@ function getRandomReward(): ICodingContractReward {
case CodingContractRewardType.FactionReputation: {
// Get a random faction that player is a part of. That
// faction must allow hacking contracts
var numFactions = factionsThatAllowHacking.length;
var randFaction = factionsThatAllowHacking[getRandomInt(0, numFactions - 1)];
const numFactions = factionsThatAllowHacking.length;
const randFaction = factionsThatAllowHacking[getRandomInt(0, numFactions - 1)];
reward.name = randFaction;
break;
}

View File

@@ -2,7 +2,7 @@ import {
codingContractTypesMetadata,
DescriptionFunc,
GeneratorFunc,
SolverFunc
SolverFunc,
} from "./data/codingcontracttypes";
import { IMap } from "./types";
@@ -10,7 +10,7 @@ import { IMap } from "./types";
import {
Generic_fromJSON,
Generic_toJSON,
Reviver
Reviver,
} from "../utils/JSONReviver";
import { KEY } from "../utils/helpers/keyCodes";
import { createElement } from "../utils/uiHelpers/createElement";
@@ -108,12 +108,6 @@ export interface ICodingContractReward {
* The player receives a reward if the problem is solved correctly
*/
export class CodingContract {
/**
* Initiatizes a CodingContract from a JSON save state.
*/
static fromJSON(value: any): CodingContract {
return Generic_fromJSON(CodingContract, value.data);
}
/* Relevant data for the contract's problem */
data: any;
@@ -126,13 +120,13 @@ export class CodingContract {
reward: ICodingContractReward | null;
/* Number of times the Contract has been attempted */
tries: number = 0;
tries = 0;
/* String representing the contract's type. Must match type in ContractTypes */
type: string;
constructor(fn: string = "",
type: string = "Find Largest Prime Factor",
constructor(fn = "",
type = "Find Largest Prime Factor",
reward: ICodingContractReward | null = null) {
this.fn = fn;
if (!this.fn.endsWith(".cct")) {
@@ -178,19 +172,28 @@ export class CodingContract {
*/
async prompt(): Promise<CodingContractResult> {
// tslint:disable-next-line
return new Promise<CodingContractResult>((resolve: Function, reject: Function) => {
return new Promise<CodingContractResult>((resolve) => {
const contractType: CodingContractType = CodingContractTypes[this.type];
const popupId: string = `coding-contract-prompt-popup-${this.fn}`;
const popupId = `coding-contract-prompt-popup-${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",
`${this.getMaxNumTries() - this.tries} tries remaining,`,
"after which the contract will self-destruct.<br><br>",
`${contractType.desc(this.data).replace(/\n/g, "<br>")}`].join(" "),
});
let answerInput: HTMLInputElement;
let solveBtn: HTMLElement;
let cancelBtn: HTMLElement;
answerInput = createElement("input", {
const cancelBtn = createElement("a", {
class: "a-link-button",
clickListener: () => {
resolve(CodingContractResult.Cancelled);
removeElementById(popupId);
},
innerText: "Cancel",
});
const answerInput = createElement("input", {
onkeydown: (e: any) => {
if (e.keyCode === KEY.ENTER && answerInput.value !== "") {
e.preventDefault();
@@ -216,16 +219,8 @@ export class CodingContract {
},
innerText: "Solve",
});
cancelBtn = createElement("a", {
class: "a-link-button",
clickListener: () => {
resolve(CodingContractResult.Cancelled);
removeElementById(popupId);
},
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();
});
}
@@ -236,6 +231,14 @@ export class CodingContract {
toJSON(): any {
return Generic_toJSON("CodingContract", this);
}
/**
* Initiatizes a CodingContract from a JSON save state.
*/
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): CodingContract {
return Generic_fromJSON(CodingContract, value.data);
}
}
Reviver.constructors.CodingContract = CodingContract;

View File

@@ -6,7 +6,7 @@ import { Reviver } from "../../utils/JSONReviver";
export let Companies: IMap<Company> = {};
function addCompany(params: IConstructorParams) {
function addCompany(params: IConstructorParams): void {
if (Companies[params.name] != null) {
console.warn(`Duplicate Company Position being defined: ${params.name}`);
}
@@ -15,7 +15,7 @@ function addCompany(params: IConstructorParams) {
// Used to initialize new Company objects for the Companies map
// Called when creating new game or after a prestige/reset
export function initCompanies() {
export function initCompanies(): void {
// Save Old Company data for 'favor'
const oldCompanies = Companies;
@@ -40,11 +40,11 @@ export function initCompanies() {
}
// Used to load Companies map from a save
export function loadCompanies(saveString: string) {
export function loadCompanies(saveString: string): void {
Companies = JSON.parse(saveString, Reviver);
}
// Utility function to check if a string is valid company name
export function companyExists(name: string) {
export function companyExists(name: string): boolean {
return Companies.hasOwnProperty(name);
}

