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@ -84,176 +84,289 @@ The following is a list of all of the problem types that a Coding Contract can c
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The list contains the name of (i.e. the value returned by
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The list contains the name of (i.e. the value returned by
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:js:func:`getContractType`) and a brief summary of the problem it poses.
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:js:func:`getContractType`) and a brief summary of the problem it poses.
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|
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+------------------------------------+------------------------------------------------------------------------------------------+
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+-----------------------------------------+------------------------------------------------------------------------------------------+
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| Name | Problem Summary |
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| Name | Problem Summary |
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+====================================+==========================================================================================+
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+=========================================+==========================================================================================+
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| Find Largest Prime Factor | | Given a number, find its largest prime factor. A prime factor |
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| Find Largest Prime Factor | | Given a number, find its largest prime factor. A prime factor |
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| | | is a factor that is a prime number. |
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| | | is a factor that is a prime number. |
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+------------------------------------+------------------------------------------------------------------------------------------+
|
+-----------------------------------------+------------------------------------------------------------------------------------------+
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| Subarray with Maximum Sum | | Given an array of integers, find the contiguous subarray (containing |
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| Subarray with Maximum Sum | | Given an array of integers, find the contiguous subarray (containing |
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| | | at least one number) which has the largest sum and return that sum. |
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| | | at least one number) which has the largest sum and return that sum. |
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+------------------------------------+------------------------------------------------------------------------------------------+
|
+-----------------------------------------+------------------------------------------------------------------------------------------+
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| Total Ways to Sum | | Given a number, how many different distinct ways can that number be written as |
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| Total Ways to Sum | | Given a number, how many different distinct ways can that number be written as |
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| | | a sum of at least two positive integers? |
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| | | a sum of at least two positive integers? |
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+------------------------------------+------------------------------------------------------------------------------------------+
|
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
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| Total Ways to Sum II | | You are given an array with two elements. The first element is an integer n. |
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| Total Ways to Sum II | | You are given an array with two elements. The first element is an integer n. |
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| | | The second element is an array of numbers representing the set of available integers. |
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| | | The second element is an array of numbers representing the set of available integers. |
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| | | How many different distinct ways can that number n be written as |
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| | | How many different distinct ways can that number n be written as |
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| | | a sum of integers contained in the given set? |
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| | | a sum of integers contained in the given set? |
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| | | You may use each integer in the set zero or more times. |
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| | | You may use each integer in the set zero or more times. |
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+------------------------------------+------------------------------------------------------------------------------------------+
|
+-----------------------------------------+------------------------------------------------------------------------------------------+
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| Spiralize Matrix | | Given an array of array of numbers representing a 2D matrix, return the |
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| Spiralize Matrix | | Given an array of array of numbers representing a 2D matrix, return the |
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| | | elements of that matrix in clockwise spiral order. |
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| | | elements of that matrix in clockwise spiral order. |
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| | | |
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| | | |
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| | | Example: The spiral order of |
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| | | Example: The spiral order of |
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| | | |
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| | | |
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| | | [1, 2, 3, 4] |
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| | | [1, 2, 3, 4] |
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| | | [5, 6, 7, 8] |
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| | | [5, 6, 7, 8] |
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| | | [9, 10, 11, 12] |
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| | | [9, 10, 11, 12] |
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| | | |
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| | | |
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| | | is [1, 2, 3, 4, 8, 12, 11, 10, 9, 5, 6, 7] |
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| | | is [1, 2, 3, 4, 8, 12, 11, 10, 9, 5, 6, 7] |
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+------------------------------------+------------------------------------------------------------------------------------------+
|
+-----------------------------------------+------------------------------------------------------------------------------------------+
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| Array Jumping Game | | You are given an array of integers where each element represents the |
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| Array Jumping Game | | You are given an array of integers where each element represents the |
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| | | maximum possible jump distance from that position. For example, if you |
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| | | maximum possible jump distance from that position. For example, if you |
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| | | are at position i and your maximum jump length is n, then you can jump |
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| | | are at position i and your maximum jump length is n, then you can jump |
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| | | to any position from i to i+n. |
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| | | to any position from i to i+n. |
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| | | |
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| | | |
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| | | Assuming you are initially positioned at the start of the array, determine |
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| | | Assuming you are initially positioned at the start of the array, determine |
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| | | whether you are able to reach the last index of the array. |
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| | | whether you are able to reach the last index of the array. |
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+------------------------------------+------------------------------------------------------------------------------------------+
|
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
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| Array Jumping Game II | | You are given an array of integers where each element represents the |
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| Array Jumping Game II | | You are given an array of integers where each element represents the |
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| | | maximum possible jump distance from that position. For example, if you |
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| | | maximum possible jump distance from that position. For example, if you |
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| | | are at position i and your maximum jump length is n, then you can jump |
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| | | are at position i and your maximum jump length is n, then you can jump |
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| | | to any position from i to i+n. |
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| | | to any position from i to i+n. |
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| | | |
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| | | |
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| | | Assuming you are initially positioned at the start of the array, determine |
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| | | Assuming you are initially positioned at the start of the array, determine |
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| | | the minimum number of jumps to reach the end of the array. |
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| | | the minimum number of jumps to reach the end of the array. |
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| | | |
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| | | |
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| | | If it's impossible to reach the end, then the answer should be 0. |
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| | | If it's impossible to reach the end, then the answer should be 0. |
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+------------------------------------+------------------------------------------------------------------------------------------+
|
+-----------------------------------------+------------------------------------------------------------------------------------------+
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| Merge Overlapping Intervals | | Given an array of intervals, merge all overlapping intervals. An interval |
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| Merge Overlapping Intervals | | Given an array of intervals, merge all overlapping intervals. An interval |
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| | | is an array with two numbers, where the first number is always less than |
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| | | is an array with two numbers, where the first number is always less than |
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| | | the second (e.g. [1, 5]). |
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| | | the second (e.g. [1, 5]). |
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| | | |
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| | | |
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| | | The intervals must be returned in ASCENDING order. |
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| | | The intervals must be returned in ASCENDING order. |
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| | | |
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| | | |
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| | | Example: |
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| | | Example: |
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| | | [[1, 3], [8, 10], [2, 6], [10, 16]] |
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| | | [[1, 3], [8, 10], [2, 6], [10, 16]] |
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| | | merges into [[1, 6], [8, 16]] |
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| | | merges into [[1, 6], [8, 16]] |
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+------------------------------------+------------------------------------------------------------------------------------------+
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+-----------------------------------------+------------------------------------------------------------------------------------------+
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| Generate IP Addresses | | Given a string containing only digits, return an array with all possible |
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| Generate IP Addresses | | Given a string containing only digits, return an array with all possible |
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| | | valid IP address combinations that can be created from the string. |
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| | | valid IP address combinations that can be created from the string. |
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| | | |
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| | | |
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| | | An octet in the IP address cannot begin with '0' unless the number itself |
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| | | An octet in the IP address cannot begin with '0' unless the number itself |
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| | | is actually 0. For example, "192.168.010.1" is NOT a valid IP. |
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| | | is actually 0. For example, "192.168.010.1" is NOT a valid IP. |
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| | | |
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| | | |
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| | | Examples: |
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| | | Examples: |
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| | | 25525511135 -> [255.255.11.135, 255.255.111.35] |
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| | | 25525511135 -> [255.255.11.135, 255.255.111.35] |
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| | | 1938718066 -> [193.87.180.66] |
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| | | 1938718066 -> [193.87.180.66] |
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+------------------------------------+------------------------------------------------------------------------------------------+
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+-----------------------------------------+------------------------------------------------------------------------------------------+
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| Algorithmic Stock Trader I | | You are given an array of numbers representing stock prices, where the |
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| Algorithmic Stock Trader I | | You are given an array of numbers representing stock prices, where the |
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| | | i-th element represents the stock price on day i. |
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| | | i-th element represents the stock price on day i. |
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| | | |
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| | | |
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| | | Determine the maximum possible profit you can earn using at most one |
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| | | Determine the maximum possible profit you can earn using at most one |
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| | | transaction (i.e. you can buy an sell the stock once). If no profit |
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| | | transaction (i.e. you can buy an sell the stock once). If no profit |
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| | | can be made, then the answer should be 0. Note that you must buy the stock |
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| | | can be made, then the answer should be 0. Note that you must buy the stock |
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| | | before you can sell it. |
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| | | before you can sell it. |
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+------------------------------------+------------------------------------------------------------------------------------------+
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+-----------------------------------------+------------------------------------------------------------------------------------------+
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| Algorithmic Stock Trader II | | You are given an array of numbers representing stock prices, where the |
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| Algorithmic Stock Trader II | | You are given an array of numbers representing stock prices, where the |
|
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| | | i-th element represents the stock price on day i. |
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| | | i-th element represents the stock price on day i. |
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||||||
| | | |
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| | | |
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| | | Determine the maximum possible profit you can earn using as many transactions |
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| | | Determine the maximum possible profit you can earn using as many transactions |
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| | | as you'd like. A transaction is defined as buying and then selling one |
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| | | as you'd like. A transaction is defined as buying and then selling one |
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| | | share of the stock. Note that you cannot engage in multiple transactions at |
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| | | share of the stock. Note that you cannot engage in multiple transactions at |
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| | | once. In other words, you must sell the stock before you buy it again. If no |
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| | | once. In other words, you must sell the stock before you buy it again. If no |
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| | | profit can be made, then the answer should be 0. |
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| | | profit can be made, then the answer should be 0. |
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+------------------------------------+------------------------------------------------------------------------------------------+
|
+-----------------------------------------+------------------------------------------------------------------------------------------+
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| Algorithmic Stock Trader III | | You are given an array of numbers representing stock prices, where the |
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| Algorithmic Stock Trader III | | You are given an array of numbers representing stock prices, where the |
|
||||||
| | | i-th element represents the stock price on day i. |
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| | | i-th element represents the stock price on day i. |
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||||||
| | | |
|
| | | |
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| | | Determine the maximum possible profit you can earn using at most two |
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| | | Determine the maximum possible profit you can earn using at most two |
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| | | transactions. A transaction is defined as buying and then selling one share |
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| | | transactions. A transaction is defined as buying and then selling one share |
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||||||
| | | of the stock. Note that you cannot engage in multiple transactions at once. |
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| | | of the stock. Note that you cannot engage in multiple transactions at once. |
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||||||
| | | In other words, you must sell the stock before you buy it again. If no profit |
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| | | In other words, you must sell the stock before you buy it again. If no profit |
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||||||
| | | can be made, then the answer should be 0. |
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| | | can be made, then the answer should be 0. |
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||||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
+-----------------------------------------+------------------------------------------------------------------------------------------+
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| Algorithmic Stock Trader IV | | You are given an array with two elements. The first element is an integer k. |
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| Algorithmic Stock Trader IV | | You are given an array with two elements. The first element is an integer k. |
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| | | The second element is an array of numbers representing stock prices, where the |
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| | | The second element is an array of numbers representing stock prices, where the |
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||||||
| | | i-th element represents the stock price on day i. |
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| | | i-th element represents the stock price on day i. |
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||||||
| | | |
|
| | | |
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| | | Determine the maximum possible profit you can earn using at most k transactions. |
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| | | Determine the maximum possible profit you can earn using at most k transactions. |
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||||||
| | | A transaction is defined as buying and then selling one share of the stock. |
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| | | A transaction is defined as buying and then selling one share of the stock. |
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||||||
| | | Note that you cannot engage in multiple transactions at once. In other words, |
|
| | | Note that you cannot engage in multiple transactions at once. In other words, |
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| | | you must sell the stock before you can buy it. If no profit can be made, then |
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| | | you must sell the stock before you can buy it. If no profit can be made, then |
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| | | the answer should be 0. |
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| | | the answer should be 0. |
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+------------------------------------+------------------------------------------------------------------------------------------+
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+-----------------------------------------+------------------------------------------------------------------------------------------+
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| Minimum Path Sum in a Triangle | | You are given a 2D array of numbers (array of array of numbers) that represents a |
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| Minimum Path Sum in a Triangle | | You are given a 2D array of numbers (array of array of numbers) that represents a |
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| | | triangle (the first array has one element, and each array has one more element than |
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| | | triangle (the first array has one element, and each array has one more element than |
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| | | the one before it, forming a triangle). Find the minimum path sum from the top to the |
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| | | the one before it, forming a triangle). Find the minimum path sum from the top to the |
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| | | bottom of the triangle. In each step of the path, you may only move to adjacent |
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| | | bottom of the triangle. In each step of the path, you may only move to adjacent |
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| | | numbers in the row below. |
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| | | numbers in the row below. |
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+------------------------------------+------------------------------------------------------------------------------------------+
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+-----------------------------------------+------------------------------------------------------------------------------------------+
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| Unique Paths in a Grid I | | You are given an array with two numbers: [m, n]. These numbers represent a |
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| Unique Paths in a Grid I | | You are given an array with two numbers: [m, n]. These numbers represent a |
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| | | m x n grid. Assume you are initially positioned in the top-left corner of that |
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| | | m x n grid. Assume you are initially positioned in the top-left corner of that |
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| | | grid and that you are trying to reach the bottom-right corner. On each step, |
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| | | grid and that you are trying to reach the bottom-right corner. On each step, |
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| | | you may only move down or to the right. |
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| | | you may only move down or to the right. |
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| | | |
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| | | |
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| | |
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| | | |
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| | | Determine how many unique paths there are from start to finish. |
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| | | Determine how many unique paths there are from start to finish. |
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+------------------------------------+------------------------------------------------------------------------------------------+
|
+-----------------------------------------+------------------------------------------------------------------------------------------+
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| Unique Paths in a Grid II | | You are given a 2D array of numbers (array of array of numbers) representing |
|
| Unique Paths in a Grid II | | You are given a 2D array of numbers (array of array of numbers) representing |
