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4 Commits

Author SHA1 Message Date
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
47 changed files with 1411 additions and 387 deletions

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

26
dist/vendor.bundle.js vendored

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@@ -3,22 +3,81 @@
Changelog
=========
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 +85,7 @@ 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.

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@@ -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 = '0.51.3'
# The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages.

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

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

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@@ -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.

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@@ -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.

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

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@@ -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)

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@@ -177,7 +177,7 @@
<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>
@@ -559,6 +559,7 @@
<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>

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@@ -121,5 +121,5 @@
"watch": "webpack --watch --mode production",
"watch:dev": "webpack --watch --mode development"
},
"version": "0.51.1"
"version": "0.51.3"
}

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@@ -1395,6 +1395,23 @@ 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,

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@@ -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",

98
src/Casino/CoinFlip.tsx Normal file
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@@ -0,0 +1,98 @@
/**
* React Subcomponent for displaying a location's UI, when that location is a gym
*
* This subcomponent renders all of the buttons for training at the gym
*/
import * as React from "react";
import { IPlayer } from "../PersonObjects/IPlayer";
import { StdButton } from "../ui/React/StdButton";
import { BadRNG } from "./RNG";
import { Game } from "./Game";
import { trusted } from "./utils";
type IProps = {
p: IPlayer;
}
type IState = {
investment: number;
result: any;
status: string;
playLock: boolean;
}
const minPlay = 0;
const maxPlay = 10e3;
export class CoinFlip extends Game<IProps, IState> {
constructor(props: IProps) {
super(props);
this.state = {
investment: 1000,
result: <span> </span>,
status: '',
playLock: false,
};
this.play = this.play.bind(this);
this.updateInvestment = this.updateInvestment.bind(this);
}
updateInvestment(e: React.FormEvent<HTMLInputElement>) {
let investment: number = parseInt(e.currentTarget.value);
if (isNaN(investment)) {
investment = minPlay;
}
if (investment > maxPlay) {
investment = maxPlay;
}
if (investment < minPlay) {
investment = minPlay;
}
this.setState({investment: investment});
}
play(guess: string) {
if(this.reachedLimit(this.props.p)) return;
const v = BadRNG.random();
let letter: string;
if (v < 0.5) {
letter = 'H';
} else {
letter = 'T';
}
const correct: boolean = guess===letter;
this.setState({
result: <span className={correct ? "text" : "failure"}>{letter}</span>,
status: correct ? " win!" : "lose!",
playLock: true,
});
setTimeout(()=>this.setState({playLock: false}), 250);
if (correct) {
this.win(this.props.p, this.state.investment);
} else {
this.win(this.props.p, -this.state.investment);
}
if(this.reachedLimit(this.props.p)) return;
}
render() {
return <>
<pre>
++<br />
| | | |<br />
| | {this.state.result} | |<br />
| | | |<br />
++<br />
</pre>
<span className="text">Play for: </span><input type="number" className='text-input' onChange={this.updateInvestment} value={this.state.investment} /><br />
<StdButton onClick={trusted(() => this.play('H'))} text={"Head!"} disabled={this.state.playLock} />
<StdButton onClick={trusted(() => this.play('T'))} text={"Tail!"} disabled={this.state.playLock} />
<h1>{this.state.status}</h1>
</>
}
}

20
src/Casino/Game.tsx Normal file
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@@ -0,0 +1,20 @@
import * as React from "react";
import { IPlayer } from "../PersonObjects/IPlayer";
import { dialogBoxCreate } from "../../utils/DialogBox";
const gainLimit = 10e9;
export class Game<T,U> extends React.Component<T, U> {
win(p: IPlayer, n: number) {
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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@@ -0,0 +1,64 @@
export interface RNG {
random(): number
}
/*
* very bad RNG, meant to be used as introduction to RNG manipulation. It has a
* period of 1024.
*/
class RNG0 implements RNG {
x: number;
m: number = 1024;
a: number = 341;
c: number = 1;
constructor() {
this.x = 0;
this.reset();
}
step() {
this.x = (this.a*this.x+this.c) % this.m;
}
random(): number {
this.step();
return this.x/this.m;
}
reset() {
this.x = (new Date()).getTime() % this.m;
}
}
export const BadRNG: RNG0 = new RNG0();
/*
* WichmannHill PRNG
* The period is 6e12.
*/
export class WHRNG implements RNG {
s1: number = 0;
s2: number = 0;
s3: number = 0;
constructor(totalPlaytime: number) {
// This one is seeded by the players total play time.
const v: number = (totalPlaytime/1000)%30000;
this.s1 = v;
this.s2 = v;
this.s3 = v;
}
step() {
this.s1 = (171 * this.s1) % 30269;
this.s2 = (172 * this.s2) % 30307;
this.s3 = (170 * this.s3) % 30323;
}
random(): number {
this.step();
return (this.s1/30269.0 + this.s2/30307.0 + this.s3/30323.0)%1.0;
}
}

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

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

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

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

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

View File

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

View File

@@ -6,13 +6,13 @@
import { IMap } from "./types";
export let CONSTANTS: IMap<any> = {
Version: "0.51.1",
Version: "0.51.3",
/** 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 +228,39 @@ export let CONSTANTS: IMap<any> = {
LatestUpdate:
`
v0.51.1 - 2021-04-06 Bugfixes because the author of the last patch sucks (it's hydroflame)
v0.51.3 - 2021-04-16 Y'all broke it on the first day (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.
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.
Hospitalization
* Now only cost at most 10% of your money.
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
* confirmation dialog box no longer use previous text
Accessibility
* The game is a little easier to handle for screen readers (yes, there's an
absolute legend playing this game with a screen reader)
* Infiltration use buttons instead of a-links
* New option to disable ASCII art. This will make the metro map and world
map display as a list of buttons.
* 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.
* 'fl1ght.exe' will no longer suggest the combat path. Related faction
requirements unchanged.
* 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.
`
}
}

View File

@@ -708,8 +708,11 @@ class DevMenuComponent extends Component {
<h2>Generic</h2>
</div>
<div className="row">
<button className="std-button" onClick={this.addMoney(1e6)}>Add $1m</button>
<button className="std-button" onClick={this.addMoney(1e9)}>Add $1b</button>
<button className="std-button" onClick={this.addMoney(1e12)}>Add $1t</button>
<button className="std-button" onClick={this.addMoney(1e15)}>Add $1000t</button>
<button className="std-button" onClick={this.addMoney(1e27)}>Add $1e27</button>
<button className="std-button" onClick={this.upgradeRam}>Upgrade Home Computer's RAM</button>
</div>
<div className="row">