View File

@@ -25,12 +25,6 @@ const DefaultConstructorParams: IConstructorParams = {
}
export class Company {
/**
* Initiatizes a Company from a JSON save state.
*/
static fromJSON(value: any): Company {
return Generic_fromJSON(Company, value.data);
}
/**
* Company name
@@ -136,7 +130,7 @@ export class Company {
gainFavor(): void {
if (this.favor == null) { this.favor = 0; }
if (this.rolloverRep == null) { this.rolloverRep = 0; }
var res = this.getFavorGain();
const res = this.getFavorGain();
if (res.length != 2) {
console.error("Invalid result from getFavorGain() function");
return;
@@ -170,6 +164,14 @@ export class Company {
toJSON(): any {
return Generic_toJSON("Company", this);
}
/**
* Initiatizes a Company from a JSON save state.
*/
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): Company {
return Generic_fromJSON(Company, value.data);
}
}
Reviver.constructors.Company = Company;

View File

@@ -5,7 +5,7 @@ import { IMap } from "../types";
export const CompanyPositions: IMap<CompanyPosition> = {};
function addCompanyPosition(params: IConstructorParams) {
function addCompanyPosition(params: IConstructorParams): void {
if (CompanyPositions[params.name] != null) {
console.warn(`Duplicate Company Position being defined: ${params.name}`);
}

View File

@@ -5,8 +5,8 @@ import { CompanyPosition } from "./CompanyPosition";
* Returns a string with the given CompanyPosition's stat requirements
*/
export function getJobRequirementText(company: Company, pos: CompanyPosition, tooltiptext: boolean = false): string {
let reqText: string = "";
export function getJobRequirementText(company: Company, pos: CompanyPosition, tooltiptext = false): string {
let reqText = "";
const offset: number = company.jobStatReqOffset;
const reqHacking: number = pos.requiredHacking > 0 ? pos.requiredHacking+offset : 0;
const reqStrength: number = pos.requiredStrength > 0 ? pos.requiredStrength+offset : 0;

