mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-16 14:28:36 +02:00
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14
.dockerignore
Normal file
14
.dockerignore
Normal file
@@ -0,0 +1,14 @@
|
||||
node_modules/
|
||||
|
||||
.git
|
||||
.gitattributes
|
||||
.gitignore
|
||||
.editorconfig
|
||||
|
||||
.dockerignore
|
||||
Dockerfile
|
||||
docker-compose.yml
|
||||
|
||||
*.md
|
||||
Quotes.txt
|
||||
netscript_tests/
|
||||
@@ -2,3 +2,7 @@ node_modules/
|
||||
doc/build/
|
||||
dist/
|
||||
tests/*.bundle.*
|
||||
src/ThirdParty/*
|
||||
src/ScriptEditor/CodeMirrorNetscriptMode.js
|
||||
src/ScriptEditor/CodeMirrorNetscriptLint.js
|
||||
src/JSInterpreter.js
|
||||
627
.eslintrc.js
627
.eslintrc.js
File diff suppressed because it is too large
Load Diff
35
Dockerfile
Normal file
35
Dockerfile
Normal file
@@ -0,0 +1,35 @@
|
||||
FROM node:15.14.0 AS base
|
||||
|
||||
WORKDIR /app
|
||||
|
||||
# Scripts used in the npm preinstall hook
|
||||
COPY scripts/engines-check.js scripts/semver.js scripts/
|
||||
|
||||
# Adding our dependencies and install before adding the rest of the files
|
||||
# This prevents reinstallation of npm packages for every subsequent code modification
|
||||
ENV npm_config_update_notifier=false
|
||||
COPY package.json package-lock.json ./
|
||||
RUN npm ci --loglevel=error --no-audit --no-fund && npm rebuild node-sass
|
||||
|
||||
# Adding all the remaining source files
|
||||
COPY . .
|
||||
|
||||
# We need more than the default 512MB otherwise webpack will throw 'heap out of memory' exceptions
|
||||
# https://nodejs.org/api/cli.html#cli_max_old_space_size_size_in_megabytes
|
||||
ENV NODE_OPTIONS=--max-old-space-size=1536
|
||||
|
||||
FROM base AS dev
|
||||
# This is the main development build using the file watcher if you mount volumes
|
||||
USER node
|
||||
EXPOSE 8000
|
||||
CMD npm run start:container
|
||||
|
||||
FROM base AS prod-dist
|
||||
# We'll simply build the production dist files here to later reuse in a simple webserver
|
||||
RUN npm run build
|
||||
|
||||
FROM nginx:1.20.0-alpine AS prod
|
||||
WORKDIR /usr/share/nginx/html
|
||||
COPY --from=prod-dist /app/dist ./dist
|
||||
COPY --from=prod-dist /app/index.html /app/favicon.ico /app/license.txt ./
|
||||
EXPOSE 80
|
||||
@@ -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
24
css/casino.scss
Normal file
@@ -0,0 +1,24 @@
|
||||
.casino-card {
|
||||
padding: 10px;
|
||||
border: solid 1px #808080;
|
||||
background-color: white;
|
||||
display: inline-block;
|
||||
border-radius: 10px;
|
||||
font-size: 14pt;
|
||||
text-align: center;
|
||||
margin: 3px;
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
.casino-card .value {
|
||||
font-size:15pt;
|
||||
font-family: sans-serif;
|
||||
}
|
||||
|
||||
.casino-card.red {
|
||||
color: red;
|
||||
}
|
||||
|
||||
.casino-card.black {
|
||||
color: black;
|
||||
}
|
||||
@@ -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 {
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -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
2
css/grid.min.css
vendored
File diff suppressed because one or more lines are too long
5
css/milestones.scss
Normal file
5
css/milestones.scss
Normal file
@@ -0,0 +1,5 @@
|
||||
#milestones-container {
|
||||
position: fixed;
|
||||
padding: 6px;
|
||||
width: 60%;
|
||||
}
|
||||
@@ -17,7 +17,7 @@
|
||||
}
|
||||
|
||||
&.level-2 {
|
||||
color: #48D1CC;
|
||||
color: #48d1cc;
|
||||
}
|
||||
|
||||
&.level-3 {
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
|
||||
.sleeve-panel {
|
||||
display: inline-block;
|
||||
margin: 0px;
|
||||
margin: 0;
|
||||
padding: 2px;
|
||||
|
||||
select {
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
4
dist/engine.bundle.js
vendored
4
dist/engine.bundle.js
vendored
File diff suppressed because one or more lines are too long
2
dist/engineStyle.bundle.js
vendored
2
dist/engineStyle.bundle.js
vendored
@@ -1,2 +1,2 @@
|
||||
!function(n){function t(t){for(var e,i,f=t[0],c=t[1],l=t[2],p=0,s=[];p<f.length;p++)i=f[p],u[i]&&s.push(u[i][0]),u[i]=0;for(e in c)Object.prototype.hasOwnProperty.call(c,e)&&(n[e]=c[e]);for(a&&a(t);s.length;)s.shift()();return r.push.apply(r,l||[]),o()}function o(){for(var n,t=0;t<r.length;t++){for(var o=r[t],e=!0,f=1;f<o.length;f++){var c=o[f];0!==u[c]&&(e=!1)}e&&(r.splice(t--,1),n=i(i.s=o[0]))}return n}var e={},u={1:0},r=[];function i(t){if(e[t])return e[t].exports;var o=e[t]={i:t,l:!1,exports:{}};return n[t].call(o.exports,o,o.exports,i),o.l=!0,o.exports}i.m=n,i.c=e,i.d=function(n,t,o){i.o(n,t)||Object.defineProperty(n,t,{enumerable:!0,get:o})},i.r=function(n){"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(n,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(n,"__esModule",{value:!0})},i.t=function(n,t){if(1&t&&(n=i(n)),8&t)return n;if(4&t&&"object"==typeof n&&n&&n.__esModule)return n;var o=Object.create(null);if(i.r(o),Object.defineProperty(o,"default",{enumerable:!0,value:n}),2&t&&"string"!=typeof n)for(var e in n)i.d(o,e,function(t){return n[t]}.bind(null,e));return o},i.n=function(n){var t=n&&n.__esModule?function(){return n.default}:function(){return n};return i.d(t,"a",t),t},i.o=function(n,t){return Object.prototype.hasOwnProperty.call(n,t)},i.p="";var f=window.webpackJsonp=window.webpackJsonp||[],c=f.push.bind(f);f.push=t,f=f.slice();for(var l=0;l<f.length;l++)t(f[l]);var a=c;r.push([398,0]),o()}({341:function(n,t,o){},343:function(n,t,o){},345:function(n,t,o){},347:function(n,t,o){},349:function(n,t,o){},351:function(n,t,o){},353:function(n,t,o){},355:function(n,t,o){},357:function(n,t,o){},359:function(n,t,o){},361:function(n,t,o){},363:function(n,t,o){},365:function(n,t,o){},367:function(n,t,o){},369:function(n,t,o){},371:function(n,t,o){},373:function(n,t,o){},375:function(n,t,o){},377:function(n,t,o){},379:function(n,t,o){},381:function(n,t,o){},383:function(n,t,o){},385:function(n,t,o){},387:function(n,t,o){},389:function(n,t,o){},391:function(n,t,o){},393:function(n,t,o){},395:function(n,t,o){},398:function(n,t,o){"use strict";o.r(t);o(397),o(395),o(393),o(391),o(389),o(387),o(385),o(383),o(381),o(379),o(377),o(375),o(373),o(371),o(369),o(367),o(365),o(363),o(361),o(359),o(357),o(355),o(353),o(351),o(349),o(347),o(345),o(343),o(341)}});
|
||||
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|
||||
//# sourceMappingURL=engineStyle.bundle.js.map
|
||||
271
dist/engineStyle.css
vendored
271
dist/engineStyle.css
vendored
@@ -250,13 +250,14 @@ a:visited {
|
||||
opacity: 0; } }
|
||||
|
||||
.status-text {
|
||||
display: inline-block;
|
||||
position: fixed;
|
||||
z-index: 2;
|
||||
-webkit-animation: status-text 3s 1; }
|
||||
|
||||
#status-text-container {
|
||||
background-color: transparent; }
|
||||
background-color: transparent;
|
||||
position: absolute;
|
||||
top: 0;
|
||||
left: 50%; }
|
||||
|
||||
#status-text {
|
||||
background-color: transparent;
|
||||
@@ -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
78
dist/vendor.bundle.js
vendored
File diff suppressed because one or more lines are too long
@@ -56,8 +56,3 @@ through destroying BitNodes is:
|
||||
|
||||
* Source-Files
|
||||
* Scripts on the home computer
|
||||
|
||||
BitNode Details
|
||||
^^^^^^^^^^^^^^^
|
||||
|
||||
TODO
|
||||
|
||||
@@ -47,7 +47,7 @@ List of all Source-Files
|
||||
+------------------------------------+-------------------------------------------------------------------------------------+
|
||||
| BitNode-9: Coming Soon | |
|
||||
+------------------------------------+-------------------------------------------------------------------------------------+
|
||||
| BitNode-10: Digital Carbon | * Each level of this grants a Duplicate Sleeve |
|
||||
| BitNode-10: Digital Carbon | * Each level of this grants a Duplicate Sleeve. |
|
||||
| | * Allows the player to access the :ref:`netscript_sleeveapi` in other BitNodes |
|
||||
+------------------------------------+-------------------------------------------------------------------------------------+
|
||||
| BitNode-11: The Big Crash | * Company favor increases both the player's salary and reputation gain at that |
|
||||
|
||||
@@ -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
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
@@ -35,7 +35,7 @@ List of Factions and their Requirements
|
||||
| Early Game | Faction Name | Requirements | Joining this Faction prevents |
|
||||
| Factions | | | you from joining: |
|
||||
+ +----------------+-----------------------------------------+-------------------------------+
|
||||
| | CyberSec | * Hack CSEC Manually | |
|
||||
| | CyberSec | * Install a backdoor on the CSEC server | |
|
||||
+ +----------------+-----------------------------------------+-------------------------------+
|
||||
| | Tian Di Hui | * $1m | |
|
||||
| | | * Hacking Level 50 | |
|
||||
@@ -74,13 +74,16 @@ List of Factions and their Requirements
|
||||
| | | | * New Tokyo |
|
||||
| | | | * Ishima |
|
||||
+---------------------+----------------+-----------------------------------------+-------------------------------+
|
||||
| Hacking | NiteSec | * Hack avmnite-02h manually | |
|
||||
| Groups | | * Home Computer RAM of at least 32GB | |
|
||||
| Hacking | NiteSec | * Install a backdoor on the avmnite-02h | |
|
||||
| Groups | | server | |
|
||||
| | | * Home Computer RAM of at least 32GB | |
|
||||
+ +----------------+-----------------------------------------+-------------------------------+
|
||||
| | The Black Hand | * Hack I.I.I.I manually | |
|
||||
| | The Black Hand | * Install a backdoor on the I.I.I.I | |
|
||||
| | | server | |
|
||||
| | | * Home Computer RAM of at least 64GB | |
|
||||
+ +----------------+-----------------------------------------+-------------------------------+
|
||||
| | Bitrunners | * Hack run4theh111z manually | |
|
||||
| | Bitrunners | * Install a backdoor on the run4theh111z| |
|
||||
| | | server | |
|
||||
| | | * Home Computer RAM of at least 128GB | |
|
||||
+---------------------+----------------+-----------------------------------------+-------------------------------+
|
||||
| Megacorporations | ECorp | * Have 200k reputation with | |
|
||||
@@ -112,7 +115,8 @@ List of Factions and their Requirements
|
||||
+ +----------------+-----------------------------------------+-------------------------------+
|
||||
| | Fulcrum Secret | * Have 250k reputation with | |
|
||||
| | Technologies | the Corporation | |
|
||||
| | | * Hack fulcrumassets manually | |
|
||||
| | | * Install a backdoor on the | |
|
||||
| | | fulcrumassets server | |
|
||||
+---------------------+----------------+-----------------------------------------+-------------------------------+
|
||||
| Criminal | Slum Snakes | * All Combat Stats of 30 | |
|
||||
| Organizations | | * -9 Karma | |
|
||||
|
||||
@@ -148,6 +148,14 @@ has root access, what ports are opened/closed, and also hacking-related informat
|
||||
such as an estimated chance to successfully hack, an estimate of how much money is
|
||||
available on the server, etc.
|
||||
|
||||
backdoor
|
||||
^^^^^^^^
|
||||
|
||||
Installs a backdoor on the current server. Root access is required to do this.
|
||||
|
||||
Servers will give different bonuses when you install a backdoor.
|
||||
This can pass faction tests or give bonsues such as discounts from companies.
|
||||
|
||||
buy
|
||||
^^^
|
||||
|
||||
|
||||
@@ -3,6 +3,323 @@
|
||||
Changelog
|
||||
=========
|
||||
|
||||
v0.51.9 - 2021-05-17 offline progress and exports! (hydroflame)
|
||||
---------------------------------------------------------------
|
||||
|
||||
**Alias**
|
||||
|
||||
* several commands can be included in 1 alias. Recursive alias now work to
|
||||
a depth of 10. (@Dawe)
|
||||
|
||||
**Offline**
|
||||
|
||||
* Offline money gain has been reworked (it is more generous)
|
||||
* If you're not working anywhere and go offline the game will work for you
|
||||
at all your factions evenly.
|
||||
|
||||
**Export**
|
||||
|
||||
* Exporting now gives +1 favor to all joined factions every 24h.
|
||||
|
||||
**Corp**
|
||||
|
||||
* Self-fund with an invalid name no longer takes away 150b anyway.
|
||||
* Can no longer export negative amount
|
||||
|
||||
**Bladeburner**
|
||||
|
||||
* No longer waste overflowing time.
|
||||
|
||||
**Text Editors**
|
||||
|
||||
* All settings will now be saved and loaded correctly.
|
||||
|
||||
**Terminal**
|
||||
|
||||
* 'scan' now works for servers that are more than 21 character long.
|
||||
|
||||
**Misc.**
|
||||
|
||||
* ls now correctly lists all files.
|
||||
* importing auto save+reloads (@Dawe)
|
||||
* Fix a bug where .fconf could not be created
|
||||
* Fix formatting inconsistencies for some logs of netscript functions.
|
||||
* Fix a bug where Cashroot starter kit would appear as [object Object] in
|
||||
confirmation dialog.
|
||||
* Fix some ram not displayed as 0.00GB
|
||||
* Fix error message throw undefined variable error
|
||||
* City hall now has some generic text if you can't create a corp yet.