View File

@@ -15,6 +15,11 @@ import { Factions } from "./Factions";
import { HackingMission, setInMission } from "../Missions";
import { Player } from "../Player";
import { Settings } from "../Settings/Settings";
import {
getHackingWorkRepGain,
getFactionSecurityWorkRepGain,
getFactionFieldWorkRepGain,
} from "../PersonObjects/formulas/reputation";
import { Page, routing } from "../ui/navigationTracking";
import { dialogBoxCreate } from "../../utils/DialogBox";
@@ -235,15 +240,24 @@ export function getNextNeurofluxLevel() {
}
export function processPassiveFactionRepGain(numCycles) {
var numTimesGain = (numCycles / 600) * Player.faction_rep_mult;
for (var name in Factions) {
if (Factions.hasOwnProperty(name)) {
var faction = Factions[name];
for (const name in Factions) {
if (name === Player.currentWorkFactionName) continue;
if (!Factions.hasOwnProperty(name)) continue;
const faction = Factions[name];
if (!faction.isMember) continue;
// 0 favor = 1%/s
// 50 favor = 6%/s
// 100 favor = 11%/s
const favorMult = Math.min(0.1, (faction.favor / 1000) + 0.01);
// Find the best of all possible favor gain, minimum 1 rep / 2 minute.
const hRep = getHackingWorkRepGain(Player, faction);
const sRep = getFactionSecurityWorkRepGain(Player, faction);
const fRep = getFactionFieldWorkRepGain(Player, faction);
const rate = Math.max(hRep * favorMult, sRep * favorMult, fRep * favorMult, 1/120);
//TODO Get hard value of 1 rep per "rep gain cycle"" for now..
//maybe later make this based on
//a player's 'status' like how powerful they are and how much money they have
if (faction.isMember) {faction.playerReputation += (numTimesGain * BitNodeMultipliers.FactionPassiveRepGain);}
}
}
faction.playerReputation += rate *
(numCycles) *
Player.faction_rep_mult *
BitNodeMultipliers.FactionPassiveRepGain;
}
}

View File

@@ -124,8 +124,7 @@ export class HacknetNode extends React.Component {
<li className={"hacknet-node"}>
<div className={"hacknet-node-container"}>
<div className={"row"}>
<p>Node name:</p>
<span className={"text"}>{node.name}</span>
<h1 style={{"fontSize":"1em"}}>{node.name}</h1>
</div>
<div className={"row"}>
<p>Production:</p>

View File

@@ -163,8 +163,7 @@ export class HacknetServer extends React.Component {
<li className={"hacknet-node"}>
<div className={"hacknet-node-container"}>
<div className={"row"}>
<p>Node name:</p>
<span className={"text"}>{node.hostname}</span>
<h1 style={{"fontSize":"1em"}}>{node.hostname}</h1>
</div>
<div className={"row"}>
<p>Production:</p>

View File

@@ -11,4 +11,5 @@ export enum LocationType {
TechVendor,
TravelAgency,
University,
Casino,
}

View File

@@ -47,14 +47,14 @@ Cities[CityName.Aevum].asciiArt = `
\\ 56 B
x \\ [summit university]
\\ \\ 28
\\ [snap fitness gym] x o--L------------
\\ [snap fitness gym] x o--L-----------N
K \\ /
\\ \\ P
\\ \\ Q [casino]
x 58 \\ / [travel agency]
\\ 94 95 o
90 x 59 o------o |
\\ / \\ | 98 102 103
o--------N------x----o 93 96 o-----+------------o o----o
o--------O------x----o 93 96 o-----+------------o o----o
\\ | \\ /
[hospital] \\ 61 [ecorp] x 31 99 o-F-o 101
o |
@@ -69,13 +69,13 @@ Cities[CityName.Aevum].asciiArt = `
| 34 x \\
[clarke inc.] C | \\ [world stock exchange]
| | \\
| | o-M-------Q--------o
| | o-M-------R--------o
[galactic cybersystems] G 35 x
| [watchdog security]
|
67 o
[the slums] O `
[the slums] P `
Cities[CityName.Chongqing].asciiArt = `
|
75 o

View File

@@ -198,7 +198,12 @@ export function createStartCorporationPopup(p: IPlayer) {
*/
export function createUpgradeHomeCoresPopup(p: IPlayer) {
const currentCores = p.getHomeComputer().cpuCores;
if (currentCores >= 8) { return; } // Max of 8 cores
if (currentCores >= 8) {
dialogBoxCreate(<>
You've have the maximum amount of CPU cores on your home computer.
</>);
return;
}
// Cost of purchasing another cost is found by indexing this array with number of current cores
const allCosts = [
@@ -255,6 +260,14 @@ export function createUpgradeHomeRamPopup(p: IPlayer) {
const noBtn = yesNoBoxGetNoButton();
if (yesBtn == null || noBtn == null) { return; }
const homeComputer = p.getHomeComputer();
if (homeComputer.maxRam >= CONSTANTS.HomeComputerMaxRam) {
dialogBoxCreate(<>
You've have the maximum amount of RAM on your home computer.
</>);
return;
}
yesBtn.innerText = "Purchase";
yesBtn.addEventListener("click", ()=>{
purchaseRamForHomeComputer(cost, p);

View File

@@ -24,6 +24,7 @@ export enum LocationName {
AevumSnapFitnessGym = "Snap Fitness Gym",
AevumSummitUniversity = "Summit University",
AevumWatchdogSecurity = "Watchdog Security",
AevumCasino = "Iker Molina Casino",
// Chongqing locations
ChongqingKuaiGongInternational = "KuaiGong International",

View File

@@ -145,6 +145,11 @@ export const LocationsMetadata: IConstructorParams[] = [
name: LocationName.AevumWatchdogSecurity,
types: [LocationType.Company],
},
{
city: CityName.Aevum,
name: LocationName.AevumCasino,
types: [LocationType.Casino],
},
{
city: CityName.Chongqing,
infiltrationData: {

View File

@@ -0,0 +1,89 @@
/**
* 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 { Location } from "../Location";
import { CONSTANTS } from "../../Constants";
import { IPlayer } from "../../PersonObjects/IPlayer";
import { numeralWrapper } from "../../ui/numeralFormat";
import { StdButton } from "../../ui/React/StdButton";
import { Money } from "../../ui/React/Money";
import { SlotMachine } from "../../Casino/SlotMachine";
import { CoinFlip } from "../../Casino/CoinFlip";
import { Roulette } from "../../Casino/Roulette";
type IProps = {
p: IPlayer;
}
type IState = {
game: string;
}
export class CasinoLocation extends React.Component<IProps, IState> {
constructor(props: IProps) {
super(props);
this.state = {
game: '',
}
this.updateGame = this.updateGame.bind(this);
}
updateGame(game: string) {
this.setState({
game: game,
});
}
renderGames() {
return (<>
<StdButton
onClick={() => this.updateGame('coin')}
text={"Play coin flip"}
/><br />
<StdButton
onClick={() => this.updateGame('slots')}
text={"Play slots"}
/><br />
<StdButton
onClick={() => this.updateGame('roulette')}
text={"Play roulette"}
/>
</>)
}
renderGame() {
let elem;
switch(this.state.game) {
case 'coin':
elem = <CoinFlip p={this.props.p} />
break;
case 'slots':
elem = <SlotMachine p={this.props.p} />
break;
case 'roulette':
elem = <Roulette p={this.props.p} />
break;
}
return (<>
<StdButton onClick={() => this.updateGame('')} text={"Stop playing"} />
{elem}
</>)
}
render() {
if(!this.state.game) {
return this.renderGames();
} else {
return this.renderGame();
}
}
}

View File

@@ -14,6 +14,7 @@ import { SpecialLocation } from "./SpecialLocation";
import { TechVendorLocation } from "./TechVendorLocation";
import { TravelAgencyLocation } from "./TravelAgencyLocation";
import { UniversityLocation } from "./UniversityLocation";
import { CasinoLocation } from "./CasinoLocation";
import { Location } from "../Location";
import { LocationType } from "../LocationTypeEnum";
@@ -131,6 +132,15 @@ export class GenericLocation extends React.Component<IProps, any> {
)
}
if (this.props.loc.types.includes(LocationType.Casino)) {
content.push(
<CasinoLocation
key={"casinoLocation"}
p={this.props.p}
/>
)
}
return content;
}