View File

@@ -95,7 +95,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 3,
salaryMultiplier: 3,
@@ -107,7 +107,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 3,
salaryMultiplier: 3,
@@ -119,7 +119,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 2.6,
salaryMultiplier: 2.6,
@@ -131,7 +131,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 2.75,
salaryMultiplier: 2.75,
@@ -143,7 +143,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 2.75,
salaryMultiplier: 2.75,
@@ -155,7 +155,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 2.25,
salaryMultiplier: 2.25,
@@ -167,7 +167,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 2.25,
salaryMultiplier: 2.25,
@@ -179,7 +179,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 2.5,
salaryMultiplier: 2.5,
@@ -191,7 +191,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 2.2,
salaryMultiplier: 2.2,
@@ -202,7 +202,7 @@ export const companiesMetadata: IConstructorParams[] = [
info: "",
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions
AllBusinessPositions,
),
expMultiplier: 2,
salaryMultiplier: 2,
@@ -214,7 +214,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllSoftwareConsultantPositions,
AllBusinessPositions
AllBusinessPositions,
),
expMultiplier: 1.8,
salaryMultiplier: 1.8,
@@ -226,7 +226,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
CEOOnly,
AllTechnologyPositions,
AllSoftwareConsultantPositions
AllSoftwareConsultantPositions,
),
expMultiplier: 1.75,
salaryMultiplier: 1.75,
@@ -238,7 +238,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
CEOOnly,
AllTechnologyPositions,
AllSoftwareConsultantPositions
AllSoftwareConsultantPositions,
),
expMultiplier: 1.8,
salaryMultiplier: 1.8,
@@ -250,7 +250,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSoftwareConsultantPositions
AllSoftwareConsultantPositions,
),
expMultiplier: 1.8,
salaryMultiplier: 1.8,
@@ -262,7 +262,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSoftwareConsultantPositions
AllSoftwareConsultantPositions,
),
expMultiplier: 1.9,
salaryMultiplier: 1.9,
@@ -274,7 +274,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSoftwareConsultantPositions
AllSoftwareConsultantPositions,
),
expMultiplier: 2,
salaryMultiplier: 2,
@@ -286,7 +286,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSoftwareConsultantPositions
AllSoftwareConsultantPositions,
),
expMultiplier: 1.9,
salaryMultiplier: 1.9,
@@ -299,7 +299,7 @@ export const companiesMetadata: IConstructorParams[] = [
CEOOnly,
OperationsManagerOnly,
AllTechnologyPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 1.7,
salaryMultiplier: 1.7,
@@ -351,7 +351,7 @@ export const companiesMetadata: IConstructorParams[] = [
AllTechnologyPositions,
AllBusinessPositions,
AllSoftwareConsultantPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 1.8,
salaryMultiplier: 1.8,
@@ -364,7 +364,7 @@ export const companiesMetadata: IConstructorParams[] = [
AllTechnologyPositions,
AllBusinessPositions,
AllSoftwareConsultantPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 1.75,
salaryMultiplier: 1.75,
@@ -379,7 +379,7 @@ export const companiesMetadata: IConstructorParams[] = [
SecurityEngineerPositions,
AllITPositions,
AllSecurityPositions,
AllAgentPositions
AllAgentPositions,
),
expMultiplier: 2,
salaryMultiplier: 2,
@@ -394,7 +394,7 @@ export const companiesMetadata: IConstructorParams[] = [
SecurityEngineerPositions,
AllITPositions,
AllSecurityPositions,
AllAgentPositions
AllAgentPositions,
),
expMultiplier: 2,
salaryMultiplier: 2,
@@ -409,7 +409,7 @@ export const companiesMetadata: IConstructorParams[] = [
AllITPositions,
AllSecurityPositions,
AllAgentPositions,
AllSoftwareConsultantPositions
AllSoftwareConsultantPositions,
),
expMultiplier: 1.5,
salaryMultiplier: 1.5,
@@ -422,7 +422,7 @@ export const companiesMetadata: IConstructorParams[] = [
AllTechnologyPositions,
AllSoftwareConsultantPositions,
AllBusinessPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 1.4,
salaryMultiplier: 1.4,
@@ -433,7 +433,7 @@ export const companiesMetadata: IConstructorParams[] = [
info: "",
companyPositions: Object.assign({},
SoftwarePositionsUpToLeadDeveloper,
BusinessPositionsUpToOperationsManager
BusinessPositionsUpToOperationsManager,
),
expMultiplier: 1.3,
salaryMultiplier: 1.3,
@@ -445,7 +445,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
SoftwarePositionsUpToLeadDeveloper,
BusinessPositionsUpToOperationsManager,
AllSoftwareConsultantPositions
AllSoftwareConsultantPositions,
),
expMultiplier: 1.5,
salaryMultiplier: 1.5,
@@ -456,7 +456,7 @@ export const companiesMetadata: IConstructorParams[] = [
info: "",
companyPositions: Object.assign({},
AllSecurityPositions,
SoftwarePositionsUpToLeadDeveloper
SoftwarePositionsUpToLeadDeveloper,
),
expMultiplier: 1.3,
salaryMultiplier: 1.3,
@@ -466,7 +466,7 @@ export const companiesMetadata: IConstructorParams[] = [
name: LocationName.VolhavenSysCoreSecurities,
info: "",
companyPositions: Object.assign({},
AllTechnologyPositions
AllTechnologyPositions,
),
expMultiplier: 1.3,
salaryMultiplier: 1.3,
@@ -476,7 +476,7 @@ export const companiesMetadata: IConstructorParams[] = [
name: LocationName.VolhavenCompuTek,
info: "",
companyPositions: Object.assign({},
AllTechnologyPositions
AllTechnologyPositions,
),
expMultiplier: 1.2,
salaryMultiplier: 1.2,
@@ -486,7 +486,7 @@ export const companiesMetadata: IConstructorParams[] = [
name: LocationName.AevumNetLinkTechnologies,
info: "",
companyPositions: Object.assign({},
AllTechnologyPositions
AllTechnologyPositions,
),
expMultiplier: 1.2,
salaryMultiplier: 1.2,
@@ -509,7 +509,7 @@ export const companiesMetadata: IConstructorParams[] = [
name: LocationName.Sector12FoodNStuff,
info: "",
companyPositions: Object.assign({},
EmployeeOnly, PartTimeEmployeeOnly
EmployeeOnly, PartTimeEmployeeOnly,
),
expMultiplier: 1,
salaryMultiplier: 1,
@@ -519,7 +519,7 @@ export const companiesMetadata: IConstructorParams[] = [
name: LocationName.Sector12JoesGuns,
info: "",
companyPositions: Object.assign({},
EmployeeOnly, PartTimeEmployeeOnly
EmployeeOnly, PartTimeEmployeeOnly,
),
expMultiplier: 1,
salaryMultiplier: 1,
@@ -531,7 +531,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllSoftwarePositions,
AllSoftwareConsultantPositions,
AllITPositions
AllITPositions,
),
expMultiplier: 1.1,
salaryMultiplier: 1.1,
@@ -541,7 +541,7 @@ export const companiesMetadata: IConstructorParams[] = [
name: LocationName.NewTokyoNoodleBar,
info: "",
companyPositions: Object.assign({},
WaiterOnly, PartTimeWaiterOnly
WaiterOnly, PartTimeWaiterOnly,
),
expMultiplier: 1,
salaryMultiplier: 1,

View File

@@ -8,23 +8,23 @@ export const SoftwareCompanyPositions: string[] = [
"Head of Software",
"Head of Engineering",
"Vice President of Technology",
"Chief Technology Officer"
"Chief Technology Officer",
];
export const ITCompanyPositions: string[] = [
"IT Intern",
"IT Analyst",
"IT Manager",
"Systems Administrator"
"Systems Administrator",
];
export const SecurityEngineerCompanyPositions: string[] = [
"Security Engineer"
"Security Engineer",
];
export const NetworkEngineerCompanyPositions: string[] = [
"Network Engineer",
"Network Administrator"
"Network Administrator",
];
export const BusinessCompanyPositions: string[] = [
@@ -33,7 +33,7 @@ export const BusinessCompanyPositions: string[] = [
"Business Manager",
"Operations Manager",
"Chief Financial Officer",
"Chief Executive Officer"
"Chief Executive Officer",
];
export const SecurityCompanyPositions: string[] = [
@@ -42,31 +42,31 @@ export const SecurityCompanyPositions: string[] = [
"Security Guard",
"Security Officer",
"Security Supervisor",
"Head of Security"
"Head of Security",
];
export const AgentCompanyPositions: string[] = [
"Field Agent",
"Secret Agent",
"Special Operative"
"Special Operative",
];
export const MiscCompanyPositions: string[] = [
"Waiter",
"Employee"
"Employee",
];
export const SoftwareConsultantCompanyPositions: string[] = [
"Software Consultant",
"Senior Software Consultant"
"Senior Software Consultant",
];
export const BusinessConsultantCompanyPositions: string[] = [
"Business Consultant",
"Senior Business Consultant"
"Senior Business Consultant",
];
export const PartTimeCompanyPositions: string[] = [
"Part-time Waiter",
"Part-time Employee"
"Part-time Employee",
];

