bitburner-src/src/DevMenu.tsx

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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 { IPlayer } from "./PersonObjects/IPlayer";
import { PlayerOwnedSourceFile } from "./SourceFile/PlayerOwnedSourceFile";
import { AllServers } from "./Server/AllServers";
import { HacknetServer } from "./Hacknet/HacknetServer";
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 { IEngine } from "./IEngine";
import { saveObject } from "./SaveObject";
import { dialogBoxCreate } from "../utils/DialogBox";
import { Money } from "./ui/React/Money";
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import { TextField } from "./ui/React/TextField";
import { Button } from "./ui/React/Button";
import { Select } from "./ui/React/Select";
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import React, { useState } from "react";
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import AddIcon from "@material-ui/icons/Add";
import RemoveIcon from "@material-ui/icons/Remove";
import IconButton from "@material-ui/core/IconButton";
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import ExposureZeroIcon from "@material-ui/icons/ExposureZero";
import ButtonGroup from "@material-ui/core/ButtonGroup";
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import DoubleArrowIcon from "@material-ui/icons/DoubleArrow";
import ReplyAllIcon from "@material-ui/icons/ReplyAll";
import ReplyIcon from "@material-ui/icons/Reply";
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import { Theme } from "./ui/React/Theme";
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// 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;
interface IValueAdjusterProps {
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label: string;
placeholder: string;
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add: (x: number) => void;
subtract: (x: number) => void;
reset: () => void;
}
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function ValueAdjusterComponent(props: IValueAdjusterProps): React.ReactElement {
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const [value, setValue] = useState<number | string>("");
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function onChange(event: React.ChangeEvent<HTMLInputElement>): void {
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if (event.target.value === "") setValue("");
else setValue(parseFloat(event.target.value));
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}
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const { label, placeholder, add, subtract, reset } = props;
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return (
<>
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<TextField
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label={label}
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value={value}
onChange={onChange}
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placeholder={placeholder}
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type="number"
InputProps={{
startAdornment: (
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<>
<IconButton color="primary">
<DoubleArrowIcon style={{ transform: "rotate(-90deg)" }} />
</IconButton>
<IconButton color="primary" onClick={() => add(typeof value !== "string" ? value : 0)}>
<AddIcon />
</IconButton>
</>
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),
endAdornment: (
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<>
<IconButton color="primary" onClick={() => subtract(typeof value !== "string" ? value : 0)}>
<RemoveIcon />
</IconButton>
<IconButton color="primary" onClick={reset}>
<ExposureZeroIcon />
</IconButton>
</>
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),
}}
/>
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</>
);
}
interface IProps {
player: IPlayer;
engine: IEngine;
}
export function DevMenuRoot(props: IProps): React.ReactElement {
const [company, setCompany] = useState("ECorp");
const [faction, setFaction] = useState("Illuminati");
const [program, setProgram] = useState("NUKE.exe");
const [server, setServer] = useState("home");
const [augmentation, setAugmentation] = useState("Augmented Targeting I");
const [codingcontract, setCodingcontract] = useState("Find Largest Prime Factor");
const [stockPrice, setStockPrice] = useState(0);
const [stockSymbol, setStockSymbol] = useState("");
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function setFactionDropdown(event: React.ChangeEvent<{ value: unknown }>): void {
setFaction(event.target.value as string);
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}
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function setCompanyDropdown(event: React.ChangeEvent<{ value: unknown }>): void {
setCompany(event.target.value as string);
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}
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function setProgramDropdown(event: React.ChangeEvent<{ value: unknown }>): void {
setProgram(event.target.value as string);
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}
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function setServerDropdown(event: React.ChangeEvent<{ value: unknown }>): void {
setServer(event.target.value as string);
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}
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function setAugmentationDropdown(event: React.ChangeEvent<{ value: unknown }>): void {
setAugmentation(event.target.value as string);
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}
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function setCodingcontractDropdown(event: React.ChangeEvent<{ value: unknown }>): void {
setCodingcontract(event.target.value as string);
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}
function setStockPriceField(event: React.ChangeEvent<HTMLInputElement>): void {
setStockPrice(parseFloat(event.target.value));
}
function setStockSymbolField(event: React.ChangeEvent<HTMLInputElement>): void {