View File

@@ -686,13 +686,29 @@ function NetscriptFunctions(workerScript) {
});
}
const argsToString = function(args) {
let out = '';
for(let arg of args) {
if(typeof arg === 'object') {
out += JSON.stringify(arg);
continue
}
out += `${arg}`;
}
return out;
}
return {
hacknet : {
numNodes : function() {
return Player.hacknetNodes.length;
},
maxNumNodes : function() {
return MaxNumberHacknetServers;
if (hasHacknetServers()) {
return HacknetServerConstants.MaxServers;
}
return Infinity;
},
purchaseNode : function() {
return purchaseHacknet();
@@ -944,18 +960,17 @@ function NetscriptFunctions(workerScript) {
return Promise.resolve(CONSTANTS.ServerWeakenAmount * threads);
});
},
print: function(args){
if (args === undefined) {
throw makeRuntimeErrorMsg("print", "Takes 1 argument.");
print: function(){
if (arguments.length === 0) {
throw makeRuntimeErrorMsg("print", "Takes at least 1 argument.");
}
workerScript.print(args.toString());
workerScript.print(argsToString(arguments));
},
tprint: function(args) {
if (args === undefined || args == null) {
throw makeRuntimeErrorMsg("tprint", "Takes 1 argument.");
tprint: function() {
if (arguments.length === 0) {
throw makeRuntimeErrorMsg("tprint", "Takes at least 1 argument.");
}
var x = args.toString();
post(`${workerScript.scriptRef.filename}: ${args.toString()}`);
post(`${workerScript.scriptRef.filename}: ${argsToString(arguments)}`);
},
clearLog: function() {
workerScript.scriptRef.clearLog();
@@ -4385,4 +4400,4 @@ function NetscriptFunctions(workerScript) {
} // End return
} // End NetscriptFunction()
export { NetscriptFunctions };
export { NetscriptFunctions };

View File

@@ -107,7 +107,7 @@ export function _getScriptUrls(script, scripts, seen) {
// import {foo} from "blob://<uuid>"
//
// Where the blob URL contains the script content.
let transformedCode = script.code.replace(/((?:from|import)\s+(?:'|"))(?:\.\/)?([^'"]+)('|";)/g,
let transformedCode = script.code.replace(/((?:from|import)\s+(?:'|"))(?:\.\/)?([^'"]+)('|")/g,
(unmodified, prefix, filename, suffix) => {
const isAllowedImport = scripts.some(s => s.filename == filename);
if (!isAllowedImport) return unmodified;

View File

@@ -179,4 +179,5 @@ export interface IPlayer {
giveExploit(exploit: Exploit): void;
queryStatFromString(str: string): number;
getIntelligenceBonus(weight: number): number;
getCasinoWinnings(): number;
}

View File

@@ -30,6 +30,11 @@ import { LocationName } from "../../Locations/data/LocationNames";
import { Sleeve } from "../../PersonObjects/Sleeve/Sleeve";
import { calculateSkill as calculateSkillF } from "../formulas/skill";
import { calculateIntelligenceBonus } from "../formulas/intelligence";
import {
getHackingWorkRepGain,
getFactionSecurityWorkRepGain,
getFactionFieldWorkRepGain,
} from '../formulas/reputation';
import {
AllServers,
AddToAllServers,
@@ -550,7 +555,11 @@ export function processWorkEarnings(numCycles=1) {
this.gainAgilityExp(agiExpGain);
this.gainCharismaExp(chaExpGain);
this.gainMoney(moneyGain);
this.recordMoneySource(moneyGain, "work");
if (this.className) {
this.recordMoneySource(moneyGain, "class");
} else {
this.recordMoneySource(moneyGain, "work");
}
this.workHackExpGained += hackExpGain;
this.workStrExpGained += strExpGain;
this.workDefExpGained += defExpGain;
@@ -853,7 +862,7 @@ export function startFactionFieldWork(faction) {
this.workDexExpGainRate = .1 * this.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.workAgiExpGainRate = .1 * this.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.workChaExpGainRate = .1 * this.charisma_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.workRepGainRate = this.getFactionFieldWorkRepGain();
this.workRepGainRate = getFactionFieldWorkRepGain(this);
this.factionWorkType = CONSTANTS.FactionWorkField;
this.currentWorkFactionDescription = "carrying out field missions"
@@ -870,7 +879,7 @@ export function startFactionSecurityWork(faction) {
this.workDexExpGainRate = 0.15 * this.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.workAgiExpGainRate = 0.15 * this.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.workChaExpGainRate = 0.00 * this.charisma_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
this.workRepGainRate = this.getFactionSecurityWorkRepGain();
this.workRepGainRate = getFactionSecurityWorkRepGain(this);
this.factionWorkType = CONSTANTS.FactionWorkSecurity;
this.currentWorkFactionDescription = "performing security detail"
@@ -879,29 +888,23 @@ export function startFactionSecurityWork(faction) {
}
export function workForFaction(numCycles) {
var faction = Factions[this.currentWorkFactionName];
const faction = Factions[this.currentWorkFactionName];
//Constantly update the rep gain rate
switch (this.factionWorkType) {
case CONSTANTS.FactionWorkHacking:
this.workRepGainRate = (this.hacking_skill + this.intelligence) / CONSTANTS.MaxSkillLevel * this.faction_rep_mult * this.getIntelligenceBonus(0.5);
this.workRepGainRate = getHackingWorkRepGain(this, faction);
break;
case CONSTANTS.FactionWorkField:
this.workRepGainRate = this.getFactionFieldWorkRepGain();
this.workRepGainRate = getFactionFieldWorkRepGain(this, faction);
break;
case CONSTANTS.FactionWorkSecurity:
this.workRepGainRate = this.getFactionSecurityWorkRepGain();
this.workRepGainRate = getFactionSecurityWorkRepGain(this, faction);
break;
default:
break;
}
//Update reputation gain rate to account for faction favor
var favorMult = 1 + (faction.favor / 100);
if (isNaN(favorMult)) {favorMult = 1;}
this.workRepGainRate *= favorMult;
this.workRepGainRate *= BitNodeMultipliers.FactionWorkRepGain;
//Cap the number of cycles being processed to whatever would put you at limit (20 hours)
var overMax = false;
if (this.timeWorked + (Engine._idleSpeed * numCycles) >= CONSTANTS.MillisecondsPer20Hours) {
@@ -1112,25 +1115,25 @@ export function getWorkRepGain() {
return jobPerformance * this.company_rep_mult * favorMult;
}
export function getFactionSecurityWorkRepGain() {
var t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel +
this.strength / CONSTANTS.MaxSkillLevel +
this.defense / CONSTANTS.MaxSkillLevel +
this.dexterity / CONSTANTS.MaxSkillLevel +
this.agility / CONSTANTS.MaxSkillLevel) / 4.5;
return t * this.faction_rep_mult;
}
// export function getFactionSecurityWorkRepGain() {
// var t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel +
// this.strength / CONSTANTS.MaxSkillLevel +
// this.defense / CONSTANTS.MaxSkillLevel +
// this.dexterity / CONSTANTS.MaxSkillLevel +
// this.agility / CONSTANTS.MaxSkillLevel) / 4.5;
// return t * this.faction_rep_mult;
// }
export function getFactionFieldWorkRepGain() {
var t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel +
this.strength / CONSTANTS.MaxSkillLevel +
this.defense / CONSTANTS.MaxSkillLevel +
this.dexterity / CONSTANTS.MaxSkillLevel +
this.agility / CONSTANTS.MaxSkillLevel +
this.charisma / CONSTANTS.MaxSkillLevel +
this.intelligence / CONSTANTS.MaxSkillLevel) / 5.5;
return t * this.faction_rep_mult;
}
// export function getFactionFieldWorkRepGain() {
// var t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel +
// this.strength / CONSTANTS.MaxSkillLevel +
// this.defense / CONSTANTS.MaxSkillLevel +
// this.dexterity / CONSTANTS.MaxSkillLevel +
// this.agility / CONSTANTS.MaxSkillLevel +
// this.charisma / CONSTANTS.MaxSkillLevel +
// this.intelligence / CONSTANTS.MaxSkillLevel) / 5.5;
// return t * this.faction_rep_mult;
// }
/* Creating a Program */
export function startCreateProgramWork(programName, time, reqLevel) {
@@ -2335,7 +2338,10 @@ export function giveExploit(exploit) {
}
}
export function getIntelligenceBonus(weight) {
return calculateIntelligenceBonus(this.intelligence, weight);
}
export function getCasinoWinnings() {
return this.moneySourceA.casino;
}

