bitburner-src/src/Augmentation/Augmentation.tsx

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// Class definition for a single Augmentation object
import * as React from "react";
import { IMap } from "../types";
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { Faction } from "../Faction/Faction";
import { Factions } from "../Faction/Factions";
import { numeralWrapper } from "../ui/numeralFormat";
import { Money } from "../ui/React/Money";
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
interface IConstructorParams {
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info: string | JSX.Element;
stats?: JSX.Element;
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isSpecial?: boolean;
moneyCost: number;
name: string;
prereqs?: string[];
repCost: number;
hacking_mult?: number;
strength_mult?: number;
defense_mult?: number;
dexterity_mult?: number;
agility_mult?: number;
charisma_mult?: number;
hacking_exp_mult?: number;
strength_exp_mult?: number;
defense_exp_mult?: number;
dexterity_exp_mult?: number;
agility_exp_mult?: number;
charisma_exp_mult?: number;
hacking_chance_mult?: number;
hacking_speed_mult?: number;
hacking_money_mult?: number;
hacking_grow_mult?: number;
company_rep_mult?: number;
faction_rep_mult?: number;
crime_money_mult?: number;
crime_success_mult?: number;
work_money_mult?: number;
hacknet_node_money_mult?: number;
hacknet_node_purchase_cost_mult?: number;
hacknet_node_ram_cost_mult?: number;
hacknet_node_core_cost_mult?: number;
hacknet_node_level_cost_mult?: number;
bladeburner_max_stamina_mult?: number;
bladeburner_stamina_gain_mult?: number;
bladeburner_analysis_mult?: number;
bladeburner_success_chance_mult?: number;
startingMoney?: number;
programs?: string[];
}
function generateStatsDescription(mults: IMap<number>, programs?: string[], startingMoney?: number): JSX.Element {
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const f = (x: number, decimals = 0): string => {
// look, I don't know how to make a "smart decimals"
// todo, make it smarter
if(x === 1.0777-1) return "7.77%";
if(x === 1.777-1) return "77.7%";
return numeralWrapper.formatPercentage(x, decimals);
};
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let desc = <>Effects:</>;
if(mults.hacking_mult &&
mults.hacking_mult == mults.strength_mult &&
mults.hacking_mult == mults.defense_mult &&
mults.hacking_mult == mults.dexterity_mult &&
mults.hacking_mult == mults.agility_mult &&
mults.hacking_mult == mults.charisma_mult){
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desc = <>{desc}<br />+{f(mults.hacking_mult-1)} all skills</>
} else {
if(mults.hacking_mult)
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desc = <>{desc}<br />+{f(mults.hacking_mult-1)} hacking skill</>
if(mults.strength_mult &&
mults.strength_mult == mults.defense_mult &&
mults.strength_mult == mults.dexterity_mult &&
mults.strength_mult == mults.agility_mult) {
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desc = <>{desc}<br />+{f(mults.strength_mult-1)} combat skills</>
} else {
if(mults.strength_mult)
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desc = <>{desc}<br />+{f(mults.strength_mult-1)} strength skill</>
if(mults.defense_mult)
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desc = <>{desc}<br />+{f(mults.defense_mult-1)} defense skill</>
if(mults.dexterity_mult)
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desc = <>{desc}<br />+{f(mults.dexterity_mult-1)} dexterity skill</>
if(mults.agility_mult)
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desc = <>{desc}<br />+{f(mults.agility_mult-1)} agility skill</>
}
if(mults.charisma_mult)
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desc = <>{desc}<br />+{f(mults.charisma_mult-1)} Charisma skill</>
}
if(mults.hacking_exp_mult &&
mults.hacking_exp_mult === mults.strength_exp_mult &&
mults.hacking_exp_mult === mults.defense_exp_mult &&
mults.hacking_exp_mult === mults.dexterity_exp_mult &&
mults.hacking_exp_mult === mults.agility_exp_mult &&
mults.hacking_exp_mult === mults.charisma_exp_mult) {
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desc = <>{desc}<br />+{f(mults.hacking_exp_mult-1)} exp for all skills</>
} else {
if(mults.hacking_exp_mult)
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desc = <>{desc}<br />+{f(mults.hacking_exp_mult-1)} hacking exp</>
if(mults.strength_exp_mult &&
mults.strength_exp_mult === mults.defense_exp_mult &&
mults.strength_exp_mult === mults.dexterity_exp_mult &&
mults.strength_exp_mult === mults.agility_exp_mult) {