|
||||
* Deleting a file without extension now returns an appropriate error message.
|
||||
* Fixed an issue where bladeburner would miscalculate the cost of hospitalization.
|
||||
* It is now possible to suppress bladeburner "action stopped" popup.
|
||||
* Updated several dependencies (big who cares, I know)
|
||||
* ls no longer prints lingering newline.
|
||||
* Money earned/spent by sleeves is now tracked under Character>Money
|
||||
|
||||
|
||||
v0.51.8 - 2021-05-07 It was there all along (hydroflame)
|
||||
--------------------------------------------------------
|
||||
|
||||
**Servers**
|
||||
|
||||
* Update n00dles metadata
|
||||
|
||||
**Netscript**
|
||||
|
||||
* 'hashGainRate' use the correct 'usedRam' and 'maxRam'
|
||||
* Fix 'setActionAutolevel' logging.
|
||||
* Fix 'setActionLevel' not working at all.
|
||||
* Add 'installBackdoor' singularity function.
|
||||
|
||||
**Hacknet**
|
||||
|
||||
* Fix Hacknet Servers total production always displaying 0
|
||||
|
||||
**Documentation**
|
||||
|
||||
* Updated guide to no longer recommend BN12.
|
||||
* Fix documentation for maxNumNodes (@ModdedGamers)
|
||||
* Fix typo in 'sourcefiles.rst'
|
||||
* Fix typo in 'recommendedbitnodeorder.rst'
|
||||
* Fix 'getServer' documentation missing 'server' argument.
|
||||
* Fix missing ram cost in 'getData.rst'
|
||||
* Fix basic formulas examples.
|
||||
* Fix typo in BN11 description.
|
||||
* Fix formatting issue in Bladeburner (@Pimgd)
|
||||
|
||||
**Misc.**
|
||||
|
||||
* Fix negative money being displayed in full.
|
||||
* Fix Hacking Missions not working.
|
||||
* Fix Corporation tree not rendering.
|
||||
* Fix script being needlessly recompiled. This should save real ram (not game ram)
|
||||
* w0r1d_d43m0n can be backdoored
|
||||
* Coding Contracts title is click-to-copy (@Rodeth)
|
||||
* Covenant memory upgrade works better.
|
||||
* Fix Neuroflux not being correctly calculated when entering BN with SF12.
|
||||
* Delete Active Script now delete all active scripts, not just home.
|
||||
* Now you can 'cd' in directories that only contain '.txt' files.
|
||||
* Fix 'analyze' always saying players had root access
|
||||
* Passive faction rep no longer builds for special factions.
|
||||
* Donation option no longer appears for special factions.
|
||||
* Rephrased some milestones.
|
||||
* donation textbox now accepts money in the format '1b' and the like (@Dawe)
|
||||
* Fix being able to join hated factions simultaneously. (@Dawe)
|
||||
* 'ls' now displays files in multiple column. (Helps players with many files)
|
||||
* Bladeburner multiplers now appear under Character>Stats and
|
||||
Character>Augmentation when they are relevant.
|
||||
* Fix missing functions syntax highlight in codemirror.
|
||||
* Fix infiltration number formatting.
|
||||
* script income transfers to parent on death. This helps keep track of
|
||||
income for scripts that spawn short lived scripts.
|
||||
|
||||
v0.51.7 - 2021-04-28 n00dles (hydroflame)
|
||||
-----------------------------------------
|
||||
|
||||
**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)
|
||||
----------------------------------------------
|
||||
|
||||
|
||||
@@ -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 = '0.51.2'
|
||||
release = '0.51.9'
|
||||
|
||||
# The language for content autogenerated by Sphinx. Refer to documentation
|
||||
# for a list of supported languages.
|
||||
|
||||
@@ -634,7 +634,7 @@ This tells me that I can reach :code:`CSEC` by going through :code:`iron-gym`::
|
||||
Make sure you notice the required hacking skill for the :code:`CSEC` server.
|
||||
This is a random value between 51 and 60. Although you receive the message
|
||||
from CSEC once you hit 50 hacking, you cannot actually pass their test
|
||||
until your hacking is high enough to hack their server.
|
||||
until your hacking is high enough to install a backdoor on their server.
|
||||
|
||||
After you are connected to the :code:`CSEC` server, you can hack it. Note that this
|
||||
server requires one open port in order to gain root access. We can open the SSH port
|
||||
@@ -642,10 +642,10 @@ using the :code:`BruteSSH.exe` program we created earlier. In |Terminal|::
|
||||
|
||||
$ run BruteSSH.exe
|
||||
$ run NUKE.exe
|
||||
$ hack
|
||||
$ backdoor
|
||||
|
||||
Keep hacking the server until you are successful. After you successfully hack it, you should
|
||||
receive a faction invitation from |CyberSec| shortly afterwards. Accept it. If you accidentally
|
||||
After you successfully install the backdoor, you should receive a faction
|
||||
invitation from |CyberSec| shortly afterwards. Accept it. If you accidentally
|
||||
reject the invitation, that's okay. Just go to the :code:`Factions` tab
|
||||
(|Keyboard shortcut| Alt + f) and you should see an option that lets you
|
||||
accept the invitation.
|
||||
|
||||
@@ -278,6 +278,7 @@ Description
|
||||
hashes, which can be spent on a variety of different upgrades.
|
||||
|
||||
In this BitNode:
|
||||
|
||||
* Your stats are significantly decreased
|
||||
* You cannnot purchase additional servers
|
||||
* Hacking is significantly less profitable
|
||||
@@ -292,7 +293,7 @@ Source-File
|
||||
* Level 3: Grants a highly-upgraded Hacknet Server when entering a new BitNode
|
||||
|
||||
(Note that the Level 3 effect of this Source-File only applies when entering a new BitNode, NOT
|
||||
when installing Augmentation
|
||||
when installing Augmentations.)
|
||||
|
||||
Difficulty
|
||||
Hard
|
||||
@@ -312,6 +313,7 @@ Description
|
||||
2. Duplicate Sleeves: Duplicate your consciousness into Synthoids, allowing you to perform different tasks synchronously
|
||||
|
||||
In this BitNode:
|
||||
|
||||
* Your stats are significantly decreased
|
||||
* All methods of gaining money are half as profitable (except Stock Market)
|
||||
* Purchased servers are more expensive, have less max RAM, and a lower maximum limit
|
||||
@@ -321,7 +323,7 @@ Source-File
|
||||
:Max Level: 3
|
||||
|
||||
This Source-File unlocks Sleeve technology in other BitNodes.
|
||||
Each level of this Source-File also grants you a Duplicate Sleeve
|
||||
Each level of this Source-File also grants you a Duplicate Sleeve.
|
||||
|
||||
Difficulty
|
||||
Hard
|
||||
@@ -371,9 +373,10 @@ Description
|
||||
Source-File
|
||||
:Max Level: Infinity
|
||||
|
||||
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)
|
||||
Each level of Source-File 12 will let you start with Neuroflux Governor
|
||||
equal to the level of this Source-File.
|
||||
|
||||
This BitNode is meant to be done passively or when waiting for new content.
|
||||
|
||||
Difficulty
|
||||
Initially very easy, but then it (obviously) becomes harder as you continue to do it.
|
||||
@@ -394,27 +397,22 @@ For fast progression
|
||||
1. Repeat **BitNode-1: Source Genesis** until you max out its Source-File. Its Source-File
|
||||
is extremely powerful, as it raises all multipliers by a significant amount.
|
||||
|
||||
2. Repeat **BitNode-12: The Recursion** several times. This BitNode will be extremely easy the
|
||||
first few times you tackle it, and its Source-File raises all multipliers. Furthermore,
|
||||
its effect stacks multiplicatively with itself and other Source-Files/Augmentations,
|
||||
which gets better as time goes on
|
||||
|
||||
3. Do **BitNode-5: Artificial Intelligence** once or twice. The intelligence stat it unlocks
|
||||
2. Do **BitNode-5: Artificial Intelligence** once or twice. The intelligence stat it unlocks
|
||||
will gradually build up as you continue to play the game, and will be helpful
|
||||
in the future. The Source-File also provides hacking multipliers, which are
|
||||
strong because hacking is typically one of the best ways of earning money.
|
||||
|
||||
4. (Optional) Consider doing **BitNode-4: The Singularity**. Its Source-File does not directly make you
|
||||
3. (Optional) Consider doing **BitNode-4: The Singularity**. Its Source-File does not directly make you
|
||||
more powerful in any way, but it does unlock :ref:`netscript_singularityfunctions` which
|
||||
let you automate significantly more aspects of the game.
|
||||
|
||||
5. Do **BitNode-3: Corporatocracy** once to unlock the Corporation mechanic. This mechanic
|
||||
4. Do **BitNode-3: Corporatocracy** once to unlock the Corporation mechanic. This mechanic
|
||||
has high profit potential.
|
||||
|
||||
6. Do **BitNode-6: Bladeburners** once to unlock the Bladeburners mechanic. The Bladeburner
|
||||
5. Do **BitNode-6: Bladeburners** once to unlock the Bladeburners mechanic. The Bladeburner
|
||||
mechanic is useful for some of the future BitNodes (such as 9 and 10).
|
||||
|
||||
7. Do **BitNode-9: Hacktocracy** to unlock the Hacknet Server mechanic. You can
|
||||
6. Do **BitNode-9: Hacktocracy** to unlock the Hacknet Server mechanic. You can
|
||||
consider repeating it as well, as its Level 2 and 3 effects are pretty helpful as well.
|
||||
|
||||
.. todo:: To be continued as more BitNodes get added
|
||||
|
||||
@@ -1,9 +1,10 @@
|
||||
getServer() Netscript Function
|
||||
==========================================
|
||||
|
||||
.. js:function:: getServer()
|
||||
.. js:function:: getServer([hostname])
|
||||
|
||||
:RAM cost: 4 GB
|
||||
:param string hostname: Hostname of the server, defaults to host server.
|
||||
|
||||
If you are not in BitNode-5, then you must have Source-File 5-1 in order to run this function.
|
||||
|
||||
@@ -27,7 +28,7 @@ getServer() Netscript Function
|
||||
sshPortOpen
|
||||
baseDifficulty
|
||||
hackDifficulty
|
||||
manuallyHacked
|
||||
backdoorInstalled
|
||||
minDifficulty
|
||||
moneyAvailable
|
||||
moneyMax
|
||||
|
||||
40
doc/source/netscript/basicfunctions/flags.rst
Normal file
40
doc/source/netscript/basicfunctions/flags.rst
Normal file
@@ -0,0 +1,40 @@
|
||||
flags() Netscript Function
|
||||
============================
|
||||
|
||||
.. js:function:: flags(data)
|
||||
|
||||
:RAM cost: 0 GB
|
||||
:param data array of pairs of strings: Flags definition.
|
||||
:returns: Object containing all the flags that were parsed or default.
|
||||
|
||||
The flag definition is an array of pairs of values, the first value is the
|
||||
name of the flag, the 2nd value is the default value for that flag.
|
||||
|
||||
The return object is a map containing flag names to the value. It also
|
||||
contains the special field '_' which contains all arguments that were not flags.
|
||||
|
||||
Example:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
/* example.script
|
||||
var data = flags([
|
||||
['delay', 0], // a default number means this flag is a number
|
||||
['server', 'foodnstuff'], // a default string means this flag is a string
|
||||
['exclude', []], // a default array means this flag is a default array of string
|
||||
['help', false], // a default boolean means this flag is a boolean
|
||||
]);
|
||||
tprint(data);
|
||||
*/
|
||||
[home ~/]> run example.script
|
||||
{"_":[],"delay":0,"server":"foodnstuff"}
|
||||
[home ~/]> run example.script --delay 3000
|
||||
{"_":[],"server":"foodnstuff","delay":3000}
|
||||
[home ~/]> run example.script --delay 3000 --server harakiri-sushi
|
||||
{"_":[],"delay":3000,"server":"harakiri-sushi"}
|
||||
[home ~/]> run example.script --delay 3000 --server harakiri-sushi hello world
|
||||
{"_":["hello","world"],"delay":3000,"server":"harakiri-sushi"}
|
||||
[home ~/]> run example.script --delay 3000 --server harakiri-sushi hello world --exclude a --exclude b
|
||||
{"_":["hello","world"],"delay":3000,"server":"harakiri-sushi","exclude":["a","b"]}
|
||||
[home ~/]> run example.script --help
|
||||
{"_":[],"delay":0,"server":"foodnstuff","exclude":[],"help":true}
|
||||
88
doc/source/netscript/basicfunctions/getRunningScript.rst
Normal file
88
doc/source/netscript/basicfunctions/getRunningScript.rst
Normal file
@@ -0,0 +1,88 @@
|
||||
getRunningScript() Netscript Function
|
||||
=====================================
|
||||
|
||||
.. js:function:: getRunningScript()
|
||||
|
||||
:RAM cost: 0.3 GB
|
||||
:returns: Script object or null if not found
|
||||
|
||||
The object has the following properties:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
{
|
||||
// Script arguments
|
||||
args
|
||||
|
||||
// Script filename
|
||||
filename
|
||||
|
||||
// This script's logs. An array of log entries
|
||||
logs
|
||||
|
||||
// Flag indicating whether the logs have been updated since
|
||||
// the last time the UI was updated
|
||||
logUpd
|
||||
|
||||
// Total amount of hacking experience earned from this script when offline
|
||||
offlineExpGained
|
||||
|
||||
// Total amount of money made by this script when offline
|
||||
offlineMoneyMade
|
||||
|
||||
// Number of seconds that the script has been running offline
|
||||
offlineRunningTime
|
||||
|
||||
// Total amount of hacking experience earned from this script when online
|
||||
onlineExpGained
|
||||
|
||||
// Total amount of money made by this script when online
|
||||
onlineMoneyMade
|
||||
|
||||
// Number of seconds that this script has been running online
|
||||
onlineRunningTime
|
||||
|
||||
// Process ID.
|
||||
pid
|
||||
|
||||
// How much RAM this script uses for ONE thread
|
||||
ramUsage
|
||||
|
||||
// IP of the server on which this script is running
|
||||
server
|
||||
|
||||
// Number of threads that this script is running with
|
||||
threads
|
||||
}
|
||||
|
||||
Examples:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
getRunningScript(); // get the current script.
|
||||
|
||||
.. js:function:: getRunningScript(pid)
|
||||
|
||||
:RAM cost: 0.3 GB
|
||||
:param number pid: PID of the script
|
||||
:returns: Script object or null if not found
|
||||
|
||||
Examples:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
getRunningScript(42); // get the script with pid 42.