View File

@@ -0,0 +1,36 @@
import { IPlayer } from '../IPlayer';
import { Faction } from '../../Faction/Faction';
import { CONSTANTS } from '../../Constants';
import { BitNodeMultipliers } from '../../BitNode/BitNodeMultipliers';
function mult(f: Faction): number {
var favorMult = 1 + (f.favor / 100);
if (isNaN(favorMult)) {favorMult = 1;}
return favorMult * BitNodeMultipliers.FactionWorkRepGain;
}
export function getHackingWorkRepGain(p: IPlayer, f: Faction): number {
return (p.hacking_skill + p.intelligence) /
CONSTANTS.MaxSkillLevel * p.faction_rep_mult *
p.getIntelligenceBonus(0.25) * mult(f);
}
export function getFactionSecurityWorkRepGain(p: IPlayer, f: Faction): number {
var t = 0.9 * (p.hacking_skill / CONSTANTS.MaxSkillLevel +
p.strength / CONSTANTS.MaxSkillLevel +
p.defense / CONSTANTS.MaxSkillLevel +
p.dexterity / CONSTANTS.MaxSkillLevel +
p.agility / CONSTANTS.MaxSkillLevel) / 4.5;
return t * p.faction_rep_mult * mult(f);
}
export function getFactionFieldWorkRepGain(p: IPlayer, f: Faction): number {
var t = 0.9 * (p.hacking_skill / CONSTANTS.MaxSkillLevel +
p.strength / CONSTANTS.MaxSkillLevel +
p.defense / CONSTANTS.MaxSkillLevel +
p.dexterity / CONSTANTS.MaxSkillLevel +
p.agility / CONSTANTS.MaxSkillLevel +
p.charisma / CONSTANTS.MaxSkillLevel +
p.intelligence / CONSTANTS.MaxSkillLevel) / 5.5;
return t * p.faction_rep_mult * mult(f);
}

