Merge pull request #1049 from danielyxie/react-blade

React blade
This commit is contained in:
hydroflame 2021-08-17 23:54:52 -04:00 committed by GitHub
commit 1fbb971d6f
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46 changed files with 3361 additions and 3373 deletions

@ -55,7 +55,7 @@ interface IConstructorParams {
}
function generateStatsDescription(mults: IMap<number>, programs?: string[], startingMoney?: number): JSX.Element {
const f = (x: number, decimals: number = 0) => {
const f = (x: number, decimals = 0) => {
// look, I don't know how to make a "smart decimals"
// todo, make it smarter
if(x === 1.0777-1) return "7.77%";

File diff suppressed because it is too large Load Diff

@ -0,0 +1,28 @@
import { IActionIdentifier } from "./IActionIdentifier";
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
interface IParams {
name?: string;
type?: number;
}
export class ActionIdentifier implements IActionIdentifier {
name: string = "";
type: number = -1;
constructor(params: IParams = {}) {
if (params.name) this.name = params.name;
if (params.type) this.type = params.type;
}
toJSON(): any {
return Generic_toJSON("ActionIdentifier", this);
}
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): ActionIdentifier {
return Generic_fromJSON(ActionIdentifier, value.data);
}
}
Reviver.constructors.ActionIdentifier = ActionIdentifier;

File diff suppressed because it is too large Load Diff

@ -4,14 +4,14 @@ import { getRandomInt } from "../../utils/helpers/getRandomInt";
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
import { addOffset } from "../../utils/helpers/addOffset";
export class ChangePopulationByCountParams {
estChange = 0;
estOffset = 0;
interface IChangePopulationByCountParams {
estChange: number;
estOffset: number;
}
export class ChangePopulationByPercentageParams {
nonZero = false;
changeEstEqually = false;
interface IChangePopulationByPercentageParams {
nonZero: boolean;
changeEstEqually: boolean;
}
export class City {
@ -113,7 +113,7 @@ export class City {
* estChange(int): How much the estimate should change by
* estOffset(int): Add offset to estimate (offset by percentage)
*/
changePopulationByCount(n: number, params: ChangePopulationByCountParams=new ChangePopulationByCountParams()): void {
changePopulationByCount(n: number, params: IChangePopulationByCountParams = {estChange: 0, estOffset: 0}): void {
if (isNaN(n)) {throw new Error("NaN passed into City.changePopulationByCount()");}
this.pop += n;
if (params.estChange && !isNaN(params.estChange)) {this.popEst += params.estChange;}
@ -129,7 +129,7 @@ export class City {
* changeEstEqually(bool) - Change the population estimate by an equal amount
* nonZero (bool) - Set to true to ensure that population always changes by at least 1
*/
changePopulationByPercentage(p: number, params: ChangePopulationByPercentageParams=new ChangePopulationByPercentageParams()): number {
changePopulationByPercentage(p: number, params: IChangePopulationByPercentageParams={nonZero: false, changeEstEqually: false}): number {
if (isNaN(p)) {throw new Error("NaN passed into City.changePopulationByPercentage()");}
if (p === 0) {return 0;}
let change = Math.round(this.pop * (p/100));

@ -1,4 +1,4 @@
export interface IActionIdentifier {
name: string;
type: string;
type: number;
}

@ -1,20 +1,33 @@
import { IActionIdentifier } from "./IActionIdentifier";
import { City } from "./City";
import { Skill } from "./Skill";
import { IAction } from "./IAction";
import { IPlayer } from "../PersonObjects/IPlayer";
import { WorkerScript } from "../Netscript/WorkerScript";
export interface IBladeburner {
numHosp: number;
moneyLost: number;
rank: number;
maxRank: number;
skillPoints: number;
totalSkillPoints: number;
teamSize: number;
teamLost: number;
hpLost: number;
storedCycles: number;
randomEventCounter: number;
actionTimeToComplete: number;
actionTimeCurrent: number;
actionTimeOverflow: number;
action: IActionIdentifier;
cities: any;
city: string;
skills: any;
@ -27,13 +40,66 @@ export interface IBladeburner {
blackops: any;
logging: any;
automateEnabled: boolean;
automateActionHigh: number;
automateActionHigh: IActionIdentifier;
automateThreshHigh: number;
automateActionLow: number;
automateActionLow: IActionIdentifier;
automateThreshLow: number;
consoleHistory: string[];
consoleLogs: string[];
getCurrentCity(): City;
calculateStaminaPenalty(): number;
startAction(player: IPlayer, action: IActionIdentifier): void;
upgradeSkill(skill: Skill): void;
executeConsoleCommands(player: IPlayer, command: string): void;
postToConsole(input: string, saveToLogs?: boolean): void;
log(input: string): void;
resetAction(): void;
clearConsole(): void;
prestige(): void;
storeCycles(numCycles?: number): void;
getTypeAndNameFromActionId(actionId: IActionIdentifier): {type: string, name: string};
getContractNamesNetscriptFn(): string[];
getOperationNamesNetscriptFn(): string[];
getBlackOpNamesNetscriptFn(): string[];
getGeneralActionNamesNetscriptFn(): string[];
getSkillNamesNetscriptFn(): string[];
startActionNetscriptFn(player: IPlayer, type: string, name: string, workerScript: WorkerScript): boolean;
getActionTimeNetscriptFn(player: IPlayer, type: string, name: string, workerScript: WorkerScript): number;
getActionEstimatedSuccessChanceNetscriptFn(player: IPlayer, type: string, name: string, workerScript: WorkerScript): number;
getActionCountRemainingNetscriptFn(type: string, name: string, workerScript: WorkerScript): number;
getSkillLevelNetscriptFn(skillName: string, workerScript: WorkerScript): number;
getSkillUpgradeCostNetscriptFn(skillName: string, workerScript: WorkerScript): number;
upgradeSkillNetscriptFn(skillName: string, workerScript: WorkerScript): boolean;
getTeamSizeNetscriptFn(type: string, name: string, workerScript: WorkerScript): number;
setTeamSizeNetscriptFn(type: string, name: string, size: number, workerScript: WorkerScript): number;
joinBladeburnerFactionNetscriptFn(workerScript: WorkerScript): boolean;
getActionIdFromTypeAndName(type: string, name: string): IActionIdentifier | null;
executeStartConsoleCommand(player: IPlayer, args: string[]): void;
executeSkillConsoleCommand(args: string[]): void;
executeLogConsoleCommand(args: string[]): void;
executeHelpConsoleCommand(args: string[]): void;
executeAutomateConsoleCommand(args: string[]): void;
parseCommandArguments(command: string): string[];
executeConsoleCommand(player: IPlayer, command: string): void;
triggerMigration(sourceCityName: string): void;
triggerPotentialMigration(sourceCityName: string, chance: number): void;
randomEvent(): void;
gainActionStats(player: IPlayer, action: IAction, success: boolean): void;
getDiplomacyEffectiveness(player: IPlayer): number;
getRecruitmentSuccessChance(player: IPlayer): number;
getRecruitmentTime(player: IPlayer): number;
resetSkillMultipliers(): void;
updateSkillMultipliers(): void;
completeOperation(success: boolean): void;
getActionObject(actionId: IActionIdentifier): IAction | null;
completeContract(success: boolean): void;
completeAction(player: IPlayer): void;
changeRank(player: IPlayer, change: number): void;
processAction(player: IPlayer, seconds: number): void;
calculateStaminaGainPerSecond(player: IPlayer): number;
calculateMaxStamina(player: IPlayer): void;
create(): void;
process(player: IPlayer): void;
}

@ -103,5 +103,28 @@ export class Skill {
calculateCost(currentLevel: number): number {
return Math.floor((this.baseCost + (currentLevel * this.costInc)) * BitNodeMultipliers.BladeburnerSkillCost);
}
getMultiplier(name: string): number {
if(name === "successChanceAll") return this.successChanceAll;
if(name === "successChanceStealth") return this.successChanceStealth;
if(name === "successChanceKill") return this.successChanceKill;
if(name === "successChanceContract") return this.successChanceContract;
if(name === "successChanceOperation") return this.successChanceOperation;
if(name === "successChanceEstimate") return this.successChanceEstimate;
if(name === "actionTime") return this.actionTime;
if(name === "effHack") return this.effHack;
if(name === "effStr") return this.effStr;
if(name === "effDef") return this.effDef;
if(name === "effDex") return this.effDex;
if(name === "effAgi") return this.effAgi;
if(name === "effCha") return this.effCha;
if(name === "stamina") return this.stamina;
if(name === "money") return this.money;
if(name === "expGain") return this.expGain;
return 0;
}
}

