Compare commits

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145 Commits

Author SHA1 Message Date
Olivier Gagnon
42704d8695 v0.52.9 2021-08-27 15:26:12 -04:00
Olivier Gagnon
e75197dee3 build 2021-08-27 14:19:36 -04:00
Olivier Gagnon
9e92df47a5 Added file diagnostic. 2021-08-27 14:17:25 -04:00
Olivier Gagnon
c110c22efb My corp infinity safeguard from 2 patch ago wasn't actually preventing it, just logging, now it returns to avoid it. 2021-08-27 11:18:06 -04:00
Olivier Gagnon
c9ab7908a7 another blocker against mku equal 0 and added tprintf 2021-08-27 11:05:36 -04:00
Olivier Gagnon
3ab306f9d7 fix the errors about node setTimeout instead of window 2021-08-27 01:11:11 -04:00
hydroflame
f08aa8924c Merge pull request #1102 from threehams/test-runner
Switch out test runner for jest
2021-08-27 00:53:45 -04:00
Olivier Gagnon
c4914fa54f build community prs 2021-08-27 00:45:11 -04:00
hydroflame
fa5e2f4964 Merge pull request #1079 from threehams/infil-instakill
Instakill player when automating infiltration
2021-08-26 21:42:08 -04:00
hydroflame
77eda1fd75 Merge pull request #1098 from brubsby/patch-1
add bladeburner_analysis_mult to getPlayer()
2021-08-26 21:42:01 -04:00
Olivier Gagnon
c987c91a11 add corp safeguard 2021-08-26 21:39:51 -04:00
David Edmondson
feaa74ed34 Only compile down imports during tests 2021-08-26 17:02:02 -07:00
David Edmondson
701fba7ec7 Drop cross-env 2021-08-26 16:45:39 -07:00
David Edmondson
51bd626e88 Remove unneeded stuff, .vscode on gitignore 2021-08-26 16:44:37 -07:00
David Edmondson
ab4863e7df Swap out mocha/chai for jest 2021-08-26 16:43:11 -07:00
David Edmondson
1a8bcf66cc Fix existing tests, update to jest 2021-08-26 16:43:03 -07:00
David Edmondson
7bfceb1690 Replace old-style import with type 2021-08-26 16:42:57 -07:00
David Edmondson
27e22814a9 Remove missing + unused variable 2021-08-26 16:42:47 -07:00
Olivier Gagnon
ceb4e304fd Hotfix corp mku getting set to zero and causing infinity 2021-08-26 15:22:06 -04:00
Olivier Gagnon
e2d74f9432 fix beautify 2021-08-25 16:14:47 -04:00
Olivier Gagnon
79345a49b4 Bladeburner automation status always displays the commands, even when disabled 2021-08-25 11:50:33 -04:00
Olivier Gagnon
7066a793a1 build fix 2021-08-24 21:40:50 -04:00
hydroflame
2a5cf62168 Merge pull request #1097 from Snarling/patch-2
Fix joining blade via ns
2021-08-24 21:39:29 -04:00
brubsby
6495be5705 add bladeburner_analysis_mult to getPlayer() 2021-08-24 20:02:39 -05:00
Snarling
0d6d05db49 Fix joining blade via ns
Pass Player as an argument in Bladeburner constructor call for ns.bladeburner.joinBladeburnerDivision()
2021-08-24 20:08:29 -04:00
Olivier Gagnon
5d59620dce click to copy every bladeburner action 2021-08-23 11:42:14 -04:00
Olivier Gagnon
60d95a90d0 Fix script not being saved on their individual computers. 2021-08-23 09:33:49 -04:00
Olivier Gagnon
51debc60da build omuretsu fix 2021-08-23 09:18:43 -04:00
Snarling
faf625b34d Update Root.tsx
Went back to tracking lastServer as a hostname, since server IPs are not static.
2021-08-23 04:04:52 -07:00
Snarling
1a8b194341 Update Root.tsx
Removed unnecessary conversions between server and ip
2021-08-23 04:04:52 -07:00
Snarling
386f8a11c5 Change lastServer to reference the server ip
Should fix issue with newly saved scripts failing to run
2021-08-23 04:04:52 -07:00
hydroflame
4278191b0e Merge pull request #1090 from danielyxie/dev
v0.52.8
2021-08-23 02:09:55 -04:00
Olivier Gagnon
6d2b8b4f6f v0.52.8 2021-08-23 02:09:49 -04:00
Olivier Gagnon
b148b2f0b5 logbox close on escape now 2021-08-23 01:15:20 -04:00
hydroflame
4a9bac99d2 Merge pull request #1083 from danielyxie/dev
Fix monaco jumping to end of file.
2021-08-22 23:57:16 -04:00
Olivier Gagnon
0b3c114cd0 Fix monaco jumping to end of file. 2021-08-22 23:57:00 -04:00
hydroflame
49cc75a575 Merge pull request #1082 from danielyxie/dev
trying to fix the jumping bug
2021-08-22 23:47:44 -04:00
Olivier Gagnon
e0d631f8b3 trying to fix the jumping bug 2021-08-22 23:46:30 -04:00
hydroflame
8289c9fc75 Merge pull request #1080 from danielyxie/dev
Fixed Script Editor not loading the same file after manually clicking it
2021-08-22 01:31:00 -04:00
Olivier Gagnon
d66e36b637 Fixed Script Editor not loading the same file after manually clicking it 2021-08-22 01:30:28 -04:00
David Edmondson
6cd7465b82 Instakill player when automating infiltration 2021-08-21 15:00:00 -07:00
hydroflame
c7125e2e46 Merge pull request #1077 from danielyxie/dev
Fix a few other bugs
2021-08-21 14:01:05 -04:00
Olivier Gagnon
a564957092 v0.52.7 2021-08-21 14:00:28 -04:00
Olivier Gagnon
4b8e63f342 Fix a few other bugs 2021-08-21 11:30:31 -04:00
hydroflame
480d47eece Merge pull request #1076 from danielyxie/dev
Fix log box dragging.
2021-08-21 02:39:17 -04:00
Olivier Gagnon
4de20f8cce Made logbox drag a little smoother. 2021-08-21 02:31:37 -04:00
Olivier Gagnon
4b38d296a8 Fix corp industry wrong initial value. 2021-08-21 02:10:58 -04:00
hydroflame
9ac75d5bf5 Merge pull request #1075 from danielyxie/dev
Fix Corp research popup box appearing behind one another.
2021-08-21 02:07:10 -04:00
Olivier Gagnon
6561413137 Fix Corp research popup box appearing behind one another. 2021-08-21 02:06:48 -04:00
hydroflame
1fb5105d0a Merge pull request #1074 from danielyxie/dev
hotfix broken editor shortcuts
2021-08-21 01:55:05 -04:00
Olivier Gagnon
b67c03ff8a hotfix broken editor shortcuts 2021-08-21 01:54:39 -04:00
hydroflame
7db3716256 Merge pull request #1072 from danielyxie/dev
hotfix the tutorial
2021-08-21 00:58:58 -04:00
Olivier Gagnon
ee5a70901b hotfix logbox width 2021-08-21 00:58:24 -04:00
Olivier Gagnon
63b2c77907 hotfix the tutorial 2021-08-21 00:51:07 -04:00
hydroflame
aa3ad3164c Merge pull request #1068 from danielyxie/dev
v0.52.6
2021-08-21 00:32:04 -04:00
Olivier Gagnon
474befa091 v0.52.6 2021-08-21 00:31:42 -04:00
hydroflame
cd1c1ce145 Merge pull request #1067 from danielyxie/monaco
Monaco
2021-08-21 00:17:58 -04:00
Olivier Gagnon
5aa24f22c4 final changes for monac 2021-08-21 00:17:26 -04:00
Olivier Gagnon
f02c6443cc ok figured out how to make the javascript autocomplete. 2021-08-20 17:14:20 -04:00
Olivier Gagnon
4497143785 basic autocomplete working 2021-08-20 16:11:49 -04:00
Olivier Gagnon
0b3c48827b Ok we can load a thing but it has no effect. 2021-08-20 15:46:59 -04:00
Olivier Gagnon
86de11e794 link for monaco 2021-08-20 15:46:59 -04:00
Olivier Gagnon
fb87385704 Added function definition for netscritp in typescript 2021-08-20 15:46:59 -04:00
Olivier Gagnon
b1caea796a another link 2021-08-20 15:46:59 -04:00
Olivier Gagnon
2dfd19c9e0 rename, kinda add option for tabs vs space 2021-08-20 15:46:59 -04:00
Olivier Gagnon
0e24020796 Move monaco UI back where it belongs ish 2021-08-20 15:46:59 -04:00
Olivier Gagnon
ed62a3ebc2 deleted ace and monaco 2021-08-20 15:46:59 -04:00
Olivier Gagnon
258716388e focus works 2021-08-20 15:46:59 -04:00
Olivier Gagnon
73ec97db87 first pass at monaco. 2021-08-20 15:46:58 -04:00
Olivier Gagnon
567c5dc230 lint 2021-08-20 15:45:21 -04:00
Olivier Gagnon
980665b77c Fix job bug 2021-08-20 15:41:15 -04:00
Olivier Gagnon
dcddc0c2d5 fix a few things 2021-08-20 14:39:24 -04:00
Olivier Gagnon
6e1100750e script log boxes can now be dragged around and multiple of them can be on screen at once. 2021-08-19 22:22:21 -04:00
hydroflame
fea25249a8 Merge pull request #1062 from danielyxie/dev
v0.52.5
2021-08-19 16:38:26 -04:00
Olivier Gagnon
df457a0c6e v0.52.5 2021-08-19 16:37:59 -04:00
hydroflame
3826de72ef Merge pull request #1061 from danielyxie/dev
hotfix some blade netscript functions not working
2021-08-19 11:04:24 -04:00
Olivier Gagnon
ee3530d9b9 hotfix some blade netscript functions not working 2021-08-19 11:04:01 -04:00
hydroflame
5098ef6232 Merge pull request #1057 from danielyxie/dev
v0.52.4 - Bladeburner in React
2021-08-19 01:46:16 -04:00
Olivier Gagnon
1a1a43c1ce v0.52.4 2021-08-19 01:45:26 -04:00
Olivier Gagnon
d6b349b6ff dialogBoxCreate now uses the same logic as other popups, now all popup can be dismissed with escape. 2021-08-18 00:51:51 -04:00
Olivier Gagnon
5c92360310 convert a few variables to const. 2021-08-18 00:08:23 -04:00
hydroflame
1fbb971d6f Merge pull request #1049 from danielyxie/react-blade
React blade
2021-08-17 23:54:52 -04:00
Olivier Gagnon
fa78b3f421 Fix React list without keys, fix int miscalculation of blade skills. 2021-08-17 23:52:18 -04:00
Olivier Gagnon
9af9bf58b6 fix final bugs 2021-08-17 23:28:40 -04:00
Olivier Gagnon
99afb156fa Refactoring mostly done, still a few bugs and test to do. 2021-08-17 23:28:40 -04:00
Olivier Gagnon
8d550157bc Blade is fully converted to React but now it needs refactoring. 2021-08-17 23:28:40 -04:00
Olivier Gagnon
4865563f26 Almost done converting blade to react. 2021-08-17 23:28:40 -04:00
Olivier Gagnon
cc8de58cff More converting blade to react. 2021-08-17 23:28:40 -04:00
Olivier Gagnon
58ada6d128 converting the giant Bladeburner object. 2021-08-17 23:28:40 -04:00
Olivier Gagnon
ae6f95b59a The blade UI is fully converted to React, the business logic is left to do. 2021-08-17 23:28:40 -04:00
Olivier Gagnon
99d4f17cdb work on blade to react 2021-08-17 23:28:40 -04:00
Olivier Gagnon
33f0efd49c converting more blade to react 2021-08-17 23:28:40 -04:00
Olivier Gagnon
988ca37764 converting more blade to react/ts 2021-08-17 23:28:40 -04:00
Olivier Gagnon
0e9d7450c9 Converting bladeburner to react 2021-08-17 23:28:40 -04:00
hydroflame
27ee65f524 Merge pull request #1051 from danielyxie/dev
hotfix 0 territory being softlocked.
2021-08-17 17:47:58 -04:00
Olivier Gagnon
78cd319c21 hotfix 0 territory being softlocked. 2021-08-17 17:47:22 -04:00
hydroflame
1d0f193c34 Merge pull request #1050 from danielyxie/dev
hotfix blocked in Gang
2021-08-17 17:14:11 -04:00
Olivier Gagnon
7367167019 hotfix blocked in Gang 2021-08-17 17:13:32 -04:00
hydroflame
08908c87ea Merge pull request #1048 from danielyxie/dev
Hotfix weird bladeburner ui bug
2021-08-15 17:14:38 -04:00
Olivier Gagnon
392f164f8e Hotfix weird bladeburner ui bug 2021-08-15 17:14:05 -04:00
hydroflame
3957a517db Merge pull request #1047 from danielyxie/dev
v0.52.3 - 2021-07-15 Gangs were OP (hydroflame)
2021-08-15 16:26:52 -04:00
Olivier Gagnon
e4b2a6853d v0.52.3 2021-08-15 16:23:54 -04:00
Olivier Gagnon
697a8119b0 update Changelog. 2021-08-15 16:20:34 -04:00
Olivier Gagnon
b31b3dc735 Factions list screen converted to React. 2021-08-15 16:20:10 -04:00
Olivier Gagnon
5848fa53b7 Merge branch 'dev' of github.com:danielyxie/bitburner into dev 2021-08-15 15:24:23 -04:00
Olivier Gagnon
539b206cb5 update patch notes. 2021-08-15 15:23:39 -04:00
hydroflame
0f92890f0c Merge pull request #1045 from danielyxie/gang2
Gang rework
2021-08-15 15:01:27 -04:00
Olivier Gagnon
056f0213dd Fixed an issue where a faction could be joined twice. 2021-08-15 14:31:38 -04:00
Olivier Gagnon
41871de26c More adjustments to gang rework 2021-08-15 14:09:58 -04:00
Olivier Gagnon
5803ddc613 popup now all can be dismissed by clicking outside the window and have grey background 2021-08-15 12:16:16 -04:00
Olivier Gagnon
99263309ba Fix gaining too much asc pts, reduce reputation gain in gangs. 2021-08-15 12:14:56 -04:00
Olivier Gagnon
8a78ee4cf6 build dev for beta branch 2021-08-15 12:11:18 -04:00
Olivier Gagnon
af46324c6d Changed the ascension mechanic 2021-08-15 12:09:44 -04:00
Olivier Gagnon
42aa6525a6 the gang UI has a force update on ascension. 2021-08-15 12:09:44 -04:00
Olivier Gagnon
05b1b55e9a bit more code cleanups 2021-08-15 12:09:44 -04:00
Olivier Gagnon
febf0835c2 tweaks to how the gang ui is loaded, making it more like stock market 2021-08-15 12:09:44 -04:00
Olivier Gagnon
94ea0d253c Removed all DOM id 2021-08-15 12:09:44 -04:00
Olivier Gagnon
31cf02e8e4 some comments 2021-08-15 12:09:44 -04:00
Olivier Gagnon
97fdf7cb7f Format/cleanup of Gang UI 2021-08-15 12:09:44 -04:00
Olivier Gagnon
2c7fbc03cf Remove all uses of any in Gang, Train Combat and Train Hacking are now the best exp gains, gang equipment and augs now give exp boosts 2021-08-15 12:09:43 -04:00
Olivier Gagnon
07cca48a17 converted everything to ts 2021-08-15 12:09:43 -04:00
Olivier Gagnon
43d0fcb9f9 little cleanup 2021-08-15 12:09:43 -04:00
Olivier Gagnon
99b8dfa0c1 Converted GangMember to tsx, only Gang left 2021-08-15 12:09:43 -04:00
Olivier Gagnon
4cdd65e96c more gang react conversion 2021-08-15 12:09:43 -04:00
Olivier Gagnon
9e345b1375 Mostly done converting Gang UI to React 2021-08-15 12:09:43 -04:00
Olivier Gagnon
9466017906 modifying gang stats 2021-08-15 12:09:43 -04:00
Olivier Gagnon
9c24f1325f Gang member accordion done 2021-08-15 12:09:43 -04:00
Olivier Gagnon
26401fbb93 more panels! 2021-08-15 12:09:43 -04:00
Olivier Gagnon
69dfbb6673 panel 2 done 2021-08-15 12:09:43 -04:00
Olivier Gagnon
5863797b03 minor refactor 2021-08-15 12:09:43 -04:00
Olivier Gagnon
25f546c691 part 1 of converting gang to react 2021-08-15 12:09:43 -04:00
hydroflame
21daab32c1 Merge pull request #1044 from danielyxie/dev
v0.52.2
2021-08-15 02:15:03 -04:00
Olivier Gagnon
67e5e413e4 v0.52.2 2021-08-15 02:14:07 -04:00
Olivier Gagnon
796d91835c Simplify all the augmentation effects. 2021-08-15 00:49:19 -04:00
Olivier Gagnon
be8d56ced9 rewrite augmentation stats description so it's autogenerated and consistent with the actual effects. 2021-08-15 00:24:31 -04:00
hydroflame
0671c48c86 Merge pull request #1029 from Kwazygloo/patch-1
Unique  Aevum Augment
2021-08-14 14:28:37 -04:00
hydroflame
5e2ed7a79e Merge pull request #1042 from danielyxie/dev
hotfix revert tutorial instructing the player to make a script on n00…
2021-08-11 01:05:46 -04:00
Olivier Gagnon
94388ba6af hotfix revert tutorial instructing the player to make a script on n00dles 2021-08-11 01:05:11 -04:00
hydroflame
d9e60ea124 Merge pull request #1039 from danielyxie/dev
rebuild with the version inside the game correctly udpated
2021-08-10 21:10:00 -04:00
Olivier Gagnon
306fe97ed8 rebuild with the version inside the game correctly udpated 2021-08-10 21:09:37 -04:00
hydroflame
2750eb293a Merge pull request #1038 from danielyxie/dev
v0.52.1
2021-08-10 21:04:05 -04:00
Olivier Gagnon
c9b47ac3a6 Update changelog. 2021-08-10 21:03:40 -04:00
Kwazygloo
1aa141b87e Update AugmentationHelpers.jsx 2021-07-03 11:13:45 -04:00
Kwazygloo
abe204109e Update AugmentationHelpers.jsx 2021-06-18 16:11:12 -04:00
Kwazygloo
434dd2b58d Update AugmentationHelpers.jsx 2021-06-18 12:09:56 -04:00
198 changed files with 21510 additions and 20071 deletions

View File

@@ -1,3 +0,0 @@
{
"presets": ["@babel/preset-react"]
}

4
.gitignore vendored
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@@ -1,3 +1,4 @@
.vscode
Changelog.txt
Netburner.txt
/doc/build
@@ -6,3 +7,6 @@ Netburner.txt
/test/*.map
/test/*.bundle.*
/test/*.css
# editor files
.vscode

9
babel.config.js Normal file
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@@ -0,0 +1,9 @@
const TEST = process.env.NODE_ENV === "test";
module.exports = {
"presets": [
"@babel/preset-react",
TEST && "@babel/preset-env",
TEST && "@babel/preset-typescript",
].filter(Boolean),
}

View File

@@ -1,5 +1,6 @@
@import "mixins";
@import "theme";
@import "styles";
/**
* Styling for all buttons
@@ -16,6 +17,7 @@ button {
.a-link-button,
.std-button {
@extend .noselect;
text-decoration: none;
background-color: #555;
color: #fff;
@@ -23,11 +25,6 @@ button {
margin: 5px;
border: 1px solid #333;
-moz-user-select: none;
-ms-user-select: none;
-khtml-user-select: none;
-webkit-user-select: none;
&:hover {
background-color: #666;
}
@@ -68,6 +65,7 @@ button {
.a-link-button-bought,
.std-button-bought {
@extend .noselect;
text-decoration: none;
background-color: #0a0;
color: #fff;

View File

@@ -1,5 +1,6 @@
@import "mixins";
@import "theme";
@import "styles";
/* Pop-up boxes */
.popup-box-container {
@@ -12,7 +13,6 @@
justify-content: center;
width: 100%;
height: 100%;
overflow: auto;
background-color: rbga(var(--my-background-color), 0.4);
}
@@ -23,6 +23,7 @@
width: 70%;
max-height: 80%;
overflow-y: auto;
z-index: 11; /* Sit on top of the container */
color: var(--my-font-color);
}
@@ -56,8 +57,7 @@
background-color: #000;
}
.dialog-box-container,
#log-box-container {
.dialog-box-container {
display: block;
position: absolute;
z-index: 10;
@@ -72,8 +72,54 @@
border: 5px solid var(--my-highlight-color);
}
.dialog-box-content,
#log-box-content {
.log-box-container {
display: flex;
flex-flow: column;
background-color: gray;
width: 50%;
position: absolute;
left: 50%;
top: 40%;
margin: -10% 0 0 -25%;
height: auto;
max-height: 50%;
z-index: 10;
background-color: var(--my-background-color);
border: 2px solid var(--my-highlight-color);
}
.log-box-header {
background-color: #333;
border: 1px solid var(--my-highlight-color);
display: flex;
flex: row nowrap;
align-items: center;
justify-content: space-between;
}
.log-box-log-container {
overflow-y: auto;
}
.log-box-button {
color: #aaa;
font-size: $defaultFontSize;
font-weight: bold;
padding: 2px;
margin: 6px;
border: 1px solid #fff;
background-color: #000;
}
.log-box-button:hover,
.log-box-button:focus {
color: var(--my-font-color);
text-decoration: none;
cursor: pointer;
}
.dialog-box-content {
z-index: 2;
background-color: var(--my-background-color);
padding: 10px;
@@ -87,6 +133,7 @@
.dialog-box-close-button {
@include borderRadius(12px);
@include boxShadow(1px 1px 3px #000);
@extend .noselect;
float: right;
color: #aaa;

View File

@@ -9,19 +9,6 @@
background-color: transparent;
}
#ace-editor {
margin: 10px;
height: 80%;
width: 100%;
margin-left: 6px;
padding-left: 6px;
padding-top: 6px;
padding-bottom: 6px;
border: 2px solid var(--my-highlight-color);
z-index: 1;
font-family: $fontFamily;
}
/* This temp element is used for auto adjusting filename field */
.tmp-element {
visibility: hidden;
@@ -47,7 +34,6 @@
#script-editor-filename-wrapper {
background-color: #555;
margin-left: 6px;
margin-right: 0;
padding-left: 6px;
width: 100%;
@@ -108,17 +94,14 @@
}
}
/* Specific overrides for Ace Editor */
.ace_line,
.ace_line * {
background-color: transparent;
margin: 0;
padding: 0;
.editor-options-container {
display: flex;
flex-flow: column;
}
.ace_text-input {
font-size: $defaultFontSize;
background-color: transparent;
}
/* Specified overrides for Code mirror Editor are defined in codemirror-override.scss */
.editor-options-line {
display: flex;
flex: row nowrap;
align-items: center;
justify-content: start;
}

