Files
bitburner-src/src/DevMenu.jsx
T
2021-09-06 15:06:08 -04:00

1796 lines
51 KiB
React

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 (
<>
<button
className="std-button add-exp-button"
onClick={() => add(this.state.value)}
>
+
</button>
<input
className="text-input exp-input"
type="number"
placeholder={`+/- ${title}`}
value={this.state.value}
onChange={this.setValue}
></input>
<button
className="std-button remove-exp-button"
onClick={() => subtract(this.state.value)}
>
-
</button>
<button className="std-button" onClick={reset}>
Reset
</button>
</>
);
}
}
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(
<tr key={stock.symbol}>
<td>{stock.symbol}</td>
<td style={{ textAlign: "right" }}>
<Money money={stock.cap} />
</td>
</tr>,
);
});
dialogBoxCreate(
<table>
<tbody>
<tr>
<th>Stock</th>
<th>Price cap</th>
</tr>
{stocks}
</tbody>
</table>,
);
}
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(
<option key={Factions[i].name} value={Factions[i].name}>
{Factions[i].name}
</option>,
);
}
let augs = [];
for (const i in AugmentationNames) {
augs.push(
<option key={AugmentationNames[i]} value={AugmentationNames[i]}>
{AugmentationNames[i]}
</option>,
);
}
let programs = [];
for (const i in Programs) {
programs.push(
<option key={Programs[i].name} value={Programs[i].name}>
{Programs[i].name}
</option>,
);
}
let sourceFiles = [];
validSFN.forEach((i) => sourceFiles.push(
<tr key={"sf-" + i}>
<td>
<span className="text">SF-{i}:</span>
</td>
<td>
<button
className="std-button touch-right"
onClick={this.setSF(i, 0)}
>
0
</button>
<button
className="std-button touch-sides"
onClick={this.setSF(i, 1)}
>
1
</button>
<button
className="std-button touch-sides"
onClick={this.setSF(i, 2)}
>
2
</button>
<button
className="std-button touch-left"
onClick={this.setSF(i, 3)}
>
3
</button>
</td>
</tr>,
),
);
let servers = [];
for (const i in AllServers) {
const hn = AllServers[i].hostname;
servers.push(
<option key={hn} value={hn}>
{hn}
</option>,
);
}
let companies = [];
for (const c in Companies) {
const name = Companies[c].name;
companies.push(
<option key={name} value={name}>
{name}
</option>,
);
}
const contractTypes = [];
const contractTypeNames = Object.keys(CodingContractTypes);
for (let i = 0; i < contractTypeNames.length; i++) {
const name = contractTypeNames[i];
contractTypes.push(
<option key={name} value={name}>
{name}
</option>,
);
}
return (
<div className="col">
<div className="row">
<h1>
Development Menu - Only meant to be used for testing/debugging
</h1>
</div>
<div className="row">
<h2>Generic</h2>
</div>
<div className="row">
<button className="std-button" onClick={this.addMoney(1e6)}>
Add <Money money={1e6} />
</button>
<button className="std-button" onClick={this.addMoney(1e9)}>
Add <Money money={1e9} />
</button>
<button className="std-button" onClick={this.addMoney(1e12)}>
Add <Money money={1e12} />
</button>
<button className="std-button" onClick={this.addMoney(1e15)}>
Add <Money money={1000e12} />
</button>
<button className="std-button" onClick={this.addMoney(Infinity)}>
Add <Money money={Infinity} />
</button>
<button className="std-button" onClick={this.upgradeRam}>
Upgrade Home Computer's RAM
</button>
</div>
<div className="row">
<button className="std-button" onClick={this.quickB1tFlum3}>
Quick b1t_flum3.exe
</button>
<button className="std-button" onClick={this.b1tflum3}>
Run b1t_flum3.exe
</button>