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| | | a grid. The 2D array contains 1's and 0's, where 1 represents an obstacle and |
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| | | a grid. The 2D array contains 1's and 0's, where 1 represents an obstacle and |
|
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| | |
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| | | |
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| | | 0 represents a free space. |
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| | | 0 represents a free space. |
|
||||||
| | | |
|
| | | |
|
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| | | Assume you are initially positioned in top-left corner of that grid and that you |
|
| | | Assume you are initially positioned in top-left corner of that grid and that you |
|
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| | | are trying to reach the bottom-right corner. In each step, you may only move down |
|
| | | are trying to reach the bottom-right corner. In each step, you may only move down |
|
||||||
| | | or to the right. Furthermore, you cannot move onto spaces which have obstacles. |
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| | | or to the right. Furthermore, you cannot move onto spaces which have obstacles. |
|
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| | | |
|
| | | |
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| | | Determine how many unique paths there are from start to finish. |
|
| | | Determine how many unique paths there are from start to finish. |
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+------------------------------------+------------------------------------------------------------------------------------------+
|
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
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| Shortest Path in a Grid | | You are given a 2D array of numbers (array of array of numbers) representing |
|
| Shortest Path in a Grid | | You are given a 2D array of numbers (array of array of numbers) representing |
|
||||||
| | | a grid. The 2D array contains 1's and 0's, where 1 represents an obstacle and |
|
| | | a grid. The 2D array contains 1's and 0's, where 1 represents an obstacle and |
|
||||||
| | | 0 represents a free space. |
|
| | | 0 represents a free space. |
|
||||||
| | | |
|
| | | |
|
||||||
| | | Assume you are initially positioned in top-left corner of that grid and that you |
|
| | | Assume you are initially positioned in top-left corner of that grid and that you |
|
||||||
| | | are trying to reach the bottom-right corner. In each step, you may move to the up, |
|
| | | are trying to reach the bottom-right corner. In each step, you may move to the up, |
|
||||||
| | | down, left or right. Furthermore, you cannot move onto spaces which have obstacles. |
|
| | | down, left or right. Furthermore, you cannot move onto spaces which have obstacles. |
|
||||||
| | | |
|
| | | |
|
||||||
| | | Determine if paths exist from start to destination, and find the shortest one. |
|
| | | Determine if paths exist from start to destination, and find the shortest one. |
|
||||||
| | | |
|
| | | |
|
||||||
| | | Examples: |
|
| | | Examples: |
|
||||||
| | | [[0,1,0,0,0], |
|
| | | [[0,1,0,0,0], |
|
||||||
| | | [0,0,0,1,0]] -> "DRRURRD" |
|
| | | [0,0,0,1,0]] -> "DRRURRD" |
|
||||||
| | | [[0,1], |
|
| | | [[0,1], |
|
||||||
| | | [1,0]] -> "" |
|
| | | [1,0]] -> "" |
|
||||||
| | | |
|
| | | |
|
||||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||||
| Sanitize Parentheses in Expression | | Given a string with parentheses and letters, remove the minimum number of invalid |
|
| Sanitize Parentheses in Expression | | Given a string with parentheses and letters, remove the minimum number of invalid |
|
||||||
| | | parentheses in order to validate the string. If there are multiple minimal ways |
|
| | | parentheses in order to validate the string. If there are multiple minimal ways |
|
||||||
| | | to validate the string, provide all of the possible results. |
|
| | | to validate the string, provide all of the possible results. |
|
||||||
| | | |
|
| | | |
|
||||||
| | | The answer should be provided as an array of strings. If it is impossible to validate |
|
| | | The answer should be provided as an array of strings. If it is impossible to validate |
|
||||||
| | | the string, the result should be an array with only an empty string. |
|
| | | the string, the result should be an array with only an empty string. |
|
||||||
| | | |
|
| | | |
|
||||||
| | | Examples: |
|
| | | Examples: |
|
||||||
| | | ()())() -> [()()(), (())()] |
|
| | | ()())() -> [()()(), (())()] |
|
||||||
| | | (a)())() -> [(a)()(), (a())()] |
|
| | | (a)())() -> [(a)()(), (a())()] |
|
||||||
| | | )( -> [""] |
|
| | | )( -> [""] |
|
||||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||||
| Find All Valid Math Expressions | | You are given a string which contains only digits between 0 and 9 as well as a target |
|
| Find All Valid Math Expressions | | You are given a string which contains only digits between 0 and 9 as well as a target |
|
||||||
| | | number. Return all possible ways you can add the +, -, and * operators to the string |
|
| | | number. Return all possible ways you can add the +, -, and * operators to the string |
|
||||||
| | | of digits such that it evaluates to the target number. |
|
| | | of digits such that it evaluates to the target number. |
|
||||||
| | | |
|
| | | |
|
||||||
| | | The answer should be provided as an array of strings containing the valid expressions. |
|
| | | The answer should be provided as an array of strings containing the valid expressions. |
|
||||||
| | | |
|
| | | |
|
||||||
| | | NOTE: Numbers in an expression cannot have leading 0's |
|
| | | NOTE: Numbers in an expression cannot have leading 0's |
|
||||||
| | | NOTE: The order of evaluation expects script operator precedence |
|
| | | NOTE: The order of evaluation expects script operator precedence |
|
||||||
| | | |
|
| | | |
|
||||||
| | | Examples: |
|
| | | Examples: |
|
||||||
| | | Input: digits = "123", target = 6 |
|
| | | Input: digits = "123", target = 6 |
|
||||||
| | | Output: [1+2+3, 1*2*3] |
|
| | | Output: [1+2+3, 1*2*3] |
|
||||||
| | | |
|
| | | |
|
||||||
| | | Input: digits = "105", target = 5 |
|
| | | Input: digits = "105", target = 5 |
|
||||||
| | | Output: [1*0+5, 10-5] |
|
| | | Output: [1*0+5, 10-5] |
|
||||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||||
|
| HammingCodes: Integer to Encoded Binary | | You are given a decimal value. |
|
||||||
|
| | | Convert it into a binary string and encode it as a 'Hamming-Code'. eg: |
|
||||||
|
| | | Value 8 will result into binary '1000', which will be encoded |
|
||||||
|
| | | with the pattern 'pppdpddd', where p is a paritybit and d a databit, |
|
||||||
|
| | | or '10101' (Value 21) will result into (pppdpdddpd) '1001101011'. |
|
||||||
|
| | | NOTE: You need an parity Bit on Index 0 as an 'overall'-paritybit. |
|
||||||
|
| | | NOTE 2: You should watch the HammingCode-video from 3Blue1Brown, which |
|
||||||
|
| | | explains the 'rule' of encoding, |
|
||||||
|
| | | including the first Index parity-bit mentioned on the first note. |
|
||||||
|
| | | Now the only one rule for this encoding: |
|
||||||
|
| | | It's not allowed to add additional leading '0's to the binary value |
|
||||||
|
| | | That means, the binary value has to be encoded as it is |
|
||||||
|
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||||
|
| HammingCodes: Encoded Binary to Integer | | You are given an encoded binary string. |
|
||||||
|
| | | Treat it as a Hammingcode with 1 'possible' error on an random Index. |
|
||||||
|
| | | Find the 'possible' wrong bit, fix it and extract the decimal value, which is |
|
||||||
|
| | | hidden inside the string.\n\n", |
|
||||||
|
| | | Note: The length of the binary string is dynamic, but it's encoding/decoding is |
|
||||||
|
| | | following Hammings 'rule'\n", |
|
||||||
|
| | | Note 2: Index 0 is an 'overall' parity bit. Watch the Hammingcode-video from |
|
||||||
|
| | | 3Blue1Brown for more information\n", |
|
||||||
|
| | | Note 3: There's a ~55% chance for an altered Bit. So... MAYBE |
|
||||||
|
| | | there is an altered Bit 😉\n", |
|
||||||
|
| | | Extranote for automation: return the decimal value as a string", |
|
||||||
|
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||||
|
| Proper 2-Coloring of a Graph | | You are given data, representing a graph. Note that "graph", as used here, refers to |
|
||||||
|
| | | the field of graph theory, and has no relation to statistics or plotting. |
|
||||||
|
| | | |
|
||||||
|
| | | The first element of the data represents the number of vertices in the graph. Each |
|
||||||
|
| | | vertex is a unique number between 0 and ${data[0] - 1}. The next element of the data |
|
||||||
|
| | | represents the edges of the graph. |
|
||||||
|
| | | |
|
||||||
|
| | | Two vertices u,v in a graph are said to be adjacent if there exists an edge [u,v]. |
|
||||||
|
| | | Note that an edge [u,v] is the same as an edge [v,u], as order does not matter. |
|
||||||
|
| | | |
|
||||||
|
| | | You must construct a 2-coloring of the graph, meaning that you have to assign each |
|
||||||
|
| | | vertex in the graph a "color", either 0 or 1, such that no two adjacent vertices have |
|
||||||
|
| | | the same color. Submit your answer in the form of an array, where element i |
|
||||||
|
| | | represents the color of vertex i. If it is impossible to construct a 2-coloring of |
|
||||||
|
| | | the given graph, instead submit an empty array. |
|
||||||
|
| | | |
|
||||||
|
| | | Examples: |
|
||||||
|
| | | |
|
||||||
|
| | | Input: [4, [[0, 2], [0, 3], [1, 2], [1, 3]]] |
|
||||||
|
| | | Output: [0, 0, 1, 1] |
|
||||||
|
| | | |
|
||||||
|
| | | Input: [3, [[0, 1], [0, 2], [1, 2]]] |
|
||||||
|
| | | Output: [] |
|
||||||
|
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||||
|
| Compression I: RLE Compression | | Run-length encoding (RLE) is a data compression technique which encodes data as a |
|
||||||
|
| | | series of runs of a repeated single character. Runs are encoded as a length, followed |
|
||||||
|
| | | by the character itself. Lengths are encoded as a single ASCII digit; runs of 10 |
|
||||||
|
| | | characters or more are encoded by splitting them into multiple runs. |
|
||||||
|
| | | |
|
||||||
|
| | | You are given a string as input. Encode it using run-length encoding with the minimum |
|
||||||
|
| | | possible output length. |
|
||||||
|
| | | |
|
||||||
|
| | | Examples: |
|
||||||
|
| | | aaaaabccc -> 5a1b3c |
|
||||||
|
| | | aAaAaA -> 1a1A1a1A1a1A |
|
||||||
|
| | | 111112333 -> 511233 |
|
||||||
|
| | | zzzzzzzzzzzzzzzzzzz -> 9z9z1z (or 9z8z2z, etc.) |
|
||||||
|
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||||
|
| Compression II: LZ Decompression | | Lempel-Ziv (LZ) compression is a data compression technique which encodes data using |
|
||||||
|
| | | references to earlier parts of the data. In this variant of LZ, data is encoded in two |
|
||||||
|
| | | types of chunk. Each chunk begins with a length L, encoded as a single ASCII digit |
|
||||||
|
| | | from 1 - 9, followed by the chunk data, which is either: |
|
||||||
|
| | | |
|
||||||
|
| | | 1. Exactly L characters, which are to be copied directly into the uncompressed data. |
|
||||||
|
| | | 2. A reference to an earlier part of the uncompressed data. To do this, the length |
|
||||||
|
| | | is followed by a second ASCII digit X: each of the L output characters is a copy |
|
||||||
|
| | | of the character X places before it in the uncompressed data. |
|
||||||
|
| | | |
|
||||||
|
| | | For both chunk types, a length of 0 instead means the chunk ends immediately, and the |
|
||||||
|
| | | next character is the start of a new chunk. The two chunk types alternate, starting |
|
||||||
|
| | | with type 1, and the final chunk may be of either type. |
|
||||||
|
| | | |
|
||||||
|
| | | You are given an LZ-encoded string. Decode it and output the original string. |
|
||||||
|
| | | |
|
||||||
|
| | | Example: decoding '5aaabc340533bca' chunk-by-chunk |
|
||||||
|
| | | 5aaabc -> aaabc |
|
||||||
|
| | | 5aaabc34 -> aaabcaab |
|
||||||
|
| | | 5aaabc340 -> aaabcaab |
|
||||||
|
| | | 5aaabc34053 -> aaabcaabaabaa |
|
||||||
|
| | | 5aaabc340533bca -> aaabcaabaabaabca |
|
||||||
|
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||||
|
| Compression III: LZ Compression | | Lempel-Ziv (LZ) compression is a data compression technique which encodes data using |
|
||||||
|
| | | references to earlier parts of the data. In this variant of LZ, data is encoded in two |
|
||||||
|
| | | types of chunk. Each chunk begins with a length L, encoded as a single ASCII digit |
|
||||||
|
| | | from 1 - 9, followed by the chunk data, which is either: |
|
||||||
|
| | | |
|
||||||
|
| | | 1. Exactly L characters, which are to be copied directly into the uncompressed data. |
|
||||||
|
| | | 2. A reference to an earlier part of the uncompressed data. To do this, the length |
|
||||||
|
| | | is followed by a second ASCII digit X: each of the L output characters is a copy |
|
||||||
|
| | | of the character X places before it in the uncompressed data. |
|
||||||
|
| | | |
|
||||||
|
| | | For both chunk types, a length of 0 instead means the chunk ends immediately, and the |
|
||||||
|
| | | next character is the start of a new chunk. The two chunk types alternate, starting |
|
||||||
|
| | | with type 1, and the final chunk may be of either type. |
|
||||||
|
| | | |
|
||||||
|
| | | You are given a string as input. Encode it using Lempel-Ziv encoding with the minimum |
|
||||||
|
| | | possible output length. |
|
||||||
|
| | | |
|
||||||
|
| | | Examples (some have other possible encodings of minimal length): |
|
||||||
|
| | | abracadabra -> 7abracad47 |
|
||||||
|
| | | mississippi -> 4miss433ppi |
|
||||||
|
| | | aAAaAAaAaAA -> 3aAA53035 |
|
||||||
|
| | | 2718281828 -> 627182844 |
|
||||||
|
| | | abcdefghijk -> 9abcdefghi02jk |
|
||||||
|
| | | aaaaaaaaaaa -> 1a911a |
|
||||||
|
| | | aaaaaaaaaaaa -> 1a912aa |
|
||||||
|
| | | aaaaaaaaaaaaa -> 1a91031 |
|
||||||
|
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||||
|
@ -280,7 +280,7 @@ Description
|
|||||||
In this BitNode:
|
In this BitNode:
|
||||||
|
|
||||||
* Your stats are significantly decreased
|
* Your stats are significantly decreased
|
||||||
* You cannnot purchase additional servers
|
* You cannot purchase additional servers
|
||||||
* Hacking is significantly less profitable
|
* Hacking is significantly less profitable
|
||||||
|
|
||||||
Source-File
|
Source-File
|
||||||
|
@ -776,6 +776,7 @@ export const achievements: IMap<Achievement> = {
|
|||||||
// { ID: FactionNames.Bladeburners.toUpperCase(), Condition: () => Player.factions.includes(FactionNames.Bladeburners) },
|
// { ID: FactionNames.Bladeburners.toUpperCase(), Condition: () => Player.factions.includes(FactionNames.Bladeburners) },
|
||||||
// { ID: "DEEPSCANV1.EXE", Condition: () => Player.getHomeComputer().programs.includes(Programs.DeepscanV1.name) },
|
// { ID: "DEEPSCANV1.EXE", Condition: () => Player.getHomeComputer().programs.includes(Programs.DeepscanV1.name) },
|
||||||
// { ID: "DEEPSCANV2.EXE", Condition: () => Player.getHomeComputer().programs.includes(Programs.DeepscanV2.name) },
|
// { ID: "DEEPSCANV2.EXE", Condition: () => Player.getHomeComputer().programs.includes(Programs.DeepscanV2.name) },
|
||||||
|
// { ID: "INFILTRATORS", Condition: () => Player.factions.includes(FactionNames.Infiltrators) },
|
||||||
// {
|
// {
|
||||||
// ID: "SERVERPROFILER.EXE",
|
// ID: "SERVERPROFILER.EXE",
|
||||||
// Condition: () => Player.getHomeComputer().programs.includes(Programs.ServerProfiler.name),
|
// Condition: () => Player.getHomeComputer().programs.includes(Programs.ServerProfiler.name),
|
||||||
|
@ -8,6 +8,7 @@ import { numeralWrapper } from "../ui/numeralFormat";
|
|||||||
import { Money } from "../ui/React/Money";
|
import { Money } from "../ui/React/Money";
|
||||||
|
|
||||||
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../utils/JSONReviver";
|
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../utils/JSONReviver";
|
||||||
|
import { FactionNames } from "../Faction/data/FactionNames";
|
||||||
|
|
||||||
export interface IConstructorParams {
|
export interface IConstructorParams {
|
||||||
info: string | JSX.Element;
|
info: string | JSX.Element;
|
||||||
@ -49,6 +50,12 @@ export interface IConstructorParams {
|
|||||||
bladeburner_stamina_gain_mult?: number;
|
bladeburner_stamina_gain_mult?: number;
|
||||||
bladeburner_analysis_mult?: number;
|
bladeburner_analysis_mult?: number;
|
||||||
bladeburner_success_chance_mult?: number;
|
bladeburner_success_chance_mult?: number;
|
||||||
|
infiltration_base_rep_increase?: number;
|
||||||
|
infiltration_rep_mult?: number;
|
||||||
|
infiltration_trade_mult?: number;
|
||||||
|
infiltration_sell_mult?: number;
|
||||||
|
infiltration_timer_mult?: number;
|
||||||
|
infiltration_damage_reduction_mult?: number;
|
||||||
|
|
||||||
startingMoney?: number;
|
startingMoney?: number;
|
||||||
programs?: string[];
|
programs?: string[];
|
||||||
@ -337,6 +344,50 @@ function generateStatsDescription(mults: IMap<number>, programs?: string[], star
|
|||||||
<br />+{f(mults.bladeburner_success_chance_mult - 1)} Bladeburner Contracts and Operations success chance
|
<br />+{f(mults.bladeburner_success_chance_mult - 1)} Bladeburner Contracts and Operations success chance
|
||||||
</>
|
</>
|
||||||
);
|
);
|
||||||
|
if (mults.infiltration_base_rep_increase)
|
||||||
|
desc = (
|
||||||
|
<>
|
||||||
|
{desc}
|
||||||
|
<br />+{f(mults.infiltration_base_rep_increase - 1)} Infiltration {FactionNames.ShadowsOfAnarchy} Reputation
|
||||||
|
base reward
|
||||||
|
</>
|
||||||
|
);
|
||||||
|
if (mults.infiltration_rep_mult)
|
||||||
|
desc = (
|
||||||
|
<>
|
||||||
|
{desc}
|
||||||
|
<br />+{f(mults.infiltration_rep_mult - 1)} Infiltration {FactionNames.ShadowsOfAnarchy} Reputation reward
|
||||||
|
</>
|
||||||
|
);
|
||||||
|
if (mults.infiltration_trade_mult)
|
||||||
|
desc = (
|
||||||
|
<>
|
||||||
|
{desc}
|
||||||
|
<br />+{f(mults.infiltration_trade_mult - 1)} Infiltration Reputation for trading information
|
||||||
|
</>
|
||||||
|
);
|
||||||
|
if (mults.infiltration_sell_mult)
|
||||||
|
desc = (
|
||||||
|
<>
|
||||||
|
{desc}
|
||||||
|
<br />+{f(mults.infiltration_sell_mult - 1)} Infiltration cash reward for selling information
|
||||||
|
</>
|
||||||
|
);
|
||||||
|
if (mults.infiltration_timer_mult)
|
||||||
|
desc = (
|
||||||
|
<>
|
||||||
|
{desc}
|
||||||
|
<br />+{f(mults.infiltration_timer_mult - 1)} Infiltration time per minigame
|
||||||
|
</>
|
||||||
|
);
|
||||||
|
if (mults.infiltration_damage_reduction_mult)
|
||||||
|
desc = (
|
||||||
|
<>
|
||||||
|
{desc}
|
||||||
|
<br />
|
||||||
|
{f(mults.infiltration_damage_reduction_mult - 1)} Infiltration health lost per failed minigame
|
||||||
|
</>
|
||||||
|
);
|
||||||
|
|
||||||
if (startingMoney)
|
if (startingMoney)
|
||||||
desc = (
|
desc = (
|
||||||
@ -390,6 +441,9 @@ export class Augmentation {
|
|||||||
// Initial cost. Doesn't change when you purchase multiple Augmentation
|
// Initial cost. Doesn't change when you purchase multiple Augmentation
|
||||||
startingCost = 0;
|
startingCost = 0;
|
||||||
|
|
||||||
|
// Initial rep requirement. Doesn't change when you purchase multiple Augmentation
|
||||||
|
startingRepRequirement = 0;
|
||||||
|
|
||||||
// Factions that offer this aug.
|
// Factions that offer this aug.
|
||||||
factions: string[] = [];
|
factions: string[] = [];
|
||||||
|
|
||||||
@ -409,6 +463,7 @@ export class Augmentation {
|
|||||||
this.baseRepRequirement = params.repCost;
|
this.baseRepRequirement = params.repCost;
|
||||||
this.baseCost = params.moneyCost;
|
this.baseCost = params.moneyCost;
|
||||||
this.startingCost = this.baseCost;
|
this.startingCost = this.baseCost;
|
||||||
|
this.startingRepRequirement = this.baseRepRequirement;
|
||||||
this.factions = params.factions;
|
this.factions = params.factions;
|
||||||
|
|
||||||
if (params.isSpecial) {
|
if (params.isSpecial) {
|
||||||
@ -509,6 +564,25 @@ export class Augmentation {
|
|||||||
this.mults.bladeburner_success_chance_mult = params.bladeburner_success_chance_mult;
|
this.mults.bladeburner_success_chance_mult = params.bladeburner_success_chance_mult;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (params.infiltration_base_rep_increase) {
|
||||||
|
this.mults.infiltration_base_rep_increase = params.infiltration_base_rep_increase;
|
||||||
|
}
|
||||||
|
if (params.infiltration_rep_mult) {
|
||||||
|
this.mults.infiltration_rep_mult = params.infiltration_rep_mult;
|
||||||
|
}
|
||||||
|
if (params.infiltration_trade_mult) {
|
||||||
|
this.mults.infiltration_trade_mult = params.infiltration_trade_mult;
|
||||||
|
}
|
||||||
|
if (params.infiltration_sell_mult) {
|
||||||
|
this.mults.infiltration_sell_mult = params.infiltration_sell_mult;
|
||||||
|
}
|
||||||
|
if (params.infiltration_timer_mult) {
|
||||||
|
this.mults.infiltration_timer_mult = params.infiltration_timer_mult;
|
||||||
|
}
|
||||||
|
if (params.infiltration_damage_reduction_mult) {
|
||||||
|
this.mults.infiltration_damage_reduction_mult = params.infiltration_damage_reduction_mult;
|
||||||
|
}
|
||||||
|
|
||||||
if (params.stats === undefined)
|
if (params.stats === undefined)
|
||||||
this.stats = generateStatsDescription(this.mults, params.programs, params.startingMoney);
|
this.stats = generateStatsDescription(this.mults, params.programs, params.startingMoney);
|
||||||
else this.stats = params.stats;
|
else this.stats = params.stats;
|
||||||
|
@ -3,7 +3,6 @@ import { Augmentations } from "./Augmentations";
|
|||||||
import { PlayerOwnedAugmentation, IPlayerOwnedAugmentation } from "./PlayerOwnedAugmentation";
|
import { PlayerOwnedAugmentation, IPlayerOwnedAugmentation } from "./PlayerOwnedAugmentation";
|
||||||
import { AugmentationNames } from "./data/AugmentationNames";
|
import { AugmentationNames } from "./data/AugmentationNames";
|
||||||
|
|
||||||
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
|
|
||||||
import { CONSTANTS } from "../Constants";
|
import { CONSTANTS } from "../Constants";
|
||||||
import { Factions, factionExists } from "../Faction/Factions";
|
import { Factions, factionExists } from "../Faction/Factions";
|
||||||
import { Player } from "../Player";
|
import { Player } from "../Player";
|
||||||
@ -17,9 +16,11 @@ import {
|
|||||||
initBladeburnerAugmentations,
|
initBladeburnerAugmentations,
|
||||||
initChurchOfTheMachineGodAugmentations,
|
initChurchOfTheMachineGodAugmentations,
|
||||||
initGeneralAugmentations,
|
initGeneralAugmentations,
|
||||||
|
initSoAAugmentations,
|
||||||
initNeuroFluxGovernor,
|
initNeuroFluxGovernor,
|
||||||
initUnstableCircadianModulator,
|
initUnstableCircadianModulator,
|
||||||
} from "./AugmentationCreator";
|
} from "./data/AugmentationCreator";
|
||||||
|
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
|
||||||
import { Router } from "../ui/GameRoot";
|
import { Router } from "../ui/GameRoot";
|
||||||
|
|
||||||
export function AddToAugmentations(aug: Augmentation): void {
|
export function AddToAugmentations(aug: Augmentation): void {
|
||||||
@ -50,6 +51,7 @@ function createAugmentations(): void {
|
|||||||
initNeuroFluxGovernor(),
|
initNeuroFluxGovernor(),
|
||||||
initUnstableCircadianModulator(),
|
initUnstableCircadianModulator(),
|
||||||
...initGeneralAugmentations(),
|
...initGeneralAugmentations(),
|
||||||
|
...initSoAAugmentations(),
|
||||||
...(factionExists(FactionNames.Bladeburners) ? initBladeburnerAugmentations() : []),
|
...(factionExists(FactionNames.Bladeburners) ? initBladeburnerAugmentations() : []),
|
||||||
...(factionExists(FactionNames.ChurchOfTheMachineGod) ? initChurchOfTheMachineGodAugmentations() : []),
|
...(factionExists(FactionNames.ChurchOfTheMachineGod) ? initChurchOfTheMachineGodAugmentations() : []),
|
||||||
].map(resetAugmentation);
|
].map(resetAugmentation);
|
||||||
@ -82,20 +84,36 @@ function updateNeuroFluxGovernorCosts(neuroFluxGovernorAugmentation: Augmentatio
|
|||||||
let nextLevel = getNextNeuroFluxLevel();
|
let nextLevel = getNextNeuroFluxLevel();
|
||||||
--nextLevel;
|
--nextLevel;
|
||||||
const multiplier = Math.pow(CONSTANTS.NeuroFluxGovernorLevelMult, nextLevel);
|
const multiplier = Math.pow(CONSTANTS.NeuroFluxGovernorLevelMult, nextLevel);
|
||||||
neuroFluxGovernorAugmentation.baseRepRequirement *= multiplier * BitNodeMultipliers.AugmentationRepCost;
|
neuroFluxGovernorAugmentation.baseRepRequirement =
|
||||||
neuroFluxGovernorAugmentation.baseCost *= multiplier * BitNodeMultipliers.AugmentationMoneyCost;
|
neuroFluxGovernorAugmentation.startingRepRequirement * multiplier * BitNodeMultipliers.AugmentationRepCost;
|
||||||
|
neuroFluxGovernorAugmentation.baseCost =
|
||||||
|
neuroFluxGovernorAugmentation.startingCost * multiplier * BitNodeMultipliers.AugmentationMoneyCost;
|
||||||
|
|
||||||
for (let i = 0; i < Player.queuedAugmentations.length - 1; ++i) {
|
for (let i = 0; i < Player.queuedAugmentations.length; ++i) {
|
||||||
neuroFluxGovernorAugmentation.baseCost *= getBaseAugmentationPriceMultiplier();
|
neuroFluxGovernorAugmentation.baseCost *= getBaseAugmentationPriceMultiplier();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
function updateSoACosts(soaAugmentation: Augmentation): void {
|
||||||
|
const soaAugmentationNames = initSoAAugmentations().map((augmentation) => augmentation.name);
|
||||||
|
const soaAugCount = soaAugmentationNames.filter((augmentationName) =>
|
||||||
|
Player.hasAugmentation(augmentationName),
|
||||||
|
).length;
|
||||||
|
soaAugmentation.baseCost = soaAugmentation.startingCost * Math.pow(CONSTANTS.SoACostMult, soaAugCount);
|
||||||
|
if (soaAugmentationNames.find((augmentationName) => augmentationName === soaAugmentation.name)) {
|
||||||
|
soaAugmentation.baseRepRequirement =
|
||||||
|
soaAugmentation.startingRepRequirement * Math.pow(CONSTANTS.SoARepMult, soaAugCount);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
export function updateAugmentationCosts(): void {
|
export function updateAugmentationCosts(): void {
|
||||||
for (const name of Object.keys(Augmentations)) {
|
for (const name of Object.keys(Augmentations)) {
|
||||||
if (Augmentations.hasOwnProperty(name)) {
|
if (Augmentations.hasOwnProperty(name)) {
|
||||||
const augmentationToUpdate = Augmentations[name];
|
const augmentationToUpdate = Augmentations[name];
|
||||||
if (augmentationToUpdate.name === AugmentationNames.NeuroFluxGovernor) {
|
if (augmentationToUpdate.name === AugmentationNames.NeuroFluxGovernor) {
|
||||||
updateNeuroFluxGovernorCosts(augmentationToUpdate);
|
updateNeuroFluxGovernorCosts(augmentationToUpdate);
|
||||||
|
} else if (augmentationToUpdate.factions.includes(FactionNames.ShadowsOfAnarchy)) {
|
||||||
|
updateSoACosts(augmentationToUpdate);
|
||||||
} else {
|
} else {
|
||||||
augmentationToUpdate.baseCost =
|
augmentationToUpdate.baseCost =
|
||||||
augmentationToUpdate.startingCost *
|
augmentationToUpdate.startingCost *
|
||||||
|
@ -1,11 +1,11 @@
|
|||||||
import { Augmentation, IConstructorParams } from "./Augmentation";
|
import { Augmentation, IConstructorParams } from "../Augmentation";
|
||||||
import { AugmentationNames } from "./data/AugmentationNames";
|
import { AugmentationNames } from "./AugmentationNames";
|
||||||
import { Player } from "../Player";
|
import { Player } from "../../Player";
|
||||||
import { Programs } from "../Programs/Programs";
|
import { Programs } from "../../Programs/Programs";
|
||||||
import { WHRNG } from "../Casino/RNG";
|
import { WHRNG } from "../../Casino/RNG";
|
||||||
import React from "react";
|
import React from "react";
|
||||||
import { FactionNames } from "../Faction/data/FactionNames";
|
import { FactionNames } from "../../Faction/data/FactionNames";
|
||||||
import { CONSTANTS } from "../Constants";
|
import { CONSTANTS } from "../../Constants";
|
||||||
|
|
||||||
function getRandomBonus(): any {
|
function getRandomBonus(): any {
|
||||||
const bonuses = [
|
const bonuses = [
|
||||||
@ -95,6 +95,108 @@ function getRandomBonus(): any {
|
|||||||
return bonuses[Math.floor(bonuses.length * randomNumber.random())];
|
return bonuses[Math.floor(bonuses.length * randomNumber.random())];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
export const initSoAAugmentations = (): Augmentation[] => [
|
||||||
|
new Augmentation({
|
||||||
|
name: AugmentationNames.WKSharmonizer,
|
||||||
|
repCost: 1e4,
|
||||||
|
moneyCost: 1e6,
|
||||||
|
info:
|
||||||
|
`A copy of the WKS harmonizer from the MIA leader of the ${FactionNames.ShadowsOfAnarchy} ` +
|
||||||
|
"injects *Γ-based cells that provides general enhancement to the body.",
|
||||||
|
stats: (
|
||||||
|
<>
|
||||||
|
This augmentation makes many aspect of infiltration easier and more productive. Such as increased timer,
|
||||||
|
rewards, reduced damage taken, etc.
