mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-11 02:03:58 +01:00
more updates
* added more keycodes constant support * implemented new faction mechanics for mini games * more small refactors
This commit is contained in:
parent
4e73e489ed
commit
0b171822df
@ -131,7 +131,7 @@ export const infiltratorsAugmentations = [
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factions: [FactionNames.Infiltrators],
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}),
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new Augmentation({
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name: AugmentationNames.AmuletOfPersuasian,
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name: AugmentationNames.AmuletOfPersuasion,
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repCost: 1e2,
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moneyCost: 1e6,
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info:
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@ -114,7 +114,7 @@ export const AugmentationNames: {
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BagOfSand: string;
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IntellisenseModule: string;
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ReverseDictionary: string;
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AmuletOfPersuasian: string;
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AmuletOfPersuasion: string;
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LameSharkRepository: string;
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CyberDecoder: string;
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MineDetector: string;
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@ -237,7 +237,7 @@ export const AugmentationNames: {
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BagOfSand: "A Bag of Sand",
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IntellisenseModule: "Intellisense Module",
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ReverseDictionary: "Reverse Dictionary",
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AmuletOfPersuasian: "Amulet of Persuasian",
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AmuletOfPersuasion: "Amulet of Persuasian",
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LameSharkRepository: "Lame Shark Repository",
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CyberDecoder: "Cyber Decoder",
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MineDetector: "Mine Detector",
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@ -170,7 +170,6 @@ export function BitverseRoot(props: IProps): React.ReactElement {
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<>
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{Object.values(BitNodes)
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.filter((node) => {
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console.log(node.desc);
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return node.desc !== "COMING SOON";
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})
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.map((node) => {
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@ -109,7 +109,7 @@ export function Console(props: IProps): React.ReactElement {
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setCommand(prevCommand);
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}
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if (event.key === KEY.DOWNARROW) {
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if (event.key === KEY.DOWN_ARROW) {
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const i = consoleHistoryIndex;
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const len = consoleHistory.length;
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@ -140,14 +140,16 @@ export function Console(props: IProps): React.ReactElement {
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return (
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<Paper sx={{ p: 1 }}>
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<Box sx={{
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height: '60vh',
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paddingBottom: '8px',
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display: 'flex',
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alignItems: 'stretch',
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whiteSpace: 'pre-wrap',
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}}
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onClick={handleClick}>
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<Box
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sx={{
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height: "60vh",
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paddingBottom: "8px",
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display: "flex",
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alignItems: "stretch",
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whiteSpace: "pre-wrap",
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}}
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onClick={handleClick}
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>
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<Box>
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<Logs entries={[...props.bladeburner.consoleLogs]} />
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</Box>
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@ -195,9 +197,7 @@ function Logs({ entries }: ILogProps): React.ReactElement {
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return (
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<List sx={{ height: "100%", overflow: "auto", p: 1 }} ref={scrollHook}>