<button className="std-button" onClick={this.quickHackW0r1dD43m0n}>
Quick w0rld_d34m0n
</button>
<button className="std-button" onClick={this.hackW0r1dD43m0n}>
Hack w0rld_d34m0n
</button>
</div>
<div className="row">
<div className="col">
<div className="row">
<h2>Experience / Stats</h2>
</div>
<table>
<tbody>
<tr>
<td>
<span className="text text-center">All:</span>
</td>
<td>
<button
className="std-button tooltip"
onClick={this.tonsOfExp}
>
Tons of exp
<span className="tooltiptext">
Sometimes you just need a ton of experience in every
stat
</span>
</button>
<button
className="std-button tooltip"
onClick={this.resetAllExp}
>
Reset
<span className="tooltiptext">
Reset all experience to 0
</span>
</button>
</td>
</tr>
<tr>
<td>
<span className="text text-center">Hacking:</span>
</td>
<td>
<ValueAdjusterComponent
title="hacking exp"
add={this.modifyExp("hacking", 1)}
subtract={this.modifyExp("hacking", -1)}
reset={this.resetExperience("hacking")}
/>
</td>
</tr>
<tr>
<td>
<span className="text text-center">Strength:</span>
</td>
<td>
<ValueAdjusterComponent
title="strength exp"
add={this.modifyExp("strength", 1)}
subtract={this.modifyExp("strength", -1)}
reset={this.resetExperience("strength")}
/>
</td>
</tr>
<tr>
<td>
<span className="text text-center">Defense:</span>
</td>
<td>
<ValueAdjusterComponent
title="defense exp"
add={this.modifyExp("defense", 1)}
subtract={this.modifyExp("defense", -1)}
reset={this.resetExperience("defense")}
/>
</td>
</tr>
<tr>
<td>
<span className="text text-center">Dexterity:</span>
</td>
<td>
<ValueAdjusterComponent
title="dexterity exp"
add={this.modifyExp("dexterity", 1)}
subtract={this.modifyExp("dexterity", -1)}
reset={this.resetExperience("dexterity")}
/>
</td>
</tr>
<tr>
<td>
<span className="text text-center">Agility:</span>
</td>
<td>
<ValueAdjusterComponent
title="agility exp"
add={this.modifyExp("agility", 1)}
subtract={this.modifyExp("agility", -1)}
reset={this.resetExperience("agility")}
/>
</td>
</tr>
<tr>
<td>
<span className="text text-center">Charisma:</span>
</td>
<td>
<ValueAdjusterComponent
title="charisma exp"
add={this.modifyExp("charisma", 1)}
subtract={this.modifyExp("charisma", -1)}
reset={this.resetExperience("charisma")}
/>
</td>
</tr>
<tr>
<td>
<span className="text text-center">Intelligence:</span>
</td>
<td>
<ValueAdjusterComponent
title="intelligence exp"
add={this.modifyExp("intelligence", 1)}
subtract={this.modifyExp("intelligence", -1)}
reset={this.resetExperience("intelligence")}
/>
</td>
<td>
<button
className="std-button"
onClick={this.enableIntelligence}
>
Enable
</button>
</td>
<td>
<button
className="std-button"
onClick={this.disableIntelligence}
>
Disable
</button>
</td>
</tr>
<tr>
<td>
<span className="text text-center">Karma:</span>
</td>
<td>
<ValueAdjusterComponent
title="karma"
add={this.modifyKarma(1)}
subtract={this.modifyKarma(-1)}
reset={this.resetKarma()}
/>
</td>
</tr>
</tbody>
</table>
</div>
</div>
<div className="row">
<div className="col">
<div className="row">
<h2>Factions</h2>
</div>
<table>
<tbody>
<tr>
<td>
<span className="text">Faction:</span>
</td>
<td>
<select
id="factions-dropdown"
className="dropdown exp-input"
onChange={this.setFactionDropdown}
value={this.state.faction}
>
{factions}
</select>
</td>
</tr>
<tr>
<td>
<span className="text">Invites:</span>
</td>
<td>
<button className="std-button" onClick={this.receiveInvite}>
Receive invite from faction
