MISC: Added features to DevMenu (#353)

* More blade devmenu functions
* Custom money field, set money to 0 option
* Options for removing blade/gang/corp
* Better dev menu responsiveness (dev menu rerenders after adding or removing blade/gang/corp)
* Some general code style changes
This commit is contained in:
Zelow79 2023-02-02 10:09:38 -05:00 committed by GitHub
parent 35d590b25d
commit 37f41c89bc
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 150 additions and 87 deletions

@ -1,54 +1,52 @@
import React from "react";
import Typography from "@mui/material/Typography";
import Accordion from "@mui/material/Accordion";
import AccordionSummary from "@mui/material/AccordionSummary";
import AccordionDetails from "@mui/material/AccordionDetails";
import ExpandMoreIcon from "@mui/icons-material/ExpandMore";
import Button from "@mui/material/Button";
import { Adjuster } from "./Adjuster";
import { Player } from "@player";
import { CityName } from "../../Enums";
const bigNumber = 1e27;
export function Bladeburner(): React.ReactElement {
if (!Player.bladeburner) return <></>;
const bladeburner = Player.bladeburner;
if (bladeburner === null) return <></>;
function modifyBladeburnerRank(modify: number): (x: number) => void {
return function (rank: number): void {
if (!bladeburner) return;
bladeburner.changeRank(Player, rank * modify);
};
}
function resetBladeburnerRank(): void {
if (!bladeburner) return;
// Rank functions
const modifyBladeburnerRank = (modify: number) => (rank: number) => bladeburner.changeRank(Player, rank * modify);
const resetBladeburnerRank = () => {
bladeburner.rank = 0;
bladeburner.maxRank = 0;
}
function addTonsBladeburnerRank(): void {
if (!bladeburner) return;
bladeburner.changeRank(Player, bigNumber);
}
function modifyBladeburnerCycles(modify: number): (x: number) => void {
return function (cycles: number): void {
if (!bladeburner) return;
bladeburner.storedCycles += cycles * modify;
};
}
const addTonsBladeburnerRank = () => bladeburner.changeRank(Player, bigNumber);
function resetBladeburnerCycles(): void {
if (!bladeburner) return;
bladeburner.storedCycles = 0;
}
// Skill point functions
const modifyBladeburnerSP = (modify: number) => (skillPoints: number) => {
bladeburner.skillPoints += skillPoints * modify;
};
const resetBladeburnerSP = () => {
bladeburner.skillPoints = 0;
bladeburner.totalSkillPoints = 0;
};
const addTonsBladeburnerSP = () => (bladeburner.skillPoints = bigNumber);
function addTonsBladeburnerCycles(): void {
if (!bladeburner) return;
bladeburner.storedCycles += bigNumber;
}
// Cycles functions
const modifyBladeburnerCycles = (modify: number) => (cycles: number) => (bladeburner.storedCycles += cycles * modify);
const resetBladeburnerCycles = () => (bladeburner.storedCycles = 0);
const addTonsBladeburnerCycles = () => (bladeburner.storedCycles += bigNumber);
// Chaos functions
const wipeAllChaos = () => Object.values(CityName).forEach((city) => (bladeburner.cities[city].chaos = 0));
const wipeActiveCityChaos = () => (bladeburner.cities[bladeburner.city].chaos = 0);
const addAllChaos = (modify: number) => (chaos: number) => {
Object.values(CityName).forEach((city) => (bladeburner.cities[city].chaos += chaos * modify));
};
const addTonsAllChaos = () => {
Object.values(CityName).forEach((city) => (bladeburner.cities[city].chaos += bigNumber));
};
return (
<Accordion TransitionProps={{ unmountOnExit: true }}>
@ -73,6 +71,21 @@ export function Bladeburner(): React.ReactElement {
/>
</td>
</tr>
<tr>
<td>
<Typography>SP:</Typography>
</td>
<td>
<Adjuster
label="skill points"
placeholder="amt"
tons={addTonsBladeburnerSP}
add={modifyBladeburnerSP(1)}
subtract={modifyBladeburnerSP(-1)}
reset={resetBladeburnerSP}
/>
</td>
</tr>
<tr>
<td>
<Typography>Cycles: </Typography>
@ -88,9 +101,25 @@ export function Bladeburner(): React.ReactElement {
/>
</td>
</tr>
<tr>
<td>
<Typography title="This is for ALL cities">Chaos:</Typography>
</td>
<td>
<Adjuster
label="chaos in all cities"
placeholder="amt"
tons={addTonsAllChaos}
add={addAllChaos(1)}
subtract={addAllChaos(-1)}
reset={wipeAllChaos}
/>
</td>
</tr>
</tbody>
</table>
</AccordionDetails>
<Button onClick={wipeActiveCityChaos}>Clear Active City's Chaos</Button>
</Accordion>
);
}