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{entries && entries.map((log: any, i: number) => (
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<Line key={i} content={log} />
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))}
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{entries && entries.map((log: any, i: number) => <Line key={i} content={log} />)}
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</List>
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);
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}
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@ -7,6 +7,9 @@ import { random } from "../utils";
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import { interpolate } from "./Difficulty";
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import { BlinkingCursor } from "./BlinkingCursor";
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import Typography from "@mui/material/Typography";
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import { KEY } from "../../utils/helpers/keyCodes";
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import { Player } from "../../Player";
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import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
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interface Difficulty {
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[key: string]: number;
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@ -33,16 +36,26 @@ export function BackwardGame(props: IMinigameProps): React.ReactElement {
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const timer = difficulty.timer;
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const [answer] = useState(makeAnswer(difficulty));
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const [guess, setGuess] = useState("");
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const hasAugment = Player.hasAugmentation(AugmentationNames.ReverseDictionary, true);
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function press(this: Document, event: KeyboardEvent): void {
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event.preventDefault();
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if (event.key === "Backspace") return;
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if (event.key === KEY.BACKSPACE) return;
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const nextGuess = guess + event.key.toUpperCase();
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if (!answer.startsWith(nextGuess)) props.onFailure();
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else if (answer === nextGuess) props.onSuccess();
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else setGuess(nextGuess);
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}
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interface AnswerStyle {
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transform?: string;
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}
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const answerStyle: AnswerStyle = { transform: "scaleX(-1)" };
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if (hasAugment) {
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delete answerStyle.transform;
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}
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return (
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<Grid container spacing={3}>
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<GameTimer millis={timer} onExpire={props.onFailure} />
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@ -51,7 +64,7 @@ export function BackwardGame(props: IMinigameProps): React.ReactElement {
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<KeyHandler onKeyDown={press} onFailure={props.onFailure} />
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</Grid>
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<Grid item xs={6}>
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<Typography style={{ transform: "scaleX(-1)" }}>{answer}</Typography>
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<Typography style={answerStyle}>{answer}</Typography>
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</Grid>
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<Grid item xs={6}>
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<Typography>
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@ -7,6 +7,9 @@ import { random } from "../utils";
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import { interpolate } from "./Difficulty";
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import { BlinkingCursor } from "./BlinkingCursor";
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import Typography from "@mui/material/Typography";
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import { Player } from "../../Player";
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import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
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import { KEY } from "../../utils/helpers/keyCodes";
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interface Difficulty {
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[key: string]: number;
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@ -29,28 +32,32 @@ const difficulties: {
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function generateLeftSide(difficulty: Difficulty): string {
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let str = "";
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const options = [KEY.OPEN_BRACKET, KEY.LESS_THAN, KEY.OPEN_PARENTHESIS, KEY.OPEN_BRACE];
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if (Player.hasAugmentation(AugmentationNames.IntellisenseModule, true)) {