|
||||||
|
</>
|
||||||
|
),
|
||||||
|
isSpecial: true,
|
||||||
|
factions: [FactionNames.ShadowsOfAnarchy],
|
||||||
|
}),
|
||||||
|
new Augmentation({
|
||||||
|
name: AugmentationNames.MightOfAres,
|
||||||
|
repCost: 1e4,
|
||||||
|
moneyCost: 1e6,
|
||||||
|
info:
|
||||||
|
"Extra-occular neurons taken from old martial art master. Injecting the user the ability to " +
|
||||||
|
"predict enemy attack before they even know it themself.",
|
||||||
|
stats: (
|
||||||
|
<>This augmentation makes the Slash minigame easier by showing you via an indictor when the slash in coming.</>
|
||||||
|
),
|
||||||
|
isSpecial: true,
|
||||||
|
factions: [FactionNames.ShadowsOfAnarchy],
|
||||||
|
}),
|
||||||
|
new Augmentation({
|
||||||
|
name: AugmentationNames.WisdomOfAthena,
|
||||||
|
repCost: 1e4,
|
||||||
|
moneyCost: 1e6,
|
||||||
|
info: "A connective brain implant to SASHA that focuses in pattern recognition and predictive templating.",
|
||||||
|
stats: <>This augmentation makes the Bracket minigame easier by removing all '[' ']'.</>,
|
||||||
|
isSpecial: true,
|
||||||
|
factions: [FactionNames.ShadowsOfAnarchy],
|
||||||
|
}),
|
||||||
|
new Augmentation({
|
||||||
|
name: AugmentationNames.ChaosOfDionysus,
|
||||||
|
repCost: 1e4,
|
||||||
|
moneyCost: 1e6,
|
||||||
|
info: "Opto-occipito implant to process visual signal before brain interpretation.",
|
||||||
|
stats: <>This augmentation makes the Backwards minigame easier by flipping the words.</>,
|
||||||
|
isSpecial: true,
|
||||||
|
factions: [FactionNames.ShadowsOfAnarchy],
|
||||||
|
}),
|
||||||
|
new Augmentation({
|
||||||
|
name: AugmentationNames.BeautyOfAphrodite,
|
||||||
|
repCost: 1e4,
|
||||||
|
moneyCost: 1e6,
|
||||||
|
info:
|
||||||
|
"Pheromone extruder injected in the thoracodorsal nerve. Emits pleasing scent guaranteed to " +
|
||||||
|
"make conversational partners more agreeable.",
|
||||||
|
stats: <>This augmentation makes the Bribe minigame easier by indicating the incorrect paths.</>,
|
||||||
|
isSpecial: true,
|
||||||
|
factions: [FactionNames.ShadowsOfAnarchy],
|
||||||
|
}),
|
||||||
|
new Augmentation({
|
||||||
|
name: AugmentationNames.TrickeryOfHermes,
|
||||||
|
repCost: 1e4,
|
||||||
|
moneyCost: 1e6,
|
||||||
|
info: "Penta-dynamo-neurovascular-valve inserted in the carpal ligament, enhances dexterity.",
|
||||||
|
stats: <>This augmentation makes the Cheat Code minigame easier by allowing the opposite character.</>,
|
||||||
|
isSpecial: true,
|
||||||
|
factions: [FactionNames.ShadowsOfAnarchy],
|
||||||
|
}),
|
||||||
|
new Augmentation({
|
||||||
|
name: AugmentationNames.FloodOfPoseidon,
|
||||||
|
repCost: 1e4,
|
||||||
|
moneyCost: 1e6,
|
||||||
|
info: "Transtinatium VVD reticulator used in optico-sterbing recognition.",
|
||||||
|
stats: <>This augmentation makes the Symbol matching minigame easier by indicating the correct choice.</>,
|
||||||
|
isSpecial: true,
|
||||||
|
factions: [FactionNames.ShadowsOfAnarchy],
|
||||||
|
}),
|
||||||
|
new Augmentation({
|
||||||
|
name: AugmentationNames.HuntOfArtemis,
|
||||||
|
repCost: 1e4,
|
||||||
|
moneyCost: 1e6,
|
||||||
|
info: "magneto-turboencabulator based on technology by Micha Eike Siemon, increases the users electro-magnetic sensitivity.",
|
||||||
|
stats: (
|
||||||
|
<>
|
||||||
|
This augmentation makes the Minesweeper minigame easier by showing the location of all mines and keeping their
|
||||||
|
position.
|
||||||
|
</>
|
||||||
|
),
|
||||||
|
isSpecial: true,
|
||||||
|
factions: [FactionNames.ShadowsOfAnarchy],
|
||||||
|
}),
|
||||||
|
new Augmentation({
|
||||||
|
name: AugmentationNames.KnowledgeOfApollo,
|
||||||
|
repCost: 1e4,
|
||||||
|
moneyCost: 1e6,
|
||||||
|
info: "Neodynic retention fjengeln spoofer using -φ karmions, net positive effect on implantees delta wave.",
|
||||||
|
stats: <>This augmentation makes the Wire Cutting minigame easier by indicating the incorrect wires.</>,
|
||||||
|
isSpecial: true,
|
||||||
|
factions: [FactionNames.ShadowsOfAnarchy],
|
||||||
|
}),
|
||||||
|
];
|
||||||
|
|
||||||
export const initGeneralAugmentations = (): Augmentation[] => [
|
export const initGeneralAugmentations = (): Augmentation[] => [
|
||||||
new Augmentation({
|
new Augmentation({
|
||||||
name: AugmentationNames.HemoRecirculator,
|
name: AugmentationNames.HemoRecirculator,
|
||||||
@ -1161,6 +1263,7 @@ export const initGeneralAugmentations = (): Augmentation[] => [
|
|||||||
moneyCost: 0,
|
moneyCost: 0,
|
||||||
info: "It's time to leave the cave.",
|
info: "It's time to leave the cave.",
|
||||||
stats: null,
|
stats: null,
|
||||||
|
isSpecial: true,
|
||||||
factions: [FactionNames.Daedalus],
|
factions: [FactionNames.Daedalus],
|
||||||
}),
|
}),
|
||||||
new Augmentation({
|
new Augmentation({
|
||||||
@ -1910,6 +2013,7 @@ export function initNeuroFluxGovernor(): Augmentation {
|
|||||||
multiplicatively.
|
multiplicatively.
|
||||||
</>
|
</>
|
||||||
),
|
),
|
||||||
|
isSpecial: true,
|
||||||
hacking_chance_mult: 1.01 + donationBonus,
|
hacking_chance_mult: 1.01 + donationBonus,
|
||||||
hacking_speed_mult: 1.01 + donationBonus,
|
hacking_speed_mult: 1.01 + donationBonus,
|
||||||
hacking_money_mult: 1.01 + donationBonus,
|
hacking_money_mult: 1.01 + donationBonus,
|
||||||
@ -1936,7 +2040,12 @@ export function initNeuroFluxGovernor(): Augmentation {
|
|||||||
hacknet_node_core_cost_mult: 1 / (1.01 + donationBonus),
|
hacknet_node_core_cost_mult: 1 / (1.01 + donationBonus),
|
||||||
hacknet_node_level_cost_mult: 1 / (1.01 + donationBonus),
|
hacknet_node_level_cost_mult: 1 / (1.01 + donationBonus),
|
||||||
work_money_mult: 1.01 + donationBonus,
|
work_money_mult: 1.01 + donationBonus,
|
||||||
factions: Object.values(FactionNames),
|
factions: Object.values(FactionNames).filter(
|
||||||
|
(factionName) =>
|
||||||
|
![FactionNames.ShadowsOfAnarchy, FactionNames.Bladeburners, FactionNames.ChurchOfTheMachineGod].includes(
|
||||||
|
factionName,
|
||||||
|
),
|
||||||
|
),
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
@ -114,6 +114,28 @@ export enum AugmentationNames {
|
|||||||
StaneksGift2 = "Stanek's Gift - Awakening",
|
StaneksGift2 = "Stanek's Gift - Awakening",
|
||||||
StaneksGift3 = "Stanek's Gift - Serenity",
|
StaneksGift3 = "Stanek's Gift - Serenity",
|
||||||
|
|
||||||
|
/*
|
||||||
|
MightOfAres = "Might of Ares", // slash
|
||||||
|
WisdomOfAthena = "Wisdom of Athena", // bracket
|
||||||
|
TrickeryOfHermes = "Trickery of Hermes", // cheatcode
|
||||||
|
BeautyOfAphrodite = "Beauty of Aphrodite", // bribe
|
||||||
|
ChaosOfDionysus = "Chaos of Dionysus", // reverse
|
||||||
|
FloodOfPoseidon = "Flood of Poseidon", // hex
|
||||||
|
HuntOfArtemis = "Hunt of Artemis", // mine
|
||||||
|
KnowledgeOfApollo = "Knowledge of Apollo", // wire
|
||||||
|
*/
|
||||||
|
|
||||||
|
// Infiltrators MiniGames
|
||||||
|
MightOfAres = "SoA - Might of Ares", // slash
|
||||||
|
WisdomOfAthena = "SoA - Wisdom of Athena", // bracket
|
||||||
|
TrickeryOfHermes = "SoA - Trickery of Hermes", // cheatcode
|
||||||
|
BeautyOfAphrodite = "SoA - Beauty of Aphrodite", // bribe
|
||||||
|
ChaosOfDionysus = "SoA - Chaos of Dionysus", // reverse
|
||||||
|
FloodOfPoseidon = "SoA - Flood of Poseidon", // hex
|
||||||
|
HuntOfArtemis = "SoA - Hunt of Artemis", // mine
|
||||||
|
KnowledgeOfApollo = "SoA - Knowledge of Apollo", // wire
|
||||||
|
WKSharmonizer = "SoA - phyzical WKS harmonizer",
|
||||||
|
|
||||||
//Wasteland Augs
|
//Wasteland Augs
|
||||||
//PepBoy: "P.E.P-Boy", Plasma Energy Projection System
|
//PepBoy: "P.E.P-Boy", Plasma Energy Projection System
|
||||||
//PepBoyForceField Generates plasma force fields
|
//PepBoyForceField Generates plasma force fields
|
||||||
|
@ -163,7 +163,9 @@ export function BitverseRoot(props: IProps): React.ReactElement {
|
|||||||
return lvl;
|
return lvl;
|
||||||
}
|
}
|
||||||
const max = n === 12 ? Infinity : 3;
|
const max = n === 12 ? Infinity : 3;
|
||||||
return Math.min(max, lvl + 1);
|
|
||||||
|
// If accessed via flume, display the current BN level, else the next
|
||||||
|
return Math.min(max, lvl + Number(!props.flume));
|
||||||
};
|
};
|
||||||
|
|
||||||
if (Settings.DisableASCIIArt) {
|
if (Settings.DisableASCIIArt) {
|
||||||
@ -171,7 +173,6 @@ export function BitverseRoot(props: IProps): React.ReactElement {
|
|||||||
<>
|
<>
|
||||||
{Object.values(BitNodes)
|
{Object.values(BitNodes)
|
||||||
.filter((node) => {
|
.filter((node) => {
|
||||||
console.log(node.desc);
|
|
||||||
return node.desc !== "COMING SOON";
|
return node.desc !== "COMING SOON";
|
||||||
})
|
})
|
||||||
.map((node) => {
|
.map((node) => {
|
||||||
|
@ -164,9 +164,9 @@ export function Roulette(props: IProps): React.ReactElement {
|
|||||||
let playerWin = strategy.match(n);
|
let playerWin = strategy.match(n);
|
||||||
// oh yeah, the house straight up cheats. Try finding the seed now!
|
// oh yeah, the house straight up cheats. Try finding the seed now!