View File

@@ -17,6 +17,8 @@ body {
p,
pre,
h2,
h3,
h4,
.text,
td {
color: var(--my-font-color);
@@ -36,6 +38,10 @@ li {
list-style-type: none;
}
br {
@extend .noselect;
}
#entire-game-container {
background-color: transparent;
}

File diff suppressed because one or more lines are too long

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

927
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77
dist/vendor.bundle.js vendored

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@@ -3,10 +3,201 @@
Changelog
=========
v0.52.9 - 2021-07-27 Less lag! (hydroflame & community)
-------------------------------------------
** Active Scripts page **
* Now less laggy, has pagination.
** File diagnostic **
* Added a popup found under options that shows the files you own and how
large they are. This help find bugs and leftover massive logs files.
** Corporation **
* Added safeguard against a very specific bug that causes NaN money. I'm
still not sure what the root cause is but it should prevent corp from
breaking.
** Netscript **
* tprintf is a new function that doesn't print the filename.
** Misc. **
* Infiltration kills you if you try to automate it. (@threehams)
* Fix beautify button not working
* Added bladeburner_analysis_mult to getPlayer() (@brubsby)
* Fixed joining bladeburner via netscript functions. (@omuretsu)
* All bladeburner actions are click-to-copy
* nerf noodle bar
v0.52.8 - 2021-07-23 Fixing the previous patch tbh ROUND 2 (hydroflame)
-------------------------------------------
** Script editor **
* Correctly reloads old script when clicking "Script Editor"
* No longer jumps to the end of the text for no reason.
** Hash upgrades **
* Fixed an issue where the default option would say ecorp but was really
foodnstuff
** Misc. **
* The "Delete all active script" button under the options has a clearer
description.
* Removed some debug console.log
* nerf noodle bar
v0.52.7 - 2021-07-21 Fixing the previous patch tbh (hydroflame)
-------------------------------------------
** Netscript **
* API BREAKING CHANGE: getActionEstimatedSuccessChance now returns a pair of
value to reflect the UI changes. I'm very sorry.
** Bladeburner **
* General actions now display time required.
* Recruitment now displays success chance.
* All other success chance now display a range instead of a single value
The real value is guaranteed to be within that range.
** Misc. **
* Fix tutorial not working after Monaco upate
* Fix logbox logs not taking up the whole logbox
* Fix script editor shortcut (ctrl+b)
* Fix Corporation popup appearing in the wrong order, hiding one of them
* Fix error when loading Corp
* Fix logbox dragging (smoother now)
* Fix logbox name collision
* Fix logbox allowing to open the same box multiple times
* Fix netscript write.
* nerf noodle bar
v0.52.6 - 2021-07-21 Logboxes and VS-code (hydroflame)
-------------------------------------------
** Text Editor **
* Ace and Codemirror have been removed in favor of monaco (web version of
vs-code). The options are a bit lackluster but more will be added as
feedback comes.
** Log boxes **
* Multiple log boxes can be opened at once. They can be moved around the
screen. (but the movement behavior is a bit weird.)
** Misc. **
* Job promotion now correctly updates the UI.
* Milestones now call the faction CyberSec instead of CSEC
* Can no longer create file that break the filesystem.
* Remove dollar sign in blade contract UI element
* nerf noodle bar
v0.52.5 - 2021-07-19 CPU cores are useful!? (hydroflame)
-------------------------------------------
** Terminal **
* When executing 'run SCRIPT' any script can now add '--tail' to
automatically bring up the logs.
** Netscript **
* The 'flags' function now works with single letter flags but they only take
one dash.
* Fix several broken bladeburner netscript functions.
* Fix gang.getMemberInformation returning inconsistent data after the gang
rework.
** CPU Cores **
* CPU Cores on the home computer now provide a bonus to grow() money gain
and makes weaken lower more security. Only for scripts running on 'home'
** Misc. **
* Fix weird scrolling in the new Bladeburner React console.
* nerf noodle bar
v0.52.4 - 2021-07-19 Bladeburner in React (hydroflame)
-------------------------------------------
** Bladeburner **
* The entire UI was rebuild in React. It should be more responsive
** Hacknet **
* Displays how many time each hash upgrade was bought.
* Displays cummulative effect of the upgrade.
* Removed "Close" button from hash upgrade menu.
** Misc. **
* More popup/modals have dark background, can be dismissed by clicking
outside, or by pressing escape.
* Small reword in the guide.
* Fix several typos in the bladeburner documentation.
* Linting (no one cares except the dev)
* nerf noodle bar
v0.52.3 - 2021-07-15 Gangs were OP (hydroflame)
-------------------------------------------
** Gang **
* Significant rework. Ascension is now based on exp gained.
* All upgrades give exp bonuses.
* Maximum gang members reduced to 12.
* Respect required to recruit sharply increased.
* Rewritten in React, the UI should be smoother and less laggy now.
** Infiltration **
* Now isTrusted protected.
** Misc. **
* Many UI element are now "noselect" protected.
* Fixed an issue where you could join the same faction twice via script and
UI simultaneously.
* Factions list screen converted to React.
* nerf noodle bar
v0.52.2 - 2021-07-15 Oh yeah, BN11 is a thing (drunk hydroflame tbh)
-------------------------------------------
** Source-Files **
* Source-File 11 now also provides a small reduction to the price increase
multiplier.
** Augmentations **
* New Augmentation offered by Aevum, themed around 777 and offers some basic
programs.
* Augmentation descriptions are now more concise and consistent.
** Misc. **
* nerf noodle bar
v0.52.1 - 2021-07-10 bugfixing (hydroflame & community)
-------------------------------------------
**Misc.**
* Fix game crash/corruption when quitting a job while working for it unfocused.
* Fix typo in corporation Market Data.
* Fix typo in docs for hackPercent.
@@ -16,8 +207,12 @@ v0.52.1 - 2021-07-10 bugfixing (hydroflame & community)
* Character overview screen no longer hidden on the corporation screen.
* Infiltration difficulty display is now more explicit (It's a big arrow instead
of just one word.)
* Fix wrong ram value in tutorial. (@MageKing17)
* Plenty of augmentation description cleanup (@Kwazygloo)
* Plenty of typo/description fixed (@MageKing17)
* Cleanup description of singularity function on readthedocs (@PurePandemonium)
* Fix bug when autolinking a server while backdooring (@schroederIT)
* nerf noodle bar
v0.52.0 - 2021-06-13 Infiltration 2.0 (hydroflame & community)
--------------------------------------------------------------
@@ -67,6 +262,7 @@ v0.52.0 - 2021-06-13 Infiltration 2.0 (hydroflame & community)
* Fixed an issue where reputation could be transfered to new jobs when unfocused.
* Empty stack traces should no longer appear.
* Purchasing anything with Infinity money doesn't result in NaN.
* nerf noodle bar
v0.51.10 - 2021-05-31 Focus Mark, Focus! (hydroflame)
-----------------------------------------------------
@@ -110,6 +306,7 @@ v0.51.10 - 2021-05-31 Focus Mark, Focus! (hydroflame)
* Very large number will no longer appear as "$NaNt"
* Hash capacity now displays in the "big number" format.
* nerf noodle bar
v0.51.9 - 2021-05-17 offline progress and exports! (hydroflame & community)
---------------------------------------------------------------
@@ -163,6 +360,7 @@ v0.51.9 - 2021-05-17 offline progress and exports! (hydroflame & community)
* 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
* nerf noodle bar
v0.51.8 - 2021-05-07 It was there all along (hydroflame & community)
@@ -220,6 +418,7 @@ v0.51.8 - 2021-05-07 It was there all along (hydroflame & community)
* Fix infiltration number formatting.
* script income transfers to parent on death. This helps keep track of
income for scripts that spawn short lived scripts.
* nerf noodle bar
v0.51.7 - 2021-04-28 n00dles (hydroflame & community)
-----------------------------------------
@@ -277,6 +476,7 @@ v0.51.7 - 2021-04-28 n00dles (hydroflame & community)
* 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"
* nerf noodle bar
v0.51.6 - 2021-04-28 Backdoor! (hydroflame & community)
@@ -327,6 +527,7 @@ v0.51.6 - 2021-04-28 Backdoor! (hydroflame & community)
* so many documentation and typos fixes (@Pimgd)
* A corruption visual effect has been added to location with servers that
have backdoor installed. (@dewint)
* nerf noodle bar
v0.51.5 - 2021-04-20 Flags! (hydroflame)
@@ -351,6 +552,7 @@ v0.51.5 - 2021-04-20 Flags! (hydroflame)
* Souce-File typo fix
* Fix 'while you were away' screen.
* Bladeburner team size can no longer be set to negative amounts.
* nerf noodle bar
v0.51.4 - 2021-04-19 Manual hacking is fun (hydroflame)
-------------------------------------------------------
@@ -386,6 +588,7 @@ v0.51.4 - 2021-04-19 Manual hacking is fun (hydroflame)
* The text editor now remembers the location of your cursor and restores it.
* skills are recalculated instantly.
* Fix typo in Operation Zero description.
* nerf noodle bar
v0.51.3 - 2021-04-16 Y'all broke it on the first day (hydroflame)
-----------------------------------------------------------------
@@ -427,6 +630,7 @@ v0.51.3 - 2021-04-16 Y'all broke it on the first day (hydroflame)
* 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.
* nerf noodle bar
v0.51.2 - 2021-04-09 Vegas, Baby! (hydroflame)
----------------------------------------------
@@ -441,6 +645,7 @@ v0.51.2 - 2021-04-09 Vegas, Baby! (hydroflame)
* Link to discord added under options
* 'getMemberInformation' doc updated, oops
* tech vendor now handle max ram and cores.
* nerf noodle bar
v0.51.1 - 2021-04-06 Bugfixes because the author of the last patch sucks (it's hydroflame)
------------------------------------------------------------------------------------------
@@ -472,6 +677,7 @@ v0.51.1 - 2021-04-06 Bugfixes because the author of the last patch sucks (it's h
* 'fl1ght.exe' will no longer suggest the combat path. Related faction
requirements unchanged.
* nerf noodle bar
v0.51.0 - 2021-03-31 Formulas (hydroflame)
------------------------------------------
@@ -498,6 +704,10 @@ v0.51.0 - 2021-03-31 Formulas (hydroflame)
* Certain UI elements are now 'click-to-copy'
** Misc. **
* nerf noodle bar
v0.50.2 - 2021-03-25 Everyone asked for this one. (hydroflame)
--------------------------------------------------------------
@@ -515,6 +725,7 @@ v0.50.2 - 2021-03-25 Everyone asked for this one. (hydroflame)
* New shortcut, Alt + b, brings you to bladeburner
* New shortcut, Alt + g, brings you to gang
* nerf noodle bar
v0.50.1 - 2021-03-22 (hydroflame)
---------------------------------
@@ -537,6 +748,7 @@ v0.50.1 - 2021-03-22 (hydroflame)
**Misc.**
* Minor spacing in stats tables.
* nerf noodle bar
v0.50.0 - 2021-03-20 Intelligence (hydroflame)
----------------------------------------------
@@ -557,6 +769,7 @@ v0.50.0 - 2021-03-20 Intelligence (hydroflame)
* number formatting
* remove wiki button in Hacking Missions.
* Fix NaN displayed when very very large numbers are reached.
* nerf noodle bar
v0.49.2 - 2021-03-13 (hydroflame)
---------------------------------
@@ -594,6 +807,7 @@ v0.49.2 - 2021-03-13 (hydroflame)
**Misc.**
* Fix issue where the effective stats under Character>Stats were being calculated.
* nerf noodle bar
v0.49.0 - 2021-03-11 Source-File -1 (hydroflame)
------------------------------------------------
@@ -621,6 +835,7 @@ v0.49.0 - 2021-03-11 Source-File -1 (hydroflame)
* Minor formatting under Hacking>Active Scripts
* option menu colors now match the rest of the game, kinda.
* nerf noodle bar
v0.48.0 - ASCII - 2021-03-07 (hydroflame)
@@ -668,6 +883,7 @@ v0.48.0 - ASCII - 2021-03-07 (hydroflame)
has bought but not installed
* Character>Factions has a badge indicating how many factions have pending
invites.
* nerf noodle bar
v0.47.2 - 7/15/2019
-------------------

View File

@@ -66,7 +66,7 @@ documentation_title = '{0} Documentation'.format(project)
# The short X.Y version.
version = '0.52'
# The full version, including alpha/beta/rc tags.
release = '0.52.1'
release = '0.52.9'
# The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages.

View File

@@ -636,7 +636,7 @@ This tells me that I can reach :code:`CSEC` by going through :code:`iron-gym`::
from CSEC once you hit 50 hacking, you cannot actually pass their test
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
After you are connected to the :code:`CSEC` server, you can backdoor it. Note that this
server requires one open port in order to gain root access. We can open the SSH port
using the :code:`BruteSSH.exe` program we created earlier. In |Terminal|::

View File

@@ -0,0 +1,17 @@
tprint() Netscript Function
===========================
.. js:function:: tprintf(format, args...)
:RAM cost: 0 GB
:param format: Format of the string to be printed.
:param args: Values to be formatted
Prints a raw formatted string to the terminal.
Example:
.. code-block:: javascript
tprintf("Hello world!"); // Prints "Hello world!" to the terminal.
tprintf("Hello %s", "world!"); // Prints "Hello world!" to the terminal.

View File

@@ -12,7 +12,7 @@ getActionCountRemaining() Netscript Function
This function will return 'Infinity' for actions such as 'Training' and
'Field Analysis'.
This function will return 1 for BlackOps not yet completed regardless of
wether the player has the required rank to attempt the mission or not.
whether the player has the required rank to attempt the mission or not.
Example:

View File

@@ -12,4 +12,4 @@ getActionCurrentLevel() Netscript Function
.. code-block:: javascript
bladeburner.getActionCountRemaining("Contracts", "Tracking"); // returns: 7
bladeburner.getActionCurrentLevel("Contracts", "Tracking"); // returns: 9

View File

@@ -6,10 +6,10 @@ getActionEstimatedSuccessChance() Netscript Function
:RAM cost: 4 GB
:param string type: Type of action. See :ref:`bladeburner_action_types`
:param string name: Name of action. Must be an exact match
:returns: Estimated success chance in decimal
:returns: Array of 2 number, lower and upper bound of the action chance.
Example:
.. code-block:: javascript
bladeburner.getActionEstimatedSuccessChance("Contracts", "Tracking"); // returns: .3
bladeburner.getActionEstimatedSuccessChance("Contracts", "Tracking"); // returns: [.3, .6]

View File

@@ -1,12 +1,13 @@
growPercent() Netscript Function
=================================
.. js:function:: growPercent(server, threads, player)
.. js:function:: growPercent(server, threads, player, cores)
:RAM cost: 0 GB
:param server server: The server that receives the growth.
:param number threads: The number of thread that would be used.
:param player player: The player.
:param number cores: The amount of cores on the host computer.
:returns: The amount the server's money would be multiplied by with these
parameters.

View File

@@ -8,7 +8,7 @@ hashGainRate() Netscript Function
: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.
:returns: Hashes per second that a server with those stats would gain.
If you are not in BitNode-5, then you must have Source-File 5-1 in order to
use this function. In addition, if you are not in BitNode-9, then you must

View File

@@ -13,30 +13,42 @@ getMemberInformation() Netscript Function
name: Name of this member.
task: Name of currently assigned task.
earnedRespect: Total amount of respect earned by this member.
hack: Hacking stat
str: Strength stat
def: Defense stat
dex: Dexterity stat
agi: Agility stat
cha: Charisma stat
hack_exp: Hacking experience
str_exp: Strength experience
def_exp: Defense experience
dex_exp: Dexterity experience
agi_exp: Agility experience
cha_exp: Charisma experience
hack_mult: Hacking multiplier from equipment. Decimal form
str_mult: Strength multiplier from equipment. Decimal form
def_mult: Defense multiplier from equipment. Decimal form
dex_mult: Dexterity multiplier from equipment. Decimal form
agi_mult: Agility multiplier from equipment. Decimal form
cha_mult: Charisma multiplier from equipment. Decimal form
hack_asc_mult: Hacking multiplier from ascension. Decimal form
str_asc_mult: Strength multiplier from ascension. Decimal form
def_asc_mult: Defense multiplier from ascension. Decimal form
dex_asc_mult: Dexterity multiplier from ascension. Decimal form
agi_asc_mult: Agility multiplier from ascension. Decimal form
cha_asc_mult: Charisma multiplier from ascension. Decimal form
hack_asc_points: Hacking ascension points.
str_asc_points: Strength ascension points.
def_asc_points: Defense ascension points.
dex_asc_points: Dexterity ascension points.
agi_asc_points: Agility ascension points.
cha_asc_points: Charisma ascension points.
upgrades: Array of names of all owned Non-Augmentation Equipment
augmentations: Array of names of all owned Augmentations
}

View File

@@ -19,6 +19,7 @@ This includes information such as function signatures, what they do, and their r
sleep() <basicfunctions/sleep>
print() <basicfunctions/print>
tprint() <basicfunctions/tprint>
tprintf() <basicfunctions/tprint>
clearLog() <basicfunctions/clearLog>
disableLog() <basicfunctions/disableLog>
enableLog() <basicfunctions/enableLog>

View File

@@ -33,83 +33,83 @@
<ul id="mainmenu" class="mainmenu noscrollbar">
<!-- Hacking dropdown -->
<li id="hacking-menu-header-li">
<button id="hacking-menu-header" class="mainmenu-accordion-header"> Hacking </button>
<button id="hacking-menu-header" class="mainmenu-accordion-header noselect"> Hacking </button>
</li>
<li id="terminal-tab" class="mainmenu-accordion-panel">
<li id="terminal-tab" class="mainmenu-accordion-panel noselect">
<button id="terminal-menu-link"> Terminal </button>
</li>
<li id="create-script-tab" class="mainmenu-accordion-panel">
<li id="create-script-tab" class="mainmenu-accordion-panel noselect">
<button id="create-script-menu-link"> Create Script </button>
</li>
<li id="active-scripts-tab" class="mainmenu-accordion-panel">
<li id="active-scripts-tab" class="mainmenu-accordion-panel noselect">
<button id="active-scripts-menu-link"> Active Scripts </button>
</li>
<li id="create-program-tab" class="mainmenu-accordion-panel">
<li id="create-program-tab" class="mainmenu-accordion-panel noselect">
<button id="create-program-menu-link"> Create Program </button>
<span id="create-program-notification" class="notification-off"> </span>
</li>
<!-- Character dropdown -->
<li id="character-menu-header-li">
<button id="character-menu-header" class="mainmenu-accordion-header"> Character </button>
<button id="character-menu-header" class="mainmenu-accordion-header noselect"> Character </button>
</li>
<li id="stats-tab" class="mainmenu-accordion-panel">
<li id="stats-tab" class="mainmenu-accordion-panel noselect">
<button id="stats-menu-link"> Stats </button>
</li>
<li id="factions-tab" class="mainmenu-accordion-panel">
<li id="factions-tab" class="mainmenu-accordion-panel noselect">
<button id="factions-menu-link"> Factions </button>
<span id="factions-notification" class="notification-off"> </span>
</li>
<li id="augmentations-tab" class="mainmenu-accordion-panel">
<li id="augmentations-tab" class="mainmenu-accordion-panel noselect">
<button id="augmentations-menu-link" style="overflow: hidden; text-overflow: ellipsis; white-space: nowrap;"> Augmentations </button>
<span id="augmentations-notification" class="notification-off"> </span>
</li>
<li id="hacknet-nodes-tab" class="mainmenu-accordion-panel">
<li id="hacknet-nodes-tab" class="mainmenu-accordion-panel noselect">
<button id="hacknet-nodes-menu-link"> Hacknet </button>
</li>
<li id="sleeves-tab" class="mainmenu-accordion-panel">
<li id="sleeves-tab" class="mainmenu-accordion-panel noselect">
<button id="sleeves-menu-link"> Sleeves </button>
</li>
<!-- World dropdown -->
<li id="world-menu-header-li">
<button id="world-menu-header" class="mainmenu-accordion-header">World</button>
<button id="world-menu-header" class="mainmenu-accordion-header noselect">World</button>
</li>
<li id="city-tab" class="mainmenu-accordion-panel">
<li id="city-tab" class="mainmenu-accordion-panel noselect">
<button id="city-menu-link"> City </button>
</li>
<li id="travel-tab" class="mainmenu-accordion-panel">
<li id="travel-tab" class="mainmenu-accordion-panel noselect">
<button id="travel-menu-link"> Travel </button>
</li>
<li id="job-tab" class="mainmenu-accordion-panel">
<li id="job-tab" class="mainmenu-accordion-panel noselect">
<button id="job-menu-link"> Job </button>
</li>
<li id="stock-market-tab" class="mainmenu-accordion-panel">
<li id="stock-market-tab" class="mainmenu-accordion-panel noselect">
<button id="stock-market-menu-link"> Stock Market </button>
</li>
<li id="bladeburner-tab" class="mainmenu-accordion-panel">
<li id="bladeburner-tab" class="mainmenu-accordion-panel noselect">
<button id="bladeburner-menu-link"> Bladeburner </button>
</li>
<li id="corporation-tab" class="mainmenu-accordion-panel">
<li id="corporation-tab" class="mainmenu-accordion-panel noselect">
<button id="corporation-menu-link"> Corp </button>
</li>
<li id="gang-tab" class="mainmenu-accordion-panel">
<li id="gang-tab" class="mainmenu-accordion-panel noselect">
<button id="gang-menu-link"> Gang </button>
</li>
<li id="help-menu-header-li">
<button id="help-menu-header" class="mainmenu-accordion-header"> Help </button>
<button id="help-menu-header" class="mainmenu-accordion-header noselect"> Help </button>
</li>
<li id="milestones-tab" class="mainmenu-accordion-panel">
<li id="milestones-tab" class="mainmenu-accordion-panel noselect">
<button id="milestones-menu-link"> Milestones </button>
</li>
<li id="tutorial-tab" class="mainmenu-accordion-panel">
<li id="tutorial-tab" class="mainmenu-accordion-panel noselect">
<button id="tutorial-menu-link"> Tutorial </button>
</li>
<li id="options-tab" class="mainmenu-accordion-panel">
<li id="options-tab" class="mainmenu-accordion-panel noselect">
<button id="options-menu-link"> Options </button>
</li>
<li id="dev-tab" class="mainmenu-accordion-panel">
<li id="dev-tab" class="mainmenu-accordion-panel noselect">
<button id="dev-menu-link"> Dev </button>
</li>
</ul>
@@ -123,11 +123,8 @@
<input id="script-editor-filename" type="text" maxlength="100" tabindex="1"/>
</div>
<div id="ace-editor"></div>
<form id="codemirror-form-wrapper"><textarea id="codemirror-editor"></textarea></form>
<div id="codemirror-vim-command-display-wrapper">
Key Buffer: <span id="codemirror-vim-command-display"></span>
</div>
<div id="monaco-editor"></div>
<div id="script-editor-buttons-wrapper"></div> <!-- Buttons below script editor -->
</div> <!-- End wrapper -->
@@ -173,6 +170,14 @@
<fieldset id="script-editor-option-flex4-fieldset"></fieldset>
</div> <!-- End script editor options panel -->
<!-- TODO(hydroflame): remove this once Monaco is implemented -->
<div id="ace-editor" style="display: none"></div>
<form id="codemirror-form-wrapper" style="display: none"><textarea id="codemirror-editor"></textarea></form>
<div id="codemirror-vim-command-display-wrapper" style="display: none">
Key Buffer: <span id="codemirror-vim-command-display"></span>
</div>
</div>
<!-- Terminal page -->
@@ -230,8 +235,10 @@
<div id="augmentations-container" class="generic-menupage-container"></div>
<!-- Milestones content -->
<div id="milestones-container" class="generic-menupage-container">
</div>
<div id="milestones-container" class="generic-menupage-container"></div>
<!-- Bladeburner -->
<div id="bladeburner-container" class="generic-menupage-container"></div>
<!-- Tutorial content -->
<div id="tutorial-container" class="generic-menupage-container">
@@ -271,14 +278,8 @@
<!-- React Component -->
</div>
<!-- Log Box -->
<div id="log-box-container">
<div id="log-box-content">
<button id="log-box-close" class="popup-box-button"> Close </button>
<button id="log-box-kill-script" class="popup-box-button">Kill Script</button>
<p id="log-box-text-header"> </p>
<p id="log-box-text"> </p>
</div>
<div id="gang-container" class="generic-menupage-container">
<!-- React Component -->
</div>
<!-- Generic Yes/No Pop Up box -->
@@ -362,7 +363,7 @@
<div id="character-overview-text">
<!-- ReactJS Component -->
</div>
<div class="character-quick-options">
<div class="character-quick-options noselect">
<button id="character-overview-save-button" class="character-overview-btn">Save Game</button>
<button id="character-overview-options-button" class="character-overview-btn">Options</button>
</div>
@@ -580,10 +581,12 @@
Copy Save data to Clipboard
</button>
<button id="debug-delete-scripts-link" class="a-link-button tooltip">
Delete all active scripts
Force kill all active scripts
<span class="tooltiptextleft">
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.
using this, save the game and then reload the page. This is different then normal kill in that normal kill
will tell the script to shut down while force kill just removes the references to it (and it should crash on it's own).
This will not remove the files on your computer. Just forcefully kill all running instance of all scripts.
</span>
</button>
<button id="debug-soft-reset" class="a-link-button tooltip">
@@ -592,6 +595,14 @@
Perform a soft reset. Resets everything as if you had just purchased an Augmentation.
</span>
</button>
<button id="debug-files" class="a-link-button tooltip">
Diagnose files
<span class="tooltiptextleft">
If your save file is extremely big you can use this button
to view a map of all the files on every server. Be careful
there might be spoilers.
</span>
</button>
</div>
</div>
</div>