|
||||
|
||||
.. js:function:: getRunningScript(fn, hostname[, args])
|
||||
|
||||
:RAM cost: 0.3 GB
|
||||
:param number fn: filename of the target script
|
||||
:param number hostname: hostname of the server running the script
|
||||
:param number args: arguments to the script.
|
||||
:returns: Script object or null if not found
|
||||
|
||||
Examples:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
getRunningScript("example.script", "home", "foodnstuff"); // get the script called "example.script" on "home" with argument "foodnstuff"
|
||||
15
doc/source/netscript/basicfunctions/getServerMaxRam.rst
Normal file
15
doc/source/netscript/basicfunctions/getServerMaxRam.rst
Normal file
@@ -0,0 +1,15 @@
|
||||
getServerMaxRam() Netscript Function
|
||||
====================================
|
||||
|
||||
.. js:function:: getServerMaxRam(hostname)
|
||||
|
||||
:RAM cost: 0.05 GB
|
||||
:param string hostname: Hostname of target server.
|
||||
:returns: Total ram available on that server. In GB.
|
||||
|
||||
Example:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
maxRam = getServerMaxRam("helios"); // returns: 16
|
||||
print("helios has "+maxRam + "GB");
|
||||
@@ -3,6 +3,8 @@ getServerRam() Netscript Function
|
||||
|
||||
.. js:function:: getServerRam(hostname)
|
||||
|
||||
.. warning:: This function is deprecated.
|
||||
|
||||
:RAM cost: 0.1 GB
|
||||
:param string hostname: Hostname of target server.
|
||||
:returns: An array of 2 number, first number is the total RAM, second the
|
||||
|
||||
15
doc/source/netscript/basicfunctions/getServerUsedRam.rst
Normal file
15
doc/source/netscript/basicfunctions/getServerUsedRam.rst
Normal file
@@ -0,0 +1,15 @@
|
||||
getServerUsedRam() Netscript Function
|
||||
=====================================
|
||||
|
||||
.. js:function:: getServerUsedRam(hostname)
|
||||
|
||||
:RAM cost: 0.05 GB
|
||||
:param string hostname: Hostname of target server.
|
||||
:returns: Used ram on that server. In GB.
|
||||
|
||||
Example:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
usedRam = getServerUsedRam("harakiri-sushi"); // returns: 5.6
|
||||
print("harakiri-sushi uses "+usedRam + "GB");
|
||||
@@ -1,11 +1,11 @@
|
||||
isRunning() Netscript Function
|
||||
==============================
|
||||
|
||||
.. js:function:: isRunning(filename, hostname, [args...])
|
||||
.. js:function:: isRunning(filename[, hostname=current hostname[, args...]])
|
||||
|
||||
:RAM cost: 0.1 GB
|
||||
:param string filename: Filename of script to check. case-sensitive.
|
||||
:param string hostname: Hostname of target server.
|
||||
:param string hostname: Hostname of target server. Defaults to current server
|
||||
:param args...: Arguments to specify/identify which scripts to search for
|
||||
:returns: ``true`` if that script with those args is running on that server.
|
||||
|
||||
@@ -38,3 +38,17 @@ isRunning() Netscript Function
|
||||
.. code-block:: javascript
|
||||
|
||||
isRunning("foo.script", "joesguns", 1, 5, "test");
|
||||
|
||||
|
||||
.. js:function:: isRunning(scriptPid)
|
||||
|
||||
:RAM cost: 0.1 GB
|
||||
:param number scriptPid: PID of the script to check.
|
||||
|
||||
Same as the above version but with pid.
|
||||
|
||||
Example:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
isRunning(39);
|
||||
|
||||
@@ -1,15 +1,16 @@
|
||||
print() Netscript Function
|
||||
===========================
|
||||
|
||||
.. js:function:: print(x)
|
||||
.. js:function:: print(args...)
|
||||
|
||||
:RAM cost: 0 GB
|
||||
:param x: Value to be printed.
|
||||
:param args: Values to be printed.
|
||||
|
||||
Prints a value or a variable to the script's logs.
|
||||
Prints any number of values to the script's logs.
|
||||
|
||||
Example:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
print("Hello world!"); // Prints "Hello world!" in the logs.
|
||||
print("Hello world!"); // Prints "Hello world!" in the logs.
|
||||
print({a:5}); // Prints '{"a":5}' in the logs.
|
||||
@@ -15,7 +15,8 @@ ps() Netscript Function
|
||||
{
|
||||
filename: Script name,
|
||||
threads: Number of threads script is running with,
|
||||
args: Script's arguments
|
||||
args: Script's arguments,
|
||||
pid: Script's pid
|
||||
}
|
||||
|
||||
Example:
|
||||
@@ -23,7 +24,8 @@ ps() Netscript Function
|
||||
.. code-block:: javascript
|
||||
|
||||
processes = ps("home");
|
||||
for (let i = 0; i < ps.length; ++i) {
|
||||
tprint(ps[i].filename + ' ' + ps[i].threads);
|
||||
tprint(ps[i].args);
|
||||
for (let i = 0; i < processes.length; ++i) {
|
||||
tprint(processes[i].filename + ' ' + processes[i].threads);
|
||||
tprint(processes[i].args);
|
||||
tprint(processes[i].pid);
|
||||
}
|
||||
|
||||
@@ -7,7 +7,7 @@ purchaseServer() Netscript Function
|
||||
:param string hostname: Hostname of the purchased server.
|
||||
:param number ram: Amount of RAM of the purchased server. Must be a power of
|
||||
2. Maximum value of :doc:`getPurchasedServerMaxRam<getPurchasedServerMaxRam>`
|
||||
:returns: The hostname of the newly purchased server.
|
||||
:returns: The hostname of the newly purchased server. Empty string on failure.
|
||||
|
||||
Purchased a server with the specified hostname and amount of RAM.
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
tail() Netscript Function
|
||||
==================================
|
||||
|
||||
.. js:function:: tail([fn[, hostname=current hostname[, [...args]]])
|
||||
.. js:function:: tail([fn[, hostname=current hostname[, ...args]])
|
||||
|
||||
:RAM cost: 0 GB
|
||||
:param string fn: Optional. Filename of script to get logs from.
|
||||
@@ -29,3 +29,33 @@ tail() Netscript Function
|
||||
|
||||
// Open logs from foo.script on the foodnstuff server that was run with the arguments [1, "test"]
|
||||
tail("foo.script", "foodnstuff", 1, "test");
|
||||
|
||||
.. js:function:: tail(scriptPid)
|
||||
|
||||
:RAM cost: 0 GB
|
||||
:param number scriptPid: PID of the script to tail.
|
||||
|
||||
Opens a script's logs by pid
|
||||
|
||||
Example:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
// Open logs from process with id 42
|
||||
tail(42);
|
||||
|
||||
// Open logs from process with id 42 on the foodnstuff server
|
||||
tail(42, "foodnstuff");
|
||||
|
||||
.. js:function:: tail()
|
||||
|
||||
:RAM cost: 0 GB
|
||||
|
||||
Opens the current script logs.
|
||||
|
||||
Example:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
// Open the current script logs.
|
||||
tail();
|
||||
|
||||
@@ -1,15 +1,16 @@
|
||||
tprint() Netscript Function
|
||||
===========================
|
||||
|
||||
.. js:function:: tprint(x)
|
||||
.. js:function:: tprint(args...)
|
||||
|
||||
:RAM cost: 0 GB
|
||||
:param x: Value to be printed
|
||||
:param args: Values to be printed
|
||||
|
||||
Prints a value or a variable to the Terminal.
|
||||
Prints any number of values to the Terminal.
|
||||
|
||||
Example:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
tprint("Hello world!"); // Prints "Hello world!" to the terminal.
|
||||
tprint("Hello world!"); // Prints "Hello world!" to the terminal.
|
||||
tprint({a:5}); // Prints '{"a":5}' to the terminal.
|
||||
@@ -3,6 +3,7 @@ getData() Netscript Function
|
||||
|
||||
.. js:function:: getData(filename[, hostname=current hostname])
|
||||
|
||||
:RAM cost: 5 GB
|
||||
:param string filename: Filename of the contract
|
||||
:param string hostname: Hostname of the server containing the contract.
|
||||
Optional. Defaults to current server if not provided
|
||||
|
||||
@@ -20,4 +20,4 @@ growPercent() Netscript Function
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
tprint(growPercent(getServer(), 50, getPlayer()))
|
||||
tprint(formulas.basic.growPercent(getServer(), 50, getPlayer()))
|
||||
@@ -21,4 +21,4 @@ growTime() Netscript Function
|
||||
|
||||
server = getServer();
|
||||
server.hackDifficulty = server.minDifficulty;
|
||||
tprint(growTime(server, getPlayer()));
|
||||
tprint(formulas.basic.growTime(server, getPlayer()));
|
||||
@@ -21,4 +21,4 @@ hackChance() Netscript Function
|
||||
|
||||
server = getServer();
|
||||
server.hackDifficulty = server.minDifficulty;
|
||||
tprint(hackChance(server, getPlayer()));
|
||||
tprint(formulas.basic.hackChance(server, getPlayer()));
|
||||
@@ -21,4 +21,4 @@ hackExp() Netscript Function
|
||||
|
||||
server = getServer();
|
||||
server.hackDifficulty = 99.9;
|
||||
tprint(hackExp(server, getPlayer()));
|
||||
tprint(formulas.basic.hackExp(server, getPlayer()));
|
||||
@@ -22,4 +22,4 @@ hackPercent() Netscript Function
|
||||
|
||||
server = getServer();
|
||||
server.hackDifficulty = server.minDifficulty;
|
||||
tprint(hackPercent(server, getPlayer()));
|
||||
tprint(formulas.basic.hackPercent(server, getPlayer()));
|
||||
@@ -21,4 +21,4 @@ hackTime() Netscript Function
|
||||
|
||||
server = getServer();
|
||||
server.hackDifficulty = server.minDifficulty;
|
||||
tprint(hackTime(server, getPlayer()));
|
||||
tprint(formulas.basic.hackTime(server, getPlayer()));
|
||||
@@ -21,4 +21,4 @@ weakenTime() Netscript Function
|
||||
|
||||
server = getServer();
|
||||
server.hackDifficulty = server.minDifficulty;
|
||||
tprint(weakenTime(server, getPlayer()));
|
||||
tprint(formulas.basic.weakenTime(server, getPlayer()));
|
||||
@@ -1,11 +1,12 @@
|
||||
hashGainRate() Netscript Function
|
||||
==========================================
|
||||
|
||||
.. js:function:: hashGainRate(level, ram, core[, mult])
|
||||
.. js:function:: hashGainRate(level, ramUsed, maxRam, core[, mult])
|
||||
|
||||
:RAM cost: 0 GB
|
||||
:param number level: level of the server.
|
||||
:param number ram: ram of the server.
|
||||
:param number ramUsed: ram used on the server.
|
||||
:param number maxRam: max ram of the server.
|
||||
:param number core: cores of the server.
|
||||
:returns: Money per second that a server with those stats would gain per second.
|
||||
|
||||
@@ -18,7 +19,7 @@ hashGainRate() Netscript Function
|
||||
.. code-block:: javascript
|
||||
|
||||
server = hacknet.getNodeStats(1);
|
||||
currentRate = formulas.hacknetNodes.hashGainRate(server.level, server.ram, server.cores);
|
||||
levelRate = formulas.hacknetNodes.hashGainRate(server.level+1, server.ram, server.cores);
|
||||
ramRate = formulas.hacknetNodes.hashGainRate(server.level, server.ram*2, server.cores);
|
||||
coresRate = formulas.hacknetNodes.hashGainRate(server.level, server.ram, server.cores+1);
|
||||
currentRate = formulas.hacknetNodes.hashGainRate(server.level, 0, server.ram, server.cores);
|
||||
levelRate = formulas.hacknetNodes.hashGainRate(server.level+1, 0, server.ram, server.cores);
|
||||
ramRate = formulas.hacknetNodes.hashGainRate(server.level, 0, server.ram*2, server.cores);
|
||||
coresRate = formulas.hacknetNodes.hashGainRate(server.level, 0, server.ram, server.cores+1);
|
||||
@@ -4,4 +4,4 @@ maxNumNodes() Netscript Function
|
||||
.. js:function:: maxNumNodes()
|
||||
|
||||
:RAM cost: 0 GB
|
||||
:returns: Maximum number of Hacknet Nodes you can own.
|
||||
:returns: Maximum number of Hacknet Nodes you can own, unless you have not unlocked HackNet servers. Then, it returns Infinity.
|
||||
|
||||
@@ -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");
|
||||
|
||||
@@ -54,7 +54,8 @@ This includes information such as function signatures, what they do, and their r
|
||||
getServerMinSecurityLevel() <basicfunctions/getServerMinSecurityLevel>
|
||||
getServerRequiredHackingLevel() <basicfunctions/getServerRequiredHackingLevel>
|
||||
getServerNumPortsRequired() <basicfunctions/getServerNumPortsRequired>
|
||||
getServerRam() <basicfunctions/getServerRam>
|
||||
getServerMaxRam() <basicfunctions/getServerMaxRam>
|
||||
getServerUsedRam() <basicfunctions/getServerUsedRam>
|
||||
serverExists() <basicfunctions/serverExists>
|
||||
fileExists() <basicfunctions/fileExists>
|
||||
isRunning() <basicfunctions/isRunning>
|
||||
@@ -75,6 +76,7 @@ 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 +90,9 @@ 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>
|
||||
|
||||
.. toctree::
|
||||
:caption: Deprecated:
|
||||
|
||||
getServerRam() <basicfunctions/getServerRam>
|
||||
@@ -86,7 +86,7 @@ The following is an example of one way a script can be used to automate the
|
||||
purchasing and upgrading of Hacknet Nodes.
|
||||
|
||||
This script attempts to purchase Hacknet Nodes until the player has a total of 8. Then
|
||||
it gradually upgrades those Node's to a minimum of level 140, 64 GB RAM, and 8 cores
|
||||
it gradually upgrades those Node's to a minimum of level 80, 16 GB RAM, and 8 cores
|
||||
|
||||
.. code:: javascript
|
||||
|
||||
@@ -129,3 +129,16 @@ it gradually upgrades those Node's to a minimum of level 140, 64 GB RAM, and 8 c
|
||||
};
|
||||
|
||||
print("All nodes upgraded to 16GB RAM");
|
||||
|
||||
for (var i = 0; i < cnt; i++) {
|
||||
while (hacknet.getNodeStats(i).cores < 8) {
|
||||
var cost = hacknet.getCoreUpgradeCost(i, 1);
|
||||
while (myMoney() < cost) {
|
||||
print("Need $" + cost + " . Have $" + myMoney());
|
||||
sleep(3000);
|
||||
}
|
||||
res = hacknet.upgradeCore(i, 1);
|
||||
};
|
||||
};
|
||||
|
||||
print("All nodes upgraded to 8 cores");
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -27,6 +27,7 @@ level 3, then you will be able to access all of the Singularity Functions.