|
||||||
if (playerWin && Math.random() > 0.9) {
|
if (playerWin && Math.random() > 0.9) {
|
||||||
playerWin = false;
|
while (playerWin) {
|
||||||
while (strategy.match(n)) {
|
n = Math.floor(rng.random() * 37);
|
||||||
n = (n + 1) % 36;
|
playerWin = strategy.match(n);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (playerWin) {
|
if (playerWin) {
|
||||||
|
@ -112,6 +112,8 @@ export const CONSTANTS: {
|
|||||||
CodingContractBaseMoneyGain: number;
|
CodingContractBaseMoneyGain: number;
|
||||||
AugmentationGraftingCostMult: number;
|
AugmentationGraftingCostMult: number;
|
||||||
AugmentationGraftingTimeBase: number;
|
AugmentationGraftingTimeBase: number;
|
||||||
|
SoACostMult: number;
|
||||||
|
SoARepMult: number;
|
||||||
EntropyEffect: number;
|
EntropyEffect: number;
|
||||||
TotalNumBitNodes: number;
|
TotalNumBitNodes: number;
|
||||||
Donations: number; // number of blood/plasma/palette donation the dev have verified., boosts NFG
|
Donations: number; // number of blood/plasma/palette donation the dev have verified., boosts NFG
|
||||||
@ -281,13 +283,17 @@ export const CONSTANTS: {
|
|||||||
AugmentationGraftingCostMult: 3,
|
AugmentationGraftingCostMult: 3,
|
||||||
AugmentationGraftingTimeBase: 3600000,
|
AugmentationGraftingTimeBase: 3600000,
|
||||||
|
|
||||||
|
// SoA mults
|
||||||
|
SoACostMult: 7,
|
||||||
|
SoARepMult: 1.3,
|
||||||
|
|
||||||
// Value raised to the number of entropy stacks, then multiplied to player multipliers
|
// Value raised to the number of entropy stacks, then multiplied to player multipliers
|
||||||
EntropyEffect: 0.98,
|
EntropyEffect: 0.98,
|
||||||
|
|
||||||
// BitNode/Source-File related stuff
|
// BitNode/Source-File related stuff
|
||||||
TotalNumBitNodes: 24,
|
TotalNumBitNodes: 24,
|
||||||
|
|
||||||
Donations: 4,
|
Donations: 6,
|
||||||
|
|
||||||
LatestUpdate: `
|
LatestUpdate: `
|
||||||
v1.6.3 - 2022-04-01 Few stanek fixes
|
v1.6.3 - 2022-04-01 Few stanek fixes
|
||||||
|
@ -3,7 +3,6 @@ import { Augmentation } from "../Augmentation/Augmentation";
|
|||||||
import { PlayerOwnedAugmentation } from "../Augmentation/PlayerOwnedAugmentation";
|
import { PlayerOwnedAugmentation } from "../Augmentation/PlayerOwnedAugmentation";
|
||||||
import { AugmentationNames } from "../Augmentation/data/AugmentationNames";
|
import { AugmentationNames } from "../Augmentation/data/AugmentationNames";
|
||||||
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
|
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
|
||||||
import { CONSTANTS } from "../Constants";
|
|
||||||
|
|
||||||
import { Faction } from "./Faction";
|
import { Faction } from "./Faction";
|
||||||
import { Factions } from "./Factions";
|
import { Factions } from "./Factions";
|
||||||
@ -19,6 +18,7 @@ import {
|
|||||||
import { dialogBoxCreate } from "../ui/React/DialogBox";
|
import { dialogBoxCreate } from "../ui/React/DialogBox";
|
||||||
import { InvitationEvent } from "./ui/InvitationModal";
|
import { InvitationEvent } from "./ui/InvitationModal";
|
||||||
import { FactionNames } from "./data/FactionNames";
|
import { FactionNames } from "./data/FactionNames";
|
||||||
|
import { updateAugmentationCosts, getNextNeuroFluxLevel } from "../Augmentation/AugmentationHelpers";
|
||||||
import { SFC32RNG } from "../Casino/RNG";
|
import { SFC32RNG } from "../Casino/RNG";
|
||||||
|
|
||||||
export function inviteToFaction(faction: Faction): void {
|
export function inviteToFaction(faction: Faction): void {
|
||||||
@ -104,31 +104,13 @@ export function purchaseAugmentation(aug: Augmentation, fac: Faction, sing = fal
|
|||||||
} else if (aug.baseCost === 0 || Player.money >= aug.baseCost) {
|
} else if (aug.baseCost === 0 || Player.money >= aug.baseCost) {
|
||||||
const queuedAugmentation = new PlayerOwnedAugmentation(aug.name);
|
const queuedAugmentation = new PlayerOwnedAugmentation(aug.name);
|
||||||
if (aug.name == AugmentationNames.NeuroFluxGovernor) {
|
if (aug.name == AugmentationNames.NeuroFluxGovernor) {
|
||||||
queuedAugmentation.level = getNextNeurofluxLevel();
|
queuedAugmentation.level = getNextNeuroFluxLevel();
|
||||||
}
|
}
|
||||||
Player.queuedAugmentations.push(queuedAugmentation);
|
Player.queuedAugmentations.push(queuedAugmentation);
|
||||||
|
|
||||||
Player.loseMoney(aug.baseCost, "augmentations");
|
Player.loseMoney(aug.baseCost, "augmentations");
|
||||||
|
|
||||||
// If you just purchased Neuroflux Governor, recalculate the cost
|
updateAugmentationCosts();
|
||||||
if (aug.name == AugmentationNames.NeuroFluxGovernor) {
|
|
||||||
let nextLevel = getNextNeurofluxLevel();
|
|
||||||
--nextLevel;
|
|
||||||
const mult = Math.pow(CONSTANTS.NeuroFluxGovernorLevelMult, nextLevel);
|
|
||||||
aug.baseRepRequirement = 500 * mult * BitNodeMultipliers.AugmentationRepCost;
|
|
||||||
aug.baseCost = 750e3 * mult * BitNodeMultipliers.AugmentationMoneyCost;
|
|
||||||
|
|
||||||
for (let i = 0; i < Player.queuedAugmentations.length - 1; ++i) {
|
|
||||||
aug.baseCost *= CONSTANTS.MultipleAugMultiplier * [1, 0.96, 0.94, 0.93][Player.sourceFileLvl(11)];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
for (const name of Object.keys(Augmentations)) {
|
|
||||||
if (Augmentations.hasOwnProperty(name)) {
|
|
||||||
Augmentations[name].baseCost *=
|
|
||||||
CONSTANTS.MultipleAugMultiplier * [1, 0.96, 0.94, 0.93][Player.sourceFileLvl(11)];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (sing) {
|
if (sing) {
|
||||||
return "You purchased " + aug.name;
|
return "You purchased " + aug.name;
|
||||||
@ -152,24 +134,6 @@ export function purchaseAugmentation(aug: Augmentation, fac: Faction, sing = fal
|
|||||||
return "";
|
return "";
|
||||||
}
|
}
|
||||||
|
|
||||||
export function getNextNeurofluxLevel(): number {
|
|
||||||
// Get current Neuroflux level based on Player's augmentations
|
|
||||||
let currLevel = 0;
|
|
||||||
for (let i = 0; i < Player.augmentations.length; ++i) {
|
|
||||||
if (Player.augmentations[i].name === AugmentationNames.NeuroFluxGovernor) {
|
|
||||||
currLevel = Player.augmentations[i].level;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Account for purchased but uninstalled Augmentations
|
|
||||||
for (let i = 0; i < Player.queuedAugmentations.length; ++i) {
|
|
||||||
if (Player.queuedAugmentations[i].name == AugmentationNames.NeuroFluxGovernor) {
|
|
||||||
++currLevel;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return currLevel + 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
export function processPassiveFactionRepGain(numCycles: number): void {
|
export function processPassiveFactionRepGain(numCycles: number): void {
|
||||||
for (const name of Object.keys(Factions)) {
|
for (const name of Object.keys(Factions)) {
|
||||||
if (name === Player.currentWorkFactionName) continue;
|
if (name === Player.currentWorkFactionName) continue;
|
||||||
@ -201,13 +165,11 @@ export const getFactionAugmentationsFiltered = (player: IPlayer, faction: Factio
|
|||||||
let augs = Object.values(Augmentations);
|
let augs = Object.values(Augmentations);
|
||||||
|
|
||||||
// Remove special augs
|
// Remove special augs
|
||||||
augs = augs.filter((a) => !a.isSpecial);
|
augs = augs.filter((a) => !a.isSpecial || a.name != AugmentationNames.CongruityImplant);
|
||||||
|
|
||||||
const blacklist: string[] = [AugmentationNames.NeuroFluxGovernor, AugmentationNames.CongruityImplant];
|
if (player.bitNodeN === 2) {
|
||||||
|
|
||||||
if (player.bitNodeN !== 2) {
|
|
||||||
// TRP is not available outside of BN2 for Gangs
|
// TRP is not available outside of BN2 for Gangs
|
||||||
blacklist.push(AugmentationNames.TheRedPill);
|
augs.push(Augmentations[AugmentationNames.TheRedPill]);
|
||||||
}
|
}
|
||||||
|
|
||||||
const rng = SFC32RNG(`BN${player.bitNodeN}.${player.sourceFileLvl(player.bitNodeN)}`);
|
const rng = SFC32RNG(`BN${player.bitNodeN}.${player.sourceFileLvl(player.bitNodeN)}`);
|
||||||
@ -226,9 +188,6 @@ export const getFactionAugmentationsFiltered = (player: IPlayer, faction: Factio
|
|||||||
};
|
};
|
||||||
augs = augs.filter(uniqueFilter);
|
augs = augs.filter(uniqueFilter);
|
||||||
|
|
||||||
// Remove blacklisted augs
|
|
||||||
augs = augs.filter((a) => !blacklist.includes(a.name));
|
|
||||||
|
|
||||||
return augs.map((a) => a.name);
|
return augs.map((a) => a.name);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -3,6 +3,7 @@ import { IMap } from "../types";
|
|||||||
import { FactionNames } from "./data/FactionNames";
|
import { FactionNames } from "./data/FactionNames";
|
||||||
import { use } from "../ui/Context";
|
import { use } from "../ui/Context";
|
||||||
import { Option } from "./ui/Option";
|
import { Option } from "./ui/Option";
|
||||||
|
import { Typography } from "@mui/material";
|
||||||
|
|
||||||
interface FactionInfoParams {
|
interface FactionInfoParams {
|
||||||
infoText?: JSX.Element;
|
infoText?: JSX.Element;
|
||||||
@ -511,4 +512,17 @@ export const FactionInfos: IMap<FactionInfo> = {
|
|||||||
);
|
);
|
||||||
},
|
},
|
||||||
}),
|
}),
|
||||||
|
[FactionNames.ShadowsOfAnarchy]: new FactionInfo({
|
||||||
|
infoText: (
|
||||||
|
<>
|
||||||
|
The government is ruled by the corporations that we have allowed to consume it. To release the world from its
|
||||||
|
shackles, the gods grant us their strength.
|
||||||
|
</>
|
||||||
|
),
|
||||||
|
special: true,
|
||||||
|
keepOnInstall: true,
|
||||||
|
assignment: (): React.ReactElement => {
|
||||||
|
return <Typography>{FactionNames.ShadowsOfAnarchy} can only gain reputation by infiltrating.</Typography>;
|
||||||
|
},
|
||||||
|
}),
|
||||||
};
|
};
|
||||||
|
@ -32,4 +32,5 @@ export enum FactionNames {
|
|||||||
CyberSec = "CyberSec",
|
CyberSec = "CyberSec",
|
||||||
Bladeburners = "Bladeburners",
|
Bladeburners = "Bladeburners",
|
||||||
ChurchOfTheMachineGod = "Church of the Machine God",
|
ChurchOfTheMachineGod = "Church of the Machine God",
|
||||||
|
ShadowsOfAnarchy = "Shadows of Anarchy",
|
||||||
}
|
}
|
||||||
|
@ -24,6 +24,7 @@ import Tooltip from "@mui/material/Tooltip";
|
|||||||
import TableBody from "@mui/material/TableBody";
|
import TableBody from "@mui/material/TableBody";
|
||||||
import Table from "@mui/material/Table";
|
import Table from "@mui/material/Table";
|
||||||
import { getGenericAugmentationPriceMultiplier } from "../../Augmentation/AugmentationHelpers";
|
import { getGenericAugmentationPriceMultiplier } from "../../Augmentation/AugmentationHelpers";
|
||||||
|
import { FactionNames } from "../data/FactionNames";
|
||||||
|
|
||||||
type IProps = {
|
type IProps = {
|
||||||
faction: Faction;
|
faction: Faction;
|
||||||
@ -164,6 +165,14 @@ export function AugmentationsPage(props: IProps): React.ReactElement {
|
|||||||
</>
|
</>
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
const multiplierComponent =
|
||||||
|
props.faction.name !== FactionNames.ShadowsOfAnarchy ? (
|
||||||
|
<Typography>
|
||||||
|
Price multiplier: x {numeralWrapper.formatMultiplier(getGenericAugmentationPriceMultiplier())}
|
||||||
|
</Typography>
|
||||||
|
) : (
|
||||||
|
<></>
|
||||||
|
);
|
||||||
|
|
||||||
return (
|
return (
|
||||||
<>
|
<>
|
||||||
@ -185,9 +194,7 @@ export function AugmentationsPage(props: IProps): React.ReactElement {
|
|||||||
</Typography>
|
</Typography>
|
||||||
}
|
}
|
||||||
>
|
>
|
||||||
<Typography>
|
{multiplierComponent}
|
||||||
Price multiplier: x {numeralWrapper.formatMultiplier(getGenericAugmentationPriceMultiplier())}
|
|
||||||
</Typography>
|
|
||||||
</Tooltip>
|
</Tooltip>
|
||||||
</Box>
|
</Box>
|
||||||
<Button onClick={() => switchSortOrder(PurchaseAugmentationsOrderSetting.Cost)}>Sort by Cost</Button>
|
<Button onClick={() => switchSortOrder(PurchaseAugmentationsOrderSetting.Cost)}>Sort by Cost</Button>
|
||||||
|
@ -18,11 +18,11 @@ import { Faction } from "../Faction";
|
|||||||
import { use } from "../../ui/Context";
|
import { use } from "../../ui/Context";
|
||||||
import { CreateGangModal } from "./CreateGangModal";
|
import { CreateGangModal } from "./CreateGangModal";
|
||||||
|
|
||||||
import Typography from "@mui/material/Typography";
|
import { Box, Paper, Typography, Button, Tooltip } from "@mui/material";
|
||||||
import Button from "@mui/material/Button";
|
|
||||||
import { CovenantPurchasesRoot } from "../../PersonObjects/Sleeve/ui/CovenantPurchasesRoot";
|
import { CovenantPurchasesRoot } from "../../PersonObjects/Sleeve/ui/CovenantPurchasesRoot";
|
||||||
import { FactionNames } from "../data/FactionNames";
|
import { FactionNames } from "../data/FactionNames";
|
||||||
import { GangConstants } from "../../Gang/data/Constants";
|
import { GangConstants } from "../../Gang/data/Constants";
|
||||||
|
import { GangButton } from "./GangButton";
|
||||||
|
|
||||||
type IProps = {
|
type IProps = {
|
||||||
faction: Faction;
|
faction: Faction;
|
||||||
@ -62,18 +62,8 @@ function MainPage({ faction, rerender, onAugmentations }: IMainProps): React.Rea
|
|||||||
const player = use.Player();
|
const player = use.Player();
|
||||||
const router = use.Router();
|
const router = use.Router();
|
||||||
const [sleevesOpen, setSleevesOpen] = useState(false);
|
const [sleevesOpen, setSleevesOpen] = useState(false);
|
||||||
const [gangOpen, setGangOpen] = useState(false);
|
|
||||||
const factionInfo = faction.getInfo();
|
const factionInfo = faction.getInfo();
|
||||||
|
|
||||||
function manageGang(): void {
|
|
||||||
// If player already has a gang, just go to the gang UI
|
|
||||||
if (player.inGang()) {
|
|
||||||
return router.toGang();
|
|
||||||
}
|
|
||||||
|
|
||||||
setGangOpen(true);
|
|
||||||
}
|
|
||||||
|
|
||||||
function startWork(): void {
|
function startWork(): void {
|
||||||
player.startFocusing();
|
player.startFocusing();
|
||||||
router.toWork();
|
router.toWork();
|
||||||
@ -105,15 +95,6 @@ function MainPage({ faction, rerender, onAugmentations }: IMainProps): React.Rea
|
|||||||
|
|
||||||
const canPurchaseSleeves = faction.name === FactionNames.TheCovenant && player.bitNodeN === 10;
|
const canPurchaseSleeves = faction.name === FactionNames.TheCovenant && player.bitNodeN === 10;
|
||||||
|
|
||||||
let canAccessGang = player.canAccessGang() && GangConstants.Names.includes(faction.name);
|
|
||||||
if (player.inGang()) {
|
|
||||||
if (player.getGangName() !== faction.name) {
|
|
||||||
canAccessGang = false;
|
|
||||||
} else if (player.getGangName() === faction.name) {
|
|
||||||
canAccessGang = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return (
|
return (
|
||||||
<>
|
<>
|
||||||
<Button onClick={() => router.toFactions()}>Back</Button>
|
<Button onClick={() => router.toFactions()}>Back</Button>
|
||||||
@ -121,12 +102,7 @@ function MainPage({ faction, rerender, onAugmentations }: IMainProps): React.Rea
|
|||||||
{faction.name}
|
{faction.name}
|
||||||
</Typography>
|
</Typography>
|
||||||
<Info faction={faction} factionInfo={factionInfo} />
|
<Info faction={faction} factionInfo={factionInfo} />
|
||||||
{canAccessGang && (
|
<GangButton faction={faction} />
|
||||||
<>
|
|
||||||
<Option buttonText={"Manage Gang"} infoText={gangInfo} onClick={manageGang} />
|
|
||||||
<CreateGangModal facName={faction.name} open={gangOpen} onClose={() => setGangOpen(false)} />
|
|
||||||
</>
|
|
||||||
)}
|
|
||||||
{!isPlayersGang && factionInfo.offerHackingWork && (
|
{!isPlayersGang && factionInfo.offerHackingWork && (
|
||||||
<Option
|
<Option
|
||||||
buttonText={"Hacking Contracts"}
|
buttonText={"Hacking Contracts"}
|
||||||
|
79
src/Faction/ui/GangButton.tsx
Normal file
79
src/Faction/ui/GangButton.tsx
Normal file
@ -0,0 +1,79 @@
|
|||||||
|
import { Button, Typography, Box, Paper, Tooltip } from "@mui/material";
|
||||||
|
import React, { useState } from "react";
|
||||||
|
import { GangConstants } from "../../Gang/data/Constants";
|
||||||
|
import { use } from "../../ui/Context";
|
||||||
|
import { Faction } from "../Faction";
|
||||||
|
import { CreateGangModal } from "./CreateGangModal";
|
||||||
|
|
||||||
|
type IProps = {
|
||||||
|
faction: Faction;
|
||||||
|
};
|
||||||
|
|
||||||
|
export function GangButton({ faction }: IProps): React.ReactElement {
|
||||||
|
const player = use.Player();
|
||||||
|
const router = use.Router();
|
||||||
|
const [gangOpen, setGangOpen] = useState(false);
|
||||||
|
|
||||||
|
if (
|
||||||
|
!GangConstants.Names.includes(faction.name) || // not even a gang
|
||||||
|
!player.isAwareOfGang() || // doesn't know about gang
|
||||||
|
(player.inGang() && player.getGangName() !== faction.name) // already in another gang
|
||||||
|
) {
|
||||||
|
return <></>;
|
||||||
|
}
|
||||||
|
|
||||||
|
let data = {
|
||||||
|
enabled: false,
|
||||||
|
title: "",
|
||||||
|
tooltip: "" as string | React.ReactElement,
|
||||||
|
description: "",
|
||||||
|
};
|
||||||
|
|
||||||
|
if (player.inGang()) {
|
||||||
|
data = {
|
||||||
|
enabled: true,
|
||||||
|
title: "Manage Gang",
|
||||||
|
tooltip: "",
|
||||||
|
description: "Manage a gang for this Faction. Gangs will earn you money and faction reputation",
|
||||||
|
};
|
||||||
|
} else {
|
||||||
|
data = {
|
||||||
|
enabled: player.canAccessGang(),
|
||||||
|
title: "Create Gang",
|
||||||
|
tooltip: !player.canAccessGang() ? (
|
||||||
|
<Typography>Unlocked when reaching {GangConstants.GangKarmaRequirement} karma</Typography>
|
||||||
|
) : (
|
||||||
|
""
|
||||||
|
),
|
||||||
|
description: "Create a gang for this Faction. Gangs will earn you money and faction reputation",
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
const manageGang = (): void => {
|
||||||
|
// If player already has a gang, just go to the gang UI
|
||||||
|
if (player.inGang()) {
|
||||||
|
return router.toGang();
|
||||||
|
}
|
||||||
|
|
||||||
|
setGangOpen(true);
|
||||||
|
};
|
||||||
|
|
||||||
|
return (
|
||||||
|
<>
|
||||||
|
<Box>
|
||||||
|
<Paper sx={{ my: 1, p: 1 }}>
|
||||||
|
<Tooltip title={data.tooltip}>
|
||||||
|
<span>
|
||||||
|
<Button onClick={manageGang} disabled={!data.enabled}>
|
||||||
|
{data.title}
|
||||||
|
</Button>
|
||||||
|
</span>
|
||||||
|
</Tooltip>
|
||||||
|
<Typography>{data.description}</Typography>
|
||||||
|
</Paper>
|
||||||
|
</Box>
|
||||||
|
|
||||||
|
<CreateGangModal facName={faction.name} open={gangOpen} onClose={() => setGangOpen(false)} />
|
||||||
|
</>
|
||||||
|
);
|
||||||
|
}
|
@ -58,6 +58,7 @@ export function Info(props: IProps): React.ReactElement {
|
|||||||
const Assignment = props.factionInfo.assignment ?? DefaultAssignment;
|
const Assignment = props.factionInfo.assignment ?? DefaultAssignment;
|
||||||
|
|
||||||
const favorGain = props.faction.getFavorGain();
|
const favorGain = props.faction.getFavorGain();
|
||||||
|
|
||||||
return (
|
return (
|
||||||
<>
|
<>
|
||||||
<Typography classes={{ root: classes.noformat }}>{props.factionInfo.infoText}</Typography>
|
<Typography classes={{ root: classes.noformat }}>{props.factionInfo.infoText}</Typography>
|
||||||
|
@ -4,7 +4,7 @@
|
|||||||
*/
|
*/
|
||||||
import React, { useState } from "react";
|
import React, { useState } from "react";
|
||||||
|
|
||||||
import { getNextNeurofluxLevel, hasAugmentationPrereqs, purchaseAugmentation } from "../FactionHelpers";
|
import { hasAugmentationPrereqs, purchaseAugmentation } from "../FactionHelpers";
|
||||||
import { PurchaseAugmentationModal } from "./PurchaseAugmentationModal";
|
import { PurchaseAugmentationModal } from "./PurchaseAugmentationModal";
|
||||||
|
|
||||||
import { Augmentations } from "../../Augmentation/Augmentations";
|
import { Augmentations } from "../../Augmentation/Augmentations";
|
||||||
@ -22,6 +22,7 @@ import Tooltip from "@mui/material/Tooltip";