View File

@@ -5,14 +5,14 @@
*/
import { IMap } from "./types";
export let CONSTANTS: IMap<any> = {
Version: "0.51.1",
export const CONSTANTS: IMap<any> = {
Version: "0.51.7",
/** 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,
@@ -228,30 +228,61 @@ export let CONSTANTS: IMap<any> = {
LatestUpdate:
`
v0.51.1 - 2021-04-06 Bugfixes because the author of the last patch sucks (it's hydroflame)
v0.51.7 - 2021-04-28 n00dles
-------
Tutorial servers
* All the tutorial servers have been reverted to their original value
* The new server n00dles has been added as tutorial server.
Terminal
* 'tail' now accepts Pid.
* 'analyze' now handles Hacknet Servers correctly.
* 'ServerProfiler.exe' now handles Hacknet Servers correctly.
SF12
* Now makes you start with Neuroflux Governor equal to the level of the SF.
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.
* Deprecated 'getServerRam'.
* 'getServerMaxRam' added to replace 'getServerRam'
* 'getServerUsedRam' added to replace 'getServerRam'
* 'getBitnodeMultipliers' is available inside BN5
* Time logged by hack/grow/weaken now displays in human time.
* thread count logged by hack/grow/weaken now displays with commas every
thousands place.
Bugfix
* confirmation dialog box no longer use previous text
Donation
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.
* Always visible but locked until favor requirements are reached.
Augmentations
* City factions has been rebalanced to give a reason to visit them all.
Sleeves
* Fix sleeves not being able to work at Volhavens gym.
Lint
* This shouldn't change anything but was like 10h of work.
Misc.
* 'fl1ght.exe' will no longer suggest the combat path. Related faction
requirements unchanged.
`
}
* Plethora of typo fixed (@Pimgd)
* ps documentation fix (@Dawe)
* The dev menu now has a quick bitflume option.
* Fix SF -1 not being as powerful as intended.
* Fix cashroot starter kit not displaying correctly.
* Fix DOM element 'character-overview-text' being nested twice.
* Hacknet documentation example fix.
* Money amount under 1000 dont display 3 decimal anymore.
* Fix nextSourceFile flag miscalculation on the bitverse (for Bn12)
* Faction invite text says "Decide later"/"Join!" instead of "No"/"Yes"
`,
}