@ -1,5 +1,18 @@
// Action Identifier enum
export const ActionTypes = Object.freeze({
export const ActionTypes: {
[key: string]: number;
"Idle": number;
"Contract": number;
"Operation": number;
"BlackOp": number;
"BlackOperation": number;
"Training": number;
"Recruitment": number;
"FieldAnalysis": number;
"Field Analysis": number;
"Diplomacy": number;
"Hyperbolic Regeneration Chamber": number;
} = {
"Idle": 1,
"Contract": 2,
"Operation": 3,
@ -11,4 +24,4 @@ export const ActionTypes = Object.freeze({
"Field Analysis": 7,
"Diplomacy": 8,
"Hyperbolic Regeneration Chamber": 9,
});
};

@ -1,4 +1,5 @@
export const ConsoleHelpText: {
[key: string]: string[];
helpList: string[];
automate: string[];
clear: string[];

@ -0,0 +1,14 @@
import * as React from "react";
export const stealthIcon = <svg xmlns="http://www.w3.org/2000/svg" width="16px" height="16px" viewBox="0 0 166 132" style={{fill:'#adff2f'}}>
<g>
<path d="M132.658-0.18l-24.321,24.321c-7.915-2.71-16.342-4.392-25.087-4.392c-45.84,0-83,46-83,46 s14.1,17.44,35.635,30.844L12.32,120.158l12.021,12.021L144.68,11.841L132.658-0.18z M52.033,80.445 c-2.104-4.458-3.283-9.438-3.283-14.695c0-19.054,15.446-34.5,34.5-34.5c5.258,0,10.237,1.179,14.695,3.284L52.033,80.445z" />
<path d="M134.865,37.656l-18.482,18.482c0.884,3.052,1.367,6.275,1.367,9.612c0,19.055-15.446,34.5-34.5,34.5 c-3.337,0-6.56-0.483-9.611-1.367l-10.124,10.124c6.326,1.725,12.934,2.743,19.735,2.743c45.84,0,83-46,83-46 S153.987,50.575,134.865,37.656z" />
</g>
</svg>
export const killIcon = <svg xmlns="http://www.w3.org/2000/svg" width="16px" height="16px" viewBox="-22 0 511 511.99561" style={{fill:'#adff2f'}}>
<path d="m.496094 466.242188 39.902344-39.902344 45.753906 45.753906-39.898438 39.902344zm0 0" />
<path d="m468.421875 89.832031-1.675781-89.832031-300.265625 300.265625 45.753906 45.753906zm0 0" />
<path d="m95.210938 316.785156 16.84375 16.847656h.003906l83.65625 83.65625 22.753906-22.753906-100.503906-100.503906zm0 0" />
<path d="m101.445312 365.300781-39.902343 39.902344 45.753906 45.753906 39.902344-39.902343-39.90625-39.902344zm0 0" />
</svg>

@ -0,0 +1,49 @@
import React, { useState, useEffect } from "react";
import { GeneralActionPage } from "./GeneralActionPage";
import { ContractPage } from "./ContractPage";
import { OperationPage } from "./OperationPage";
import { BlackOpPage } from "./BlackOpPage";
import { SkillPage } from "./SkillPage";
import { stealthIcon, killIcon } from "../data/Icons";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
}
export function AllPages(props: IProps): React.ReactElement {
const [page, setPage] = useState('General');
const setRerender = useState(false)[1];
useEffect(() => {
const id = setInterval(() => setRerender(old => !old), 1000);
return () => clearInterval(id);
}, []);
function Header(props: {name: string}): React.ReactElement {
return (<a
onClick={()=>setPage(props.name)}
className={page !== props.name ?
"bladeburner-nav-button" :
"bladeburner-nav-button-inactive"}>
{props.name}
</a>);
}
return (<>
<Header name={'General'} />
<Header name={'Contracts'} />
<Header name={'Operations'} />
<Header name={'BlackOps'} />
<Header name={'Skills'} />
<div style={{display:"block", margin:"4px", padding:"4px"}}>
{page === 'General' && <GeneralActionPage bladeburner={props.bladeburner} player={props.player} />}
{page === 'Contracts' && <ContractPage bladeburner={props.bladeburner} player={props.player} />}
{page === 'Operations' && <OperationPage bladeburner={props.bladeburner} player={props.player} />}
{page === 'BlackOps' && <BlackOpPage bladeburner={props.bladeburner} player={props.player} />}
{page === 'Skills' && <SkillPage bladeburner={props.bladeburner} />}
</div>
<span className="text">{stealthIcon}= This action requires stealth, {killIcon} = This action involves retirement</span>
</>);
}

@ -0,0 +1,87 @@
import React, { useState } from "react";
import {
formatNumber,
convertTimeMsToTimeElapsedString,
} from "../../../utils/StringHelperFunctions";
import { ActionTypes } from "../data/ActionTypes";
import { createProgressBarText } from "../../../utils/helpers/createProgressBarText";
import { stealthIcon, killIcon } from "../data/Icons";
import { createPopup } from "../../ui/React/createPopup";
import { TeamSizePopup } from "./TeamSizePopup";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
action: any;
}
export function BlackOpElem(props: IProps): React.ReactElement {
const setRerender = useState(false)[1];
const isCompleted = (props.bladeburner.blackops[props.action.name] != null);
if(isCompleted) {
return (
<h2 style={{display: 'block'}}>{props.action.name} (COMPLETED)</h2>);
}
const isActive = props.bladeburner.action.type === ActionTypes["BlackOperation"] && props.action.name === props.bladeburner.action.name;
const estimatedSuccessChance = props.action.getSuccessChance(props.bladeburner, {est:true});
const actionTime = props.action.getActionTime(props.bladeburner);
const hasReqdRank = props.bladeburner.rank >= props.action.reqdRank;
const computedActionTimeCurrent = Math.min(props.bladeburner.actionTimeCurrent+props.bladeburner.actionTimeOverflow, props.bladeburner.actionTimeToComplete);
function onStart() {
props.bladeburner.action.type = ActionTypes.BlackOperation;
props.bladeburner.action.name = props.action.name;
props.bladeburner.startAction(props.player, props.bladeburner.action);
setRerender(old => !old);
}
function onTeam() {
const popupId = "bladeburner-operation-set-team-size-popup";
createPopup(popupId, TeamSizePopup, {
bladeburner: props.bladeburner,
action: props.action,
popupId: popupId,
});
}
return (<>
<h2 style={{display: 'inline-block'}}>
{isActive ?
<>{props.action.name} (IN PROGRESS - {formatNumber(computedActionTimeCurrent, 0)} / {formatNumber(props.bladeburner.actionTimeToComplete, 0)})</> :
<>{props.action.name}</>
}
</h2>
{isActive ?
<p style={{display: 'block'}}>{createProgressBarText({progress: computedActionTimeCurrent / props.bladeburner.actionTimeToComplete})}</p> :
<>
<a
className={hasReqdRank ? "a-link-button" : "a-link-button-inactive"}
style={{margin:"3px", padding:"3px"}}
onClick={onStart}
>Start</a>
<a
onClick={onTeam}
style={{margin:"3px", padding:"3px"}}
className="a-link-button">
Set Team Size (Curr Size: {formatNumber(props.action.teamCount, 0)})
</a>
</>}
<br />
<br />
<p style={{display:"inline-block"}} dangerouslySetInnerHTML={{__html: props.action.desc}} />
<br />
<br />
<p style={{display:"block", color:hasReqdRank ? "white" : "red"}}>
Required Rank: {formatNumber(props.action.reqdRank, 0)}
</p>
<br />
<p style={{display:"inline-block"}}>
Estimated Success Chance: {formatNumber(estimatedSuccessChance*100, 1)}% {props.action.isStealth?stealthIcon:<></>}{props.action.isKill?killIcon:<></>}
<br />
Time Required: {convertTimeMsToTimeElapsedString(actionTime*1000)}
</p>
</>);
}