@ -1,10 +1,8 @@
import React, { useEffect, useState } from "react";
import Accordion from "@mui/material/Accordion";
import AccordionSummary from "@mui/material/AccordionSummary";
import AccordionDetails from "@mui/material/AccordionDetails";
import ExpandMoreIcon from "@mui/icons-material/ExpandMore";
import Typography from "@mui/material/Typography";
import Button from "@mui/material/Button";
import { Money } from "../../ui/React/Money";
@ -15,59 +13,68 @@ import { Bladeburner } from "../../Bladeburner/Bladeburner";
import { GangConstants } from "../../Gang/data/Constants";
import { FactionNames } from "../../Faction/data/FactionNames";
import { checkForMessagesToSend } from "../../Message/MessageHelpers";
import { ThemeEvents } from "../../Themes/ui/Theme";
export function General(): React.ReactElement {
const [error, setError] = useState(false);
const [corporationName, setCorporationName] = useState("");
const [gangFaction, setGangFaction] = useState("");
const [gangFaction, setGangFaction] = useState("Slum Snakes");
const [devMoney, setDevMoney] = useState(0);
function addMoney(n: number) {
return function () {
Player.gainMoney(n, "other");
};
}
// Money functions
const addCustomMoney = () => !Number.isNaN(devMoney) && Player.gainMoney(devMoney, "other");
const addMoney = (n: number) => () => Player.gainMoney(n, "other");
const setMoney = (n: number) => () => (Player.money = Number(n));
function upgradeRam(): void {
Player.getHomeComputer().maxRam *= 2;
}
// Ram functions
const upgradeRam = () => (Player.getHomeComputer().maxRam *= 2);
function quickB1tFlum3(): void {
Router.toBitVerse(true, true);
}
// Node-clearing functions
const quickB1tFlum3 = () => Router.toBitVerse(true, true);
const b1tflum3 = () => Router.toBitVerse(true, false);
const quickHackW0r1dD43m0n = () => Router.toBitVerse(false, true);
const hackW0r1dD43m0n = () => Router.toBitVerse(false, false);
function b1tflum3(): void {
Router.toBitVerse(true, false);
}
function quickHackW0r1dD43m0n(): void {
Router.toBitVerse(false, true);
}
function hackW0r1dD43m0n(): void {
Router.toBitVerse(false, false);
}
function createCorporation(): void {
// Corp functions
const createCorporation = () => {
Player.startCorporation(corporationName);
}
// Rerender so the corp menu option will show up immediately on the devmenu page selection
ThemeEvents.emit();
};
const destroyCorporation = () => {
Player.corporation = null;
// Rerender so the corp menu option will be removed immediately on the devmenu page selection
ThemeEvents.emit();
};
function joinBladeburner(): void {
// Blade functions
const joinBladeburner = () => {
Player.bladeburner = new Bladeburner();
}
// Rerender so the blade menu option will show up immediately on the devmenu page selection
ThemeEvents.emit();
};
const leaveBladeburner = () => {
Player.bladeburner = null;
// Rerender so the blade menu option will be removed immediately on the devmenu page selection
ThemeEvents.emit();
};
function startGang(): void {
// Gang functions
const startGang = () => {
const isHacking = gangFaction === FactionNames.NiteSec || gangFaction === FactionNames.TheBlackHand;
Player.startGang(gangFaction, isHacking);
}
function setGangFactionDropdown(event: SelectChangeEvent<string>): void {
setGangFaction(event.target.value);
}
function checkMessages(): void {
checkForMessagesToSend();
}
// Rerender so the gang menu option will show up immediately on the devmenu page selection
ThemeEvents.emit();
};
const stopGang = () => {
Player.gang = null;
// Rerender so the gang menu option will be removed immediately on the devmenu page selection
ThemeEvents.emit();
};
const setGangFactionDropdown = (event: SelectChangeEvent<string>) => setGangFaction(event.target.value);
// Misc functions
const checkMessages = () => checkForMessagesToSend();
useEffect(() => {
if (error) throw new ReferenceError("Manually thrown error");
}, [error]);
@ -78,6 +85,14 @@ export function General(): React.ReactElement {
<Typography>General</Typography>
</AccordionSummary>
<AccordionDetails>
<Button
onClick={setMoney(0)}
title="This sets your money to $0, this means the money you had will just vanish without being accounted for where it went and may offset some metrics."
>
<pre>
= <Money money={0} />
</pre>
</Button>
<Button onClick={addMoney(1e6)}>
<pre>
+ <Money money={1e6} />
@ -105,10 +120,24 @@ export function General(): React.ReactElement {
</Button>
<Button onClick={upgradeRam}>+ RAM</Button>
<br />
<Typography>Add Custom Money</Typography>
<TextField onChange={(x) => setDevMoney(parseFloat(x.target.value))} />
<Button onClick={addCustomMoney}>Give Money</Button>
<br />
{Player.corporation ? (
<Button onClick={destroyCorporation}>Destroy Corporation</Button>
) : (
<>
<Typography>Corporation Name:</Typography>
<TextField value={corporationName} onChange={(x) => setCorporationName(x.target.value)} />
<Button onClick={createCorporation}>Create Corporation</Button>
</>
)}
<br />
{Player.gang ? (
<Button onClick={stopGang}>Stop Gang</Button>
) : (
<>
<Typography>Gang Faction:</Typography>
<Select value={gangFaction} onChange={setGangFactionDropdown}>
{GangConstants.Names.map((factionName) => (
@ -118,10 +147,15 @@ export function General(): React.ReactElement {
))}
</Select>
<Button onClick={startGang}>Start Gang</Button>
</>
)}
<br />
{Player.bladeburner ? (
<Button onClick={leaveBladeburner}>Leave BladeBurner</Button>
) : (
<Button onClick={joinBladeburner}>Join BladeBurner</Button>
)}
<br />
<Button onClick={quickB1tFlum3}>Quick b1t_flum3.exe</Button>
<Button onClick={b1tflum3}>Run b1t_flum3.exe</Button>
<Button onClick={quickHackW0r1dD43m0n}>Quick w0rld_d34m0n</Button>