|
||||
getCurrentServer() <singularityfunctions/getCurrentServer>
|
||||
connect() <singularityfunctions/connect>
|
||||
manualHack() <singularityfunctions/manualHack>
|
||||
installBackdoor() <singularityfunctions/installBackdoor>
|
||||
getPlayer() <singularityfunctions/getPlayer>
|
||||
hospitalize() <singularityfunctions/hospitalize>
|
||||
isBusy() <singularityfunctions/isBusy>
|
||||
|
||||
@@ -0,0 +1,22 @@
|
||||
installBackdoor() Netscript Function
|
||||
====================================
|
||||
|
||||
.. js:function:: installBackdoor()
|
||||
|
||||
:RAM cost: 2 GB
|
||||
|
||||
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 install a backdoor on the server you are currently connected to.
|
||||
|
||||
Examples:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
connect("foodnstuff");
|
||||
installBackdoor();
|
||||
|
||||
.. warning::
|
||||
For NS2 users:
|
||||
|
||||
This function is async.
|
||||
@@ -9,13 +9,12 @@ manualHack() Netscript Function
|
||||
If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to use this function.
|
||||
|
||||
This function will perform a manual hack on the server you are currently connected to.
|
||||
This is typically required to join factions.
|
||||
|
||||
Examples:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
connect("CSEC");
|
||||
connect("foodnstuff");
|
||||
manualHack();
|
||||
|
||||
.. warning::
|
||||
|
||||
@@ -1,9 +1,13 @@
|
||||
softReset() Netscript Function
|
||||
===================================
|
||||
|
||||
.. js:function:: softReset()
|
||||
.. js:function:: softReset([callbackScript])
|
||||
|
||||
:RAM cost: 5 GB
|
||||
:param string cbScript:
|
||||
Optional callback script. This is a script that will automatically be
|
||||
run after the soft reset. This script will be run with no arguments and
|
||||
1 thread. It must be located on your home computer.
|
||||
|
||||
If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function.
|
||||
|
||||
|
||||
15
docker-compose.yml
Normal file
15
docker-compose.yml
Normal file
@@ -0,0 +1,15 @@
|
||||
version: "3.4"
|
||||
services:
|
||||
web:
|
||||
image: bitburner:dev
|
||||
build:
|
||||
context: .
|
||||
dockerfile: Dockerfile
|
||||
target: dev
|
||||
ports:
|
||||
- "8000:8000"
|
||||
volumes:
|
||||
- ./src:/app/src
|
||||
- ./css:/app/css
|
||||
- ./utils:/app/utils
|
||||
- ./test:/app/test
|
||||
47
index.html
47
index.html
@@ -100,9 +100,12 @@
|
||||
<li id="help-menu-header-li">
|
||||
<button id="help-menu-header" class="mainmenu-accordion-header"> Help </button>
|
||||
</li>
|
||||
<li id="tutorial-tab" class="mainmenu-accordion-panel">
|
||||
<button id="tutorial-menu-link"> Tutorial </button>
|
||||
</li>
|
||||
<li id="milestones-tab" class="mainmenu-accordion-panel">
|
||||
<button id="milestones-menu-link"> Milestones </button>
|
||||
</li>
|
||||
<li id="tutorial-tab" class="mainmenu-accordion-panel">
|
||||
<button id="tutorial-menu-link"> Tutorial </button>
|
||||
</li>
|
||||
<li id="options-tab" class="mainmenu-accordion-panel">
|
||||
<button id="options-menu-link"> Options </button>
|
||||
</li>
|
||||
@@ -177,7 +180,7 @@
|
||||
<table id="terminal">
|
||||
<tr id="terminal-input">
|
||||
<td id="terminal-input-td" tabindex="2">$
|
||||
<input type="text" id="terminal-input-text-box" class="terminal-input" tabindex="1" onfocus="this.value = this.value;"/>
|
||||
<input type="text" id="terminal-input-text-box" class="terminal-input" tabindex="1" onfocus="this.value = this.value;" autocomplete="off"/>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@@ -226,6 +229,10 @@
|
||||
<!-- Augmentations -->
|
||||
<div id="augmentations-container" class="generic-menupage-container"></div>
|
||||
|
||||
<!-- Milestones content -->
|
||||
<div id="milestones-container" class="generic-menupage-container">
|
||||
</div>
|
||||
|
||||
<!-- Tutorial content -->
|
||||
<div id="tutorial-container" class="generic-menupage-container">
|
||||
<h1> Tutorial (AKA Links to Documentation) </h1>
|
||||
@@ -320,8 +327,8 @@
|
||||
Would you like to join? <br/> <br/>
|
||||
Warning: Joining this faction may prevent you from joining other factions during this run!
|
||||
</p>
|
||||
<button id="faction-invitation-box-yes" class="popup-box-button"> Yes </button>
|
||||
<button id="faction-invitation-box-no" class="popup-box-button"> No </button>
|
||||
<button id="faction-invitation-box-yes" class="popup-box-button"> Join! </button>
|
||||
<button id="faction-invitation-box-no" class="popup-box-button"> Decide later </button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
@@ -381,7 +388,7 @@
|
||||
|
||||
<!-- Status text -->
|
||||
<div id="status-text-container">
|
||||
<p id="status-text"> </p>
|
||||
<p id="status-text"></p>
|
||||
</div>
|
||||
|
||||
<!-- Game Options -->
|
||||
@@ -499,6 +506,16 @@
|
||||
<input class="optionCheckbox" type="checkbox" name="settingsSuppressHospitalizationPopup" id="settingsSuppressHospitalizationPopup">
|
||||
</fieldset>
|
||||
|
||||
<!-- Suppress Bladeburner popups -->
|
||||
<fieldset>
|
||||
<label for="settingsSuppressBladeburnerPopup" class="tooltip">Suppress Bladeburner Popup:
|
||||
<span class="tooltiptext">
|
||||
If this is set, then having your Bladeburner actions interrupted by being busy with something else will not display a popup message.
|
||||
</span>
|
||||
</label>
|
||||
<input class="optionCheckbox" type="checkbox" name="settingsSuppressBladeburnerPopup" id="settingsSuppressBladeburnerPopup">
|
||||
</fieldset>
|
||||
|
||||
<!-- Disable Terminal and Navigation Shortcuts -->
|
||||
<fieldset>
|
||||
<label for="settingsDisableHotkeys" class="tooltip">Disable Hotkeys:
|
||||
@@ -521,6 +538,16 @@
|
||||
<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:
|
||||
@@ -570,14 +597,14 @@
|
||||
Copy Save data to Clipboard
|
||||
</button>
|
||||
<button id="debug-delete-scripts-link" class="a-link-button tooltip">
|
||||
(DEBUG) Delete Active Scripts
|
||||
Delete all active scripts
|
||||
<span class="tooltiptextleft">
|
||||
Debug option used to forcefully kill all active running scripts, in case there is a bug or some unexpected issue with the game. After
|
||||
Forcefully kill all active running scripts, in case there is a bug or some unexpected issue with the game. After
|
||||
using this, save the game and then reload the page.
|
||||
</span>
|
||||
</button>
|
||||
<button id="debug-soft-reset" class="a-link-button tooltip">
|
||||
(DEBUG) Soft Reset
|
||||
Soft Reset
|
||||
<span class="tooltiptextleft">
|
||||
Perform a soft reset. Resets everything as if you had just purchased an Augmentation.
|
||||
</span>
|
||||
|
||||
13846
package-lock.json
generated
13846
package-lock.json
generated
File diff suppressed because it is too large
Load Diff
29
package.json
29
package.json
@@ -6,24 +6,26 @@
|
||||
"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",
|
||||
"acorn": "^6.2.0",
|
||||
"acorn": "^6.4.1",
|
||||
"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",
|
||||
"codemirror": "^5.43.0",
|
||||
"codemirror": "^5.58.2",
|
||||
"decimal.js": "7.2.3",
|
||||
"enhanced-resolve": "^4.0.0",
|
||||
"escodegen": "^1.11.0",
|
||||
"escope": "^3.6.0",
|
||||
"file-saver": "^1.3.8",
|
||||
"interpret": "^1.0.0",
|
||||
"jquery": "^3.3.1",
|
||||
"jquery": "^3.5.0",
|
||||
"jshint": "^2.10.2",
|
||||
"json-loader": "^0.5.4",
|
||||
"jsplumb": "^2.6.8",
|
||||
@@ -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",
|
||||
@@ -109,17 +113,18 @@
|
||||
},
|
||||
"scripts": {
|
||||
"start:dev": "webpack-dev-server --progress --env.devServer --mode development",
|
||||
"start:container": "webpack-dev-server --progress --env.devServer --mode development --env.runInContainer",
|
||||
"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",
|
||||
"test:container": "mochapack --webpack-config webpack.config-test.js --slow 2000 --timeout 10000 -r jsdom-global/register ./test/index.js",
|
||||
"watch": "webpack --watch --mode production",
|
||||
"watch:dev": "webpack --watch --mode development"
|
||||
},
|
||||
"version": "0.51.1"
|
||||
"version": "0.51.9"
|
||||
}
|
||||
|
||||
47
src/Alias.ts
47
src/Alias.ts
@@ -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]);
|
||||
@@ -51,14 +51,14 @@ function addAlias(name: string, value: string): void {
|
||||
if (name in GlobalAliases) {
|
||||
delete GlobalAliases[name];
|
||||
}
|
||||
Aliases[name] = value;
|
||||
Aliases[name] = value.trim();
|
||||
}
|
||||
|
||||
function addGlobalAlias(name: string, value: string): void {
|
||||
if (name in Aliases){
|
||||
delete Aliases[name];
|
||||
}
|
||||
GlobalAliases[name] = value;
|
||||
GlobalAliases[name] = value.trim();
|
||||
}
|
||||
|
||||
function getAlias(name: string): string | null {
|
||||
@@ -97,22 +97,29 @@ export function removeAlias(name: string): boolean {
|
||||
export function substituteAliases(origCommand: string): string {
|
||||
const commandArray = origCommand.split(" ");
|
||||
if (commandArray.length > 0){
|
||||
// For the unalias command, dont substite
|
||||
if (commandArray[0] === "unalias") { return commandArray.join(" "); }
|
||||
// For the alias and unalias commands, dont substite
|
||||
if (commandArray[0] === "unalias" || commandArray[0] === "alias") { return commandArray.join(" "); }
|
||||
|
||||
var alias = getAlias(commandArray[0]);
|
||||
if (alias != null) {
|
||||
commandArray[0] = alias;
|
||||
} else {
|
||||
var alias = getGlobalAlias(commandArray[0]);
|
||||
let somethingSubstituted = true;
|
||||
let depth = 0;
|
||||
|
||||
while(somethingSubstituted && depth < 10){
|
||||
depth++;
|
||||
somethingSubstituted = false
|
||||
const alias = getAlias(commandArray[0])?.split(" ");
|
||||
if (alias != null) {
|
||||
commandArray[0] = alias;
|
||||
somethingSubstituted = true
|
||||
commandArray.splice(0, 1, ...alias);
|
||||
//commandArray[0] = alias;
|
||||
}
|
||||
}
|
||||
for (var i = 0; i < commandArray.length; ++i) {
|
||||
var alias = getGlobalAlias(commandArray[i]);
|
||||
if (alias != null) {
|
||||
commandArray[i] = alias;
|
||||
for (let i = 0; i < commandArray.length; ++i) {
|
||||
const alias = getGlobalAlias(commandArray[i])?.split(" ");
|
||||
if (alias != null) {
|
||||
somethingSubstituted = true
|
||||
commandArray.splice(i, 1, ...alias);
|
||||
i += alias.length - 1;
|
||||
//commandArray[i] = alias;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,7 +9,7 @@ import { Factions } from "../Faction/Factions";
|
||||
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
|
||||
|
||||
interface IConstructorParams {
|
||||
info: string;
|
||||
info: string | JSX.Element;
|
||||
isSpecial?: boolean;
|
||||
moneyCost: number;
|
||||
name: string;
|
||||
@@ -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: string | JSX.Element;
|
||||
|
||||
// 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;
|
||||
|
||||
@@ -8,29 +8,15 @@ 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 { onExport } from "../ExportBonus";
|
||||
|
||||
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";
|
||||
@@ -75,7 +61,7 @@ function initAugmentations() {
|
||||
"This augmentation increases the player's dexterity by 10%.",
|
||||
dexterity_mult: 1.1,
|
||||
});
|
||||
Targeting1.addToFactions(["Slum Snakes", "The Dark Army", "The Syndicate", "Sector-12", "Volhaven", "Ishima",
|
||||
Targeting1.addToFactions(["Slum Snakes", "The Dark Army", "The Syndicate", "Sector-12", "Ishima",
|
||||
"OmniTek Incorporated", "KuaiGong International", "Blade Industries"]);
|
||||
if (augmentationExists(AugmentationNames.Targeting1)) {
|
||||
delete Augmentations[AugmentationNames.Targeting1];
|
||||
@@ -90,7 +76,7 @@ function initAugmentations() {
|
||||
prereqs:[AugmentationNames.Targeting1],
|
||||
dexterity_mult: 1.2,
|
||||
});
|
||||
Targeting2.addToFactions(["The Dark Army", "The Syndicate", "Sector-12", "Volhaven", "Ishima",
|
||||
Targeting2.addToFactions(["The Dark Army", "The Syndicate", "Sector-12",
|
||||
"OmniTek Incorporated", "KuaiGong International", "Blade Industries"]);
|
||||
if (augmentationExists(AugmentationNames.Targeting2)) {
|
||||
delete Augmentations[AugmentationNames.Targeting2];
|
||||
@@ -151,7 +137,7 @@ function initAugmentations() {
|
||||
strength_mult: 1.1,
|
||||
defense_mult: 1.1,
|
||||
});
|
||||
CombatRib1.addToFactions(["Slum Snakes", "The Dark Army", "The Syndicate", "Sector-12", "Volhaven", "Ishima",
|
||||
CombatRib1.addToFactions(["Slum Snakes", "The Dark Army", "The Syndicate", "Volhaven", "Ishima",
|
||||
"OmniTek Incorporated", "KuaiGong International", "Blade Industries"]);
|
||||
if (augmentationExists(AugmentationNames.CombatRib1)) {
|
||||
delete Augmentations[AugmentationNames.CombatRib1];
|
||||
@@ -167,7 +153,7 @@ function initAugmentations() {
|
||||
strength_mult: 1.14,
|
||||
defense_mult: 1.14,
|
||||
});
|
||||
CombatRib2.addToFactions(["The Dark Army", "The Syndicate", "Sector-12", "Volhaven", "Ishima",
|
||||
CombatRib2.addToFactions(["The Dark Army", "The Syndicate", "Volhaven",
|
||||
"OmniTek Incorporated", "KuaiGong International", "Blade Industries"]);
|
||||
if (augmentationExists(AugmentationNames.CombatRib2)) {
|
||||
delete Augmentations[AugmentationNames.CombatRib2];
|
||||
@@ -177,7 +163,7 @@ 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 +389,7 @@ 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,
|
||||
@@ -443,7 +429,7 @@ function initAugmentations() {
|
||||
"This augmentation increases the player's hacking speed by 3%.",
|
||||
hacking_speed_mult: 1.03,
|
||||
});
|
||||
SynapticEnhancement.addToFactions(["CyberSec"]);
|
||||
SynapticEnhancement.addToFactions(["CyberSec", "Aevum"]);
|
||||
