/**
* Root React Component for displaying a Faction's UI.
* This is the component for displaying a single faction's UI, not the list of all
* accessible factions
*/
import React, { useState } from "react";
import { DonateOption } from "./DonateOption";
import { Info } from "./Info";
import { Option } from "./Option";
import { Faction } from "../Faction";
import { Router } from "../../ui/GameRoot";
import { Page } from "../../ui/Router";
import { Player } from "@player";
import { Typography, Button } from "@mui/material";
import { CovenantPurchasesRoot } from "../../PersonObjects/Sleeve/ui/CovenantPurchasesRoot";
import { FactionName, FactionWorkType } from "@enums";
import { GangButton } from "./GangButton";
import { FactionWork } from "../../Work/FactionWork";
import { useRerender } from "../../ui/React/hooks";
import { repNeededToDonate } from "../formulas/donation";
type FactionRootProps = {
faction: Faction;
};
// Info text for all options on the UI
const hackingContractsInfo =
"Complete hacking contracts for your faction. " +
"Your effectiveness, which determines how much " +
"reputation you gain for this faction, is based on your hacking skill. " +
"You will gain hacking exp.";
const fieldWorkInfo =
"Carry out field missions for your faction. " +
"Your effectiveness, which determines how much " +
"reputation you gain for this faction, is based on all of your stats. " +
"You will gain exp for all stats.";
const securityWorkInfo =
"Serve in a security detail for your faction. " +
"Your effectiveness, which determines how much " +
"reputation you gain for this faction, is based on your combat stats. " +
"You will gain exp for all combat stats.";
const augmentationsInfo =
"As your reputation with this faction rises, you will " +
"unlock Augmentations, which you can purchase to enhance " +
"your abilities.";
const sleevePurchasesInfo = "Purchase Duplicate Sleeves and upgrades. These are permanent!";
interface IMainProps {
faction: Faction;
rerender: () => void;
onAugmentations: () => void;
}
function MainPage({ faction, rerender, onAugmentations }: IMainProps): React.ReactElement {
const [sleevesOpen, setSleevesOpen] = useState(false);
const factionInfo = faction.getInfo();
function startWork(): void {
Player.startFocusing();
Router.toPage(Page.Work);
}
function startFieldWork(faction: Faction): void {
Player.startWork(
new FactionWork({
singularity: false,
faction: faction.name,
factionWorkType: FactionWorkType.field,
}),
);
startWork();
}
function startHackingContracts(faction: Faction): void {
Player.startWork(
new FactionWork({
singularity: false,
faction: faction.name,
factionWorkType: FactionWorkType.hacking,
}),
);
startWork();
}
function startSecurityWork(faction: Faction): void {
Player.startWork(
new FactionWork({
singularity: false,
faction: faction.name,
factionWorkType: FactionWorkType.security,
}),
);
startWork();
}
// We have a special flag for whether the player this faction is the player's
// gang faction because if the player has a gang, they cannot do any other action
const isPlayersGang = Player.gang && Player.getGangName() === faction.name;
// Flags for whether special options (gang, sleeve purchases, donate, etc.)
// should be shown
const favorToDonate = repNeededToDonate();
const canDonate = faction.favor >= favorToDonate;
const canPurchaseSleeves = faction.name === FactionName.TheCovenant && Player.bitNodeN === 10;
return (
<>
{faction.name}
{!isPlayersGang && factionInfo.offerHackingWork && (
{canPurchaseSleeves && (
<>