setStockSymbol(event.target.value);
}
function addMoney(n: number) {
return function () {
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props.player.gainMoney(n);
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};
}
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function upgradeRam(): void {
props.player.getHomeComputer().maxRam *= 2;
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}
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function quickB1tFlum3(): void {
hackWorldDaemon(props.player.bitNodeN, true, true);
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}
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function b1tflum3(): void {
hackWorldDaemon(props.player.bitNodeN, true);
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}
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function quickHackW0r1dD43m0n(): void {
hackWorldDaemon(props.player.bitNodeN, false, true);
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}
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function hackW0r1dD43m0n(): void {
hackWorldDaemon(props.player.bitNodeN);
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}
function modifyExp(stat: string, modifier: number) {
return function (exp: number) {
switch (stat) {
case "hacking":
if (exp) {
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props.player.gainHackingExp(exp * modifier);
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}
break;
case "strength":
if (exp) {
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props.player.gainStrengthExp(exp * modifier);
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}
break;
case "defense":
if (exp) {
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props.player.gainDefenseExp(exp * modifier);
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}
break;
case "dexterity":
if (exp) {
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props.player.gainDexterityExp(exp * modifier);
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}
break;
case "agility":
if (exp) {
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props.player.gainAgilityExp(exp * modifier);
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}
break;
case "charisma":
if (exp) {
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props.player.gainCharismaExp(exp * modifier);
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}
break;
case "intelligence":
if (exp) {
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props.player.gainIntelligenceExp(exp * modifier);
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}
break;
}
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props.player.updateSkillLevels();
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};
}
function modifyKarma(modifier: number) {
return function (amt: number) {
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props.player.karma += amt * modifier;
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};
}
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function tonsOfExp(): void {
props.player.gainHackingExp(tonsPP);
props.player.gainStrengthExp(tonsPP);
props.player.gainDefenseExp(tonsPP);
props.player.gainDexterityExp(tonsPP);
props.player.gainAgilityExp(tonsPP);
props.player.gainCharismaExp(tonsPP);
props.player.gainIntelligenceExp(tonsPP);
props.player.updateSkillLevels();
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}
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function resetAllExp(): void {
props.player.hacking_exp = 0;
props.player.strength_exp = 0;
props.player.defense_exp = 0;
props.player.dexterity_exp = 0;
props.player.agility_exp = 0;
props.player.charisma_exp = 0;
props.player.intelligence_exp = 0;
props.player.updateSkillLevels();
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}
function resetExperience(stat: string): () => void {
return function () {
switch (stat) {
case "hacking":
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props.player.hacking_exp = 0;
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break;
case "strength":
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props.player.strength_exp = 0;
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break;
case "defense":
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props.player.defense_exp = 0;
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break;
case "dexterity":
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props.player.dexterity_exp = 0;
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break;
case "agility":
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props.player.agility_exp = 0;
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break;
case "charisma":
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props.player.charisma_exp = 0;
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break;
case "intelligence":
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props.player.intelligence_exp = 0;
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break;
}
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props.player.updateSkillLevels();
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};
}
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function resetKarma(): () => void {
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return function () {
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props.player.karma = 0;
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};
}
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function enableIntelligence(): void {
if (props.player.intelligence === 0) {
props.player.intelligence = 1;
props.player.updateSkillLevels();
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}
}
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function disableIntelligence(): void {
props.player.intelligence_exp = 0;
props.player.intelligence = 0;
props.player.updateSkillLevels();
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}