|
|||||||
import Box from "@mui/material/Box";
|
import Box from "@mui/material/Box";
|
||||||
import { TableCell } from "../../ui/React/Table";
|
import { TableCell } from "../../ui/React/Table";
|
||||||
import TableRow from "@mui/material/TableRow";
|
import TableRow from "@mui/material/TableRow";
|
||||||
|
import { getNextNeuroFluxLevel } from "../../Augmentation/AugmentationHelpers";
|
||||||
|
|
||||||
interface IReqProps {
|
interface IReqProps {
|
||||||
augName: string;
|
augName: string;
|
||||||
@ -96,7 +97,7 @@ export function PurchaseableAugmentation(props: IProps): React.ReactElement {
|
|||||||
// Determine button txt
|
// Determine button txt
|
||||||
let btnTxt = aug.name;
|
let btnTxt = aug.name;
|
||||||
if (aug.name === AugmentationNames.NeuroFluxGovernor) {
|
if (aug.name === AugmentationNames.NeuroFluxGovernor) {
|
||||||
btnTxt += ` - Level ${getNextNeurofluxLevel()}`;
|
btnTxt += ` - Level ${getNextNeuroFluxLevel()}`;
|
||||||
}
|
}
|
||||||
|
|
||||||
let tooltip = <></>;
|
let tooltip = <></>;
|
||||||
|
@ -6,6 +6,7 @@ export const GangConstants: {
|
|||||||
CyclesPerTerritoryAndPowerUpdate: number;
|
CyclesPerTerritoryAndPowerUpdate: number;
|
||||||
AscensionMultiplierRatio: number;
|
AscensionMultiplierRatio: number;
|
||||||
Names: string[];
|
Names: string[];
|
||||||
|
GangKarmaRequirement: number;
|
||||||
} = {
|
} = {
|
||||||
// Respect is divided by this to get rep gain
|
// Respect is divided by this to get rep gain
|
||||||
GangRespectToReputationRatio: 75,
|
GangRespectToReputationRatio: 75,
|
||||||
@ -23,4 +24,5 @@ export const GangConstants: {
|
|||||||
FactionNames.NiteSec,
|
FactionNames.NiteSec,
|
||||||
FactionNames.TheBlackHand,
|
FactionNames.TheBlackHand,
|
||||||
],
|
],
|
||||||
|
GangKarmaRequirement: -54000,
|
||||||
};
|
};
|
||||||
|
@ -42,6 +42,7 @@ export const HashUpgradesMetadata: IConstructorParams[] = [
|
|||||||
costPerLevel: 50,
|
costPerLevel: 50,
|
||||||
desc:
|
desc:
|
||||||
"Use hashes to increase the maximum amount of money on a single server by 2%. " +
|
"Use hashes to increase the maximum amount of money on a single server by 2%. " +
|
||||||
|
"Note that a server's maximum money is soft capped above $10t. " +
|
||||||
"This effect persists until you install Augmentations (since servers " +
|
"This effect persists until you install Augmentations (since servers " +
|
||||||
"are reset at that time).",
|
"are reset at that time).",
|
||||||
hasTargetServer: true,
|
hasTargetServer: true,
|
||||||
|
25
src/Infiltration/formulas/game.ts
Normal file
25
src/Infiltration/formulas/game.ts
Normal file
@ -0,0 +1,25 @@
|
|||||||
|
import { IPlayer } from "../../PersonObjects/IPlayer";
|
||||||
|
import { calculateSkill } from "../../PersonObjects/formulas/skill";
|
||||||
|
|
||||||
|
function calculateRawDiff(player: IPlayer, stats: number, startingDifficulty: number): number {
|
||||||
|
const difficulty = startingDifficulty - Math.pow(stats, 0.9) / 250 - player.intelligence / 1600;
|
||||||
|
if (difficulty < 0) return 0;
|
||||||
|
if (difficulty > 3) return 3;
|
||||||
|
return difficulty;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function calculateDifficulty(player: IPlayer, startingSecurityLevel: number): number {
|
||||||
|
const totalStats = player.strength + player.defense + player.dexterity + player.agility + player.charisma;
|
||||||
|
return calculateRawDiff(player, totalStats, startingSecurityLevel);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function calculateReward(player: IPlayer, startingSecurityLevel: number): number {
|
||||||
|
const xpMult = 10 * 60 * 15;
|
||||||
|
const total =
|
||||||
|
calculateSkill(player.strength_exp_mult * xpMult, player.strength_mult) +
|
||||||
|
calculateSkill(player.defense_exp_mult * xpMult, player.defense_mult) +
|
||||||
|
calculateSkill(player.agility_exp_mult * xpMult, player.agility_mult) +
|
||||||
|
calculateSkill(player.dexterity_exp_mult * xpMult, player.dexterity_mult) +
|
||||||
|
calculateSkill(player.charisma_exp_mult * xpMult, player.charisma_mult);
|
||||||
|
return calculateRawDiff(player, total, startingSecurityLevel);
|
||||||
|
}
|
53
src/Infiltration/formulas/victory.ts
Normal file
53
src/Infiltration/formulas/victory.ts
Normal file
@ -0,0 +1,53 @@
|
|||||||
|
import { IPlayer } from "../../PersonObjects/IPlayer";
|
||||||
|
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
|
||||||
|
import { LocationsMetadata } from "../../Locations/data/LocationsMetadata";
|
||||||
|
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||||
|
import { Faction } from "../../Faction/Faction";
|
||||||
|
|
||||||
|
export function calculateSellInformationCashReward(
|
||||||
|
player: IPlayer,
|
||||||
|
reward: number,
|
||||||
|
maxLevel: number,
|
||||||
|
difficulty: number,
|
||||||
|
): number {
|
||||||
|
const levelBonus = maxLevel * Math.pow(1.01, maxLevel);
|
||||||
|
|
||||||
|
return (
|
||||||
|
Math.pow(reward + 1, 2) *
|
||||||
|
Math.pow(difficulty, 3) *
|
||||||
|
3e3 *
|
||||||
|
levelBonus *
|
||||||
|
(player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 1.5 : 1) *
|
||||||
|
BitNodeMultipliers.InfiltrationMoney
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function calculateTradeInformationRepReward(
|
||||||
|
player: IPlayer,
|
||||||
|
reward: number,
|
||||||
|
maxLevel: number,
|
||||||
|
difficulty: number,
|
||||||
|
): number {
|
||||||
|
const levelBonus = maxLevel * Math.pow(1.01, maxLevel);
|
||||||
|
|
||||||
|
return (
|
||||||
|
Math.pow(reward + 1, 1.1) *
|
||||||
|
Math.pow(difficulty, 1.2) *
|
||||||
|
30 *
|
||||||
|
levelBonus *
|
||||||
|
(player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 1.5 : 1) *
|
||||||
|
BitNodeMultipliers.InfiltrationMoney
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function calculateInfiltratorsRepReward(player: IPlayer, faction: Faction, difficulty: number): number {
|
||||||
|
const maxStartingSecurityLevel = LocationsMetadata.reduce((acc, data): number => {
|
||||||
|
const startingSecurityLevel = data.infiltrationData?.startingSecurityLevel || 0;
|
||||||
|
return acc > startingSecurityLevel ? acc : startingSecurityLevel;
|
||||||
|
}, 0);
|
||||||
|
const baseRepGain = (difficulty / maxStartingSecurityLevel) * 5000;
|
||||||
|
|
||||||
|
return (
|
||||||
|
baseRepGain * (player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 2 : 1) * (1 + faction.favor / 100)
|
||||||
|
);
|
||||||
|
}
|
@ -8,6 +8,8 @@ import { interpolate } from "./Difficulty";
|
|||||||
import { BlinkingCursor } from "./BlinkingCursor";
|
import { BlinkingCursor } from "./BlinkingCursor";
|
||||||
import Typography from "@mui/material/Typography";
|
import Typography from "@mui/material/Typography";
|
||||||
import { KEY } from "../../utils/helpers/keyCodes";
|
import { KEY } from "../../utils/helpers/keyCodes";
|
||||||
|
import { Player } from "../../Player";
|
||||||
|
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||||
|
|
||||||
interface Difficulty {
|
interface Difficulty {
|
||||||
[key: string]: number;
|
[key: string]: number;
|
||||||
@ -34,6 +36,7 @@ export function BackwardGame(props: IMinigameProps): React.ReactElement {
|
|||||||
const timer = difficulty.timer;
|
const timer = difficulty.timer;
|
||||||
const [answer] = useState(makeAnswer(difficulty));
|
const [answer] = useState(makeAnswer(difficulty));
|
||||||
const [guess, setGuess] = useState("");
|
const [guess, setGuess] = useState("");
|
||||||
|
const hasAugment = Player.hasAugmentation(AugmentationNames.ChaosOfDionysus, true);
|
||||||
|
|
||||||
function press(this: Document, event: KeyboardEvent): void {
|
function press(this: Document, event: KeyboardEvent): void {
|
||||||
event.preventDefault();
|
event.preventDefault();
|
||||||
@ -48,11 +51,13 @@ export function BackwardGame(props: IMinigameProps): React.ReactElement {
|
|||||||
<Grid container spacing={3}>
|
<Grid container spacing={3}>
|
||||||
<GameTimer millis={timer} onExpire={props.onFailure} />
|
<GameTimer millis={timer} onExpire={props.onFailure} />
|
||||||
<Grid item xs={12}>
|
<Grid item xs={12}>
|
||||||
<Typography variant="h4">Type it backward</Typography>
|
<Typography variant="h4">Type it{!hasAugment ? " backward" : ""}</Typography>
|
||||||
<KeyHandler onKeyDown={press} onFailure={props.onFailure} />
|
<KeyHandler onKeyDown={press} onFailure={props.onFailure} />
|
||||||
</Grid>
|
</Grid>
|
||||||
<Grid item xs={6}>
|
<Grid item xs={6}>
|
||||||
<Typography style={{ transform: "scaleX(-1)" }}>{answer}</Typography>
|
<Typography style={{ transform: hasAugment ? "none" : "scaleX(-1)", marginLeft: hasAugment ? "50%" : "none" }}>
|
||||||
|
{answer}
|
||||||
|
</Typography>
|
||||||
</Grid>
|
</Grid>
|
||||||
<Grid item xs={6}>
|
<Grid item xs={6}>
|
||||||
<Typography>
|
<Typography>
|
||||||
|
@ -7,6 +7,8 @@ import { random } from "../utils";
|
|||||||
import { interpolate } from "./Difficulty";
|
import { interpolate } from "./Difficulty";
|
||||||
import { BlinkingCursor } from "./BlinkingCursor";
|
import { BlinkingCursor } from "./BlinkingCursor";
|
||||||
import Typography from "@mui/material/Typography";
|
import Typography from "@mui/material/Typography";
|
||||||
|
import { Player } from "../../Player";
|
||||||
|
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||||
import { KEY } from "../../utils/helpers/keyCodes";
|
import { KEY } from "../../utils/helpers/keyCodes";
|
||||||
|
|
||||||
interface Difficulty {
|
interface Difficulty {
|
||||||
@ -31,9 +33,12 @@ const difficulties: {
|
|||||||
function generateLeftSide(difficulty: Difficulty): string {
|
function generateLeftSide(difficulty: Difficulty): string {
|
||||||
let str = "";
|
let str = "";
|
||||||
const options = [KEY.OPEN_BRACKET, KEY.LESS_THAN, KEY.OPEN_PARENTHESIS, KEY.OPEN_BRACE];
|
const options = [KEY.OPEN_BRACKET, KEY.LESS_THAN, KEY.OPEN_PARENTHESIS, KEY.OPEN_BRACE];
|
||||||
|
if (Player.hasAugmentation(AugmentationNames.WisdomOfAthena, true)) {
|
||||||
|
options.splice(0, 1);
|
||||||
|
}
|
||||||
const length = random(difficulty.min, difficulty.max);
|
const length = random(difficulty.min, difficulty.max);
|
||||||
for (let i = 0; i < length; i++) {
|
for (let i = 0; i < length; i++) {
|
||||||
str += options[Math.floor(Math.random() * 4)];
|
str += options[Math.floor(Math.random() * options.length)];
|
||||||
}
|
}
|
||||||
|
|
||||||
return str;
|
return str;
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
import React, { useState } from "react";
|
import React, { useEffect, useState } from "react";
|
||||||
import Grid from "@mui/material/Grid";
|
import Grid from "@mui/material/Grid";
|
||||||
import { IMinigameProps } from "./IMinigameProps";
|
import { IMinigameProps } from "./IMinigameProps";
|
||||||
import { KeyHandler } from "./KeyHandler";
|
import { KeyHandler } from "./KeyHandler";
|
||||||
@ -6,6 +6,9 @@ import { GameTimer } from "./GameTimer";
|
|||||||
import { interpolate } from "./Difficulty";
|
import { interpolate } from "./Difficulty";
|
||||||
import Typography from "@mui/material/Typography";
|
import Typography from "@mui/material/Typography";
|
||||||
import { KEY } from "../../utils/helpers/keyCodes";
|
import { KEY } from "../../utils/helpers/keyCodes";
|
||||||
|
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||||
|
import { Player } from "../../Player";
|
||||||
|
import { Settings } from "../../Settings/Settings";
|
||||||
import { downArrowSymbol, upArrowSymbol } from "../utils";
|
import { downArrowSymbol, upArrowSymbol } from "../utils";
|
||||||
|
|
||||||
interface Difficulty {
|
interface Difficulty {
|
||||||
@ -31,20 +34,54 @@ export function BribeGame(props: IMinigameProps): React.ReactElement {
|
|||||||
interpolate(difficulties, props.difficulty, difficulty);
|
interpolate(difficulties, props.difficulty, difficulty);
|
||||||
const timer = difficulty.timer;
|
const timer = difficulty.timer;
|
||||||
const [choices] = useState(makeChoices(difficulty));
|
const [choices] = useState(makeChoices(difficulty));
|
||||||
|
const [correctIndex, setCorrectIndex] = useState(0);
|
||||||
const [index, setIndex] = useState(0);
|
const [index, setIndex] = useState(0);
|
||||||
|
const currentChoice = choices[index];
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
setCorrectIndex(choices.findIndex((choice) => positive.includes(choice)));
|
||||||
|
}, [choices]);
|
||||||
|
|
||||||
|
const defaultColor = Settings.theme.primary;
|
||||||
|
const disabledColor = Settings.theme.disabled;
|
||||||
|
let upColor = defaultColor;
|
||||||
|
let downColor = defaultColor;
|
||||||
|
let choiceColor = defaultColor;
|
||||||
|
const hasAugment = Player.hasAugmentation(AugmentationNames.BeautyOfAphrodite, true);
|
||||||
|
|
||||||
|
if (hasAugment) {
|
||||||
|
const upIndex = index + 1 >= choices.length ? 0 : index + 1;
|
||||||
|
let upDistance = correctIndex - upIndex;
|
||||||
|
if (upIndex > correctIndex) {
|
||||||
|
upDistance = choices.length - 1 - upIndex + correctIndex;
|
||||||
|
}
|
||||||
|
|
||||||
|
const downIndex = index - 1 < 0 ? choices.length - 1 : index - 1;
|
||||||
|
let downDistance = downIndex - correctIndex;
|
||||||
|
if (downIndex < correctIndex) {
|
||||||
|
downDistance = downIndex + choices.length - 1 - correctIndex;
|
||||||
|
}
|
||||||
|
|
||||||
|
const onCorrectIndex = correctIndex == index;
|
||||||
|
|
||||||
|
upColor = upDistance <= downDistance && !onCorrectIndex ? upColor : disabledColor;
|
||||||
|
downColor = upDistance >= downDistance && !onCorrectIndex ? downColor : disabledColor;
|
||||||
|
choiceColor = onCorrectIndex ? defaultColor : disabledColor;
|
||||||
|
}
|
||||||
|
|
||||||
function press(this: Document, event: KeyboardEvent): void {
|
function press(this: Document, event: KeyboardEvent): void {
|
||||||
event.preventDefault();
|
event.preventDefault();
|
||||||
|
|
||||||
const k = event.key;
|
const k = event.key;
|
||||||
if (k === KEY.SPACE) {
|
if (k === KEY.SPACE) {
|
||||||
if (positive.includes(choices[index])) props.onSuccess();
|
if (positive.includes(currentChoice)) props.onSuccess();
|
||||||
else props.onFailure();
|
else props.onFailure();
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
let newIndex = index;
|
let newIndex = index;
|
||||||
if ([KEY.UP_ARROW, KEY.W, KEY.RIGHT_ARROW, KEY.D].map((key) => key as string).includes(k)) newIndex++;
|
if ([KEY.UP_ARROW, KEY.W, KEY.RIGHT_ARROW, KEY.D].map((k) => k as string).includes(k)) newIndex++;
|
||||||
if ([KEY.DOWN_ARROW, KEY.S, KEY.LEFT_ARROW, KEY.A].map((key) => key as string).includes(k)) newIndex--;
|
if ([KEY.DOWN_ARROW, KEY.S, KEY.LEFT_ARROW, KEY.A].map((k) => k as string).includes(k)) newIndex--;
|
||||||
while (newIndex < 0) newIndex += choices.length;
|
while (newIndex < 0) newIndex += choices.length;
|
||||||
while (newIndex > choices.length - 1) newIndex -= choices.length;
|
while (newIndex > choices.length - 1) newIndex -= choices.length;
|
||||||
setIndex(newIndex);
|
setIndex(newIndex);
|
||||||
@ -58,13 +95,13 @@ export function BribeGame(props: IMinigameProps): React.ReactElement {
|
|||||||
<KeyHandler onKeyDown={press} onFailure={props.onFailure} />
|
<KeyHandler onKeyDown={press} onFailure={props.onFailure} />
|
||||||
</Grid>
|
</Grid>
|
||||||
<Grid item xs={6}>
|
<Grid item xs={6}>
|
||||||
<Typography variant="h5" color="primary">
|
<Typography variant="h5" color={upColor}>
|
||||||
{upArrowSymbol}
|
{upArrowSymbol}
|
||||||
</Typography>
|
</Typography>
|
||||||
<Typography variant="h5" color="primary">
|
<Typography variant="h5" color={choiceColor}>
|
||||||
{choices[index]}
|
{currentChoice}
|
||||||
</Typography>
|
</Typography>
|
||||||
<Typography variant="h5" color="primary">
|
<Typography variant="h5" color={downColor}>
|
||||||
{downArrowSymbol}
|
{downArrowSymbol}
|
||||||
</Typography>
|
</Typography>
|
||||||
</Grid>
|
</Grid>
|
||||||
|
@ -3,9 +3,19 @@ import Grid from "@mui/material/Grid";
|
|||||||
import { IMinigameProps } from "./IMinigameProps";
|
import { IMinigameProps } from "./IMinigameProps";
|
||||||
import { KeyHandler } from "./KeyHandler";
|
import { KeyHandler } from "./KeyHandler";
|
||||||
import { GameTimer } from "./GameTimer";
|
import { GameTimer } from "./GameTimer";
|
||||||
import { random, getArrow, rightArrowSymbol, leftArrowSymbol, upArrowSymbol, downArrowSymbol } from "../utils";
|
import {
|
||||||
|
random,
|
||||||
|
getArrow,
|
||||||
|
getInverseArrow,
|
||||||
|
leftArrowSymbol,
|
||||||
|
rightArrowSymbol,
|
||||||
|
upArrowSymbol,
|
||||||
|
downArrowSymbol,
|
||||||
|
} from "../utils";
|
||||||
import { interpolate } from "./Difficulty";
|
import { interpolate } from "./Difficulty";
|
||||||
import Typography from "@mui/material/Typography";
|
import Typography from "@mui/material/Typography";
|
||||||
|
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||||
|
import { Player } from "../../Player";
|
||||||
|
|
||||||
interface Difficulty {
|
interface Difficulty {
|
||||||
[key: string]: number;
|
[key: string]: number;
|
||||||
@ -32,10 +42,11 @@ export function CheatCodeGame(props: IMinigameProps): React.ReactElement {
|
|||||||
const timer = difficulty.timer;
|
const timer = difficulty.timer;
|
||||||
const [code] = useState(generateCode(difficulty));
|
const [code] = useState(generateCode(difficulty));
|
||||||
const [index, setIndex] = useState(0);
|
const [index, setIndex] = useState(0);
|
||||||
|
const hasAugment = Player.hasAugmentation(AugmentationNames.TrickeryOfHermes, true);
|
||||||
|
|
||||||
function press(this: Document, event: KeyboardEvent): void {
|
function press(this: Document, event: KeyboardEvent): void {
|
||||||
event.preventDefault();
|
event.preventDefault();
|
||||||
if (code[index] !== getArrow(event)) {
|
if (code[index] !== getArrow(event) && (!hasAugment || code[index] !== getInverseArrow(event))) {
|
||||||
props.onFailure();
|
props.onFailure();
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -7,6 +7,9 @@ import { interpolate } from "./Difficulty";
|
|||||||
import { downArrowSymbol, getArrow, leftArrowSymbol, rightArrowSymbol, upArrowSymbol } from "../utils";
|
import { downArrowSymbol, getArrow, leftArrowSymbol, rightArrowSymbol, upArrowSymbol } from "../utils";
|
||||||
import Typography from "@mui/material/Typography";
|
import Typography from "@mui/material/Typography";
|
||||||
import { KEY } from "../../utils/helpers/keyCodes";
|
import { KEY } from "../../utils/helpers/keyCodes";
|
||||||
|
import { Settings } from "../../Settings/Settings";
|
||||||
|
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||||
|
import { Player } from "../../Player";
|
||||||
|
|
||||||
interface Difficulty {
|
interface Difficulty {
|
||||||
[key: string]: number;
|
[key: string]: number;
|
||||||
@ -33,10 +36,11 @@ export function Cyberpunk2077Game(props: IMinigameProps): React.ReactElement {
|
|||||||
interpolate(difficulties, props.difficulty, difficulty);
|
interpolate(difficulties, props.difficulty, difficulty);
|
||||||
const timer = difficulty.timer;
|
const timer = difficulty.timer;
|
||||||
const [grid] = useState(generatePuzzle(difficulty));
|
const [grid] = useState(generatePuzzle(difficulty));
|
||||||
const [answer] = useState(generateAnswer(grid, difficulty));
|
const [answers] = useState(generateAnswers(grid, difficulty));
|
||||||
const [index, setIndex] = useState(0);
|
const [currentAnswerIndex, setCurrentAnswerIndex] = useState(0);
|
||||||
const [pos, setPos] = useState([0, 0]);
|
const [pos, setPos] = useState([0, 0]);
|
||||||
|
|
||||||
|
const hasAugment = Player.hasAugmentation(AugmentationNames.FloodOfPoseidon, true);
|