View File

@@ -5,7 +5,6 @@ import { CorporationUpgrades } from "./data/Corporation
import { EmployeePositions } from "./EmployeePositions";
import { Industries,
IndustryStartingCosts,
IndustryDescriptions,
IndustryResearchTrees } from "./IndustryData";
import { IndustryUpgrades } from "./IndustryUpgrades";
import { Material } from "./Material";
@@ -15,11 +14,8 @@ import { ResearchMap } from "./ResearchMap";
import { Warehouse } from "./Warehouse";
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { CONSTANTS } from "../Constants";
import { Factions } from "../Faction/Factions";
import { showLiterature } from "../Literature/LiteratureHelpers";
import { LiteratureNames } from "../Literature/data/LiteratureNames";
import { createCityMap } from "../Locations/Cities";
import { CityName } from "../Locations/data/CityNames";
import { Player } from "../Player";
@@ -29,7 +25,6 @@ import { Page, routing } from "../ui/navigationTr
import { calculateEffectWithFactors } from "../utils/calculateEffectWithFactors";
import { dialogBoxCreate } from "../../utils/DialogBox";
import { clearSelector } from "../../utils/uiHelpers/clearSelector";
import { Reviver,
Generic_toJSON,
Generic_fromJSON } from "../../utils/JSONReviver";
@@ -99,7 +94,6 @@ export const BaseMaxProducts = 3; // Initial value for maximum
let researchTreeBoxOpened = false;
let researchTreeBox = null;
$(document).mousedown(function(event) {
const boxId = "corporation-research-popup-box";
const contentId = "corporation-research-popup-box-content";
if (researchTreeBoxOpened) {
if ( $(event.target).closest("#" + contentId).get(0) == null ) {
@@ -111,7 +105,6 @@ $(document).mousedown(function(event) {
}
});
var empManualAssignmentModeActive = false;
function Industry(params={}) {
this.offices = { //Maps locations to offices. 0 if no office at that location
[CityName.Aevum]: 0,
@@ -122,7 +115,7 @@ function Industry(params={}) {
}),
[CityName.NewTokyo]: 0,
[CityName.Ishima]: 0,
[CityName.Volhaven]: 0
[CityName.Volhaven]: 0,
};
this.name = params.name ? params.name : 0;
@@ -183,7 +176,7 @@ function Industry(params={}) {
}),
[CityName.NewTokyo]: 0,
[CityName.Ishima]: 0,
[CityName.Volhaven]: 0
[CityName.Volhaven]: 0,
};
this.init();
@@ -378,7 +371,7 @@ Industry.prototype.init = function() {
"Metal": 5,
"Energy": 5,
"Water": 2,
"Hardware": 4
"Hardware": 4,
}
this.prodMats = ["RealEstate"];
this.makesProducts = true;
@@ -441,8 +434,7 @@ Industry.prototype.calculateProductionFactors = function() {
continue;
}
var materials = warehouse.materials,
office = this.offices[city];
var materials = warehouse.materials;
var cityMult = Math.pow(0.002 * materials.RealEstate.qty+1, this.reFac) *
Math.pow(0.002 * materials.Hardware.qty+1, this.hwFac) *
@@ -535,7 +527,7 @@ Industry.prototype.process = function(marketCycles=1, state, company) {
}
// Process change in demand and competition for this industry's materials
Industry.prototype.processMaterialMarket = function(marketCycles=1) {
Industry.prototype.processMaterialMarket = function() {
//References to prodMats and reqMats
var reqMats = this.reqMats, prodMats = this.prodMats;
@@ -589,7 +581,7 @@ Industry.prototype.processProductMarket = function(marketCycles=1) {
//Process production, purchase, and import/export of materials
Industry.prototype.processMaterials = function(marketCycles=1, company) {
var revenue = 0, expenses = 0, industry = this;
var revenue = 0, expenses = 0;
this.calculateProductionFactors();
//At the start of the export state, set the imports of everything to 0
@@ -642,7 +634,7 @@ Industry.prototype.processMaterials = function(marketCycles=1, company) {
mat.qty += buyAmt;
expenses += (buyAmt * mat.bCost);
}
})(matName, industry);
})(matName, this);
this.updateWarehouseSizeUsed(warehouse);
}
} //End process purchase of materials
@@ -1003,7 +995,7 @@ Industry.prototype.processProduct = function(marketCycles=1, product, corporatio
if (warehouse instanceof Warehouse) {
switch(this.state) {
case "PRODUCTION":
case "PRODUCTION": {
//Calculate the maximum production of this material based
//on the office's productivity
var maxProd = this.getOfficeProductivity(office, {forProduct:true})
@@ -1065,8 +1057,8 @@ Industry.prototype.processProduct = function(marketCycles=1, product, corporatio
//Keep track of production Per second
product.data[city][1] = prod * producableFrac / (SecsPerMarketCycle * marketCycles);
break;
case "SALE":
}
case "SALE": {
//Process sale of Products
product.pCost = 0; //Estimated production cost
for (var reqMatName in product.reqMats) {
@@ -1174,7 +1166,7 @@ Industry.prototype.processProduct = function(marketCycles=1, product, corporatio
product.data[city][2] = 0; //data[2] is sell property
}
break;
}
case "START":
case "PURCHASE":
case "EXPORT":
@@ -1199,10 +1191,9 @@ Industry.prototype.discontinueProduct = function(product) {
}
Industry.prototype.upgrade = function(upgrade, refs) {
var corporation = refs.corporation, division = refs.division,
office = refs.office;
var upgN = upgrade[0], basePrice = upgrade[1], priceMult = upgrade[2],
upgradeBenefit = upgrade[3];
var corporation = refs.corporation;
var office = refs.office;
var upgN = upgrade[0];
while (this.upgrades.length <= upgN) {this.upgrades.push(0);}
++this.upgrades[upgN];
@@ -1374,9 +1365,6 @@ Industry.prototype.createResearchBox = function() {
},
}
// Construct the tree with Treant
const treantTree = new Treant(markup);
// Add Event Listeners for all Nodes
const allResearch = researchTree.getAllNodes();
for (let i = 0; i < allResearch.length; ++i) {
@@ -1620,7 +1608,7 @@ var OfficeSpaceTiers = {
Basic: "Basic",
Enhanced: "Enhanced",
Luxurious: "Luxurious",
Extravagant: "Extravagant"
Extravagant: "Extravagant",
}
function OfficeSpace(params={}) {
@@ -1658,7 +1646,7 @@ OfficeSpace.prototype.atCapacity = function() {
}
OfficeSpace.prototype.process = function(marketCycles=1, parentRefs) {
var corporation = parentRefs.corporation, industry = parentRefs.industry;
var industry = parentRefs.industry;
// HRBuddy AutoRecruitment and training
if (industry.hasResearch("HRBuddy-Recruitment") && !this.atCapacity()) {
@@ -1741,7 +1729,6 @@ OfficeSpace.prototype.calculateEmployeeProductivity = function(parentRefs) {
//Takes care of UI as well
OfficeSpace.prototype.findEmployees = function(parentRefs) {
var company = parentRefs.corporation, division = parentRefs.industry;
if (this.atCapacity()) { return; }
if (document.getElementById("cmpy-mgmt-hire-employee-popup") != null) {return;}
@@ -1800,7 +1787,7 @@ OfficeSpace.prototype.findEmployees = function(parentRefs) {
office.hireEmployee(employee, parentRefs);
removeElementById("cmpy-mgmt-hire-employee-popup");
return false;
}
},
});
return div;
};
@@ -1812,7 +1799,7 @@ OfficeSpace.prototype.findEmployees = function(parentRefs) {
clickListener:() => {
removeElementById("cmpy-mgmt-hire-employee-popup");
return false;
}
},
});
var elems = [text,
@@ -1825,7 +1812,7 @@ OfficeSpace.prototype.findEmployees = function(parentRefs) {
}
OfficeSpace.prototype.hireEmployee = function(employee, parentRefs) {
var company = parentRefs.corporation, division = parentRefs.industry;
var company = parentRefs.corporation;
var yesBtn = yesNoTxtInpBoxGetYesButton(),
noBtn = yesNoTxtInpBoxGetNoButton();
yesBtn.innerHTML = "Hire";
@@ -1958,15 +1945,14 @@ Corporation.prototype.storeCycles = function(numCycles=1) {
}
Corporation.prototype.process = function() {
var corp = this;
if (this.storedCycles >= CyclesPerIndustryStateCycle) {
const state = this.getState();
const marketCycles = 1;
const gameCycles = (marketCycles * CyclesPerIndustryStateCycle);
this.storedCycles -= gameCycles;
this.divisions.forEach(function(ind) {
ind.process(marketCycles, state, corp);
this.divisions.forEach((ind) => {
ind.process(marketCycles, state, this);
});
// Process cooldowns
@@ -2111,7 +2097,7 @@ Corporation.prototype.goPublic = function() {
onkeyup:(e) => {
e.preventDefault();
if (e.keyCode === KEY.ENTER) {yesBtn.click();}
}
},
});
var br = createElement("br", {});
yesBtn = createElement("a", {
@@ -2138,7 +2124,7 @@ Corporation.prototype.goPublic = function() {
dialogBoxCreate(`You took your ${this.name} public and earned ` +
`${numeralWrapper.formatMoney(numShares * initialSharePrice)} in your IPO`);
return false;
}
},
});
var noBtn = createElement("a", {
class:"a-link-button",
@@ -2146,7 +2132,7 @@ Corporation.prototype.goPublic = function() {
clickListener:() => {
removeElementById(goPublicPopupId);
return false;
}
},
});
createPopup(goPublicPopupId, [txt, br, input, yesBtn, noBtn]);
}
@@ -2208,7 +2194,6 @@ Corporation.prototype.calculateShareSale = function(numShares) {
Corporation.prototype.convertCooldownToString = function(cd) {
// The cooldown value is based on game cycles. Convert to a simple string
const CyclesPerSecond = 1000 / CONSTANTS.MilliPerCycle;
const seconds = cd / 5;
const SecondsPerMinute = 60;
@@ -2351,7 +2336,7 @@ Corporation.prototype.createUI = function() {
companyManagementDiv = createElement("div", {
id:"cmpy-mgmt-container",
position:"fixed",
class:"generic-menupage-container"
class:"generic-menupage-container",
});
document.getElementById("entire-game-container").appendChild(companyManagementDiv);