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function receiveInvite(): void {
props.player.receiveInvite(faction);
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}
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function receiveAllInvites(): void {
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for (const i in Factions) {
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props.player.receiveInvite(Factions[i].name);
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}
}
function modifyFactionRep(modifier: number): (x: number) => void {
return function (reputation: number): void {
const fac = Factions[faction];
if (fac != null && !isNaN(reputation)) {
fac.playerReputation += reputation * modifier;
}
};
}
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function resetFactionRep(): void {
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const fac = Factions[faction];
if (fac != null) {
fac.playerReputation = 0;
}
}
function modifyFactionFavor(modifier: number): (x: number) => void {
return function (favor: number): void {
const fac = Factions[faction];
if (fac != null && !isNaN(favor)) {
fac.favor += favor * modifier;
}
};
}
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function resetFactionFavor(): void {
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const fac = Factions[faction];
if (fac != null) {
fac.favor = 0;
}
}
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function tonsOfRep(): void {
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for (const i in Factions) {
Factions[i].playerReputation = tonsPP;
}
}
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function resetAllRep(): void {
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for (const i in Factions) {
Factions[i].playerReputation = 0;
}
}
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function tonsOfFactionFavor(): void {
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for (const i in Factions) {
Factions[i].favor = tonsPP;
}
}
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function resetAllFactionFavor(): void {
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for (const i in Factions) {
Factions[i].favor = 0;
}
}
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function queueAug(): void {
props.player.queueAugmentation(augmentation);
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}
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function queueAllAugs(): void {
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for (const i in AugmentationNames) {
const augName = AugmentationNames[i];
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props.player.queueAugmentation(augName);
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}
}
function setSF(sfN: number, sfLvl: number) {
return function () {
if (sfLvl === 0) {
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props.player.sourceFiles = props.player.sourceFiles.filter((sf) => sf.n !== sfN);
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return;
}
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if (!props.player.sourceFiles.some((sf) => sf.n === sfN)) {
props.player.sourceFiles.push(new PlayerOwnedSourceFile(sfN, sfLvl));
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return;
}
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for (let i = 0; i < props.player.sourceFiles.length; i++) {
if (props.player.sourceFiles[i].n === sfN) {
props.player.sourceFiles[i].lvl = sfLvl;
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}
}
};
}
function setAllSF(sfLvl: number) {
return () => {
for (let i = 0; i < validSFN.length; i++) {
setSF(validSFN[i], sfLvl)();
}
};
}
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function clearExploits(): void {
props.player.exploits = [];
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}
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function addProgram(): void {
if (!props.player.hasProgram(program)) {
props.player.getHomeComputer().programs.push(program);
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}
}
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function addAllPrograms(): void {
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for (const i in Programs) {
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if (!props.player.hasProgram(Programs[i].name)) {
props.player.getHomeComputer().programs.push(Programs[i].name);
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}
}
}
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function rootServer(): void {
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const s = GetServerByHostname(server);
if (s === null) return;
if (s instanceof HacknetServer) return;
s.hasAdminRights = true;
s.sshPortOpen = true;
s.ftpPortOpen = true;
s.smtpPortOpen = true;
s.httpPortOpen = true;
s.sqlPortOpen = true;
s.openPortCount = 5;
}
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function rootAllServers(): void {
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for (const i in AllServers) {
const s = AllServers[i];
if (s instanceof HacknetServer) return;
s.hasAdminRights = true;
s.sshPortOpen = true;
s.ftpPortOpen = true;
s.smtpPortOpen = true;
s.httpPortOpen = true;
s.sqlPortOpen = true;
s.openPortCount = 5;
}
}
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function minSecurity(): void {
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const s = GetServerByHostname(server);
if (s === null) return;
if (s instanceof HacknetServer) return;
s.hackDifficulty = s.minDifficulty;
}
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function minAllSecurity(): void {
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for (const i in AllServers) {
const server = AllServers[i];
if (server instanceof HacknetServer) continue;
server.hackDifficulty = server.minDifficulty;
}
}
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function maxMoney(): void {
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const s = GetServerByHostname(server);