9
jest.config.js Normal file
View File

@@ -0,0 +1,9 @@
module.exports = {
setupFiles: ["./jest.setup.js"],
moduleFileExtensions: ["ts", "tsx", "js", "jsx"],
transform: {
"^.+\\.(js|jsx|ts|tsx)$": "babel-jest",
},
// testMatch: ["**/?(*.)+(test).[jt]s?(x)"],
testEnvironment: "jsdom",
};

2
jest.setup.js Normal file
View File

@@ -0,0 +1,2 @@
import "regenerator-runtime/runtime";
global.$ = require("jquery");

16338
package-lock.json generated

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@@ -7,6 +7,8 @@
},
"dependencies": {
"@material-ui/core": "^4.11.3",
"@monaco-editor/react": "^4.2.2",
"@types/js-beautify": "^1.13.2",
"@types/numeral": "0.0.25",
"@types/react": "^16.8.6",
"@types/react-dom": "^16.8.2",
@@ -33,6 +35,7 @@
"loader-runner": "^2.3.0",
"loader-utils": "^1.1.0",
"memory-fs": "~0.4.1",
"monaco-editor": "^0.27.0",
"node-sass": "^6.0.1",
"normalize.css": "^8.0.0",
"numeral": "2.0.6",
@@ -47,17 +50,18 @@
"description": "A cyberpunk-themed incremental game",
"devDependencies": {
"@babel/core": "^7.3.4",
"@babel/preset-env": "^7.15.0",
"@babel/preset-react": "^7.0.0",
"@types/chai": "^4.1.7",
"@babel/preset-typescript": "^7.15.0",
"@types/jest": "^27.0.1",
"@types/lodash": "^4.14.168",
"@types/mocha": "^5.2.7",
"@typescript-eslint/eslint-plugin": "^4.22.0",
"@typescript-eslint/parser": "^4.22.0",
"babel-jest": "^27.0.6",
"babel-loader": "^8.0.5",
"beautify-lint": "^1.0.3",
"benchmark": "^2.1.1",
"bundle-loader": "~0.5.0",
"chai": "^4.2.0",
"css-loader": "^0.28.11",
"es6-promise-polyfill": "^1.1.1",
"eslint": "^7.24.0",
@@ -66,6 +70,7 @@
"html-webpack-plugin": "^3.2.0",
"i18n-webpack-plugin": "^1.0.0",
"istanbul": "^0.4.5",
"jest": "^27.0.6",
"js-beautify": "^1.5.10",
"jsdom": "^15.0.0",
"jsdom-global": "^3.0.2",
@@ -75,10 +80,9 @@
"lodash": "^4.17.21",
"mini-css-extract-plugin": "^0.4.1",
"mkdirp": "^0.5.1",
"mocha": "^6.1.4",
"mochapack": "^1.1.1",
"null-loader": "^1.0.0",
"raw-loader": "~0.5.0",
"regenerator-runtime": "^0.13.9",
"sass-loader": "^7.0.3",
"script-loader": "~0.7.0",
"should": "^11.1.1",
@@ -121,10 +125,10 @@
"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",
"test": "jest",
"test:watch": "jest --watch",
"watch": "webpack --watch --mode production",
"watch:dev": "webpack --watch --mode development"
},
"version": "0.52.1"
"version": "0.52.9"
}

View File

@@ -1,14 +1,18 @@
// Class definition for a single Augmentation object
import * as React from "react";
import { IMap } from "../types";
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { Faction } from "../Faction/Faction";
import { Factions } from "../Faction/Factions";
import { numeralWrapper } from "../ui/numeralFormat";
import { Money } from "../ui/React/Money";
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
interface IConstructorParams {
info: string | JSX.Element;
stats?: JSX.Element;
isSpecial?: boolean;
moneyCost: number;
name: string;
@@ -45,6 +49,129 @@ interface IConstructorParams {
bladeburner_stamina_gain_mult?: number;
bladeburner_analysis_mult?: number;
bladeburner_success_chance_mult?: number;
startingMoney?: number;
programs?: string[];
}
function generateStatsDescription(mults: IMap<number>, programs?: string[], startingMoney?: number): JSX.Element {
const f = (x: number, decimals = 0): string => {
// look, I don't know how to make a "smart decimals"
// todo, make it smarter
if(x === 1.0777-1) return "7.77%";
if(x === 1.777-1) return "77.7%";
return numeralWrapper.formatPercentage(x, decimals);
};
let desc = <>Effects:</>;
if(mults.hacking_mult &&
mults.hacking_mult == mults.strength_mult &&
mults.hacking_mult == mults.defense_mult &&
mults.hacking_mult == mults.dexterity_mult &&
mults.hacking_mult == mults.agility_mult &&
mults.hacking_mult == mults.charisma_mult){
desc = <>{desc}<br />+{f(mults.hacking_mult-1)} all skills</>
} else {
if(mults.hacking_mult)
desc = <>{desc}<br />+{f(mults.hacking_mult-1)} hacking skill</>
if(mults.strength_mult &&
mults.strength_mult == mults.defense_mult &&
mults.strength_mult == mults.dexterity_mult &&
mults.strength_mult == mults.agility_mult) {
desc = <>{desc}<br />+{f(mults.strength_mult-1)} combat skills</>
} else {
if(mults.strength_mult)
desc = <>{desc}<br />+{f(mults.strength_mult-1)} strength skill</>
if(mults.defense_mult)
desc = <>{desc}<br />+{f(mults.defense_mult-1)} defense skill</>
if(mults.dexterity_mult)
desc = <>{desc}<br />+{f(mults.dexterity_mult-1)} dexterity skill</>
if(mults.agility_mult)
desc = <>{desc}<br />+{f(mults.agility_mult-1)} agility skill</>
}
if(mults.charisma_mult)
desc = <>{desc}<br />+{f(mults.charisma_mult-1)} Charisma skill</>
}
if(mults.hacking_exp_mult &&
mults.hacking_exp_mult === mults.strength_exp_mult &&
mults.hacking_exp_mult === mults.defense_exp_mult &&
mults.hacking_exp_mult === mults.dexterity_exp_mult &&
mults.hacking_exp_mult === mults.agility_exp_mult &&
mults.hacking_exp_mult === mults.charisma_exp_mult) {
desc = <>{desc}<br />+{f(mults.hacking_exp_mult-1)} exp for all skills</>
} else {
if(mults.hacking_exp_mult)
desc = <>{desc}<br />+{f(mults.hacking_exp_mult-1)} hacking exp</>
if(mults.strength_exp_mult &&
mults.strength_exp_mult === mults.defense_exp_mult &&
mults.strength_exp_mult === mults.dexterity_exp_mult &&
mults.strength_exp_mult === mults.agility_exp_mult) {
desc = <>{desc}<br />+{f(mults.strength_exp_mult-1)} combat exp</>
} else {
if(mults.strength_exp_mult)
desc = <>{desc}<br />+{f(mults.strength_exp_mult-1)} strength exp</>
if(mults.defense_exp_mult)
desc = <>{desc}<br />+{f(mults.defense_exp_mult-1)} defense exp</>
if(mults.dexterity_exp_mult)
desc = <>{desc}<br />+{f(mults.dexterity_exp_mult-1)} dexterity exp</>
if(mults.agility_exp_mult)
desc = <>{desc}<br />+{f(mults.agility_exp_mult-1)} agility exp</>
}
if(mults.charisma_exp_mult)
desc = <>{desc}<br />+{f(mults.charisma_exp_mult-1)} charisma exp</>
}
if(mults.hacking_speed_mult)
desc = <>{desc}<br />+{f(mults.hacking_speed_mult-1)} faster hacking</>
if(mults.hacking_chance_mult)
desc = <>{desc}<br />+{f(mults.hacking_chance_mult-1)} hack() success chance</>
if(mults.hacking_money_mult)
desc = <>{desc}<br />+{f(mults.hacking_money_mult-1)} hack() power</>
if(mults.hacking_grow_mult)
desc = <>{desc}<br />+{f(mults.hacking_grow_mult-1)} grow() power</>
if(mults.faction_rep_mult &&
mults.faction_rep_mult === mults.company_rep_mult) {
desc = <>{desc}<br />+{f(mults.faction_rep_mult-1)} reputation from factions and companies</>
} else {
if(mults.faction_rep_mult)
desc = <>{desc}<br />+{f(mults.faction_rep_mult-1)} reputation from factions</>
if(mults.company_rep_mult)
desc = <>{desc}<br />+{f(mults.company_rep_mult-1)} reputation from companies</>
}
if(mults.crime_money_mult)
desc = <>{desc}<br />+{f(mults.crime_money_mult-1)} crime money</>
if(mults.crime_success_mult)
desc = <>{desc}<br />+{f(mults.crime_success_mult-1)} crime success rate</>
if(mults.work_money_mult)
desc = <>{desc}<br />+{f(mults.work_money_mult-1)} work money</>
if(mults.hacknet_node_money_mult)
desc = <>{desc}<br />+{f(mults.hacknet_node_money_mult-1)} hacknet production</>
if(mults.hacknet_node_purchase_cost_mult)
desc = <>{desc}<br />-{f(-(mults.hacknet_node_purchase_cost_mult-1))} hacknet nodes cost</>
if(mults.hacknet_node_level_cost_mult)
desc = <>{desc}<br />-{f(-(mults.hacknet_node_level_cost_mult-1))} hacknet nodes upgrade cost</>
if(mults.bladeburner_max_stamina_mult)
desc = <>{desc}<br />+{f(mults.bladeburner_max_stamina_mult-1)} Bladeburner Max Stamina</>
if(mults.bladeburner_stamina_gain_mult)
desc = <>{desc}<br />+{f(mults.bladeburner_stamina_gain_mult-1)} Bladeburner Stamina gain</>
if(mults.bladeburner_analysis_mult)
desc = <>{desc}<br />+{f(mults.bladeburner_analysis_mult-1)} Bladeburner Field Analysis effectiveness</>
if(mults.bladeburner_success_chance_mult)
desc = <>{desc}<br />+{f(mults.bladeburner_success_chance_mult-1)} Bladeburner Contracts and Operations success chance</>
if(startingMoney)
desc = <>{desc}<br />Start with {Money(startingMoney)} after installing Augmentations.</>
if(programs)
desc = <>{desc}<br />Start with {programs.join(' and ')} after installing Augmentations.</>
return desc;
}
export class Augmentation {
@@ -58,6 +185,9 @@ export class Augmentation {
// Description of what this Aug is and what it does
info: string | JSX.Element;
// Description of the stats, often autogenerated, sometimes manually written.
stats: JSX.Element;
// Any Augmentation not immediately available in BitNode-1 is special (e.g. Bladeburner augs)
isSpecial = false;
@@ -126,6 +256,11 @@ export class Augmentation {
if (params.bladeburner_stamina_gain_mult) { this.mults.bladeburner_stamina_gain_mult = params.bladeburner_stamina_gain_mult; }
if (params.bladeburner_analysis_mult) { this.mults.bladeburner_analysis_mult = params.bladeburner_analysis_mult; }
if (params.bladeburner_success_chance_mult) { this.mults.bladeburner_success_chance_mult = params.bladeburner_success_chance_mult; }
if(params.stats)
this.stats = params.stats;
else
this.stats = generateStatsDescription(this.mults, params.programs, params.startingMoney);
}
// Adds this Augmentation to the specified Factions

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@@ -47,6 +47,7 @@ export const AugmentationNames: IMap<string> = {
PCDNI: "PC Direct-Neural Interface",
PCDNIOptimizer: "PC Direct-Neural Interface Optimization Submodule",
PCDNINeuralNetwork: "PC Direct-Neural Interface NeuroNet Injector",
PCMatrix: "PCMatrix",
ADRPheromone1: "ADR-V1 Pheromone Gene",
ADRPheromone2: "ADR-V2 Pheromone Gene",
ShadowsSimulacrum: "The Shadow's Simulacrum",

View File

@@ -7,7 +7,6 @@ import * as React from "react";
import { Augmentations } from "../../Augmentation/Augmentations";
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
import { Player } from "../../Player";
import { IPlayerOwnedAugmentation } from "../../Augmentation/PlayerOwnedAugmentation";
import { AugmentationAccordion } from "../../ui/React/AugmentationAccordion";

View File

@@ -231,7 +231,11 @@ BitNodes["BitNode11"] = new BitNode(11, "The Big Crash", "Okay. Sell it all.",
"This Source-File also increases the player's company salary and reputation gain multipliers by:<br><br>" +
"Level 1: 32%<br>" +
"Level 2: 48%<br>" +
"Level 3: 56%");
"Level 3: 56%<br><br>" +
"It also reduces the price increase for every aug bought by:<br><br>"+
"Level 1: 4%<br>"+
"Level 2: 6%<br>"+
"Level 3: 7%");
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 Source-File 12, or " +

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@@ -194,6 +194,23 @@ export class Action implements IAction {
return 1;
}
getEstSuccessChance(inst: IBladeburner): number[] {
function clamp(x: number): number {
return Math.max(0, Math.min(x, 1));
}
const est = this.getSuccessChance(inst, {est: true});
const real = this.getSuccessChance(inst);
const diff = Math.abs(real-est);
let low = real-diff;
let high = real+diff;
const city = inst.getCurrentCity();
const r = city.pop / city.popEst;
if(r < 1) low *= r;
else high *= r;
return [clamp(low), clamp(high)];
}
/**
* @inst - Bladeburner Object
* @params - options:

View File

@@ -0,0 +1,28 @@
import { IActionIdentifier } from "./IActionIdentifier";
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
interface IParams {
name?: string;
type?: number;
}
export class ActionIdentifier implements IActionIdentifier {
name = "";
type = -1;
constructor(params: IParams = {}) {
if (params.name) this.name = params.name;
if (params.type) this.type = params.type;
}
toJSON(): any {
return Generic_toJSON("ActionIdentifier", this);
}
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): ActionIdentifier {
return Generic_fromJSON(ActionIdentifier, value.data);
}
}
Reviver.constructors.ActionIdentifier = ActionIdentifier;

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@@ -4,14 +4,14 @@ import { getRandomInt } from "../../utils/helpers/getRandomInt";
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
import { addOffset } from "../../utils/helpers/addOffset";
export class ChangePopulationByCountParams {
estChange = 0;
estOffset = 0;
interface IChangePopulationByCountParams {
estChange: number;
estOffset: number;
}
export class ChangePopulationByPercentageParams {
nonZero = false;
changeEstEqually = false;
interface IChangePopulationByPercentageParams {
nonZero: boolean;
changeEstEqually: boolean;
}
export class City {
@@ -113,7 +113,7 @@ export class City {
* estChange(int): How much the estimate should change by
* estOffset(int): Add offset to estimate (offset by percentage)
*/
changePopulationByCount(n: number, params: ChangePopulationByCountParams=new ChangePopulationByCountParams()): void {
changePopulationByCount(n: number, params: IChangePopulationByCountParams = {estChange: 0, estOffset: 0}): void {
if (isNaN(n)) {throw new Error("NaN passed into City.changePopulationByCount()");}
this.pop += n;
if (params.estChange && !isNaN(params.estChange)) {this.popEst += params.estChange;}
@@ -129,7 +129,7 @@ export class City {
* changeEstEqually(bool) - Change the population estimate by an equal amount
* nonZero (bool) - Set to true to ensure that population always changes by at least 1
*/
changePopulationByPercentage(p: number, params: ChangePopulationByPercentageParams=new ChangePopulationByPercentageParams()): number {
changePopulationByPercentage(p: number, params: IChangePopulationByPercentageParams={nonZero: false, changeEstEqually: false}): number {
if (isNaN(p)) {throw new Error("NaN passed into City.changePopulationByPercentage()");}
if (p === 0) {return 0;}
let change = Math.round(this.pop * (p/100));

View File

@@ -64,6 +64,7 @@ export interface IAction {
getActionTypeSkillSuccessBonus(inst: IBladeburner): number;
getChaosCompetencePenalty(inst: IBladeburner, params: ISuccessChanceParams): number;
getChaosDifficultyBonus(inst: IBladeburner): number;
getEstSuccessChance(inst: IBladeburner): number[];
getSuccessChance(inst: IBladeburner, params: ISuccessChanceParams): number;
getSuccessesNeededForNextLevel(baseSuccessesPerLevel: number): number;
setMaxLevel(baseSuccessesPerLevel: number): void;

View File

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

View File

@@ -1,20 +1,33 @@
import { IActionIdentifier } from "./IActionIdentifier";
import { City } from "./City";
import { Skill } from "./Skill";
import { IAction } from "./IAction";
import { IPlayer } from "../PersonObjects/IPlayer";
import { WorkerScript } from "../Netscript/WorkerScript";
export interface IBladeburner {
numHosp: number;
moneyLost: number;
rank: number;
maxRank: number;
skillPoints: number;
totalSkillPoints: number;
teamSize: number;
teamLost: number;
hpLost: number;
storedCycles: number;
randomEventCounter: number;
actionTimeToComplete: number;
actionTimeCurrent: number;
actionTimeOverflow: number;
action: IActionIdentifier;
cities: any;
city: string;
skills: any;
@@ -27,13 +40,66 @@ export interface IBladeburner {
blackops: any;
logging: any;
automateEnabled: boolean;
automateActionHigh: number;
automateActionHigh: IActionIdentifier;
automateThreshHigh: number;
automateActionLow: number;
automateActionLow: IActionIdentifier;
automateThreshLow: number;
consoleHistory: string[];
consoleLogs: string[];
getCurrentCity(): City;
calculateStaminaPenalty(): number;
startAction(player: IPlayer, action: IActionIdentifier): void;
upgradeSkill(skill: Skill): void;
executeConsoleCommands(player: IPlayer, command: string): void;
postToConsole(input: string, saveToLogs?: boolean): void;
log(input: string): void;
resetAction(): void;
clearConsole(): void;
prestige(): void;
storeCycles(numCycles?: number): void;
getTypeAndNameFromActionId(actionId: IActionIdentifier): {type: string; name: string};
getContractNamesNetscriptFn(): string[];
getOperationNamesNetscriptFn(): string[];
getBlackOpNamesNetscriptFn(): string[];
getGeneralActionNamesNetscriptFn(): string[];
getSkillNamesNetscriptFn(): string[];
startActionNetscriptFn(player: IPlayer, type: string, name: string, workerScript: WorkerScript): boolean;
getActionTimeNetscriptFn(player: IPlayer, type: string, name: string, workerScript: WorkerScript): number;
getActionEstimatedSuccessChanceNetscriptFn(player: IPlayer, type: string, name: string, workerScript: WorkerScript): number[];
getActionCountRemainingNetscriptFn(type: string, name: string, workerScript: WorkerScript): number;
getSkillLevelNetscriptFn(skillName: string, workerScript: WorkerScript): number;
getSkillUpgradeCostNetscriptFn(skillName: string, workerScript: WorkerScript): number;
upgradeSkillNetscriptFn(skillName: string, workerScript: WorkerScript): boolean;
getTeamSizeNetscriptFn(type: string, name: string, workerScript: WorkerScript): number;
setTeamSizeNetscriptFn(type: string, name: string, size: number, workerScript: WorkerScript): number;
joinBladeburnerFactionNetscriptFn(workerScript: WorkerScript): boolean;
getActionIdFromTypeAndName(type: string, name: string): IActionIdentifier | null;
executeStartConsoleCommand(player: IPlayer, args: string[]): void;
executeSkillConsoleCommand(args: string[]): void;
executeLogConsoleCommand(args: string[]): void;
executeHelpConsoleCommand(args: string[]): void;
executeAutomateConsoleCommand(args: string[]): void;
parseCommandArguments(command: string): string[];
executeConsoleCommand(player: IPlayer, command: string): void;
triggerMigration(sourceCityName: string): void;
triggerPotentialMigration(sourceCityName: string, chance: number): void;
randomEvent(): void;
gainActionStats(player: IPlayer, action: IAction, success: boolean): void;
getDiplomacyEffectiveness(player: IPlayer): number;
getRecruitmentSuccessChance(player: IPlayer): number;
getRecruitmentTime(player: IPlayer): number;
resetSkillMultipliers(): void;
updateSkillMultipliers(): void;
completeOperation(success: boolean): void;
getActionObject(actionId: IActionIdentifier): IAction | null;
completeContract(success: boolean): void;
completeAction(player: IPlayer): void;
changeRank(player: IPlayer, change: number): void;
processAction(player: IPlayer, seconds: number): void;
calculateStaminaGainPerSecond(player: IPlayer): number;
calculateMaxStamina(player: IPlayer): void;
create(): void;
process(player: IPlayer): void;
}