</button>
</td>
<td>
<button
className="std-button"
onClick={this.receiveAllInvites}
>
Receive all Invites
</button>
</td>
</tr>
<tr>
<td>
<span className="text">Reputation:</span>
</td>
<td>
<ValueAdjusterComponent
title="reputation"
add={this.modifyFactionRep(1)}
subtract={this.modifyFactionRep(-1)}
reset={this.resetFactionRep}
/>
</td>
</tr>
<tr>
<td>
<span className="text">Favor:</span>
</td>
<td>
<ValueAdjusterComponent
title="favor"
add={this.modifyFactionFavor(1)}
subtract={this.modifyFactionFavor(-1)}
reset={this.resetFactionFavor}
/>
</td>
</tr>
<tr>
<td>
<span className="text">All Reputation:</span>
</td>
<td>
<button className="std-button" onClick={this.tonsOfRep}>
Tons
</button>
<button className="std-button" onClick={this.resetAllRep}>
Reset
</button>
</td>
</tr>
<tr>
<td>
<span className="text">All Favor:</span>
</td>
<td>
<button
className="std-button"
onClick={this.tonsOfFactionFavor}
>
Tons
</button>
<button
className="std-button"
onClick={this.resetAllFactionFavor}
>
Reset
</button>
</td>
</tr>
</tbody>
</table>
</div>
</div>
<div className="row">
<div className="col">
<div className="row">
<h2>Augmentations</h2>
</div>
<table>
<tbody>
<tr>
<td>
<span className="text">Aug:</span>
</td>
<td>
<select
id="dev-augs-dropdown"
className="dropdown"
onChange={this.setAugmentationDropdown}
value={this.state.augmentation}
>
{augs}
</select>
</td>
</tr>
<tr>
<td>
<span className="text">Queue:</span>
</td>
<td>
<button className="std-button" onClick={this.queueAug}>
One
</button>
<button className="std-button" onClick={this.queueAllAugs}>
All
</button>
</td>
</tr>
</tbody>
</table>
</div>
</div>
<div className="row">
<div className="col">
<div className="row">
<h2>Source-Files</h2>
</div>
<table>
<tbody>
<tr>
<td>
<span className="text">Exploits:</span>
</td>
<td>
<button
className="std-button touch-right"
onClick={this.clearExploits()}
>
Clear
</button>
</td>
</tr>
<tr key={"sf-all"}>
<td>
<span className="text">All:</span>
</td>
<td>
<button
className="std-button touch-right"
onClick={this.setAllSF(0)}
>
0
</button>
<button
className="std-button touch-sides"
onClick={this.setAllSF(1)}
>
1
</button>
<button
className="std-button touch-sides"
onClick={this.setAllSF(2)}
>
2
</button>
<button
className="std-button touch-left"
onClick={this.setAllSF(3)}
>
3
</button>
</td>
</tr>
{sourceFiles}
</tbody>
</table>
</div>
</div>
<div className="row">
<div className="col">
<div className="row">
<h2>Programs</h2>
</div>
<table>
<tbody>
<tr>
<td>
<span className="text">Program:</span>
</td>
<td>
<select
id="dev-programs-dropdown"
className="dropdown"
onChange={this.setProgramDropdown}
value={this.state.program}
>
{programs}
</select>
</td>
</tr>
<tr>
<td>
<span className="text">Add:</span>
</td>
<td>
<button className="std-button" onClick={this.addProgram}>
One
</button>
<button
className="std-button"
onClick={this.addAllPrograms}
>
All
</button>
</td>
</tr>
</tbody>
</table>
</div>
</div>
<div className="row">
<div className="col">
<div className="row">
<h2>Servers</h2>
</div>
<table>
<tbody>
<tr>
<td>
<span className="text">Server:</span>
</td>
<td colSpan="2">
<select
id="dev-servers-dropdown"
className="dropdown"
onChange={this.setServerDropdown}
value={this.state.server}
>
{servers}
</select>
</td>
</tr>
<tr>
<td>
<span className="text">Root:</span>
</td>
<td>
<button className="std-button" onClick={this.rootServer}>