View File

@@ -6,16 +6,10 @@ import { Generic_fromJSON,
export const AllCorporationStates: string[] = ["START", "PURCHASE", "PRODUCTION", "SALE", "EXPORT"];
export class CorporationState {
// Initiatizes a CorporationState object from a JSON save state.
static fromJSON(value: any): CorporationState {
return Generic_fromJSON(CorporationState, value.data);
}
// Number representing what state the Corporation is in. The number
// is an index for the array that holds all Corporation States
state: number = 0;
constructor() {}
state = 0;
// Get the name of the current state
// NOTE: This does NOT return the number stored in the 'state' property,
@@ -40,6 +34,12 @@ export class CorporationState {
toJSON(): any {
return Generic_toJSON("CorporationState", this);
}
// Initiatizes a CorporationState object from a JSON save state.
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): CorporationState {
return Generic_fromJSON(CorporationState, value.data);
}
}
Reviver.constructors.CorporationState = CorporationState;

View File

@@ -4,8 +4,6 @@ import { getBaseResearchTreeCopy,
import { numeralWrapper } from "../ui/numeralFormat";
import { Reviver } from "../../utils/JSONReviver";
interface IIndustryMap<T> {
Energy: T;
Utilities: T;
@@ -107,7 +105,7 @@ export const IndustryDescriptions: IIndustryMap<string> = {
// Map of available Research for each Industry. This data is held in a
// ResearchTree object
export let IndustryResearchTrees: IIndustryMap<ResearchTree> = {
export const IndustryResearchTrees: IIndustryMap<ResearchTree> = {
Energy: getBaseResearchTreeCopy(),
Utilities: getBaseResearchTreeCopy(),
Agriculture: getBaseResearchTreeCopy(),
@@ -124,7 +122,7 @@ export let IndustryResearchTrees: IIndustryMap<ResearchTree> = {
RealEstate: getProductIndustryResearchTreeCopy(),
}
export function resetIndustryResearchTrees() {
export function resetIndustryResearchTrees(): void {
IndustryResearchTrees.Energy = getBaseResearchTreeCopy();
IndustryResearchTrees.Utilities = getBaseResearchTreeCopy();
IndustryResearchTrees.Agriculture = getBaseResearchTreeCopy();

