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bitburner-src/src/PersonObjects/Grafting/ui/GraftingRoot.tsx
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2022-03-21 14:54:39 -05:00

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6.5 KiB
TypeScript

import React, { useState } from "react";
import { Typography, Container, Box, Paper, List, ListItemButton, Button } from "@mui/material";
import { Construction } from "@mui/icons-material";
import { use } from "../../../ui/Context";
import { Money } from "../../../ui/React/Money";
import { ConfirmationModal } from "../../../ui/React/ConfirmationModal";
import { Augmentations } from "../../../Augmentation/Augmentations";
import { AugmentationNames } from "../../../Augmentation/data/AugmentationNames";
import { Settings } from "../../../Settings/Settings";
import { IMap } from "../../../types";
import { convertTimeMsToTimeElapsedString, formatNumber } from "../../../utils/StringHelperFunctions";
import { LocationName } from "../../../Locations/data/LocationNames";
import { Locations } from "../../../Locations/Locations";
import { CONSTANTS } from "../../../Constants";
import { IPlayer } from "../../IPlayer";
import { CraftableAugmentation } from "../CraftableAugmentation";
const CraftableAugmentations: IMap<CraftableAugmentation> = {};
const getAvailableAugs = (player: IPlayer): string[] => {
const augs: string[] = [];
for (const [augName, aug] of Object.entries(Augmentations)) {
if (augName === AugmentationNames.NeuroFluxGovernor || augName === AugmentationNames.TheRedPill || aug.isSpecial)
continue;
augs.push(augName);
}
return augs.filter((augmentation: string) => !player.hasAugmentation(augmentation));
};
export const GraftingRoot = (): React.ReactElement => {
const player = use.Player();
const router = use.Router();
for (const aug of Object.values(Augmentations)) {
const name = aug.name;
const craftableAug = new CraftableAugmentation(aug);
CraftableAugmentations[name] = craftableAug;
}
const [selectedAug, setSelectedAug] = useState(getAvailableAugs(player)[0]);
const [craftOpen, setCraftOpen] = useState(false);
return (
<Container disableGutters maxWidth="lg" sx={{ mx: 0 }}>
<Button onClick={() => router.toLocation(Locations[LocationName.NewTokyoVitaLife])}>Back</Button>
<Typography variant="h4">Grafting Laboratory</Typography>
<Typography>
You find yourself in a secret laboratory, owned by a mysterious researcher.
<br />
The scientist explains that they've been studying Augmentation grafting, the process of applying Augmentations
without requiring a body reset.
<br />
<br />
Through legally questionable connections, the scientist has access to a vast array of Augmentation blueprints,
even private designs. They offer to build and graft the Augmentations to you, in exchange for both a hefty sum
of money, and being a lab rat.
</Typography>
<Box sx={{ my: 3 }}>
<Typography variant="h5">Craft Augmentations</Typography>
<Paper sx={{ my: 1, width: "fit-content", display: "grid", gridTemplateColumns: "1fr 3fr" }}>
<List sx={{ maxHeight: 400, overflowY: "scroll", borderRight: `1px solid ${Settings.theme.welllight}` }}>
{getAvailableAugs(player).map((k, i) => (
<ListItemButton key={i + 1} onClick={() => setSelectedAug(k)} selected={selectedAug === k}>
<Typography>{k}</Typography>
</ListItemButton>
))}
</List>
<Box sx={{ m: 1 }}>
<Typography variant="h6" sx={{ display: "flex", alignItems: "center", flexWrap: "wrap" }}>
<Construction sx={{ mr: 1 }} /> {selectedAug}
</Typography>
<Button
onClick={() => setCraftOpen(true)}
sx={{ width: "100%" }}
disabled={player.money < CraftableAugmentations[selectedAug].cost}
>
Craft Augmentation (
<Typography color={Settings.theme.money}>
<Money money={CraftableAugmentations[selectedAug].cost} player={player} />
</Typography>
)
</Button>
<ConfirmationModal
open={craftOpen}
onClose={() => setCraftOpen(false)}
onConfirm={() => {
const craftableAug = CraftableAugmentations[selectedAug];
player.loseMoney(craftableAug.cost, "augmentations");
player.startCraftAugmentationWork(selectedAug, craftableAug.time);
player.startFocusing();
router.toWork();
}}
confirmationText={
<>
Cancelling crafting will <b>not</b> save crafting progress, and the money you spend will <b>not</b> be
returned.
<br />
<br />
Additionally, grafting an Augmentation will increase the potency of the Entropy virus.
</>
}
/>
<Typography color={Settings.theme.info}>
<b>Time to Craft:</b> {convertTimeMsToTimeElapsedString(CraftableAugmentations[selectedAug].time)}
</Typography>
<Typography sx={{ maxHeight: 305, overflowY: "scroll" }}>
{(() => {
const aug = Augmentations[selectedAug];
const info = typeof aug.info === "string" ? <span>{aug.info}</span> : aug.info;
const tooltip = (
<>
{info}
<br />
<br />
{aug.stats}
</>
);
return tooltip;
})()}
</Typography>
</Box>
</Paper>
</Box>
<Box sx={{ my: 3 }}>
<Typography variant="h5">Entropy Accumulation</Typography>
<Paper sx={{ my: 1, p: 1, width: "fit-content" }}>
<Typography>
<b>Accumulated Entropy:</b> {player.entropyStacks}
<br />
<b>All multipliers decreased by:</b>{" "}
{formatNumber((1 - CONSTANTS.EntropyEffect ** player.entropyStacks) * 100, 3)}% (multiplicative)
</Typography>
</Paper>
<Typography>
When installed on an unconscious individual, Augmentations are scanned by the body on awakening, eliminating
hidden malware. However, grafted Augmentations do not provide this security measure.
<br />
<br />
Individuals who tested Augmentation grafting have reported symptoms of an unknown virus, which they've dubbed
"Entropy". This virus seems to grow more potent with each grafted Augmentation...
</Typography>
</Box>
</Container>
);
};