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options.splice(0, 1);
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}
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const length = random(difficulty.min, difficulty.max);
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for (let i = 0; i < length; i++) {
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str += ["[", "<", "(", "{"][Math.floor(Math.random() * 4)];
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str += options[Math.floor(Math.random() * 4)];
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}
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return str;
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}
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function getChar(event: KeyboardEvent): string {
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if (event.key === ")") return ")";
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if (event.key === "]") return "]";
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if (event.key === "}") return "}";
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if (event.key === ">") return ">";
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if (event.key === KEY.CLOSE_PARENTHESIS) return KEY.CLOSE_PARENTHESIS;
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if (event.key === KEY.CLOSE_BRACKET) return KEY.CLOSE_BRACKET;
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if (event.key === KEY.CLOSE_BRACE) return KEY.CLOSE_BRACE;
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if (event.key === KEY.GREATER_THAN) return KEY.GREATER_THAN;
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return "";
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}
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function match(left: string, right: string): boolean {
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return (
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(left === "[" && right === "]") ||
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(left === "<" && right === ">") ||
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(left === "(" && right === ")") ||
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(left === "{" && right === "}")
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(left === KEY.OPEN_BRACKET && right === KEY.CLOSE_BRACKET) ||
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(left === KEY.LESS_THAN && right === KEY.GREATER_THAN) ||
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(left === KEY.OPEN_PARENTHESIS && right === KEY.CLOSE_PARENTHESIS) ||
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(left === KEY.OPEN_BRACE && right === KEY.CLOSE_BRACE)
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);
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}
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@ -1,10 +1,15 @@
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import React, { useState } from "react";
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import React, { useEffect, useState } from "react";
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import Grid from "@mui/material/Grid";
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import { IMinigameProps } from "./IMinigameProps";
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import { KeyHandler } from "./KeyHandler";
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import { GameTimer } from "./GameTimer";
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import { interpolate } from "./Difficulty";
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import Typography from "@mui/material/Typography";
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import { KEY } from "../../utils/helpers/keyCodes";
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import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
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import { Player } from "../../Player";
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import { Settings } from "../../Settings/Settings";
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import { downArrowSymbol, upArrowSymbol } from "../utils";
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interface Difficulty {
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[key: string]: number;
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@ -29,20 +34,40 @@ export function BribeGame(props: IMinigameProps): React.ReactElement {
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interpolate(difficulties, props.difficulty, difficulty);
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const timer = difficulty.timer;
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const [choices] = useState(makeChoices(difficulty));
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const [correctIndex, setCorrectIndex] = useState(0);
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const [index, setIndex] = useState(0);
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const currentChoice = choices[index];
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useEffect(() => {
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setCorrectIndex(choices.findIndex((choice) => positive.includes(choice)));
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}, [choices]);
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const defaultColor = Settings.theme.primary;
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const disabledColor = Settings.theme.disabled;
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let upColor = defaultColor;
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let downColor = defaultColor;
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let choiceColor = defaultColor;