if (s === null) return;
if (s instanceof HacknetServer) return;
s.moneyAvailable = s.moneyMax;
}
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function maxAllMoney(): void {
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for (const i in AllServers) {
const server = AllServers[i];
if (server instanceof HacknetServer) continue;
server.moneyAvailable = server.moneyMax;
}
}
function modifyCompanyRep(modifier: number): (x: number) => void {
return function (reputation: number): void {
const c = Companies[company];
if (c != null && !isNaN(reputation)) {
c.playerReputation += reputation * modifier;
}
};
}
function resetCompanyRep(): void {
Companies[company].playerReputation = 0;
}
function modifyCompanyFavor(modifier: number): (x: number) => void {
return function (favor: number): void {
const c = Companies[company];
if (c != null && !isNaN(favor)) {
c.favor += favor * modifier;
}
};
}
function resetCompanyFavor(): void {
Companies[company].favor = 0;
}
function tonsOfRepCompanies(): void {
for (const c in Companies) {
Companies[c].playerReputation = tonsP;
}
}
function resetAllRepCompanies(): void {
for (const c in Companies) {
Companies[c].playerReputation = 0;
}
}
function tonsOfFavorCompanies(): void {
for (const c in Companies) {
Companies[c].favor = tonsP;
}
}
function resetAllFavorCompanies(): void {
for (const c in Companies) {
Companies[c].favor = 0;
}
}
function modifyBladeburnerRank(modify: number): (x: number) => void {
return function (rank: number): void {
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if (props.player.bladeburner) {
props.player.bladeburner.changeRank(props.player, rank * modify);
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}
};
}
function resetBladeburnerRank(): void {
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props.player.bladeburner.rank = 0;
props.player.bladeburner.maxRank = 0;
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}
function addTonsBladeburnerRank(): void {
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if (props.player.bladeburner) {
props.player.bladeburner.changeRank(props.player, tonsP);
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}
}
function modifyBladeburnerCycles(modify: number): (x: number) => void {
return function (cycles: number): void {
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if (props.player.bladeburner) {
props.player.bladeburner.storedCycles += cycles * modify;
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}
};
}
function resetBladeburnerCycles(): void {
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if (props.player.bladeburner) {
props.player.bladeburner.storedCycles = 0;
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}
}
function addTonsBladeburnerCycles(): void {
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if (props.player.bladeburner) {
props.player.bladeburner.storedCycles += tonsP;
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}
}
function addTonsGangCycles(): void {
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if (props.player.gang) {
props.player.gang.storedCycles = tonsP;
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}
}
function modifyGangCycles(modify: number): (x: number) => void {
return function (cycles: number): void {
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if (props.player.gang) {
props.player.gang.storedCycles += cycles * modify;
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}
};
}
function resetGangCycles(): void {
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if (props.player.gang) {
props.player.gang.storedCycles = 0;
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}
}
function addTonsCorporationFunds(): void {
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if (props.player.corporation) {
props.player.corporation.funds = props.player.corporation.funds.plus(1e99);
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}
}
function resetCorporationFunds(): void {
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if (props.player.corporation) {
props.player.corporation.funds = props.player.corporation.funds.minus(props.player.corporation.funds);
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}
}
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function addTonsCorporationCycles(): void {
if (props.player.corporation) {
props.player.corporation.storedCycles = tonsP;
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}
}
function modifyCorporationCycles(modify: number): (x: number) => void {
return function (cycles: number): void {
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if (props.player.corporation) {
props.player.corporation.storedCycles += cycles * modify;
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}
};
}
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function resetCorporationCycles(): void {
if (props.player.corporation) {
props.player.corporation.storedCycles = 0;
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}
}
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function finishCorporationProducts(): void {
if (!props.player.corporation) return;
props.player.corporation.divisions.forEach((div) => {
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Object.keys(div.products).forEach((prod) => {
const product = div.products[prod];
if (product === undefined) throw new Error("Impossible product undefined");
product.prog = 99.9;
});
});
}
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function addCorporationResearch(): void {
if (!props.player.corporation) return;
props.player.corporation.divisions.forEach((div) => {
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div.sciResearch.qty += 1e10;
});
}
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function specificContract(): void {
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generateContract({
problemType: codingcontract,
server: "home",
});
}