||||||
function press(this: Document, event: KeyboardEvent): void {
|
function press(this: Document, event: KeyboardEvent): void {
|
||||||
event.preventDefault();
|
event.preventDefault();
|
||||||
const move = [0, 0];
|
const move = [0, 0];
|
||||||
@ -62,13 +66,13 @@ export function Cyberpunk2077Game(props: IMinigameProps): React.ReactElement {
|
|||||||
|
|
||||||
if (event.key === KEY.SPACE) {
|
if (event.key === KEY.SPACE) {
|
||||||
const selected = grid[pos[1]][pos[0]];
|
const selected = grid[pos[1]][pos[0]];
|
||||||
const expected = answer[index];
|
const expected = answers[currentAnswerIndex];
|
||||||
if (selected !== expected) {
|
if (selected !== expected) {
|
||||||
props.onFailure();
|
props.onFailure();
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
setIndex(index + 1);
|
setCurrentAnswerIndex(currentAnswerIndex + 1);
|
||||||
if (answer.length === index + 1) props.onSuccess();
|
if (answers.length === currentAnswerIndex + 1) props.onSuccess();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -78,17 +82,17 @@ export function Cyberpunk2077Game(props: IMinigameProps): React.ReactElement {
|
|||||||
<GameTimer millis={timer} onExpire={props.onFailure} />
|
<GameTimer millis={timer} onExpire={props.onFailure} />
|
||||||
<Grid item xs={12}>
|
<Grid item xs={12}>
|
||||||
<Typography variant="h4">Match the symbols!</Typography>
|
<Typography variant="h4">Match the symbols!</Typography>
|
||||||
<Typography variant="h5" color="primary">
|
<Typography variant="h5" color={Settings.theme.primary}>
|
||||||
Targets:{" "}
|
Targets:{" "}
|
||||||
{answer.map((a, i) => {
|
{answers.map((a, i) => {
|
||||||
if (i == index)
|
if (i == currentAnswerIndex)
|
||||||
return (
|
return (
|
||||||
<span key={`${i}`} style={{ fontSize: "1em", color: "blue" }}>
|
<span key={`${i}`} style={{ fontSize: "1em", color: "blue" }}>
|
||||||
{a}
|
{a}
|
||||||
</span>
|
</span>
|
||||||
);
|
);
|
||||||
return (
|
return (
|
||||||
<span key={`${i}`} style={{ fontSize: "1em" }}>
|
<span key={`${i}`} style={{ fontSize: "1em", color: Settings.theme.primary }}>
|
||||||
{a}
|
{a}
|
||||||
</span>
|
</span>
|
||||||
);
|
);
|
||||||
@ -99,14 +103,19 @@ export function Cyberpunk2077Game(props: IMinigameProps): React.ReactElement {
|
|||||||
<div key={y}>
|
<div key={y}>
|
||||||
<Typography>
|
<Typography>
|
||||||
{line.map((cell, x) => {
|
{line.map((cell, x) => {
|
||||||
if (x == pos[0] && y == pos[1])
|
const isCorrectAnswer = cell === answers[currentAnswerIndex];
|
||||||
|
|
||||||
|
if (x == pos[0] && y == pos[1]) {
|
||||||
return (
|
return (
|
||||||
<span key={`${x}${y}`} style={{ fontSize: fontSize, color: "blue" }}>
|
<span key={`${x}${y}`} style={{ fontSize: fontSize, color: "blue" }}>
|
||||||
{cell}
|
{cell}
|
||||||
</span>
|
</span>
|
||||||
);
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
const optionColor = hasAugment && !isCorrectAnswer ? Settings.theme.disabled : Settings.theme.primary;
|
||||||
return (
|
return (
|
||||||
<span key={`${x}${y}`} style={{ fontSize: fontSize }}>
|
<span key={`${x}${y}`} style={{ fontSize: fontSize, color: optionColor }}>
|
||||||
{cell}
|
{cell}
|
||||||
</span>
|
</span>
|
||||||
);
|
);
|
||||||
@ -121,12 +130,12 @@ export function Cyberpunk2077Game(props: IMinigameProps): React.ReactElement {
|
|||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
function generateAnswer(grid: string[][], difficulty: Difficulty): string[] {
|
function generateAnswers(grid: string[][], difficulty: Difficulty): string[] {
|
||||||
const answer = [];
|
const answers = [];
|
||||||
for (let i = 0; i < Math.round(difficulty.symbols); i++) {
|
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 {
|
function randChar(): string {
|
||||||
|
@ -13,6 +13,7 @@ import { MinesweeperGame } from "./MinesweeperGame";
|
|||||||
import { WireCuttingGame } from "./WireCuttingGame";
|
import { WireCuttingGame } from "./WireCuttingGame";
|
||||||
import { Victory } from "./Victory";
|
import { Victory } from "./Victory";
|
||||||
import Typography from "@mui/material/Typography";
|
import Typography from "@mui/material/Typography";
|
||||||
|
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||||
|
|
||||||
interface IProps {
|
interface IProps {
|
||||||
StartingDifficulty: number;
|
StartingDifficulty: number;
|
||||||
@ -91,7 +92,9 @@ export function Game(props: IProps): React.ReactElement {
|
|||||||
pushResult(false);
|
pushResult(false);
|
||||||
// Kill the player immediately if they use automation, so
|
// Kill the player immediately if they use automation, so
|
||||||
// it's clear they're not meant to
|
// it's clear they're not meant to
|
||||||
const damage = options?.automated ? player.hp : props.StartingDifficulty * 3;
|
const damage = options?.automated
|
||||||
|
? player.hp
|
||||||
|
: props.StartingDifficulty * 3 * (player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 0.5 : 1);
|
||||||
if (player.takeDamage(damage)) {
|
if (player.takeDamage(damage)) {
|
||||||
router.toCity();
|
router.toCity();
|
||||||
return;
|
return;
|
||||||
|
@ -3,6 +3,8 @@ import React, { useState, useEffect } from "react";
|
|||||||
import withStyles from "@mui/styles/withStyles";
|
import withStyles from "@mui/styles/withStyles";
|
||||||
import { Theme } from "@mui/material/styles";
|
import { Theme } from "@mui/material/styles";
|
||||||
import Grid from "@mui/material/Grid";
|
import Grid from "@mui/material/Grid";
|
||||||
|
import { use } from "../../ui/Context";
|
||||||
|
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||||
|
|
||||||
const TimerProgress = withStyles((theme: Theme) => ({
|
const TimerProgress = withStyles((theme: Theme) => ({
|
||||||
root: {
|
root: {
|
||||||
@ -20,14 +22,16 @@ interface IProps {
|
|||||||
}
|
}
|
||||||
|
|
||||||
export function GameTimer(props: IProps): React.ReactElement {
|
export function GameTimer(props: IProps): React.ReactElement {
|
||||||
|
const player = use.Player();
|
||||||
const [v, setV] = useState(100);
|
const [v, setV] = useState(100);
|
||||||
|
const totalMillis = (player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 1.3 : 1) * props.millis;
|
||||||
|
|
||||||
const tick = 200;
|
const tick = 200;
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
const intervalId = setInterval(() => {
|
const intervalId = setInterval(() => {
|
||||||
setV((old) => {
|
setV((old) => {
|
||||||
if (old <= 0) props.onExpire();
|
if (old <= 0) props.onExpire();
|
||||||
return old - (tick / props.millis) * 100;
|
return old - (tick / totalMillis) * 100;
|
||||||
});
|
});
|
||||||
}, tick);
|
}, tick);
|
||||||
return () => {
|
return () => {
|
||||||
|
@ -1,48 +1,22 @@
|
|||||||
import { IPlayer } from "../../PersonObjects/IPlayer";
|
|
||||||
import React, { useState } from "react";
|
import React, { useState } from "react";
|
||||||
import { Intro } from "./Intro";
|
import { Intro } from "./Intro";
|
||||||
import { Game } from "./Game";
|
import { Game } from "./Game";
|
||||||
import { Location } from "../../Locations/Location";
|
import { Location } from "../../Locations/Location";
|
||||||
import { use } from "../../ui/Context";
|
import { use } from "../../ui/Context";
|
||||||
import { calculateSkill } from "../../PersonObjects/formulas/skill";
|
import { calculateDifficulty, calculateReward } from "../formulas/game";
|
||||||
|
|
||||||
interface IProps {
|
interface IProps {
|
||||||
location: Location;
|
location: Location;
|
||||||
}
|
}
|
||||||
|
|
||||||
function calcRawDiff(player: IPlayer, stats: number, startingDifficulty: number): number {
|
|
||||||
const difficulty = startingDifficulty - Math.pow(stats, 0.9) / 250 - player.intelligence / 1600;
|
|
||||||
if (difficulty < 0) return 0;
|
|
||||||
if (difficulty > 3) return 3;
|
|
||||||
return difficulty;
|
|
||||||
}
|
|
||||||
|
|
||||||
function calcDifficulty(player: IPlayer, startingDifficulty: number): number {
|
|
||||||
const totalStats = player.strength + player.defense + player.dexterity + player.agility + player.charisma;
|
|
||||||
return calcRawDiff(player, totalStats, startingDifficulty);
|
|
||||||
}
|
|
||||||
|
|
||||||
function calcReward(player: IPlayer, startingDifficulty: number): number {
|
|
||||||
const xpMult = 10 * 60 * 15;
|
|
||||||
const total =
|
|
||||||
calculateSkill(player.strength_exp_mult * xpMult, player.strength_mult) +
|
|
||||||
calculateSkill(player.defense_exp_mult * xpMult, player.defense_mult) +
|
|
||||||
calculateSkill(player.agility_exp_mult * xpMult, player.agility_mult) +
|
|
||||||
calculateSkill(player.dexterity_exp_mult * xpMult, player.dexterity_mult) +
|
|
||||||
calculateSkill(player.charisma_exp_mult * xpMult, player.charisma_mult);
|
|
||||||
return calcRawDiff(player, total, startingDifficulty);
|
|
||||||
}
|
|
||||||
|
|
||||||
export function InfiltrationRoot(props: IProps): React.ReactElement {
|
export function InfiltrationRoot(props: IProps): React.ReactElement {
|
||||||
const player = use.Player();
|
const player = use.Player();
|
||||||
const router = use.Router();
|
const router = use.Router();
|
||||||
const [start, setStart] = useState(false);
|
const [start, setStart] = useState(false);
|
||||||
|
|
||||||
if (props.location.infiltrationData === undefined) throw new Error("Trying to do infiltration on invalid location.");
|
if (props.location.infiltrationData === undefined) throw new Error("Trying to do infiltration on invalid location.");
|
||||||
const startingDifficulty = props.location.infiltrationData.startingSecurityLevel;
|
const startingSecurityLevel = props.location.infiltrationData.startingSecurityLevel;
|
||||||
const difficulty = calcDifficulty(player, startingDifficulty);
|
const difficulty = calculateDifficulty(player, startingSecurityLevel);
|
||||||
const reward = calcReward(player, startingDifficulty);
|
const reward = calculateReward(player, startingSecurityLevel);
|
||||||
console.log(`${difficulty} ${reward}`);
|
|
||||||
|
|
||||||
function cancel(): void {
|
function cancel(): void {
|
||||||
router.toCity();
|
router.toCity();
|
||||||
@ -62,7 +36,7 @@ export function InfiltrationRoot(props: IProps): React.ReactElement {
|
|||||||
|
|
||||||
return (
|
return (
|
||||||
<Game
|
<Game
|
||||||
StartingDifficulty={startingDifficulty}
|
StartingDifficulty={startingSecurityLevel}
|
||||||
Difficulty={difficulty}
|
Difficulty={difficulty}
|
||||||
Reward={reward}
|
Reward={reward}
|
||||||
MaxLevel={props.location.infiltrationData.maxClearanceLevel}
|
MaxLevel={props.location.infiltrationData.maxClearanceLevel}
|
||||||
|
@ -7,6 +7,8 @@ import { interpolate } from "./Difficulty";
|
|||||||
import { downArrowSymbol, getArrow, leftArrowSymbol, rightArrowSymbol, upArrowSymbol } from "../utils";
|
import { downArrowSymbol, getArrow, leftArrowSymbol, rightArrowSymbol, upArrowSymbol } from "../utils";
|
||||||
import Typography from "@mui/material/Typography";
|
import Typography from "@mui/material/Typography";
|
||||||
import { KEY } from "../../utils/helpers/keyCodes";
|
import { KEY } from "../../utils/helpers/keyCodes";
|
||||||
|
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||||
|
import { Player } from "../../Player";
|
||||||
|
|
||||||
interface Difficulty {
|
interface Difficulty {
|
||||||
[key: string]: number;
|
[key: string]: number;
|
||||||
@ -36,7 +38,7 @@ export function MinesweeperGame(props: IMinigameProps): React.ReactElement {
|
|||||||
const [answer, setAnswer] = useState(generateEmptyField(difficulty));
|
const [answer, setAnswer] = useState(generateEmptyField(difficulty));
|
||||||
const [pos, setPos] = useState([0, 0]);
|
const [pos, setPos] = useState([0, 0]);
|
||||||
const [memoryPhase, setMemoryPhase] = useState(true);
|
const [memoryPhase, setMemoryPhase] = useState(true);
|
||||||
|
const hasAugment = Player.hasAugmentation(AugmentationNames.HuntOfArtemis, true);
|
||||||
function press(this: Document, event: KeyboardEvent): void {
|
function press(this: Document, event: KeyboardEvent): void {
|
||||||
event.preventDefault();
|
event.preventDefault();
|
||||||
if (memoryPhase) return;
|
if (memoryPhase) return;
|
||||||
@ -94,6 +96,7 @@ export function MinesweeperGame(props: IMinigameProps): React.ReactElement {
|
|||||||
} else {
|
} else {
|
||||||
if (x == pos[0] && y == pos[1]) return <span key={x}>[X] </span>;
|
if (x == pos[0] && y == pos[1]) return <span key={x}>[X] </span>;
|
||||||
if (answer[y][x]) return <span key={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>;
|
return <span key={x}>[ ] </span>;
|
||||||
}
|
}
|
||||||
})}
|
})}
|
||||||
|
@ -6,6 +6,8 @@ import { GameTimer } from "./GameTimer";
|
|||||||
import { interpolate } from "./Difficulty";
|
import { interpolate } from "./Difficulty";
|
||||||
import Typography from "@mui/material/Typography";
|
import Typography from "@mui/material/Typography";
|
||||||
import { KEY } from "../../utils/helpers/keyCodes";
|
import { KEY } from "../../utils/helpers/keyCodes";
|
||||||
|
import { Player } from "../../Player";
|
||||||
|
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||||
|
|
||||||
interface Difficulty {
|
interface Difficulty {
|
||||||
[key: string]: number;
|
[key: string]: number;
|
||||||
@ -38,6 +40,10 @@ export function SlashGame(props: IMinigameProps): React.ReactElement {
|
|||||||
props.onSuccess();
|
props.onSuccess();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
const hasAugment = Player.hasAugmentation(AugmentationNames.MightOfAres, true);
|
||||||
|
const phaseZeroTime = Math.random() * 3250 + 1500 - (250 + difficulty.window);
|
||||||
|
const phaseOneTime = 250;
|
||||||
|
const timeUntilAttacking = phaseZeroTime + phaseOneTime;
|
||||||
|
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
let id = window.setTimeout(() => {
|
let id = window.setTimeout(() => {
|
||||||
@ -45,8 +51,8 @@ export function SlashGame(props: IMinigameProps): React.ReactElement {
|
|||||||
id = window.setTimeout(() => {
|
id = window.setTimeout(() => {
|
||||||
setPhase(2);
|
setPhase(2);
|
||||||
id = window.setTimeout(() => setPhase(0), difficulty.window);
|
id = window.setTimeout(() => setPhase(0), difficulty.window);
|
||||||
}, 250);
|
}, phaseOneTime);
|
||||||
}, Math.random() * 3250 + 1500 - (250 + difficulty.window));
|
}, phaseZeroTime);
|
||||||
return () => {
|
return () => {
|
||||||
clearInterval(id);
|
clearInterval(id);
|
||||||
};
|
};
|
||||||
@ -57,6 +63,14 @@ export function SlashGame(props: IMinigameProps): React.ReactElement {
|
|||||||
<GameTimer millis={5000} onExpire={props.onFailure} />
|
<GameTimer millis={5000} onExpire={props.onFailure} />
|
||||||
<Grid item xs={12}>
|
<Grid item xs={12}>
|
||||||
<Typography variant="h4">Slash when his guard is down!</Typography>
|
<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 === 0 && <Typography variant="h4">Guarding ...</Typography>}
|
||||||
{phase === 1 && <Typography variant="h4">Preparing?</Typography>}
|
{phase === 1 && <Typography variant="h4">Preparing?</Typography>}
|
||||||
{phase === 2 && <Typography variant="h4">ATTACKING!</Typography>}
|
{phase === 2 && <Typography variant="h4">ATTACKING!</Typography>}
|
||||||
|
@ -3,12 +3,19 @@ import React, { useState } from "react";
|
|||||||
import Grid from "@mui/material/Grid";
|
import Grid from "@mui/material/Grid";
|
||||||
import { Money } from "../../ui/React/Money";
|
import { Money } from "../../ui/React/Money";
|
||||||
import { Reputation } from "../../ui/React/Reputation";
|
import { Reputation } from "../../ui/React/Reputation";
|
||||||
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
|
|
||||||
import { use } from "../../ui/Context";
|
import { use } from "../../ui/Context";
|
||||||
import Typography from "@mui/material/Typography";
|
import Typography from "@mui/material/Typography";
|
||||||
import Button from "@mui/material/Button";
|
import Button from "@mui/material/Button";
|
||||||
import MenuItem from "@mui/material/MenuItem";
|
import MenuItem from "@mui/material/MenuItem";
|
||||||
import Select, { SelectChangeEvent } from "@mui/material/Select";
|
import Select, { SelectChangeEvent } from "@mui/material/Select";
|
||||||
|
import { FactionNames } from "../../Faction/data/FactionNames";
|
||||||
|
import { formatNumber } from "../../utils/StringHelperFunctions";
|
||||||
|
import {
|
||||||
|
calculateInfiltratorsRepReward,
|
||||||
|
calculateSellInformationCashReward,
|
||||||
|
calculateTradeInformationRepReward,
|
||||||
|
} from "../formulas/victory";
|
||||||
|
import { inviteToFaction } from "../../Faction/FactionHelpers";
|
||||||
|
|
||||||
interface IProps {
|
interface IProps {
|
||||||
StartingDifficulty: number;
|
StartingDifficulty: number;
|
||||||
@ -23,31 +30,25 @@ export function Victory(props: IProps): React.ReactElement {
|
|||||||
const [faction, setFaction] = useState("none");
|
const [faction, setFaction] = useState("none");
|
||||||
|
|
||||||
function quitInfiltration(): void {
|
function quitInfiltration(): void {
|
||||||
|
handleInfiltrators();
|
||||||
router.toCity();
|
router.toCity();
|
||||||
}
|
}
|
||||||
|
|
||||||
const levelBonus = props.MaxLevel * Math.pow(1.01, props.MaxLevel);
|
const soa = Factions[FactionNames.ShadowsOfAnarchy];
|
||||||
|
const repGain = calculateTradeInformationRepReward(player, props.Reward, props.MaxLevel, props.StartingDifficulty);
|
||||||
|
const moneyGain = calculateSellInformationCashReward(player, props.Reward, props.MaxLevel, props.StartingDifficulty);
|
||||||
|
const infiltrationRepGain = calculateInfiltratorsRepReward(player, soa, props.StartingDifficulty);
|
||||||
|
|
||||||
const repGain =
|
const isMemberOfInfiltrators = player.factions.includes(FactionNames.ShadowsOfAnarchy);
|
||||||
Math.pow(props.Reward + 1, 1.1) *
|
|
||||||
Math.pow(props.StartingDifficulty, 1.2) *
|
|
||||||
30 *
|
|
||||||
levelBonus *
|
|
||||||
BitNodeMultipliers.InfiltrationRep;
|
|
||||||
|
|
||||||
const moneyGain =
|
|
||||||
Math.pow(props.Reward + 1, 2) *
|
|
||||||
Math.pow(props.StartingDifficulty, 3) *
|
|
||||||
3e3 *
|
|
||||||
levelBonus *
|
|
||||||
BitNodeMultipliers.InfiltrationMoney;
|
|
||||||
|
|
||||||
function sell(): void {
|
function sell(): void {
|
||||||
|
handleInfiltrators();
|
||||||
player.gainMoney(moneyGain, "infiltration");
|
player.gainMoney(moneyGain, "infiltration");
|
||||||
quitInfiltration();
|
quitInfiltration();
|
||||||
}
|
}
|
||||||
|
|
||||||
function trade(): void {
|
function trade(): void {
|
||||||
|
handleInfiltrators();
|
||||||
if (faction === "none") return;
|
if (faction === "none") return;
|
||||||
Factions[faction].playerReputation += repGain;
|
Factions[faction].playerReputation += repGain;
|
||||||
quitInfiltration();
|
quitInfiltration();
|
||||||
@ -57,6 +58,13 @@ export function Victory(props: IProps): React.ReactElement {
|
|||||||
setFaction(event.target.value);
|
setFaction(event.target.value);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
function handleInfiltrators(): void {
|
||||||
|
inviteToFaction(Factions[FactionNames.ShadowsOfAnarchy]);
|
||||||
|
if (isMemberOfInfiltrators) {
|
||||||
|
soa.playerReputation += infiltrationRepGain;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
return (
|
return (
|
||||||
<>
|
<>
|
||||||
<Grid container spacing={3}>
|
<Grid container spacing={3}>
|
||||||
@ -65,7 +73,15 @@ export function Victory(props: IProps): React.ReactElement {
|
|||||||
</Grid>
|
</Grid>
|
||||||
<Grid item xs={10}>
|
<Grid item xs={10}>
|
||||||
<Typography variant="h5" color="primary">
|
<Typography variant="h5" color="primary">
|
||||||
You can trade the confidential information you found for money or reputation.