View File

@@ -108,7 +108,7 @@ import React from "react";
function postNetburnerText() {
post("Bitburner v" + CONSTANTS.Version);
post("Bitburner v" + CONSTANTS.Version);
}
// Helper function that checks if an argument (which is a string) is a valid number
@@ -123,16 +123,16 @@ function getTerminalInput() {
// Defines key commands in terminal
$(document).keydown(function(event) {
// Terminal
if (routing.isOn(Page.Terminal)) {
// Terminal
if (routing.isOn(Page.Terminal)) {
var terminalInput = document.getElementById("terminal-input-text-box");
if (terminalInput != null && !event.ctrlKey && !event.shiftKey && !Terminal.contractOpen) {terminalInput.focus();}
if (event.keyCode === KEY.ENTER) {
if (event.keyCode === KEY.ENTER) {
event.preventDefault(); // Prevent newline from being entered in Script Editor
const command = getTerminalInput();
const command = getTerminalInput();
const dir = Terminal.currDir;
post(
post(
"<span class='prompt'>[" +
(FconfSettings.ENABLE_TIMESTAMPS ? getTimestamp() + " " : "") +
Player.getCurrentServer().hostname +
@@ -142,20 +142,20 @@ $(document).keydown(function(event) {
if (command.length > 0) {
Terminal.resetTerminalInput(); // Clear input first
Terminal.executeCommands(command);
}
}
}
}
if (event.keyCode === KEY.C && event.ctrlKey) {
if (event.keyCode === KEY.C && event.ctrlKey) {
if (Engine._actionInProgress) {
// Cancel action
post("Cancelling...");
Engine._actionInProgress = false;
Terminal.finishAction(true);
Engine._actionInProgress = false;
Terminal.finishAction(true);
} else if (FconfSettings.ENABLE_BASH_HOTKEYS) {
// Dont prevent default so it still copies
Terminal.resetTerminalInput(); // Clear Terminal
}
}
}
if (event.keyCode === KEY.L && event.ctrlKey) {
event.preventDefault();
@@ -183,7 +183,7 @@ $(document).keydown(function(event) {
}
var prevCommand = Terminal.commandHistory[Terminal.commandHistoryIndex];
terminalInput.value = prevCommand;
setTimeoutRef(function(){terminalInput.selectionStart = terminalInput.selectionEnd = 10000; }, 0);
setTimeoutRef(function(){terminalInput.selectionStart = terminalInput.selectionEnd = 10000; }, 10);
}
if (event.keyCode === KEY.DOWNARROW ||
@@ -295,44 +295,44 @@ $(document).keydown(function(event) {
// ^k clears line after cursor
// ^u clears line before cursor
}
}
}
});
// Keep terminal in focus
let terminalCtrlPressed = false, shiftKeyPressed = false;
$(document).ready(function() {
if (routing.isOn(Page.Terminal)) {
$('.terminal-input').focus();
}
if (routing.isOn(Page.Terminal)) {
$('.terminal-input').focus();
}
});
$(document).keydown(function(e) {
if (routing.isOn(Page.Terminal)) {
if (e.which == KEY.CTRL) {
terminalCtrlPressed = true;
} else if (e.shiftKey) {
if (routing.isOn(Page.Terminal)) {
if (e.which == KEY.CTRL) {
terminalCtrlPressed = true;
} else if (e.shiftKey) {
shiftKeyPressed = true;
} else if (terminalCtrlPressed || shiftKeyPressed || Terminal.contractOpen) {
// Don't focus
} else {
// Don't focus
} else {
var inputTextBox = document.getElementById("terminal-input-text-box");
if (inputTextBox != null) {inputTextBox.focus();}
terminalCtrlPressed = false;
terminalCtrlPressed = false;
shiftKeyPressed = false;
}
}
}
}
});
$(document).keyup(function(e) {
if (routing.isOn(Page.Terminal)) {
if (e.which == KEY.CTRL) {
terminalCtrlPressed = false;
}
if (routing.isOn(Page.Terminal)) {
if (e.which == KEY.CTRL) {
terminalCtrlPressed = false;
}
if (e.shiftKey) {
shiftKeyPressed = false;
}
}
}
});
let Terminal = {
@@ -361,14 +361,14 @@ let Terminal = {
if (FconfSettings.WRAP_INPUT) {
document.getElementById("terminal-input-td").innerHTML =
`<div id='terminal-input-header' class='prompt'>[${Player.getCurrentServer().hostname} ~${dir}]$ </div>` +
`<textarea type="text" id="terminal-input-text-box" class="terminal-input" tabindex="1" value=\"${input}\"/>`;
`<textarea type="text" id="terminal-input-text-box" class="terminal-input" tabindex="1" value=\"${input}\" autocomplete="off" />`;
// Auto re-size the line element as it wraps
autosize(document.getElementById("terminal-input-text-box"));
} else {
document.getElementById("terminal-input-td").innerHTML =
`<div id='terminal-input-header' class='prompt'>[${Player.getCurrentServer().hostname} ~${dir}]$ </div>` +
`<input type="text" id="terminal-input-text-box" class="terminal-input" tabindex="1" value=\"${input}\"/>`;
`<input type="text" id="terminal-input-text-box" class="terminal-input" tabindex="1" value=\"${input}\" autocomplete="off" />`;
}
const hdr = document.getElementById("terminal-input-header");
hdr.style.display = "inline";
@@ -512,16 +512,16 @@ let Terminal = {
},
// Complete the hack/analyze command
finishHack: function(cancelled = false) {
if (cancelled == false) {
finishHack: function(cancelled = false) {
if (cancelled == false) {
var server = Player.getCurrentServer();
// Calculate whether hack was successful
var hackChance = calculateHackingChance(server, Player);
var rand = Math.random();
var expGainedOnSuccess = calculateHackingExpGain(server, Player);
var expGainedOnFailure = (expGainedOnSuccess / 4);
if (rand < hackChance) { // Success!
// Calculate whether hack was successful
var hackChance = calculateHackingChance(server, Player);
var rand = Math.random();
var expGainedOnSuccess = calculateHackingExpGain(server, Player);
var expGainedOnFailure = (expGainedOnSuccess / 4);
if (rand < hackChance) { // Success!
if (SpecialServerIps[SpecialServerNames.WorldDaemon] &&
SpecialServerIps[SpecialServerNames.WorldDaemon] == server.ip) {
if (Player.bitNodeN == null) {
@@ -531,26 +531,26 @@ let Terminal = {
return;
}
server.manuallyHacked = true;
var moneyGained = calculatePercentMoneyHacked(server, Player);
moneyGained = Math.floor(server.moneyAvailable * moneyGained);
var moneyGained = calculatePercentMoneyHacked(server, Player);
moneyGained = Math.floor(server.moneyAvailable * moneyGained);
if (moneyGained <= 0) {moneyGained = 0;} // Safety check
if (moneyGained <= 0) {moneyGained = 0;} // Safety check
server.moneyAvailable -= moneyGained;
Player.gainMoney(moneyGained);
server.moneyAvailable -= moneyGained;
Player.gainMoney(moneyGained);
Player.recordMoneySource(moneyGained, "hacking");
Player.gainHackingExp(expGainedOnSuccess)
Player.gainIntelligenceExp(expGainedOnSuccess / CONSTANTS.IntelligenceTerminalHackBaseExpGain);
server.fortify(CONSTANTS.ServerFortifyAmount);
postElement(<>Hack successful! Gained {Money(moneyGained)} and {numeralWrapper.formatExp(expGainedOnSuccess)} hacking exp</>);
} else { // Failure
// Player only gains 25% exp for failure? TODO Can change this later to balance
postElement(<>Hack successful! Gained {Money(moneyGained)} and {numeralWrapper.formatExp(expGainedOnSuccess)} hacking exp</>);
} else { // Failure
// Player only gains 25% exp for failure? TODO Can change this later to balance
Player.gainHackingExp(expGainedOnFailure)
post(`Failed to hack ${server.hostname}. Gained ${numeralWrapper.formatExp(expGainedOnFailure)} hacking exp`);
}
}
post(`Failed to hack ${server.hostname}. Gained ${numeralWrapper.formatExp(expGainedOnFailure)} hacking exp`);
}
}
// Rename the progress bar so that the next hacks dont trigger it. Re-enable terminal
$("#hack-progress-bar").attr('id', "old-hack-progress-bar");
@@ -559,55 +559,55 @@ let Terminal = {
$('input[class=terminal-input]').prop('disabled', false);
Terminal.hackFlag = false;
},
},
finishAnalyze: function(cancelled = false) {
if (cancelled == false) {
if (cancelled == false) {
let currServ = Player.getCurrentServer();
const isHacknet = currServ instanceof HacknetServer;
post(currServ.hostname + ": ");
post(currServ.hostname + ": ");
post("Organization name: " + currServ.organizationName);
var rootAccess = "";
if (currServ.hasAdminRights) {rootAccess = "YES";}
else {rootAccess = "NO";}
post("Root Access: " + rootAccess);
if (!isHacknet) { post("Required hacking skill: " + currServ.requiredHackingSkill); }
post("Server security level: " + numeralWrapper.formatServerSecurity(currServ.hackDifficulty));
post("Chance to hack: " + numeralWrapper.formatPercentage(calculateHackingChance(currServ, Player)));
post("Time to hack: " + convertTimeMsToTimeElapsedString(calculateHackingTime(currServ, Player)*1000));
postElement(<>Total money available on server: {Money(currServ.moneyAvailable)}</>);
if (!isHacknet) { post("Required number of open ports for NUKE: " + currServ.numOpenPortsRequired); }
if (!isHacknet) { post("Required hacking skill: " + currServ.requiredHackingSkill); }