View File

@@ -103,5 +103,28 @@ export class Skill {
calculateCost(currentLevel: number): number {
return Math.floor((this.baseCost + (currentLevel * this.costInc)) * BitNodeMultipliers.BladeburnerSkillCost);
}
getMultiplier(name: string): number {
if(name === "successChanceAll") return this.successChanceAll;
if(name === "successChanceStealth") return this.successChanceStealth;
if(name === "successChanceKill") return this.successChanceKill;
if(name === "successChanceContract") return this.successChanceContract;
if(name === "successChanceOperation") return this.successChanceOperation;
if(name === "successChanceEstimate") return this.successChanceEstimate;
if(name === "actionTime") return this.actionTime;
if(name === "effHack") return this.effHack;
if(name === "effStr") return this.effStr;
if(name === "effDef") return this.effDef;
if(name === "effDex") return this.effDex;
if(name === "effAgi") return this.effAgi;
if(name === "effCha") return this.effCha;
if(name === "stamina") return this.stamina;
if(name === "money") return this.money;
if(name === "expGain") return this.expGain;
return 0;
}
}

View File

@@ -1,5 +1,18 @@
// Action Identifier enum
export const ActionTypes = Object.freeze({
export const ActionTypes: {
[key: string]: number;
"Idle": number;
"Contract": number;
"Operation": number;
"BlackOp": number;
"BlackOperation": number;
"Training": number;
"Recruitment": number;
"FieldAnalysis": number;
"Field Analysis": number;
"Diplomacy": number;
"Hyperbolic Regeneration Chamber": number;
} = {
"Idle": 1,
"Contract": 2,
"Operation": 3,
@@ -11,4 +24,4 @@ export const ActionTypes = Object.freeze({
"Field Analysis": 7,
"Diplomacy": 8,
"Hyperbolic Regeneration Chamber": 9,
});
};

View File

@@ -1,4 +1,5 @@
export const ConsoleHelpText: {
[key: string]: string[];
helpList: string[];
automate: string[];
clear: string[];

View File

@@ -0,0 +1,14 @@
import * as React from "react";
export const stealthIcon = <svg xmlns="http://www.w3.org/2000/svg" width="16px" height="16px" viewBox="0 0 166 132" style={{fill:'#adff2f'}}>
<g>
<path d="M132.658-0.18l-24.321,24.321c-7.915-2.71-16.342-4.392-25.087-4.392c-45.84,0-83,46-83,46 s14.1,17.44,35.635,30.844L12.32,120.158l12.021,12.021L144.68,11.841L132.658-0.18z M52.033,80.445 c-2.104-4.458-3.283-9.438-3.283-14.695c0-19.054,15.446-34.5,34.5-34.5c5.258,0,10.237,1.179,14.695,3.284L52.033,80.445z" />
<path d="M134.865,37.656l-18.482,18.482c0.884,3.052,1.367,6.275,1.367,9.612c0,19.055-15.446,34.5-34.5,34.5 c-3.337,0-6.56-0.483-9.611-1.367l-10.124,10.124c6.326,1.725,12.934,2.743,19.735,2.743c45.84,0,83-46,83-46 S153.987,50.575,134.865,37.656z" />
</g>
</svg>
export const killIcon = <svg xmlns="http://www.w3.org/2000/svg" width="16px" height="16px" viewBox="-22 0 511 511.99561" style={{fill:'#adff2f'}}>
<path d="m.496094 466.242188 39.902344-39.902344 45.753906 45.753906-39.898438 39.902344zm0 0" />
<path d="m468.421875 89.832031-1.675781-89.832031-300.265625 300.265625 45.753906 45.753906zm0 0" />
<path d="m95.210938 316.785156 16.84375 16.847656h.003906l83.65625 83.65625 22.753906-22.753906-100.503906-100.503906zm0 0" />
<path d="m101.445312 365.300781-39.902343 39.902344 45.753906 45.753906 39.902344-39.902343-39.90625-39.902344zm0 0" />
</svg>

View File

@@ -0,0 +1,49 @@
import React, { useState, useEffect } from "react";
import { GeneralActionPage } from "./GeneralActionPage";
import { ContractPage } from "./ContractPage";
import { OperationPage } from "./OperationPage";
import { BlackOpPage } from "./BlackOpPage";
import { SkillPage } from "./SkillPage";
import { stealthIcon, killIcon } from "../data/Icons";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
}
export function AllPages(props: IProps): React.ReactElement {
const [page, setPage] = useState('General');
const setRerender = useState(false)[1];
useEffect(() => {
const id = setInterval(() => setRerender(old => !old), 1000);
return () => clearInterval(id);
}, []);
function Header(props: {name: string}): React.ReactElement {
return (<a
onClick={()=>setPage(props.name)}
className={page !== props.name ?
"bladeburner-nav-button" :
"bladeburner-nav-button-inactive"}>
{props.name}
</a>);
}
return (<>
<Header name={'General'} />
<Header name={'Contracts'} />
<Header name={'Operations'} />
<Header name={'BlackOps'} />
<Header name={'Skills'} />
<div style={{display:"block", margin:"4px", padding:"4px"}}>
{page === 'General' && <GeneralActionPage bladeburner={props.bladeburner} player={props.player} />}
{page === 'Contracts' && <ContractPage bladeburner={props.bladeburner} player={props.player} />}
{page === 'Operations' && <OperationPage bladeburner={props.bladeburner} player={props.player} />}
{page === 'BlackOps' && <BlackOpPage bladeburner={props.bladeburner} player={props.player} />}
{page === 'Skills' && <SkillPage bladeburner={props.bladeburner} />}
</div>
<span className="text">{stealthIcon} = This action requires stealth, {killIcon} = This action involves retirement</span>
</>);
}

View File

@@ -0,0 +1,89 @@
import React, { useState } from "react";
import {
formatNumber,
convertTimeMsToTimeElapsedString,
} from "../../../utils/StringHelperFunctions";
import { ActionTypes } from "../data/ActionTypes";
import { createProgressBarText } from "../../../utils/helpers/createProgressBarText";
import { stealthIcon, killIcon } from "../data/Icons";
import { createPopup } from "../../ui/React/createPopup";
import { TeamSizePopup } from "./TeamSizePopup";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
import { SuccessChance } from "./SuccessChance";
import { CopyableText } from "../../ui/React/CopyableText";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
action: any;
}
export function BlackOpElem(props: IProps): React.ReactElement {
const setRerender = useState(false)[1];
const isCompleted = (props.bladeburner.blackops[props.action.name] != null);
if(isCompleted) {
return (
<h2 style={{display: 'block'}}>{props.action.name} (COMPLETED)</h2>);
}
const isActive = props.bladeburner.action.type === ActionTypes["BlackOperation"] && props.action.name === props.bladeburner.action.name;
const estimatedSuccessChance = props.action.getEstSuccessChance(props.bladeburner);
const actionTime = props.action.getActionTime(props.bladeburner);
const hasReqdRank = props.bladeburner.rank >= props.action.reqdRank;
const computedActionTimeCurrent = Math.min(props.bladeburner.actionTimeCurrent+props.bladeburner.actionTimeOverflow, props.bladeburner.actionTimeToComplete);
function onStart(): void {
props.bladeburner.action.type = ActionTypes.BlackOperation;
props.bladeburner.action.name = props.action.name;
props.bladeburner.startAction(props.player, props.bladeburner.action);
setRerender(old => !old);
}
function onTeam(): void {
const popupId = "bladeburner-operation-set-team-size-popup";
createPopup(popupId, TeamSizePopup, {
bladeburner: props.bladeburner,
action: props.action,
popupId: popupId,
});
}
return (<>
<h2 style={{display: 'inline-block'}}>
{isActive ?
<><CopyableText value={props.action.name} /> (IN PROGRESS - {formatNumber(computedActionTimeCurrent, 0)} / {formatNumber(props.bladeburner.actionTimeToComplete, 0)})</> :
<CopyableText value={props.action.name} />
}
</h2>
{isActive ?
<p style={{display: 'block'}}>{createProgressBarText({progress: computedActionTimeCurrent / props.bladeburner.actionTimeToComplete})}</p> :
<>
<a
className={hasReqdRank ? "a-link-button" : "a-link-button-inactive"}
style={{margin:"3px", padding:"3px"}}
onClick={onStart}
>Start</a>
<a
onClick={onTeam}
style={{margin:"3px", padding:"3px"}}
className="a-link-button">
Set Team Size (Curr Size: {formatNumber(props.action.teamCount, 0)})
</a>
</>}
<br />
<br />
<p style={{display:"inline-block"}} dangerouslySetInnerHTML={{__html: props.action.desc}} />
<br />
<br />
<p style={{display:"block", color:hasReqdRank ? "white" : "red"}}>
Required Rank: {formatNumber(props.action.reqdRank, 0)}
</p>
<br />
<pre style={{display:"inline-block"}}>
Estimated Success Chance: <SuccessChance chance={estimatedSuccessChance} /> {props.action.isStealth?stealthIcon:<></>}{props.action.isKill?killIcon:<></>}
<br />
Time Required: {convertTimeMsToTimeElapsedString(actionTime*1000)}
</pre>
</>);
}

View File

@@ -0,0 +1,36 @@
import React from "react";
import { BlackOperations } from "../BlackOperations";
import { BlackOperation } from "../BlackOperation";
import { BlackOpElem } from "./BlackOpElem";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
}
export function BlackOpList(props: IProps): React.ReactElement {
let blackops: BlackOperation[] = [];
for (const blackopName in BlackOperations) {
if (BlackOperations.hasOwnProperty(blackopName)) {
blackops.push(BlackOperations[blackopName]);
}
}
blackops.sort(function(a, b) {
return (a.reqdRank - b.reqdRank);
});
blackops = blackops.filter((blackop: BlackOperation, i: number) => !(props.bladeburner.blackops[blackops[i].name] == null &&
i !== 0 &&
props.bladeburner.blackops[blackops[i-1].name] == null));
blackops = blackops.reverse();
return (<>
{blackops.map((blackop: BlackOperation) => <li key={blackop.name} className="bladeburner-action">
<BlackOpElem bladeburner={props.bladeburner} action={blackop} player={props.player} />
</li>,
)}
</>);
}

View File

@@ -0,0 +1,29 @@
import * as React from "react";
import { BlackOpList } from "./BlackOpList";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
import { CopyableText } from "../../ui/React/CopyableText";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
}
export function BlackOpPage(props: IProps): React.ReactElement {
return (<>
<p style={{display: 'block', margin: '4px', padding: '4px'}}>
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>
<BlackOpList bladeburner={props.bladeburner} player={props.player} />
</>);
}

View File

@@ -1,62 +0,0 @@
import { BlackOperations } from "../BlackOperations";
/*
if (DomElems.actionsAndSkillsList == null || DomElems.actionsAndSkillsDesc == null) {
throw new Error("Bladeburner.createBlackOpsContent called with either " +
"DomElems.actionsAndSkillsList or DomElems.actionsAndSkillsDesc = null");
}
DomElems.actionsAndSkillsDesc.innerHTML =
"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.";
// Put Black Operations in sequence of required rank
var blackops = [];
for (var blackopName in BlackOperations) {
if (BlackOperations.hasOwnProperty(blackopName)) {
blackops.push(BlackOperations[blackopName]);
}
}
blackops.sort(function(a, b) {
return (a.reqdRank - b.reqdRank);
});
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
});
DomElems.actionsAndSkillsList.appendChild(DomElems.blackops[blackops[i].name]);
}
*/
import * as React from "react";
export function BlackOperationsPage(): React.ReactElement {
// Put Black Operations in sequence of required rank
const blackops = [];
for (const name in BlackOperations) {
if (BlackOperations.hasOwnProperty(name)) {
blackops.push(BlackOperations[name]);
}
}
blackops.sort(function(a, b) {
return (a.reqdRank - b.reqdRank);
});
return (<div>
<p>
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(() => <div className="bladeburner-action">
</div>,
)}
</div>)
}

View File

@@ -0,0 +1,115 @@
import React, { useState, useRef, useEffect } from "react";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
interface ILineProps {
content: any;
}
function Line(props: ILineProps): React.ReactElement {
return (<tr>
<td className="bladeburner-console-line" style={{color: 'var(--my-font-color)', whiteSpace: 'pre-wrap'}}>{props.content}</td>
</tr>)
}
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
}
export function Console(props: IProps): React.ReactElement {
const lastRef = useRef<HTMLDivElement>(null);
const setRerender = useState(false)[1];
const [consoleHistoryIndex, setConsoleHistoryIndex] = useState(props.bladeburner.consoleHistory.length);
// TODO: Figure out how to actually make the scrolling work correctly.
function scrollToBottom(): void {
if(!lastRef.current) return;
lastRef.current.scrollTop = lastRef.current.scrollHeight;
}
function rerender(): void {
setRerender(old => !old);
}
useEffect(() => {
const id = setInterval(rerender, 1000);
const id2 = setInterval(scrollToBottom, 100);
return () => {
clearInterval(id);
clearInterval(id2);
};
}, []);
function handleKeyDown(event: React.KeyboardEvent<HTMLInputElement>): void {
if (event.keyCode === 13) {
event.preventDefault();
const command = event.currentTarget.value;
event.currentTarget.value = "";
if (command.length > 0) {
props.bladeburner.postToConsole("> " + command);
props.bladeburner.executeConsoleCommands(props.player, command);
setConsoleHistoryIndex(props.bladeburner.consoleHistory.length);
rerender();
}
}
const consoleHistory = props.bladeburner.consoleHistory;
if (event.keyCode === 38) { // up
let i = consoleHistoryIndex;
const len = consoleHistory.length;
if (len === 0) {return;}
if (i < 0 || i > len) {
setConsoleHistoryIndex(len);
}
if (i !== 0) {
i = i-1;
}
setConsoleHistoryIndex(i);
const prevCommand = consoleHistory[i];
event.currentTarget.value = prevCommand;
}
if (event.keyCode === 40) {
const i = consoleHistoryIndex;
const len = consoleHistory.length;
if (len == 0) {return;}
if (i < 0 || i > len) {
setConsoleHistoryIndex(len);
}
// Latest command, put nothing
if (i == len || i == len-1) {
setConsoleHistoryIndex(len);
event.currentTarget.value = "";
} else {
setConsoleHistoryIndex(consoleHistoryIndex+1);
const prevCommand = consoleHistory[consoleHistoryIndex+1];
event.currentTarget.value = prevCommand;
}
}
}
return (<div ref={lastRef} className="bladeburner-console-div">
<table className="bladeburner-console-table">
<tbody>
{/*
TODO: optimize this.
using `i` as a key here isn't great because it'll re-render everything
everytime the console reaches max length.
*/}
{props.bladeburner.consoleLogs.map((log: any, i: number) => <Line key={i} content={log} />)}
<tr key="input" id="bladeburner-console-input-row" className="bladeburner-console-input-row">
<td className="bladeburner-console-input-cell">
<pre>{"> "}</pre><input autoFocus className="bladeburner-console-input" tabIndex={1} type="text" onKeyDown={handleKeyDown} />
</td>
</tr>
</tbody>
</table>
</div>);
}

View File

@@ -0,0 +1,119 @@
import React, { useState } from "react";
import { ActionTypes } from "../data/ActionTypes";
import { createProgressBarText } from "../../../utils/helpers/createProgressBarText";
import {
formatNumber,
convertTimeMsToTimeElapsedString,
} from "../../../utils/StringHelperFunctions";
import { stealthIcon, killIcon } from "../data/Icons";
import { BladeburnerConstants } from "../data/Constants";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
import { SuccessChance } from "./SuccessChance";
import { CopyableText } from "../../ui/React/CopyableText";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
action: any;
}
export function ContractElem(props: IProps): React.ReactElement {
const setRerender = useState(false)[1];
const isActive = props.bladeburner.action.type === ActionTypes["Contract"] && props.action.name === props.bladeburner.action.name;
const estimatedSuccessChance = props.action.getEstSuccessChance(props.bladeburner);
const successChance = props.action.getSuccessChance(props.bladeburner);
const computedActionTimeCurrent = Math.min(props.bladeburner.actionTimeCurrent+props.bladeburner.actionTimeOverflow, props.bladeburner.actionTimeToComplete);
const maxLevel = (props.action.level >= props.action.maxLevel);
const actionTime = props.action.getActionTime(props.bladeburner);
const autolevelCheckboxId = `bladeburner-${props.action.name}-autolevel-checkbox`;
function onStart(): void {
props.bladeburner.action.type = ActionTypes.Contract;
props.bladeburner.action.name = props.action.name;
props.bladeburner.startAction(props.player, props.bladeburner.action);
setRerender(old => !old);
}
function increaseLevel(): void {
++props.action.level;
if (isActive) props.bladeburner.startAction(props.player, props.bladeburner.action);
setRerender(old => !old);
}
function decreaseLevel(): void {
--props.action.level;
if (isActive) props.bladeburner.startAction(props.player, props.bladeburner.action);
setRerender(old => !old);
}
function onAutolevel(event: React.ChangeEvent<HTMLInputElement>): void {
props.action.autoLevel = event.target.checked;
setRerender(old => !old);
}
return (<>
<h2 style={{display: 'inline-block'}}>
{isActive ?
<><CopyableText value={props.action.name} /> (IN PROGRESS - {formatNumber(computedActionTimeCurrent, 0)} / {formatNumber(props.bladeburner.actionTimeToComplete, 0)})</> :
<CopyableText value={props.action.name} />
}
</h2>
{isActive ?
<p style={{display: 'block'}}>{createProgressBarText({progress:computedActionTimeCurrent / props.bladeburner.actionTimeToComplete})}</p> :
<>
<a
onClick={onStart}
className="a-link-button"
style={{margin:"3px", padding:"3px"}}>
Start
</a>
</>}
<br />
<br />
<pre className="tooltip" style={{display:"inline-block"}}>
<span className="tooltiptext">
{props.action.getSuccessesNeededForNextLevel(BladeburnerConstants.ContractSuccessesPerLevel)} successes needed for next level
</span>
Level: {props.action.level} / {props.action.maxLevel}
</pre>
<a
onClick={increaseLevel}
style={{padding:"2px", margin:"2px"}}
className={`tooltip ${maxLevel ? "a-link-button-inactive" : "a-link-button"}`}>
{isActive && (<span className="tooltiptext">WARNING: changing the level will restart the Operation</span>)}
</a>
<a
onClick={decreaseLevel}
style={{padding:"2px", margin:"2px"}}
className={`tooltip ${props.action.level <= 1 ? "a-link-button-inactive" : "a-link-button"}`}>
{isActive && (<span className="tooltiptext">WARNING: changing the level will restart the Operation</span>)}
</a>
<br />
<br />
<pre style={{display: 'inline-block'}}>
<span dangerouslySetInnerHTML={{__html: props.action.desc}} />
<br /><br />
Estimated success chance: <SuccessChance chance={estimatedSuccessChance} /> {props.action.isStealth?stealthIcon:<></>}{props.action.isKill?killIcon:<></>}<br />
Time Required: {convertTimeMsToTimeElapsedString(actionTime*1000)}<br />
Contracts remaining: {Math.floor(props.action.count)}<br />
Successes: {props.action.successes}<br />
Failures: {props.action.failures}
</pre>
<br />
<label
className="tooltip"
style={{color: 'white'}}
htmlFor={autolevelCheckboxId}>
Autolevel:
<span className="tooltiptext">Automatically increase operation level when possible</span>
</label>
<input
type="checkbox"
id={autolevelCheckboxId}
checked={props.action.autoLevel}
onChange={onAutolevel}/>
</>);
}

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import React from "react";
import { ContractElem } from "./ContractElem";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
}
export function ContractList(props: IProps): React.ReactElement {
const names = Object.keys(props.bladeburner.contracts);
const contracts = props.bladeburner.contracts;
return (<>
{names.map((name: string) => <li key={name} className="bladeburner-action">
<ContractElem bladeburner={props.bladeburner} action={contracts[name]} player={props.player} />
</li>,
)}
</>);
}

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import * as React from "react";
import { ContractList } from "./ContractList";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
}
export function ContractPage(props: IProps): React.ReactElement {
return (<>
<p style={{display: 'block', margin: '4px', padding: '4px'}}>
Complete contracts in order to increase your Bladeburner rank and earn money.
Failing a contract will cause you to lose HP, which can lead to hospitalization.
<br />
<br />
You can unlock higher-level contracts by successfully completing them.
Higher-level contracts are more difficult, but grant more rank, experience, and money.
</p>
<ContractList bladeburner={props.bladeburner} player={props.player} />
</>);
}