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function processStocks(sub: (arg0: Stock) => void): void {
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const inputSymbols = stockSymbol.replace(/\s/g, "");
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let match: (symbol: string) => boolean = (): boolean => {
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return true;
};
if (inputSymbols !== "" && inputSymbols !== "all") {
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match = function (symbol: string): boolean {
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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);
}
}
}
}
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function doSetStockPrice(): void {
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if (!isNaN(stockPrice)) {
processStocks((stock: Stock) => {
stock.price = stockPrice;
});
}
}
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function viewStockCaps(): void {
const stocks: JSX.Element[] = [];
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processStocks((stock: 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>,
);
}
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function sleeveMaxAllShock(): void {
for (let i = 0; i < props.player.sleeves.length; ++i) {
props.player.sleeves[i].shock = 0;
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}
}
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function sleeveClearAllShock(): void {
for (let i = 0; i < props.player.sleeves.length; ++i) {
props.player.sleeves[i].shock = 100;
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}
}
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function sleeveSyncMaxAll(): void {
for (let i = 0; i < props.player.sleeves.length; ++i) {
props.player.sleeves[i].sync = 100;
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}
}
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function sleeveSyncClearAll(): void {
for (let i = 0; i < props.player.sleeves.length; ++i) {
props.player.sleeves[i].sync = 0;
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}
}
function timeskip(time: number) {
return () => {
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props.player.lastUpdate -= time;
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props.engine._lastUpdate -= time;
saveObject.saveGame(props.engine.indexedDb);
setTimeout(() => location.reload(), 1000);
};
}
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const factions = [];
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for (const i in Factions) {
factions.push(
<option key={Factions[i].name} value={Factions[i].name}>
{Factions[i].name}
</option>,
);
}
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const augs = [];
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for (const i in AugmentationNames) {
augs.push(
<option key={AugmentationNames[i]} value={AugmentationNames[i]}>
{AugmentationNames[i]}
</option>,
);
}
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const programs = [];
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for (const i in Programs) {
programs.push(
<option key={Programs[i].name} value={Programs[i].name}>
{Programs[i].name}
</option>,
);
}
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const servers = [];
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for (const i in AllServers) {
const hn = AllServers[i].hostname;
servers.push(
<option key={hn} value={hn}>
{hn}
</option>,
);
}
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const companies = [];
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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 (
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<Theme>
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<div className="col" style={{ backgroundColor: "#111" }}>
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<div className="row">
<h1>Development Menu - Only meant to be used for testing/debugging</h1>
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</div>
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<div className="row">
<h2>Generic</h2>
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</div>
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<div className="row">
<Button onClick={addMoney(1e6)}>
<pre>
+ <Money money={1e6} />
</pre>
</Button>
<Button onClick={addMoney(1e9)}>
<pre>
+ <Money money={1e9} />
</pre>
</Button>
<Button onClick={addMoney(1e12)}>
<pre>
+ <Money money={1e12} />
</pre>
</Button>
<Button onClick={addMoney(1e15)}>
<pre>
+ <Money money={1000e12} />
</pre>
</Button>
<Button onClick={addMoney(Infinity)}>
<pre>
+ <Money money={Infinity} />
</pre>
</Button>
<Button onClick={upgradeRam}>+ RAM</Button>
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</div>
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<div className="row">
<Button onClick={quickB1tFlum3}>Quick b1t_flum3.exe</Button>
<Button onClick={b1tflum3}>Run b1t_flum3.exe</Button>
<Button onClick={quickHackW0r1dD43m0n}>Quick w0rld_d34m0n</Button>
<Button onClick={hackW0r1dD43m0n}>Hack w0rld_d34m0n</Button>
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</div>
<div className="row">
<div className="col">
<div className="row">
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<h2>Experience / Stats</h2>
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</div>
<table>
<tbody>
<tr>
<td>
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<span className="text text-center">All:</span>
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</td>
<td>
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<Button onClick={tonsOfExp}>Tons of exp</Button>
<Button onClick={resetAllExp}>Reset</Button>
</td>
</tr>
<tr>
<td>
<span className="text text-center">Hacking:</span>
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</td>
<td>
<ValueAdjusterComponent
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label="hacking"
placeholder="exp"
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add={modifyExp("hacking", 1)}