@ -0,0 +1,43 @@
import * as React from "react";
import {
formatNumber,
convertTimeMsToTimeElapsedString,
} from "../../../utils/StringHelperFunctions";
import { ActionTypes } from "../data/ActionTypes";
import { createProgressBarText } from "../../../utils/helpers/createProgressBarText";
import { stealthIcon, killIcon } from "../data/Icons";
import { BlackOperations } from "../BlackOperations";
import { BlackOperation } from "../BlackOperation";
import { BlackOpElem } from "./BlackOpElem";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
}
export function BlackOpList(props: IProps): React.ReactElement {
let blackops: BlackOperation[] = [];
for (const blackopName in BlackOperations) {
if (BlackOperations.hasOwnProperty(blackopName)) {
blackops.push(BlackOperations[blackopName]);
}
}
blackops.sort(function(a, b) {
return (a.reqdRank - b.reqdRank);
});
blackops = blackops.filter((blackop: BlackOperation, i: number) => !(props.bladeburner.blackops[blackops[i].name] == null &&
i !== 0 &&
props.bladeburner.blackops[blackops[i-1].name] == null));
blackops = blackops.reverse();
return (<>
{blackops.map((blackop: BlackOperation) => <li key={blackop.name} className="bladeburner-action">
<BlackOpElem bladeburner={props.bladeburner} action={blackop} player={props.player} />
</li>,
)}
</>);
}

@ -0,0 +1,28 @@
import * as React from "react";
import { BlackOpList } from "./BlackOpList";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
}
export function BlackOpPage(props: IProps): React.ReactElement {
return (<>
<p style={{display: 'block', margin: '4px', padding: '4px'}}>
Black Operations (Black Ops) are special, one-time covert operations.
Each Black Op must be unlocked successively by completing
the one before it.
<br />
<br />
<b>Your ultimate goal to climb through the ranks of Bladeburners is to complete
all of the Black Ops.</b>
<br />
<br />
Like normal operations, you may use a team for Black Ops. Failing
a black op will incur heavy HP and rank losses.
</p>
<BlackOpList bladeburner={props.bladeburner} player={props.player} />
</>);
}

@ -1,62 +0,0 @@
import { BlackOperations } from "../BlackOperations";
/*
if (DomElems.actionsAndSkillsList == null || DomElems.actionsAndSkillsDesc == null) {
throw new Error("Bladeburner.createBlackOpsContent called with either " +
"DomElems.actionsAndSkillsList or DomElems.actionsAndSkillsDesc = null");
}
DomElems.actionsAndSkillsDesc.innerHTML =
"Black Operations (Black Ops) are special, one-time covert operations. " +
"Each Black Op must be unlocked successively by completing " +
"the one before it.<br><br>" +
"<b>Your ultimate goal to climb through the ranks of Bladeburners is to complete " +
"all of the Black Ops.</b><br><br>" +
"Like normal operations, you may use a team for Black Ops. Failing " +
"a black op will incur heavy HP and rank losses.";
// Put Black Operations in sequence of required rank
var blackops = [];
for (var blackopName in BlackOperations) {
if (BlackOperations.hasOwnProperty(blackopName)) {
blackops.push(BlackOperations[blackopName]);
}
}
blackops.sort(function(a, b) {
return (a.reqdRank - b.reqdRank);
});
for (var i = blackops.length-1; i >= 0 ; --i) {
if (this.blackops[[blackops[i].name]] == null && i !== 0 && this.blackops[[blackops[i-1].name]] == null) {continue;} // If this one nor the next are completed then this isn't unlocked yet.
DomElems.blackops[blackops[i].name] = createElement("div", {
class:"bladeburner-action", name:blackops[i].name
});
DomElems.actionsAndSkillsList.appendChild(DomElems.blackops[blackops[i].name]);
}
*/
import * as React from "react";
export function BlackOperationsPage(): React.ReactElement {
// Put Black Operations in sequence of required rank
const blackops = [];
for (const name in BlackOperations) {
if (BlackOperations.hasOwnProperty(name)) {
blackops.push(BlackOperations[name]);
}
}
blackops.sort(function(a, b) {
return (a.reqdRank - b.reqdRank);
});
return (<div>
<p>
Black Operations (Black Ops) are special, one-time covert operations. Each Black Op must be unlocked successively by completing the one before it.<br /><br />
<b>Your ultimate goal to climb through the ranks of Bladeburners is to complete all of the Black Ops.</b><br /><br />
Like normal operations, you may use a team for Black Ops. Failing a black op will incur heavy HP and rank losses.</p>
{blackops.map(() => <div className="bladeburner-action">
</div>,
)}
</div>)
}

@ -0,0 +1,115 @@
import React, { useState, useRef, useEffect } from "react";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
interface ILineProps {
content: any;
}
function Line(props: ILineProps): React.ReactElement {
return (<tr>
<td className="bladeburner-console-line" style={{color: 'var(--my-font-color)', whiteSpace: 'pre-wrap'}}>{props.content}</td>
</tr>)
}
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
}
export function Console(props: IProps): React.ReactElement {
const lastRef = useRef<HTMLDivElement>(null);
const setRerender = useState(false)[1];
const [consoleHistoryIndex, setConsoleHistoryIndex] = useState(props.bladeburner.consoleHistory.length);
// TODO: Figure out how to actually make the scrolling work correctly.
function scrollToBottom() {
if(lastRef.current)
lastRef.current.scrollTop = lastRef.current.scrollHeight;
}
function rerender() {
setRerender(old => !old);
}
useEffect(() => {
const id = setInterval(rerender, 1000);
const id2 = setInterval(scrollToBottom, 100);
return () => {
clearInterval(id);
clearInterval(id2);
};
}, []);
function handleKeyDown(event: React.KeyboardEvent<HTMLInputElement>): void {
if (event.keyCode === 13) {
event.preventDefault();
const command = event.currentTarget.value;
event.currentTarget.value = "";
if (command.length > 0) {
props.bladeburner.postToConsole("> " + command);
props.bladeburner.executeConsoleCommands(props.player, command);
setConsoleHistoryIndex(props.bladeburner.consoleHistory.length);
rerender();
}
}
const consoleHistory = props.bladeburner.consoleHistory;
if (event.keyCode === 38) { // up
let i = consoleHistoryIndex;
const len = consoleHistory.length;
if (len === 0) {return;}
if (i < 0 || i > len) {
setConsoleHistoryIndex(len);
}
if (i !== 0) {
i = i-1;
}
setConsoleHistoryIndex(i);
const prevCommand = consoleHistory[i];
event.currentTarget.value = prevCommand;
}
if (event.keyCode === 40) {
const i = consoleHistoryIndex;
const len = consoleHistory.length;
if (len == 0) {return;}
if (i < 0 || i > len) {
setConsoleHistoryIndex(len);
}
// Latest command, put nothing
if (i == len || i == len-1) {
setConsoleHistoryIndex(len);
event.currentTarget.value = "";
} else {
setConsoleHistoryIndex(consoleHistoryIndex+1);
const prevCommand = consoleHistory[consoleHistoryIndex+1];
event.currentTarget.value = prevCommand;
}
}
}
return (<div ref={lastRef} className="bladeburner-console-div">
<table className="bladeburner-console-table">
<tbody>
{/*
TODO: optimize this.
using `i` as a key here isn't great because it'll re-render everything
everytime the console reaches max length.
*/}
{props.bladeburner.consoleLogs.map((log: any, i: number) => <Line key={i} content={log} />)}
<tr key="input" id="bladeburner-console-input-row" className="bladeburner-console-input-row">
<td className="bladeburner-console-input-cell">
<pre>{"> "}</pre><input autoFocus className="bladeburner-console-input" tabIndex={1} type="text" onKeyDown={handleKeyDown} />
</td>
</tr>
</tbody>
</table>
</div>);
}

