// Root React Component for the Corporation UI
import React, { useState, useEffect } from "react";
import { Theme, useTheme } from "@mui/material/styles";
import makeStyles from "@mui/styles/makeStyles";
import createStyles from "@mui/styles/createStyles";
import { numeralWrapper } from "../numeralFormat";
import { Reputation } from "./Reputation";
import { KillScriptsModal } from "./KillScriptsModal";
import { convertTimeMsToTimeElapsedString } from "../../utils/StringHelperFunctions";
import Table from "@mui/material/Table";
import TableBody from "@mui/material/TableBody";
import TableCell from "@mui/material/TableCell";
import TableRow from "@mui/material/TableRow";
import Typography from "@mui/material/Typography";
import Button from "@mui/material/Button";
import IconButton from "@mui/material/IconButton";
import SaveIcon from "@mui/icons-material/Save";
import ClearAllIcon from "@mui/icons-material/ClearAll";
import { Settings } from "../../Settings/Settings";
import { use } from "../Context";
import { StatsProgressOverviewCell } from "./StatsProgressBar";
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
import { Box, Tooltip } from "@mui/material";
import { isClassWork } from "../../Work/ClassWork";
import { CONSTANTS } from "../../Constants";
import { isCreateProgramWork } from "../../Work/CreateProgramWork";
import { isGraftingWork } from "../../Work/GraftingWork";
import { isFactionWork } from "../../Work/FactionWork";
import { ReputationRate } from "./ReputationRate";
import { isCompanyWork } from "../../Work/CompanyWork";
import { isCrimeWork } from "../../Work/CrimeWork";
interface IProps {
save: () => void;
killScripts: () => void;
}
function Intelligence(): React.ReactElement {
const theme = useTheme();
const player = use.Player();
const classes = useStyles();
if (player.skills.intelligence === 0) return <>>;
const progress = player.calculateSkillProgress(player.exp.intelligence);
return (
<>
Int
{numeralWrapper.formatSkill(player.skills.intelligence)}
{/*Hook for player scripts*/}
{!Settings.DisableOverviewProgressBars && (
)}
>
);
}
function Bladeburner(): React.ReactElement {
const player = use.Player();
const classes = useStyles();
const bladeburner = player.bladeburner;
if (bladeburner === null) return <>>;
const action = bladeburner.getTypeAndNameFromActionId(bladeburner.action);
if (action.type === "Idle") return <>>;
return (
<>
Bladeburner:
{action.type}: {action.name}
>
);
}
interface WorkInProgressOverviewProps {
tooltip: React.ReactNode;
header: React.ReactNode;
children: React.ReactNode;
onClickFocus: () => void;
}
function WorkInProgressOverview({
tooltip,
children,
onClickFocus,
header,
}: WorkInProgressOverviewProps): React.ReactElement {
const classes = useStyles();
return (
<>
{tooltip}>}>
{header}
{children}
>
);
}
function Work(): React.ReactElement {
const player = use.Player();
const router = use.Router();
const onClickFocus = (): void => {
player.startFocusing();
router.toWork();
};
if (player.currentWork === null || player.focus) return <>>;
let details = <>>;
let header = <>>;
let innerText = <>>;
if (isCrimeWork(player.currentWork)) {
const crime = player.currentWork.getCrime();
const perc = (player.currentWork.unitCompleted / crime.time) * 100;
details = <>{player.currentWork.crimeType}>;
header = <>You are attempting to {player.currentWork.crimeType}>;
innerText = <>{perc.toFixed(2)}%>;
}
if (isClassWork(player.currentWork)) {
details = <>{player.currentWork.getClass().youAreCurrently}>;
header = <>You are {player.currentWork.getClass().youAreCurrently}>;
innerText = <>{convertTimeMsToTimeElapsedString(player.currentWork.cyclesWorked * CONSTANTS._idleSpeed)}>;
}
if (isCreateProgramWork(player.currentWork)) {
const create = player.currentWork;
details = <>Coding {create.programName}>;