Root one
</button>
</td>
<td>
<button
className="std-button"
onClick={this.rootAllServers}
>
Root all
</button>
</td>
</tr>
<tr>
<td>
<span className="text">Security:</span>
</td>
<td>
<button className="std-button" onClick={this.minSecurity}>
Min one
</button>
</td>
<td>
<button
className="std-button"
onClick={this.minAllSecurity}
>
Min all
</button>
</td>
</tr>
<tr>
<td>
<span className="text">Money:</span>
</td>
<td>
<button className="std-button" onClick={this.maxMoney}>
Max one
</button>
</td>
<td>
<button className="std-button" onClick={this.maxAllMoney}>
Max all
</button>
</td>
</tr>
</tbody>
</table>
</div>
</div>
<div className="row">
<div className="col">
<div className="row">
<h2>Companies</h2>
</div>
<table>
<tbody>
<tr>
<td>
<span className="text">Company:</span>
</td>
<td colSpan="3">
<select
id="dev-companies-dropdown"
className="dropdown"
onChange={this.setCompanyDropdown}
value={this.state.company}
>
{companies}
</select>
</td>
</tr>
<tr>
<td>
<span className="text">Reputation:</span>
</td>
<td>
<ValueAdjusterComponent
title="reputation"
add={this.modifyCompanyRep(1)}
subtract={this.modifyCompanyRep(-1)}
reset={this.resetCompanyRep}
/>
</td>
</tr>
<tr>
<td>
<span className="text">Favor:</span>
</td>
<td>
<ValueAdjusterComponent
title="favor"
add={this.modifyCompanyFavor(1)}
subtract={this.modifyCompanyFavor(-1)}
reset={this.resetCompanyFavor}
/>
</td>
</tr>
<tr>
<td>
<span className="text">All Reputation:</span>
</td>
<td>
<button
className="std-button"
onClick={this.tonsOfRepCompanies}
>
Tons
</button>
<button
className="std-button"
onClick={this.resetAllRepCompanies}
>
Reset
</button>
</td>
</tr>
<tr>
<td>
<span className="text">All Favor:</span>
</td>
<td>
<button
className="std-button"
onClick={this.tonsOfFavorCompanies}
>
Tons
</button>
<button
className="std-button"
onClick={this.resetAllFavorCompanies}
>
Reset
</button>
</td>
</tr>
</tbody>
</table>
</div>
</div>
{Player.bladeburner instanceof Bladeburner && (
<div className="row">
<div className="col">
<div className="row">
<h2>Bladeburner</h2>
</div>
<table>
<tbody>
<tr>
<td>
<span className="text">Rank:</span>
</td>
<td>
<button
className="std-button"
onClick={this.addTonsBladeburnerRank}
>
Tons
</button>
</td>
<td>
<ValueAdjusterComponent
title="rank"
add={this.modifyBladeburnerRank(1)}
subtract={this.modifyBladeburnerRank(-1)}
reset={this.resetBladeburnerRank}
/>
</td>
</tr>
<tr>
<td>
<span className="text">Cycles:</span>
</td>
<td>
<button
className="std-button"
onClick={this.addTonsBladeburnerCycles}
>
Tons
</button>
</td>
<td>
<ValueAdjusterComponent
title="cycles"
add={this.modifyBladeburnerCycles(1)}
subtract={this.modifyBladeburnerCycles(-1)}
reset={this.resetBladeburnerCycles}
/>
</td>
</tr>
</tbody>
</table>
</div>
</div>
)}
{Player.inGang() && (
<div className="row">
<div className="col">
<div className="row">
<h2>Gang</h2>
</div>
<table>
<tbody>
<tr>
<td>
<span className="text">Cycles:</span>
</td>
<td>
<button
className="std-button"
onClick={this.addTonsGangCycles}
>
Tons
</button>
</td>
<td>
<ValueAdjusterComponent
title="cycles"
add={this.modifyGangCycles(1)}
subtract={this.modifyGangCycles(-1)}
reset={this.resetGangCycles}
/>
</td>
</tr>
</tbody>
</table>
</div>
</div>
)}
{Player.hasCorporation() && (
<div className="row">
<div className="col">
<div className="row">
<h2>Corporation</h2>
</div>
<table>
<tbody>
<tr>
<td>
<button
className="std-button"