subtract={modifyExp("hacking", -1)}
reset={resetExperience("hacking")}
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/>
</td>
</tr>
<tr>
<td>
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<span className="text text-center">Strength:</span>
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</td>
<td>
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<ValueAdjusterComponent
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label="strength"
placeholder="exp"
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add={modifyExp("strength", 1)}
subtract={modifyExp("strength", -1)}
reset={resetExperience("strength")}
/>
</td>
</tr>
<tr>
<td>
<span className="text text-center">Defense:</span>
</td>
<td>
<ValueAdjusterComponent
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label="defense"
placeholder="exp"
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add={modifyExp("defense", 1)}
subtract={modifyExp("defense", -1)}
reset={resetExperience("defense")}
/>
</td>
</tr>
<tr>
<td>
<span className="text text-center">Dexterity:</span>
</td>
<td>
<ValueAdjusterComponent
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label="dexterity"
placeholder="exp"
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add={modifyExp("dexterity", 1)}
subtract={modifyExp("dexterity", -1)}
reset={resetExperience("dexterity")}
/>
</td>
</tr>
<tr>
<td>
<span className="text text-center">Agility:</span>
</td>
<td>
<ValueAdjusterComponent
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label="agility"
placeholder="exp"
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add={modifyExp("agility", 1)}
subtract={modifyExp("agility", -1)}
reset={resetExperience("agility")}
/>
</td>
</tr>
<tr>
<td>
<span className="text text-center">Charisma:</span>
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</td>
<td>
<ValueAdjusterComponent
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label="charisma"
placeholder="exp"
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add={modifyExp("charisma", 1)}
subtract={modifyExp("charisma", -1)}
reset={resetExperience("charisma")}
/>
</td>
</tr>
<tr>
<td>
<span className="text text-center">Intelligence:</span>
</td>
<td>
<ValueAdjusterComponent
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label="intelligence"
placeholder="exp"
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add={modifyExp("intelligence", 1)}
subtract={modifyExp("intelligence", -1)}
reset={resetExperience("intelligence")}
/>
</td>
<td>
<Button onClick={enableIntelligence}>Enable</Button>
</td>
<td>
<Button onClick={disableIntelligence}>Disable</Button>
</td>
</tr>
<tr>
<td>
<span className="text text-center">Karma:</span>
</td>
<td>
<ValueAdjusterComponent
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label="karma"
placeholder="amt"
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add={modifyKarma(1)}
subtract={modifyKarma(-1)}
reset={resetKarma()}
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/>
</td>
</tr>
</tbody>
</table>
</div>
</div>
<div className="row">
<div className="col">
<div className="row">
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<h2>Factions</h2>
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</div>
<table>
<tbody>
<tr>
<td>
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<span className="text">Faction:</span>
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</td>
<td>
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<Select
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label="Factions"
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id="factions-dropdown"
className="dropdown exp-input"
onChange={setFactionDropdown}
value={faction}
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startAdornment={
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<>
<IconButton color="primary" onClick={receiveAllInvites}>
<ReplyAllIcon />
</IconButton>
<IconButton color="primary" onClick={receiveInvite}>
<ReplyIcon />
</IconButton>
</>
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}
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>
{factions}
</Select>
</td>
</tr>
<tr>
<td>
<span className="text">Reputation:</span>
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</td>
<td>
<ValueAdjusterComponent
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label="reputation"
placeholder="amt"
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add={modifyFactionRep(1)}
subtract={modifyFactionRep(-1)}
reset={resetFactionRep}
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/>
</td>
</tr>
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<tr>
<td>
<span className="text">Favor:</span>
</td>
<td>
<ValueAdjusterComponent
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label="favor"
placeholder="amt"
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add={modifyFactionFavor(1)}
subtract={modifyFactionFavor(-1)}
reset={resetFactionFavor}
/>
</td>
</tr>
<tr>
<td>
<span className="text">All Reputation:</span>
</td>
<td>
<Button onClick={tonsOfRep}>Tons</Button>
<Button onClick={resetAllRep}>Reset</Button>
</td>
</tr>
<tr>
<td>
<span className="text">All Favor:</span>
</td>
<td>
<Button onClick={tonsOfFactionFavor}>Tons</Button>
<Button onClick={resetAllFactionFavor}>Reset</Button>
</td>
</tr>
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</tbody>
</table>
</div>
</div>
<div className="row">
<div className="col">
<div className="row">
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<h2>Augmentations</h2>
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</div>
<table>
<tbody>
<tr>
<td>
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<span className="text">Aug:</span>
</td>
<td>
<Select
id="dev-augs-dropdown"
className="dropdown"
onChange={setAugmentationDropdown}
value={augmentation}
>
{augs}
</Select>
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</td>
</tr>
<tr>
<td>
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<span className="text">Queue:</span>
