mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-16 14:28:36 +02:00
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4
.gitignore
vendored
4
.gitignore
vendored
@@ -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
9
babel.config.js
Normal file
@@ -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),
|
||||
}
|
||||
@@ -13,7 +13,6 @@
|
||||
justify-content: center;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
overflow: auto;
|
||||
background-color: rbga(var(--my-background-color), 0.4);
|
||||
}
|
||||
|
||||
@@ -58,8 +57,7 @@
|
||||
background-color: #000;
|
||||
}
|
||||
|
||||
.dialog-box-container,
|
||||
#log-box-container {
|
||||
.dialog-box-container {
|
||||
display: block;
|
||||
position: absolute;
|
||||
z-index: 10;
|
||||
@@ -74,8 +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;
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
@@ -17,6 +17,8 @@ body {
|
||||
p,
|
||||
pre,
|
||||
h2,
|
||||
h3,
|
||||
h4,
|
||||
.text,
|
||||
td {
|
||||
color: var(--my-font-color);
|
||||
|
||||
4
dist/engine.bundle.js
vendored
4
dist/engine.bundle.js
vendored
File diff suppressed because one or more lines are too long
2
dist/engineStyle.bundle.js
vendored
2
dist/engineStyle.bundle.js
vendored
@@ -1,2 +1,2 @@
|
||||
!function(n){function t(t){for(var e,i,f=t[0],c=t[1],l=t[2],p=0,s=[];p<f.length;p++)i=f[p],u[i]&&s.push(u[i][0]),u[i]=0;for(e in c)Object.prototype.hasOwnProperty.call(c,e)&&(n[e]=c[e]);for(a&&a(t);s.length;)s.shift()();return r.push.apply(r,l||[]),o()}function o(){for(var n,t=0;t<r.length;t++){for(var o=r[t],e=!0,f=1;f<o.length;f++){var c=o[f];0!==u[c]&&(e=!1)}e&&(r.splice(t--,1),n=i(i.s=o[0]))}return n}var e={},u={1:0},r=[];function i(t){if(e[t])return e[t].exports;var o=e[t]={i:t,l:!1,exports:{}};return n[t].call(o.exports,o,o.exports,i),o.l=!0,o.exports}i.m=n,i.c=e,i.d=function(n,t,o){i.o(n,t)||Object.defineProperty(n,t,{enumerable:!0,get:o})},i.r=function(n){"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(n,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(n,"__esModule",{value:!0})},i.t=function(n,t){if(1&t&&(n=i(n)),8&t)return n;if(4&t&&"object"==typeof n&&n&&n.__esModule)return n;var o=Object.create(null);if(i.r(o),Object.defineProperty(o,"default",{enumerable:!0,value:n}),2&t&&"string"!=typeof n)for(var e in n)i.d(o,e,function(t){return n[t]}.bind(null,e));return o},i.n=function(n){var t=n&&n.__esModule?function(){return n.default}:function(){return n};return i.d(t,"a",t),t},i.o=function(n,t){return Object.prototype.hasOwnProperty.call(n,t)},i.p="";var f=window.webpackJsonp=window.webpackJsonp||[],c=f.push.bind(f);f.push=t,f=f.slice();for(var l=0;l<f.length;l++)t(f[l]);var a=c;r.push([858,0]),o()}({795:function(n,t,o){},797:function(n,t,o){},799:function(n,t,o){},801:function(n,t,o){},803:function(n,t,o){},805:function(n,t,o){},807:function(n,t,o){},809:function(n,t,o){},811:function(n,t,o){},813:function(n,t,o){},815:function(n,t,o){},817:function(n,t,o){},819:function(n,t,o){},821:function(n,t,o){},823:function(n,t,o){},825:function(n,t,o){},827:function(n,t,o){},829:function(n,t,o){},831:function(n,t,o){},833:function(n,t,o){},835:function(n,t,o){},837:function(n,t,o){},839:function(n,t,o){},841:function(n,t,o){},843:function(n,t,o){},845:function(n,t,o){},847:function(n,t,o){},849:function(n,t,o){},851:function(n,t,o){},853:function(n,t,o){},855:function(n,t,o){},858:function(n,t,o){"use strict";o.r(t);o(857),o(855),o(853),o(851),o(849),o(847),o(845),o(843),o(841),o(839),o(837),o(835),o(833),o(831),o(829),o(827),o(825),o(823),o(821),o(819),o(817),o(815),o(813),o(811),o(809),o(807),o(805),o(803),o(801),o(799),o(797),o(795)}});
|
||||
!function(n){function t(t){for(var e,i,f=t[0],c=t[1],l=t[2],p=0,s=[];p<f.length;p++)i=f[p],u[i]&&s.push(u[i][0]),u[i]=0;for(e in c)Object.prototype.hasOwnProperty.call(c,e)&&(n[e]=c[e]);for(a&&a(t);s.length;)s.shift()();return r.push.apply(r,l||[]),o()}function o(){for(var n,t=0;t<r.length;t++){for(var o=r[t],e=!0,f=1;f<o.length;f++){var c=o[f];0!==u[c]&&(e=!1)}e&&(r.splice(t--,1),n=i(i.s=o[0]))}return n}var e={},u={1:0},r=[];function i(t){if(e[t])return e[t].exports;var o=e[t]={i:t,l:!1,exports:{}};return n[t].call(o.exports,o,o.exports,i),o.l=!0,o.exports}i.m=n,i.c=e,i.d=function(n,t,o){i.o(n,t)||Object.defineProperty(n,t,{enumerable:!0,get:o})},i.r=function(n){"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(n,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(n,"__esModule",{value:!0})},i.t=function(n,t){if(1&t&&(n=i(n)),8&t)return n;if(4&t&&"object"==typeof n&&n&&n.__esModule)return n;var o=Object.create(null);if(i.r(o),Object.defineProperty(o,"default",{enumerable:!0,value:n}),2&t&&"string"!=typeof n)for(var e in n)i.d(o,e,function(t){return n[t]}.bind(null,e));return o},i.n=function(n){var t=n&&n.__esModule?function(){return n.default}:function(){return n};return i.d(t,"a",t),t},i.o=function(n,t){return Object.prototype.hasOwnProperty.call(n,t)},i.p="";var f=window.webpackJsonp=window.webpackJsonp||[],c=f.push.bind(f);f.push=t,f=f.slice();for(var l=0;l<f.length;l++)t(f[l]);var a=c;r.push([866,0]),o()}({803:function(n,t,o){},805:function(n,t,o){},807:function(n,t,o){},809:function(n,t,o){},811:function(n,t,o){},813:function(n,t,o){},815:function(n,t,o){},817:function(n,t,o){},819:function(n,t,o){},821:function(n,t,o){},823:function(n,t,o){},825:function(n,t,o){},827:function(n,t,o){},829:function(n,t,o){},831:function(n,t,o){},833:function(n,t,o){},835:function(n,t,o){},837:function(n,t,o){},839:function(n,t,o){},841:function(n,t,o){},843:function(n,t,o){},845:function(n,t,o){},847:function(n,t,o){},849:function(n,t,o){},851:function(n,t,o){},853:function(n,t,o){},855:function(n,t,o){},857:function(n,t,o){},859:function(n,t,o){},861:function(n,t,o){},863:function(n,t,o){},866:function(n,t,o){"use strict";o.r(t);o(865),o(863),o(861),o(859),o(857),o(855),o(853),o(851),o(849),o(847),o(845),o(843),o(841),o(839),o(837),o(835),o(833),o(831),o(829),o(827),o(825),o(823),o(821),o(819),o(817),o(815),o(813),o(811),o(809),o(807),o(805),o(803)}});
