Files
bitburner-src/src/Augmentation/ui/PlayerMultipliers.tsx
phyzical 7f28158005 moved over to player stats
* added new augmentations
2022-03-27 12:26:43 +08:00

336 lines
10 KiB
TypeScript

/**
* React component for displaying the player's multipliers on the Augmentation UI page
*/
import * as React from "react";
import { Player } from "../../Player";
import { numeralWrapper } from "../../ui/numeralFormat";
import { Augmentations } from "../Augmentations";
import { Table, TableCell } from "../../ui/React/Table";
import TableBody from "@mui/material/TableBody";
import TableRow from "@mui/material/TableRow";
import Typography from "@mui/material/Typography";
import Box from "@mui/material/Box";
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
function calculateAugmentedStats(): any {
const augP: any = {};
for (const aug of Player.queuedAugmentations) {
const augObj = Augmentations[aug.name];
for (const mult of Object.keys(augObj.mults)) {
const v = augP[mult] ? augP[mult] : 1;
augP[mult] = v * augObj.mults[mult];
}
}
return augP;
}
function Improvements({ r, m }: { r: number; m: number }): React.ReactElement {
if (r) {
return (
<>
<TableCell key="2">
<Typography>&nbsp;{"=>"}&nbsp;</Typography>
</TableCell>
<TableCell key="3">
<Typography>
{numeralWrapper.formatPercentage(r)} <BN5Stat base={r} mult={m} />
</Typography>
</TableCell>
</>
);
}
return <></>;
}
interface IBN5StatsProps {
base: number;
mult: number;
}
function BN5Stat(props: IBN5StatsProps): React.ReactElement {
if (props.mult === 1) return <></>;
return <>({numeralWrapper.formatPercentage(props.base * props.mult)})</>;
}
function MultiplierTable({ rows }: { rows: [string, number, number, number][] }): React.ReactElement {
return (
<Table size="small" padding="none">
<TableBody>
{rows.map((r: any) => (
<TableRow key={r[0]}>
<TableCell key="0">
<Typography noWrap>{r[0]} multiplier:&nbsp;</Typography>
</TableCell>
<TableCell key="1" style={{ textAlign: "right" }}>
<Typography noWrap>
{numeralWrapper.formatPercentage(r[1])} <BN5Stat base={r[1]} mult={r[3]} />
</Typography>
</TableCell>
<Improvements r={r[2]} m={r[3]} />
</TableRow>
))}
</TableBody>
</Table>
);
}
export function PlayerMultipliers(): React.ReactElement {
const mults = calculateAugmentedStats();
function BladeburnerMults(): React.ReactElement {
if (!Player.canAccessBladeburner()) return <></>;
return (
<>
<MultiplierTable
rows={[
[
"Bladeburner Success Chance",
Player.bladeburner_success_chance_mult,
Player.bladeburner_success_chance_mult * mults.bladeburner_success_chance_mult,
1,
],
[
"Bladeburner Max Stamina",
Player.bladeburner_max_stamina_mult,
Player.bladeburner_max_stamina_mult * mults.bladeburner_max_stamina_mult,
1,
],
[
"Bladeburner Stamina Gain",
Player.bladeburner_stamina_gain_mult,
Player.bladeburner_stamina_gain_mult * mults.bladeburner_stamina_gain_mult,
1,
],
[
"Bladeburner Field Analysis",
Player.bladeburner_analysis_mult,
Player.bladeburner_analysis_mult * mults.bladeburner_analysis_mult,
1,
],
]}
/>
<br />
</>
);
}
function InfiltrationMults(): React.ReactElement {
return (
<>
<MultiplierTable
rows={[
[
"Infiltrator Rep reward multiplier",
Player.infiltration_rep_mult,
Player.infiltration_rep_mult * mults.infiltration_rep_mult,
1,
],
[
"Infiltration sell multiplier",
Player.infiltration_sell_mult,
Player.infiltration_sell_mult * mults.infiltration_sell_mult,
1,
],
[
"Infiltration trade multiplier",
Player.infiltration_trade_mult,
Player.infiltration_trade_mult * mults.infiltration_trade_mult,
1,
],
[
"Infiltration minigame timer multiplier",
Player.infiltration_timer_mult,
Player.infiltration_timer_mult * mults.infiltration_timer_mult,
1,
],
[
"Infiltration minigame health reduction multiplier",
Player.infiltration_health_reduction_mult,
Player.infiltration_health_reduction_mult * mults.infiltration_health_reduction_mult,