post("Server security level: " + numeralWrapper.formatServerSecurity(currServ.hackDifficulty));
post("Chance to hack: " + numeralWrapper.formatPercentage(calculateHackingChance(currServ, Player)));
post("Time to hack: " + convertTimeMsToTimeElapsedString(calculateHackingTime(currServ, Player)*1000));
postElement(<>Total money available on server: {Money(currServ.moneyAvailable)}</>);
if (!isHacknet) { post("Required number of open ports for NUKE: " + currServ.numOpenPortsRequired); }
if (currServ.sshPortOpen) {
post("SSH port: Open")
} else {
post("SSH port: Closed")
}
post("SSH port: Open")
} else {
post("SSH port: Closed")
}
if (currServ.ftpPortOpen) {
post("FTP port: Open")
} else {
post("FTP port: Closed")
}
if (currServ.ftpPortOpen) {
post("FTP port: Open")
} else {
post("FTP port: Closed")
}
if (currServ.smtpPortOpen) {
post("SMTP port: Open")
} else {
post("SMTP port: Closed")
}
if (currServ.smtpPortOpen) {
post("SMTP port: Open")
} else {
post("SMTP port: Closed")
}
if (currServ.httpPortOpen) {
post("HTTP port: Open")
} else {
post("HTTP port: Closed")
}
if (currServ.httpPortOpen) {
post("HTTP port: Open")
} else {
post("HTTP port: Closed")
}
if (currServ.sqlPortOpen) {
post("SQL port: Open")
} else {
post("SQL port: Closed")
}
}
if (currServ.sqlPortOpen) {
post("SQL port: Open")
} else {
post("SQL port: Closed")
}
}
Terminal.analyzeFlag = false;
// Rename the progress bar so that the next hacks dont trigger it. Re-enable terminal
@@ -728,7 +728,7 @@ let Terminal = {
return args;
},
executeCommand : function(command) {
executeCommand : function(command) {
if (Terminal.hackFlag || Terminal.analyzeFlag) {
postError(`Cannot execute command (${command}) while an action is in progress`);
return;
@@ -743,8 +743,8 @@ let Terminal = {
}
// Only split the first space
var commandArray = Terminal.parseCommandArguments(command);
if (commandArray.length == 0) { return; }
var commandArray = Terminal.parseCommandArguments(command);
if (commandArray.length == 0) { return; }
/****************** Interactive Tutorial Terminal Commands ******************/
if (ITutorial.isRunning) {
@@ -820,7 +820,7 @@ let Terminal = {
Terminal.startHack();
iTutorialNextStep();
} else {post("Bad command. Please follow the tutorial");}
break;
break;
case iTutorialSteps.TerminalCreateScript:
if (commandArray.length == 2 &&
commandArray[0] == "nano" && commandArray[1] == "foodnstuff.script") {
@@ -865,7 +865,7 @@ let Terminal = {
/* Command parser */
var s = Player.getCurrentServer();
switch (commandArray[0].toLowerCase()) {
switch (commandArray[0].toLowerCase()) {
case "alias":
if (commandArray.length === 1) {
printAliases();
@@ -887,13 +887,13 @@ let Terminal = {
}
postError('Incorrect usage of alias command. Usage: alias [-g] [aliasname="value"]');
break;
case "analyze":
if (commandArray.length !== 1) {
post("Incorrect usage of analyze command. Usage: analyze");
case "analyze":
if (commandArray.length !== 1) {
post("Incorrect usage of analyze command. Usage: analyze");
return;
}
}
Terminal.startAnalyze();
break;
break;
case "buy":
if (SpecialServerIps.hasOwnProperty("Darkweb Server")) {
executeDarkwebTerminalCommand(commandArray);
@@ -908,10 +908,10 @@ let Terminal = {
return;
}
const filename = Terminal.getFilepath(commandArray[1]);
if (!filename.endsWith(".msg") && !filename.endsWith(".lit") && !filename.endsWith(".txt")) {
postError("Only .msg, .txt, and .lit files are viewable with cat (filename must end with .msg, .txt, or .lit)");
if (!filename.endsWith(".msg") && !filename.endsWith(".lit") && !filename.endsWith(".txt")) {
postError("Only .msg, .txt, and .lit files are viewable with cat (filename must end with .msg, .txt, or .lit)");
return;
}
}
if (filename.endsWith(".msg") || filename.endsWith(".lit")) {
for (let i = 0; i < s.messages.length; ++i) {
@@ -996,17 +996,17 @@ let Terminal = {
break;
}
case "clear":
case "cls":
if (commandArray.length !== 1) {
postError("Incorrect usage of clear/cls command. Usage: clear/cls");
case "clear":
case "cls":
if (commandArray.length !== 1) {
postError("Incorrect usage of clear/cls command. Usage: clear/cls");
return;
}
$("#terminal tr:not(:last)").remove();
postNetburnerText();
break;
case "connect": {
// Disconnect from current server in terminal and connect to new one
}
$("#terminal tr:not(:last)").remove();
postNetburnerText();
break;
case "connect": {
// Disconnect from current server in terminal and connect to new one
if (commandArray.length !== 2) {
postError("Incorrect usage of connect command. Usage: connect [ip/hostname]");
return;
@@ -1022,7 +1022,7 @@ let Terminal = {
}
postError("Host not found");
break;
break;
}
case "download": {
try {
@@ -1102,35 +1102,35 @@ let Terminal = {
post(result);
break;
}
case "free":
Terminal.executeFreeCommand(commandArray);
break;
case "hack": {
case "free":
Terminal.executeFreeCommand(commandArray);
break;
case "hack": {
if (commandArray.length !== 1) {
postError("Incorrect usage of hack command. Usage: hack");
postError("Incorrect usage of hack command. Usage: hack");
return;
}
// Hack the current PC (usually for money)
// You can't hack your home pc or servers you purchased
if (s.purchasedByPlayer) {
postError("Cannot hack your own machines! You are currently connected to your home PC or one of your purchased servers");
} else if (s.hasAdminRights == false ) {
postError("You do not have admin rights for this machine! Cannot hack");
} else if (s.requiredHackingSkill > Player.hacking_skill) {
postError("Your hacking skill is not high enough to attempt hacking this machine. Try analyzing the machine to determine the required hacking skill");
} else if (s instanceof HacknetServer) {
}
// Hack the current PC (usually for money)
// You can't hack your home pc or servers you purchased
if (s.purchasedByPlayer) {
postError("Cannot hack your own machines! You are currently connected to your home PC or one of your purchased servers");
} else if (s.hasAdminRights == false ) {
postError("You do not have admin rights for this machine! Cannot hack");
} else if (s.requiredHackingSkill > Player.hacking_skill) {
postError("Your hacking skill is not high enough to attempt hacking this machine. Try analyzing the machine to determine the required hacking skill");
} else if (s instanceof HacknetServer) {
postError("Cannot hack this type of Server")
} else {
Terminal.startHack();
}
break;
}
break;
}
case "help":
if (commandArray.length !== 1 && commandArray.length !== 2) {
postError("Incorrect usage of help command. Usage: help");
case "help":
if (commandArray.length !== 1 && commandArray.length !== 2) {
postError("Incorrect usage of help command. Usage: help");
return;
}
if (commandArray.length === 1) {
}
if (commandArray.length === 1) {
post(TerminalHelpText);
} else {
var cmd = commandArray[1];
@@ -1141,9 +1141,9 @@ let Terminal = {
}
post(txt);
}
break;
case "home":
if (commandArray.length !== 1) {
break;
case "home":
if (commandArray.length !== 1) {
postError("Incorrect usage of home command. Usage: home");
return;
}
@@ -1153,24 +1153,24 @@ let Terminal = {
post("Connected to home");
Terminal.currDir = "/";
Terminal.resetTerminalInput();
break;
case "hostname":
if (commandArray.length !== 1) {
postError("Incorrect usage of hostname command. Usage: hostname");
break;
case "hostname":
if (commandArray.length !== 1) {
postError("Incorrect usage of hostname command. Usage: hostname");
return;
}
post(Player.getCurrentServer().hostname);
break;
case "ifconfig":
if (commandArray.length !== 1) {
postError("Incorrect usage of ifconfig command. Usage: ifconfig");
}
post(Player.getCurrentServer().hostname);
break;
case "ifconfig":
if (commandArray.length !== 1) {
postError("Incorrect usage of ifconfig command. Usage: ifconfig");
return;
}
post(Player.getCurrentServer().ip);
break;
case "kill": {
}
post(Player.getCurrentServer().ip);
break;
case "kill": {
Terminal.executeKillCommand(commandArray);
break;
break;
}
case "killall": {
for (let i = s.runningScripts.length - 1; i >= 0; --i) {
@@ -1180,9 +1180,9 @@ let Terminal = {
post("Killing all running scripts");
break;
}
case "ls": {
case "ls": {
Terminal.executeListCommand(commandArray);
break;
break;
}
case "lscpu": {
post(Player.getCurrentServer().cpuCores + " Core(s)");
@@ -1269,25 +1269,25 @@ let Terminal = {
break;
}
case "nano":
case "nano":
Terminal.executeNanoCommand(commandArray);
break;
case "ps":
if (commandArray.length !== 1) {
postError("Incorrect usage of ps command. Usage: ps");
break;
case "ps":
if (commandArray.length !== 1) {
postError("Incorrect usage of ps command. Usage: ps");