|
||||
//# sourceMappingURL=engineStyle.bundle.js.map
|
||||
89
dist/engineStyle.css
vendored
89
dist/engineStyle.css
vendored
@@ -26,6 +26,8 @@ body {
|
||||
p,
|
||||
pre,
|
||||
h2,
|
||||
h3,
|
||||
h4,
|
||||
.text,
|
||||
td {
|
||||
color: var(--my-font-color); }
|
||||
@@ -551,6 +553,8 @@ body {
|
||||
p,
|
||||
pre,
|
||||
h2,
|
||||
h3,
|
||||
h4,
|
||||
.text,
|
||||
td {
|
||||
color: var(--my-font-color); }
|
||||
@@ -1338,18 +1342,6 @@ button {
|
||||
#script-editor-container {
|
||||
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: "Lucida Console", "Lucida Sans Unicode", "Fira Mono", "Consolas", "Courier New", Courier, monospace, "Times New Roman"; }
|
||||
|
||||
/* This temp element is used for auto adjusting filename field */
|
||||
.tmp-element {
|
||||
visibility: hidden;
|
||||
@@ -1371,7 +1363,6 @@ button {
|
||||
|
||||
#script-editor-filename-wrapper {
|
||||
background-color: #555;
|
||||
margin-left: 6px;
|
||||
margin-right: 0;
|
||||
padding-left: 6px;
|
||||
width: 100%;
|
||||
@@ -1424,18 +1415,15 @@ button {
|
||||
#script-editor-options-panel fieldset input {
|
||||
margin: 2px; }
|
||||
|
||||
/* 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: 16px;
|
||||
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; }
|
||||
|
||||
/* COLORS */
|
||||
/* Attributes */
|
||||
@@ -1967,6 +1955,8 @@ body {
|
||||
p,
|
||||
pre,
|
||||
h2,
|
||||
h3,
|
||||
h4,
|
||||
.text,
|
||||
td {
|
||||
color: var(--my-font-color); }
|
||||
@@ -2366,7 +2356,6 @@ input[type="checkbox"] {
|
||||
justify-content: center;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
overflow: auto;
|
||||
background-color: rbga(var(--my-background-color), 0.4); }
|
||||
|
||||
.popup-box-content {
|
||||
@@ -2406,8 +2395,7 @@ input[type="checkbox"] {
|
||||
border: 1px solid #fff;
|
||||
background-color: #000; }
|
||||
|
||||
.dialog-box-container,
|
||||
#log-box-container {
|
||||
.dialog-box-container {
|
||||
display: block;
|
||||
position: absolute;
|
||||
z-index: 10;
|
||||
@@ -2421,13 +2409,52 @@ input[type="checkbox"] {
|
||||
background-color: var(--my-background-color);
|
||||
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: 16px;
|
||||
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; }
|
||||
.dialog-box-content p span,
|
||||
#log-box-content p span {
|
||||
.dialog-box-content p span {
|
||||
padding: 0;
|
||||
margin: 0; }
|
||||
|
||||
|
||||
77
dist/vendor.bundle.js
vendored
77
dist/vendor.bundle.js
vendored
File diff suppressed because one or more lines are too long
5536
dist/vendor.css
vendored
5536
dist/vendor.css
vendored
File diff suppressed because one or more lines are too long
@@ -3,6 +3,155 @@
|
||||
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)
|
||||
-------------------------------------------
|
||||
|
||||
@@ -24,6 +173,7 @@ v0.52.3 - 2021-07-15 Gangs were OP (hydroflame)
|
||||
* 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)
|
||||
-------------------------------------------
|
||||
@@ -39,6 +189,10 @@ v0.52.2 - 2021-07-15 Oh yeah, BN11 is a thing (drunk hydroflame tbh)
|
||||
programs.
|
||||
* Augmentation descriptions are now more concise and consistent.
|
||||
|
||||
** Misc. **
|
||||
|
||||
* nerf noodle bar
|
||||
|
||||
v0.52.1 - 2021-07-10 bugfixing (hydroflame & community)
|
||||
-------------------------------------------
|
||||
|
||||
@@ -58,6 +212,7 @@ v0.52.1 - 2021-07-10 bugfixing (hydroflame & community)
|
||||
* 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)
|
||||
--------------------------------------------------------------
|
||||
@@ -107,6 +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)
|
||||
-----------------------------------------------------
|
||||
@@ -150,6 +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)
|
||||
---------------------------------------------------------------
|
||||
@@ -203,6 +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)
|
||||
@@ -260,6 +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)
|
||||
-----------------------------------------
|
||||
@@ -317,6 +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)
|
||||
@@ -367,6 +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)
|
||||
@@ -391,6 +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)
|
||||
-------------------------------------------------------
|
||||
@@ -426,6 +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)
|
||||
-----------------------------------------------------------------
|
||||
@@ -467,6 +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)
|
||||
----------------------------------------------
|
||||
@@ -481,6 +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)
|
||||
------------------------------------------------------------------------------------------
|
||||
@@ -512,6 +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)
|
||||
------------------------------------------
|
||||
@@ -538,6 +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)
|
||||
--------------------------------------------------------------
|
||||
|
||||
@@ -555,6 +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)
|
||||
---------------------------------
|
||||
@@ -577,6 +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)
|
||||
----------------------------------------------
|
||||
@@ -597,6 +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)
|
||||
---------------------------------
|
||||
@@ -634,6 +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)
|
||||
------------------------------------------------
|
||||
@@ -661,6 +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)
|
||||
@@ -708,6 +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
|
||||
-------------------
|
||||
|
||||
@@ -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 = '0.52.3'
|
||||
release = '0.52.9'