|
You{" "}
|
||||||
|
{isMemberOfInfiltrators ? (
|
||||||
|
<>
|
||||||
|
have gained {formatNumber(infiltrationRepGain, 2)} rep for {FactionNames.ShadowsOfAnarchy} and{" "}
|
||||||
|
</>
|
||||||
|
) : (
|
||||||
|
<></>
|
||||||
|
)}
|
||||||
|
can trade the confidential information you found for money or reputation.
|
||||||
</Typography>
|
</Typography>
|
||||||
<Select value={faction} onChange={changeDropdown}>
|
<Select value={faction} onChange={changeDropdown}>
|
||||||
<MenuItem key={"none"} value={"none"}>
|
<MenuItem key={"none"} value={"none"}>
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
import React, { useState } from "react";
|
import React, { useEffect, useState } from "react";
|
||||||
import Grid from "@mui/material/Grid";
|
import Grid from "@mui/material/Grid";
|
||||||
import Typography from "@mui/material/Typography";
|
import Typography from "@mui/material/Typography";
|
||||||
import { IMinigameProps } from "./IMinigameProps";
|
import { IMinigameProps } from "./IMinigameProps";
|
||||||
@ -7,6 +7,9 @@ import { GameTimer } from "./GameTimer";
|
|||||||
import { random } from "../utils";
|
import { random } from "../utils";
|
||||||
import { interpolate } from "./Difficulty";
|
import { interpolate } from "./Difficulty";
|
||||||
import { KEY } from "../../utils/helpers/keyCodes";
|
import { KEY } from "../../utils/helpers/keyCodes";
|
||||||
|
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||||
|
import { Player } from "../../Player";
|
||||||
|
import { Settings } from "../../Settings/Settings";
|
||||||
|
|
||||||
interface Difficulty {
|
interface Difficulty {
|
||||||
[key: string]: number;
|
[key: string]: number;
|
||||||
@ -61,11 +64,27 @@ export function WireCuttingGame(props: IMinigameProps): React.ReactElement {
|
|||||||
const [wires] = useState(generateWires(difficulty));
|
const [wires] = useState(generateWires(difficulty));
|
||||||
const [cutWires, setCutWires] = useState(new Array(wires.length).fill(false));
|
const [cutWires, setCutWires] = useState(new Array(wires.length).fill(false));
|
||||||
const [questions] = useState(generateQuestion(wires, difficulty));
|
const [questions] = useState(generateQuestion(wires, difficulty));
|
||||||
|
const hasAugment = Player.hasAugmentation(AugmentationNames.KnowledgeOfApollo, true);
|
||||||
|
|
||||||
function checkWire(wireNum: number): boolean {
|
function checkWire(wireNum: number): boolean {
|
||||||
return !questions.some((q) => q.shouldCut(wires[wireNum - 1], wireNum - 1));
|
return questions.some((q) => q.shouldCut(wires[wireNum - 1], wireNum - 1));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
// check if we won
|
||||||
|
const wiresToBeCut = [];
|
||||||
|
for (let j = 0; j < wires.length; j++) {
|
||||||
|
let shouldBeCut = false;
|
||||||
|
for (let i = 0; i < questions.length; i++) {
|
||||||
|
shouldBeCut = shouldBeCut || questions[i].shouldCut(wires[j], j);
|
||||||
|
}
|
||||||
|
wiresToBeCut.push(shouldBeCut);
|
||||||
|
}
|
||||||
|
if (wiresToBeCut.every((b, i) => b === cutWires[i])) {
|
||||||
|
props.onSuccess();
|
||||||
|
}
|
||||||
|
}, [cutWires]);
|
||||||
|
|
||||||
function press(this: Document, event: KeyboardEvent): void {
|
function press(this: Document, event: KeyboardEvent): void {
|
||||||
event.preventDefault();
|
event.preventDefault();
|
||||||
const wireNum = parseInt(event.key);
|
const wireNum = parseInt(event.key);
|
||||||
@ -74,23 +93,10 @@ export function WireCuttingGame(props: IMinigameProps): React.ReactElement {
|
|||||||
setCutWires((old) => {
|
setCutWires((old) => {
|
||||||
const next = [...old];
|
const next = [...old];
|
||||||
next[wireNum - 1] = true;
|
next[wireNum - 1] = true;
|
||||||
if (checkWire(wireNum)) {
|
if (!checkWire(wireNum)) {
|
||||||
props.onFailure();
|
props.onFailure();
|
||||||
}
|
}
|
||||||
|
|
||||||
// check if we won
|
|
||||||
const wiresToBeCut = [];
|
|
||||||
for (let j = 0; j < wires.length; j++) {
|
|
||||||
let shouldBeCut = false;
|
|
||||||
for (let i = 0; i < questions.length; i++) {
|
|
||||||
shouldBeCut = shouldBeCut || questions[i].shouldCut(wires[j], j);
|
|
||||||
}
|
|
||||||
wiresToBeCut.push(shouldBeCut);
|
|
||||||
}
|
|
||||||
if (wiresToBeCut.every((b, i) => b === next[i])) {
|
|
||||||
props.onSuccess();
|
|
||||||
}
|
|
||||||
|
|
||||||
return next;
|
return next;
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
@ -104,18 +110,28 @@ export function WireCuttingGame(props: IMinigameProps): React.ReactElement {
|
|||||||
<Typography key={i}>{question.toString()}</Typography>
|
<Typography key={i}>{question.toString()}</Typography>
|
||||||
))}
|
))}
|
||||||
<Typography>
|
<Typography>
|
||||||
{new Array(wires.length).fill(0).map((_, i) => (
|
{new Array(wires.length).fill(0).map((_, i) => {
|
||||||
<span key={i}> {i + 1} </span>
|
const isCorrectWire = checkWire(i + 1);
|
||||||
))}
|
const color = hasAugment && !isCorrectWire ? Settings.theme.disabled : Settings.theme.primary;
|
||||||
|
return (
|
||||||
|
<span key={i} style={{ color: color }}>
|
||||||
|
{i + 1}
|
||||||
|
</span>
|
||||||
|
);
|
||||||
|
})}
|
||||||
</Typography>
|
</Typography>
|
||||||
{new Array(8).fill(0).map((_, i) => (
|
{new Array(8).fill(0).map((_, i) => (
|
||||||
<div key={i}>
|
<div key={i}>
|
||||||
<Typography>
|
<Typography>
|
||||||
{wires.map((wire, j) => {
|
{wires.map((wire, j) => {
|
||||||
if ((i === 3 || i === 4) && cutWires[j])
|
if ((i === 3 || i === 4) && cutWires[j]) {
|
||||||
return <span key={j}> </span>;
|
return <span key={j}> </span>;
|
||||||
|
}
|
||||||
|
const isCorrectWire = checkWire(j + 1);
|
||||||
|
const wireColor =
|
||||||
|
hasAugment && !isCorrectWire ? Settings.theme.disabled : wire.colors[i % wire.colors.length];
|
||||||
return (
|
return (
|
||||||
<span key={j} style={{ color: wire.colors[i % wire.colors.length] }}>
|
<span key={j} style={{ color: wireColor }}>
|
||||||
|{wire.tpe}|
|
|{wire.tpe}|
|
||||||
</span>
|
</span>
|
||||||
);
|
);
|
||||||
|
@ -70,6 +70,10 @@ export const RamCostConstants: IMap<number> = {
|
|||||||
ScriptStanekPlace: 5,
|
ScriptStanekPlace: 5,
|
||||||
ScriptStanekFragmentAt: 2,
|
ScriptStanekFragmentAt: 2,
|
||||||
ScriptStanekDeleteAt: 0.15,
|
ScriptStanekDeleteAt: 0.15,
|
||||||
|
ScriptInfiltrationCalculateDifficulty: 2.5,
|
||||||
|
ScriptInfiltrationCalculateRewards: 2.5,
|
||||||
|
ScriptInfiltrationGetLocations: 5,
|
||||||
|
ScriptInfiltrationGetInfiltrations: 15,
|
||||||
ScriptStanekAcceptGift: 2,
|
ScriptStanekAcceptGift: 2,
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -245,6 +249,13 @@ const bladeburner: IMap<any> = {
|
|||||||
getBonusTime: 0,
|
getBonusTime: 0,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
const infiltration: IMap<any> = {
|
||||||
|
calculateDifficulty: RamCostConstants.ScriptInfiltrationCalculateDifficulty,
|
||||||
|
calculateRewards: RamCostConstants.ScriptInfiltrationCalculateRewards,
|
||||||
|
calculateGetLocations: RamCostConstants.ScriptInfiltrationGetLocations,
|
||||||
|
calculateGetInfiltrations: RamCostConstants.ScriptInfiltrationGetInfiltrations,
|
||||||
|
};
|
||||||
|
|
||||||
// Coding Contract API
|
// Coding Contract API
|
||||||
const codingcontract: IMap<any> = {
|
const codingcontract: IMap<any> = {
|
||||||
attempt: RamCostConstants.ScriptCodingContractBaseRamCost,
|
attempt: RamCostConstants.ScriptCodingContractBaseRamCost,
|
||||||
@ -314,6 +325,7 @@ export const RamCosts: IMap<any> = {
|
|||||||
...singularity, // singularity is in namespace & toplevel
|
...singularity, // singularity is in namespace & toplevel
|
||||||
gang,
|
gang,
|
||||||
bladeburner,
|
bladeburner,
|
||||||
|
infiltration,
|
||||||
codingcontract,
|
codingcontract,
|
||||||
sleeve,
|
sleeve,
|
||||||
stanek,
|
stanek,
|
||||||
|
@ -65,6 +65,7 @@ import { NetscriptSleeve } from "./NetscriptFunctions/Sleeve";
|
|||||||
import { NetscriptExtra } from "./NetscriptFunctions/Extra";
|
import { NetscriptExtra } from "./NetscriptFunctions/Extra";
|
||||||
import { NetscriptHacknet } from "./NetscriptFunctions/Hacknet";
|
import { NetscriptHacknet } from "./NetscriptFunctions/Hacknet";
|
||||||
import { NetscriptStanek } from "./NetscriptFunctions/Stanek";
|
import { NetscriptStanek } from "./NetscriptFunctions/Stanek";
|
||||||
|
import { NetscriptInfiltration } from "./NetscriptFunctions/Infiltration";
|
||||||
import { NetscriptUserInterface } from "./NetscriptFunctions/UserInterface";
|
import { NetscriptUserInterface } from "./NetscriptFunctions/UserInterface";
|
||||||
import { NetscriptBladeburner } from "./NetscriptFunctions/Bladeburner";
|
import { NetscriptBladeburner } from "./NetscriptFunctions/Bladeburner";
|
||||||
import { NetscriptCodingContract } from "./NetscriptFunctions/CodingContract";
|
import { NetscriptCodingContract } from "./NetscriptFunctions/CodingContract";
|
||||||
@ -81,6 +82,7 @@ import {
|
|||||||
Gang as IGang,
|
Gang as IGang,
|
||||||
Bladeburner as IBladeburner,
|
Bladeburner as IBladeburner,
|
||||||
Stanek as IStanek,
|
Stanek as IStanek,
|
||||||
|
Infiltration as IInfiltration,
|
||||||
RunningScript as IRunningScript,
|
RunningScript as IRunningScript,
|
||||||
RecentScript as IRecentScript,
|
RecentScript as IRecentScript,
|
||||||
SourceFileLvl,
|
SourceFileLvl,
|
||||||
@ -113,6 +115,7 @@ interface NS extends INS {
|
|||||||
gang: IGang;
|
gang: IGang;
|
||||||
bladeburner: IBladeburner;
|
bladeburner: IBladeburner;
|
||||||
stanek: IStanek;
|
stanek: IStanek;
|
||||||
|
infiltration: IInfiltration;
|
||||||
}
|
}
|
||||||
|
|
||||||
export function NetscriptFunctions(workerScript: WorkerScript): NS {
|
export function NetscriptFunctions(workerScript: WorkerScript): NS {
|
||||||
@ -525,6 +528,8 @@ export function NetscriptFunctions(workerScript: WorkerScript): NS {
|
|||||||
const sleeve = NetscriptSleeve(Player, workerScript, helper);
|
const sleeve = NetscriptSleeve(Player, workerScript, helper);
|
||||||
const extra = NetscriptExtra(Player, workerScript, helper);
|
const extra = NetscriptExtra(Player, workerScript, helper);
|
||||||
const hacknet = NetscriptHacknet(Player, workerScript, helper);
|
const hacknet = NetscriptHacknet(Player, workerScript, helper);
|
||||||
|
const infiltration = wrapAPI(helper, {}, workerScript, NetscriptInfiltration(Player), "infiltration")
|
||||||
|
.infiltration as unknown as IInfiltration;
|
||||||
const stanek = wrapAPI(helper, {}, workerScript, NetscriptStanek(Player, workerScript, helper), "stanek")
|
const stanek = wrapAPI(helper, {}, workerScript, NetscriptStanek(Player, workerScript, helper), "stanek")
|
||||||
.stanek as unknown as IStanek;
|
.stanek as unknown as IStanek;
|
||||||
const bladeburner = NetscriptBladeburner(Player, workerScript, helper);
|
const bladeburner = NetscriptBladeburner(Player, workerScript, helper);
|
||||||
@ -547,6 +552,7 @@ export function NetscriptFunctions(workerScript: WorkerScript): NS {
|
|||||||
sleeve: sleeve,
|
sleeve: sleeve,
|
||||||
corporation: corporation,
|
corporation: corporation,
|
||||||
stanek: stanek,
|
stanek: stanek,
|
||||||
|
infiltration: infiltration,
|
||||||
ui: ui,
|
ui: ui,
|
||||||
formulas: formulas,
|
formulas: formulas,
|
||||||
stock: stockmarket,
|
stock: stockmarket,
|
||||||
|
@ -4,7 +4,7 @@ import { CityName } from "../Locations/data/CityNames";
|
|||||||
import { getRamCost } from "../Netscript/RamCostGenerator";
|
import { getRamCost } from "../Netscript/RamCostGenerator";
|
||||||
import { WorkerScript } from "../Netscript/WorkerScript";
|
import { WorkerScript } from "../Netscript/WorkerScript";
|
||||||
import { GraftableAugmentation } from "../PersonObjects/Grafting/GraftableAugmentation";
|
import { GraftableAugmentation } from "../PersonObjects/Grafting/GraftableAugmentation";
|
||||||
import { getGraftingAvailableAugs } from "../PersonObjects/Grafting/GraftingHelpers";
|
import { getGraftingAvailableAugs, calculateGraftingTimeWithBonus } from "../PersonObjects/Grafting/GraftingHelpers";
|
||||||
import { IPlayer } from "../PersonObjects/IPlayer";
|
import { IPlayer } from "../PersonObjects/IPlayer";
|
||||||
import { Grafting as IGrafting } from "../ScriptEditor/NetscriptDefinitions";
|
import { Grafting as IGrafting } from "../ScriptEditor/NetscriptDefinitions";
|
||||||
import { Router } from "../ui/GameRoot";
|
import { Router } from "../ui/GameRoot";
|
||||||
@ -31,8 +31,8 @@ export function NetscriptGrafting(player: IPlayer, workerScript: WorkerScript, h
|
|||||||
if (!getGraftingAvailableAugs(player).includes(augName) || !Augmentations.hasOwnProperty(augName)) {
|
if (!getGraftingAvailableAugs(player).includes(augName) || !Augmentations.hasOwnProperty(augName)) {
|
||||||
throw helper.makeRuntimeErrorMsg("grafting.getAugmentationGraftPrice", `Invalid aug: ${augName}`);
|
throw helper.makeRuntimeErrorMsg("grafting.getAugmentationGraftPrice", `Invalid aug: ${augName}`);
|
||||||
}
|
}
|
||||||
const craftableAug = new GraftableAugmentation(Augmentations[augName]);
|
const graftableAug = new GraftableAugmentation(Augmentations[augName]);
|
||||||
return craftableAug.cost;
|
return graftableAug.cost;
|
||||||
},
|
},
|
||||||
|
|
||||||
getAugmentationGraftTime: (_augName: string): number => {
|
getAugmentationGraftTime: (_augName: string): number => {
|
||||||
@ -42,8 +42,8 @@ export function NetscriptGrafting(player: IPlayer, workerScript: WorkerScript, h
|
|||||||
if (!getGraftingAvailableAugs(player).includes(augName) || !Augmentations.hasOwnProperty(augName)) {
|
if (!getGraftingAvailableAugs(player).includes(augName) || !Augmentations.hasOwnProperty(augName)) {
|
||||||
throw helper.makeRuntimeErrorMsg("grafting.getAugmentationGraftTime", `Invalid aug: ${augName}`);
|
throw helper.makeRuntimeErrorMsg("grafting.getAugmentationGraftTime", `Invalid aug: ${augName}`);
|
||||||
}
|
}
|
||||||
const craftableAug = new GraftableAugmentation(Augmentations[augName]);
|
const graftableAug = new GraftableAugmentation(Augmentations[augName]);
|
||||||
return craftableAug.time;
|
return calculateGraftingTimeWithBonus(player, graftableAug);
|
||||||
},
|
},
|
||||||
|
|
||||||
getGraftableAugmentations: (): string[] => {
|
getGraftableAugmentations: (): string[] => {
|
||||||
|
54
src/NetscriptFunctions/Infiltration.ts
Normal file
54
src/NetscriptFunctions/Infiltration.ts
Normal file
@ -0,0 +1,54 @@
|
|||||||
|
import { IPlayer } from "../PersonObjects/IPlayer";
|
||||||
|
|
||||||
|
import { Infiltration as IInfiltration, InfiltrationLocation } from "../ScriptEditor/NetscriptDefinitions";
|
||||||
|
import { Location } from "../Locations/Location";
|
||||||
|
import { Locations } from "../Locations/Locations";
|
||||||
|
import { calculateDifficulty, calculateReward } from "../Infiltration/formulas/game";
|
||||||
|
import {
|
||||||
|
calculateInfiltratorsRepReward,
|
||||||
|
calculateSellInformationCashReward,
|
||||||
|
calculateTradeInformationRepReward,
|
||||||
|
} from "../Infiltration/formulas/victory";
|
||||||
|
import { FactionNames } from "../Faction/data/FactionNames";
|
||||||
|
import { Factions } from "../Faction/Factions";
|
||||||
|
import { InternalAPI, NetscriptContext } from "../Netscript/APIWrapper";
|
||||||
|
import { checkEnum } from "../utils/helpers/checkEnum";
|
||||||
|
import { LocationName } from "../Locations/data/LocationNames";
|
||||||
|
|
||||||
|
export function NetscriptInfiltration(player: IPlayer): InternalAPI<IInfiltration> {
|
||||||
|
const getLocationsWithInfiltrations = Object.values(Locations).filter(
|
||||||
|
(location: Location) => location.infiltrationData,
|
||||||
|
);
|
||||||
|
|
||||||
|
const calculateInfiltrationData = (ctx: NetscriptContext, locationName: string): InfiltrationLocation => {
|
||||||
|
if (!checkEnum(LocationName, locationName)) throw new Error(`Location '${locationName}' does not exists.`);
|
||||||
|
const location = Locations[locationName];
|
||||||
|
if (location === undefined) throw ctx.makeRuntimeErrorMsg(`Location '${location}' does not exists.`);
|
||||||
|
if (location.infiltrationData === undefined)
|
||||||
|
throw ctx.makeRuntimeErrorMsg(`Location '${location}' does not provide infiltrations.`);
|
||||||
|
const startingSecurityLevel = location.infiltrationData.startingSecurityLevel;
|
||||||
|
const difficulty = calculateDifficulty(player, startingSecurityLevel);
|
||||||
|
const reward = calculateReward(player, startingSecurityLevel);
|
||||||
|
const maxLevel = location.infiltrationData.maxClearanceLevel;
|
||||||
|
return {
|
||||||
|
location: location,
|
||||||
|
reward: {
|
||||||
|
tradeRep: calculateTradeInformationRepReward(player, reward, maxLevel, difficulty),
|
||||||
|
sellCash: calculateSellInformationCashReward(player, reward, maxLevel, difficulty),
|
||||||
|
SoARep: calculateInfiltratorsRepReward(player, Factions[FactionNames.ShadowsOfAnarchy], difficulty),
|
||||||
|
},
|
||||||
|
difficulty: difficulty,
|
||||||
|
};
|
||||||
|
};
|
||||||
|
return {
|
||||||
|
getPossibleLocations: () => (): string[] => {
|
||||||
|
return getLocationsWithInfiltrations.map((l) => l + "");
|
||||||
|
},
|
||||||
|
getInfiltration:
|
||||||
|
(ctx: NetscriptContext) =>
|
||||||
|
(_location: unknown): InfiltrationLocation => {
|
||||||
|
const location = ctx.helper.string("location", _location);
|
||||||
|
return calculateInfiltrationData(ctx, location);
|
||||||
|
},
|
||||||
|
};
|
||||||
|
}
|
@ -202,7 +202,7 @@ function _getScriptUrls(script: Script, scripts: Script[], seen: Script[]): Scri
|
|||||||
|
|
||||||
// We automatically define a print function() in the NetscriptJS module so that
|
// We automatically define a print function() in the NetscriptJS module so that
|
||||||
// accidental calls to window.print() do not bring up the "print screen" dialog
|
// accidental calls to window.print() do not bring up the "print screen" dialog
|
||||||
transformedCode += `\n\nfunction print() {throw new Error("Invalid call to window.print(). Did you mean to use Netscript's print()?");}\n//# sourceURL=${script.server}/${script.filename}`;
|
transformedCode += `\n//# sourceURL=${script.server}/${script.filename}`;
|
||||||
|
|
||||||
const blob = URL.createObjectURL(makeScriptBlob(transformedCode));
|
const blob = URL.createObjectURL(makeScriptBlob(transformedCode));
|
||||||
// Push the blob URL onto the top of the stack.