onClick={this.addTonsCorporationFunds}
>
Tons of funds
</button>
</td>
</tr>
<tr>
<td>
<span className="text">Cycles:</span>
</td>
<td>
<button
className="std-button"
onClick={this.addTonsCorporationCycles}
>
Tons
</button>
</td>
<td>
<ValueAdjusterComponent
title="cycles"
add={this.modifyCorporationCycles(1)}
subtract={this.modifyCorporationCycles(-1)}
reset={this.resetCorporationCycles}
/>
</td>
</tr>
<tr>
<td>
<button
className="std-button"
onClick={this.finishCorporationProducts}
>
Finish products
</button>
</td>
</tr>
<tr>
<td>
<button
className="std-button"
onClick={this.addCorporationResearch}
>
Tons of research
</button>
</td>
</tr>
</tbody>
</table>
</div>
</div>
)}
<div className="row">
<div className="col">
<div className="row">
<h2>Coding Contracts</h2>
</div>
<table>
<tbody>
<tr>
<td>
<button
className="std-button"
onClick={generateRandomContract}
>
Generate Random Contract
</button>
<button
className="std-button"
onClick={generateRandomContractOnHome}
>
Generate Random Contract on Home Comp
</button>
</td>
</tr>
<tr>
<td>
<select
id="contract-types-dropdown"
className="dropdown"
onChange={this.setCodingcontractDropdown}
value={this.state.codingcontract}
>
{contractTypes}
</select>
<button
className="std-button"
onClick={this.specificContract}
>
Generate Specified Contract Type on Home Comp
</button>
</td>
</tr>
</tbody>
</table>
</div>
</div>
{Player.hasWseAccount && (
<div className="row">
<div className="col">
<div className="row">
<h2>Stock Market</h2>
</div>
<table>
<tbody>
<tr>
<td>
<span className="text">Symbol:</span>
</td>
<td>
<input
id="dev-stock-symbol"
className="text-input"
type="text"
placeholder="symbol/'all'"
/>
</td>
</tr>
<tr>
<td>
<span className="text">Price:</span>
</td>
<td>
<input
id="dev-stock-price"
className="text-input"
type="number"
placeholder="$$$"
/>
<button
className="std-button"
onClick={this.setStockPrice}
>
Set
</button>
</td>
</tr>
<tr>
<td>
<span className="text">Caps:</span>
</td>
<td>
<button
className="std-button"
onClick={this.viewStockCaps}
>
View stock caps
</button>
</td>
</tr>
</tbody>
</table>
</div>
</div>
)}
{Player.sleeves.length > 0 && (
<div className="row">
<div className="col">
<div className="row">
<h2>Sleeves</h2>
</div>
<table>
<tbody>
<tr>
<td>
<span className="text">Shock:</span>
</td>
<td>
<button
className="std-button"
onClick={this.sleeveMaxAllShock}
>
Max all
</button>
</td>
<td>
<button
className="std-button"
onClick={this.sleeveClearAllShock}
>
Clear all
</button>
</td>
</tr>
<tr>
<td>
<span className="text">Sync:</span>
</td>
<td>
<button
className="std-button"
onClick={this.sleeveSyncMaxAll}
>
Max all
</button>
</td>
<td>
<button
className="std-button"
onClick={this.sleeveSyncClearAll}
>
Clear all
</button>
</td>
</tr>
</tbody>
</table>
</div>
</div>
)}
<div className="row">
<div className="col">
<div className="row">
<h2>Offline time skip:</h2>
</div>
<div className="row">
<button className="std-button" onClick={this.timeskip(60 * 1000)}>
1 minute
</button>
<button
className="std-button"
onClick={this.timeskip(60 * 60 * 1000)}
>
1 hour
</button>
<button
className="std-button"
onClick={this.timeskip(24 * 60 * 60 * 1000)}
>
1 day
</button>
</div>
</div>
</div>
</div>
);
}
}
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(<DevMenuComponent />, devMenuContainer);
}
export function closeDevMenu() {
removeElementById(devMenuContainerId);
}