|
||||
|
||||
# The language for content autogenerated by Sphinx. Refer to documentation
|
||||
# for a list of supported languages.
|
||||
|
||||
@@ -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|::
|
||||
|
||||
|
||||
17
doc/source/netscript/basicfunctions/tprintf.rst
Normal file
17
doc/source/netscript/basicfunctions/tprintf.rst
Normal 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.
|
||||
@@ -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:
|
||||
|
||||
|
||||
@@ -12,4 +12,4 @@ getActionCurrentLevel() Netscript Function
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
bladeburner.getActionCountRemaining("Contracts", "Tracking"); // returns: 7
|
||||
bladeburner.getActionCurrentLevel("Contracts", "Tracking"); // returns: 9
|
||||
@@ -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]
|
||||
|
||||
@@ -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.
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
}
|
||||
|
||||
@@ -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>
|
||||
|
||||
45
index.html
45
index.html
@@ -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">
|
||||
@@ -275,16 +282,6 @@
|
||||
<!-- 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>
|
||||
|
||||
<!-- Generic Yes/No Pop Up box -->
|
||||
<div id="yes-no-box-container" class="popup-box-container">
|
||||
<div id="yes-no-box-content" class="popup-box-content">
|
||||
@@ -584,10 +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">
|
||||
@@ -596,6 +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
9
jest.config.js
Normal file
@@ -0,0 +1,9 @@
|
||||
module.exports = {
|
||||
setupFiles: ["./jest.setup.js"],
|
||||
moduleFileExtensions: ["ts", "tsx", "js", "jsx"],
|
||||
transform: {
|
||||
"^.+\\.(js|jsx|ts|tsx)$": "babel-jest",
|
||||
},
|
||||
// testMatch: ["**/?(*.)+(test).[jt]s?(x)"],
|
||||
testEnvironment: "jsdom",
|
||||
};
|
||||
2
jest.setup.js
Normal file
2
jest.setup.js
Normal file
@@ -0,0 +1,2 @@
|
||||
import "regenerator-runtime/runtime";
|
||||
global.$ = require("jquery");
|
||||
16338
package-lock.json
generated
16338
package-lock.json
generated
File diff suppressed because it is too large
Load Diff
20
package.json
20
package.json
@@ -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": "0.52.3"
|
||||
"version": "0.52.9"
|
||||
}
|
||||
|
||||
@@ -55,7 +55,7 @@ interface IConstructorParams {
|
||||
}
|
||||
|
||||
function generateStatsDescription(mults: IMap<number>, programs?: string[], startingMoney?: number): JSX.Element {
|
||||
const f = (x: number, decimals: number = 0) => {
|
||||
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%";
|
||||
|
||||
@@ -18,8 +18,6 @@ import { SourceFileFlags } from "../SourceFile/SourceFileFlags";
|
||||
|
||||
import { dialogBoxCreate } from "../../utils/DialogBox";
|
||||
import { clearObject } from "../../utils/helpers/clearObject";
|
||||
import { Money } from "../ui/React/Money";
|
||||
import { CorruptableText } from "../ui/React/CorruptableText";
|
||||
|
||||
import { WHRNG } from "../Casino/RNG";
|
||||
|
||||
|
||||
3265
src/Bladeburner.jsx
3265
src/Bladeburner.jsx
File diff suppressed because it is too large
Load Diff
@@ -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:
|
||||
|
||||
28
src/Bladeburner/ActionIdentifier.ts
Normal file
28
src/Bladeburner/ActionIdentifier.ts
Normal 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;
|
||||
2004
src/Bladeburner/Bladeburner.ts
Normal file
2004
src/Bladeburner/Bladeburner.ts
Normal file
File diff suppressed because it is too large
Load Diff
@@ -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));
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
export interface IActionIdentifier {
|
||||
name: string;
|
||||
type: string;
|
||||
type: number;
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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,
|
||||
});
|
||||
};
|
||||
@@ -1,4 +1,5 @@
|
||||
export const ConsoleHelpText: {
|
||||
[key: string]: string[];
|
||||
helpList: string[];
|
||||
automate: string[];
|
||||
clear: string[];
|
||||
|
||||
14
src/Bladeburner/data/Icons.tsx
Normal file
14
src/Bladeburner/data/Icons.tsx
Normal 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>
|
||||
49
src/Bladeburner/ui/AllPages.tsx
Normal file
49
src/Bladeburner/ui/AllPages.tsx
Normal 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>
|
||||
</>);
|
||||
}
|
||||
89
src/Bladeburner/ui/BlackOpElem.tsx
Normal file
89
src/Bladeburner/ui/BlackOpElem.tsx
Normal 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>
|
||||
</>);
|
||||
}
|
||||
36
src/Bladeburner/ui/BlackOpList.tsx
Normal file
36
src/Bladeburner/ui/BlackOpList.tsx
Normal 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>,
|
||||
)}
|
||||
</>);
|
||||
}
|
||||
29
src/Bladeburner/ui/BlackOpPage.tsx
Normal file
29
src/Bladeburner/ui/BlackOpPage.tsx
Normal 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} />