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import React, { useState } from "react";
import { ActionTypes } from "../data/ActionTypes";
import { createProgressBarText } from "../../../utils/helpers/createProgressBarText";
import {
formatNumber,
convertTimeMsToTimeElapsedString,
} from "../../../utils/StringHelperFunctions";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
import { CopyableText } from "../../ui/React/CopyableText";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
action: any;
}
export function GeneralActionElem(props: IProps): React.ReactElement {
const setRerender = useState(false)[1];
const isActive = props.action.name === props.bladeburner.action.name;
const computedActionTimeCurrent = Math.min(props.bladeburner.actionTimeCurrent+props.bladeburner.actionTimeOverflow, props.bladeburner.actionTimeToComplete);
const actionTime = (function(): number{
switch(props.action.name) {
case "Training":
case "Field Analysis":
return 30;
case "Diplomacy":
case "Hyperbolic Regeneration Chamber":
return 60;
case "Recruitment":
return props.bladeburner.getRecruitmentTime(props.player);
}
return -1; // dead code
})();
const successChance = props.action.name === "Recruitment" ? Math.max(0, Math.min(props.bladeburner.getRecruitmentSuccessChance(props.player), 1)) : -1;
function onStart(): void {
props.bladeburner.action.type = ActionTypes[(props.action.name as string)];
props.bladeburner.action.name = props.action.name;
props.bladeburner.startAction(props.player, props.bladeburner.action);
setRerender(old => !old);
}
return (<>
<h2 style={{display: 'inline-block'}}>
{isActive ?
<><CopyableText value={props.action.name} /> (IN PROGRESS - {formatNumber(computedActionTimeCurrent, 0)} / {formatNumber(props.bladeburner.actionTimeToComplete, 0)})</> :
<CopyableText value={props.action.name} />
}
</h2>
{isActive ?
<p style={{display: 'block'}}>{createProgressBarText({progress:computedActionTimeCurrent / props.bladeburner.actionTimeToComplete})}</p> :
<>
<a
onClick={onStart}
className="a-link-button"
style={{margin:"3px", padding:"3px"}}>
Start
</a>
</>}
<br />
<br />
<pre style={{display: 'inline-block'}} dangerouslySetInnerHTML={{__html: props.action.desc}}></pre><br /><br />
<pre style={{display: 'inline-block'}}>
Time Required: {convertTimeMsToTimeElapsedString(actionTime*1000)}
{successChance !== -1 && <><br />Estimated success chance: {formatNumber(successChance*100, 1)}%</>}
</pre>
</>);
}

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import React from "react";
import { GeneralActionElem } from "./GeneralActionElem";
import { Action } from "../Action";
import { GeneralActions } from "../GeneralActions";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
}
export function GeneralActionList(props: IProps): React.ReactElement {
const actions: Action[] = [];
for (const name in GeneralActions) {
if (GeneralActions.hasOwnProperty(name)) {
actions.push(GeneralActions[name]);
}
}
return (<>
{actions.map((action: Action) => <li key={action.name} className="bladeburner-action">
<GeneralActionElem bladeburner={props.bladeburner} action={action} player={props.player} />
</li>,
)}
</>);
}

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import * as React from "react";
import { GeneralActionList } from "./GeneralActionList";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
}
export function GeneralActionPage(props: IProps): React.ReactElement {
return (<>
<p style={{display: 'block', margin: '4px', padding: '4px'}}>
These are generic actions that will assist you in your Bladeburner
duties. They will not affect your Bladeburner rank in any way.
</p>
<GeneralActionList bladeburner={props.bladeburner} player={props.player} />
</>);
}

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import React, { useState } from "react";
import { ActionTypes } from "../data/ActionTypes";
import { createProgressBarText } from "../../../utils/helpers/createProgressBarText";
import {
formatNumber,
convertTimeMsToTimeElapsedString,
} from "../../../utils/StringHelperFunctions";
import { stealthIcon, killIcon } from "../data/Icons";
import { BladeburnerConstants } from "../data/Constants";
import { createPopup } from "../../ui/React/createPopup";
import { TeamSizePopup } from "./TeamSizePopup";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
import { SuccessChance } from "./SuccessChance";
import { CopyableText } from "../../ui/React/CopyableText";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
action: any;
}
export function OperationElem(props: IProps): React.ReactElement {
const setRerender = useState(false)[1];
const isActive = props.bladeburner.action.type === ActionTypes["Operation"] && props.action.name === props.bladeburner.action.name;
const estimatedSuccessChance = props.action.getEstSuccessChance(props.bladeburner);
const computedActionTimeCurrent = Math.min(props.bladeburner.actionTimeCurrent+props.bladeburner.actionTimeOverflow,props.bladeburner.actionTimeToComplete);
const maxLevel = (props.action.level >= props.action.maxLevel);
const actionTime = props.action.getActionTime(props.bladeburner);
const autolevelCheckboxId = `bladeburner-${props.action.name}-autolevel-checkbox`;
function onStart(): void {
props.bladeburner.action.type = ActionTypes.Operation;
props.bladeburner.action.name = props.action.name;
props.bladeburner.startAction(props.player, props.bladeburner.action);
setRerender(old => !old);
}
function onTeam(): void {
const popupId = "bladeburner-operation-set-team-size-popup";
createPopup(popupId, TeamSizePopup, {
bladeburner: props.bladeburner,
action: props.action,
popupId: popupId,
});
}
function increaseLevel(): void {
++props.action.level;
if (isActive) props.bladeburner.startAction(props.player, props.bladeburner.action);
setRerender(old => !old);
}
function decreaseLevel(): void {
--props.action.level;
if (isActive) props.bladeburner.startAction(props.player, props.bladeburner.action);
setRerender(old => !old);
}
function onAutolevel(event: React.ChangeEvent<HTMLInputElement>): void {
props.action.autoLevel = event.target.checked;
setRerender(old => !old);
}
return (<>
<h2 style={{display: 'inline-block'}}>
{isActive ?
<><CopyableText value={props.action.name} /> (IN PROGRESS - {formatNumber(computedActionTimeCurrent, 0)} / {formatNumber(props.bladeburner.actionTimeToComplete, 0)})</> :
<CopyableText value={props.action.name} />
}
</h2>
{isActive ?
<p style={{display: 'block'}}>{createProgressBarText({progress:computedActionTimeCurrent / props.bladeburner.actionTimeToComplete})}</p> :
<>
<a
onClick={onStart}
className="a-link-button"
style={{margin:"3px", padding:"3px"}}>
Start
</a>
<a
onClick={onTeam}
style={{margin:"3px", padding:"3px"}}
className="a-link-button">
Set Team Size (Curr Size: {formatNumber(props.action.teamCount, 0)})
</a>
</>}
<br />
<br />
<pre className="tooltip" style={{display:"inline-block"}}>
<span className="tooltiptext">
{props.action.getSuccessesNeededForNextLevel(BladeburnerConstants.OperationSuccessesPerLevel)} successes needed for next level
</span>
Level: {props.action.level} / {props.action.maxLevel}
</pre>
<a
onClick={increaseLevel}
style={{padding:"2px", margin:"2px"}}
className={`tooltip ${maxLevel ? "a-link-button-inactive" : "a-link-button"}`}>
{isActive && (<span className="tooltiptext">WARNING: changing the level will restart the Operation</span>)}
</a>
<a
onClick={decreaseLevel}
style={{padding:"2px", margin:"2px"}}
className={`tooltip ${props.action.level <= 1 ? "a-link-button-inactive" : "a-link-button"}`}>
{isActive && (<span className="tooltiptext">WARNING: changing the level will restart the Operation</span>)}
</a>
<br />
<br />
<pre style={{display:"inline-block"}}>
<span dangerouslySetInnerHTML={{__html: props.action.desc}} />
<br /><br />
Estimated success chance: <SuccessChance chance={estimatedSuccessChance} /> {props.action.isStealth?stealthIcon:<></>}{props.action.isKill?killIcon:<></>}<br />
Time Required: {convertTimeMsToTimeElapsedString(actionTime*1000)}<br />
Operations remaining: {Math.floor(props.action.count)}<br />
Successes: {props.action.successes}<br />
Failures: {props.action.failures}
</pre>
<br />
<label
className="tooltip"
style={{color: 'white'}}
htmlFor={autolevelCheckboxId}>
Autolevel:
<span className="tooltiptext">Automatically increase operation level when possible</span>
</label>
<input
type="checkbox"
id={autolevelCheckboxId}
checked={props.action.autoLevel}
onChange={onAutolevel}/>
</>);
}

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import React from "react";
import { OperationElem } from "./OperationElem";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
}
export function OperationList(props: IProps): React.ReactElement {
const names = Object.keys(props.bladeburner.operations);
const operations = props.bladeburner.operations;
return (<>
{names.map((name: string) => <li key={name} className="bladeburner-action">
<OperationElem bladeburner={props.bladeburner} action={operations[name]} player={props.player} />
</li>,
)}
</>);
}

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import * as React from "react";
import { OperationList } from "./OperationList";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
}
export function OperationPage(props: IProps): React.ReactElement {
return (<>
<p style={{display: 'block', margin: '4px', padding: '4px'}}>
Carry out operations for the Bladeburner division.
Failing an operation will reduce your Bladeburner rank. It will also
cause you to lose HP, which can lead to hospitalization. In general,
operations are harder and more punishing than contracts,
but are also more rewarding.
<br />
<br />
Operations can affect the chaos level and Synthoid population of your
current city. The exact effects vary between different Operations.
<br />
<br />
For operations, you can use a team. You must first recruit team members.
Having a larger team will improves your chances of success.
<br />
<br />
You can unlock higher-level operations by successfully completing them.
Higher-level operations are more difficult, but grant more rank and experience.
</p>
<OperationList bladeburner={props.bladeburner} player={props.player} />
</>);
}

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import React from "react";
import { Stats } from "./Stats";
import { Console } from "./Console";
import { AllPages } from "./AllPages";
import { IPlayer } from "../../PersonObjects/IPlayer";
import { IEngine } from "../../IEngine";
import { IBladeburner } from "../IBladeburner";
interface IProps {
bladeburner: IBladeburner;
engine: IEngine;
player: IPlayer;
}
export function Root(props: IProps): React.ReactElement {
return (<div id="bladeburner-container">
<div style={{height:"60%", display:"block", position:"relative"}}>
<div style={{height: '100%', width:"30%", display:"inline-block", border:"1px solid white"}}>
<Stats bladeburner={props.bladeburner} player={props.player} engine={props.engine} />
</div>
<Console bladeburner={props.bladeburner} player={props.player} />
</div>
<div style={{width:"70%", display:"block", border:"1px solid white", marginTop:"6px", padding: "6px", position:"relative"}}>
<AllPages bladeburner={props.bladeburner} player={props.player} />
</div>
</div>);
}

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import React from "react";
import { CopyableText } from "../../ui/React/CopyableText";
import { formatNumber } from "../../../utils/StringHelperFunctions";
import { IBladeburner } from "../IBladeburner";
interface IProps {
skill: any;
bladeburner: IBladeburner;
onUpgrade: () => void;
}
export function SkillElem(props: IProps): React.ReactElement {
const skillName = props.skill.name;
let currentLevel = 0;
if (props.bladeburner.skills[skillName] && !isNaN(props.bladeburner.skills[skillName])) {
currentLevel = props.bladeburner.skills[skillName];
}
const pointCost = props.skill.calculateCost(currentLevel);
const canLevel = props.bladeburner.skillPoints >= pointCost;
const maxLvl = props.skill.maxLvl ? currentLevel >= props.skill.maxLvl : false;
function onClick(): void {
if (props.bladeburner.skillPoints < pointCost) return;
props.bladeburner.skillPoints -= pointCost;
props.bladeburner.upgradeSkill(props.skill);
props.onUpgrade();
}
return (<>
<h2 style={{display: 'inline-block'}}>
<CopyableText value={props.skill.name} />
</h2>
<a
onClick={onClick}
style={{display: "inline-block", margin: "3px", padding: "3px"}}
className={canLevel && !maxLvl ? "a-link-button" : "a-link-button-inactive"}>
Level
</a>
<br />
<br />
<p style={{display: 'block'}}>Level: {currentLevel}</p>
{maxLvl ?
<p style={{color:"red", display:"block"}}>MAX LEVEL</p> :
<p style={{display:"block"}}>Skill Points required: {formatNumber(pointCost, 0)}</p>}
<p style={{display:"inline-block"}} dangerouslySetInnerHTML={{__html: props.skill.desc}} />
</>);
}

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import * as React from "react";
import { SkillElem } from "./SkillElem";
import { Skills } from "../Skills";
import { IBladeburner } from "../IBladeburner";
interface IProps {
bladeburner: IBladeburner;
onUpgrade: () => void;
}
export function SkillList(props: IProps): React.ReactElement {
return (<>
{Object.keys(Skills).map((skill: string) => <li key={skill} className="bladeburner-action">
<SkillElem bladeburner={props.bladeburner} skill={Skills[skill]} onUpgrade={props.onUpgrade} />
</li>,
)}
</>);
}

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import React, { useState } from "react";
import { SkillList } from "./SkillList";
import { BladeburnerConstants } from "../data/Constants";
import { formatNumber } from "../../../utils/StringHelperFunctions";
import { IBladeburner } from "../IBladeburner";
interface IProps {
bladeburner: IBladeburner;
}
export function SkillPage(props: IProps): React.ReactElement {
const setRerender = useState(false)[1];
const mults = props.bladeburner.skillMultipliers;
function valid(mult: any): boolean {
return mult && mult !== 1
}
return (<>
<p>
<strong>Skill Points: {formatNumber(props.bladeburner.skillPoints, 0)}</strong>
</p>
<p>
You will gain one skill point every {BladeburnerConstants.RanksPerSkillPoint} ranks.
<br />
<br />
Note that when upgrading a skill, the benefit for that skill is additive.
However, the effects of different skills with each other is multiplicative.
<br />
</p>
<br />
{valid(mults["successChanceAll"]) && <p>Total Success Chance: x{formatNumber(mults["successChanceAll"], 3)}</p>}
{valid(mults["successChanceStealth"]) && <p>Stealth Success Chance: x{formatNumber(mults["successChanceStealth"], 3)}</p>}
{valid(mults["successChanceKill"]) && <p>Retirement Success Chance: x{formatNumber(mults["successChanceKill"], 3)}</p>}
{valid(mults["successChanceContract"]) && <p>Contract Success Chance: x{formatNumber(mults["successChanceContract"], 3)}</p>}
{valid(mults["successChanceOperation"]) && <p>Operation Success Chance: x{formatNumber(mults["successChanceOperation"], 3)}</p>}
{valid(mults["successChanceEstimate"]) && <p>Synthoid Data Estimate: x{formatNumber(mults["successChanceEstimate"], 3)}</p>}
{valid(mults["actionTime"]) && <p>Action Time: x{formatNumber(mults["actionTime"], 3)}</p>}
{valid(mults["effHack"]) && <p>Hacking Skill: x{formatNumber(mults["effHack"], 3)}</p>}
{valid(mults["effStr"]) && <p>Strength: x{formatNumber(mults["effStr"], 3)}</p>}
{valid(mults["effDef"]) && <p>Defense: x{formatNumber(mults["effDef"], 3)}</p>}
{valid(mults["effDex"]) && <p>Dexterity: x{formatNumber(mults["effDex"], 3)}</p>}
{valid(mults["effAgi"]) && <p>Agility: x{formatNumber(mults["effAgi"], 3)}</p>}
{valid(mults["effCha"]) && <p>Charisma: x{formatNumber(mults["effCha"], 3)}</p>}
{valid(mults["effInt"]) && <p>Intelligence: x{formatNumber(mults["effInt"], 3)}</p>}
{valid(mults["stamina"]) && <p>Stamina: x{formatNumber(mults["stamina"], 3)}</p>}
{valid(mults["money"]) && <p>Contract Money: x{formatNumber(mults["money"], 3)}</p>}
{valid(mults["expGain"]) && <p>Exp Gain: x{formatNumber(mults["expGain"], 3)}</p>}
<br />
<SkillList bladeburner={props.bladeburner} onUpgrade={() => setRerender(old => !old)} />
</>);
}
/*
var multKeys = Object.keys(this.skillMultipliers);
for (var i = 0; i < multKeys.length; ++i) {
var mult = this.skillMultipliers[multKeys[i]];
if (mult && mult !== 1) {
mult = formatNumber(mult, 3);
switch(multKeys[i]) {
}
}
}
*/

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import React, { useState, useEffect } from "react";
import {
formatNumber,
convertTimeMsToTimeElapsedString,
} from "../../../utils/StringHelperFunctions";
import { BladeburnerConstants } from "../data/Constants";
import { IPlayer } from "../../PersonObjects/IPlayer";
import { IEngine } from "../../IEngine";
import { Money } from "../../ui/React/Money";
import { StatsTable } from "../../ui/React/StatsTable";
import { numeralWrapper } from "../../ui/numeralFormat";
import { dialogBoxCreate } from "../../../utils/DialogBox";
import { createPopup } from "../../ui/React/createPopup";
import { Factions } from "../../Faction/Factions";
import {
joinFaction,
displayFactionContent,
} from "../../Faction/FactionHelpers";
import { IBladeburner } from "../IBladeburner"
import { TravelPopup } from "./TravelPopup";
interface IProps {
bladeburner: IBladeburner;
engine: IEngine;
player: IPlayer;
}
export function Stats(props: IProps): React.ReactElement {
const setRerender = useState(false)[1];
useEffect(() => {
const id = setInterval(() => setRerender(old => !old), 1000);
return () => clearInterval(id);
}, []);
function openStaminaHelp(): void {
dialogBoxCreate("Performing actions will use up your stamina.<br><br>" +
"Your max stamina is determined primarily by your agility stat.<br><br>" +
"Your stamina gain rate is determined by both your agility and your " +
"max stamina. Higher max stamina leads to a higher gain rate.<br><br>" +
"Once your " +
"stamina falls below 50% of its max value, it begins to negatively " +
"affect the success rate of your contracts/operations. This penalty " +
"is shown in the overview panel. If the penalty is 15%, then this means " +
"your success rate would be multipled by 85% (100 - 15).<br><br>" +
"Your max stamina and stamina gain rate can also be increased by " +
"training, or through skills and Augmentation upgrades.");
}
function openPopulationHelp(): void {
dialogBoxCreate("The success rate of your contracts/operations depends on " +
"the population of Synthoids in your current city. " +
"The success rate that is shown to you is only an estimate, " +
"and it is based on your Synthoid population estimate.<br><br>" +
"Therefore, it is important that this Synthoid population estimate " +
"is accurate so that you have a better idea of your " +
"success rate for contracts/operations. Certain " +
"actions will increase the accuracy of your population " +
"estimate.<br><br>" +
"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.");
}
function openTravel(): void {
const popupId = "bladeburner-travel-popup";
createPopup(popupId, TravelPopup, {
bladeburner: props.bladeburner,
popupId: popupId,
});
}
function openFaction(): void {
const faction = Factions["Bladeburners"];
if (faction.isMember) {
props.engine.loadFactionContent();
displayFactionContent("Bladeburners");
} else {
if (props.bladeburner.rank >= BladeburnerConstants.RankNeededForFaction) {
joinFaction(faction);
dialogBoxCreate("Congratulations! You were accepted into the Bladeburners faction");
} else {
dialogBoxCreate("You need a rank of 25 to join the Bladeburners Faction!")
}
}
}
return (<>
<p className="tooltip" style={{display: 'inline-block'}}>
Rank: {formatNumber(props.bladeburner.rank, 2)}
<span className="tooltiptext">Your rank within the Bladeburner division.</span>
</p><br />
<p>Stamina: {formatNumber(props.bladeburner.stamina, 3)} / {formatNumber(props.bladeburner.maxStamina, 3)}</p>
<div className="help-tip" onClick={openStaminaHelp}>?</div><br />
<p>Stamina Penalty: {formatNumber((1-props.bladeburner.calculateStaminaPenalty())*100, 1)}%</p><br />
<p>Team Size: {formatNumber(props.bladeburner.teamSize, 0)}</p>
<p>Team Members Lost: {formatNumber(props.bladeburner.teamLost, 0)}</p><br />
<p>Num Times Hospitalized: {props.bladeburner.numHosp}</p>
<p>Money Lost From Hospitalizations: {Money(props.bladeburner.moneyLost)}</p><br />
<p>Current City: {props.bladeburner.city}</p>
<p className="tooltip" style={{display: 'inline-block'}}>
Est. Synthoid Population: {numeralWrapper.formatPopulation(props.bladeburner.getCurrentCity().popEst)}
<span className="tooltiptext">This is your Bladeburner division's estimate of how many Synthoids exist in your current city.</span>
</p>
<div className="help-tip" onClick={openPopulationHelp}>?</div><br />
<p className="tooltip" style={{display: 'inline-block'}}>
Est. Synthoid Communities: {formatNumber(props.bladeburner.getCurrentCity().comms, 0)}
<span className="tooltiptext">This is your Bladeburner divison's estimate of how many Synthoid communities exist in your current city.</span>
</p><br />
<p className="tooltip" style={{display: 'inline-block'}}>
City Chaos: {formatNumber(props.bladeburner.getCurrentCity().chaos)}
<span className="tooltiptext">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.</span>
</p><br />
<br />
<p className="tooltip" style={{display: 'inline-block'}}>
Bonus time: {convertTimeMsToTimeElapsedString(props.bladeburner.storedCycles/BladeburnerConstants.CyclesPerSecond*1000)}<br />
<span className="tooltiptext">
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.
</span>
</p>
<p>Skill Points: {formatNumber(props.bladeburner.skillPoints, 0)}</p><br />
{StatsTable([
["Aug. Success Chance mult: ", formatNumber(props.player.bladeburner_success_chance_mult*100, 1) + "%"],
["Aug. Max Stamina mult: ", formatNumber(props.player.bladeburner_max_stamina_mult*100, 1) + "%"],
["Aug. Stamina Gain mult: ", formatNumber(props.player.bladeburner_stamina_gain_mult*100, 1) + "%"],
["Aug. Field Analysis mult: ", formatNumber(props.player.bladeburner_analysis_mult*100, 1) + "%"],
])}
<br />
<a onClick={openTravel} className="a-link-button" style={{display:"inline-block"}}>Travel</a>
<a onClick={openFaction} className="a-link-button tooltip" style={{display:"inline-block"}}>
<span className="tooltiptext">Apply to the Bladeburner Faction, or go to the faction page if you are already a member</span>
Faction
</a>
<br />
<br />
</>);
}

View File

@@ -0,0 +1,14 @@
import React from "react";
import { formatNumber } from "../../../utils/StringHelperFunctions";
interface IProps {
chance: number[];
}
export function SuccessChance(props: IProps): React.ReactElement {
if(props.chance[0] === props.chance[1]) {
return (<>{formatNumber(props.chance[0]*100, 1)}%</>);
}
return (<>{formatNumber(props.chance[0]*100, 1)}% ~ {formatNumber(props.chance[1]*100, 1)}%</>);
}