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const hasAugment = Player.hasAugmentation(AugmentationNames.AmuletOfPersuasion, true);
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if (hasAugment) {
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upColor = correctIndex < index ? upColor : disabledColor;
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downColor = correctIndex > index ? upColor : disabledColor;
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choiceColor = correctIndex == index ? Settings.theme.success : disabledColor;
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}
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function press(this: Document, event: KeyboardEvent): void {
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event.preventDefault();
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const k = event.key;
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if (k === " ") {
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if (positive.includes(choices[index])) props.onSuccess();
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if (k === KEY.SPACE) {
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if (positive.includes(currentChoice)) props.onSuccess();
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else props.onFailure();
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return;
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}
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let newIndex = index;
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if (["ArrowUp", "w", "ArrowRight", "d"].includes(k)) newIndex++;
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if (["ArrowDown", "s", "ArrowLeft", "a"].includes(k)) newIndex--;
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if ([KEY.UP_ARROW, KEY.W, KEY.RIGHT_ARROW, KEY.D].map((k) => k as string).includes(k)) newIndex++;
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if ([KEY.DOWN_ARROW, KEY.S, KEY.LEFT_ARROW, KEY.A].map((k) => k as string).includes(k)) newIndex--;
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while (newIndex < 0) newIndex += choices.length;
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while (newIndex > choices.length - 1) newIndex -= choices.length;
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setIndex(newIndex);
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@ -56,14 +81,14 @@ export function BribeGame(props: IMinigameProps): React.ReactElement {
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<KeyHandler onKeyDown={press} onFailure={props.onFailure} />
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</Grid>
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<Grid item xs={6}>
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<Typography variant="h5" color="primary">
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↑
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<Typography variant="h5" color={upColor}>
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{upArrowSymbol}
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</Typography>
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<Typography variant="h5" color="primary">
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{choices[index]}
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<Typography variant="h5" color={choiceColor}>
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{currentChoice}
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</Typography>
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<Typography variant="h5" color="primary">
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↓
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<Typography variant="h5" color={downColor}>
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{downArrowSymbol}
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</Typography>
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</Grid>
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</Grid>
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@ -3,9 +3,19 @@ import Grid from "@mui/material/Grid";
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import { IMinigameProps } from "./IMinigameProps";
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import { KeyHandler } from "./KeyHandler";
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import { GameTimer } from "./GameTimer";
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import { random, getArrow } from "../utils";
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import {
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random,
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getArrow,
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getInverseArrow,
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leftArrowSymbol,
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rightArrowSymbol,
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upArrowSymbol,
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downArrowSymbol,
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} from "../utils";
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import { interpolate } from "./Difficulty";
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import Typography from "@mui/material/Typography";
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import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
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import { Player } from "../../Player";
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interface Difficulty {
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[key: string]: number;
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@ -32,10 +42,11 @@ export function CheatCodeGame(props: IMinigameProps): React.ReactElement {