|
||||
</>);
|
||||
}
|
||||
@@ -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>)
|
||||
}
|
||||
115
src/Bladeburner/ui/Console.tsx
Normal file
115
src/Bladeburner/ui/Console.tsx
Normal 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>);
|
||||
}
|
||||
119
src/Bladeburner/ui/ContractElem.tsx
Normal file
119
src/Bladeburner/ui/ContractElem.tsx
Normal 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}/>
|
||||
</>);
|
||||
}
|
||||
20
src/Bladeburner/ui/ContractList.tsx
Normal file
20
src/Bladeburner/ui/ContractList.tsx
Normal file
@@ -0,0 +1,20 @@
|
||||
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>,
|
||||
)}
|
||||
</>);
|
||||
}
|
||||
23
src/Bladeburner/ui/ContractPage.tsx
Normal file
23
src/Bladeburner/ui/ContractPage.tsx
Normal file
@@ -0,0 +1,23 @@
|
||||
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} />
|
||||
</>);
|
||||
}
|
||||
69
src/Bladeburner/ui/GeneralActionElem.tsx
Normal file
69
src/Bladeburner/ui/GeneralActionElem.tsx
Normal file
@@ -0,0 +1,69 @@
|
||||
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>
|
||||
</>);
|
||||
}
|
||||
26
src/Bladeburner/ui/GeneralActionList.tsx
Normal file
26
src/Bladeburner/ui/GeneralActionList.tsx
Normal file
@@ -0,0 +1,26 @@
|
||||
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>,
|
||||
)}
|
||||
</>);
|
||||
}
|
||||
19
src/Bladeburner/ui/GeneralActionPage.tsx
Normal file
19
src/Bladeburner/ui/GeneralActionPage.tsx
Normal file
@@ -0,0 +1,19 @@
|
||||
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} />
|
||||
</>);
|
||||
}
|
||||
135
src/Bladeburner/ui/OperationElem.tsx
Normal file
135
src/Bladeburner/ui/OperationElem.tsx
Normal file
@@ -0,0 +1,135 @@
|
||||
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}/>
|
||||
</>);
|
||||
}
|
||||
20
src/Bladeburner/ui/OperationList.tsx
Normal file
20
src/Bladeburner/ui/OperationList.tsx
Normal file
@@ -0,0 +1,20 @@
|
||||
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>,
|
||||
)}
|
||||
</>);
|
||||
}
|
||||
34
src/Bladeburner/ui/OperationPage.tsx
Normal file
34
src/Bladeburner/ui/OperationPage.tsx
Normal file
@@ -0,0 +1,34 @@
|
||||
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} />
|
||||
</>);
|
||||
}
|
||||
28
src/Bladeburner/ui/Root.tsx
Normal file
28
src/Bladeburner/ui/Root.tsx
Normal file
@@ -0,0 +1,28 @@
|
||||
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>);
|
||||
}
|
||||
48
src/Bladeburner/ui/SkillElem.tsx
Normal file
48
src/Bladeburner/ui/SkillElem.tsx
Normal file
@@ -0,0 +1,48 @@
|
||||
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}} />
|
||||
</>);
|
||||
}
|
||||
18
src/Bladeburner/ui/SkillList.tsx
Normal file
18
src/Bladeburner/ui/SkillList.tsx
Normal file
@@ -0,0 +1,18 @@
|
||||
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>,
|
||||
)}
|
||||
</>);
|
||||
}
|
||||
70
src/Bladeburner/ui/SkillPage.tsx
Normal file
70
src/Bladeburner/ui/SkillPage.tsx
Normal file
@@ -0,0 +1,70 @@
|
||||
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]) {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
139
src/Bladeburner/ui/Stats.tsx
Normal file
139
src/Bladeburner/ui/Stats.tsx
Normal file
@@ -0,0 +1,139 @@
|
||||
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 />
|
||||
</>);
|
||||
}
|
||||
14
src/Bladeburner/ui/SuccessChance.tsx
Normal file
14
src/Bladeburner/ui/SuccessChance.tsx
Normal 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)}%</>);
|
||||
}
|
||||
37
src/Bladeburner/ui/TeamSizePopup.tsx
Normal file
37
src/Bladeburner/ui/TeamSizePopup.tsx
Normal 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>
|
||||
</>);
|
||||
}
|
||||
32
src/Bladeburner/ui/TravelPopup.tsx
Normal file
32
src/Bladeburner/ui/TravelPopup.tsx
Normal 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>})}
|
||||
</>);
|
||||
}
|
||||
@@ -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 {
|
||||
|
||||
@@ -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 {
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
import { IMap } from "./types";
|
||||
|
||||
export const CONSTANTS: IMap<any> = {
|
||||
Version: "0.52.3",
|
||||
Version: "0.52.9",
|
||||
|
||||
// Speed (in ms) at which the main loop is updated
|
||||
_idleSpeed: 200,
|
||||
@@ -228,26 +228,40 @@ export const CONSTANTS: IMap<any> = {
|
||||
TotalNumBitNodes: 24,
|
||||
|
||||
LatestUpdate: `
|
||||
v0.52.3 - 2021-07-15 Gangs were OP (hydroflame)
|
||||
v0.52.9 - 2021-07-27 Less lag! (hydroflame & community)
|
||||
-------------------------------------------
|
||||
|
||||
** Gang **
|
||||
** Active Scripts page **
|
||||
|
||||
* 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.
|
||||
* Now less laggy, has pagination.
|
||||
|
||||
** Infiltration **
|
||||
** File diagnostic **
|
||||
|
||||
* Now isTrusted protected.
|
||||
* 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. **
|
||||
|
||||
* 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.
