import { AugmentationNames } from "./Augmentation/data/AugmentationNames";
import { CodingContractTypes } from "./CodingContracts";
import {
generateContract,
generateRandomContract,
generateRandomContractOnHome,
} from "./CodingContractGenerator";
import { Companies } from "./Company/Companies";
import { Programs } from "./Programs/Programs";
import { Factions } from "./Faction/Factions";
import { Player } from "./Player";
import { PlayerOwnedSourceFile } from "./SourceFile/PlayerOwnedSourceFile";
import { AllServers } from "./Server/AllServers";
import { GetServerByHostname } from "./Server/ServerHelpers";
import { hackWorldDaemon } from "./RedPill";
import { StockMarket } from "./StockMarket/StockMarket";
import { Bladeburner } from "./Bladeburner/Bladeburner";
import { Stock } from "./StockMarket/Stock";
import { Engine } from "./engine";
import { saveObject } from "./SaveObject";
import { dialogBoxCreate } from "../utils/DialogBox";
import { createElement } from "../utils/uiHelpers/createElement";
import { removeElementById } from "../utils/uiHelpers/removeElementById";
import { Money } from "./ui/React/Money";
import React from "react";
import ReactDOM from "react-dom";
const Component = React.Component;
// Update as additional BitNodes get implemented
const validSFN = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12];
// Some dev menu buttons just add a lot of something for convenience
const tonsPP = 1e27;
const tonsP = 1e12;
class ValueAdjusterComponent extends Component {
constructor(props) {
super(props);
this.state = { value: "" };
this.setValue = this.setValue.bind(this);
}
setValue(event) {
this.setState({ value: parseFloat(event.target.value) });
}
render() {
const { title, add, subtract, reset } = this.props;
return (
<>
>
);
}
}
class DevMenuComponent extends Component {
constructor(props) {
super(props);
this.state = {
company: "ECorp",
faction: "Illuminati",
program: "NUKE.exe",
server: "home",
augmentation: "Augmented Targeting I",
codingcontract: "Find Largest Prime Factor",
};
this.setSF = this.setSF.bind(this);
this.setAllSF = this.setAllSF.bind(this);
this.clearExploits = this.clearExploits.bind(this);
this.processStocks = this.processStocks.bind(this);
this.setStockPrice = this.setStockPrice.bind(this);
this.viewStockCaps = this.viewStockCaps.bind(this);
this.setFactionDropdown = this.setFactionDropdown.bind(this);
this.setCompanyDropdown = this.setCompanyDropdown.bind(this);
this.setProgramDropdown = this.setProgramDropdown.bind(this);
this.setServerDropdown = this.setServerDropdown.bind(this);
this.setAugmentationDropdown = this.setAugmentationDropdown.bind(this);
this.setCodingcontractDropdown = this.setCodingcontractDropdown.bind(this);
this.receiveInvite = this.receiveInvite.bind(this);
this.modifyFactionRep = this.modifyFactionRep.bind(this);
this.resetFactionRep = this.resetFactionRep.bind(this);
this.modifyFactionFavor = this.modifyFactionFavor.bind(this);
this.resetFactionFavor = this.resetFactionFavor.bind(this);
this.queueAug = this.queueAug.bind(this);
this.addProgram = this.addProgram.bind(this);
this.rootServer = this.rootServer.bind(this);
this.minSecurity = this.minSecurity.bind(this);
this.maxMoney = this.maxMoney.bind(this);
this.modifyCompanyRep = this.modifyCompanyRep.bind(this);
this.resetCompanyRep = this.resetCompanyRep.bind(this);
this.modifyCompanyFavor = this.modifyCompanyFavor.bind(this);
this.resetCompanyFavor = this.resetCompanyFavor.bind(this);
this.specificContract = this.specificContract.bind(this);
}
setFactionDropdown(event) {
this.setState({ faction: event.target.value });
}
setCompanyDropdown(event) {
this.setState({ company: event.target.value });
}
setProgramDropdown(event) {
this.setState({ program: event.target.value });
}
setServerDropdown(event) {
this.setState({ server: event.target.value });
}
setAugmentationDropdown(event) {
this.setState({ augmentation: event.target.value });
}
setCodingcontractDropdown(event) {
this.setState({ codingcontract: event.target.value });