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const timer = difficulty.timer;
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const [code] = useState(generateCode(difficulty));
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const [index, setIndex] = useState(0);
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const hasAugment = Player.hasAugmentation(AugmentationNames.LameSharkRepository, true);
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function press(this: Document, event: KeyboardEvent): void {
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event.preventDefault();
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if (code[index] !== getArrow(event)) {
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if (code[index] !== getArrow(event) || (hasAugment && getInverseArrow(event))) {
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props.onFailure();
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return;
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}
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@ -56,7 +67,7 @@ export function CheatCodeGame(props: IMinigameProps): React.ReactElement {
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}
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function generateCode(difficulty: Difficulty): string {
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const arrows = ["←", "→", "↑", "↓"];
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const arrows = [leftArrowSymbol, rightArrowSymbol, upArrowSymbol, downArrowSymbol];
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let code = "";
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for (let i = 0; i < random(difficulty.min, difficulty.max); i++) {
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let arrow = arrows[Math.floor(4 * Math.random())];
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@ -4,8 +4,12 @@ import { IMinigameProps } from "./IMinigameProps";
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import { KeyHandler } from "./KeyHandler";
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import { GameTimer } from "./GameTimer";
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import { interpolate } from "./Difficulty";
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import { getArrow } from "../utils";
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import { downArrowSymbol, getArrow, leftArrowSymbol, rightArrowSymbol, upArrowSymbol } from "../utils";
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import Typography from "@mui/material/Typography";
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import { KEY } from "../../utils/helpers/keyCodes";
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import { Settings } from "../../Settings/Settings";
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import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
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import { Player } from "../../Player";
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interface Difficulty {
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[key: string]: number;
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@ -32,25 +36,26 @@ export function Cyberpunk2077Game(props: IMinigameProps): React.ReactElement {
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interpolate(difficulties, props.difficulty, difficulty);
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const timer = difficulty.timer;
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const [grid] = useState(generatePuzzle(difficulty));
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const [answer] = useState(generateAnswer(grid, difficulty));
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const [index, setIndex] = useState(0);
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const [answers] = useState(generateAnswers(grid, difficulty));
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const [currentAnswerIndex, setCurrentAnswerIndex] = useState(0);
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const [pos, setPos] = useState([0, 0]);
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const hasAugment = Player.hasAugmentation(AugmentationNames.CyberDecoder, true);
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function press(this: Document, event: KeyboardEvent): void {
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event.preventDefault();
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const move = [0, 0];
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const arrow = getArrow(event);
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switch (arrow) {
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case "↑":
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case upArrowSymbol:
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move[1]--;
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break;
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case "←":
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case leftArrowSymbol:
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move[0]--;
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break;
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case "↓":
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case downArrowSymbol:
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move[1]++;
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break;
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case "→":
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case rightArrowSymbol:
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move[0]++;
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break;