View File

@@ -0,0 +1,37 @@
import React, { useState } from "react";
import { removePopup } from "../../ui/React/createPopup";
import { dialogBoxCreate } from "../../../utils/DialogBox";
import { Action } from "../Action";
import { IBladeburner } from "../IBladeburner";
interface IProps {
bladeburner: IBladeburner;
action: Action;
popupId: string;
}
export function TeamSizePopup(props: IProps): React.ReactElement {
const [teamSize, setTeamSize] = useState<number | undefined>();
function confirmTeamSize(): void {
if(teamSize === undefined) return;
const num = Math.round(teamSize);
if (isNaN(num) || num < 0) {
dialogBoxCreate("Invalid value entered for number of Team Members (must be numeric, positive)")
} else {
props.action.teamCount = num;
}
removePopup(props.popupId);
}
return (<>
<p>
Enter the amount of team members you would like to take on this
Op. 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.
</p>
<input autoFocus type="number" placeholder= "Team size" className= "text-input" onChange={event => setTeamSize(parseFloat(event.target.value))} />
<a className="a-link-button" onClick={confirmTeamSize}>Confirm</a>
</>);
}

View File

@@ -0,0 +1,32 @@
import React from "react";
import { removePopup } from "../../ui/React/createPopup";
import { BladeburnerConstants } from "../data/Constants";
import { IBladeburner } from "../IBladeburner";
interface IProps {
bladeburner: IBladeburner;
popupId: string;
}
export function TravelPopup(props: IProps): React.ReactElement {
function travel(city: string): void {
props.bladeburner.city = city;
removePopup(props.popupId);
}
return (<>
<p>
Travel to a different city for your Bladeburner
activities. This does not cost any money. The city you are
in for your Bladeburner duties does not affect
your location in the game otherwise.
</p>
{BladeburnerConstants.CityNames.map(city => {
// Reusing this css class...it adds a border and makes it
// so that background color changes when you hover
return <div key={city} className="cmpy-mgmt-find-employee-option"
onClick={() => travel(city)}>
{city}
</div>})}
</>);
}

View File

@@ -147,7 +147,7 @@ export class Roulette extends Game<IProps, IState> {
componentDidMount(): void {
this.interval = setInterval(this.step, 50);
this.interval = window.setInterval(this.step, 50);
}
step(): void {

View File

@@ -87,7 +87,7 @@ export class SlotMachine extends Game<IProps, IState> {
}
componentDidMount(): void {
this.interval = setInterval(this.step, 50);
this.interval = window.setInterval(this.step, 50);
}
step(): void {

View File

@@ -172,7 +172,7 @@ export class CodingContract {
async prompt(): Promise<CodingContractResult> {
const popupId = `coding-contract-prompt-popup-${this.fn}`;
return new Promise<CodingContractResult>((resolve) => {
const popup = new CodingContractPopup({
createPopup(popupId, CodingContractPopup, {
c: this,
popupId: popupId,
onClose: () => {
@@ -188,7 +188,6 @@ export class CodingContract {
removePopup(popupId);
},
});
createPopup(popupId, CodingContractPopup, popup.props);
});
}

View File

@@ -6,7 +6,10 @@
import { IMap } from "./types";
export const CONSTANTS: IMap<any> = {
Version: "0.52.0",
Version: "0.52.9",
// Speed (in ms) at which the main loop is updated
_idleSpeed: 200,
/** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
* and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
@@ -224,48 +227,41 @@ export const CONSTANTS: IMap<any> = {
// BitNode/Source-File related stuff
TotalNumBitNodes: 24,
LatestUpdate:
`
v0.52.0 - 2021-06-13 Infiltration 2.0 (hydroflame)
-------
LatestUpdate: `
v0.52.9 - 2021-07-27 Less lag! (hydroflame & community)
-------------------------------------------
Infiltration
* Completely reworked. Not the same mechanic at all.
** Active Scripts page **
Terminal
* tail is smarter. It automatically assume the only possible options in some
cases.
* Now less laggy, has pagination.
Intelligence
* Now available when starting BN5 instead of after beating it for the first
time.
* Nerf the effect of intelligence on reputation gain.
** File diagnostic **
Augmentation
* Added a new augmentation, the 'Unstable Circadian Modulator', whose
gimmick is that its stats are randomized every hour.
* Added a popup found under options that shows the files you own and how
large they are. This help find bugs and leftover massive logs files.
Netscript
* 'getPlayer' is not a singularity function anymore.
* 'hacknetNodes.constants' returns the correct values.
* 'createGang' has been added.
* 'inGang' has been added.
** Corporation **
Tutorial
* Updated the tutorial. Made it look cleaner, fixed typos, etc.
* Added safeguard against a very specific bug that causes NaN money. I'm
still not sure what the root cause is but it should prevent corp from
breaking.
Misc.
* Fix many typos in literature (@kwazygloo)
* Fix being able to unfocus from gym and university.
* Fix being able to do hacking missions while unfocused.
* Fix many typos in Augmentation descriptions (@kwazygloo)
* More numbers handle absurdly large values. (@Tesseract1234567890)
* Fix many typos (@Tesseract1234567890)
* Fixed an issue that caused a UI desync when sleeves were set to workout
stats other than strength at the gym.
* Fix weird alignment of donation text box and button. (@Tesseract1234567890)
* Fixed an issue where reputation could be transfered to new jobs when unfocused.
* Empty stack traces should no longer appear.
* Purchasing anything with Infinity money doesn't result in NaN.
`,
** Netscript **
* tprintf is a new function that doesn't print the filename.
** Misc. **
* Infiltration kills you if you try to automate it. (@threehams)
* Fix beautify button not working
* Added bladeburner_analysis_mult to getPlayer() (@brusby)
* Fixed joining bladeburner via netscript functions. (@omuretsu)
* All bladeburner actions are click-to-copy
* nerf noodle bar
`,
/*
*/
}

View File

@@ -119,7 +119,7 @@ function Industry(params={}) {
};
this.name = params.name ? params.name : 0;
this.type = params.type ? params.type : 0;
this.type = params.type ? params.type : Industries.Agriculture;
this.sciResearch = new Material({name: "Scientific Research"});
this.researched = {}; // Object of acquired Research. Keys = research name
@@ -958,7 +958,6 @@ Industry.prototype.processProducts = function(marketCycles=1, corporation) {
const mgmtProd = office.employeeProd[EmployeePositions.Management];
const opProd = office.employeeProd[EmployeePositions.Operations];
const total = engrProd + mgmtProd + opProd;
if (total <= 0) { break; }
// Management is a multiplier for the production from Engineers
@@ -1113,8 +1112,13 @@ Industry.prototype.processProduct = function(marketCycles=1, product, corporatio
} else if (product.marketTa1) {
sCost = product.pCost + markupLimit;
} else if (isString(product.sCost)) {
if(product.mku === 0) {
console.error(`mku is zero, reverting to 1 to avoid Infinity`);
product.mku = 1;
}
sCost = product.sCost.replace(/MP/g, product.pCost + product.rat / product.mku);
sCost = eval(sCost);
} else {
sCost = product.sCost;
}
@@ -1397,11 +1401,12 @@ Industry.prototype.createResearchBox = function() {
researchTree.research(allResearch[i]);
this.researched[allResearch[i]] = true;
const researchBox = this.createResearchBox();
dialogBoxCreate(`Researched ${allResearch[i]}. It may take a market cycle ` +
`(~${SecsPerMarketCycle} seconds) before the effects of ` +
`the Research apply.`);
return this.createResearchBox();
return researchBox;
} else {
dialogBoxCreate(`You do not have enough Scientific Research for ${research.name}`);
}
@@ -1439,11 +1444,11 @@ Industry.prototype.createResearchBox = function() {
}
Industry.prototype.toJSON = function() {
return Generic_toJSON("Industry", this);
return Generic_toJSON("Industry", this);
}
Industry.fromJSON = function(value) {
return Generic_fromJSON(Industry, value.data);
return Generic_fromJSON(Industry, value.data);
}
Reviver.constructors.Industry = Industry;
@@ -1600,11 +1605,11 @@ Employee.prototype.createUI = function(panel, corporation, industry) {
}
Employee.prototype.toJSON = function() {
return Generic_toJSON("Employee", this);
return Generic_toJSON("Employee", this);
}
Employee.fromJSON = function(value) {
return Generic_fromJSON(Employee, value.data);
return Generic_fromJSON(Employee, value.data);
}
Reviver.constructors.Employee = Employee;
@@ -1899,11 +1904,11 @@ OfficeSpace.prototype.unassignEmployeeFromJob = function(job) {
}
OfficeSpace.prototype.toJSON = function() {
return Generic_toJSON("OfficeSpace", this);
return Generic_toJSON("OfficeSpace", this);
}
OfficeSpace.fromJSON = function(value) {
return Generic_fromJSON(OfficeSpace, value.data);
return Generic_fromJSON(OfficeSpace, value.data);
}
Reviver.constructors.OfficeSpace = OfficeSpace;
@@ -1941,6 +1946,14 @@ function Corporation(params={}) {
this.state = new CorporationState();
}
Corporation.prototype.addFunds = function(amt) {
if(!isFinite(amt)) {
console.error('Trying to add invalid amount of funds. Report to a developper.');
return;
}
this.funds = this.funds.plus(amt);
}
Corporation.prototype.getState = function() {
return this.state.getState();
}
@@ -1980,7 +1993,7 @@ Corporation.prototype.process = function() {
});
var profit = this.revenue.minus(this.expenses);
const cycleProfit = profit.times(marketCycles * SecsPerMarketCycle);
if (isNaN(this.funds)) {
if (isNaN(this.funds) || this.funds === Infinity || this.funds === -Infinity) {
dialogBoxCreate("There was an error calculating your Corporations funds and they got reset to 0. " +
"This is a bug. Please report to game developer.<br><br>" +
"(Your funds have been set to $150b for the inconvenience)");
@@ -1999,10 +2012,10 @@ Corporation.prototype.process = function() {
const profit = this.numShares * dividendsPerShare * (1 - (this.dividendTaxPercentage / 100));
Player.gainMoney(profit);
Player.recordMoneySource(profit, "corporation");
this.funds = this.funds.plus(retainedEarnings);
this.addFunds(retainedEarnings);
}
} else {
this.funds = this.funds.plus(cycleProfit);
this.addFunds(cycleProfit);
}
this.updateSharePrice();
@@ -2069,7 +2082,7 @@ Corporation.prototype.getInvestment = function() {
noBtn.innerHML = "Reject";
yesBtn.addEventListener("click", () => {
++this.fundingRound;
this.funds = this.funds.plus(funding);
this.addFunds(funding);
this.numShares -= investShares;
this.rerender();
return yesNoBoxClose();
@@ -2123,7 +2136,7 @@ Corporation.prototype.goPublic = function() {
this.sharePrice = initialSharePrice;
this.issuedShares = numShares;
this.numShares -= numShares;
this.funds = this.funds.plus(numShares * initialSharePrice);
this.addFunds(numShares * initialSharePrice);
this.rerender();
removeElementById(goPublicPopupId);
dialogBoxCreate(`You took your ${this.name} public and earned ` +
@@ -2376,11 +2389,11 @@ Corporation.prototype.clearUI = function() {
}
Corporation.prototype.toJSON = function() {
return Generic_toJSON("Corporation", this);
return Generic_toJSON("Corporation", this);
}
Corporation.fromJSON = function(value) {
return Generic_fromJSON(Corporation, value.data);
return Generic_fromJSON(Corporation, value.data);
}
Reviver.constructors.Corporation = Corporation;

View File

@@ -187,6 +187,11 @@ export class Product {
this.calculateRating(industry);
const advMult = 1 + (Math.pow(this.advCost, 0.1) / 100);
this.mku = 100 / (advMult * Math.pow((this.qlt + 0.001), 0.65) * (busRatio + mgmtRatio));
// I actually don't understand well enough to know if this is right.
// I'm adding this to prevent a crash.
if(this.mku === 0) this.mku = 1;
this.dmd = industry.awareness === 0 ? 20 : Math.min(100, advMult * (100 * (industry.popularity / industry.awareness)));
this.cmp = getRandomInt(0, 70);

View File

@@ -14,7 +14,7 @@ import { AllServers } from "./Server/AllServers";
import { GetServerByHostname } from "./Server/ServerHelpers";
import { hackWorldDaemon } from "./RedPill";
import { StockMarket } from "./StockMarket/StockMarket";
import { Bladeburner } from "./Bladeburner";
import { Bladeburner } from "./Bladeburner/Bladeburner";
import { Stock } from "./StockMarket/Stock";
import { Engine } from "./engine";
import { saveObject } from "./SaveObject";
@@ -76,6 +76,7 @@ class DevMenuComponent extends Component {
this.setSF = this.setSF.bind(this);
this.setAllSF = this.setAllSF.bind(this);
this.clearExploits = this.clearExploits.bind(this);
this.processStocks = this.processStocks.bind(this);
this.setStockPrice = this.setStockPrice.bind(this);
this.viewStockCaps = this.viewStockCaps.bind(this);
@@ -378,6 +379,10 @@ class DevMenuComponent extends Component {
}
}
clearExploits() {
Player.exploits = [];
}
addProgram() {
const program = this.state.program;
if(!Player.hasProgram(program)) {
@@ -497,7 +502,7 @@ class DevMenuComponent extends Component {
modifyBladeburnerRank(modify) {
return function(rank) {
if (Player.bladeburner) {
Player.bladeburner.changeRank(rank*modify);
Player.bladeburner.changeRank(Player, rank*modify);
}
}
}
@@ -509,7 +514,7 @@ class DevMenuComponent extends Component {
addTonsBladeburnerRank() {
if (Player.bladeburner) {
Player.bladeburner.changeRank(tonsP);
Player.bladeburner.changeRank(Player, tonsP);
}
}
@@ -953,6 +958,12 @@ class DevMenuComponent extends Component {
</div>
<table>
<tbody>
<tr>
<td><span className="text">Exploits:</span></td>
<td>
<button className="std-button touch-right" onClick={this.clearExploits()}>Clear</button>
</td>
</tr>
<tr key={'sf-all'}>
<td><span className="text">All:</span></td>
<td>

View File

@@ -0,0 +1,68 @@
import React from "react";
import { AllServers } from "../Server/AllServers";
import { Script } from "../Script/Script";
import { TextFile } from "../TextFile";
import { Accordion } from "../ui/React/Accordion";
import { numeralWrapper } from "../ui/numeralFormat";
interface IServerProps {
ip: string;
}
export function ServerAccordion(props: IServerProps): React.ReactElement {
const server = AllServers[props.ip];
let totalSize = 0;
for(const f of server.scripts) {
totalSize += f.code.length;
}
for(const f of server.textFiles) {
totalSize += f.text.length;
}
if(totalSize === 0) {
return <></>
}
interface File {
name: string;
size: number;
}
const files: File[] = [];
for(const f of server.scripts) {
files.push({name: f.filename, size: f.code.length});
}
for(const f of server.textFiles) {
files.push({name: f.fn, size: f.text.length});
}
files.sort((a: File, b: File): number => b.size-a.size);
return <Accordion
headerContent={<>{server.hostname} ({numeralWrapper.formatBigNumber(totalSize)}b)</>}
panelContent={<ul>
{files.map((file: File) => <li key={file.name}>{file.name}: {numeralWrapper.formatBigNumber(file.size)}b</li>) }
</ul>}
/>
}
interface IProps {}
export function FileDiagnosticPopup(props: IProps): React.ReactElement {
const ips: string[] = [];
for(const ip of Object.keys(AllServers)) {
ips.push(ip);
}
return (<>
<p>
Welcome to the file diagnostic! If your save file is really big it's
likely because you have too many text/scripts. This tool can help you
narrow down where they are.
</p>
{ips.map((ip: string) => <ServerAccordion key={ip} ip={ip} />)}
</>);
}

View File

@@ -5,3 +5,5 @@ export declare function getNextNeurofluxLevel(): number;
export declare function hasAugmentationPrereqs(aug: Augmentation): boolean;
export declare function purchaseAugmentationBoxCreate(aug: Augmentation, fac: Faction): void;
export declare function purchaseAugmentation(aug: Augmentation, fac: Faction, sing?: boolean): void;
export declare function displayFactionContent(factionName: string, initiallyOnAugmentationsPage: boolean=false);
export declare function joinFaction(faction: Faction): void;

View File

@@ -20,6 +20,7 @@ import {
getFactionSecurityWorkRepGain,
getFactionFieldWorkRepGain,
} from "../PersonObjects/formulas/reputation";
import { SourceFileFlags } from "../SourceFile/SourceFileFlags";
import { Page, routing } from "../ui/navigationTracking";
import { dialogBoxCreate } from "../../utils/DialogBox";
@@ -45,6 +46,7 @@ export function inviteToFaction(faction) {
}
export function joinFaction(faction) {
if(faction.isMember) return;
faction.isMember = true;
Player.factions.push(faction.name);
const factionInfo = faction.getInfo();
@@ -194,13 +196,13 @@ export function purchaseAugmentation(aug, fac, sing=false) {
aug.baseCost = 750e3 * mult * BitNodeMultipliers.AugmentationMoneyCost;
for (var i = 0; i < Player.queuedAugmentations.length-1; ++i) {
aug.baseCost *= CONSTANTS.MultipleAugMultiplier;
aug.baseCost *= (CONSTANTS.MultipleAugMultiplier * [1, 0.96, 0.94, 0.93][SourceFileFlags[11]]);
}
}
for (var name in Augmentations) {
if (Augmentations.hasOwnProperty(name)) {
Augmentations[name].baseCost *= CONSTANTS.MultipleAugMultiplier;
Augmentations[name].baseCost *= (CONSTANTS.MultipleAugMultiplier * [1, 0.96, 0.94, 0.93][SourceFileFlags[11]]);
}
}

View File

@@ -0,0 +1,50 @@
import React, { useState } from 'react';
import { IPlayer } from "../../PersonObjects/IPlayer";
import { IEngine } from "../../IEngine";
import { Factions } from "../Factions";
import { displayFactionContent, joinFaction } from "../FactionHelpers";
interface IProps {
player: IPlayer;
engine: IEngine;
}
export function FactionList(props: IProps): React.ReactElement {
const setRerender = useState(false)[1];
function openFaction(faction: string): void {
props.engine.loadFactionContent();
displayFactionContent(faction);
}
function acceptInvitation(event: React.MouseEvent<HTMLElement>, faction: string): void {
if (!event.isTrusted) return;
joinFaction(Factions[faction]);
setRerender(x => !x);
}
return (<>
<h1>Factions</h1>
<p>Lists all factions you have joined</p>
<br />
<ul>
{props.player.factions.map((faction: string) => <li key={faction}><a
className="a-link-button"
onClick={() => openFaction(faction)}
style={{padding:"4px", margin:"4px", display:"inline-block"}}>{faction}
</a></li>)}
</ul>
<br />
<h1>Outstanding Faction Invitations</h1>
<p style={{width: '70%'}}>Lists factions you have been invited to. You can accept these faction invitations at any time.</p>
<ul>
{props.player.factionInvitations.map((faction: string) => <li key={faction} style={{padding:"6px", margin:"6px"}}>
<p style={{display:"inline", margin:"4px", padding:"4px"}}>{faction}</p>
<a
className="a-link-button"
onClick={(e) => acceptInvitation(e, faction)}
style={{display:"inline", margin:"4px", padding:"4px"}}>Accept Faction Invitation</a>
</li>)}
</ul>
</>);
}

View File

@@ -137,6 +137,12 @@ export class PurchaseableAugmentation extends React.Component<IProps, any> {
btnTxt += ` - Level ${getNextNeurofluxLevel()}`;
}
let tooltip = <></>;
if(typeof this.aug.info === "string")
tooltip = <><span dangerouslySetInnerHTML={{__html: this.aug.info}} /><br /><br />{this.aug.stats}</>
else
tooltip = <>{this.aug.info}<br /><br />{this.aug.stats}</>
return (
<li>
<span style={spanStyleMarkup}>
@@ -145,7 +151,7 @@ export class PurchaseableAugmentation extends React.Component<IProps, any> {
onClick={this.handleClick}
style={inlineStyleMarkup}
text={btnTxt}
tooltip={this.aug.info}
tooltip={tooltip}
/>
<p style={txtStyle}>{status}</p>
</span>

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export declare function parseFconfSettings(config: string): void;

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import { Reviver } from "../../utils/JSONReviver";
interface GangTerritory {
power: number;
territory: number;
}
export let AllGangs: {
[key: string]: GangTerritory;
} = {
"Slum Snakes" : {
power: 1,
territory: 1/7,
},
"Tetrads" : {
power: 1,
territory: 1/7,
},
"The Syndicate" : {
power: 1,
territory: 1/7,
},
"The Dark Army" : {
power: 1,
territory: 1/7,
},
"Speakers for the Dead" : {
power: 1,
territory: 1/7,
},
"NiteSec" : {
power: 1,
territory: 1/7,
},
"The Black Hand" : {
power: 1,
territory: 1/7,
},
}
export function resetGangs(): void {
AllGangs = {
"Slum Snakes" : {
power: 1,
territory: 1/7,
},
"Tetrads" : {
power: 1,
territory: 1/7,
},
"The Syndicate" : {
power: 1,
territory: 1/7,
},
"The Dark Army" : {
power: 1,
territory: 1/7,
},
"Speakers for the Dead" : {
power: 1,
territory: 1/7,
},
"NiteSec" : {
power: 1,
territory: 1/7,
},
"The Black Hand" : {
power: 1,
territory: 1/7,
},
}
}
export function loadAllGangs(saveString: string): void {
AllGangs = JSON.parse(saveString, Reviver);
}