@ -0,0 +1,139 @@
import React, { useState } from "react";
import { ActionTypes } from "../data/ActionTypes";
import { createProgressBarText } from "../../../utils/helpers/createProgressBarText";
import {
formatNumber,
convertTimeMsToTimeElapsedString,
} from "../../../utils/StringHelperFunctions";
import { stealthIcon, killIcon } from "../data/Icons";
import { BladeburnerConstants } from "../data/Constants";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
action: any;
}
export function ContractElem(props: IProps): React.ReactElement {
const setRerender = useState(false)[1];
const isActive = props.bladeburner.action.type === ActionTypes["Contract"] && props.action.name === props.bladeburner.action.name;
const estimatedSuccessChance = props.action.getSuccessChance(props.bladeburner, {est:true});
const computedActionTimeCurrent = Math.min(props.bladeburner.actionTimeCurrent+props.bladeburner.actionTimeOverflow, props.bladeburner.actionTimeToComplete);
const maxLevel = (props.action.level >= props.action.maxLevel);
const actionTime = props.action.getActionTime(props.bladeburner);
const autolevelCheckboxId = `bladeburner-${props.action.name}-autolevel-checkbox`;
function onStart() {
props.bladeburner.action.type = ActionTypes.Contract;
props.bladeburner.action.name = props.action.name;
props.bladeburner.startAction(props.player, props.bladeburner.action);
setRerender(old => !old);
}
function increaseLevel() {
++props.action.level;
if (isActive) props.bladeburner.startAction(props.player, props.bladeburner.action);
setRerender(old => !old);
}
function decreaseLevel() {
--props.action.level;
if (isActive) props.bladeburner.startAction(props.player, props.bladeburner.action);
setRerender(old => !old);
}
function onAutolevel(event: React.ChangeEvent<HTMLInputElement>) {
props.action.autoLevel = event.target.checked;
setRerender(old => !old);
}
return (<>
<h2 style={{display: 'inline-block'}}>
{isActive ?
<>{props.action.name} (IN PROGRESS - {formatNumber(computedActionTimeCurrent, 0)} / {formatNumber(props.bladeburner.actionTimeToComplete, 0)})</> :
<>{props.action.name}</>
}
</h2>
{isActive ?
<p style={{display: 'block'}}>{createProgressBarText({progress:computedActionTimeCurrent / props.bladeburner.actionTimeToComplete})}</p> :
<>
<a
onClick={onStart}
className="a-link-button"
style={{margin:"3px", padding:"3px"}}>
Start
</a>
</>}
<br />
<br />
<pre className="tooltip" style={{display:"inline-block"}}>
<span className="tooltiptext">
{props.action.getSuccessesNeededForNextLevel(BladeburnerConstants.ContractSuccessesPerLevel)} successes needed for next level
</span>
Level: {props.action.level} / {props.action.maxLevel}
</pre>
<a
onClick={increaseLevel}
style={{padding:"2px", margin:"2px"}}
className={`tooltip ${maxLevel ? "a-link-button-inactive" : "a-link-button"}`}>
{isActive && (<span className="tooltiptext">WARNING: changing the level will restart the Operation</span>)}
</a>
<a
onClick={decreaseLevel}
style={{padding:"2px", margin:"2px"}}
className={`tooltip ${props.action.level <= 1 ? "a-link-button-inactive" : "a-link-button"}`}>
{isActive && (<span className="tooltiptext">WARNING: changing the level will restart the Operation</span>)}
</a>
<br />
<br />
<pre style={{display: 'inline-block'}}>
<span dangerouslySetInnerHTML={{__html: props.action.desc}} />
<br /><br />
Estimated success chance: {formatNumber(estimatedSuccessChance*100, 1)}% {props.action.isStealth?stealthIcon:<></>}${props.action.isKill?killIcon:<></>}<br />
Time Required: {convertTimeMsToTimeElapsedString(actionTime*1000)}<br />
Contracts remaining: {Math.floor(props.action.count)}<br />
Successes: {props.action.successes}<br />
Failures: {props.action.failures}
</pre>
<br />
<label
className="tooltip"
style={{color: 'white'}}
htmlFor={autolevelCheckboxId}>
Autolevel:
<span className="tooltiptext">Automatically increase operation level when possible</span>
</label>
<input
type="checkbox"
id={autolevelCheckboxId}
checked={props.action.autoLevel}
onChange={onAutolevel}/>
</>);
}
/*
// Autolevel Checkbox
el.appendChild(createElement("br"));
var autolevelCheckboxId = "bladeburner-" + action.name + "-autolevel-checkbox";
el.appendChild(createElement("label", {
for:autolevelCheckboxId, innerText:"Autolevel: ",color:"white",
tooltip:"Automatically increase contract level when possible",
}));
const checkboxInput = createElement("input", {
type:"checkbox",
id: autolevelCheckboxId,
checked: action.autoLevel,
changeListener: () => {
action.autoLevel = checkboxInput.checked;
},
});
el.appendChild(checkboxInput);
*/

@ -0,0 +1,25 @@
import React, { useState, useEffect } from "react";
import {
formatNumber,
convertTimeMsToTimeElapsedString,
} from "../../../utils/StringHelperFunctions";
import { ContractElem } from "./ContractElem";
import { Contract } from "../Contract";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
}
export function ContractList(props: IProps): React.ReactElement {
const names = Object.keys(props.bladeburner.contracts);
const contracts = props.bladeburner.contracts;
return (<>
{names.map((name: string) => <li key={name} className="bladeburner-action">
<ContractElem bladeburner={props.bladeburner} action={contracts[name]} player={props.player} />
</li>,
)}
</>);
}

@ -0,0 +1,23 @@
import * as React from "react";
import { ContractList } from "./ContractList";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
}
export function ContractPage(props: IProps): React.ReactElement {
return (<>
<p style={{display: 'block', margin: '4px', padding: '4px'}}>
Complete contracts in order to increase your Bladeburner rank and earn money.
Failing a contract will cause you to lose HP, which can lead to hospitalization.
<br />
<br />
You can unlock higher-level contracts by successfully completing them.
Higher-level contracts are more difficult, but grant more rank, experience, and money.
</p>
<ContractList bladeburner={props.bladeburner} player={props.player} />
</>);
}

@ -0,0 +1,52 @@
import React, { useState } from "react";
import { ActionTypes } from "../data/ActionTypes";
import { createProgressBarText } from "../../../utils/helpers/createProgressBarText";
import {
formatNumber,
convertTimeMsToTimeElapsedString,
} from "../../../utils/StringHelperFunctions";
import { stealthIcon, killIcon } from "../data/Icons";
import { BladeburnerConstants } from "../data/Constants";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
action: any;
}
export function GeneralActionElem(props: IProps): React.ReactElement {
const setRerender = useState(false)[1];
const isActive = props.action.name === props.bladeburner.action.name;
const computedActionTimeCurrent = Math.min(props.bladeburner.actionTimeCurrent+props.bladeburner.actionTimeOverflow, props.bladeburner.actionTimeToComplete);
function onStart() {
props.bladeburner.action.type = ActionTypes[(props.action.name as string)];
props.bladeburner.action.name = props.action.name;
props.bladeburner.startAction(props.player, props.bladeburner.action);
setRerender(old => !old);
}
return (<>
<h2 style={{display: 'inline-block'}}>
{isActive ?
<>{props.action.name} (IN PROGRESS - {formatNumber(computedActionTimeCurrent, 0)} / {formatNumber(props.bladeburner.actionTimeToComplete, 0)})</> :
<>{props.action.name}</>
}
</h2>
{isActive ?
<p style={{display: 'block'}}>{createProgressBarText({progress:computedActionTimeCurrent / props.bladeburner.actionTimeToComplete})}</p> :
<>
<a
onClick={onStart}
className="a-link-button"
style={{margin:"3px", padding:"3px"}}>
Start
</a>
</>}
<br />
<br />
<pre style={{display: 'inline-block'}} dangerouslySetInnerHTML={{__html: props.action.desc}}></pre>
</>);
}

@ -0,0 +1,30 @@
import React, { useState, useEffect } from "react";
import {
formatNumber,
convertTimeMsToTimeElapsedString,
} from "../../../utils/StringHelperFunctions";
import { GeneralActionElem } from "./GeneralActionElem";
import { Action } from "../Action";
import { GeneralActions } from "../GeneralActions";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
}
export function GeneralActionList(props: IProps): React.ReactElement {
const actions: Action[] = [];
for (const name in GeneralActions) {
if (GeneralActions.hasOwnProperty(name)) {
actions.push(GeneralActions[name]);
}
}
return (<>
{actions.map((action: Action) => <li key={action.name} className="bladeburner-action">
<GeneralActionElem bladeburner={props.bladeburner} action={action} player={props.player} />
</li>,
)}
</>);
}