}
addMoney(n) {
return function () {
Player.gainMoney(n);
};
}
upgradeRam() {
Player.getHomeComputer().maxRam *= 2;
}
quickB1tFlum3() {
hackWorldDaemon(Player.bitNodeN, true, true);
}
b1tflum3() {
hackWorldDaemon(Player.bitNodeN, true);
}
quickHackW0r1dD43m0n() {
hackWorldDaemon(Player.bitNodeN, false, true);
}
hackW0r1dD43m0n() {
hackWorldDaemon(Player.bitNodeN);
}
modifyExp(stat, modifier) {
return function (exp) {
switch (stat) {
case "hacking":
if (exp) {
Player.gainHackingExp(exp * modifier);
}
break;
case "strength":
if (exp) {
Player.gainStrengthExp(exp * modifier);
}
break;
case "defense":
if (exp) {
Player.gainDefenseExp(exp * modifier);
}
break;
case "dexterity":
if (exp) {
Player.gainDexterityExp(exp * modifier);
}
break;
case "agility":
if (exp) {
Player.gainAgilityExp(exp * modifier);
}
break;
case "charisma":
if (exp) {
Player.gainCharismaExp(exp * modifier);
}
break;
case "intelligence":
if (exp) {
Player.gainIntelligenceExp(exp * modifier);
}
break;
}
Player.updateSkillLevels();
};
}
modifyKarma(modifier) {
return function (amt) {
Player.karma += amt * modifier;
};
}
tonsOfExp() {
Player.gainHackingExp(tonsPP);
Player.gainStrengthExp(tonsPP);
Player.gainDefenseExp(tonsPP);
Player.gainDexterityExp(tonsPP);
Player.gainAgilityExp(tonsPP);
Player.gainCharismaExp(tonsPP);
Player.gainIntelligenceExp(tonsPP);
Player.updateSkillLevels();
}
resetAllExp() {
Player.hacking_exp = 0;
Player.strength_exp = 0;
Player.defense_exp = 0;
Player.dexterity_exp = 0;
Player.agility_exp = 0;
Player.charisma_exp = 0;
Player.intelligence_exp = 0;
Player.updateSkillLevels();
}
resetExperience(stat) {
return function () {
switch (stat) {
case "hacking":
Player.hacking_exp = 0;
break;
case "strength":
Player.strength_exp = 0;
break;
case "defense":
Player.defense_exp = 0;
break;
case "dexterity":
Player.dexterity_exp = 0;
break;
case "agility":
Player.agility_exp = 0;
break;
case "charisma":
Player.charisma_exp = 0;
break;
case "intelligence":
Player.intelligence_exp = 0;
break;
}
Player.updateSkillLevels();
};
}
resetKarma() {
return function () {
Player.karma = 0;
};
}
enableIntelligence() {
if (Player.intelligence === 0) {
Player.intelligence = 1;
Player.updateSkillLevels();
}
}
disableIntelligence() {
Player.intelligence_exp = 0;
Player.intelligence = 0;
Player.updateSkillLevels();
}
receiveInvite() {
Player.receiveInvite(this.state.faction);
}
receiveAllInvites() {
for (const i in Factions) {
Player.receiveInvite(Factions[i].name);
}
}
modifyFactionRep(modifier) {
return (reputation) => {
const fac = Factions[this.state.faction];
if (fac != null && !isNaN(reputation)) {
fac.playerReputation += reputation * modifier;
}
};
}
resetFactionRep() {
const fac = Factions[this.state.faction];
if (fac != null) {
fac.playerReputation = 0;
}
}
modifyFactionFavor(modifier) {
return (favor) => {
const fac = Factions[this.state.faction];
if (fac != null && !isNaN(favor)) {
fac.favor += favor * modifier;
}
};
}
resetFactionFavor() {
const fac = Factions[this.state.faction];
if (fac != null) {
fac.favor = 0;
}
}
tonsOfRep() {
for (const i in Factions) {
Factions[i].playerReputation = tonsPP;
}
}
resetAllRep() {
for (const i in Factions) {
Factions[i].playerReputation = 0;
}
}
tonsOfFactionFavor() {
for (const i in Factions) {
Factions[i].favor = tonsPP;
}
}
resetAllFactionFavor() {
for (const i in Factions) {
Factions[i].favor = 0;
}
}
queueAug() {
Player.queueAugmentation(this.state.augmentation);
}
queueAllAugs() {
for (const i in AugmentationNames) {
const augName = AugmentationNames[i];
Player.queueAugmentation(augName);
}
}
setSF(sfN, sfLvl) {
return function () {
if (sfLvl === 0) {
Player.sourceFiles = Player.sourceFiles.filter((sf) => sf.n !== sfN);
return;
}
if (!Player.sourceFiles.some((sf) => sf.n === sfN)) {
Player.sourceFiles.push(new PlayerOwnedSourceFile(sfN, sfLvl));
return;
}
for (let i = 0; i < Player.sourceFiles.length; i++) {
if (Player.sourceFiles[i].n === sfN) {
Player.sourceFiles[i].lvl = sfLvl;