return;
}
for (let i = 0; i < s.runningScripts.length; i++) {
}
for (let i = 0; i < s.runningScripts.length; i++) {
let rsObj = s.runningScripts[i];
let res = `(PID - ${rsObj.pid}) ${rsObj.filename}`;
for (let j = 0; j < rsObj.args.length; ++j) {
res += (" " + rsObj.args[j].toString());
}
post(res);
}
break;
case "rm": {
if (commandArray.length !== 2) {
post(res);
}
break;
case "rm": {
if (commandArray.length !== 2) {
postError("Incorrect number of arguments. Usage: rm [program/script]");
return;
}
@@ -1299,14 +1299,14 @@ let Terminal = {
if (!status.res) {
postError(status.msg);
}
break;
break;
}
case "run":
// Run a program or a script
if (commandArray.length < 2) {
postError("Incorrect number of arguments. Usage: run [program/script] [-t] [num threads] [arg1] [arg2]...");
} else {
var executableName = commandArray[1];
case "run":
// Run a program or a script
if (commandArray.length < 2) {
postError("Incorrect number of arguments. Usage: run [program/script] [-t] [num threads] [arg1] [arg2]...");
} else {
var executableName = commandArray[1];
// Secret Music player!
if (executableName === "musicplayer") {
@@ -1314,19 +1314,19 @@ let Terminal = {
return;
}
// Check if its a script or just a program/executable
// Check if its a script or just a program/executable
if (isScriptFilename(executableName)) {
Terminal.runScript(commandArray);
Terminal.runScript(commandArray);
} else if (executableName.endsWith(".cct")) {
Terminal.runContract(executableName);
} else {
} else {
Terminal.runProgram(commandArray);
}
}
break;
}
}
break;
case "scan":
Terminal.executeScanCommand(commandArray);
break;
break;
case "scan-analyze":
if (commandArray.length === 1) {
Terminal.executeScanAnalyzeCommand(1);
@@ -1362,7 +1362,7 @@ let Terminal = {
}
break;
/* eslint-disable no-case-declarations */
case "scp":
case "scp":
Terminal.executeScpCommand(commandArray);
break;
/* eslint-enable no-case-declarations */
@@ -1378,7 +1378,7 @@ let Terminal = {
post("You do NOT have root access to this machine");
}
break;
case "tail": {
case "tail": {
try {
if (commandArray.length < 2) {
postError("Incorrect number of arguments. Usage: tail [script] [arg1] [arg2]...");
@@ -1407,7 +1407,7 @@ let Terminal = {
Terminal.postThrownError(e);
}
break;
break;
}
case "theme": {
let args = commandArray.slice(1);
@@ -1455,11 +1455,11 @@ let Terminal = {
}
break;
}
case "top": {
if (commandArray.length !== 1) {
postError("Incorrect usage of top command. Usage: top");
case "top": {
if (commandArray.length !== 1) {
postError("Incorrect usage of top command. Usage: top");
return;
}
}
// Headers
const scriptWidth = 40;
@@ -1477,29 +1477,29 @@ let Terminal = {
const headers = `${scriptTxt}${spacesAfterScriptTxt}${pidTxt}${spacesAfterPidTxt}${threadsTxt}${spacesAfterThreadsTxt}${ramTxt}`;
post(headers);
post(headers);
let currRunningScripts = s.runningScripts;
// Iterate through scripts on current server
for (let i = 0; i < currRunningScripts.length; i++) {
let script = currRunningScripts[i];
let currRunningScripts = s.runningScripts;
// Iterate through scripts on current server
for (let i = 0; i < currRunningScripts.length; i++) {
let script = currRunningScripts[i];
// Calculate name padding
const numSpacesScript = Math.max(0, scriptWidth - script.filename.length);
// Calculate name padding
const numSpacesScript = Math.max(0, scriptWidth - script.filename.length);
const spacesScript = " ".repeat(numSpacesScript);
// Calculate PID padding
const numSpacesPid = Math.max(0, pidWidth - (script.pid + "").length);
const spacesPid = " ".repeat(numSpacesPid);
// Calculate thread padding
const numSpacesThread = Math.max(0, threadsWidth - (script.threads + "").length);
// Calculate thread padding
const numSpacesThread = Math.max(0, threadsWidth - (script.threads + "").length);
const spacesThread = " ".repeat(numSpacesThread);
// Calculate and transform RAM usage
const ramUsage = numeralWrapper.formatRAM(getRamUsageFromRunningScript(script) * script.threads);
// Calculate and transform RAM usage
const ramUsage = numeralWrapper.formatRAM(getRamUsageFromRunningScript(script) * script.threads);
const entry = [
const entry = [
script.filename,
spacesScript,
script.pid,
@@ -1508,9 +1508,9 @@ let Terminal = {
spacesThread,
ramUsage
].join("");
post(entry);
}
break;
post(entry);
}
break;
}
case "unalias": {
if (commandArray.length !== 2) {
@@ -1555,10 +1555,10 @@ let Terminal = {
})
break;
}
default:
postError(`Command ${commandArray[0]} not found`);
}
},
default:
postError(`Command ${commandArray[0]} not found`);
}
},
connectToServer: function(ip) {
var serv = getServer(ip);
@@ -1783,7 +1783,7 @@ let Terminal = {
const script = Terminal.getScript(filename);
if (script == null) {
let code = ""
if(filename.endsWith(".ns")) {
if(filename.endsWith(".ns") || filename.endsWith(".js")) {
code = `export async function main(ns) {
}`;
@@ -2003,24 +2003,24 @@ let Terminal = {
}
},
// First called when the "run [program]" command is called. Checks to see if you
// have the executable and, if you do, calls the executeProgram() function
runProgram: function(commandArray) {
// First called when the "run [program]" command is called. Checks to see if you
// have the executable and, if you do, calls the executeProgram() function
runProgram: function(commandArray) {
if (commandArray.length < 2) { return; }
// Check if you have the program on your computer. If you do, execute it, otherwise
// display an error message
// Check if you have the program on your computer. If you do, execute it, otherwise
// display an error message
const programName = commandArray[1];
if (Player.hasProgram(programName)) {
Terminal.executeProgram(commandArray);
return;
}
post("ERROR: No such executable on home computer (Only programs that exist on your home computer can be run)");
},
post("ERROR: No such executable on home computer (Only programs that exist on your home computer can be run)");
},
// Contains the implementations of all possible programs
executeProgram: function(commandArray) {
// Contains the implementations of all possible programs
executeProgram: function(commandArray) {
if (commandArray.length < 2) { return; }
var s = Player.getCurrentServer();
@@ -2173,7 +2173,7 @@ let Terminal = {
}
programHandlers[programName](s, splitArgs);
},
},
/**
* Given a filename, returns that file's full path. This takes into account
@@ -2271,13 +2271,13 @@ let Terminal = {
}
},
runScript: function(commandArray) {
runScript: function(commandArray) {
if (commandArray.length < 2) {
dialogBoxCreate(`Bug encountered with Terminal.runScript(). Command array has a length of less than 2: ${commandArray}`);
return;
}
const server = Player.getCurrentServer();
const server = Player.getCurrentServer();
let numThreads = 1;
const args = [];
@@ -2307,23 +2307,23 @@ let Terminal = {
return;
}
// Check if the script exists and if it does run it
for (var i = 0; i < server.scripts.length; i++) {
if (server.scripts[i].filename === scriptName) {
// Check for admin rights and that there is enough RAM availble to run
// Check if the script exists and if it does run it
for (var i = 0; i < server.scripts.length; i++) {
if (server.scripts[i].filename === scriptName) {
// Check for admin rights and that there is enough RAM availble to run
var script = server.scripts[i];
var ramUsage = script.ramUsage * numThreads;
var ramAvailable = server.maxRam - server.ramUsed;
var ramUsage = script.ramUsage * numThreads;
var ramAvailable = server.maxRam - server.ramUsed;
if (server.hasAdminRights == false) {
post("Need root access to run script");
return;
} else if (ramUsage > ramAvailable){
post("This machine does not have enough RAM to run this script with " +
if (server.hasAdminRights == false) {
post("Need root access to run script");
return;
} else if (ramUsage > ramAvailable){
post("This machine does not have enough RAM to run this script with " +
numThreads + " threads. Script requires " + ramUsage + "GB of RAM");
return;
} else {
// Able to run script
return;
} else {
// Able to run script
var runningScriptObj = new RunningScript(script, args);
runningScriptObj.threads = numThreads;
@@ -2333,12 +2333,12 @@ let Terminal = {
postError(`Failed to start script`);
}
return;
}
}
}
}
}
}
post("ERROR: No such script");
},
post("ERROR: No such script");
},
runContract: async function(contractName) {
// There's already an opened contract
@@ -2379,4 +2379,4 @@ let Terminal = {
},
};
export {postNetburnerText, Terminal};
export {postNetburnerText, Terminal};