@ -0,0 +1,19 @@
import * as React from "react";
import { GeneralActionList } from "./GeneralActionList";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
}
export function GeneralActionPage(props: IProps): React.ReactElement {
return (<>
<p style={{display: 'block', margin: '4px', padding: '4px'}}>
These are generic actions that will assist you in your Bladeburner
duties. They will not affect your Bladeburner rank in any way.
</p>
<GeneralActionList bladeburner={props.bladeburner} player={props.player} />
</>);
}

@ -0,0 +1,133 @@
import React, { useState } from "react";
import { ActionTypes } from "../data/ActionTypes";
import { createProgressBarText } from "../../../utils/helpers/createProgressBarText";
import {
formatNumber,
convertTimeMsToTimeElapsedString,
} from "../../../utils/StringHelperFunctions";
import { stealthIcon, killIcon } from "../data/Icons";
import { BladeburnerConstants } from "../data/Constants";
import { createPopup } from "../../ui/React/createPopup";
import { TeamSizePopup } from "./TeamSizePopup";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
action: any;
}
export function OperationElem(props: IProps): React.ReactElement {
const setRerender = useState(false)[1];
const isActive = props.bladeburner.action.type === ActionTypes["Operation"] && props.action.name === props.bladeburner.action.name;
const estimatedSuccessChance = props.action.getSuccessChance(props.bladeburner, {est:true});
const computedActionTimeCurrent = Math.min(props.bladeburner.actionTimeCurrent+props.bladeburner.actionTimeOverflow,props.bladeburner.actionTimeToComplete);
const maxLevel = (props.action.level >= props.action.maxLevel);
const actionTime = props.action.getActionTime(props.bladeburner);
const autolevelCheckboxId = `bladeburner-${props.action.name}-autolevel-checkbox`;
function onStart() {
props.bladeburner.action.type = ActionTypes.Operation;
props.bladeburner.action.name = props.action.name;
props.bladeburner.startAction(props.player, props.bladeburner.action);
setRerender(old => !old);
}
function onTeam() {
const popupId = "bladeburner-operation-set-team-size-popup";
createPopup(popupId, TeamSizePopup, {
bladeburner: props.bladeburner,
action: props.action,
popupId: popupId,
});
}
function increaseLevel() {
++props.action.level;
if (isActive) props.bladeburner.startAction(props.player, props.bladeburner.action);
setRerender(old => !old);
}
function decreaseLevel() {
--props.action.level;
if (isActive) props.bladeburner.startAction(props.player, props.bladeburner.action);
setRerender(old => !old);
}
function onAutolevel(event: React.ChangeEvent<HTMLInputElement>) {
props.action.autoLevel = event.target.checked;
setRerender(old => !old);
}
return (<>
<h2 style={{display: 'inline-block'}}>
{isActive ?
<>{props.action.name} (IN PROGRESS - {formatNumber(computedActionTimeCurrent, 0)} / {formatNumber(props.bladeburner.actionTimeToComplete, 0)})</> :
<>{props.action.name}</>
}
</h2>
{isActive ?
<p style={{display: 'block'}}>{createProgressBarText({progress:computedActionTimeCurrent / props.bladeburner.actionTimeToComplete})}</p> :
<>
<a
onClick={onStart}
className="a-link-button"
style={{margin:"3px", padding:"3px"}}>
Start
</a>
<a
onClick={onTeam}
style={{margin:"3px", padding:"3px"}}
className="a-link-button">
Set Team Size (Curr Size: {formatNumber(props.action.teamCount, 0)})
</a>
</>}
<br />
<br />
<pre className="tooltip" style={{display:"inline-block"}}>
<span className="tooltiptext">
{props.action.getSuccessesNeededForNextLevel(BladeburnerConstants.OperationSuccessesPerLevel)} successes needed for next level
</span>
Level: {props.action.level} / {props.action.maxLevel}
</pre>
<a
onClick={increaseLevel}
style={{padding:"2px", margin:"2px"}}
className={`tooltip ${maxLevel ? "a-link-button-inactive" : "a-link-button"}`}>
{isActive && (<span className="tooltiptext">WARNING: changing the level will restart the Operation</span>)}
</a>
<a
onClick={decreaseLevel}
style={{padding:"2px", margin:"2px"}}
className={`tooltip ${props.action.level <= 1 ? "a-link-button-inactive" : "a-link-button"}`}>
{isActive && (<span className="tooltiptext">WARNING: changing the level will restart the Operation</span>)}
</a>
<br />
<br />
<pre style={{display:"inline-block"}}>
<span dangerouslySetInnerHTML={{__html: props.action.desc}} />
<br /><br />
Estimated success chance: {formatNumber(estimatedSuccessChance*100, 1)}% {props.action.isStealth?stealthIcon:<></>}{props.action.isKill?killIcon:<></>}<br />
Time Required: {convertTimeMsToTimeElapsedString(actionTime*1000)}<br />
Operations remaining: {Math.floor(props.action.count)}<br />
Successes: {props.action.successes}<br />
Failures: {props.action.failures}
</pre>
<br />
<label
className="tooltip"
style={{color: 'white'}}
htmlFor={autolevelCheckboxId}>
Autolevel:
<span className="tooltiptext">Automatically increase operation level when possible</span>
</label>
<input
type="checkbox"
id={autolevelCheckboxId}
checked={props.action.autoLevel}
onChange={onAutolevel}/>
</>);
}

@ -0,0 +1,25 @@
import React, { useState, useEffect } from "react";
import {
formatNumber,
convertTimeMsToTimeElapsedString,
} from "../../../utils/StringHelperFunctions";
import { OperationElem } from "./OperationElem";
import { Operation } from "../Operation";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
}
export function OperationList(props: IProps): React.ReactElement {
const names = Object.keys(props.bladeburner.operations);
const operations = props.bladeburner.operations;
return (<>
{names.map((name: string) => <li key={name} className="bladeburner-action">
<OperationElem bladeburner={props.bladeburner} action={operations[name]} player={props.player} />
</li>,
)}
</>);
}

@ -0,0 +1,34 @@
import * as React from "react";
import { OperationList } from "./OperationList";
import { IBladeburner } from "../IBladeburner";
import { IPlayer } from "../../PersonObjects/IPlayer";
interface IProps {
bladeburner: IBladeburner;
player: IPlayer;
}
export function OperationPage(props: IProps): React.ReactElement {
return (<>
<p style={{display: 'block', margin: '4px', padding: '4px'}}>
Carry out operations for the Bladeburner division.
Failing an operation will reduce your Bladeburner rank. It will also
cause you to lose HP, which can lead to hospitalization. In general,
operations are harder and more punishing than contracts,
but are also more rewarding.
<br />
<br />
Operations can affect the chaos level and Synthoid population of your
current city. The exact effects vary between different Operations.
<br />
<br />
For operations, you can use a team. You must first recruit team members.
Having a larger team will improves your chances of success.
<br />
<br />
You can unlock higher-level operations by successfully completing them.
Higher-level operations are more difficult, but grant more rank and experience.
</p>
<OperationList bladeburner={props.bladeburner} player={props.player} />
</>);
}

@ -0,0 +1,28 @@
import React from "react";
import { Stats } from "./Stats";
import { Console } from "./Console";
import { AllPages } from "./AllPages";
import { IPlayer } from "../../PersonObjects/IPlayer";
import { IEngine } from "../../IEngine";
import { IBladeburner } from "../IBladeburner";
interface IProps {
bladeburner: IBladeburner;
engine: IEngine;
player: IPlayer;
}
export function Root(props: IProps): React.ReactElement {
return (<div id="bladeburner-container">
<div style={{height:"60%", display:"block", position:"relative"}}>
<div style={{height: '100%', width:"30%", display:"inline-block", border:"1px solid white"}}>
<Stats bladeburner={props.bladeburner} player={props.player} engine={props.engine} />
</div>
<Console bladeburner={props.bladeburner} player={props.player} />
</div>
<div style={{width:"70%", display:"block", border:"1px solid white", marginTop:"6px", padding: "6px", position:"relative"}}>
<AllPages bladeburner={props.bladeburner} player={props.player} />
</div>
</div>);
}