if (augmentationExists(AugmentationNames.SynapticEnhancement)) {
|
||||
delete Augmentations[AugmentationNames.SynapticEnhancement];
|
||||
}
|
||||
@@ -771,7 +757,7 @@ function initAugmentations() {
|
||||
"when working for a company by 20%.",
|
||||
company_rep_mult: 1.2,
|
||||
});
|
||||
NuoptimalInjectorImplant.addToFactions(["Tian Di Hui", "Volhaven", "New Tokyo", "Chongqing", "Ishima",
|
||||
NuoptimalInjectorImplant.addToFactions(["Tian Di Hui", "Volhaven", "New Tokyo", "Chongqing",
|
||||
"Clarke Incorporated", "Four Sigma", "Bachman & Associates"]);
|
||||
if (augmentationExists(AugmentationNames.NuoptimalInjectorImplant)) {
|
||||
delete Augmentations[AugmentationNames.NuoptimalInjectorImplant];
|
||||
@@ -880,9 +866,7 @@ 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 +881,7 @@ 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 +898,7 @@ 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,
|
||||
});
|
||||
@@ -1083,7 +1065,7 @@ function initAugmentations() {
|
||||
agility_exp_mult: 1.1,
|
||||
charisma_exp_mult: 1.1,
|
||||
});
|
||||
Neurotrainer1.addToFactions(["CyberSec"]);
|
||||
Neurotrainer1.addToFactions(["CyberSec", "Aevum"]);
|
||||
if (augmentationExists(AugmentationNames.Neurotrainer1)) {
|
||||
delete Augmentations[AugmentationNames.Neurotrainer1];
|
||||
}
|
||||
@@ -1152,7 +1134,7 @@ 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 +1152,8 @@ 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 +1241,7 @@ 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 +1317,7 @@ 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 +1354,7 @@ 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 +1377,23 @@ 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 +1536,12 @@ 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 +1556,7 @@ 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 +1728,7 @@ 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 +1766,7 @@ 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 +1779,7 @@ 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 +1937,7 @@ 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 +1951,7 @@ 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,
|
||||
@@ -2084,12 +2078,17 @@ export function displayAugmentationsContent(contentEl) {
|
||||
if (!routing.isOn(Page.Augmentations)) { return; }
|
||||
if (!(contentEl instanceof HTMLElement)) { return; }
|
||||
|
||||
function backup() {
|
||||
saveObject.exportGame();
|
||||
onExport(Player);
|
||||
}
|
||||
|
||||
ReactDOM.render(
|
||||
<AugmentationsRoot
|
||||
exportGameFn={saveObject.exportGame.bind(saveObject)}
|
||||
exportGameFn={backup}
|
||||
installAugmentationsFn={installAugmentations}
|
||||
/>,
|
||||
contentEl
|
||||
contentEl,
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
import { Augmentation } from "./Augmentation";
|
||||
import { IMap } from "../types";
|
||||
|
||||
export let Augmentations: IMap<Augmentation> = {};
|
||||
export const Augmentations: IMap<Augmentation> = {};
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
export class PlayerOwnedAugmentation {
|
||||
level: number = 1;
|
||||
name: string = "";
|
||||
level = 1;
|
||||
name = "";
|
||||
|
||||
constructor(name: string = "") {
|
||||
constructor(name = "") {
|
||||
this.name = name;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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",
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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'> => </td>,
|
||||
<td key='3'>{numeralWrapper.formatPercentage(r)}</td>
|
||||
<td key="2"> {"=>"} </td>,
|
||||
<td key="3">{numeralWrapper.formatPercentage(r)}</td>,
|
||||
];
|
||||
}
|
||||
return elems;
|
||||
@@ -36,14 +36,26 @@ export function PlayerMultipliers(): React.ReactElement {
|
||||
return <table>
|
||||
<tbody>
|
||||
{rows.map((r: any) => <tr key={r[0]}>
|
||||
<td key='0'><span>{r[0]} multiplier: </span></td>
|
||||
<td key='1' style={{textAlign: 'right'}}>{numeralWrapper.formatPercentage(r[1])}</td>
|
||||
<td key="0"><span>{r[0]} multiplier: </span></td>
|
||||
<td key="1" style={{textAlign: 'right'}}>{numeralWrapper.formatPercentage(r[1])}</td>
|
||||
{improvements(r[2])}
|
||||
</tr>)}
|
||||
</tbody>
|
||||
</table>
|
||||
}
|
||||
|
||||
function BladeburnerMults(): React.ReactElement {
|
||||
if(!Player.canAccessBladeburner()) return (<></>);
|
||||
return (<>
|
||||
{MultiplierTable([
|
||||
['Bladeburner Success Chance', Player.bladeburner_max_stamina_mult, Player.bladeburner_max_stamina_mult*mults.bladeburner_max_stamina_mult],
|
||||
['Bladeburner Max Stamina', Player.bladeburner_max_stamina_mult, Player.bladeburner_max_stamina_mult*mults.bladeburner_max_stamina_mult],
|
||||
['Bladeburner Stamina Gain', Player.bladeburner_max_stamina_mult, Player.bladeburner_max_stamina_mult*mults.bladeburner_max_stamina_mult],
|
||||
['Bladeburner Field Analysis', Player.bladeburner_max_stamina_mult, Player.bladeburner_max_stamina_mult*mults.bladeburner_max_stamina_mult],
|
||||
])}<br />
|
||||
</>);
|
||||
}
|
||||
|
||||
return (
|
||||
<>
|
||||
<p><strong><u>Multipliers:</u></strong></p><br />
|
||||
@@ -51,38 +63,38 @@ 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([
|
||||
@@ -90,19 +102,21 @@ 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([
|
||||
['Crime success ', Player.crime_success_mult, Player.crime_success_mult*mults.crime_success_mult],
|
||||
['Crime money ', Player.crime_money_mult, Player.crime_money_mult*mults.crime_money_mult],
|
||||
])}<br />
|
||||
|
||||
<BladeburnerMults />
|
||||
</>
|
||||
)
|
||||
}
|
||||
|
||||
@@ -22,7 +22,7 @@ export function PurchasedAugmentations(): React.ReactElement {
|
||||
augs.push(
|
||||
<li key={`${ownedAug.name}${ownedAug.level}`}>
|
||||
<AugmentationAccordion aug={aug} level={level} />
|
||||
</li>
|
||||
</li>,
|
||||
)
|
||||
}
|
||||
|
||||
|
||||
@@ -10,6 +10,8 @@ import { PurchasedAugmentations } from "./PurchasedAugmentations";
|
||||
|
||||
import { Player } from "../../Player";
|
||||
import { StdButton } from "../../ui/React/StdButton";
|
||||
import { LastExportBonus, canGetBonus } from "../../ExportBonus";
|
||||
import { convertTimeMsToTimeElapsedString } from "../../../utils/StringHelperFunctions";
|
||||
|
||||
type IProps = {
|
||||
exportGameFn: () => void;
|
||||
@@ -17,15 +19,31 @@ type IProps = {
|
||||
}
|
||||
|
||||
type IState = {
|
||||
|
||||
rerender: boolean;
|
||||
}
|
||||
|
||||
export class AugmentationsRoot extends React.Component<IProps, IState> {
|
||||
constructor(props: IProps) {
|
||||
super(props);
|
||||
this.state = {
|
||||
rerender: false,
|
||||
};
|
||||
this.export = this.export.bind(this);
|
||||
}
|
||||
|
||||
render() {
|
||||
export() {
|
||||
this.props.exportGameFn();
|
||||
this.setState({
|
||||
rerender: !this.state.rerender,
|
||||
});
|
||||
}
|
||||
|
||||
render(): React.ReactNode {
|
||||
function exportBonusStr(): string {
|
||||
if(canGetBonus()) return "(+1 favor to all factions)";
|
||||
return "";
|
||||
}
|
||||
|
||||
return (
|
||||
<div id="augmentations-content">
|
||||
<h1>Purchased Augmentations</h1>
|
||||
@@ -60,8 +78,8 @@ export class AugmentationsRoot extends React.Component<IProps, IState> {
|
||||
|
||||
<StdButton
|
||||
addClasses="flashing-button"
|
||||
onClick={this.props.exportGameFn}
|
||||
text="Backup Save (Export)"
|
||||
onClick={this.export}
|
||||
text={`Backup Save ${exportBonusStr()}`}
|
||||
tooltip="It's always a good idea to backup/export your save!"
|
||||
/>
|
||||
<PurchasedAugmentations />
|
||||
|
||||
@@ -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 <></>
|
||||
|
||||
@@ -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;
|
||||
@@ -221,7 +221,7 @@ BitNodes["BitNode11"] = new BitNode(11, "The Big Crash", "Okay. Sell it all.",
|
||||
"The growth rate of servers is significantly reduced<br>" +
|
||||
"Weakening a server is twice as effective<br>" +
|
||||
"Company wages are decreased by 50%<br>" +
|
||||
"Corporation valuations are 99% lower and are therefore significantly less profitable<br>" +
|
||||
"Corporation valuations are 90% lower and are therefore significantly less profitable<br>" +
|
||||
"Hacknet Node production is significantly decreased<br>" +
|
||||
"Crime and Infiltration are more lucrative<br>" +
|
||||
"Augmentations are twice as expensive<br><br>" +
|
||||
@@ -234,10 +234,9 @@ 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)");
|
||||
"of Source-File 12 lets you start any BitNodes with NeuroFlux Governor equal to the level of this source file.");
|
||||
// Books: Frontera, Shiner
|
||||
BitNodes["BitNode13"] = new BitNode(13, "fOS", "COMING SOON"); //Unlocks the new game mode and the rest of the BitNodes
|
||||
BitNodes["BitNode14"] = new BitNode(14, "", "COMING SOON");
|
||||
@@ -252,11 +251,11 @@ 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 +432,15 @@ 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 +498,7 @@ export function initBitNodeMultipliers(p: IPlayer) {
|
||||
BitNodeMultipliers.BladeburnerRank = dec;
|
||||
BitNodeMultipliers.BladeburnerSkillCost = inc;
|
||||
break;
|
||||
}
|
||||
default:
|
||||
console.warn("Player.bitNodeN invalid");
|
||||
break;
|
||||
|
||||
@@ -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 +16,20 @@ 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 { Settings } from "./Settings/Settings";
|
||||
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 +47,6 @@ 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";
|
||||
@@ -158,6 +159,7 @@ function Bladeburner(params={}) {
|
||||
// These times are in seconds
|
||||
this.actionTimeToComplete = 0; // 0 or -1 is an infinite running action (like training)
|
||||
this.actionTimeCurrent = 0;
|
||||
this.actionTimeOverflow = 0;
|
||||
|
||||
// ActionIdentifier Object
|
||||
var idleActionType = ActionTypes["Idle"];
|
||||
@@ -236,7 +238,7 @@ 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 +250,7 @@ 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 +262,7 @@ 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 +277,7 @@ 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 +290,7 @@ 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 +301,19 @@ 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 +325,7 @@ 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 +337,7 @@ 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,
|
||||
});
|
||||
}
|
||||
|
||||
@@ -358,7 +360,9 @@ Bladeburner.prototype.process = function() {
|
||||
msg += `<br><br>Your automation was disabled as well. You will have to re-enable it through the Bladeburner console`
|
||||
this.automateEnabled = false;
|
||||
}
|
||||
dialogBoxCreate(msg);
|
||||
if (!Settings.SuppressBladeburnerPopup) {
|
||||
dialogBoxCreate(msg);
|
||||
}
|
||||
}
|
||||
this.resetAction();
|
||||
}
|
||||
@@ -381,22 +385,16 @@ Bladeburner.prototype.process = function() {
|
||||
this.stamina = Math.min(this.maxStamina, this.stamina);
|
||||
|
||||
// Count increase for contracts/operations
|
||||
for (var contractName in this.contracts) {
|
||||
if (this.contracts.hasOwnProperty(contractName)) {
|
||||
var contract = this.contracts[contractName];
|
||||
contract.count += (seconds * contract.countGrowth/BladeburnerConstants.ActionCountGrowthPeriod);
|
||||
}
|
||||
for (let contract of Object.values(this.contracts)) {
|
||||
contract.count += (seconds * contract.countGrowth/BladeburnerConstants.ActionCountGrowthPeriod);
|
||||
}
|
||||
for (var operationName in this.operations) {
|
||||
if (this.operations.hasOwnProperty(operationName)) {
|
||||
var op = this.operations[operationName];
|
||||
op.count += (seconds * op.countGrowth/BladeburnerConstants.ActionCountGrowthPeriod);
|
||||
}
|
||||
for (let op of Object.values(this.operations)) {
|
||||
op.count += (seconds * op.countGrowth/BladeburnerConstants.ActionCountGrowthPeriod);
|
||||
}
|
||||
|
||||
// Chaos goes down very slowly
|
||||
for (var i = 0; i < BladeburnerConstants.CityNames.length; ++i) {
|
||||
var city = this.cities[BladeburnerConstants.CityNames[i]];
|
||||
for (let cityName of BladeburnerConstants.CityNames) {
|
||||
var city = this.cities[cityName];
|
||||
if (!(city instanceof City)) {throw new Error("Invalid City object when processing passive chaos reduction in Bladeburner.process");}
|
||||
city.chaos -= (0.0001 * seconds);
|
||||
city.chaos = Math.max(0, city.chaos);
|
||||
@@ -406,7 +404,8 @@ Bladeburner.prototype.process = function() {
|
||||
this.randomEventCounter -= seconds;
|
||||
if (this.randomEventCounter <= 0) {
|
||||
this.randomEvent();
|
||||
this.randomEventCounter = getRandomInt(240, 600);
|
||||
// Add instead of setting because we might have gone over the required time for the event
|
||||
this.randomEventCounter += getRandomInt(240, 600);
|
||||
}
|
||||
|
||||
this.processAction(seconds);
|
||||
@@ -664,8 +663,12 @@ Bladeburner.prototype.processAction = function(seconds) {
|
||||
throw new Error("Bladeburner.action is not an ActionIdentifier Object");
|
||||
}
|
||||
|
||||
this.actionTimeCurrent += seconds;
|
||||
// If the previous action went past its completion time, add to the next action
|
||||
// This is not added inmediatly in case the automation changes the action
|
||||
this.actionTimeCurrent += seconds + this.actionTimeOverflow;
|
||||
this.actionTimeOverflow = 0;
|
||||
if (this.actionTimeCurrent >= this.actionTimeToComplete) {
|
||||
this.actionTimeOverflow = this.actionTimeCurrent - this.actionTimeToComplete;
|
||||
return this.completeAction();
|
||||
}
|
||||
}
|
||||
@@ -736,7 +739,7 @@ Bladeburner.prototype.completeAction = function() {
|
||||
}
|
||||
}
|
||||
var logLossText = "";
|
||||