View File

@@ -11,5 +11,5 @@ export const IndustryUpgrades: IMap<any[]> = {
"this upgrade grants your company a static increase of 3 and 1 to its awareness and " +
"popularity, respectively. It will then increase your company's awareness by 1%, and its popularity " +
"by a random percentage between 1% and 3%. These effects are increased by other upgrades " +
"that increase the power of your advertising."]
"that increase the power of your advertising."],
}

View File

@@ -7,56 +7,52 @@ interface IConstructorParams {
}
export class Material {
// Initiatizes a Material object from a JSON save state.
static fromJSON(value: any): Material {
return Generic_fromJSON(Material, value.data);
}
// Name of material
name: string = "InitName";
name = "InitName";
// Amount of material owned
qty: number = 0;
qty = 0;
// Material's "quality". Unbounded
qlt: number = 0;
qlt = 0;
// How much demand the Material has in the market, and the range of possible
// values for this "demand"
dmd: number = 0;
dmd = 0;
dmdR: number[] = [0, 0];
// How much competition there is for this Material in the market, and the range
// of possible values for this "competition"
cmp: number = 0;
cmp = 0;
cmpR: number[] = [0, 0];
// Maximum volatility of this Materials stats
mv: number = 0;
mv = 0;
// Markup. Determines how high of a price you can charge on the material
// compared to the market price without suffering loss in # of sales
// Quality is divided by this to determine markup limits
// e,g, If mku is 10 and quality is 100 then you can markup prices by 100/10 = 10
mku: number = 0;
mku = 0;
// How much of this material is being bought, sold, imported and produced every second
buy: number = 0;
sll: number = 0;
prd: number = 0;
imp: number = 0;
buy = 0;
sll = 0;
prd = 0;
imp = 0;
// Exports of this material to another warehouse/industry
exp: any[] = [];
// Total amount of this material exported in the last cycle
totalExp: number = 0;
totalExp = 0;
// Cost / sec to buy this material. AKA Market Price
bCost: number = 0;
bCost = 0;
// Cost / sec to sell this material
sCost: number = 0;
sCost = 0;
// Flags to keep track of whether production and/or sale of this material is limited
// [Whether production/sale is limited, limit amount]
@@ -64,9 +60,9 @@ export class Material {
sllman: any[] = [false, 0]; // Sale
// Flags that signal whether automatic sale pricing through Market TA is enabled
marketTa1: boolean = false;
marketTa2: boolean = false;
marketTa2Price: number = 0;
marketTa1 = false;
marketTa2 = false;
marketTa2Price = 0;
constructor(params: IConstructorParams = {}) {
if (params.name) { this.name = params.name; }
@@ -166,7 +162,7 @@ export class Material {
const compChange: number = 1 + compVolatility;
if (Math.random() < 0.5) {
this.cmp *= compChange;
if (this.cmp > this.cmpR[1]) {this.cmp = this.cmpR[1]};
if (this.cmp > this.cmpR[1]) {this.cmp = this.cmpR[1]}
this.bCost *= (1 / priceChange); // Competition increases, so price goes down
} else {
this.cmp *= (1 / compChange);
@@ -192,6 +188,12 @@ export class Material {
toJSON(): any {
return Generic_toJSON("Material", this);
}
// Initiatizes a Material object from a JSON save state.
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): Material {
return Generic_fromJSON(Material, value.data);
}
}
Reviver.constructors.Material = Material;