View File

@@ -612,8 +612,7 @@ const Engine = {
}));
Engine.Display.factionsContent.appendChild(createElement("p", {
width:"70%",
innerText:"Lists factions you have been invited to, as well as " +
"factions you have previously rejected. You can accept " +
innerText:"Lists factions you have been invited to. You can accept " +
"these faction invitations at any time."
}));
var invitationsList = createElement("ul");
@@ -778,7 +777,7 @@ const Engine = {
createProgramNotifications: 10,
augmentationsNotifications: 10,
checkFactionInvitations: 100,
passiveFactionGrowth: 600,
passiveFactionGrowth: 5,
messages: 150,
mechanicProcess: 5, // Processes certain mechanics (Corporation, Bladeburner)
contractGeneration: 3000, // Generate Coding Contracts
@@ -912,9 +911,9 @@ const Engine = {
}
if (Engine.Counters.passiveFactionGrowth <= 0) {
var adjustedCycles = Math.floor((600 - Engine.Counters.passiveFactionGrowth));
var adjustedCycles = Math.floor((5 - Engine.Counters.passiveFactionGrowth));
processPassiveFactionRepGain(adjustedCycles);
Engine.Counters.passiveFactionGrowth = 600;
Engine.Counters.passiveFactionGrowth = 5;
}
if (Engine.Counters.messages <= 0) {

View File

@@ -179,7 +179,7 @@ if (htmlWebpackPlugin.options.googleAnalytics.trackingId) { %>
<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>
@@ -572,6 +572,7 @@ if (htmlWebpackPlugin.options.googleAnalytics.trackingId) { %>
<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>

View File

@@ -40,9 +40,9 @@ export function CharacterInfo(p: IPlayer): React.ReactElement {
function Hacknet(): React.ReactElement {
// Can't import HacknetHelpers for some reason.
if(!(p.bitNodeN === 9 || SourceFileFlags[9] > 0)) {
return <><span>{`Hacknet Nodes owned: ${p.hacknetNodes.length}</span>`}</span><br /></>
return <><span>{`Hacknet Nodes owned: ${p.hacknetNodes.length}`}</span><br /></>
} else {
return <><span>{`Hacknet Servers owned: ${p.hacknetNodes.length} / ${HacknetServerConstants.MaxServers}</span>`}</span><br /></>
return <><span>{`Hacknet Servers owned: ${p.hacknetNodes.length} / ${HacknetServerConstants.MaxServers}`}</span><br /></>
}
}
@@ -51,6 +51,7 @@ export function CharacterInfo(p: IPlayer): React.ReactElement {
if (src.bladeburner) { parts.push([`Bladeburner:`, Money(src.bladeburner)]) };
if (src.codingcontract) { parts.push([`Coding Contracts:`, Money(src.codingcontract)]) };
if (src.work) { parts.push([`Company Work:`, Money(src.work)]) };
if (src.class) { parts.push([`Class:`, Money(src.class)]) };
if (src.corporation) { parts.push([`Corporation:`, Money(src.corporation)]) };
if (src.crime) { parts.push([`Crimes:`, Money(src.crime)]) };
if (src.gang) { parts.push([`Gang:`, Money(src.gang)]) };
@@ -59,6 +60,7 @@ export function CharacterInfo(p: IPlayer): React.ReactElement {
if (src.hospitalization) { parts.push([`Hospitalization:`, Money(src.hospitalization)]) };
if (src.infiltration) { parts.push([`Infiltration:`, Money(src.infiltration)]) };
if (src.stock) { parts.push([`Stock Market:`, Money(src.stock)]) };
if (src.casino) { parts.push([`Casino:`, Money(src.casino)]) };
return StatsTable(parts, "");
}

View File

@@ -19,7 +19,7 @@ export class CharacterOverviewComponent extends Component {
<table>
<tbody>
<tr id="character-hp-wrapper">
<td className="character-hp-cell">Hp:</td><td id="character-hp-text" className="character-hp-cell character-stat-cell">{Player.hp + " / " + Player.max_hp}</td>
<td className="character-hp-cell">Hp:</td><td id="character-hp-text" className="character-hp-cell character-stat-cell">{numeralWrapper.formatHp(Player.hp) + " / " + numeralWrapper.formatHp(Player.max_hp)}</td>
</tr>
<tr id="character-money-wrapper">
<td className="character-money-cell">Money:&nbsp;</td><td id="character-money-text" className="character-money-cell character-stat-cell">{numeralWrapper.formatMoney(Player.money.toNumber())}</td>

View File

@@ -49,7 +49,7 @@ class NumeralFormatter {
}
formatHp(n: number): string {
return this.format(n, "0.0");
return this.format(n, "0");
}
formatMoney(n: number): string {

View File

@@ -11,6 +11,8 @@ export class MoneySourceTracker {
}
bladeburner: number = 0;
casino: number = 0;
class: number = 0;
codingcontract: number = 0;
corporation: number = 0;
crime: number = 0;

View File

@@ -56,6 +56,8 @@ export function yesNoBoxCreate(txt: string | JSX.Element) {
yesNoBoxOpen = true;
if (yesNoBoxTextElement) {
ReactDOM.unmountComponentAtNode(yesNoBoxTextElement);
yesNoBoxTextElement.innerHTML = '';
if(typeof txt === 'string') {
yesNoBoxTextElement.innerHTML = txt as string;
} else {
@@ -136,6 +138,7 @@ export function yesNoTxtInpBoxCreate(txt: string | JSX.Element) {
if (yesNoTextInputBoxTextElement) {
ReactDOM.unmountComponentAtNode(yesNoTextInputBoxTextElement);
yesNoTextInputBoxTextElement.innerHTML = '';
if(typeof txt === 'string') {
yesNoTextInputBoxTextElement.innerHTML = txt;