@ -0,0 +1,48 @@
import React, { useState } from "react";
import { CopyableText } from "../../ui/React/CopyableText";
import { formatNumber } from "../../../utils/StringHelperFunctions";
import { IBladeburner } from "../IBladeburner";
interface IProps {
skill: any;
bladeburner: IBladeburner;
onUpgrade: () => void;
}
export function SkillElem(props: IProps): React.ReactElement {
const skillName = props.skill.name;
let currentLevel = 0;
if (props.bladeburner.skills[skillName] && !isNaN(props.bladeburner.skills[skillName])) {
currentLevel = props.bladeburner.skills[skillName];
}
const pointCost = props.skill.calculateCost(currentLevel);
const canLevel = props.bladeburner.skillPoints >= pointCost;
const maxLvl = props.skill.maxLvl ? currentLevel >= props.skill.maxLvl : false;
function onClick() {
if (props.bladeburner.skillPoints < pointCost) return;
props.bladeburner.skillPoints -= pointCost;
props.bladeburner.upgradeSkill(props.skill);
props.onUpgrade();
}
return (<>
<h2 style={{display: 'inline-block'}}>
<CopyableText value={props.skill.name} />
</h2>
<a
onClick={onClick}
style={{display: "inline-block", margin: "3px", padding: "3px"}}
className={canLevel && !maxLvl ? "a-link-button" : "a-link-button-inactive"}>
Level
</a>
<br />
<br />
<p style={{display: 'block'}}>Level: {currentLevel}</p>
{maxLvl ?
<p style={{color:"red", display:"block"}}>MAX LEVEL</p> :
<p style={{display:"block"}}>Skill Points required: {formatNumber(pointCost, 0)}</p>}
<p style={{display:"inline-block"}} dangerouslySetInnerHTML={{__html: props.skill.desc}} />
</>);
}

@ -0,0 +1,18 @@
import * as React from "react";
import { SkillElem } from "./SkillElem";
import { Skills } from "../Skills";
import { IBladeburner } from "../IBladeburner";
interface IProps {
bladeburner: IBladeburner;
onUpgrade: () => void;
}
export function SkillList(props: IProps): React.ReactElement {
return (<>
{Object.keys(Skills).map((skill: string) => <li key={skill} className="bladeburner-action">
<SkillElem bladeburner={props.bladeburner} skill={Skills[skill]} onUpgrade={props.onUpgrade} />
</li>,
)}
</>);
}

@ -0,0 +1,70 @@
import React, { useState } from "react";
import { SkillList } from "./SkillList";
import { BladeburnerConstants } from "../data/Constants";
import { formatNumber } from "../../../utils/StringHelperFunctions";
import { IBladeburner } from "../IBladeburner";
interface IProps {
bladeburner: IBladeburner;
}
export function SkillPage(props: IProps): React.ReactElement {
const setRerender = useState(false)[1];
const mults = props.bladeburner.skillMultipliers;
function valid(mult: any) {
return mult && mult !== 1
}
return (<>
<p>
<strong>Skill Points: {formatNumber(props.bladeburner.skillPoints, 0)}</strong>
</p>
<p>
You will gain one skill point every {BladeburnerConstants.RanksPerSkillPoint} ranks.
<br />
<br />
Note that when upgrading a skill, the benefit for that skill is additive.
However, the effects of different skills with each other is multiplicative.
<br />
</p>
<br />
{valid(mults["successChanceAll"]) && <p>Total Success Chance: x{formatNumber(mults["successChanceAll"], 3)}</p>}
{valid(mults["successChanceStealth"]) && <p>Stealth Success Chance: x{formatNumber(mults["successChanceStealth"], 3)}</p>}
{valid(mults["successChanceKill"]) && <p>Retirement Success Chance: x{formatNumber(mults["successChanceKill"], 3)}</p>}
{valid(mults["successChanceContract"]) && <p>Contract Success Chance: x{formatNumber(mults["successChanceContract"], 3)}</p>}
{valid(mults["successChanceOperation"]) && <p>Operation Success Chance: x{formatNumber(mults["successChanceOperation"], 3)}</p>}
{valid(mults["successChanceEstimate"]) && <p>Synthoid Data Estimate: x{formatNumber(mults["successChanceEstimate"], 3)}</p>}
{valid(mults["actionTime"]) && <p>Action Time: x{formatNumber(mults["actionTime"], 3)}</p>}
{valid(mults["effHack"]) && <p>Hacking Skill: x{formatNumber(mults["effHack"], 3)}</p>}
{valid(mults["effStr"]) && <p>Strength: x{formatNumber(mults["effStr"], 3)}</p>}
{valid(mults["effDef"]) && <p>Defense: x{formatNumber(mults["effDef"], 3)}</p>}
{valid(mults["effDex"]) && <p>Dexterity: x{formatNumber(mults["effDex"], 3)}</p>}
{valid(mults["effAgi"]) && <p>Agility: x{formatNumber(mults["effAgi"], 3)}</p>}
{valid(mults["effCha"]) && <p>Charisma: x{formatNumber(mults["effCha"], 3)}</p>}
{valid(mults["effInt"]) && <p>Intelligence: x{formatNumber(mults["effInt"], 3)}</p>}
{valid(mults["stamina"]) && <p>Stamina: x{formatNumber(mults["stamina"], 3)}</p>}
{valid(mults["money"]) && <p>Contract Money: x{formatNumber(mults["money"], 3)}</p>}
{valid(mults["expGain"]) && <p>Exp Gain: x{formatNumber(mults["expGain"], 3)}</p>}
<br />
<SkillList bladeburner={props.bladeburner} onUpgrade={() => setRerender(old => !old)} />
</>);
}
/*
var multKeys = Object.keys(this.skillMultipliers);
for (var i = 0; i < multKeys.length; ++i) {
var mult = this.skillMultipliers[multKeys[i]];
if (mult && mult !== 1) {
mult = formatNumber(mult, 3);
switch(multKeys[i]) {
}
}
}
*/