}
}
};
}
setAllSF(sfLvl) {
return () => {
for (let i = 0; i < validSFN.length; i++) {
this.setSF(validSFN[i], sfLvl)();
}
};
}
clearExploits() {
Player.exploits = [];
}
addProgram() {
const program = this.state.program;
if (!Player.hasProgram(program)) {
Player.getHomeComputer().programs.push(program);
}
}
addAllPrograms() {
for (const i in Programs) {
if (!Player.hasProgram(Programs[i].name)) {
Player.getHomeComputer().programs.push(Programs[i].name);
}
}
}
rootServer() {
const serverName = this.state.server;
const server = GetServerByHostname(serverName);
server.hasAdminRights = true;
server.sshPortOpen = true;
server.ftpPortOpen = true;
server.smtpPortOpen = true;
server.httpPortOpen = true;
server.sqlPortOpen = true;
server.openPortCount = 5;
}
rootAllServers() {
for (const i in AllServers) {
AllServers[i].hasAdminRights = true;
AllServers[i].sshPortOpen = true;
AllServers[i].ftpPortOpen = true;
AllServers[i].smtpPortOpen = true;
AllServers[i].httpPortOpen = true;
AllServers[i].sqlPortOpen = true;
AllServers[i].openPortCount = 5;
}
}
minSecurity() {
const serverName = this.state.server;
const server = GetServerByHostname(serverName);
server.hackDifficulty = server.minDifficulty;
}
minAllSecurity() {
for (const i in AllServers) {
AllServers[i].hackDifficulty = AllServers[i].minDifficulty;
}
}
maxMoney() {
const serverName = this.state.server;
const server = GetServerByHostname(serverName);
server.moneyAvailable = server.moneyMax;
}
maxAllMoney() {
for (const i in AllServers) {
AllServers[i].moneyAvailable = AllServers[i].moneyMax;
}
}
modifyCompanyRep(modifier) {
return (reputation) => {
const company = Companies[this.state.company];
if (company != null && !isNaN(reputation)) {
company.playerReputation += reputation * modifier;
}
};
}
resetCompanyRep() {
const company = Companies[this.state.company];
company.playerReputation = 0;
}
modifyCompanyFavor(modifier) {
return (favor) => {
const company = Companies[this.state.company];
if (company != null && !isNaN(favor)) {
company.favor += favor * modifier;
}
};
}
resetCompanyFavor() {
const company = Companies[this.state.company];
company.favor = 0;
}
tonsOfRepCompanies() {
for (const c in Companies) {
Companies[c].playerReputation = tonsP;
}
}
resetAllRepCompanies() {
for (const c in Companies) {
Companies[c].playerReputation = 0;
}
}
tonsOfFavorCompanies() {
for (const c in Companies) {
Companies[c].favor = tonsP;
}
}
resetAllFavorCompanies() {
for (const c in Companies) {
Companies[c].favor = 0;
}
}
modifyBladeburnerRank(modify) {
return function (rank) {
if (Player.bladeburner) {
Player.bladeburner.changeRank(Player, rank * modify);
}
};
}
resetBladeburnerRank() {
Player.bladeburner.rank = 0;
Player.bladeburner.maxRank = 0;
}
addTonsBladeburnerRank() {
if (Player.bladeburner) {
Player.bladeburner.changeRank(Player, tonsP);
}
}
modifyBladeburnerCycles(modify) {
return function (cycles) {
if (Player.bladeburner) {
Player.bladeburner.storedCycles += cycles * modify;
}
};
}
resetBladeburnerCycles() {
if (Player.bladeburner) {
Player.bladeburner.storedCycles = 0;
}
}
addTonsBladeburnerCycles() {
if (Player.bladeburner) {
Player.bladeburner.storedCycles += tonsP;
}
}
addTonsGangCycles() {
if (Player.gang) {
Player.gang.storedCycles = tonsP;
}
}
modifyGangCycles(modify) {
return function (cycles) {
if (Player.gang) {
Player.gang.storedCycles += cycles * modify;
}
};
}
resetGangCycles() {
if (Player.gang) {
Player.gang.storedCycles = 0;
}
}
addTonsCorporationFunds() {
if (Player.corporation) {
Player.corporation.funds = Player.corporation.funds.plus(1e99);
}
}
addTonsCorporationCycles() {
if (Player.corporation) {
Player.corporation.storedCycles = tonsP;
}
}
modifyCorporationCycles(modify) {
return function (cycles) {
if (Player.corporation) {
Player.corporation.storedCycles += cycles * modify;
}
};
}
resetCorporationCycles() {
if (Player.corporation) {
Player.corporation.storedCycles = 0;
}
}
finishCorporationProducts() {
if (!Player.corporation) return;