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desc = <>{desc}<br />+{f(mults.strength_exp_mult-1)} combat exp</>
} else {
if(mults.strength_exp_mult)
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desc = <>{desc}<br />+{f(mults.strength_exp_mult-1)} strength exp</>
if(mults.defense_exp_mult)
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desc = <>{desc}<br />+{f(mults.defense_exp_mult-1)} defense exp</>
if(mults.dexterity_exp_mult)
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desc = <>{desc}<br />+{f(mults.dexterity_exp_mult-1)} dexterity exp</>
if(mults.agility_exp_mult)
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desc = <>{desc}<br />+{f(mults.agility_exp_mult-1)} agility exp</>
}
if(mults.charisma_exp_mult)
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desc = <>{desc}<br />+{f(mults.charisma_exp_mult-1)} charisma exp</>
}
if(mults.hacking_speed_mult)
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desc = <>{desc}<br />+{f(mults.hacking_speed_mult-1)} faster hacking</>
if(mults.hacking_chance_mult)
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desc = <>{desc}<br />+{f(mults.hacking_chance_mult-1)} hack() success chance</>
if(mults.hacking_money_mult)
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desc = <>{desc}<br />+{f(mults.hacking_money_mult-1)} hack() power</>
if(mults.hacking_grow_mult)
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desc = <>{desc}<br />+{f(mults.hacking_grow_mult-1)} grow() power</>
if(mults.faction_rep_mult &&
mults.faction_rep_mult === mults.company_rep_mult) {
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desc = <>{desc}<br />+{f(mults.faction_rep_mult-1)} reputation from factions and companies</>
} else {
if(mults.faction_rep_mult)
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desc = <>{desc}<br />+{f(mults.faction_rep_mult-1)} reputation from factions</>
if(mults.company_rep_mult)
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desc = <>{desc}<br />+{f(mults.company_rep_mult-1)} reputation from companies</>
}
if(mults.crime_money_mult)
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desc = <>{desc}<br />+{f(mults.crime_money_mult-1)} crime money</>
if(mults.crime_success_mult)
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desc = <>{desc}<br />+{f(mults.crime_success_mult-1)} crime success rate</>
if(mults.work_money_mult)
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desc = <>{desc}<br />+{f(mults.work_money_mult-1)} work money</>
if(mults.hacknet_node_money_mult)
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desc = <>{desc}<br />+{f(mults.hacknet_node_money_mult-1)} hacknet production</>
if(mults.hacknet_node_purchase_cost_mult)
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desc = <>{desc}<br />-{f(-(mults.hacknet_node_purchase_cost_mult-1))} hacknet nodes cost</>
if(mults.hacknet_node_level_cost_mult)
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desc = <>{desc}<br />-{f(-(mults.hacknet_node_level_cost_mult-1))} hacknet nodes upgrade cost</>
if(mults.bladeburner_max_stamina_mult)
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desc = <>{desc}<br />+{f(mults.bladeburner_max_stamina_mult-1)} Bladeburner Max Stamina</>
if(mults.bladeburner_stamina_gain_mult)
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desc = <>{desc}<br />+{f(mults.bladeburner_stamina_gain_mult-1)} Bladeburner Stamina gain</>
if(mults.bladeburner_analysis_mult)
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desc = <>{desc}<br />+{f(mults.bladeburner_analysis_mult-1)} Bladeburner Field Analysis effectiveness</>
if(mults.bladeburner_success_chance_mult)
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desc = <>{desc}<br />+{f(mults.bladeburner_success_chance_mult-1)} Bladeburner Contracts and Operations success chance</>
if(startingMoney)
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desc = <>{desc}<br />Start with {Money(startingMoney)} after installing Augmentations.</>
if(programs)
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desc = <>{desc}<br />Start with {programs.join(' and ')} after installing Augmentations.</>
return desc;
}
export class Augmentation {
// How much money this costs to buy
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baseCost = 0;
// How much faction reputation is required to unlock this
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baseRepRequirement = 0;
// Description of what this Aug is and what it does
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info: string | JSX.Element;
// Description of the stats, often autogenerated, sometimes manually written.