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</td>
<td>
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<Button onClick={queueAug}>One</Button>
<Button onClick={queueAllAugs}>All</Button>
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</td>
</tr>
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</tbody>
</table>
</div>
</div>
<div className="row">
<div className="col">
<div className="row">
<h2>Source-Files</h2>
</div>
<table>
<tbody>
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<tr>
<td>
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<span className="text">Exploits:</span>
</td>
<td>
<button className="std-button touch-right" onClick={clearExploits}>
Clear
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</button>
</td>
</tr>
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<tr key={"sf-all"}>
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<td>
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<span className="text">All:</span>
</td>
<td>
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<ButtonGroup>
<Button onClick={setAllSF(0)}>0</Button>
<Button onClick={setAllSF(1)}>1</Button>
<Button onClick={setAllSF(2)}>2</Button>
<Button onClick={setAllSF(3)}>3</Button>
</ButtonGroup>
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</td>
</tr>
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{validSFN.map((i) => (
<tr key={"sf-" + i}>
<td>
<span className="text">SF-{i}:</span>
</td>
<td>
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<ButtonGroup>
<Button onClick={setSF(i, 0)}>0</Button>
<Button onClick={setSF(i, 1)}>1</Button>
<Button onClick={setSF(i, 2)}>2</Button>
<Button onClick={setSF(i, 3)}>3</Button>
</ButtonGroup>
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</td>
</tr>
))}
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</tbody>
</table>
</div>
</div>
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<div className="row">
<div className="col">
<div className="row">
<h2>Programs</h2>
</div>
<table>
<tbody>
<tr>
<td>
<span className="text">Program:</span>
</td>
<td>
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<Select
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id="dev-programs-dropdown"
className="dropdown"
onChange={setProgramDropdown}
value={program}
>
{programs}
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</Select>
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</td>
</tr>
<tr>
<td>
<span className="text">Add:</span>
</td>
<td>
<Button onClick={addProgram}>One</Button>
<Button onClick={addAllPrograms}>All</Button>
</td>
</tr>
</tbody>
</table>
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</div>
</div>
<div className="row">
<div className="col">
<div className="row">
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<h2>Servers</h2>
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</div>
<table>
<tbody>
<tr>
<td>
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<span className="text">Server:</span>
</td>
<td colSpan={2}>
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<Select id="dev-servers-dropdown" className="dropdown" onChange={setServerDropdown} value={server}>
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{servers}
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</Select>
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</td>
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</tr>
<tr>
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<td>
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<span className="text">Root:</span>
</td>
<td>
<Button onClick={rootServer}>Root one</Button>
</td>
<td>
<Button onClick={rootAllServers}>Root all</Button>
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</td>
</tr>
<tr>
<td>
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<span className="text">Security:</span>
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</td>
<td>
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<Button onClick={minSecurity}>Min one</Button>
</td>
<td>
<Button onClick={minAllSecurity}>Min all</Button>
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</td>
</tr>
<tr>
<td>
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<span className="text">Money:</span>
</td>
<td>
<button className="std-button" onClick={maxMoney}>
Max one
</button>
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</td>
<td>
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<button className="std-button" onClick={maxAllMoney}>
Max all
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</button>
</td>
</tr>
</tbody>
</table>
</div>
</div>
<div className="row">
<div className="col">
<div className="row">
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<h2>Companies</h2>
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</div>
<table>
<tbody>
<tr>
<td>
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<span className="text">Company:</span>
</td>
<td colSpan={3}>
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<Select
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id="dev-companies-dropdown"
className="dropdown"
onChange={setCompanyDropdown}
value={company}
>
{companies}
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</Select>
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</td>
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</tr>
<tr>
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<td>
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<span className="text">Reputation:</span>
</td>
<td>
<ValueAdjusterComponent
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label="reputation"
placeholder="amt"
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add={modifyCompanyRep(1)}
subtract={modifyCompanyRep(-1)}
reset={resetCompanyRep}
/>
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</td>
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</tr>
<tr>
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<td>