@ -0,0 +1,139 @@
import React, { useState, useEffect } from "react";
import {
formatNumber,
convertTimeMsToTimeElapsedString,
} from "../../../utils/StringHelperFunctions";
import { BladeburnerConstants } from "../data/Constants";
import { IPlayer } from "../../PersonObjects/IPlayer";
import { IEngine } from "../../IEngine";
import { Money } from "../../ui/React/Money";
import { StatsTable } from "../../ui/React/StatsTable";
import { numeralWrapper } from "../../ui/numeralFormat";
import { dialogBoxCreate } from "../../../utils/DialogBox";
import { createPopup } from "../../ui/React/createPopup";
import { Factions } from "../../Faction/Factions";
import {
joinFaction,
displayFactionContent,
} from "../../Faction/FactionHelpers";
import { IBladeburner } from "../IBladeburner"
import { TravelPopup } from "./TravelPopup";
interface IProps {
bladeburner: IBladeburner;
engine: IEngine;
player: IPlayer;
}
export function Stats(props: IProps): React.ReactElement {
const setRerender = useState(false)[1];
useEffect(() => {
const id = setInterval(() => setRerender(old => !old), 1000);
return () => clearInterval(id);
}, []);
function openStaminaHelp(): void {
dialogBoxCreate("Performing actions will use up your stamina.<br><br>" +
"Your max stamina is determined primarily by your agility stat.<br><br>" +
"Your stamina gain rate is determined by both your agility and your " +
"max stamina. Higher max stamina leads to a higher gain rate.<br><br>" +
"Once your " +
"stamina falls below 50% of its max value, it begins to negatively " +
"affect the success rate of your contracts/operations. This penalty " +
"is shown in the overview panel. If the penalty is 15%, then this means " +
"your success rate would be multipled by 85% (100 - 15).<br><br>" +
"Your max stamina and stamina gain rate can also be increased by " +
"training, or through skills and Augmentation upgrades.");
}
function openPopulationHelp(): void {
dialogBoxCreate("The success rate of your contracts/operations depends on " +
"the population of Synthoids in your current city. " +
"The success rate that is shown to you is only an estimate, " +
"and it is based on your Synthoid population estimate.<br><br>" +
"Therefore, it is important that this Synthoid population estimate " +
"is accurate so that you have a better idea of your " +
"success rate for contracts/operations. Certain " +
"actions will increase the accuracy of your population " +
"estimate.<br><br>" +
"The Synthoid populations of cities can change due to your " +
"actions or random events. If random events occur, they will " +
"be logged in the Bladeburner Console.");
}
function openTravel() {
const popupId = "bladeburner-travel-popup";
createPopup(popupId, TravelPopup, {
bladeburner: props.bladeburner,
popupId: popupId,
});
}
function openFaction() {
const faction = Factions["Bladeburners"];
if (faction.isMember) {
props.engine.loadFactionContent();
displayFactionContent("Bladeburners");
} else {
if (props.bladeburner.rank >= BladeburnerConstants.RankNeededForFaction) {
joinFaction(faction);
dialogBoxCreate("Congratulations! You were accepted into the Bladeburners faction");
} else {
dialogBoxCreate("You need a rank of 25 to join the Bladeburners Faction!")
}
}
}
return (<>
<p className="tooltip" style={{display: 'inline-block'}}>
Rank: {formatNumber(props.bladeburner.rank, 2)}
<span className="tooltiptext">Your rank within the Bladeburner division.</span>
</p><br />
<p>Stamina: {formatNumber(props.bladeburner.stamina, 3)} / {formatNumber(props.bladeburner.maxStamina, 3)}</p>
<div className="help-tip" onClick={openStaminaHelp}>?</div><br />
<p>Stamina Penalty: {formatNumber((1-props.bladeburner.calculateStaminaPenalty())*100, 1)}%</p><br />
<p>Team Size: {formatNumber(props.bladeburner.teamSize, 0)}</p>
<p>Team Members Lost: {formatNumber(props.bladeburner.teamLost, 0)}</p><br />
<p>Num Times Hospitalized: {props.bladeburner.numHosp}</p>
<p>Money Lost From Hospitalizations: {Money(props.bladeburner.moneyLost)}</p><br />
<p>Current City: {props.bladeburner.city}</p>
<p className="tooltip" style={{display: 'inline-block'}}>
Est. Synthoid Population: {numeralWrapper.formatPopulation(props.bladeburner.getCurrentCity().popEst)}
<span className="tooltiptext">This is your Bladeburner division's estimate of how many Synthoids exist in your current city.</span>
</p>
<div className="help-tip" onClick={openPopulationHelp}>?</div><br />
<p className="tooltip" style={{display: 'inline-block'}}>
Est. Synthoid Communities: {formatNumber(props.bladeburner.getCurrentCity().comms, 0)}
<span className="tooltiptext">This is your Bladeburner divison's estimate of how many Synthoid communities exist in your current city.</span>
</p><br />
<p className="tooltip" style={{display: 'inline-block'}}>
City Chaos: {formatNumber(props.bladeburner.getCurrentCity().chaos)}
<span className="tooltiptext">The city's chaos level due to tensions and conflicts between humans and Synthoids. Having too high of a chaos level can make contracts and operations harder.</span>
</p><br />
<br />
<p className="tooltip" style={{display: 'inline-block'}}>
Bonus time: {convertTimeMsToTimeElapsedString(props.bladeburner.storedCycles/BladeburnerConstants.CyclesPerSecond*1000)}<br />
<span className="tooltiptext">
You gain bonus time while offline or when the game is inactive (e.g. when the tab is throttled by browser).
Bonus time makes the Bladeburner mechanic progress faster, up to 5x the normal speed.
</span>
</p>
<p>Skill Points: {formatNumber(props.bladeburner.skillPoints, 0)}</p><br />
{StatsTable([
["Aug. Success Chance mult: ", formatNumber(props.player.bladeburner_success_chance_mult*100, 1) + "%"],
["Aug. Max Stamina mult: ", formatNumber(props.player.bladeburner_max_stamina_mult*100, 1) + "%"],
["Aug. Stamina Gain mult: ", formatNumber(props.player.bladeburner_stamina_gain_mult*100, 1) + "%"],
["Aug. Field Analysis mult: ", formatNumber(props.player.bladeburner_analysis_mult*100, 1) + "%"],
])}
<br />
<a onClick={openTravel} className="a-link-button" style={{display:"inline-block"}}>Travel</a>
<a onClick={openFaction} className="a-link-button tooltip" style={{display:"inline-block"}}>
<span className="tooltiptext">Apply to the Bladeburner Faction, or go to the faction page if you are already a member</span>
Faction
</a>
<br />
<br />
</>);
}

@ -0,0 +1,38 @@
import React, { useState } from "react";
import { removePopup } from "../../ui/React/createPopup";
import { BladeburnerConstants } from "../data/Constants";
import { dialogBoxCreate } from "../../../utils/DialogBox";
import { Action } from "../Action";
import { IBladeburner } from "../IBladeburner";
interface IProps {
bladeburner: IBladeburner;
action: Action;
popupId: string;
}
export function TeamSizePopup(props: IProps): React.ReactElement {
const [teamSize, setTeamSize] = useState<number | undefined>();
function confirmTeamSize(): void {
if(teamSize === undefined) return;
const num = Math.round(teamSize);
if (isNaN(num) || num < 0) {
dialogBoxCreate("Invalid value entered for number of Team Members (must be numeric, positive)")
} else {
props.action.teamCount = num;
}
removePopup(props.popupId);
}
return (<>
<p>
Enter the amount of team members you would like to take on this
Op. If you do not have the specified number of team members,
then as many as possible will be used. Note that team members may
be lost during operations.
</p>
<input autoFocus type="number" placeholder= "Team size" className= "text-input" onChange={event => setTeamSize(parseFloat(event.target.value))} />
<a className="a-link-button" onClick={confirmTeamSize}>Confirm</a>
</>);
}

@ -0,0 +1,32 @@
import React from "react";
import { removePopup } from "../../ui/React/createPopup";
import { BladeburnerConstants } from "../data/Constants";
import { IBladeburner } from "../IBladeburner";
interface IProps {
bladeburner: IBladeburner;
popupId: string;
}
export function TravelPopup(props: IProps): React.ReactElement {
function travel(city: string) {
props.bladeburner.city = city;
removePopup(props.popupId);
}
return (<>
<p>
Travel to a different city for your Bladeburner
activities. This does not cost any money. The city you are
in for your Bladeburner duties does not affect
your location in the game otherwise.
</p>
{BladeburnerConstants.CityNames.map(city =>
// Reusing this css class...it adds a border and makes it
// so that background color changes when you hover
<div key={city} className="cmpy-mgmt-find-employee-option"
onClick={() => travel(city)}>
{city}
</div>)}
</>);
}

@ -14,7 +14,7 @@ import { AllServers } from "./Server/AllServers";
import { GetServerByHostname } from "./Server/ServerHelpers";
import { hackWorldDaemon } from "./RedPill";
import { StockMarket } from "./StockMarket/StockMarket";
import { Bladeburner } from "./Bladeburner";
import { Bladeburner } from "./Bladeburner/Bladeburner";
import { Stock } from "./StockMarket/Stock";
import { Engine } from "./engine";
import { saveObject } from "./SaveObject";

@ -28,8 +28,7 @@ export function FactionList(props: IProps): React.ReactElement {
<p>Lists all factions you have joined</p>
<br />
<ul>
{props.player.factions.map((faction: string) =>
<li key={faction}><a
{props.player.factions.map((faction: string) => <li key={faction}><a
className="a-link-button"
onClick={() => openFaction(faction)}
style={{padding:"4px", margin:"4px", display:"inline-block"}}>{faction}
@ -39,8 +38,7 @@ export function FactionList(props: IProps): React.ReactElement {
<h1>Outstanding Faction Invitations</h1>
<p style={{width: '70%'}}>Lists factions you have been invited to. You can accept these faction invitations at any time.</p>
<ul>
{props.player.factionInvitations.map((faction: string) =>
<li key={faction} style={{padding:"6px", margin:"6px"}}>
{props.player.factionInvitations.map((faction: string) => <li key={faction} style={{padding:"6px", margin:"6px"}}>
<p style={{display:"inline", margin:"4px", padding:"4px"}}>{faction}</p>
<a
className="a-link-button"

@ -42,6 +42,6 @@ export function TaskSelector(props: IProps): React.ReactElement {
<option key={0} value={"---"}>---</option>
{tasks.map((task: string, i: number) => <option key={i+1} value={task}>{task}</option>)}
</select>
<div>{StatsTable(data, null)}</div>
<div>{StatsTable(data)}</div>
</>);
}