header = <>Creating a program>;
innerText = (
<>
{create.programName} {((create.unitCompleted / create.unitNeeded()) * 100).toFixed(2)}%
>
);
}
if (isGraftingWork(player.currentWork)) {
const graft = player.currentWork;
details = <>Grafting {graft.augmentation}>;
header = <>Grafting an Augmentation>;
innerText = (
<>
{((graft.unitCompleted / graft.unitNeeded()) * 100).toFixed(2)}% done
>
);
}
if (isFactionWork(player.currentWork)) {
const factionWork = player.currentWork;
header = (
<>
Working for {factionWork.factionName}
>
);
innerText = (
<>
rep
(
)
>
);
}
if (isCompanyWork(player.currentWork)) {
const companyWork = player.currentWork;
details = (
<>
{player.jobs[companyWork.companyName]} at {companyWork.companyName}
>
);
header = (
<>
Working at {companyWork.companyName}
>
);
innerText = (
<>
rep
(
)
>
);
}
return (
{innerText}
);
}
const useStyles = makeStyles((theme: Theme) =>
createStyles({
workCell: {
textAlign: "center",
maxWidth: "200px",
borderBottom: "none",
padding: 0,
margin: 0,
},
workHeader: {
fontSize: "0.9rem",
},
workSubtitles: {
fontSize: "0.8rem",
},
cellNone: {
borderBottom: "none",
padding: 0,
margin: 0,
},
cell: {
padding: 0,
margin: 0,
},
hp: {
color: theme.colors.hp,
},
money: {
color: theme.colors.money,
},
hack: {
color: theme.colors.hack,
},
combat: {
color: theme.colors.combat,
},
cha: {
color: theme.colors.cha,
},
int: {
color: theme.colors.int,
},
}),
);
export { useStyles as characterOverviewStyles };
export function CharacterOverview({ save, killScripts }: IProps): React.ReactElement {
const [killOpen, setKillOpen] = useState(false);
const player = use.Player();
const setRerender = useState(false)[1];
useEffect(() => {
const id = setInterval(() => setRerender((old) => !old), 600);
return () => clearInterval(id);
}, []);
const classes = useStyles();
const theme = useTheme();
const hackingProgress = player.calculateSkillProgress(
player.exp.hacking,
player.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier,
);
const strengthProgress = player.calculateSkillProgress(
player.exp.strength,
player.mults.strength * BitNodeMultipliers.StrengthLevelMultiplier,
);
const defenseProgress = player.calculateSkillProgress(
player.exp.defense,
player.mults.defense * BitNodeMultipliers.DefenseLevelMultiplier,
);
const dexterityProgress = player.calculateSkillProgress(
player.exp.dexterity,
player.mults.dexterity * BitNodeMultipliers.DexterityLevelMultiplier,
);
const agilityProgress = player.calculateSkillProgress(
player.exp.agility,
player.mults.agility * BitNodeMultipliers.AgilityLevelMultiplier,
);
const charismaProgress = player.calculateSkillProgress(
player.exp.charisma,
player.mults.charisma * BitNodeMultipliers.CharismaLevelMultiplier,
);
return (
<>
HP
{numeralWrapper.formatHp(player.hp.current)} / {numeralWrapper.formatHp(player.hp.max)}
{/*Hook for player scripts*/}
Money {numeralWrapper.formatMoney(player.money)}
{/*Hook for player scripts*/}
Hack
{numeralWrapper.formatSkill(player.skills.hacking)}
{!Settings.DisableOverviewProgressBars && (
)}
{/*Hook for player scripts*/}
Str
{numeralWrapper.formatSkill(player.skills.strength)}
{/*Hook for player scripts*/}
{!Settings.DisableOverviewProgressBars && (
)}
Def
{numeralWrapper.formatSkill(player.skills.defense)}
{/*Hook for player scripts*/}
{!Settings.DisableOverviewProgressBars && (
)}
Dex
{numeralWrapper.formatSkill(player.skills.dexterity)}
{/*Hook for player scripts*/}
{!Settings.DisableOverviewProgressBars && (
)}
Agi
{numeralWrapper.formatSkill(player.skills.agility)}
{/*Hook for player scripts*/}
{!Settings.DisableOverviewProgressBars && (
)}
Cha
{numeralWrapper.formatSkill(player.skills.charisma)}
{/*Hook for player scripts*/}
{!Settings.DisableOverviewProgressBars && (
)}
{/*Hook for player scripts*/}
{/*Hook for player scripts*/}
{/*Hook for player scripts*/}