Player.corporation.divisions.forEach((div) => {
Object.keys(div.products).forEach(
(prod) => (div.products[prod].prog = 99.9),
);
});
}
addCorporationResearch() {
if (!Player.corporation) return;
Player.corporation.divisions.forEach((div) => {
div.sciResearch.qty += 1e10;
});
}
specificContract() {
generateContract({
problemType: this.state.codingcontract,
server: "home",
});
}
processStocks(sub) {
const inputSymbols = document
.getElementById("dev-stock-symbol")
.value.toString()
.replace(/\s/g, "");
let match = function () {
return true;
};
if (inputSymbols !== "" && inputSymbols !== "all") {
match = function (symbol) {
return inputSymbols.split(",").includes(symbol);
};
}
for (const name in StockMarket) {
if (StockMarket.hasOwnProperty(name)) {
const stock = StockMarket[name];
if (stock instanceof Stock && match(stock.symbol)) {
sub(stock);
}
}
}
}
setStockPrice() {
const price = parseFloat(document.getElementById("dev-stock-price").value);
if (!isNaN(price)) {
this.processStocks((stock) => {
stock.price = price;
});
}
}
viewStockCaps() {
let stocks = [];
this.processStocks((stock) => {
stocks.push(
{stock.symbol}
,
);
});
dialogBoxCreate(
Stock
Price cap
{stocks}
,
);
}
sleeveMaxAllShock() {
for (let i = 0; i < Player.sleeves.length; ++i) {
Player.sleeves[i].shock = 0;
}
}
sleeveClearAllShock() {
for (let i = 0; i < Player.sleeves.length; ++i) {
Player.sleeves[i].shock = 100;
}
}
sleeveSyncMaxAll() {
for (let i = 0; i < Player.sleeves.length; ++i) {
Player.sleeves[i].sync = 100;
}
}
sleeveSyncClearAll() {
for (let i = 0; i < Player.sleeves.length; ++i) {
Player.sleeves[i].sync = 0;
}
}
timeskip(time) {
return () => {
Player.lastUpdate -= time;
Engine._lastUpdate -= time;
saveObject.saveGame(Engine.indexedDb);
setTimeout(() => location.reload(), 1000);
};
}
render() {
let factions = [];
for (const i in Factions) {
factions.push(
,
);
}
let augs = [];
for (const i in AugmentationNames) {
augs.push(
,
);
}
let programs = [];
for (const i in Programs) {
programs.push(
,
);
}
let sourceFiles = [];
validSFN.forEach((i) => sourceFiles.push(
SF-{i}:
,
),
);
let servers = [];
for (const i in AllServers) {
const hn = AllServers[i].hostname;
servers.push(
,
);
}
let companies = [];
for (const c in Companies) {
const name = Companies[c].name;
companies.push(
,
);
}
const contractTypes = [];
const contractTypeNames = Object.keys(CodingContractTypes);
for (let i = 0; i < contractTypeNames.length; i++) {
const name = contractTypeNames[i];
contractTypes.push(
,
);
}
return (
Development Menu - Only meant to be used for testing/debugging
Generic
Experience / Stats
All:
Hacking:
Strength:
Defense:
Dexterity:
Agility:
Charisma:
Intelligence:
Karma:
Factions
Faction:
Invites:
Reputation:
Favor:
All Reputation:
All Favor:
Augmentations
Aug:
Queue:
Source-Files
Exploits:
All:
{sourceFiles}
Programs
Program:
Add:
Servers
Server:
Root:
Security:
Money:
Companies
Company:
Reputation:
Favor:
All Reputation:
All Favor:
{Player.bladeburner instanceof Bladeburner && (
Bladeburner
Rank:
Cycles:
)}
{Player.inGang() && (
Gang
Cycles:
)}
{Player.hasCorporation() && (
Corporation
Cycles:
)}
Coding Contracts
{Player.hasWseAccount && (
Stock Market
Symbol:
Price:
Caps:
)}
{Player.sleeves.length > 0 && (
Sleeves
Shock:
Sync:
)}
Offline time skip:
);
}
}
const devMenuContainerId = "dev-menu-container";
export function createDevMenu() {
if (process.env.NODE_ENV !== "development") {
throw new Error(
"Cannot create Dev Menu because you are not in a dev build",
);
}
// Add everything to container, then append to main menu
const devMenuContainer = createElement("div", {
class: "generic-menupage-container",
id: devMenuContainerId,
});
const entireGameContainer = document.getElementById("entire-game-container");
if (entireGameContainer == null) {
throw new Error("Could not find entire-game-container DOM element");
}
entireGameContainer.appendChild(devMenuContainer);
ReactDOM.render(, devMenuContainer);
}
export function closeDevMenu() {
removeElementById(devMenuContainerId);
}