1,
],
]}
/>
<br />
</>
);
}
return (
<>
<Typography variant="h4">Multipliers</Typography>
<Box mx={2}>
<MultiplierTable
rows={[
["Hacking Chance ", Player.hacking_chance_mult, Player.hacking_chance_mult * mults.hacking_chance_mult, 1],
["Hacking Speed ", Player.hacking_speed_mult, Player.hacking_speed_mult * mults.hacking_speed_mult, 1],
["Hacking Money ", Player.hacking_money_mult, Player.hacking_money_mult * mults.hacking_money_mult, 1],
["Hacking Growth ", Player.hacking_grow_mult, Player.hacking_grow_mult * mults.hacking_grow_mult, 1],
]}
/>
<br />
<MultiplierTable
rows={[
[
"Hacking Level ",
Player.hacking_mult,
Player.hacking_mult * mults.hacking_mult,
BitNodeMultipliers.HackingLevelMultiplier,
],
[
"Hacking Experience ",
Player.hacking_exp_mult,
Player.hacking_exp_mult * mults.hacking_exp_mult,
BitNodeMultipliers.HackExpGain,
],
]}
/>
<br />
<MultiplierTable
rows={[
[
"Strength Level ",
Player.strength_mult,
Player.strength_mult * mults.strength_mult,
BitNodeMultipliers.StrengthLevelMultiplier,
],
["Strength Experience ", Player.strength_exp_mult, Player.strength_exp_mult * mults.strength_exp_mult, 1],
]}
/>
<br />
<MultiplierTable
rows={[
[
"Defense Level ",
Player.defense_mult,
Player.defense_mult * mults.defense_mult,
BitNodeMultipliers.DefenseLevelMultiplier,
],
["Defense Experience ", Player.defense_exp_mult, Player.defense_exp_mult * mults.defense_exp_mult, 1],
]}
/>
<br />
<MultiplierTable
rows={[
[
"Dexterity Level ",
Player.dexterity_mult,
Player.dexterity_mult * mults.dexterity_mult,
BitNodeMultipliers.DexterityLevelMultiplier,
],
[
"Dexterity Experience ",
Player.dexterity_exp_mult,
Player.dexterity_exp_mult * mults.dexterity_exp_mult,
1,
],
]}
/>
<br />
<MultiplierTable
rows={[
[
"Agility Level ",
Player.agility_mult,
Player.agility_mult * mults.agility_mult,
BitNodeMultipliers.AgilityLevelMultiplier,
],
["Agility Experience ", Player.agility_exp_mult, Player.agility_exp_mult * mults.agility_exp_mult, 1],
]}
/>
<br />
<MultiplierTable
rows={[
[
"Charisma Level ",
Player.charisma_mult,
Player.charisma_mult * mults.charisma_mult,
BitNodeMultipliers.CharismaLevelMultiplier,
],
["Charisma Experience ", Player.charisma_exp_mult, Player.charisma_exp_mult * mults.charisma_exp_mult, 1],
]}
/>
<br />
<MultiplierTable
rows={[
[
"Hacknet Node production ",
Player.hacknet_node_money_mult,
Player.hacknet_node_money_mult * mults.hacknet_node_money_mult,
BitNodeMultipliers.HacknetNodeMoney,
],
[
"Hacknet Node purchase cost ",
Player.hacknet_node_purchase_cost_mult,
Player.hacknet_node_purchase_cost_mult * mults.hacknet_node_purchase_cost_mult,
1,
],
[
"Hacknet Node RAM upgrade cost ",
Player.hacknet_node_ram_cost_mult,
Player.hacknet_node_ram_cost_mult * mults.hacknet_node_ram_cost_mult,
1,
],
[
"Hacknet Node Core purchase cost ",
Player.hacknet_node_core_cost_mult,
Player.hacknet_node_core_cost_mult * mults.hacknet_node_core_cost_mult,
1,
],
[
"Hacknet Node level upgrade cost ",
Player.hacknet_node_level_cost_mult,
Player.hacknet_node_level_cost_mult * mults.hacknet_node_level_cost_mult,
1,
],
]}
/>
<br />
<MultiplierTable
rows={[
["Company reputation gain ", Player.company_rep_mult, Player.company_rep_mult * mults.company_rep_mult, 1],
[
"Faction reputation gain ",
Player.faction_rep_mult,
Player.faction_rep_mult * mults.faction_rep_mult,
BitNodeMultipliers.FactionWorkRepGain,
],
[
"Salary ",
Player.work_money_mult,
Player.work_money_mult * mults.work_money_mult,
BitNodeMultipliers.CompanyWorkMoney,
],
]}
/>
<br />
<MultiplierTable
rows={[
["Crime success ", Player.crime_success_mult, Player.crime_success_mult * mults.crime_success_mult, 1],
[
"Crime money ",
Player.crime_money_mult,
Player.crime_money_mult * mults.crime_money_mult,
BitNodeMultipliers.CrimeMoney,
],
]}
/>
<br />
<BladeburnerMults />
<InfiltrationMults />
</Box>
</>
);
}