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/**
* TODO
* Add police clashes
* balance point to keep them from running out of control
*/
import { Faction } from "../Faction/Faction";
import { Factions } from "../Faction/Factions";
import { dialogBoxCreate } from "../../utils/DialogBox";
import {
Reviver,
Generic_toJSON,
Generic_fromJSON,
} from "../../utils/JSONReviver";
import { exceptionAlert } from "../../utils/helpers/exceptionAlert";
import { getRandomInt } from "../../utils/helpers/getRandomInt";
import { GangMemberUpgrade } from "./GangMemberUpgrade";
import { GangConstants } from "./data/Constants";
import { CONSTANTS } from "../Constants";
import { GangMemberTasks } from "./GangMemberTasks";
import { IAscensionResult } from "./IAscensionResult";
import { AllGangs } from "./AllGangs";
import { GangMember } from "./GangMember";
import { WorkerScript } from "../Netscript/WorkerScript";
import { IPlayer } from "../PersonObjects/IPlayer";
export class Gang {
facName: string;
members: GangMember[];
wanted: number;
respect: number;
isHackingGang: boolean;
respectGainRate: number;
wantedGainRate: number;
moneyGainRate: number;
storedCycles: number;
storedTerritoryAndPowerCycles: number;
territoryClashChance: number;
territoryWarfareEngaged: boolean;
notifyMemberDeath: boolean;
constructor(facName = "", hacking = false) {
this.facName = facName;
this.members = [];
this.wanted = 1;
this.respect = 1;
this.isHackingGang = hacking;
this.respectGainRate = 0;
this.wantedGainRate = 0;
this.moneyGainRate = 0;
// When processing gains, this stores the number of cycles until some
// limit is reached, and then calculates and applies the gains only at that limit
this.storedCycles = 0;
// Separate variable to keep track of cycles for Territry + Power gang, which
// happens on a slower "clock" than normal processing
this.storedTerritoryAndPowerCycles = 0;
this.territoryClashChance = 0;
this.territoryWarfareEngaged = false;
this.notifyMemberDeath = true;
}
getPower(): number {
return AllGangs[this.facName].power;
}
getTerritory(): number {
return AllGangs[this.facName].territory;
}
process(numCycles = 1, player: IPlayer): void {
const CyclesPerSecond = 1000 / CONSTANTS._idleSpeed;
if (isNaN(numCycles)) {
console.error(`NaN passed into Gang.process(): ${numCycles}`);
}
this.storedCycles += numCycles;
// Only process if there are at least 2 seconds, and at most 5 seconds
if (this.storedCycles < 2 * CyclesPerSecond) return;
const cycles = Math.min(this.storedCycles, 5 * CyclesPerSecond);
try {
this.processGains(cycles, player);
this.processExperienceGains(cycles);
this.processTerritoryAndPowerGains(cycles);
this.storedCycles -= cycles;
} catch(e) {
console.error(`Exception caught when processing Gang: ${e}`);
}
}
processGains(numCycles = 1, player: IPlayer): void {
// Get gains per cycle
let moneyGains = 0;
let respectGains = 0;
let wantedLevelGains = 0;
let justice = 0;
for (let i = 0; i < this.members.length; ++i) {
respectGains += (this.members[i].calculateRespectGain(this));
moneyGains += (this.members[i].calculateMoneyGain(this));
const wantedLevelGain = this.members[i].calculateWantedLevelGain(this);
wantedLevelGains += wantedLevelGain;
if(this.members[i].getTask().baseWanted < 0) justice++; // this member is lowering wanted.
}
this.respectGainRate = respectGains;
this.wantedGainRate = wantedLevelGains;
this.moneyGainRate = moneyGains;
const gain = respectGains * numCycles;
this.respect += gain;
// Faction reputation gains is respect gain divided by some constant
const fac = Factions[this.facName];
if (!(fac instanceof Faction)) {
dialogBoxCreate("ERROR: Could not get Faction associates with your gang. This is a bug, please report to game dev");
throw new Error('Could not find the faction associated with this gang.');
}
const favorMult = 1 + (fac.favor / 100);
fac.playerReputation += ((player.faction_rep_mult * gain * favorMult) / GangConstants.GangRespectToReputationRatio);
// Keep track of respect gained per member
for (let i = 0; i < this.members.length; ++i) {
this.members[i].recordEarnedRespect(numCycles, this);
}
if (!(this.wanted === 1 && wantedLevelGains < 0)) {
const oldWanted = this.wanted;
let newWanted = oldWanted + (wantedLevelGains * numCycles);
newWanted = newWanted * (1 - justice * 0.001); // safeguard
// Prevent overflow
if (wantedLevelGains <= 0 && newWanted > oldWanted) newWanted = 1;
this.wanted = newWanted;
if (this.wanted < 1) this.wanted = 1;
}
player.gainMoney(moneyGains * numCycles);
player.recordMoneySource(moneyGains * numCycles, "gang");
}
processTerritoryAndPowerGains(numCycles = 1): void {
this.storedTerritoryAndPowerCycles += numCycles;
if (this.storedTerritoryAndPowerCycles < GangConstants.CyclesPerTerritoryAndPowerUpdate) return;
this.storedTerritoryAndPowerCycles -= GangConstants.CyclesPerTerritoryAndPowerUpdate;
// Process power first
const gangName = this.facName;
for (const name in AllGangs) {
if (AllGangs.hasOwnProperty(name)) {
if (name == gangName) {
AllGangs[name].power += this.calculatePower();
} else {
// All NPC gangs get random power gains
const gainRoll = Math.random();
if (gainRoll < 0.5) {
// Multiplicative gain (50% chance)
// This is capped per cycle, to prevent it from getting out of control
const multiplicativeGain = AllGangs[name].power * 0.005;
AllGangs[name].power += Math.min(0.85, multiplicativeGain);
} else {
// Additive gain (50% chance)
const additiveGain = 0.75 * gainRoll * AllGangs[name].territory;
AllGangs[name].power += (additiveGain);
}
}
}
}
// Determine if territory should be processed
if (this.territoryWarfareEngaged) {
this.territoryClashChance = 1;
} else if (this.territoryClashChance > 0) {
// Engagement turned off, but still a positive clash chance. So there's
// still a chance of clashing but it slowly goes down over time
this.territoryClashChance = Math.max(0, this.territoryClashChance - 0.01);
}
// Then process territory
for (let i = 0; i < GangConstants.Names.length; ++i) {
const others = GangConstants.Names.filter((e) => {
return e !== GangConstants.Names[i];
});
const other = getRandomInt(0, others.length - 1);
const thisGang = GangConstants.Names[i];
const otherGang = others[other];
// If either of the gangs involved in this clash is the player, determine
// whether to skip or process it using the clash chance
if (thisGang === gangName || otherGang === gangName) {
if (!(Math.random() < this.territoryClashChance)) continue;
}
const thisPwr = AllGangs[thisGang].power;
const otherPwr = AllGangs[otherGang].power;
const thisChance = thisPwr / (thisPwr + otherPwr);
function calculateTerritoryGain(winGang: string, loseGang: string): number {
const powerBonus = Math.max(1, 1+Math.log(AllGangs[winGang].power/AllGangs[loseGang].power)/Math.log(50));
const gains = Math.min(AllGangs[loseGang].territory, powerBonus*0.0001*(Math.random()+.5))
return gains;
}
if (Math.random() < thisChance) {
if (AllGangs[otherGang].territory <= 0) return;
const territoryGain = calculateTerritoryGain(thisGang, otherGang);
AllGangs[thisGang].territory += territoryGain;
AllGangs[otherGang].territory -= territoryGain;
if (thisGang === gangName) {
this.clash(true); // Player won
AllGangs[otherGang].power *= (1 / 1.01);
} else if (otherGang === gangName) {
this.clash(false); // Player lost
} else {
AllGangs[otherGang].power *= (1 / 1.01);
}
} else {
if (AllGangs[thisGang].territory <= 0) return;
const territoryGain = calculateTerritoryGain(otherGang, thisGang);
AllGangs[thisGang].territory -= territoryGain;
AllGangs[otherGang].territory += territoryGain;
if (thisGang === gangName) {
this.clash(false); // Player lost
} else if (otherGang === gangName) {
this.clash(true); // Player won
AllGangs[thisGang].power *= (1 / 1.01);
} else {
AllGangs[thisGang].power *= (1 / 1.01);
}
}
}
}
processExperienceGains(numCycles = 1): void {
for (let i = 0; i < this.members.length; ++i) {
this.members[i].gainExperience(numCycles);
this.members[i].updateSkillLevels();
}
}
clash(won = false): void {
// Determine if a gang member should die
let baseDeathChance = 0.01;
if (won) baseDeathChance /= 2;
// If the clash was lost, the player loses a small percentage of power
else AllGangs[this.facName].power *= (1 / 1.008);
// Deaths can only occur during X% of clashes
if (Math.random() < 0.65) return;
for (let i = this.members.length - 1; i >= 0; --i) {
const member = this.members[i];
// Only members assigned to Territory Warfare can die
if (member.task !== "Territory Warfare") continue;
// Chance to die is decreased based on defense
const modifiedDeathChance = baseDeathChance / Math.pow(member.def, 0.6);
if (Math.random() < modifiedDeathChance) {
this.killMember(member);
}
}
}
canRecruitMember(): boolean {
if (this.members.length >= GangConstants.MaximumGangMembers) return false;
return (this.respect >= this.getRespectNeededToRecruitMember());
}
getRespectNeededToRecruitMember(): number {
// First N gang members are free (can be recruited at 0 respect)
const numFreeMembers = 3;
if (this.members.length < numFreeMembers) return 0;
const i = this.members.length - (numFreeMembers - 1);
return Math.pow(5, i);
}
recruitMember(name: string): boolean {
name = String(name);
if (name === "" || !this.canRecruitMember()) return false;
// Check for already-existing names
const sameNames = this.members.filter((m) => m.name === name);
if (sameNames.length >= 1) return false;
const member = new GangMember(name);
this.members.push(member);
return true;
}
// Money and Respect gains multiplied by this number (< 1)
getWantedPenalty(): number {
return (this.respect) / (this.respect + this.wanted);
}
//Calculates power GAIN, which is added onto the Gang's existing power
calculatePower(): number {
let memberTotal = 0;
for (let i = 0; i < this.members.length; ++i) {
if (!GangMemberTasks.hasOwnProperty(this.members[i].task) ||
this.members[i].task !== "Territory Warfare") continue;
memberTotal += this.members[i].calculatePower();
}
return (0.015 * Math.max(0.002, this.getTerritory()) * memberTotal);
}
killMember(member: GangMember): void {
// Player loses a percentage of total respect, plus whatever respect that member has earned
const totalRespect = this.respect;
const lostRespect = (0.05 * totalRespect) + member.earnedRespect;
this.respect = Math.max(0, totalRespect - lostRespect);
for (let i = 0; i < this.members.length; ++i) {
if (member.name === this.members[i].name) {
this.members.splice(i, 1);
break;
}
}
// Notify of death
if (this.notifyMemberDeath) {
dialogBoxCreate(`${member.name} was killed in a gang clash! You lost ${lostRespect} respect`);
}
}
ascendMember(member: GangMember, workerScript?: WorkerScript): IAscensionResult {
try {
const res = member.ascend();
this.respect = Math.max(1, this.respect - res.respect);
if (workerScript) {
workerScript.log('ascend', `Ascended Gang member ${member.name}`);
}
return res;
} catch(e) {
if (workerScript == null) {
exceptionAlert(e);
}
throw e; // Re-throw, will be caught in the Netscript Function
}
}
// Cost of upgrade gets cheaper as gang increases in respect + power
getDiscount(): number {
const power = this.getPower();
const respect = this.respect;
const respectLinearFac = 5e6;
const powerLinearFac = 1e6;
const discount = Math.pow(respect, 0.01) +
respect / respectLinearFac +
Math.pow(power, 0.01) +
power / powerLinearFac - 1;
return Math.max(1, discount);
}
// Returns only valid tasks for this gang. Excludes 'Unassigned'
getAllTaskNames(): string[] {
return Object.keys(GangMemberTasks).filter((taskName: string) => {
const task = GangMemberTasks[taskName];
if (task == null) return false;
if (task.name === "Unassigned") return false;
// yes you need both checks
return this.isHackingGang === task.isHacking ||
!this.isHackingGang === task.isCombat;
});
}
getUpgradeCost(upg: GangMemberUpgrade | null): number {
if (upg == null) { return Infinity; }
return upg.cost/this.getDiscount();
}
/**
* Serialize the current object to a JSON save state.
*/
toJSON(): any {
return Generic_toJSON("Gang", this);
}
/**
* Initiatizes a Gang object from a JSON save state.
*/
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): Gang {
return Generic_fromJSON(Gang, value.data);
}
}
Reviver.constructors.Gang = Gang;

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import { GangMemberTask } from "./GangMemberTask";
import { GangMemberTasks } from "./GangMemberTasks";
import { GangMemberUpgrade } from "./GangMemberUpgrade";
import { GangMemberUpgrades } from "./GangMemberUpgrades";
import { IAscensionResult } from "./IAscensionResult";
import { IPlayer } from "../PersonObjects/IPlayer";
import { AllGangs } from "./AllGangs";
import { IGang } from "./IGang";
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
interface IMults {
hack: number;
str: number;
def: number;
dex: number;
agi: number;
cha: number;
}
export class GangMember {
name: string;
task = "Unassigned";
earnedRespect = 0;
hack = 1;
str = 1;
def = 1;
dex = 1;
agi = 1;
cha = 1;
hack_exp = 0;
str_exp = 0;
def_exp = 0;
dex_exp = 0;
agi_exp = 0;
cha_exp = 0;
hack_mult = 1;
str_mult = 1;
def_mult = 1;
dex_mult = 1;
agi_mult = 1;
cha_mult = 1;
hack_asc_points = 0;
str_asc_points = 0;
def_asc_points = 0;
dex_asc_points = 0;
agi_asc_points = 0;
cha_asc_points = 0;
upgrades: string[] = []; // Names of upgrades
augmentations: string[] = []; // Names of augmentations only
constructor(name = "") {
this.name = name;
}
calculateSkill(exp: number, mult = 1): number {
return Math.max(Math.floor(mult * (32 * Math.log(exp + 534.5) - 200)), 1);
}
calculateAscensionMult(points: number): number {
return Math.max(Math.pow(points/4000, 0.7), 1);
}
updateSkillLevels(): void {
this.hack = this.calculateSkill(this.hack_exp, this.hack_mult * this.calculateAscensionMult(this.hack_asc_points));
this.str = this.calculateSkill(this.str_exp, this.str_mult * this.calculateAscensionMult(this.str_asc_points));
this.def = this.calculateSkill(this.def_exp, this.def_mult * this.calculateAscensionMult(this.def_asc_points));
this.dex = this.calculateSkill(this.dex_exp, this.dex_mult * this.calculateAscensionMult(this.dex_asc_points));
this.agi = this.calculateSkill(this.agi_exp, this.agi_mult * this.calculateAscensionMult(this.agi_asc_points));
this.cha = this.calculateSkill(this.cha_exp, this.cha_mult * this.calculateAscensionMult(this.cha_asc_points));
}
calculatePower(): number {
return (this.hack +
this.str +
this.def +
this.dex +
this.agi +
this.cha) / 95;
}
assignToTask(taskName: string): boolean {
if (!GangMemberTasks.hasOwnProperty(taskName)) {
this.task = "Unassigned";
return false;
}
this.task = taskName;
return true;
}
unassignFromTask(): void {
this.task = "Unassigned";
}
getTask(): GangMemberTask {
// TODO(hydroflame): transfer that to a save file migration function
// Backwards compatibility
if ((this.task as any) instanceof GangMemberTask) {
this.task = (this.task as any).name;
}
if (GangMemberTasks.hasOwnProperty(this.task)) {
return GangMemberTasks[this.task];
}
return GangMemberTasks["Unassigned"];
}
calculateRespectGain(gang: IGang): number {
const task = this.getTask();
if (task.baseRespect === 0) return 0;
let statWeight = (task.hackWeight/100) * this.hack +
(task.strWeight/100) * this.str +
(task.defWeight/100) * this.def +
(task.dexWeight/100) * this.dex +
(task.agiWeight/100) * this.agi +
(task.chaWeight/100) * this.cha;
statWeight -= (4 * task.difficulty);
if (statWeight <= 0) return 0;
const territoryMult = Math.max(0.005, Math.pow(AllGangs[gang.facName].territory * 100, task.territory.respect) / 100);
if (isNaN(territoryMult) || territoryMult <= 0) return 0;
const respectMult = gang.getWantedPenalty();
return 11 * task.baseRespect * statWeight * territoryMult * respectMult;
}
calculateWantedLevelGain(gang: IGang): number {
const task = this.getTask();
if (task.baseWanted === 0) return 0;
let statWeight = (task.hackWeight / 100) * this.hack +
(task.strWeight / 100) * this.str +
(task.defWeight / 100) * this.def +
(task.dexWeight / 100) * this.dex +
(task.agiWeight / 100) * this.agi +
(task.chaWeight / 100) * this.cha;
statWeight -= (3.5 * task.difficulty);
if (statWeight <= 0) return 0;
const territoryMult = Math.max(0.005, Math.pow(AllGangs[gang.facName].territory * 100, task.territory.wanted) / 100);
if (isNaN(territoryMult) || territoryMult <= 0) return 0;
if (task.baseWanted < 0) {
return 0.4 * task.baseWanted * statWeight * territoryMult;
}
const calc = 7 * task.baseWanted / (Math.pow(3 * statWeight * territoryMult, 0.8));
// Put an arbitrary cap on this to prevent wanted level from rising too fast if the
// denominator is very small. Might want to rethink formula later
return Math.min(100, calc);
}
calculateMoneyGain(gang: IGang): number {
const task = this.getTask();
if (task.baseMoney === 0) return 0;
let statWeight = (task.hackWeight/100) * this.hack +
(task.strWeight/100) * this.str +
(task.defWeight/100) * this.def +
(task.dexWeight/100) * this.dex +
(task.agiWeight/100) * this.agi +
(task.chaWeight/100) * this.cha;
statWeight -= (3.2 * task.difficulty);
if (statWeight <= 0) return 0;
const territoryMult = Math.max(0.005, Math.pow(AllGangs[gang.facName].territory * 100, task.territory.money) / 100);
if (isNaN(territoryMult) || territoryMult <= 0) return 0;
const respectMult = gang.getWantedPenalty();
return 5 * task.baseMoney * statWeight * territoryMult * respectMult;
}
expMult(): IMults {
return {
hack: (this.hack_mult-1)/4+1,
str: (this.str_mult-1)/4+1,
def: (this.def_mult-1)/4+1,
dex: (this.dex_mult-1)/4+1,
agi: (this.agi_mult-1)/4+1,
cha: (this.cha_mult-1)/4+1,
};
}
gainExperience(numCycles = 1): void {
const task = this.getTask();
if (task === GangMemberTasks["Unassigned"]) return;
const difficultyMult = Math.pow(task.difficulty, 0.9);
const difficultyPerCycles = difficultyMult * numCycles;
const weightDivisor = 1500;
const expMult = this.expMult();
this.hack_exp += (task.hackWeight / weightDivisor) * difficultyPerCycles * expMult.hack;
this.str_exp += (task.strWeight / weightDivisor) * difficultyPerCycles * expMult.str;
this.def_exp += (task.defWeight / weightDivisor) * difficultyPerCycles * expMult.def;
this.dex_exp += (task.dexWeight / weightDivisor) * difficultyPerCycles * expMult.dex;
this.agi_exp += (task.agiWeight / weightDivisor) * difficultyPerCycles * expMult.agi;
this.cha_exp += (task.chaWeight / weightDivisor) * difficultyPerCycles * expMult.cha;
}
recordEarnedRespect(numCycles = 1, gang: IGang): void {
this.earnedRespect += (this.calculateRespectGain(gang) * numCycles);
}
getGainedAscensionPoints(): IMults {
return {
hack: Math.max(this.hack_exp - 1000, 0),
str: Math.max(this.str_exp - 1000, 0),
def: Math.max(this.def_exp - 1000, 0),
dex: Math.max(this.dex_exp - 1000, 0),
agi: Math.max(this.agi_exp - 1000, 0),
cha: Math.max(this.cha_exp - 1000, 0),
}
}
canAscend(): boolean {
const points = this.getGainedAscensionPoints();
return points.hack > 0 ||
points.str > 0 ||
points.def > 0 ||
points.dex > 0 ||
points.agi > 0 ||
points.cha > 0;
}
getAscensionResults(): IMults {
const points = this.getGainedAscensionPoints();
return {
hack: this.calculateAscensionMult(this.hack_asc_points+points.hack)/this.calculateAscensionMult(this.hack_asc_points),
str: this.calculateAscensionMult(this.str_asc_points+points.str)/this.calculateAscensionMult(this.str_asc_points),
def: this.calculateAscensionMult(this.def_asc_points+points.def)/this.calculateAscensionMult(this.def_asc_points),
dex: this.calculateAscensionMult(this.dex_asc_points+points.dex)/this.calculateAscensionMult(this.dex_asc_points),
agi: this.calculateAscensionMult(this.agi_asc_points+points.agi)/this.calculateAscensionMult(this.agi_asc_points),
cha: this.calculateAscensionMult(this.cha_asc_points+points.cha)/this.calculateAscensionMult(this.cha_asc_points),
}
}
ascend(): IAscensionResult {
const res = this.getAscensionResults();
const points = this.getGainedAscensionPoints();
this.hack_asc_points += points.hack;
this.str_asc_points += points.str;
this.def_asc_points += points.def;
this.dex_asc_points += points.dex;
this.agi_asc_points += points.agi;
this.cha_asc_points += points.cha;
// Remove upgrades. Then re-calculate multipliers and stats
this.upgrades.length = 0;
this.hack_mult = 1;
this.str_mult = 1;
this.def_mult = 1;
this.dex_mult = 1;
this.agi_mult = 1;
this.cha_mult = 1;
for (let i = 0; i < this.augmentations.length; ++i) {
const aug = GangMemberUpgrades[this.augmentations[i]];
this.applyUpgrade(aug);
}
// Clear exp and recalculate stats
this.hack_exp = 0;
this.str_exp = 0;
this.def_exp = 0;
this.dex_exp = 0;
this.agi_exp = 0;
this.cha_exp = 0;
this.updateSkillLevels();
const respectToDeduct = this.earnedRespect;
this.earnedRespect = 0;
return {
respect: respectToDeduct,
hack: res.hack,
str: res.str,
def: res.def,
dex: res.dex,
agi: res.agi,
cha: res.cha,
};
}
applyUpgrade(upg: GangMemberUpgrade): void {
if (upg.mults.str != null) this.str_mult *= upg.mults.str;
if (upg.mults.def != null) this.def_mult *= upg.mults.def;
if (upg.mults.dex != null) this.dex_mult *= upg.mults.dex;
if (upg.mults.agi != null) this.agi_mult *= upg.mults.agi;
if (upg.mults.cha != null) this.cha_mult *= upg.mults.cha;
if (upg.mults.hack != null) this.hack_mult *= upg.mults.hack;
}
buyUpgrade(upg: GangMemberUpgrade, player: IPlayer, gang: IGang): boolean {
// Prevent purchasing of already-owned upgrades
if (this.augmentations.includes(upg.name) ||
this.upgrades.includes(upg.name)) return false;
if (player.money.lt(gang.getUpgradeCost(upg))) return false;
player.loseMoney(gang.getUpgradeCost(upg));
if (upg.type === "g") {
this.augmentations.push(upg.name);
} else {
this.upgrades.push(upg.name);
}
this.applyUpgrade(upg);
return true;
}
/**
* Serialize the current object to a JSON save state.
*/
toJSON(): any {
return Generic_toJSON("GangMember", this);
}
/**
* Initiatizes a GangMember object from a JSON save state.
*/
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): GangMember {
return Generic_fromJSON(GangMember, value.data);
}
}
Reviver.constructors.GangMember = GangMember;