View File

@@ -42,49 +42,45 @@ interface IIndustry {
export class Product {
// Initiatizes a Product object from a JSON save state.
static fromJSON(value: any): Product {
return Generic_fromJSON(Product, value.data);
}
// Product name
name: string = "";
name = "";
// The demand for this Product in the market. Gradually decreases
dmd: number = 0;
dmd = 0;
// How much competition there is in the market for this Product
cmp: number = 0;
cmp = 0;
// Markup. Affects how high of a price you can charge for this Product
// without suffering a loss in the # of sales
mku: number = 0;
mku = 0;
// Production cost - estimation of how much money it costs to make this Product
pCost: number = 0;
pCost = 0;
// Sell cost
sCost: number = 0;
sCost = 0;
// Variables for handling the creation process of this Product
fin: boolean = false; // Whether this Product has finished being created
prog: number = 0; // Creation progress - A number betwee 0-100 representing percentage
createCity: string = ""; // City in which the product is/was being created
designCost: number = 0; // How much money was invested into designing this Product
advCost: number = 0; // How much money was invested into advertising this Product
fin = false; // Whether this Product has finished being created
prog = 0; // Creation progress - A number betwee 0-100 representing percentage
createCity = ""; // City in which the product is/was being created
designCost = 0; // How much money was invested into designing this Product
advCost = 0; // How much money was invested into advertising this Product
// Aggregate score for this Product's 'rating'
// This is based on the stats/properties below. The weighting of the
// stats/properties below differs between different industries
rat: number = 0;
rat = 0;
// Stats/properties of this Product
qlt: number = 0;
per: number = 0;
dur: number = 0;
rel: number = 0;
aes: number = 0;
fea: number = 0;
qlt = 0;
per = 0;
dur = 0;
rel = 0;
aes = 0;
fea = 0;
// Data refers to the production, sale, and quantity of the products
// These values are specific to a city
@@ -93,11 +89,11 @@ export class Product {
// Location of this Product
// Only applies for location-based products like restaurants/hospitals
loc: string = "";
loc = "";
// How much space 1 unit of the Product takes (in the warehouse)
// Not applicable for all Products
siz: number = 0;
siz = 0;
// Material requirements. An object that maps the name of a material to how much it requires
// to make 1 unit of the product.
@@ -110,8 +106,8 @@ export class Product {
sllman: IMap<any[]> = createCityMap<any[]>([false, 0]);
// Flags that signal whether automatic sale pricing through Market TA is enabled
marketTa1: boolean = false;
marketTa2: boolean = false;
marketTa1 = false;
marketTa2 = false;
marketTa2Price: IMap<number> = createCityMap<number>(0);
constructor(params: IConstructorParams={}) {
@@ -135,7 +131,7 @@ export class Product {
// empWorkMult is a multiplier that increases progress rate based on
// productivity of employees
createProduct(marketCycles: number=1, empWorkMult: number=1): void {
createProduct(marketCycles=1, empWorkMult=1): void {
if (this.fin) { return; }
this.prog += (marketCycles * .01 * empWorkMult);
}
@@ -145,18 +141,18 @@ export class Product {
this.fin = true;
//Calculate properties
var progrMult = this.prog / 100;
const progrMult = this.prog / 100;
const engrRatio = employeeProd[EmployeePositions.Engineer] / employeeProd["total"];
const mgmtRatio = employeeProd[EmployeePositions.Management] / employeeProd["total"];
const rndRatio = employeeProd[EmployeePositions.RandD] / employeeProd["total"];
const opsRatio = employeeProd[EmployeePositions.Operations] / employeeProd["total"];
const busRatio = employeeProd[EmployeePositions.Business] / employeeProd["total"];
var designMult = 1 + (Math.pow(this.designCost, 0.1) / 100);
var balanceMult = (1.2 * engrRatio) + (0.9 * mgmtRatio) + (1.3 * rndRatio) +
const designMult = 1 + (Math.pow(this.designCost, 0.1) / 100);
const balanceMult = (1.2 * engrRatio) + (0.9 * mgmtRatio) + (1.3 * rndRatio) +
(1.5 * opsRatio) + (busRatio);
var sciMult = 1 + (Math.pow(industry.sciResearch.qty, industry.sciFac) / 800);
var totalMult = progrMult * balanceMult * designMult * sciMult;
const sciMult = 1 + (Math.pow(industry.sciResearch.qty, industry.sciFac) / 800);
const totalMult = progrMult * balanceMult * designMult * sciMult;
this.qlt = totalMult * ((0.10 * employeeProd[EmployeePositions.Engineer]) +
(0.05 * employeeProd[EmployeePositions.Management]) +
@@ -189,14 +185,14 @@ export class Product {
(0.05 * employeeProd[EmployeePositions.Operations]) +
(0.05 * employeeProd[EmployeePositions.Business]));
this.calculateRating(industry);
var advMult = 1 + (Math.pow(this.advCost, 0.1) / 100);
const advMult = 1 + (Math.pow(this.advCost, 0.1) / 100);
this.mku = 100 / (advMult * Math.pow((this.qlt + 0.001), 0.65) * (busRatio + mgmtRatio));
this.dmd = industry.awareness === 0 ? 20 : Math.min(100, advMult * (100 * (industry.popularity / industry.awareness)));
this.cmp = getRandomInt(0, 70);
//Calculate the product's required materials
//For now, just set it to be the same as the requirements to make materials
for (var matName in industry.reqMats) {
for (const matName in industry.reqMats) {
if (industry.reqMats.hasOwnProperty(matName)) {
this.reqMats[matName] = industry.reqMats[matName];
}
@@ -205,14 +201,18 @@ export class Product {
//Calculate the product's size
//For now, just set it to be the same size as the requirements to make materials
this.siz = 0;
for (var matName in industry.reqMats) {
for (const matName in industry.reqMats) {
this.siz += MaterialSizes[matName] * industry.reqMats[matName];
}
//Delete unneeded variables
// @ts-ignore
delete this.prog;
// @ts-ignore
delete this.createCity;
// @ts-ignore
delete this.designCost;
// @ts-ignore
delete this.advCost;
}
@@ -236,6 +236,12 @@ export class Product {
toJSON(): any {
return Generic_toJSON("Product", this);
}
// Initiatizes a Product object from a JSON save state.
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): Product {
return Generic_fromJSON(Product, value.data);
}
}
Reviver.constructors.Product = Product;

View File

@@ -10,7 +10,7 @@ export interface IProductRatingWeight {
Reliability?: number;
}
export const ProductRatingWeights: IMap<object> = {
export const ProductRatingWeights: IMap<any> = {
[Industries.Food]: {
Quality: 0.7,
Durability: 0.1,
@@ -73,5 +73,5 @@ export const ProductRatingWeights: IMap<object> = {
Reliability: 0.1,
Aesthetics: 0.35,
Features: 0.1,
}
},
}

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