@ -13,7 +13,7 @@ import { prestigeAugmentation } from "./Prestige";
import { AugmentationNames } from "./Augmentation/data/AugmentationNames";
import { BitNodeMultipliers } from "./BitNode/BitNodeMultipliers";
import { findCrime } from "./Crime/CrimeHelpers";
import { Bladeburner } from "./Bladeburner";
import { Bladeburner } from "./Bladeburner/Bladeburner";
import { Company } from "./Company/Company";
import { Companies } from "./Company/Companies";
import { CompanyPosition } from "./Company/CompanyPosition";
@ -4046,7 +4046,7 @@ function NetscriptFunctions(workerScript) {
return true; // Already member
} else if (Player.strength >= 100 && Player.defense >= 100 &&
Player.dexterity >= 100 && Player.agility >= 100) {
Player.bladeburner = new Bladeburner({new:true});
Player.bladeburner = new Bladeburner();
workerScript.log("joinBladeburnerDivision", "You have been accepted into the Bladeburner division");
const worldHeader = document.getElementById("world-menu-header");

@ -43,6 +43,7 @@ export interface IPlayer {
homeComputer: string;
hp: number;
jobs: IMap<string>;
isWorking: boolean;
karma: number;
location: LocationName;
max_hp: number;
@ -136,6 +137,7 @@ export interface IPlayer {
gainDexterityExp(exp: number): void;
gainAgilityExp(exp: number): void;
gainCharismaExp(exp: number): void;
gainIntelligenceExp(exp: number): void;
gainMoney(money: number): void;
getCurrentServer(): Server;
getGangFaction(): Faction;

@ -1,4 +1,4 @@
import { Bladeburner } from "../../Bladeburner";
import { Bladeburner } from "../../Bladeburner/Bladeburner";
import { SourceFileFlags } from "../../SourceFile/SourceFileFlags";
export function canAccessBladeburner() {
@ -13,5 +13,5 @@ export function inBladeburner() {
}
export function startBladeburner() {
this.bladeburner = new Bladeburner({ new: true });
this.bladeburner = new Bladeburner(this);
}

@ -5,7 +5,7 @@ import {
} from "./Augmentation/AugmentationHelpers";
import { AugmentationNames } from "./Augmentation/data/AugmentationNames";
import { initBitNodeMultipliers } from "./BitNode/BitNode";
import { Bladeburner } from "./Bladeburner";
import { Bladeburner } from "./Bladeburner/Bladeburner";
import { writeCinematicText } from "./CinematicText";
import { Companies, initCompanies } from "./Company/Companies";
import { resetIndustryResearchTrees } from "./Corporation/IndustryData";

2
src/RedPill.d.ts vendored Normal file

@ -0,0 +1,2 @@
export declare let redPillFlag: boolean;
export declare function hackWorldDaemon(currentNodeNumber: number, flume: boolean = false, quick: boolean = false): void;

@ -17,7 +17,8 @@ import { AugmentationNames } from "./Augmentation/data/AugmentationNames";
import {
initBitNodeMultipliers,
} from "./BitNode/BitNode";
import { Bladeburner } from "./Bladeburner";
import { Bladeburner } from "./Bladeburner/Bladeburner";
import { process as ProcessBladeburner } from "./Bladeburner/Bladeburner";
import { CharacterOverviewComponent } from "./ui/React/CharacterOverview";
import { cinematicTextFlag } from "./CinematicText";
import { generateRandomContract } from "./CodingContractGenerator";
@ -36,6 +37,7 @@ import {
FactionList,
} from "./Faction/ui/FactionList";
import { displayGangContent } from "./Gang/Helpers";
import { Root as BladeburnerRoot } from "./Bladeburner/ui/Root";
import { displayInfiltrationContent } from "./Infiltration/Helper";
import {
getHackingWorkRepGain,
@ -229,6 +231,7 @@ const Engine = {
infiltrationContent: null,
stockMarketContent: null,
gangContent: null,
bladeburnerContent: null,
locationContent: null,
workInProgressContent: null,
redPillContent: null,
@ -470,15 +473,15 @@ const Engine = {
},
loadBladeburnerContent: function() {
if (Player.bladeburner instanceof Bladeburner) {
try {
Engine.hideAllContent();
routing.navigateTo(Page.Bladeburner);
Player.bladeburner.createContent();
} catch(e) {
exceptionAlert(e);
}
}
if (!(Player.bladeburner instanceof Bladeburner)) return;
Engine.hideAllContent();
routing.navigateTo(Page.Bladeburner);
Engine.Display.bladeburnerContent.style.display = "block";
ReactDOM.render(
<BladeburnerRoot bladeburner={Player.bladeburner} player={Player} engine={this} />,
Engine.Display.bladeburnerContent,
);
MainMenuLinks.Bladeburner.classList.add("active");
},
loadSleevesContent: function() {
@ -534,6 +537,9 @@ const Engine = {
Engine.Display.gangContent.style.display = "none";
ReactDOM.unmountComponentAtNode(Engine.Display.gangContent);
Engine.Display.bladeburnerContent.style.display = "none";
ReactDOM.unmountComponentAtNode(Engine.Display.bladeburnerContent);
Engine.Display.workInProgressContent.style.display = "none";
Engine.Display.redPillContent.style.display = "none";
Engine.Display.cinematicTextContent.style.display = "none";
@ -547,10 +553,6 @@ const Engine = {
Player.corporation.clearUI();
}
if (Player.bladeburner instanceof Bladeburner) {
Player.bladeburner.clearContent();
}
clearResleevesPage();
clearSleevesPage();
@ -882,7 +884,7 @@ const Engine = {
}
if (Player.bladeburner instanceof Bladeburner) {
try {
Player.bladeburner.process();
Player.bladeburner.process(Player);
} catch(e) {
exceptionAlert("Exception caught in Bladeburner.process(): " + e);
}
@ -1259,6 +1261,9 @@ const Engine = {
Engine.Display.gangContent = document.getElementById("gang-container");
Engine.Display.gangContent.style.display = "none";
Engine.Display.bladeburnerContent = document.getElementById("gang-container");
Engine.Display.bladeburnerContent.style.display = "none";
Engine.Display.missionContent = document.getElementById("mission-container");
Engine.Display.missionContent.style.display = "none";

@ -232,8 +232,10 @@ if (htmlWebpackPlugin.options.googleAnalytics.trackingId) { %>
<div id="augmentations-container" class="generic-menupage-container"></div>
<!-- Milestones content -->
<div id="milestones-container" class="generic-menupage-container">
</div>
<div id="milestones-container" class="generic-menupage-container"></div>
<!-- Bladeburner -->
<div id="bladeburner-container" class="generic-menupage-container"></div>
<!-- Tutorial content -->
<div id="tutorial-container" class="generic-menupage-container">

@ -63,7 +63,7 @@ export function CharacterInfo(p: IPlayer): React.ReactElement {
if (src.casino) { parts.push([`Casino:`, Money(src.casino)]) }
if (src.sleeves) { parts.push([`Sleeves:`, Money(src.sleeves)]) }
return StatsTable(parts, "");
return StatsTable(parts);
}
function openMoneyModal(): void {
@ -254,7 +254,7 @@ export function CharacterInfo(p: IPlayer): React.ReactElement {
<span>{`Servers owned: ${p.purchasedServers.length} / ${getPurchaseServerLimit()}`}</span><br />
<Hacknet />
<span>{`Augmentations installed: ${p.augmentations.length}`}</span><br /><br />
{StatsTable(timeRows, null)}
{StatsTable(timeRows)}
<br />
<CurrentBitNode />
</pre>

@ -1,6 +1,6 @@
import * as React from "react";
export function StatsTable(rows: any[][], title: string | null): React.ReactElement {
export function StatsTable(rows: any[][], title?: string): React.ReactElement {
let titleElem = <></>
if (title) {
titleElem = <><h2><u>{title}</u></h2><br /></>;

@ -76,7 +76,7 @@ function containsAllStrings(arr: string[]): boolean {
}
// Formats a number with commas and a specific number of decimal digits
function formatNumber(num: number, numFractionDigits: number): string {
function formatNumber(num: number, numFractionDigits = 0): string {
return num.toLocaleString(undefined, {
maximumFractionDigits: numFractionDigits,
minimumFractionDigits: numFractionDigits,