if (loss > 0) {logLossText += "Lost " + formatNumber(loss, 3) + " rank.";}
|
||||
if (loss > 0) {logLossText += "Lost " + formatNumber(loss, 3) + " rank. ";}
|
||||
if (damage > 0) {logLossText += "Took " + formatNumber(damage, 0) + " damage.";}
|
||||
if (isOperation && this.logging.ops) {
|
||||
this.log(action.name + " failed! " + logLossText);
|
||||
@@ -1069,7 +1072,11 @@ 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 +1274,7 @@ 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 +1282,7 @@ 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 +1366,7 @@ 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 +1384,7 @@ 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 +1398,14 @@ 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 +1441,7 @@ 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 +1463,12 @@ Bladeburner.prototype.createOverviewContent = function() {
|
||||
removeElementById(popupId);
|
||||
inst.updateOverviewContent();
|
||||
return false;
|
||||
}
|
||||
},
|
||||
}));
|
||||
})(this, i);
|
||||
}
|
||||
createPopup(popupId, popupArguments);
|
||||
}
|
||||
},
|
||||
}));
|
||||
|
||||
// Faction button
|
||||
@@ -1489,7 +1496,7 @@ Bladeburner.prototype.createOverviewContent = function() {
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
},
|
||||
}));
|
||||
}
|
||||
|
||||
@@ -1522,14 +1529,14 @@ 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 +1581,7 @@ 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 +1603,7 @@ 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 +1632,7 @@ 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 +1670,7 @@ 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 +1753,7 @@ 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 +1761,7 @@ 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]);
|
||||
}
|
||||
@@ -1885,20 +1892,21 @@ Bladeburner.prototype.updateActionAndSkillsContent = function() {
|
||||
Bladeburner.prototype.updateGeneralActionsUIElement = function(el, action) {
|
||||
removeChildrenFromElement(el);
|
||||
var isActive = el.classList.contains(ActiveActionCssClass);
|
||||
var computedActionTimeCurrent = Math.min(this.actionTimeCurrent+this.actionTimeOverflow,this.actionTimeToComplete);
|
||||
|
||||
el.appendChild(createElement("h2", { // Header
|
||||
innerText:isActive ? action.name + " (IN PROGRESS - " +
|
||||
formatNumber(this.actionTimeCurrent, 0) + " / " +
|
||||
formatNumber(computedActionTimeCurrent, 0) + " / " +
|
||||
formatNumber(this.actionTimeToComplete, 0) + ")"
|
||||
: action.name,
|
||||
display:"inline-block",
|
||||
}));
|
||||
|
||||
if (isActive) { // Progress bar if its active
|
||||
var progress = this.actionTimeCurrent / this.actionTimeToComplete;
|
||||
var progress = computedActionTimeCurrent / this.actionTimeToComplete;
|
||||
el.appendChild(createElement("p", {
|
||||
display:"block",
|
||||
innerText:createProgressBarText({progress:progress})
|
||||
innerText:createProgressBarText({progress:progress}),
|
||||
}));
|
||||
} else {
|
||||
// Start button
|
||||
@@ -1911,13 +1919,13 @@ 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",
|
||||
}));
|
||||
|
||||
|
||||
@@ -1927,20 +1935,21 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
|
||||
removeChildrenFromElement(el);
|
||||
var isActive = el.classList.contains(ActiveActionCssClass);
|
||||
var estimatedSuccessChance = action.getSuccessChance(this, {est:true});
|
||||
var computedActionTimeCurrent = Math.min(this.actionTimeCurrent+this.actionTimeOverflow,this.actionTimeToComplete);
|
||||
|
||||
el.appendChild(createElement("h2", { // Header
|
||||
innerText:isActive ? action.name + " (IN PROGRESS - " +
|
||||
formatNumber(this.actionTimeCurrent, 0) + " / " +
|
||||
formatNumber(computedActionTimeCurrent, 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;
|
||||
var progress = computedActionTimeCurrent / 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 +1961,7 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
|
||||
this.startAction(this.action);
|
||||
this.updateActionAndSkillsContent();
|
||||
return false;
|
||||
}
|
||||
},
|
||||
}));
|
||||
}
|
||||
|
||||
@@ -1963,7 +1972,7 @@ 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:"↑",
|
||||
@@ -1975,7 +1984,7 @@ 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:"↓",
|
||||
@@ -1987,7 +1996,7 @@ 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 +2016,7 @@ 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", {
|
||||
@@ -2026,19 +2035,21 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
|
||||
removeChildrenFromElement(el);
|
||||
var isActive = el.classList.contains(ActiveActionCssClass);
|
||||
var estimatedSuccessChance = action.getSuccessChance(this, {est:true});
|
||||
var computedActionTimeCurrent = Math.min(this.actionTimeCurrent+this.actionTimeOverflow,this.actionTimeToComplete);
|
||||
|
||||
el.appendChild(createElement("h2", { // Header
|
||||
innerText:isActive ? action.name + " (IN PROGRESS - " +
|
||||
formatNumber(this.actionTimeCurrent, 0) + " / " +
|
||||
formatNumber(computedActionTimeCurrent, 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;
|
||||
var progress = computedActionTimeCurrent / 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 +2061,7 @@ 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 +2072,7 @@ 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 +2082,26 @@ 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]);
|
||||
}
|
||||
input.focus();
|
||||
},
|
||||
}));
|
||||
}
|
||||
|
||||
@@ -2100,7 +2112,7 @@ 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:"↑",
|
||||
@@ -2112,7 +2124,7 @@ 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:"↓",
|
||||
@@ -2124,11 +2136,10 @@ 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 +2157,7 @@ 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", {
|
||||
@@ -2166,9 +2177,9 @@ 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;
|
||||
var computedActionTimeCurrent = Math.min(this.actionTimeCurrent+this.actionTimeOverflow,this.actionTimeToComplete);
|
||||
|
||||
// UI for Completed Black Op
|
||||
if (isCompleted) {
|
||||
@@ -2180,17 +2191,17 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
|
||||
|
||||
el.appendChild(createElement("h2", { // Header
|
||||
innerText:isActive ? action.name + " (IN PROGRESS - " +
|
||||
formatNumber(this.actionTimeCurrent, 0) + " / " +
|
||||
formatNumber(computedActionTimeCurrent, 0) + " / " +
|
||||
formatNumber(this.actionTimeToComplete, 0) + ")"
|
||||
: action.name,
|
||||
display:"inline-block",
|
||||
}));
|
||||
|
||||
if (isActive) { // Progress bar if its active
|
||||
var progress = this.actionTimeCurrent / this.actionTimeToComplete;
|
||||
var progress = computedActionTimeCurrent / 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 +2213,7 @@ 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 +2224,7 @@ 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 +2234,26 @@ 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]);
|
||||
}
|
||||
input.focus();
|
||||
},
|
||||
}));
|
||||
}
|
||||
|
||||
@@ -2253,7 +2265,7 @@ 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 +2305,7 @@ Bladeburner.prototype.updateSkillsUIElement = function(el, skill) {
|
||||
this.upgradeSkill(skill);
|
||||
this.createActionAndSkillsContent();
|
||||
return false;
|
||||
}
|
||||
},
|
||||
}));
|
||||
appendLineBreaks(el, 2);
|
||||
el.appendChild(createElement("p", {
|
||||
@@ -2303,7 +2315,7 @@ 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 +2516,7 @@ 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 +2532,7 @@ 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 +2550,7 @@ 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 +3218,8 @@ 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;
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
@@ -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;
|
||||
@@ -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",
|
||||
@@ -160,7 +160,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
|
||||
"technology in Operation K, we've discovered that a small group of " +
|
||||
"MK-VI Synthoids were able to make off with the schematics and design " +
|
||||
"of the technology before the Operation. It is almost a certainty that " +
|
||||
"these Synthoids are some of the rogue MK-VI ones from the Synthoid Uprising." +
|
||||
"these Synthoids are some of the rogue MK-VI ones from the Synthoid Uprising.<br><br>" +
|
||||
"The goal of Operation Deckard is to hunt down these Synthoids and retire " +
|
||||
"them. I don't need to tell you how critical this mission is.",
|
||||
baseDifficulty:20e3, reqdRank:40e3,
|
||||
@@ -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",
|
||||
@@ -231,7 +231,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
|
||||
"means that the supercomputer may be able to reason abstractly " +
|
||||
"and become self-aware.<br><br>" +
|
||||
"I do not need to remind you why sentient-level AIs pose a serious " +
|
||||
"thread to all of mankind.<br><br>" +
|
||||
"threat to all of mankind.<br><br>" +
|
||||
"The research for this project is being conducted at one of Fulcrum " +
|
||||
"Technologies secret facilities in Aevum, codenamed 'Alpha Ranch'. " +
|
||||
"Infiltrate the compound, delete and destroy the work, and then find and kill the " +
|
||||
@@ -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",
|
||||
@@ -342,4 +342,4 @@ export const BlackOperations: IMap<BlackOperation> = {};
|
||||
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},
|
||||
});
|
||||
})()
|
||||
})()
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
@@ -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";
|
||||
|
||||
71
src/Bladeburner/IAction.ts
Normal file
71
src/Bladeburner/IAction.ts
Normal 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;
|
||||
}
|
||||
4
src/Bladeburner/IActionIdentifier.ts
Normal file
4
src/Bladeburner/IActionIdentifier.ts
Normal file
@@ -0,0 +1,4 @@
|
||||
export interface IActionIdentifier {
|
||||
name: string;
|
||||
type: string;
|
||||
}
|
||||
39
src/Bladeburner/IBladeburner.ts
Normal file
39
src/Bladeburner/IBladeburner.ts
Normal 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;
|
||||
}
|
||||
@@ -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;
|
||||
@@ -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) {
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -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.",
|
||||
],
|
||||
}
|
||||
@@ -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
424
src/Casino/Blackjack.tsx
Normal file
@@ -0,0 +1,424 @@
|
||||
import * as React from "react";
|
||||
|
||||
import { IPlayer } from "../PersonObjects/IPlayer";
|
||||
import { Money } from "../ui/React/Money";
|
||||
import { Game } from "./Game";
|
||||
import { Deck } from "./CardDeck/Deck";
|
||||
import { Hand } from "./CardDeck/Hand";
|
||||
import { InputAdornment } from "@material-ui/core";
|
||||
import { ReactCard } from "./CardDeck/ReactCard";
|
||||
import { MuiTextField } from "../ui/React/MuiTextField";
|
||||
import { MuiButton } from "../ui/React/MuiButton";
|
||||
import { MuiPaper } from "../ui/React/MuiPaper";
|
||||
|
||||
const MAX_BET = 100e6;
|
||||
|
||||
enum Result {
|
||||
Pending = "",
|
||||
PlayerWon = "You won!",
|
||||
PlayerWonByBlackjack = "You Won! Blackjack!",
|
||||
DealerWon = "You lost!",
|
||||
Tie = "Push! (Tie)",
|
||||
}
|
||||
|
||||
type Props = {
|
||||
p: IPlayer;
|
||||
}
|
||||
|
||||
type State ={
|
||||
playerHand: Hand;
|
||||
dealerHand: Hand;
|
||||
bet: number;
|
||||
betInput: string;
|
||||
gameInProgress: boolean;
|
||||
result: Result;
|
||||
gains: number; // Track gains only for this session
|
||||
wagerInvalid: boolean;
|
||||
wagerInvalidHelperText: string;
|
||||
}
|
||||
|
||||
export class Blackjack extends Game<Props, State> {
|
||||
|
||||
deck: Deck;
|
||||
|
||||
constructor(props: Props) {
|
||||
super(props);
|
||||
|
||||
this.deck = new Deck(5); // 5-deck multideck
|
||||
|
||||
const initialBet = 1e6;
|
||||
|
||||
this.state = {
|
||||
playerHand: new Hand([]),
|
||||
dealerHand: new Hand([]),
|
||||
bet: initialBet,
|
||||
betInput: String(initialBet),
|
||||
gameInProgress: false,
|
||||
result: Result.Pending,
|
||||
gains: 0,
|
||||
wagerInvalid: false,
|
||||
wagerInvalidHelperText: "",
|
||||
}
|
||||
}
|
||||
|
||||
canStartGame = (): boolean => {
|
||||
const { p } = this.props;
|
||||
const { bet } = this.state;
|
||||
|
||||
return p.canAfford(bet);
|
||||
}
|
||||
|
||||
startGame = (): void => {
|
||||
if (!this.canStartGame()) { return; }
|
||||
|
||||
// Take money from player right away so that player's dont just "leave" to avoid the loss (I mean they could
|
||||
// always reload without saving but w.e)
|
||||
this.props.p.loseMoney(this.state.bet);
|
||||
|
||||
const playerHand = new Hand([ this.deck.safeDrawCard(), this.deck.safeDrawCard() ]);
|
||||
const dealerHand = new Hand([ this.deck.safeDrawCard(), this.deck.safeDrawCard() ]);
|
||||
|
||||
this.setState({
|
||||
playerHand,
|
||||
dealerHand,
|
||||
gameInProgress: true,
|
||||
result: Result.Pending,
|
||||
});
|
||||
|
||||
// If the player is dealt a blackjack and the dealer is not, then the player
|
||||
// immediately wins
|
||||
if (this.getTrueHandValue(playerHand) === 21) {
|
||||
if (this.getTrueHandValue(dealerHand) === 21) {
|
||||
this.finishGame(Result.Tie);
|
||||
} else {
|
||||
this.finishGame(Result.PlayerWonByBlackjack);
|
||||
}
|
||||
} else if (this.getTrueHandValue(dealerHand) === 21) {
|
||||
// Check if dealer won by blackjack. We know at this point that the player does not also have blackjack.