|
||||
* 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
|
||||
`,
|
||||
|
||||
/*
|
||||
|
||||
|
||||
*/
|
||||
}
|
||||
@@ -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;
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -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";
|
||||
@@ -502,7 +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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -514,7 +514,7 @@ class DevMenuComponent extends Component {
|
||||
|
||||
addTonsBladeburnerRank() {
|
||||
if (Player.bladeburner) {
|
||||
Player.bladeburner.changeRank(tonsP);
|
||||
Player.bladeburner.changeRank(Player, tonsP);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
68
src/Diagnostic/FileDiagnosticPopup.tsx
Normal file
68
src/Diagnostic/FileDiagnosticPopup.tsx
Normal 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} />)}
|
||||
</>);
|
||||
}
|
||||
@@ -28,8 +28,7 @@ export function FactionList(props: IProps): React.ReactElement {
|
||||
<p>Lists all factions you have joined</p>
|
||||
<br />
|
||||
<ul>
|
||||
{props.player.factions.map((faction: string) =>
|
||||
<li key={faction}><a
|
||||
{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}
|
||||
@@ -39,8 +38,7 @@ export function FactionList(props: IProps): React.ReactElement {
|
||||
<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"}}>
|
||||
{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"
|
||||
|
||||
1
src/Fconf/Fconf.d.ts
vendored
Normal file
1
src/Fconf/Fconf.d.ts
vendored
Normal file
@@ -0,0 +1 @@
|
||||
export declare function parseFconfSettings(config: string): void;
|
||||
@@ -8,8 +8,6 @@
|
||||
import { Faction } from "../Faction/Faction";
|
||||
import { Factions } from "../Faction/Factions";
|
||||
|
||||
import { numeralWrapper } from "../ui/numeralFormat";
|
||||
|
||||
import { dialogBoxCreate } from "../../utils/DialogBox";
|
||||
import {
|
||||
Reviver,
|
||||
@@ -122,7 +120,7 @@ export class Gang {
|
||||
moneyGains += (this.members[i].calculateMoneyGain(this));
|
||||
const wantedLevelGain = this.members[i].calculateWantedLevelGain(this);
|
||||
wantedLevelGains += wantedLevelGain;
|
||||
if(wantedLevelGain < 0) justice++; // this member is lowering wanted.
|
||||
if(this.members[i].getTask().baseWanted < 0) justice++; // this member is lowering wanted.
|
||||
}
|
||||
this.respectGainRate = respectGains;
|
||||
this.wantedGainRate = wantedLevelGains;
|
||||
@@ -323,7 +321,7 @@ export class Gang {
|
||||
this.members[i].task !== "Territory Warfare") continue;
|
||||
memberTotal += this.members[i].calculatePower();
|
||||
}
|
||||
return (0.015 * this.getTerritory() * memberTotal);
|
||||
return (0.015 * Math.max(0.002, this.getTerritory()) * memberTotal);
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -4,7 +4,6 @@ import { GangMemberUpgrade } from "./GangMemberUpgrade";
|
||||
import { GangMemberUpgrades } from "./GangMemberUpgrades";
|
||||
import { IAscensionResult } from "./IAscensionResult";
|
||||
import { IPlayer } from "../PersonObjects/IPlayer";
|
||||
import { GangConstants } from "./data/Constants";
|
||||
import { AllGangs } from "./AllGangs";
|
||||
import { IGang } from "./IGang";
|
||||
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
|
||||
@@ -122,7 +121,7 @@ export class GangMember {
|
||||
(task.chaWeight/100) * this.cha;
|
||||
statWeight -= (4 * task.difficulty);
|
||||
if (statWeight <= 0) return 0;
|
||||
const territoryMult = Math.pow(AllGangs[gang.facName].territory * 100, task.territory.respect) / 100;
|
||||
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;
|
||||
@@ -139,7 +138,7 @@ export class GangMember {
|
||||
(task.chaWeight / 100) * this.cha;
|
||||
statWeight -= (3.5 * task.difficulty);
|
||||
if (statWeight <= 0) return 0;
|
||||
const territoryMult = Math.pow(AllGangs[gang.facName].territory * 100, task.territory.wanted) / 100;
|
||||
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;
|
||||
@@ -160,9 +159,10 @@ export class GangMember {
|
||||
(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.pow(AllGangs[gang.facName].territory * 100, task.territory.money) / 100;
|
||||
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;
|
||||
|
||||
@@ -42,6 +42,6 @@ export function TaskSelector(props: IProps): React.ReactElement {
|
||||
<option key={0} value={"---"}>---</option>
|
||||
{tasks.map((task: string, i: number) => <option key={i+1} value={task}>{task}</option>)}
|
||||
</select>
|
||||
<div>{StatsTable(data, null)}</div>
|
||||
<div>{StatsTable(data)}</div>
|
||||
</>);
|
||||
}
|
||||
@@ -542,7 +542,7 @@ export function purchaseHashUpgrade(upgName, upgTarget) {
|
||||
case "Exchange for Bladeburner Rank": {
|
||||
// This will throw if player isnt in Bladeburner
|
||||
try {
|
||||
Player.bladeburner.changeRank(upg.value);
|
||||
Player.bladeburner.changeRank(Player, upg.value);
|
||||
} catch(e) {
|
||||
Player.hashManager.refundUpgrade(upgName);
|
||||
return false;
|
||||
|
||||
@@ -8,6 +8,7 @@ export interface IConstructorParams {
|
||||
hasTargetServer?: boolean;
|
||||
name: string;
|
||||
value: number;
|
||||
effectText?: (level: number) => JSX.Element | null;
|
||||
}
|
||||
|
||||
export class HashUpgrade {
|
||||
@@ -45,6 +46,7 @@ export class HashUpgrade {
|
||||
|
||||
constructor(p: IConstructorParams) {
|
||||
if (p.cost != null) { this.cost = p.cost; }
|
||||
if (p.effectText != null) { this.effectText = p.effectText; }
|
||||
|
||||
this.costPerLevel = p.costPerLevel;
|
||||
this.desc = p.desc;
|
||||
@@ -53,6 +55,9 @@ export class HashUpgrade {
|
||||
this.value = p.value;
|
||||
}
|
||||
|
||||
// Functions that returns the UI element to display the effect of this upgrade.