stats: JSX.Element;
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// Any Augmentation not immediately available in BitNode-1 is special (e.g. Bladeburner augs)
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isSpecial = false;
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// Augmentation level - for repeatable Augs like NeuroFlux Governor
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level = 0;
// Name of Augmentation
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name = "";
// Whether the player owns this Augmentation
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owned = false;
// Array of names of all prerequisites
prereqs: string[] = [];
// Multipliers given by this Augmentation. Must match the property name in
// The Player/Person classes
mults: IMap<number> = {}
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// Initial cost. Doesn't change when you purchase multiple Augmentation
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startingCost = 0;
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constructor(params: IConstructorParams={ info: "", moneyCost: 0, name: "", repCost: 0 }) {
this.name = params.name;
this.info = params.info;
this.prereqs = params.prereqs ? params.prereqs : [];
this.baseRepRequirement = params.repCost * BitNodeMultipliers.AugmentationRepCost;
this.baseCost = params.moneyCost * BitNodeMultipliers.AugmentationMoneyCost;
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this.startingCost = this.baseCost;
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if (params.isSpecial) {
this.isSpecial = true;
}
this.level = 0;
// Set multipliers
if (params.hacking_mult) { this.mults.hacking_mult = params.hacking_mult; }
if (params.strength_mult) { this.mults.strength_mult = params.strength_mult; }
if (params.defense_mult) { this.mults.defense_mult = params.defense_mult; }
if (params.dexterity_mult) { this.mults.dexterity_mult = params.dexterity_mult; }
if (params.agility_mult) { this.mults.agility_mult = params.agility_mult; }
if (params.charisma_mult) { this.mults.charisma_mult = params.charisma_mult; }
if (params.hacking_exp_mult) { this.mults.hacking_exp_mult = params.hacking_exp_mult; }
if (params.strength_exp_mult) { this.mults.strength_exp_mult = params.strength_exp_mult; }
if (params.defense_exp_mult) { this.mults.defense_exp_mult = params.defense_exp_mult; }
if (params.dexterity_exp_mult) { this.mults.dexterity_exp_mult = params.dexterity_exp_mult; }
if (params.agility_exp_mult) { this.mults.agility_exp_mult = params.agility_exp_mult; }
if (params.charisma_exp_mult) { this.mults.charisma_exp_mult = params.charisma_exp_mult; }
if (params.hacking_chance_mult) { this.mults.hacking_chance_mult = params.hacking_chance_mult; }
if (params.hacking_speed_mult) { this.mults.hacking_speed_mult = params.hacking_speed_mult; }
if (params.hacking_money_mult) { this.mults.hacking_money_mult = params.hacking_money_mult; }
if (params.hacking_grow_mult) { this.mults.hacking_grow_mult = params.hacking_grow_mult; }
if (params.company_rep_mult) { this.mults.company_rep_mult = params.company_rep_mult; }
if (params.faction_rep_mult) { this.mults.faction_rep_mult = params.faction_rep_mult; }
if (params.crime_money_mult) { this.mults.crime_money_mult = params.crime_money_mult; }
if (params.crime_success_mult) { this.mults.crime_success_mult = params.crime_success_mult; }
if (params.work_money_mult) { this.mults.work_money_mult = params.work_money_mult; }
if (params.hacknet_node_money_mult) { this.mults.hacknet_node_money_mult = params.hacknet_node_money_mult; }
if (params.hacknet_node_purchase_cost_mult) { this.mults.hacknet_node_purchase_cost_mult = params.hacknet_node_purchase_cost_mult; }
if (params.hacknet_node_ram_cost_mult) { this.mults.hacknet_node_ram_cost_mult = params.hacknet_node_ram_cost_mult; }
if (params.hacknet_node_core_cost_mult) { this.mults.hacknet_node_core_cost_mult = params.hacknet_node_core_cost_mult; }
if (params.hacknet_node_level_cost_mult) { this.mults.hacknet_node_level_cost_mult = params.hacknet_node_level_cost_mult; }
if (params.bladeburner_max_stamina_mult) { this.mults.bladeburner_max_stamina_mult = params.bladeburner_max_stamina_mult; }
if (params.bladeburner_stamina_gain_mult) { this.mults.bladeburner_stamina_gain_mult = params.bladeburner_stamina_gain_mult; }
if (params.bladeburner_analysis_mult) { this.mults.bladeburner_analysis_mult = params.bladeburner_analysis_mult; }
if (params.bladeburner_success_chance_mult) { this.mults.bladeburner_success_chance_mult = params.bladeburner_success_chance_mult; }
if(params.stats)
this.stats = params.stats;
else
this.stats = generateStatsDescription(this.mults, params.programs, params.startingMoney);
}
// Adds this Augmentation to the specified Factions
addToFactions(factionList: string[]): void {
for (let i = 0; i < factionList.length; ++i) {
const faction: Faction | null = Factions[factionList[i]];
if (faction == null) {
console.warn(`In Augmentation.addToFactions(), could not find faction with this name: ${factionList[i]}`);
continue;
}
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faction.augmentations.push(this.name);
}
}
// Adds this Augmentation to all Factions
addToAllFactions(): void {
for (const fac in Factions) {
if (Factions.hasOwnProperty(fac)) {
const facObj: Faction | null = Factions[fac];
if (facObj == null) {
console.warn(`Invalid Faction object in addToAllFactions(). Key value: ${fac}`);
continue;
}
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facObj.augmentations.push(this.name);
}
}
}
// Serialize the current object to a JSON save state.
toJSON(): any {
return Generic_toJSON("Augmentation", this);
}
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// Initiatizes a Augmentation object from a JSON save state.
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): Augmentation {
return Generic_fromJSON(Augmentation, value.data);
}
}
Reviver.constructors.Augmentation = Augmentation;