|
||||
this.finishGame(Result.DealerWon);
|
||||
}
|
||||
}
|
||||
|
||||
// Returns an array of numbers representing all possible values of the given Hand. The reason it needs to be
|
||||
// an array is because an Ace can count as both 1 and 11.
|
||||
getHandValue = (hand: Hand): number[] => {
|
||||
let result: number[] = [ 0 ];
|
||||
|
||||
for (let i = 0 ; i < hand.cards.length; ++i) {
|
||||
const value = hand.cards[i].value;
|
||||
if (value >= 10) {
|
||||
result = result.map((x) => x + 10);
|
||||
} else if (value === 1) {
|
||||
result = result.flatMap((x) => [ x + 1, x + 11 ]);
|
||||
} else {
|
||||
result = result.map((x) => x + value);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Returns the single hand value used for determine things like victory and whether or not
|
||||
// the dealer has to hit. Essentially this uses the biggest value that's 21 or under. If no such value exists,
|
||||
// then it means the hand is busted and we can just return whatever
|
||||
getTrueHandValue = (hand: Hand): number => {
|
||||
const handValues = this.getHandValue(hand);
|
||||
const valuesUnder21 = handValues.filter((x) => (x <= 21));
|
||||
|
||||
if (valuesUnder21.length > 0) {
|
||||
valuesUnder21.sort((a, b) => a - b);
|
||||
return valuesUnder21[valuesUnder21.length - 1];
|
||||
} else {
|
||||
// Just return the first value. It doesnt really matter anyways since hand is buted
|
||||
return handValues[0];
|
||||
}
|
||||
}
|
||||
|
||||
// Returns all hand values that are 21 or under. If no values are 21 or under, then the first value is returned.
|
||||
getHandDisplayValues = (hand: Hand): number[] => {
|
||||
const handValues = this.getHandValue(hand);
|
||||
if (this.isHandBusted(hand)) {
|
||||
// Hand is busted so just return the 1st value, doesn't really matter
|
||||
return [ ...new Set([ handValues[0] ]) ];
|
||||
} else {
|
||||
return [ ...new Set(handValues.filter((x) => x <= 21)) ];
|
||||
}
|
||||
}
|
||||
|
||||
isHandBusted = (hand: Hand): boolean => {
|
||||
return this.getTrueHandValue(hand) > 21;
|
||||
}
|
||||
|
||||
playerHit = (event: React.MouseEvent): void => {
|
||||
if (!event.isTrusted) { return; }
|
||||
|
||||
const newHand = this.state.playerHand.addCards(this.deck.safeDrawCard());
|
||||
|
||||
this.setState({
|
||||
playerHand: newHand,
|
||||
});
|
||||
|
||||
// Check if player busted, and finish the game if so
|
||||
if (this.isHandBusted(newHand)) {
|
||||
this.finishGame(Result.DealerWon);
|
||||
}
|
||||
}
|
||||
|
||||
playerStay = (event: React.MouseEvent): void => {
|
||||
if (!event.isTrusted) { return; }
|
||||
|
||||
// Determine if Dealer needs to hit. A dealer must hit if they have 16 or lower.
|
||||
// If the dealer has a Soft 17 (Ace + 6), then they stay.
|
||||
let newDealerHand = this.state.dealerHand;
|
||||
while (true) {
|
||||
// The dealer's "true" hand value is the 2nd one if its 21 or less (the 2nd value is always guaranteed
|
||||
// to be equal or larger). Otherwise its the 1st.
|
||||
const dealerHandValue = this.getTrueHandValue(newDealerHand);
|
||||
|
||||
if (dealerHandValue <= 16) {
|
||||
newDealerHand = newDealerHand.addCards(this.deck.safeDrawCard());
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
this.setState({
|
||||
dealerHand: newDealerHand,
|
||||
})
|
||||
|
||||
// If dealer has busted, then player wins
|
||||
if (this.isHandBusted(newDealerHand)) {
|
||||
this.finishGame(Result.PlayerWon);
|
||||
} else {
|
||||
const dealerHandValue = this.getTrueHandValue(newDealerHand);
|
||||
const playerHandValue = this.getTrueHandValue(this.state.playerHand);
|
||||
|
||||
console.log(`dealerHandValue: ${dealerHandValue}`);
|
||||
console.log(`playerHandValue: ${playerHandValue}`);
|
||||
|
||||
// We expect nobody to have busted. If someone busted, there is an error
|
||||
// in our game logic
|
||||
if (dealerHandValue > 21 || playerHandValue > 21) {
|
||||
throw new Error("Someone busted when not expected to");
|
||||
}
|
||||
|
||||
if (playerHandValue > dealerHandValue) {
|
||||
this.finishGame(Result.PlayerWon);
|
||||
} else if (playerHandValue < dealerHandValue) {
|
||||
this.finishGame(Result.DealerWon);
|
||||
} else {
|
||||
this.finishGame(Result.Tie);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
finishGame = (result: Result): void => {
|
||||
let gains = 0;
|
||||
if (this.isPlayerWinResult(result)) {
|
||||
gains = this.state.bet;
|
||||
|
||||
// We 2x the gains because we took away money at the start, so we need to give the original bet back.
|
||||
this.win(this.props.p, 2 * gains);
|
||||
} else if (result === Result.DealerWon) {
|
||||
gains = -1 * this.state.bet;
|
||||
// Dont need to take money here since we already did it at the start
|
||||
} else if (result === Result.Tie) {
|
||||
this.win(this.props.p, this.state.bet); // Get the original bet back
|
||||
}
|
||||
|
||||
this.setState({
|
||||
gameInProgress: false,
|
||||
result,
|
||||
gains: this.state.gains + gains,
|
||||
});
|
||||
}
|
||||
|
||||
isPlayerWinResult = (result: Result): boolean => {
|
||||
return (result === Result.PlayerWon || result === Result.PlayerWonByBlackjack);
|
||||
}
|
||||
|
||||
wagerOnChange = (event: React.ChangeEvent<HTMLInputElement>): void => {
|
||||
const { p } = this.props;
|
||||
const betInput = event.target.value;
|
||||
const wager = Math.round(parseFloat(betInput));
|
||||
if (isNaN(wager)) {
|
||||
this.setState({
|
||||
bet: 0,
|
||||
betInput,
|
||||
wagerInvalid: true,
|
||||
wagerInvalidHelperText: "Not a valid number",
|
||||
});
|
||||
} else if (wager <= 0) {
|
||||
this.setState({
|
||||
bet: 0,
|
||||
betInput,
|
||||
wagerInvalid: true,
|
||||
wagerInvalidHelperText: "Must bet a postive amount",
|
||||
});
|
||||
} else if (wager > MAX_BET) {
|
||||
this.setState({
|
||||
bet: 0,
|
||||
betInput,
|
||||
wagerInvalid: true,
|
||||
wagerInvalidHelperText: "Exceeds max bet",
|
||||
});
|
||||
} else if (!p.canAfford(wager)) {
|
||||
this.setState({
|
||||
bet: 0,
|
||||
betInput,
|
||||
wagerInvalid: true,
|
||||
wagerInvalidHelperText: "Not enough money",
|
||||
});
|
||||
} else {
|
||||
// Valid wager
|
||||
this.setState({
|
||||
bet: wager,
|
||||
betInput,
|
||||
wagerInvalid: false,
|
||||
wagerInvalidHelperText: "",
|
||||
result: Result.Pending, // Reset previous game status to clear the win/lose text UI
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Start game button
|
||||
startOnClick = (event: React.MouseEvent): void => {
|
||||
// Protect against scripting...although maybe this would be fun to automate
|
||||
if (!event.isTrusted) { return; }
|
||||
|
||||
if (!this.state.wagerInvalid) {
|
||||
this.startGame();
|
||||
}
|
||||
}
|
||||
|
||||
render(): React.ReactNode {
|
||||
const {
|
||||
betInput,
|
||||
playerHand,
|
||||
dealerHand,
|
||||
gameInProgress,
|
||||
result,
|
||||
wagerInvalid,
|
||||
wagerInvalidHelperText,
|
||||
gains,
|
||||
} = this.state;
|
||||
|
||||
// Get the player totals to display.
|
||||
const playerHandValues = this.getHandDisplayValues(playerHand);
|
||||
const dealerHandValues = this.getHandDisplayValues(dealerHand);
|
||||
|
||||
return (
|
||||
<div>
|
||||
{/* Wager input */}
|
||||
<div>
|
||||
<MuiTextField
|
||||
value={betInput}
|
||||
label={
|
||||
<>
|
||||
{"Wager (Max: "}
|
||||
{Money(MAX_BET)}
|
||||
{")"}
|
||||
</>
|
||||
}
|
||||
disabled={gameInProgress}
|
||||
onChange={this.wagerOnChange}
|
||||
error={wagerInvalid}
|
||||
helperText={wagerInvalid ? wagerInvalidHelperText : ""}
|
||||
type="number"
|
||||
variant="filled"
|
||||
style={{
|
||||
width: "200px",
|
||||
}}
|
||||
InputProps={{
|
||||
startAdornment: <InputAdornment position="start" >$</InputAdornment>,
|
||||
}} />
|
||||
|
||||
<p>
|
||||
{"Total earnings this session: "}
|
||||
{Money(gains)}
|
||||
</p>
|
||||
</div>
|
||||
|
||||
|
||||
{/* Buttons */}
|
||||
{!gameInProgress ? (
|
||||
<div>
|
||||
<MuiButton
|
||||
color="primary"
|
||||
onClick={this.startOnClick}
|
||||
disabled={wagerInvalid || !this.canStartGame()}>
|
||||
|
||||
Start
|
||||
</MuiButton>
|
||||
</div>
|
||||
) : (
|
||||
<div>
|
||||
<MuiButton color="primary" onClick={this.playerHit} >
|
||||
Hit
|
||||
</MuiButton>
|
||||
<MuiButton color="secondary" onClick={this.playerStay} >
|
||||
Stay
|
||||
</MuiButton>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Main game part. Displays both if the game is in progress OR if there's a result so you can see
|
||||
* the cards that led to that result. */}
|
||||
{(gameInProgress || result !== Result.Pending) && (
|
||||
<div>
|
||||
<MuiPaper variant="outlined" elevation={2}>
|
||||
<pre>Player</pre>
|
||||
{playerHand.cards.map((card, i) => (
|
||||
<ReactCard card={card} key={i} />
|
||||
))}
|
||||
|
||||
<pre>Value(s): </pre>
|
||||
{playerHandValues.map((value, i) => (
|
||||
<pre key={i}>{value}</pre>
|
||||
))}
|
||||
</MuiPaper>
|
||||
|
||||
<br />
|
||||
|
||||
<MuiPaper variant="outlined" elevation={2}>
|
||||
<pre>Dealer</pre>
|
||||
{dealerHand.cards.map((card, i) => (
|
||||
// Hide every card except the first while game is in progress
|
||||
<ReactCard card={card} hidden={gameInProgress && i !== 0} key={i} />
|
||||
))}
|
||||
|
||||
{!gameInProgress && (
|
||||
<>
|
||||
<pre>Value(s): </pre>
|
||||
{dealerHandValues.map((value, i) => (
|
||||
<pre key={i}>{value}</pre>
|
||||
))}
|
||||
</>
|
||||
)}
|
||||
</MuiPaper>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Results from previous round */}
|
||||
{result !== Result.Pending && (
|
||||
<p>
|
||||
{result}
|
||||
{this.isPlayerWinResult(result) && (
|
||||
<>
|
||||
{" You gained "}
|
||||
{Money(this.state.bet)}
|
||||
</>
|
||||
)}
|
||||
{result === Result.DealerWon && (
|
||||
<>
|
||||
{" You lost "}
|
||||
{Money(this.state.bet)}
|
||||
</>
|
||||
)}
|
||||
</p>
|
||||
)}
|
||||
</div>
|
||||
)
|
||||
}
|
||||
}
|
||||
42
src/Casino/CardDeck/Card.ts
Normal file
42
src/Casino/CardDeck/Card.ts
Normal file
@@ -0,0 +1,42 @@
|
||||
// Enum values are lowercased to match css classes
|
||||
export enum Suit {
|
||||
Clubs = "clubs",
|
||||
Diamonds = "diamonds",
|
||||
Hearts = "hearts",
|
||||
Spades = "spades",
|
||||
}
|
||||
|
||||
export class Card {
|
||||
|
||||
constructor(readonly value: number, readonly suit: Suit) {
|
||||
if (value < 1 || value > 13) {
|
||||
throw new Error(`Card instantiated with improper value: ${value}`);
|
||||
}
|
||||
}
|
||||
|
||||
formatValue(): string {
|
||||
switch (this.value) {
|
||||
case 1:
|
||||
return "A";
|
||||
case 11:
|
||||
return "J";
|
||||
case 12:
|
||||
return "Q";
|
||||
case 13:
|
||||
return "K";
|
||||
default:
|
||||
return `${this.value}`;
|
||||
}
|
||||
}
|
||||
|
||||
isRedSuit(): boolean {
|
||||
return this.suit === Suit.Hearts || this.suit === Suit.Diamonds;
|
||||
}
|
||||
|
||||
getStringRepresentation(): string {
|
||||
const value = this.formatValue();
|
||||
|
||||
return `${value} of ${this.suit}`;
|
||||
}
|
||||
|
||||
}
|
||||
58
src/Casino/CardDeck/Deck.ts
Normal file
58
src/Casino/CardDeck/Deck.ts
Normal file
@@ -0,0 +1,58 @@
|
||||
import { Card, Suit } from "./Card";
|
||||
import { shuffle } from "lodash";
|
||||
|
||||
export class Deck {
|
||||
|
||||
private cards: Card[] = [];
|
||||
|
||||
// Support multiple decks
|
||||
constructor(private numDecks = 1) {
|
||||
this.reset();
|
||||
}
|
||||
|
||||
shuffle(): void {
|
||||
this.cards = shuffle(this.cards); // Just use lodash
|
||||
}
|
||||
|
||||
drawCard(): Card {
|
||||
if (this.cards.length == 0) {
|
||||
throw new Error("Tried to draw card from empty deck");
|
||||
}
|
||||
|
||||
return this.cards.shift() as Card; // Guaranteed to return a Card since we throw an Error if array is empty
|
||||
}
|
||||
|
||||
// Draws a card, resetting the deck beforehands if the Deck is empty
|
||||
safeDrawCard(): Card {
|
||||
if (this.cards.length === 0) {
|
||||
this.reset();
|
||||
}
|
||||
|
||||
return this.drawCard();
|
||||
}
|
||||
|
||||
// Reset the deck back to the original 52 cards and shuffle it
|
||||
reset(): void {
|
||||
this.cards = [];
|
||||
|
||||
for (let i = 1; i <= 13; ++i) {
|
||||
for (let j = 0; j < this.numDecks; ++j) {
|
||||
this.cards.push(new Card(i, Suit.Clubs));
|
||||
this.cards.push(new Card(i, Suit.Diamonds));
|
||||
this.cards.push(new Card(i, Suit.Hearts));
|
||||
this.cards.push(new Card(i, Suit.Spades));
|
||||
}
|
||||
}
|
||||
|
||||
this.shuffle();
|
||||
}
|
||||
|
||||
size(): number {
|
||||
return this.cards.length;
|
||||
}
|
||||
|
||||
isEmpty(): boolean {
|
||||
return this.cards.length === 0;
|
||||
}
|
||||
|
||||
}
|
||||
25
src/Casino/CardDeck/Hand.ts
Normal file
25
src/Casino/CardDeck/Hand.ts
Normal file
@@ -0,0 +1,25 @@
|
||||
/**
|
||||
* Represents a Hand of cards.