|
||||
effectText: (level: number) => JSX.Element | null = () => null;
|
||||
|
||||
getCost(levels: number): number {
|
||||
if (typeof this.cost === "number") { return this.cost; }
|
||||
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
// Metadata used to construct all Hash Upgrades
|
||||
import React from "react";
|
||||
import { IConstructorParams } from "../HashUpgrade";
|
||||
import { numeralWrapper } from "../../ui/numeralFormat";
|
||||
import { Money } from "../../ui/React/Money";
|
||||
|
||||
export const HashUpgradesMetadata: IConstructorParams[] = [
|
||||
{
|
||||
@@ -7,12 +10,14 @@ export const HashUpgradesMetadata: IConstructorParams[] = [
|
||||
costPerLevel: 4,
|
||||
desc: "Sell hashes for $1m",
|
||||
name: "Sell for Money",
|
||||
effectText: (level: number): JSX.Element | null => (<>Sold for {Money(1e6*level)}</>),
|
||||
value: 1e6,
|
||||
},
|
||||
{
|
||||
costPerLevel: 100,
|
||||
desc: "Sell hashes for $1b in Corporation funds",
|
||||
name: "Sell for Corporation Funds",
|
||||
effectText: (level: number): JSX.Element | null => (<>Sold for {Money(1e9*level)} Corporation funds.</>),
|
||||
value: 1e9,
|
||||
},
|
||||
{
|
||||
@@ -38,6 +43,7 @@ export const HashUpgradesMetadata: IConstructorParams[] = [
|
||||
desc: "Use hashes to improve the experience earned when studying at a university by 20%. " +
|
||||
"This effect persists until you install Augmentations",
|
||||
name: "Improve Studying",
|
||||
//effectText: (level: number) => JSX.Element | null = <>Improves studying by ${level*20}%</>,
|
||||
value: 20, // Improves studying by value%
|
||||
},
|
||||
{
|
||||
@@ -45,30 +51,35 @@ export const HashUpgradesMetadata: IConstructorParams[] = [
|
||||
desc: "Use hashes to improve the experience earned when training at the gym by 20%. This effect " +
|
||||
"persists until you install Augmentations",
|
||||
name: "Improve Gym Training",
|
||||
effectText: (level: number): JSX.Element | null => (<>Improves training by ${level*20}%</>),
|
||||
value: 20, // Improves training by value%
|
||||
},
|
||||
{
|
||||
costPerLevel: 200,
|
||||
desc: "Exchange hashes for 1k Scientific Research in all of your Corporation's Industries",
|
||||
name: "Exchange for Corporation Research",
|
||||
effectText: (level: number): JSX.Element | null => (<>Acquired a total of {level}k Scientific Research in your industries.</>),
|
||||
value: 1000,
|
||||
},
|
||||
{
|
||||
costPerLevel: 250,
|
||||
desc: "Exchange hashes for 100 Bladeburner Rank",
|
||||
name: "Exchange for Bladeburner Rank",
|
||||
effectText: (level: number): JSX.Element | null => (<>Acquired a total of {numeralWrapper.format(100*level, '0a')} Bladeburner rank</>),
|
||||
value: 100,
|
||||
},
|
||||
{
|
||||
costPerLevel: 250,
|
||||
desc: "Exchanges hashes for 10 Bladeburner Skill Points",
|
||||
name: "Exchange for Bladeburner SP",
|
||||
effectText: (level: number): JSX.Element | null => (<>Acquired a total of {numeralWrapper.format(10*level, '0a')} Bladeburner Skill Points</>),
|
||||
value: 10,
|
||||
},
|
||||
{
|
||||
costPerLevel: 200,
|
||||
desc: "Generate a random Coding Contract somewhere on the network",
|
||||
name: "Generate Coding Contract",
|
||||
effectText: (level: number): JSX.Element | null => (<>Generated {level} contracts.</>),
|
||||
value: 1,
|
||||
},
|
||||
]
|
||||
@@ -11,7 +11,6 @@ import { Player } from "../../Player";
|
||||
|
||||
import { numeralWrapper } from "../../ui/numeralFormat";
|
||||
|
||||
import { PopupCloseButton } from "../../ui/React/PopupCloseButton";
|
||||
import { ServerDropdown,
|
||||
ServerType } from "../../ui/React/ServerDropdown"
|
||||
|
||||
@@ -24,7 +23,7 @@ class HashUpgrade extends React.Component {
|
||||
super(props);
|
||||
|
||||
this.state = {
|
||||
selectedServer: "foodnstuff",
|
||||
selectedServer: "ecorp",
|
||||
}
|
||||
|
||||
this.changeTargetServer = this.changeTargetServer.bind(this);
|
||||
@@ -54,6 +53,8 @@ class HashUpgrade extends React.Component {
|
||||
const hashManager = this.props.hashManager;
|
||||
const upg = this.props.upg;
|
||||
const cost = hashManager.getUpgradeCost(upg.name);
|
||||
const level = hashManager.upgrades[upg.name];
|
||||
const effect = upg.effectText(level);
|
||||
|
||||
// Purchase button
|
||||
const canPurchase = hashManager.hashes >= cost;
|
||||
@@ -63,11 +64,13 @@ class HashUpgrade extends React.Component {
|
||||
return (
|
||||
<div className={"bladeburner-action"}>
|
||||
<CopyableText value={upg.name} />
|
||||
<p>Cost: {Hashes(cost)}</p>
|
||||
<p>Cost: {Hashes(cost)}, Bought: {level} times</p>
|
||||
|
||||
<p>{upg.desc}</p>
|
||||
<button className={btnClass} onClick={this.purchase}>
|
||||
Purchase
|
||||
</button>
|
||||
{level > 0 && effect && <p>{effect}</p>}
|
||||
{
|
||||
upg.hasTargetServer &&
|
||||
<ServerDropdown
|
||||
@@ -119,7 +122,6 @@ export class HashUpgradePopup extends React.Component {