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}
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@ -59,15 +64,15 @@ export function Cyberpunk2077Game(props: IMinigameProps): React.ReactElement {
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next[1] = (next[1] + grid.length) % grid.length;
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setPos(next);
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if (event.key === " ") {
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if (event.key === KEY.SPACE) {
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const selected = grid[pos[1]][pos[0]];
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const expected = answer[index];
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const expected = answers[currentAnswerIndex];
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if (selected !== expected) {
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props.onFailure();
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return;
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}
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setIndex(index + 1);
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if (answer.length === index + 1) props.onSuccess();
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setCurrentAnswerIndex(currentAnswerIndex + 1);
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if (answers.length === currentAnswerIndex + 1) props.onSuccess();
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}
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}
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@ -77,17 +82,17 @@ export function Cyberpunk2077Game(props: IMinigameProps): React.ReactElement {
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<GameTimer millis={timer} onExpire={props.onFailure} />
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<Grid item xs={12}>
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<Typography variant="h4">Match the symbols!</Typography>
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<Typography variant="h5" color="primary">
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<Typography variant="h5" color={Settings.theme.primary}>
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Targets:{" "}
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{answer.map((a, i) => {
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if (i == index)
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{answers.map((a, i) => {
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if (i == currentAnswerIndex)
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return (
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<span key={`${i}`} style={{ fontSize: "1em", color: "blue" }}>
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{a}
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</span>
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);
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return (
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<span key={`${i}`} style={{ fontSize: "1em" }}>
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<span key={`${i}`} style={{ fontSize: "1em", color: Settings.theme.primary }}>
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{a}
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</span>
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);
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@ -98,14 +103,20 @@ export function Cyberpunk2077Game(props: IMinigameProps): React.ReactElement {
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<div key={y}>
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<Typography>
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{line.map((cell, x) => {
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if (x == pos[0] && y == pos[1])
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const isCorrectAnswer = cell === answers[currentAnswerIndex];
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if (x == pos[0] && y == pos[1]) {
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const selectOptionColor = hasAugment && isCorrectAnswer ? Settings.theme.success : "blue";
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return (
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<span key={`${x}${y}`} style={{ fontSize: fontSize, color: "blue" }}>
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<span key={`${x}${y}`} style={{ fontSize: fontSize, color: selectOptionColor }}>
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{cell}
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</span>
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);
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}
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const optionColor = hasAugment && isCorrectAnswer ? Settings.theme.success : Settings.theme.primary;
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return (
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<span key={`${x}${y}`} style={{ fontSize: fontSize }}>
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<span key={`${x}${y}`} style={{ fontSize: fontSize, color: optionColor }}>
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{cell}
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</span>
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);
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@ -120,12 +131,12 @@ export function Cyberpunk2077Game(props: IMinigameProps): React.ReactElement {
|
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);
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}
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function generateAnswer(grid: string[][], difficulty: Difficulty): string[] {