|
||||
*
|
||||
* This class is IMMUTABLE
|
||||
*/
|
||||
|
||||
import { Card } from "./Card";
|
||||
|
||||
export class Hand {
|
||||
|
||||
constructor(readonly cards: readonly Card[]) {}
|
||||
|
||||
addCards(...cards: Card[]): Hand {
|
||||
return new Hand([ ...this.cards, ...cards ]);
|
||||
}
|
||||
|
||||
removeByIndex(i: number): Hand {
|
||||
if (i >= this.cards.length) {
|
||||
throw new Error(`Tried to remove invalid card from Hand by index: ${i}`);
|
||||
}
|
||||
|
||||
return new Hand([ ...this.cards.slice().splice(i, 1) ])
|
||||
}
|
||||
|
||||
}
|
||||
40
src/Casino/CardDeck/ReactCard.tsx
Normal file
40
src/Casino/CardDeck/ReactCard.tsx
Normal file
@@ -0,0 +1,40 @@
|
||||
import React, { FC } from "react";
|
||||
import { Card, Suit } from "./Card";
|
||||
|
||||
type Props = {
|
||||
card: Card;
|
||||
hidden?: boolean;
|
||||
}
|
||||
|
||||
export const ReactCard: FC<Props> = ({ card, hidden }) => {
|
||||
let suit : React.ReactNode;
|
||||
switch (card.suit) {
|
||||
case Suit.Clubs:
|
||||
suit = <span>♣</span>;
|
||||
break;
|
||||
case Suit.Diamonds:
|
||||
suit = <span>♦</span>;
|
||||
break;
|
||||
case Suit.Hearts:
|
||||
suit = <span>♥</span>;
|
||||
break;
|
||||
case Suit.Spades:
|
||||
suit = <span>♠</span>;
|
||||
break;
|
||||
default:
|
||||
throw new Error(`MissingCaseException: ${card.suit}`);
|
||||
|
||||
}
|
||||
return (
|
||||
<div className={`casino-card ${card.isRedSuit() ? "red" : "black"}`}>
|
||||
<>
|
||||
<div className="value">
|
||||
{hidden ? " - " : card.formatValue()}
|
||||
</div>
|
||||
<div className={`suit`}>
|
||||
{hidden ? " - " : suit}
|
||||
</div>
|
||||
</>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
@@ -5,10 +5,11 @@
|
||||
*/
|
||||
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 { 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;
|
||||
@@ -18,8 +19,10 @@ type IState = {
|
||||
investment: number;
|
||||
result: any;
|
||||
status: string;
|
||||
playLock: boolean;
|
||||
}
|
||||
|
||||
const minPlay = 0;
|
||||
const maxPlay = 10e3;
|
||||
|
||||
export class CoinFlip extends Game<IProps, IState> {
|
||||
@@ -31,24 +34,28 @@ export class CoinFlip extends Game<IProps, IState> {
|
||||
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>) {
|
||||
updateInvestment(e: React.FormEvent<HTMLInputElement>): void {
|
||||
let investment: number = parseInt(e.currentTarget.value);
|
||||
if (isNaN(investment)) {
|
||||
investment = 1000;
|
||||
investment = minPlay;
|
||||
}
|
||||
if (investment > maxPlay) {
|
||||
investment = maxPlay;
|
||||
}
|
||||
if (investment < minPlay) {
|
||||
investment = minPlay;
|
||||
}
|
||||
this.setState({investment: investment});
|
||||
}
|
||||
|
||||
play(guess: string) {
|
||||
play(guess: string): void {
|
||||
if(this.reachedLimit(this.props.p)) return;
|
||||
const v = BadRNG.random();
|
||||
let letter: string;
|
||||
@@ -61,7 +68,9 @@ export class CoinFlip extends Game<IProps, IState> {
|
||||
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 {
|
||||
@@ -71,7 +80,7 @@ export class CoinFlip extends Game<IProps, IState> {
|
||||
}
|
||||
|
||||
|
||||
render() {
|
||||
render(): React.ReactNode {
|
||||
return <>
|
||||
<pre>
|
||||
+———————+<br />
|
||||
@@ -80,9 +89,9 @@ export class CoinFlip extends Game<IProps, IState> {
|
||||
| | | |<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={() => this.play('H')} text={"Head!"} />
|
||||
<StdButton onClick={() => this.play('T')} text={"Tail!"} />
|
||||
<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>
|
||||
</>
|
||||
}
|
||||
|
||||
@@ -5,7 +5,7 @@ import { dialogBoxCreate } from "../../utils/DialogBox";
|
||||
const gainLimit = 10e9;
|
||||
|
||||
export class Game<T,U> extends React.Component<T, U> {
|
||||
win(p: IPlayer, n: number) {
|
||||
win(p: IPlayer, n: number): void{
|
||||
p.gainMoney(n);
|
||||
p.recordMoneySource(n, "casino");
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
|
||||
export interface RNG {
|
||||
random(): number
|
||||
random(): number;
|
||||
}
|
||||
|
||||
/*
|
||||
@@ -9,16 +9,16 @@ export interface RNG {
|
||||
*/
|
||||
class RNG0 implements RNG {
|
||||
x: number;
|
||||
m: number = 1024;
|
||||
a: number = 341;
|
||||
c: number = 1;
|
||||
m = 1024;
|
||||
a = 341;
|
||||
c = 1;
|
||||
|
||||
constructor() {
|
||||
this.x = 0;
|
||||
this.reset();
|
||||
}
|
||||
|
||||
step() {
|
||||
step(): void {
|
||||
this.x = (this.a*this.x+this.c) % this.m;
|
||||
}
|
||||
|
||||
@@ -27,7 +27,7 @@ class RNG0 implements RNG {
|
||||
return this.x/this.m;
|
||||
}
|
||||
|
||||
reset() {
|
||||
reset(): void {
|
||||
this.x = (new Date()).getTime() % this.m;
|
||||
}
|
||||
}
|
||||
@@ -39,9 +39,9 @@ export const BadRNG: RNG0 = new RNG0();
|
||||
* The period is 6e12.
|
||||
*/
|
||||
export class WHRNG implements RNG {
|
||||
s1: number = 0;
|
||||
s2: number = 0;
|
||||
s3: number = 0;
|
||||
s1 = 0;
|
||||
s2 = 0;
|
||||
s3 = 0;
|
||||
|
||||
constructor(totalPlaytime: number) {
|
||||
// This one is seeded by the players total play time.
|
||||
@@ -51,7 +51,7 @@ export class WHRNG implements RNG {
|
||||
this.s3 = v;
|
||||
}
|
||||
|
||||
step() {
|
||||
step(): void {
|
||||
this.s1 = (171 * this.s1) % 30269;
|
||||
this.s2 = (172 * this.s2) % 30307;
|
||||
this.s3 = (170 * this.s3) % 30323;
|
||||
|
||||
@@ -1,10 +1,11 @@
|
||||
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 { 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;
|
||||
@@ -19,17 +20,14 @@ type IState = {
|
||||
strategy: Strategy;
|
||||
}
|
||||
|
||||
const maxPlay = 1e6;
|
||||
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;
|
||||
@@ -100,14 +98,14 @@ const strategies: {
|
||||
Third2: {
|
||||
match: (n: number): boolean => {
|
||||
if (n === 0) return false;
|
||||
return 13 <= n && n <= 24;
|
||||
return n >= 13 && n <= 24;
|
||||
},
|
||||
payout: 2,
|
||||
},
|
||||
Third3: {
|
||||
match: (n: number): boolean => {
|
||||
if (n === 0) return false;
|
||||
return 25 <= n;
|
||||
return n >= 25;
|
||||
},
|
||||
payout: 2,
|
||||
},
|
||||
@@ -123,7 +121,7 @@ function Single(s: number): Strategy {
|
||||
}
|
||||
|
||||
export class Roulette extends Game<IProps, IState> {
|
||||
interval: number = -1;
|
||||
interval = -1;
|
||||
rng: WHRNG;
|
||||
|
||||
constructor(props: IProps) {
|
||||
@@ -138,7 +136,7 @@ export class Roulette extends Game<IProps, IState> {
|
||||
lock: true,
|
||||
strategy: {
|
||||
payout: 0,
|
||||
match: (n: number): boolean => { return false },
|
||||
match: (): boolean => { return false },
|
||||
},
|
||||
}
|
||||
|
||||
@@ -148,38 +146,41 @@ export class Roulette extends Game<IProps, IState> {
|
||||
}
|
||||
|
||||
|
||||
componentDidMount() {
|
||||
componentDidMount(): void {
|
||||
this.interval = setInterval(this.step, 50);
|
||||
}
|
||||
|
||||
step() {
|
||||
step(): void {
|
||||
if (!this.state.lock) {
|
||||
this.setState({n: Math.floor(Math.random()*37)});
|
||||
}
|
||||
}
|
||||
|
||||
componentWillUnmount() {
|
||||
componentWillUnmount(): void {
|
||||
clearInterval(this.interval);
|
||||
}
|
||||
|
||||
updateInvestment(e: React.FormEvent<HTMLInputElement>) {
|
||||
updateInvestment(e: React.FormEvent<HTMLInputElement>): void {
|
||||
let investment: number = parseInt(e.currentTarget.value);
|
||||
if (isNaN(investment)) {
|
||||
investment = 1000;
|
||||
investment = minPlay;
|
||||
}
|
||||
if (investment > maxPlay) {
|
||||
investment = maxPlay
|
||||
investment = maxPlay;
|
||||
}
|
||||
if (investment < minPlay) {
|
||||
investment = minPlay;
|
||||
}
|
||||
this.setState({investment: investment});
|
||||
}
|
||||
|
||||
currentNumber() {
|
||||
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) {
|
||||
play(s: Strategy): void {
|
||||
if(this.reachedLimit(this.props.p)) return;
|
||||
this.setState({
|
||||
canPlay: false,
|
||||
@@ -218,70 +219,70 @@ export class Roulette extends Game<IProps, IState> {
|
||||
}
|
||||
|
||||
|
||||
render() {
|
||||
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} />
|
||||
<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={()=>this.play(Single(3))} /></td>
|
||||
<td><StdButton text={"6"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(6))} /></td>
|
||||
<td><StdButton text={"9"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(9))} /></td>
|
||||
<td><StdButton text={"12"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(12))} /></td>
|
||||
<td><StdButton text={"15"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(15))} /></td>
|
||||
<td><StdButton text={"18"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(18))} /></td>
|
||||
<td><StdButton text={"21"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(21))} /></td>
|
||||
<td><StdButton text={"24"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(24))} /></td>
|
||||
<td><StdButton text={"27"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(27))} /></td>
|
||||
<td><StdButton text={"30"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(30))} /></td>
|
||||
<td><StdButton text={"33"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(33))} /></td>
|
||||
<td><StdButton text={"36"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(36))} /></td>
|
||||
<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={()=>this.play(Single(2))} /></td>
|
||||
<td><StdButton text={"5"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(5))} /></td>
|
||||
<td><StdButton text={"8"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(8))} /></td>
|
||||
<td><StdButton text={"11"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(11))} /></td>
|
||||
<td><StdButton text={"14"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(14))} /></td>
|
||||
<td><StdButton text={"17"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(17))} /></td>
|
||||
<td><StdButton text={"20"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(20))} /></td>
|
||||
<td><StdButton text={"23"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(23))} /></td>
|
||||
<td><StdButton text={"26"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(26))} /></td>
|
||||
<td><StdButton text={"29"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(29))} /></td>
|
||||
<td><StdButton text={"32"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(32))} /></td>
|
||||
<td><StdButton text={"35"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(35))} /></td>
|
||||
<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={()=>this.play(Single(1))} /></td>
|
||||
<td><StdButton text={"4"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(4))} /></td>
|
||||
<td><StdButton text={"7"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(7))} /></td>
|
||||
<td><StdButton text={"10"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(10))} /></td>
|
||||
<td><StdButton text={"13"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(13))} /></td>
|
||||
<td><StdButton text={"16"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(16))} /></td>
|
||||
<td><StdButton text={"19"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(19))} /></td>
|
||||
<td><StdButton text={"22"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(22))} /></td>
|
||||
<td><StdButton text={"25"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(25))} /></td>
|
||||
<td><StdButton text={"28"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(28))} /></td>
|
||||
<td><StdButton text={"31"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(31))} /></td>
|
||||
<td><StdButton text={"34"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(34))} /></td>
|
||||
<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={()=>this.play(strategies.Third1)} /></td>
|
||||
<td colSpan={4}><StdButton text={"13 to 24"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Third2)} /></td>
|
||||
<td colSpan={4}><StdButton text={"25 to 36"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Third3)} /></td>
|
||||
<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={()=>this.play(strategies.Red)} /></td>
|
||||
<td colSpan={2}><StdButton text={"Black"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Black)} /></td>
|
||||
<td colSpan={2}><StdButton text={"Odd"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Odd)} /></td>
|
||||
<td colSpan={2}><StdButton text={"Even"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Even)} /></td>
|
||||
<td colSpan={2}><StdButton text={"High"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.High)} /></td>
|
||||
<td colSpan={2}><StdButton text={"Low"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Low)} /></td>
|
||||
<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={()=>this.play(Single(0))} /></td>
|
||||
<td><StdButton text={"0"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(0)))} /></td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
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Reference in New Issue
Block a user