|
||||
|
||||
return (
|
||||
<div>
|
||||
<PopupCloseButton popup={this.props.popupId} text={"Close"} />
|
||||
<p>Spend your hashes on a variety of different upgrades</p>
|
||||
<p>Hashes: {numeralWrapper.formatHashes(this.state.totalHashes)}</p>
|
||||
{upgradeElems}
|
||||
|
||||
@@ -13,4 +13,5 @@ export interface IEngine {
|
||||
loadMissionContent: () => void;
|
||||
loadResleevingContent: () => void;
|
||||
loadStockMarketContent: () => void;
|
||||
loadTerminalContent: () => void;
|
||||
}
|
||||
|
||||
@@ -46,7 +46,7 @@ export function BackwardGame(props: IMinigameProps): React.ReactElement {
|
||||
<GameTimer millis={timer} onExpire={props.onFailure} />
|
||||
<Grid item xs={12}>
|
||||
<h1 className={"noselect"}>Type it backward</h1>
|
||||
<KeyHandler onKeyDown={press} />
|
||||
<KeyHandler onKeyDown={press} onFailure={props.onFailure} />
|
||||
</Grid>
|
||||
<Grid item xs={6}>
|
||||
<p style={{transform: 'scaleX(-1)'}}>{answer}</p>
|
||||
|
||||
@@ -78,7 +78,7 @@ export function BracketGame(props: IMinigameProps): React.ReactElement {
|
||||
<Grid item xs={12}>
|
||||
<h1 className={"noselect"}>Close the brackets</h1>
|
||||
<p style={{fontSize: '5em'}}>{`${left}${right}`}<BlinkingCursor /></p>
|
||||
<KeyHandler onKeyDown={press} />
|
||||
<KeyHandler onKeyDown={press} onFailure={props.onFailure} />
|
||||
</Grid>
|
||||
</Grid>)
|
||||
}
|
||||
@@ -51,7 +51,7 @@ export function BribeGame(props: IMinigameProps): React.ReactElement {
|
||||
<GameTimer millis={timer} onExpire={props.onFailure} />
|
||||
<Grid item xs={12}>
|
||||
<h1>Say something nice about the guard.</h1>
|
||||
<KeyHandler onKeyDown={press} />
|
||||
<KeyHandler onKeyDown={press} onFailure={props.onFailure} />
|
||||
</Grid>
|
||||
<Grid item xs={6}>
|
||||
<h2 style={{fontSize: "2em"}}>↑</h2>
|
||||
|
||||
@@ -47,7 +47,7 @@ export function CheatCodeGame(props: IMinigameProps): React.ReactElement {
|
||||
<Grid item xs={12}>
|
||||
<h1 className={"noselect"}>Enter the Code!</h1>
|
||||
<p style={{fontSize: '5em'}}>{code[index]}</p>
|
||||
<KeyHandler onKeyDown={press} />
|
||||
<KeyHandler onKeyDown={press} onFailure={props.onFailure} />
|
||||
</Grid>
|
||||
</Grid>)
|
||||
}
|
||||
|
||||
@@ -86,7 +86,7 @@ export function Cyberpunk2077Game(props: IMinigameProps): React.ReactElement {
|
||||
return <span key={`${x}${y}`} style={{fontSize: fontSize, color: 'blue'}}>{cell} </span>
|
||||
return <span key={`${x}${y}`} style={{fontSize: fontSize}}>{cell} </span>
|
||||
})}</pre><br /></div>)}
|
||||
<KeyHandler onKeyDown={press} />
|
||||
<KeyHandler onKeyDown={press} onFailure={props.onFailure} />
|
||||
</Grid>
|
||||
</Grid>)
|
||||
}
|
||||
|
||||
@@ -85,10 +85,13 @@ export function Game(props: IProps): React.ReactElement {
|
||||
})
|
||||
}
|
||||
|
||||
function failure(): void {
|
||||
function failure(options?: { automated: boolean }): void {
|
||||
setStage(Stage.Countdown);
|
||||
pushResult(false);
|
||||
if(props.Player.takeDamage(props.StartingDifficulty*3)) {
|
||||
// Kill the player immediately if they use automation, so
|
||||
// it's clear they're not meant to
|
||||
const damage = options?.automated ? props.Player.hp : props.StartingDifficulty*3;
|
||||
if(props.Player.takeDamage(damage)) {
|
||||
const menu = document.getElementById("mainmenu-container");
|
||||
if(menu === null) throw new Error("mainmenu-container not found");
|
||||
menu.style.visibility = "visible";
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
export interface IMinigameProps {
|
||||
onSuccess: () => void;
|
||||
onFailure: () => void;
|
||||
onFailure: (options?: {
|
||||
/** Failed due to using untrusted events (automation) */
|
||||
automated: boolean;
|
||||
}) => void;
|
||||
difficulty: number;
|
||||
}
|
||||
@@ -14,13 +14,6 @@ interface IProps {
|
||||
cancel: () => void;
|
||||
}
|
||||
|
||||
function diffStr(d: number): string {
|
||||
if(d<=0.5) return "trivial";
|
||||
if(d<=1.5) return "normal";
|
||||
if(d<=2.5) return "hard";
|
||||
return "impossible";
|
||||
}
|
||||
|
||||
function arrowPart(color: string, length: number): JSX.Element {
|
||||
let arrow = "";
|
||||
if(length <= 0) length = 0;
|
||||
|
||||
@@ -2,6 +2,7 @@ import React, { useEffect } from 'react';
|
||||
|
||||
interface IProps {
|
||||
onKeyDown: (event: React.KeyboardEvent<HTMLElement>) => void;
|
||||
onFailure: (options?: { automated: boolean }) => void;
|
||||
}
|
||||
|
||||
export function KeyHandler(props: IProps): React.ReactElement {
|
||||
@@ -9,7 +10,12 @@ export function KeyHandler(props: IProps): React.ReactElement {
|
||||
useEffect(() => elem.focus());
|
||||
|
||||
function onKeyDown(event: React.KeyboardEvent<HTMLElement>): void {
|
||||
if(!event.isTrusted) return;
|
||||
console.log("isTrusted?", event.isTrusted)
|
||||
if(!event.isTrusted) {
|
||||
console.log("untrusted event!")