View File

@@ -0,0 +1,62 @@
import { ITaskParams, ITerritory } from "./ITaskParams";
export class GangMemberTask {
name: string;
desc: string;
isHacking: boolean;
isCombat: boolean;
baseRespect: number;
baseWanted: number;
baseMoney: number;
hackWeight: number;
strWeight: number;
defWeight: number;
dexWeight: number;
agiWeight: number;
chaWeight: number;
difficulty: number;
territory: ITerritory;
// Defines tasks that Gang Members can work on
constructor(name: string, desc: string, isHacking: boolean, isCombat: boolean, params: ITaskParams) {
this.name = name;
this.desc = desc;
// Flags that describe whether this Task is applicable for Hacking/Combat gangs
this.isHacking = isHacking;
this.isCombat = isCombat;
// Base gain rates for respect/wanted/money
this.baseRespect = params.baseRespect ? params.baseRespect : 0;
this.baseWanted = params.baseWanted ? params.baseWanted : 0;
this.baseMoney = params.baseMoney ? params.baseMoney : 0;
// Weighting for the effect that each stat has on the tasks effectiveness.
// Weights must add up to 100
this.hackWeight = params.hackWeight ? params.hackWeight : 0;
this.strWeight = params.strWeight ? params.strWeight : 0;
this.defWeight = params.defWeight ? params.defWeight : 0;
this.dexWeight = params.dexWeight ? params.dexWeight : 0;
this.agiWeight = params.agiWeight ? params.agiWeight : 0;
this.chaWeight = params.chaWeight ? params.chaWeight : 0;
if (Math.round(this.hackWeight + this.strWeight + this.defWeight + this.dexWeight + this.agiWeight + this.chaWeight) != 100) {
console.error(`GangMemberTask ${this.name} weights do not add up to 100`);
}
// 1 - 100
this.difficulty = params.difficulty ? params.difficulty : 1;
// Territory Factors. Exponential factors that dictate how territory affects gains
// Formula: Territory Mutiplier = (Territory * 100) ^ factor / 100
// So factor should be > 1 if something should scale exponentially with territory
// and should be < 1 if it should have diminshing returns
this.territory = params.territory ? params.territory : {money: 1, respect: 1, wanted: 1};
}
}

View File

@@ -0,0 +1,12 @@
import { gangMemberTasksMetadata } from "./data/tasks";
import { GangMemberTask } from "./GangMemberTask";
export const GangMemberTasks: {
[key: string]: GangMemberTask;
} = {};
(function() {
gangMemberTasksMetadata.forEach((e) => {
GangMemberTasks[e.name] = new GangMemberTask(e.name, e.desc, e.isHacking, e.isCombat, e.params);
});
})();

View File

@@ -0,0 +1,66 @@
import { IMults, UpgradeType } from "./data/upgrades";
import { numeralWrapper } from "../ui/numeralFormat";
export class GangMemberUpgrade {
name: string;
cost: number;
type: UpgradeType;
desc: string;
mults: IMults;
constructor(name = "", cost = 0, type: UpgradeType = UpgradeType.Weapon, mults: IMults = {}) {
this.name = name;
this.cost = cost;
this.type = type;
this.mults = mults;
this.desc = this.createDescription();
}
createDescription(): string {
const lines = ["Effects:"];
if (this.mults.str != null) {
lines.push(`+${numeralWrapper.formatPercentage(this.mults.str-1, 0)} strength skill`);
lines.push(`+${numeralWrapper.formatPercentage((this.mults.str-1)/4, 2)} strength exp`);
}
if (this.mults.def != null) {
lines.push(`+${numeralWrapper.formatPercentage(this.mults.def-1, 0)} defense skill`);
lines.push(`+${numeralWrapper.formatPercentage((this.mults.def-1)/4, 2)} defense exp`);
}
if (this.mults.dex != null) {
lines.push(`+${numeralWrapper.formatPercentage(this.mults.dex-1, 0)} dexterity skill`);
lines.push(`+${numeralWrapper.formatPercentage((this.mults.dex-1)/4, 2)} dexterity exp`);
}
if (this.mults.agi != null) {
lines.push(`+${numeralWrapper.formatPercentage(this.mults.agi-1, 0)} agility skill`);
lines.push(`+${numeralWrapper.formatPercentage((this.mults.agi-1)/4, 2)} agility exp`);
}
if (this.mults.cha != null) {
lines.push(`+${numeralWrapper.formatPercentage(this.mults.cha-1, 0)} charisma skill`);
lines.push(`+${numeralWrapper.formatPercentage((this.mults.cha-1)/4, 2)} charisma exp`);
}
if (this.mults.hack != null) {
lines.push(`+${numeralWrapper.formatPercentage(this.mults.hack-1, 0)} hacking skill`);
lines.push(`+${numeralWrapper.formatPercentage((this.mults.hack-1)/4, 2)} hacking exp`);
}
return lines.join("<br>");
}
// User friendly version of type.
getType(): string {
switch (this.type) {
case UpgradeType.Weapon:
return "Weapon";
case UpgradeType.Armor:
return "Armor";
case UpgradeType.Vehicle:
return "Vehicle";
case UpgradeType.Rootkit:
return "Rootkit";
case UpgradeType.Augmentation:
return "Augmentation";
default:
return "";
}
}
}

View File

@@ -0,0 +1,12 @@
import { gangMemberUpgradesMetadata } from "./data/upgrades";
import { GangMemberUpgrade } from "./GangMemberUpgrade";
export const GangMemberUpgrades: {
[key: string]: GangMemberUpgrade;
} = {};
(function() {
gangMemberUpgradesMetadata.forEach((e) => {
GangMemberUpgrades[e.name] = new GangMemberUpgrade(e.name, e.cost, e.upgType, e.mults);
});
})();

32
src/Gang/Helpers.tsx Normal file
View File

@@ -0,0 +1,32 @@
import * as React from "react";
import * as ReactDOM from "react-dom";
import { IPlayer } from "../PersonObjects/IPlayer";
import { IEngine } from "../IEngine";
import { Root } from "./ui/Root";
import { Gang } from "./Gang";
import { Page, routing } from ".././ui/navigationTracking";
let gangContainer: HTMLElement;
(function() {
function set(): void {
const c = document.getElementById("gang-container");
if(c === null) throw new Error("Could not find element 'gang-container'");
gangContainer = c;
document.removeEventListener("DOMContentLoaded", set);
}
document.addEventListener("DOMContentLoaded", set);
})();
export function displayGangContent(engine: IEngine, gang: Gang, player: IPlayer): void {
if (!routing.isOn(Page.Gang)) {
return;
}
ReactDOM.render(<Root
engine={engine}
gang={gang}
player={player} />, gangContainer);
}

View File

@@ -0,0 +1,9 @@
export interface IAscensionResult {
respect: number;
hack: number;
str: number;
def: number;
dex: number;
agi: number;
cha: number;
}

44
src/Gang/IGang.ts Normal file
View File

@@ -0,0 +1,44 @@
import { GangMemberUpgrade } from "./GangMemberUpgrade";
import { GangMember } from "./GangMember";
import { WorkerScript } from "../Netscript/WorkerScript";
import { IPlayer } from "../PersonObjects/IPlayer";
export interface IGang {
facName: string;
members: GangMember[];
wanted: number;
respect: number;
isHackingGang: boolean;
respectGainRate: number;
wantedGainRate: number;
moneyGainRate: number;
storedCycles: number;
storedTerritoryAndPowerCycles: number;
territoryClashChance: number;
territoryWarfareEngaged: boolean;
notifyMemberDeath: boolean;
getPower(): number;
getTerritory(): number;
process(numCycles: number, player: IPlayer): void;
processGains(numCycles: number, player: IPlayer): void;
processTerritoryAndPowerGains(numCycles: number): void;
processExperienceGains(numCycles: number): void;
clash(won: boolean): void;
canRecruitMember(): boolean;
getRespectNeededToRecruitMember(): number;
recruitMember(name: string): boolean;
getWantedPenalty(): number;
calculatePower(): number;
killMember(member: GangMember): void;
ascendMember(member: GangMember, workerScript: WorkerScript): void;
getDiscount(): number;
getAllTaskNames(): string[];
getUpgradeCost(upg: GangMemberUpgrade): number;
}

20
src/Gang/ITaskParams.ts Normal file
View File

@@ -0,0 +1,20 @@
export interface ITerritory {
money: number;
respect: number;
wanted: number;
}
export interface ITaskParams {
baseRespect?: number;
baseWanted?: number;
baseMoney?: number;
hackWeight?: number;
strWeight?: number;
defWeight?: number;
dexWeight?: number;
agiWeight?: number;
chaWeight?: number;
difficulty?: number;
territory?: ITerritory;
}

View File

@@ -0,0 +1,24 @@
export const GangConstants: {
GangRespectToReputationRatio: number;
MaximumGangMembers: number;
CyclesPerTerritoryAndPowerUpdate: number;
AscensionMultiplierRatio: number;
Names: string[];
} = {
// Respect is divided by this to get rep gain
GangRespectToReputationRatio: 25,
MaximumGangMembers: 12,
CyclesPerTerritoryAndPowerUpdate: 100,
// Portion of upgrade multiplier that is kept after ascending
AscensionMultiplierRatio: .15,
// Names of possible Gangs
Names: [
"Slum Snakes",
"Tetrads",
"The Syndicate",
"The Dark Army",
"Speakers for the Dead",
"NiteSec",
"The Black Hand",
],
};

View File

@@ -1,3 +1,4 @@
import { ITaskParams } from "../ITaskParams";
/* tslint:disable:max-line-length */
/**
@@ -29,7 +30,7 @@ export interface IGangMemberTaskMetadata {
* An object containing weighting parameters for the task. These parameters are used for
* various calculations (respect gain, wanted gain, etc.)
*/
params?: any;
params: ITaskParams;
}
/**
@@ -254,7 +255,7 @@ export const gangMemberTasksMetadata: IGangMemberTaskMetadata[] = [
name: "Train Combat",
params: {
strWeight: 25, defWeight: 25, dexWeight: 25, agiWeight: 25,
difficulty: 5,
difficulty: 100,
},
},
{
@@ -262,7 +263,7 @@ export const gangMemberTasksMetadata: IGangMemberTaskMetadata[] = [
isCombat: true,
isHacking: true,
name: "Train Hacking",
params: {hackWeight: 100, difficulty: 8},
params: {hackWeight: 100, difficulty: 45},
},
{
desc: "Assign this gang member to train their charisma",
@@ -281,4 +282,4 @@ export const gangMemberTasksMetadata: IGangMemberTaskMetadata[] = [
difficulty: 5,
},
},
];
];

View File

@@ -1,12 +1,29 @@
export interface IMults {
hack?: number;
str?: number;
def?: number;
dex?: number;
agi?: number;
cha?: number;
}
export enum UpgradeType {
Weapon = "w",
Armor = "a",
Vehicle = "v",
Rootkit = "r",
Augmentation = "g",
}
/**
* Defines the parameters that can be used to initialize and describe a GangMemberUpgrade
* (defined in Gang.js)
*/
export interface IGangMemberUpgradeMetadata {
cost: number;
mults: any;
mults: IMults;
name: string;
upgType: string;
upgType: UpgradeType;
}
/**
@@ -18,192 +35,192 @@ export const gangMemberUpgradesMetadata: IGangMemberUpgradeMetadata[] = [
cost: 1e6,
mults: {str: 1.04, def: 1.04},
name: "Baseball Bat",
upgType: "w",
upgType: UpgradeType.Weapon,
},
{
cost: 12e6,
mults: {str: 1.08, def: 1.08, dex: 1.08},
name: "Katana",
upgType: "w",
upgType: UpgradeType.Weapon,
},
{
cost: 25e6,
mults: {str: 1.1, def: 1.1, dex: 1.1, agi: 1.1},
name: "Glock 18C",
upgType: "w",
upgType: UpgradeType.Weapon,
},
{
cost: 50e6,
mults: {str: 1.12, def: 1.1, agi: 1.1},
name: "P90C",
upgType: "w",
upgType: UpgradeType.Weapon,
},
{
cost: 60e6,
mults: {str: 1.2, def: 1.15},
name: "Steyr AUG",
upgType: "w",
upgType: UpgradeType.Weapon,
},
{
cost: 100e6,
mults: {str: 1.25, def: 1.2},
name: "AK-47",
upgType: "w",
upgType: UpgradeType.Weapon,
},
{
cost: 150e6,
mults: {str: 1.3, def: 1.25},
name: "M15A10 Assault Rifle",
upgType: "w",
upgType: UpgradeType.Weapon,
},
{
cost: 225e6,
mults: {str: 1.3, dex: 1.25, agi: 1.3},
name: "AWM Sniper Rifle",
upgType: "w",
upgType: UpgradeType.Weapon,
},
{
cost: 2e6,
mults: {def: 1.04},
name: "Bulletproof Vest",
upgType: "a",
upgType: UpgradeType.Armor,
},
{
cost: 5e6,
mults: {def: 1.08},
name: "Full Body Armor",
upgType: "a",
upgType: UpgradeType.Armor,
},
{
cost: 25e6,
mults: {def: 1.15, agi: 1.15},
name: "Liquid Body Armor",
upgType: "a",
upgType: UpgradeType.Armor,
},
{
cost: 40e6,
mults: {def: 1.2},
name: "Graphene Plating Armor",
upgType: "a",
upgType: UpgradeType.Armor,
},
{
cost: 3e6,
mults: {agi: 1.04, cha: 1.04},
name: "Ford Flex V20",
upgType: "v",
upgType: UpgradeType.Vehicle,
},
{
cost: 9e6,
mults: {agi: 1.08, cha: 1.08},
name: "ATX1070 Superbike",
upgType: "v",
upgType: UpgradeType.Vehicle,
},
{
cost: 18e6,
mults: {agi: 1.12, cha: 1.12},
name: "Mercedes-Benz S9001",
upgType: "v",
upgType: UpgradeType.Vehicle,
},
{
cost: 30e6,
mults: {agi: 1.16, cha: 1.16},
name: "White Ferrari",
upgType: "v",
upgType: UpgradeType.Vehicle,
},
{
cost: 5e6,
mults: {hack: 1.05},
name: "NUKE Rootkit",
upgType: "r",
upgType: UpgradeType.Rootkit,
},
{
cost: 25e6,
mults: {hack: 1.1},
name: "Soulstealer Rootkit",
upgType: "r",
upgType: UpgradeType.Rootkit,
},
{
cost: 75e6,
mults: {hack: 1.15},
name: "Demon Rootkit",
upgType: "r",
upgType: UpgradeType.Rootkit,
},
{
cost: 40e6,
mults: {hack: 1.12},
name: "Hmap Node",
upgType: "r",
upgType: UpgradeType.Rootkit,
},
{
cost: 75e6,
mults: {hack: 1.15},
name: "Jack the Ripper",
upgType: "r",
upgType: UpgradeType.Rootkit,
},
{
cost: 10e9,
mults: {str: 1.3, dex: 1.3},
name: "Bionic Arms",
upgType: "g",
upgType: UpgradeType.Augmentation,
},
{
cost: 10e9,
mults: {agi: 1.6},
name: "Bionic Legs",
upgType: "g",
upgType: UpgradeType.Augmentation,
},
{
cost: 15e9,
mults: {str: 1.15, def: 1.15, dex: 1.15, agi: 1.15},
name: "Bionic Spine",
upgType: "g",
upgType: UpgradeType.Augmentation,
},
{
cost: 20e9,
mults: {str: 1.4, def: 1.4},
name: "BrachiBlades",
upgType: "g",
upgType: UpgradeType.Augmentation,
},
{
cost: 12e9,
mults: {str: 1.2, def: 1.2},
name: "Nanofiber Weave",
upgType: "g",
upgType: UpgradeType.Augmentation,
},
{
cost: 25e9,
mults: {str: 1.5, agi: 1.5},
name: "Synthetic Heart",
upgType: "g",
upgType: UpgradeType.Augmentation,
},
{
cost: 15e9,
mults: {str: 1.3, def: 1.3},
name: "Synfibril Muscle",
upgType: "g",
upgType: UpgradeType.Augmentation,
},
{
cost: 5e9,
mults: {hack: 1.05},
name: "BitWire",
upgType: "g",
upgType: UpgradeType.Augmentation,
},
{
cost: 10e9,
mults: {hack: 1.15},
name: "Neuralstimulator",
upgType: "g",
upgType: UpgradeType.Augmentation,
},
{
cost: 7.5e9,
mults: {hack: 1.1},
name: "DataJack",
upgType: "g",
upgType: UpgradeType.Augmentation,
},
{
cost: 50e9,
mults: {str: 1.7, def: 1.7},
name: "Graphene Bone Lacings",
upgType: "g",
upgType: UpgradeType.Augmentation,
},
];

View File

@@ -0,0 +1,70 @@
/**
* React Component for the content of the popup before the player confirms the
* ascension of a gang member.
*/
import React, { useState, useEffect } from "react";
import { Gang } from "../Gang";
import { GangMember } from "../GangMember";
import { numeralWrapper } from "../../ui/numeralFormat";
import { removePopup } from "../../ui/React/createPopup";
import { dialogBoxCreate } from "../../../utils/DialogBox";
interface IProps {
member: GangMember;
gang: Gang;
popupId: string;
onAscend: () => void;
}
export function AscensionPopup(props: IProps): React.ReactElement {
const setRerender = useState(false)[1];
useEffect(() => {
const id = setInterval(() => setRerender(old => !old), 1000);
return () => clearInterval(id);
}, []);
function confirm(): void {
props.onAscend();
const res = props.gang.ascendMember(props.member);
dialogBoxCreate(<p>
You ascended {props.member.name}!<br />
<br />
Your gang lost {numeralWrapper.formatRespect(res.respect)} respect.<br />
<br />
{props.member.name} gained the following stat multipliers for ascending:<br />
Hacking: x{numeralWrapper.format(res.hack, '0.000')}<br />
Strength: x{numeralWrapper.format(res.str, '0.000')}<br />
Defense: x{numeralWrapper.format(res.def, '0.000')}<br />
Dexterity: x{numeralWrapper.format(res.dex, '0.000')}<br />
Agility: x{numeralWrapper.format(res.agi, '0.000')}<br />
Charisma: x{numeralWrapper.format(res.cha, '0.000')}<br />
</p>);
removePopup(props.popupId);
}
function cancel(): void {
removePopup(props.popupId);
}
const ascendBenefits = props.member.getAscensionResults();
return (<>
<pre>
Are you sure you want to ascend this member? They will lose all of<br />
their non-Augmentation upgrades and their stats will reset back to 1.<br />
<br />
Furthermore, your gang will lose {numeralWrapper.formatRespect(props.member.earnedRespect)} respect<br />
<br />
In return, they will gain the following permanent boost to stat multipliers:<br />
Hacking: x{numeralWrapper.format(ascendBenefits.hack, '0.000')}<br />
Strength: x{numeralWrapper.format(ascendBenefits.str, '0.000')}<br />
Defense: x{numeralWrapper.format(ascendBenefits.def, '0.000')}<br />
Dexterity: x{numeralWrapper.format(ascendBenefits.dex, '0.000')}<br />
Agility: x{numeralWrapper.format(ascendBenefits.agi, '0.000')}<br />
Charisma: x{numeralWrapper.format(ascendBenefits.cha, '0.000')}<br />
</pre>
<button className="std-button" onClick={confirm}>Ascend</button>
<button className="std-button" onClick={cancel}>Cancel</button>
</>);
}

29
src/Gang/ui/BonusTime.tsx Normal file
View File

@@ -0,0 +1,29 @@
/**
* React Component for displaying the bonus time remaining.
*/
import * as React from "react";
import { Gang } from "../Gang";
import { CONSTANTS } from "../../Constants";
import { convertTimeMsToTimeElapsedString } from "../../../utils/StringHelperFunctions";
interface IProps {
gang: Gang;
}
export function BonusTime(props: IProps): React.ReactElement {
const CyclerPerSecond = 1000 / CONSTANTS._idleSpeed;
if (props.gang.storedCycles / CyclerPerSecond*1000 <= 5000) return (<></>);
const bonusMillis = props.gang.storedCycles / CyclerPerSecond * 1000;
return (<>
<p className="tooltip" style={{display: "inline-block"}}>
Bonus time: {convertTimeMsToTimeElapsedString(bonusMillis)}
<span className="tooltiptext noselect">
You gain bonus time while offline or when the game is inactive
(e.g. when the tab is throttled by the browser). Bonus time
makes the Gang mechanic progress faster, up to 5x the normal
speed.
</span>
</p>
<br />
</>);
}

View File

@@ -0,0 +1,22 @@
/**
* React Component for a gang member on the management subpage.
*/
import React from "react";
import { Gang } from "../Gang";
import { GangMember } from "../GangMember";
import { Accordion } from "../../ui/React/Accordion";
import { GangMemberAccordionContent } from "./GangMemberAccordionContent";
interface IProps {
gang: Gang;
member: GangMember;
}
export function GangMemberAccordion(props: IProps): React.ReactElement {
return <Accordion
panelInitiallyOpened={true}
headerContent={<>{props.member.name}</>}
panelContent={<GangMemberAccordionContent
gang={props.gang}
member={props.member} />} />
}

View File

@@ -0,0 +1,36 @@
/**
* React Component for the content of the accordion of gang members on the
* management subpage.
*/
import React, { useState } from "react";
import { GangMemberStats } from "./GangMemberStats";
import { TaskSelector } from "./TaskSelector";
import { TaskDescription } from "./TaskDescription";
import { Gang } from "../Gang";
import { GangMember } from "../GangMember";
interface IProps {
gang: Gang;
member: GangMember;
}
export function GangMemberAccordionContent(props: IProps): React.ReactElement {
const setRerender = useState(false)[1];
return (<>
<div className={"gang-member-info-div tooltip"}>
<GangMemberStats
onAscend={()=>setRerender(old => !old)}
gang={props.gang}
member={props.member} />
</div>
<div className={"gang-member-info-div"}>
<TaskSelector
onTaskChange={()=>setRerender(old => !old)}
gang={props.gang}
member={props.member} />
</div>
<div className={"gang-member-info-div"}>
<TaskDescription member={props.member} />
</div>
</>);
}

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