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<span className="text">Favor:</span>
</td>
<td>
<ValueAdjusterComponent
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label="favor"
placeholder="amt"
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add={modifyCompanyFavor(1)}
subtract={modifyCompanyFavor(-1)}
reset={resetCompanyFavor}
/>
</td>
</tr>
<tr>
<td>
<span className="text">All Reputation:</span>
</td>
<td>
<button className="std-button" onClick={tonsOfRepCompanies}>
Tons
</button>
<button className="std-button" onClick={resetAllRepCompanies}>
Reset
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</button>
</td>
</tr>
<tr>
<td>
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<span className="text">All Favor:</span>
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</td>
<td>
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<button className="std-button" onClick={tonsOfFavorCompanies}>
Tons
</button>
<button className="std-button" onClick={resetAllFavorCompanies}>
Reset
</button>
</td>
</tr>
</tbody>
</table>
</div>
</div>
{props.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={addTonsBladeburnerRank}>
Tons
</button>
</td>
<td>
<ValueAdjusterComponent
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label="rank"
placeholder="amt"
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add={modifyBladeburnerRank(1)}
subtract={modifyBladeburnerRank(-1)}
reset={resetBladeburnerRank}
/>
</td>
</tr>
<tr>
<td>
<span className="text">Cycles:</span>
</td>
<td>
<button className="std-button" onClick={addTonsBladeburnerCycles}>
Tons
</button>
</td>
<td>
<ValueAdjusterComponent
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label="cycles"
placeholder="amt"
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add={modifyBladeburnerCycles(1)}
subtract={modifyBladeburnerCycles(-1)}
reset={resetBladeburnerCycles}
/>
</td>
</tr>
</tbody>
</table>
</div>
</div>
)}
{props.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={addTonsGangCycles}>
Tons
</button>
</td>
<td>
<ValueAdjusterComponent
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label="cycles"
placeholder="amt"
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add={modifyGangCycles(1)}
subtract={modifyGangCycles(-1)}
reset={resetGangCycles}
/>
</td>
</tr>
</tbody>
</table>
</div>
</div>
)}
{props.player.hasCorporation() && (
<div className="row">
<div className="col">
<div className="row">
<h2>Corporation</h2>
</div>
<table>
<tbody>
<tr>
<td>
<button className="std-button" onClick={addTonsCorporationFunds}>
Tons of funds
</button>
<button className="std-button" onClick={resetCorporationFunds}>
Reset funds
</button>
</td>
</tr>
<tr>
<td>
<span className="text">Cycles:</span>
</td>
<td>
<button className="std-button" onClick={addTonsCorporationCycles}>
Tons
</button>
</td>
<td>
<ValueAdjusterComponent
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label="cycles"
placeholder="amt"
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add={modifyCorporationCycles(1)}
subtract={modifyCorporationCycles(-1)}
reset={resetCorporationCycles}
/>
</td>
</tr>
<tr>
<td>
<button className="std-button" onClick={finishCorporationProducts}>
Finish products
</button>
</td>
</tr>
<tr>
<td>
<button className="std-button" onClick={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
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</button>
</td>
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</tr>
<tr>
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<td>
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<Select
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id="contract-types-dropdown"
className="dropdown"
onChange={setCodingcontractDropdown}
value={codingcontract}
>
{contractTypes}
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</Select>
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<button className="std-button" onClick={specificContract}>
Generate Specified Contract Type on Home Comp
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</button>
</td>
</tr>
</tbody>
</table>
</div>
</div>
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{props.player.hasWseAccount && (
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<div className="row">
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<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'"
onChange={setStockSymbolField}
/>
</td>
</tr>
<tr>
<td>
<span className="text">Price:</span>
</td>
<td>
<input
id="dev-stock-price"
className="text-input"
type="number"
placeholder="$$$"
onChange={setStockPriceField}
/>
<button className="std-button" onClick={doSetStockPrice}>
Set
</button>
</td>
</tr>
<tr>
<td>
<span className="text">Caps:</span>
</td>
<td>
<button className="std-button" onClick={viewStockCaps}>
View stock caps
</button>
</td>
</tr>
</tbody>
</table>
</div>
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</div>
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)}
{props.player.sleeves.length > 0 && (
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<div className="row">
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<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={sleeveMaxAllShock}>
Max all
</button>
</td>
<td>
<button className="std-button" onClick={sleeveClearAllShock}>
Clear all
</button>
</td>
</tr>
<tr>
<td>
<span className="text">Sync:</span>
</td>
<td>
<button className="std-button" onClick={sleeveSyncMaxAll}>
Max all
</button>
</td>
<td>
<button className="std-button" onClick={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={timeskip(60 * 1000)}>
1 minute
</button>
<button className="std-button" onClick={timeskip(60 * 60 * 1000)}>
1 hour
</button>
<button className="std-button" onClick={timeskip(24 * 60 * 60 * 1000)}>
1 day
</button>
</div>
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</div>
</div>
</div>
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</Theme>
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);
}