|
||||
props.onFailure({ automated: true });
|
||||
return;
|
||||
}
|
||||
props.onKeyDown(event);
|
||||
}
|
||||
|
||||
|
||||
@@ -94,7 +94,7 @@ export function MinesweeperGame(props: IMinigameProps): React.ReactElement {
|
||||
return <span key={x}>[ ] </span>
|
||||
}
|
||||
})}</pre><br /></div>)}
|
||||
<KeyHandler onKeyDown={press} />
|
||||
<KeyHandler onKeyDown={press} onFailure={props.onFailure} />
|
||||
</Grid>
|
||||
</Grid>)
|
||||
}
|
||||
|
||||
@@ -39,9 +39,9 @@ export function SlashGame(props: IMinigameProps): React.ReactElement {
|
||||
|
||||
useEffect(() => {
|
||||
let id2 = -1;
|
||||
const id = setTimeout(() => {
|
||||
const id = window.setTimeout(() => {
|
||||
setGuarding(false);
|
||||
id2 = setTimeout(()=>setGuarding(true), difficulty.window)
|
||||
id2 = window.setTimeout(()=>setGuarding(true), difficulty.window)
|
||||
}, Math.random()*3250+1500);
|
||||
return () => {
|
||||
clearInterval(id);
|
||||
@@ -54,7 +54,7 @@ export function SlashGame(props: IMinigameProps): React.ReactElement {
|
||||
<Grid item xs={12}>
|
||||
<h1 className={"noselect"}>Slash when his guard is down!</h1>
|
||||
<p style={{fontSize: '5em'}}>{guarding ? "!Guarding!" : "!ATTACKING!"}</p>
|
||||
<KeyHandler onKeyDown={press} />
|
||||
<KeyHandler onKeyDown={press} onFailure={props.onFailure} />
|
||||
</Grid>
|
||||
</Grid>)
|
||||
}
|
||||
@@ -111,7 +111,7 @@ export function WireCuttingGame(props: IMinigameProps): React.ReactElement {
|
||||
})}
|
||||
</pre>
|
||||
</div>)}
|
||||
<KeyHandler onKeyDown={press} />
|
||||
<KeyHandler onKeyDown={press} onFailure={props.onFailure} />
|
||||
</Grid>
|
||||
</Grid>)
|
||||
}
|
||||
|
||||
3
src/InteractiveTutorial.d.ts
vendored
Normal file
3
src/InteractiveTutorial.d.ts
vendored
Normal file
@@ -0,0 +1,3 @@
|
||||
export declare function iTutorialNextStep(): void;
|
||||
export declare const ITutorial: {isRunning: boolean, currStep: number};
|
||||
export declare const iTutorialSteps: {[key: string]: number};
|
||||
@@ -204,7 +204,7 @@ export const LocationsMetadata: IConstructorParams[] = [
|
||||
startingSecurityLevel: 2.5,
|
||||
},
|
||||
name: LocationName.NewTokyoNoodleBar,
|
||||
types: [LocationType.Company],
|
||||
types: [LocationType.Company, LocationType.Special],
|
||||
},
|
||||
{
|
||||
city: CityName.NewTokyo,
|
||||
|
||||
@@ -107,6 +107,8 @@ export class CompanyLocation extends React.Component<IProps, IState> {
|
||||
employedHere: false,
|
||||
}
|
||||
|
||||
this.props.p.location = props.locName;
|
||||
|
||||
this.checkIfEmployedHere(false);
|
||||
}
|
||||
|
||||
|
||||
@@ -45,6 +45,7 @@ export class SpecialLocation extends React.Component<IProps, IState> {
|
||||
|
||||
this.btnStyle = { display: "block" };
|
||||
|
||||
this.renderNoodleBar = this.renderNoodleBar.bind(this);
|
||||
this.createCorporationPopup = this.createCorporationPopup.bind(this);
|
||||
this.handleBladeburner = this.handleBladeburner.bind(this);
|
||||
this.handleResleeving = this.handleResleeving.bind(this);
|
||||
@@ -107,6 +108,18 @@ export class SpecialLocation extends React.Component<IProps, IState> {
|
||||
)
|
||||
}
|
||||
|
||||
renderNoodleBar(): React.ReactNode {
|
||||
function EatNoodles(): void {
|
||||
dialogBoxCreate(<>You ate some delicious noodles and feel refreshed.</>)
|
||||
}
|
||||
|
||||
return (<StdButton
|
||||
onClick={EatNoodles}
|
||||
style={this.btnStyle}
|
||||
text={'Eat noodles'}
|
||||
/>)
|
||||
}
|
||||
|
||||
renderCreateCorporation(): React.ReactNode {
|
||||
if (!this.props.p.canAccessCorporation()) {
|
||||
return <>
|
||||
@@ -145,6 +158,9 @@ export class SpecialLocation extends React.Component<IProps, IState> {
|
||||
case LocationName.Sector12NSA: {
|
||||
return this.renderBladeburner();
|
||||
}
|
||||
case LocationName.NewTokyoNoodleBar: {
|
||||
return this.renderNoodleBar();
|
||||
}
|
||||
default:
|
||||
console.error(`Location ${this.props.loc.name} doesn't have any special properties`);
|
||||
break;
|
||||
|
||||
@@ -7,7 +7,7 @@ import { Player } from "../Player";
|
||||
import { redPillFlag } from "../RedPill";
|
||||
import { GetServerByHostname } from "../Server/ServerHelpers";
|
||||
import { Settings } from "../Settings/Settings";
|
||||
import { dialogBoxCreate, dialogBoxOpened} from "../../utils/DialogBox";
|
||||
import { dialogBoxCreate} from "../../utils/DialogBox";
|
||||
import { Reviver } from "../../utils/JSONReviver";
|
||||
|
||||
//Sends message to player, including a pop up
|
||||
@@ -59,12 +59,10 @@ function checkForMessagesToSend() {
|
||||
}
|
||||
|
||||
if (redpill && redpillOwned && Player.sourceFiles.length === 0 && !redPillFlag && !inMission) {
|
||||
if (!dialogBoxOpened) {
|
||||
sendMessage(redpill, true);
|
||||
}
|
||||
sendMessage(redpill, true);
|
||||
} else if (redpill && redpillOwned) {
|
||||
//If player has already destroyed a BitNode, message is not forced
|
||||
if (!redPillFlag && !inMission && !dialogBoxOpened) {
|
||||
if (!redPillFlag && !inMission) {
|
||||
sendMessage(redpill);
|
||||
}
|
||||
} else if (jumper0 && !jumper0.recvd && Player.hacking_skill >= 25) {
|
||||
|
||||
@@ -36,7 +36,7 @@ export const Milestones: Milestone[] = [
|
||||
},
|
||||
},
|
||||
{
|
||||
title: "Install all the Augmentations from CSEC",
|
||||
title: "Install all the Augmentations from CyberSec",
|
||||
fulfilled: (p: IPlayer): boolean => {
|
||||
return allFactionAugs(p, Factions["CyberSec"]);
|
||||
},
|
||||
|
||||
2
src/NetscriptFunctions.d.ts
vendored
Normal file
2
src/NetscriptFunctions.d.ts
vendored
Normal file
@@ -0,0 +1,2 @@
|
||||
import { WorkerScript } from "./Netscript/WorkerScript";
|
||||
export declare function NetscriptFunctions(workerScript: WorkerScript): any;
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user