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const answer = [];
|
||||
function generateAnswers(grid: string[][], difficulty: Difficulty): string[] {
|
||||
const answers = [];
|
||||
for (let i = 0; i < Math.round(difficulty.symbols); i++) {
|
||||
answer.push(grid[Math.floor(Math.random() * grid.length)][Math.floor(Math.random() * grid[0].length)]);
|
||||
answers.push(grid[Math.floor(Math.random() * grid.length)][Math.floor(Math.random() * grid[0].length)]);
|
||||
}
|
||||
return answer;
|
||||
return answers;
|
||||
}
|
||||
|
||||
function randChar(): string {
|
||||
|
@ -42,7 +42,6 @@ export function InfiltrationRoot(props: IProps): React.ReactElement {
|
||||
const startingDifficulty = props.location.infiltrationData.startingSecurityLevel;
|
||||
const difficulty = calcDifficulty(player, startingDifficulty);
|
||||
const reward = calcReward(player, startingDifficulty);
|
||||
console.log(`${difficulty} ${reward}`);
|
||||
|
||||
function cancel(): void {
|
||||
router.toCity();
|
||||
|
@ -4,8 +4,11 @@ import { IMinigameProps } from "./IMinigameProps";
|
||||
import { KeyHandler } from "./KeyHandler";
|
||||
import { GameTimer } from "./GameTimer";
|
||||
import { interpolate } from "./Difficulty";
|
||||
import { getArrow } from "../utils";
|
||||
import { downArrowSymbol, getArrow, leftArrowSymbol, rightArrowSymbol, upArrowSymbol } from "../utils";
|
||||
import Typography from "@mui/material/Typography";
|
||||
import { KEY } from "../../utils/helpers/keyCodes";
|
||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||
import { Player } from "../../Player";
|
||||
|
||||
interface Difficulty {
|
||||
[key: string]: number;
|
||||
@ -35,23 +38,23 @@ export function MinesweeperGame(props: IMinigameProps): React.ReactElement {
|
||||
const [answer, setAnswer] = useState(generateEmptyField(difficulty));
|
||||
const [pos, setPos] = useState([0, 0]);
|
||||
const [memoryPhase, setMemoryPhase] = useState(true);
|
||||
|
||||
const hasAugment = Player.hasAugmentation(AugmentationNames.MineDetector, true);
|
||||
function press(this: Document, event: KeyboardEvent): void {
|
||||
event.preventDefault();
|
||||
if (memoryPhase) return;
|
||||
const move = [0, 0];
|
||||
const arrow = getArrow(event);
|
||||
switch (arrow) {
|
||||
case "↑":
|
||||
case upArrowSymbol:
|
||||
move[1]--;
|
||||
break;
|
||||
case "←":
|
||||
case leftArrowSymbol:
|
||||
move[0]--;
|
||||
break;
|
||||
case "↓":
|
||||
case downArrowSymbol:
|
||||
move[1]++;
|
||||
break;
|
||||
case "→":
|
||||
case rightArrowSymbol:
|
||||
move[0]++;
|
||||
break;
|
||||
}
|
||||
@ -60,7 +63,7 @@ export function MinesweeperGame(props: IMinigameProps): React.ReactElement {
|
||||
next[1] = (next[1] + minefield.length) % minefield.length;
|
||||
setPos(next);
|
||||
|
||||
if (event.key == " ") {
|
||||
if (event.key == KEY.SPACE) {
|
||||
if (!minefield[pos[1]][pos[0]]) {
|
||||
props.onFailure();
|
||||
return;
|
||||
@ -93,6 +96,7 @@ export function MinesweeperGame(props: IMinigameProps): React.ReactElement {
|
||||
} else {
|
||||
if (x == pos[0] && y == pos[1]) return <span key={x}>[X] </span>;
|
||||
if (answer[y][x]) return <span key={x}>[.] </span>;
|
||||
if (hasAugment && minefield[y][x]) return <span key={x}>[?] </span>;
|
||||
return <span key={x}>[ ] </span>;
|
||||
}
|
||||
})}
|
||||
|
@ -5,6 +5,9 @@ import { KeyHandler } from "./KeyHandler";
|
||||
import { GameTimer } from "./GameTimer";
|
||||
import { interpolate } from "./Difficulty";
|
||||
import Typography from "@mui/material/Typography";
|
||||
import { KEY } from "../../utils/helpers/keyCodes";
|
||||
import { Player } from "../../Player";
|
||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||
|
||||
interface Difficulty {
|
||||
[key: string]: number;
|
||||
@ -30,13 +33,17 @@ export function SlashGame(props: IMinigameProps): React.ReactElement {
|
||||
|
||||
function press(this: Document, event: KeyboardEvent): void {
|
||||
event.preventDefault();
|
||||
if (event.key !== " ") return;
|
||||
if (event.key !== KEY.SPACE) return;
|
||||
if (phase !== 2) {
|
||||
props.onFailure();
|
||||
} else {
|
||||
props.onSuccess();
|
||||
}
|
||||
}
|
||||
const hasAugment = Player.hasAugmentation(AugmentationNames.BagOfSand, true);
|
||||
const phaseZeroTime = Math.random() * 3250 + 1500 - (250 + difficulty.window);
|
||||
const phaseOneTime = 250;
|
||||
const timeUntilAttacking = phaseZeroTime + phaseOneTime;
|
||||
|
||||
useEffect(() => {
|
||||
let id = window.setTimeout(() => {
|
||||
@ -44,8 +51,8 @@ export function SlashGame(props: IMinigameProps): React.ReactElement {
|
||||
id = window.setTimeout(() => {
|
||||
setPhase(2);
|
||||
id = window.setTimeout(() => setPhase(0), difficulty.window);
|
||||
}, 250);
|
||||
}, Math.random() * 3250 + 1500 - (250 + difficulty.window));
|
||||
}, phaseOneTime);
|
||||
}, phaseZeroTime);
|
||||
return () => {
|
||||
clearInterval(id);
|
||||
};
|
||||
@ -56,6 +63,14 @@ export function SlashGame(props: IMinigameProps): React.ReactElement {
|
||||
<GameTimer millis={5000} onExpire={props.onFailure} />
|
||||
<Grid item xs={12}>
|
||||
<Typography variant="h4">Slash when his guard is down!</Typography>
|
||||
{hasAugment ? (
|
||||
<>
|
||||
<Typography variant="h4">Guard will drop in...</Typography>
|
||||
<GameTimer millis={timeUntilAttacking} onExpire={props.onFailure} />
|
||||
</>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{phase === 0 && <Typography variant="h4">Guarding ...</Typography>}
|
||||
{phase === 1 && <Typography variant="h4">Preparing?</Typography>}
|
||||
{phase === 2 && <Typography variant="h4">ATTACKING!</Typography>}
|
||||
|
@ -6,6 +6,10 @@ import { KeyHandler } from "./KeyHandler";
|
||||
import { GameTimer } from "./GameTimer";
|
||||
import { random } from "../utils";
|
||||
import { interpolate } from "./Difficulty";
|
||||
import { KEY } from "../../utils/helpers/keyCodes";
|
||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||
import { Player } from "../../Player";
|
||||
import { Settings } from "../../Settings/Settings";
|
||||
|
||||
interface Difficulty {
|
||||
[key: string]: number;
|
||||
@ -27,7 +31,7 @@ const difficulties: {
|
||||
Impossible: { timer: 4000, wiresmin: 9, wiresmax: 9, rules: 4 },
|
||||
};
|
||||
|
||||
const types = ["|", ".", "/", "-", "█", "#"];
|
||||
const types = [KEY.PIPE, KEY.DOT, KEY.FORWARD_SLASH, KEY.HYPHEN, "█", KEY.HASH];
|
||||
|
||||
const colors = ["red", "#FFC107", "blue", "white"];
|
||||
|
||||
@ -56,10 +60,15 @@ export function WireCuttingGame(props: IMinigameProps): React.ReactElement {
|
||||
rules: 0,
|
||||
};
|
||||
interpolate(difficulties, props.difficulty, difficulty);
|
||||
const timer = difficulty.timer;
|
||||
const timer = 99999;
|
||||
const [wires] = useState(generateWires(difficulty));
|
||||
const [cutWires, setCutWires] = useState(new Array(wires.length).fill(false));
|
||||
const [questions] = useState(generateQuestion(wires, difficulty));
|
||||
const hasAugment = Player.hasAugmentation(AugmentationNames.WireCuttingManual, true);
|
||||
|
||||
function checkWire(wireNum: number): boolean {
|
||||
return questions.some((q) => q.shouldCut(wires[wireNum - 1], wireNum - 1));
|
||||
}
|
||||
|
||||
function press(this: Document, event: KeyboardEvent): void {
|
||||
event.preventDefault();
|
||||
@ -69,7 +78,7 @@ export function WireCuttingGame(props: IMinigameProps): React.ReactElement {
|
||||
setCutWires((old) => {
|
||||
const next = [...old];
|
||||
next[wireNum - 1] = true;
|
||||
if (!questions.some((q) => q.shouldCut(wires[wireNum - 1], wireNum - 1))) {
|
||||
if (!checkWire(wireNum)) {
|
||||
props.onFailure();
|
||||
}
|
||||
|
||||
@ -107,10 +116,14 @@ export function WireCuttingGame(props: IMinigameProps): React.ReactElement {
|
||||
<div key={i}>
|
||||
<Typography>
|
||||
{wires.map((wire, j) => {
|
||||
if ((i === 3 || i === 4) && cutWires[j])
|
||||
if ((i === 3 || i === 4) && cutWires[j]) {
|
||||
return <span key={j}> </span>;
|
||||
}
|
||||
const isCorrectWire = checkWire(j);
|
||||
const wireColor =
|
||||
hasAugment && !isCorrectWire ? Settings.theme.disabled : wire.colors[i % wire.colors.length];
|
||||
return (
|
||||
<span key={j} style={{ color: wire.colors[i % wire.colors.length] }}>
|
||||
<span key={j} style={{ color: wireColor }}>
|
||||
|{wire.tpe}|
|
||||
</span>
|
||||
);
|
||||
|
@ -1,21 +1,46 @@
|
||||
import { KEY } from "../utils/helpers/keyCodes";
|
||||
|
||||
export function random(min: number, max: number): number {
|
||||
return Math.random() * (max - min) + min;
|
||||
}
|
||||
|
||||
export const upArrowSymbol = "↑";
|
||||
export const downArrowSymbol = "↑";
|
||||
export const leftArrowSymbol = "↑";
|
||||
export const rightArrowSymbol = "↑";
|
||||
|
||||
export function getArrow(event: KeyboardEvent): string {
|
||||
switch (event.key) {
|
||||
case "ArrowUp":
|
||||
case "w":
|
||||
return "↑";
|
||||
case "ArrowLeft":
|
||||
case "a":
|
||||
return "←";
|
||||
case "ArrowDown":
|
||||
case "s":
|
||||
return "↓";
|
||||
case "ArrowRight":
|
||||
case "d":
|
||||
return "→";
|
||||
case KEY.UP_ARROW:
|
||||
case KEY.W:
|
||||
return upArrowSymbol;
|
||||
case KEY.LEFT_ARROW:
|
||||
case KEY.A:
|
||||
return leftArrowSymbol;
|
||||
case KEY.DOWN_ARROW:
|
||||
case KEY.S:
|
||||
return downArrowSymbol;
|
||||
case KEY.RIGHT_ARROW:
|
||||
case KEY.D:
|
||||
return rightArrowSymbol;
|
||||
}
|
||||
return "";
|
||||
}
|
||||
|
||||
export function getInverseArrow(event: KeyboardEvent): string {
|
||||
switch (event.key) {
|
||||
case KEY.DOWN_ARROW:
|
||||
case KEY.S:
|
||||
return upArrowSymbol;
|
||||
case KEY.RIGHT_ARROW:
|
||||
case KEY.D:
|
||||
return leftArrowSymbol;
|
||||
case KEY.UP_ARROW:
|
||||
case KEY.W:
|
||||
return downArrowSymbol;
|
||||
case KEY.LEFT_ARROW:
|
||||
case KEY.A:
|
||||
return rightArrowSymbol;
|
||||
}
|
||||
return "";
|
||||
}
|
||||
|
@ -262,7 +262,7 @@ export function TerminalInput({ terminal, router, player }: IProps): React.React
|
||||
}
|
||||
|
||||
// Select previous command.
|
||||
if (event.key === KEY.UPARROW || (Settings.EnableBashHotkeys && event.key === "p" && event.ctrlKey)) {
|
||||
if (event.key === KEY.UP_ARROW || (Settings.EnableBashHotkeys && event.key === KEY.P && event.ctrlKey)) {
|
||||
if (Settings.EnableBashHotkeys) {
|
||||
event.preventDefault();
|
||||
}
|
||||
@ -290,7 +290,7 @@ export function TerminalInput({ terminal, router, player }: IProps): React.React
|
||||
}
|
||||
|
||||
// Select next command
|
||||
if (event.key === KEY.DOWNARROW || (Settings.EnableBashHotkeys && event.key === "m" && event.ctrlKey)) {
|
||||
if (event.key === KEY.DOWN_ARROW || (Settings.EnableBashHotkeys && event.key === KEY.M && event.ctrlKey)) {
|
||||
if (Settings.EnableBashHotkeys) {
|
||||
event.preventDefault();
|
||||
}
|
||||
|
@ -8,10 +8,27 @@ export enum KEY {
|
||||
ENTER = "Enter",
|
||||
ESC = "Escape",
|
||||
TAB = "Tab",
|
||||
UPARROW = "ArrowUp",
|
||||
DOWNARROW = "ArrowDown",
|
||||
LEFTARROW = "ArrowLeft",
|
||||
RIGHTARROW = "ArrowRight",
|
||||
SPACE = " ",
|
||||
BACKSPACE = "Backspace",
|
||||
UP_ARROW = "ArrowUp",
|
||||
DOWN_ARROW = "ArrowDown",
|
||||
LEFT_ARROW = "ArrowLeft",
|
||||
RIGHT_ARROW = "ArrowRight",
|
||||
|
||||
OPEN_BRACKET = "[",
|
||||
CLOSE_BRACKET = "]",
|
||||
LESS_THAN = "<",
|
||||
GREATER_THAN = ">",
|
||||
OPEN_PARENTHESIS = "(",
|
||||
CLOSE_PARENTHESIS = ")",
|
||||
OPEN_BRACE = "{",
|
||||
CLOSE_BRACE = "}",
|
||||
|
||||
PIPE = "|",
|
||||
DOT = ".",
|
||||
FORWARD_SLASH = "/",
|
||||
HYPHEN = "-",
|
||||
HASH = "#",
|
||||
|
||||
k0 = "0",
|
||||
k1 = "1",
|
||||
|
Loading…
Reference in New Issue
Block a user