|
// Push the blob URL onto the top of the stack.
|
||||||
|
@ -1,15 +1,23 @@
|
|||||||
import { Augmentations } from "../../Augmentation/Augmentations";
|
import { Augmentations } from "../../Augmentation/Augmentations";
|
||||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
import { GraftableAugmentation } from "./GraftableAugmentation";
|
||||||
import { IPlayer } from "../IPlayer";
|
import { IPlayer } from "../IPlayer";
|
||||||
|
|
||||||
export const getGraftingAvailableAugs = (player: IPlayer): string[] => {
|
export const getGraftingAvailableAugs = (player: IPlayer): string[] => {
|
||||||
const augs: string[] = [];
|
const augs: string[] = [];
|
||||||
|
|
||||||
for (const [augName, aug] of Object.entries(Augmentations)) {
|
for (const [augName, aug] of Object.entries(Augmentations)) {
|
||||||
if (augName === AugmentationNames.NeuroFluxGovernor || augName === AugmentationNames.TheRedPill || aug.isSpecial)
|
if (aug.isSpecial) continue;
|
||||||
continue;
|
|
||||||
augs.push(augName);
|
augs.push(augName);
|
||||||
}
|
}
|
||||||
|
|
||||||
return augs.filter((augmentation: string) => !player.hasAugmentation(augmentation));
|
return augs.filter((augmentation: string) => !player.hasAugmentation(augmentation));
|
||||||
};
|
};
|
||||||
|
|
||||||
|
export const graftingIntBonus = (player: IPlayer): number => {
|
||||||
|
return 1 + (player.getIntelligenceBonus(3) - 1) / 3;
|
||||||
|
};
|
||||||
|
|
||||||
|
export const calculateGraftingTimeWithBonus = (player: IPlayer, aug: GraftableAugmentation): number => {
|
||||||
|
const baseTime = aug.time;
|
||||||
|
return baseTime / graftingIntBonus(player);
|
||||||
|
};
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
import { Construction, CheckBox, CheckBoxOutlineBlank } from "@mui/icons-material";
|
import { Construction, CheckBox, CheckBoxOutlineBlank } from "@mui/icons-material";
|
||||||
import { Box, Button, Container, List, ListItemButton, Paper, Typography } from "@mui/material";
|
import { Box, Button, Container, List, ListItemButton, Paper, Typography } from "@mui/material";
|
||||||
import React, { useState } from "react";
|
import React, { useState, useEffect } from "react";
|
||||||
import { Augmentation } from "../../../Augmentation/Augmentation";
|
import { Augmentation } from "../../../Augmentation/Augmentation";
|
||||||
import { Augmentations } from "../../../Augmentation/Augmentations";
|
import { Augmentations } from "../../../Augmentation/Augmentations";
|
||||||
import { AugmentationNames } from "../../../Augmentation/data/AugmentationNames";
|
import { AugmentationNames } from "../../../Augmentation/data/AugmentationNames";
|
||||||
@ -15,7 +15,7 @@ import { ConfirmationModal } from "../../../ui/React/ConfirmationModal";
|
|||||||
import { Money } from "../../../ui/React/Money";
|
import { Money } from "../../../ui/React/Money";
|
||||||
import { convertTimeMsToTimeElapsedString, formatNumber } from "../../../utils/StringHelperFunctions";
|
import { convertTimeMsToTimeElapsedString, formatNumber } from "../../../utils/StringHelperFunctions";
|
||||||
import { IPlayer } from "../../IPlayer";
|
import { IPlayer } from "../../IPlayer";
|
||||||
import { getGraftingAvailableAugs } from "../GraftingHelpers";
|
import { getGraftingAvailableAugs, calculateGraftingTimeWithBonus } from "../GraftingHelpers";
|
||||||
import { GraftableAugmentation } from "../GraftableAugmentation";
|
import { GraftableAugmentation } from "../GraftableAugmentation";
|
||||||
|
|
||||||
const GraftableAugmentations: IMap<GraftableAugmentation> = {};
|
const GraftableAugmentations: IMap<GraftableAugmentation> = {};
|
||||||
@ -63,6 +63,16 @@ export const GraftingRoot = (): React.ReactElement => {
|
|||||||
const [selectedAug, setSelectedAug] = useState(getGraftingAvailableAugs(player)[0]);
|
const [selectedAug, setSelectedAug] = useState(getGraftingAvailableAugs(player)[0]);
|
||||||
const [graftOpen, setGraftOpen] = useState(false);
|
const [graftOpen, setGraftOpen] = useState(false);
|
||||||
|
|
||||||
|
const setRerender = useState(false)[1];
|
||||||
|
function rerender(): void {
|
||||||
|
setRerender((old) => !old);
|
||||||
|
}
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
const id = setInterval(rerender, 200);
|
||||||
|
return () => clearInterval(id);
|
||||||
|
}, []);
|
||||||
|
|
||||||
return (
|
return (
|
||||||
<Container disableGutters maxWidth="lg" sx={{ mx: 0 }}>
|
<Container disableGutters maxWidth="lg" sx={{ mx: 0 }}>
|
||||||
<Button onClick={() => router.toLocation(Locations[LocationName.NewTokyoVitaLife])}>Back</Button>
|
<Button onClick={() => router.toLocation(Locations[LocationName.NewTokyoVitaLife])}>Back</Button>
|
||||||
@ -132,7 +142,7 @@ export const GraftingRoot = (): React.ReactElement => {
|
|||||||
<Typography color={Settings.theme.info}>
|
<Typography color={Settings.theme.info}>
|
||||||
<b>Time to Graft:</b>{" "}
|
<b>Time to Graft:</b>{" "}
|
||||||
{convertTimeMsToTimeElapsedString(
|
{convertTimeMsToTimeElapsedString(
|
||||||
GraftableAugmentations[selectedAug].time / (1 + (player.getIntelligenceBonus(3) - 1) / 3),
|
calculateGraftingTimeWithBonus(player, GraftableAugmentations[selectedAug]),
|
||||||
)}
|
)}
|
||||||
{/* Use formula so the displayed creation time is accurate to player bonus */}
|
{/* Use formula so the displayed creation time is accurate to player bonus */}
|
||||||
</Typography>
|
</Typography>
|
||||||
|
@ -208,6 +208,7 @@ export interface IPlayer {
|
|||||||
hasProgram(program: string): boolean;
|
hasProgram(program: string): boolean;
|
||||||
inBladeburner(): boolean;
|
inBladeburner(): boolean;
|
||||||
inGang(): boolean;
|
inGang(): boolean;
|
||||||
|
isAwareOfGang(): boolean;
|
||||||
isQualified(company: Company, position: CompanyPosition): boolean;
|
isQualified(company: Company, position: CompanyPosition): boolean;
|
||||||
loseMoney(money: number, source: string): void;
|
loseMoney(money: number, source: string): void;
|
||||||
process(router: IRouter, numCycles?: number): void;
|
process(router: IRouter, numCycles?: number): void;
|
||||||
|
@ -97,6 +97,13 @@ export abstract class Person {
|
|||||||
bladeburner_analysis_mult = 1;
|
bladeburner_analysis_mult = 1;
|
||||||
bladeburner_success_chance_mult = 1;
|
bladeburner_success_chance_mult = 1;
|
||||||
|
|
||||||
|
infiltration_base_rep_increase = 0;
|
||||||
|
infiltration_rep_mult = 1;
|
||||||
|
infiltration_trade_mult = 1;
|
||||||
|
infiltration_sell_mult = 1;
|
||||||
|
infiltration_timer_mult = 1;
|
||||||
|
infiltration_damage_reduction_mult = 1;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Augmentations
|
* Augmentations
|
||||||
*/
|
*/
|
||||||
@ -195,6 +202,24 @@ export abstract class Person {
|
|||||||
this.crime_success_mult = 1;
|
this.crime_success_mult = 1;
|
||||||
|
|
||||||
this.work_money_mult = 1;
|
this.work_money_mult = 1;
|
||||||
|
|
||||||
|
this.hacknet_node_money_mult = 1;
|
||||||
|
this.hacknet_node_purchase_cost_mult = 1;
|
||||||
|
this.hacknet_node_ram_cost_mult = 1;
|
||||||
|
this.hacknet_node_core_cost_mult = 1;
|
||||||
|
this.hacknet_node_level_cost_mult = 1;
|
||||||
|
|
||||||
|
this.bladeburner_max_stamina_mult = 1;
|
||||||
|
this.bladeburner_stamina_gain_mult = 1;
|
||||||
|
this.bladeburner_analysis_mult = 1;
|
||||||
|
this.bladeburner_success_chance_mult = 1;
|
||||||
|
|
||||||
|
this.infiltration_base_rep_increase = 0;
|
||||||
|
this.infiltration_rep_mult = 1;
|
||||||
|
this.infiltration_trade_mult = 1;
|
||||||
|
this.infiltration_sell_mult = 1;
|
||||||
|
this.infiltration_timer_mult = 1;
|
||||||
|
this.infiltration_damage_reduction_mult = 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
@ -218,6 +218,7 @@ export class PlayerObject implements IPlayer {
|
|||||||
hasProgram: (program: string) => boolean;
|
hasProgram: (program: string) => boolean;
|
||||||
inBladeburner: () => boolean;
|
inBladeburner: () => boolean;
|
||||||
inGang: () => boolean;
|
inGang: () => boolean;
|
||||||
|
isAwareOfGang: () => boolean;
|
||||||
isQualified: (company: Company, position: CompanyPosition) => boolean;
|
isQualified: (company: Company, position: CompanyPosition) => boolean;
|
||||||
loseMoney: (money: number, source: string) => void;
|
loseMoney: (money: number, source: string) => void;
|
||||||
reapplyAllAugmentations: (resetMultipliers?: boolean) => void;
|
reapplyAllAugmentations: (resetMultipliers?: boolean) => void;
|
||||||
@ -604,6 +605,7 @@ export class PlayerObject implements IPlayer {
|
|||||||
this.hasCorporation = corporationMethods.hasCorporation;
|
this.hasCorporation = corporationMethods.hasCorporation;
|
||||||
this.startCorporation = corporationMethods.startCorporation;
|
this.startCorporation = corporationMethods.startCorporation;
|
||||||
this.canAccessGang = gangMethods.canAccessGang;
|
this.canAccessGang = gangMethods.canAccessGang;
|
||||||
|
this.isAwareOfGang = gangMethods.isAwareOfGang;
|
||||||
this.getGangFaction = gangMethods.getGangFaction;
|
this.getGangFaction = gangMethods.getGangFaction;
|
||||||
this.getGangName = gangMethods.getGangName;
|
this.getGangName = gangMethods.getGangName;
|
||||||
this.hasGangWith = gangMethods.hasGangWith;
|
this.hasGangWith = gangMethods.hasGangWith;
|
||||||
|
@ -7,7 +7,7 @@ import { Augmentation } from "../../Augmentation/Augmentation";
|
|||||||
|
|
||||||
import { calculateEntropy } from "../Grafting/EntropyAccumulation";
|
import { calculateEntropy } from "../Grafting/EntropyAccumulation";
|
||||||
|
|
||||||
export function hasAugmentation(this: IPlayer, aug: string | Augmentation, includeQueued = false): boolean {
|
export function hasAugmentation(this: IPlayer, aug: string | Augmentation, ignoreQueued = false): boolean {
|
||||||
const augName: string = aug instanceof Augmentation ? aug.name : aug;
|
const augName: string = aug instanceof Augmentation ? aug.name : aug;
|
||||||
|
|
||||||
for (const owned of this.augmentations) {
|
for (const owned of this.augmentations) {
|
||||||
@ -16,7 +16,7 @@ export function hasAugmentation(this: IPlayer, aug: string | Augmentation, inclu
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!includeQueued) {
|
if (!ignoreQueued) {
|
||||||
for (const owned of this.queuedAugmentations) {
|
for (const owned of this.queuedAugmentations) {
|
||||||
if (owned.name === augName) {
|
if (owned.name === augName) {
|
||||||
return true;
|
return true;
|
||||||
|
@ -2,9 +2,7 @@ import { Factions } from "../../Faction/Factions";
|
|||||||
import { Faction } from "../../Faction/Faction";
|
import { Faction } from "../../Faction/Faction";
|
||||||
import { Gang } from "../../Gang/Gang";
|
import { Gang } from "../../Gang/Gang";
|
||||||
import { IPlayer } from "../IPlayer";
|
import { IPlayer } from "../IPlayer";
|
||||||
|
import { GangConstants } from "../../Gang/data/Constants";
|
||||||
// Amount of negative karma needed to manage a gang in BitNodes other than 2
|
|
||||||
const GangKarmaRequirement = -54000;
|
|
||||||
|
|
||||||
export function canAccessGang(this: IPlayer): boolean {
|
export function canAccessGang(this: IPlayer): boolean {
|
||||||
if (this.bitNodeN === 2) {
|
if (this.bitNodeN === 2) {
|
||||||
@ -14,7 +12,11 @@ export function canAccessGang(this: IPlayer): boolean {
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
return this.karma <= GangKarmaRequirement;
|
return this.karma <= GangConstants.GangKarmaRequirement;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function isAwareOfGang(this: IPlayer): boolean {
|
||||||
|
return this.bitNodeN === 2 || this.sourceFileLvl(2) >= 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
export function getGangFaction(this: IPlayer): Faction {
|
export function getGangFaction(this: IPlayer): Faction {
|
||||||
|
@ -65,6 +65,7 @@ import { SnackbarEvents, ToastVariant } from "../../ui/React/Snackbar";
|
|||||||
import { calculateClassEarnings } from "../formulas/work";
|
import { calculateClassEarnings } from "../formulas/work";
|
||||||
import { achievements } from "../../Achievements/Achievements";
|
import { achievements } from "../../Achievements/Achievements";
|
||||||
import { FactionNames } from "../../Faction/data/FactionNames";
|
import { FactionNames } from "../../Faction/data/FactionNames";
|
||||||
|
import { graftingIntBonus } from "../Grafting/GraftingHelpers";
|
||||||
|
|
||||||
export function init(this: IPlayer): void {
|
export function init(this: IPlayer): void {
|
||||||
/* Initialize Player's home computer */
|
/* Initialize Player's home computer */
|
||||||
@ -1350,7 +1351,7 @@ export function craftAugmentationWork(this: IPlayer, numCycles: number): boolean
|
|||||||
focusBonus = this.focus ? 1 : CONSTANTS.BaseFocusBonus;
|
focusBonus = this.focus ? 1 : CONSTANTS.BaseFocusBonus;
|
||||||
}
|
}
|
||||||
|
|
||||||
let skillMult = 1 + (this.getIntelligenceBonus(3) - 1) / 3;
|
let skillMult = graftingIntBonus(this);
|
||||||
skillMult *= focusBonus;
|
skillMult *= focusBonus;
|
||||||
|
|
||||||
this.timeWorked += CONSTANTS._idleSpeed * numCycles;
|
this.timeWorked += CONSTANTS._idleSpeed * numCycles;
|
||||||
|
@ -519,6 +519,14 @@ export class Sleeve extends Person {
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// If the player has a gang with the faction the sleeve is working
|
||||||
|
// for, we need to reset the sleeve's task
|
||||||
|
if (p.gang) {
|
||||||
|
if (fac.name === p.gang.facName) {
|
||||||
|
this.resetTaskStatus();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
fac.playerReputation += this.getRepGain(p) * cyclesUsed;
|
fac.playerReputation += this.getRepGain(p) * cyclesUsed;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -5,7 +5,6 @@ import { IPlayer } from "../IPlayer";
|
|||||||
|
|
||||||
import { Augmentation } from "../../Augmentation/Augmentation";
|
import { Augmentation } from "../../Augmentation/Augmentation";
|
||||||
import { Augmentations } from "../../Augmentation/Augmentations";
|
import { Augmentations } from "../../Augmentation/Augmentations";
|
||||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
|
||||||
import { Faction } from "../../Faction/Faction";
|
import { Faction } from "../../Faction/Faction";
|
||||||
import { Factions } from "../../Faction/Factions";
|
import { Factions } from "../../Faction/Factions";
|
||||||
|
|
||||||
@ -22,9 +21,6 @@ export function findSleevePurchasableAugs(sleeve: Sleeve, p: IPlayer): Augmentat
|
|||||||
// Helper function that helps filter out augs that are already owned
|
// Helper function that helps filter out augs that are already owned
|
||||||
// and augs that aren't allowed for sleeves
|
// and augs that aren't allowed for sleeves
|
||||||
function isAvailableForSleeve(aug: Augmentation): boolean {
|
function isAvailableForSleeve(aug: Augmentation): boolean {
|
||||||
if (aug.name === AugmentationNames.NeuroFluxGovernor) {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
if (ownedAugNames.includes(aug.name)) {
|
if (ownedAugNames.includes(aug.name)) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
@ -56,7 +56,7 @@ function possibleJobs(player: IPlayer, sleeve: Sleeve): string[] {
|
|||||||
|
|
||||||
function possibleFactions(player: IPlayer, sleeve: Sleeve): string[] {
|
function possibleFactions(player: IPlayer, sleeve: Sleeve): string[] {
|
||||||
// Array of all factions that other sleeves are working for
|
// Array of all factions that other sleeves are working for
|
||||||
const forbiddenFactions = [FactionNames.Bladeburners as string];
|
const forbiddenFactions = [FactionNames.Bladeburners as string, FactionNames.ShadowsOfAnarchy as string];
|
||||||
if (player.gang) {
|
if (player.gang) {
|
||||||
forbiddenFactions.push(player.gang.facName);
|
forbiddenFactions.push(player.gang.facName);
|
||||||
}
|
}
|
||||||
@ -110,6 +110,8 @@ const tasks: {
|
|||||||
first: factions,
|
first: factions,
|
||||||
second: (s1: string) => {
|
second: (s1: string) => {
|
||||||
const faction = Factions[s1];
|
const faction = Factions[s1];
|
||||||
|
if (!faction) return ["------"];
|
||||||
|
|
||||||
const facInfo = faction.getInfo();
|
const facInfo = faction.getInfo();
|
||||||
const options: string[] = [];
|
const options: string[] = [];
|
||||||
if (facInfo.offerHackingWork) {
|
if (facInfo.offerHackingWork) {
|
||||||
@ -260,7 +262,7 @@ export function TaskSelector(props: IProps): React.ReactElement {
|
|||||||
const detailsF = tasks[n];
|
const detailsF = tasks[n];
|
||||||
if (detailsF === undefined) throw new Error(`No function for task '${s0}'`);
|
if (detailsF === undefined) throw new Error(`No function for task '${s0}'`);
|
||||||
const details = detailsF(props.player, props.sleeve);
|
const details = detailsF(props.player, props.sleeve);
|
||||||
const details2 = details.second(details.first[0]);
|
const details2 = details.second(details.first[0]) ?? ["------"];
|
||||||
setS2(details2[0]);
|
setS2(details2[0]);
|
||||||
setS1(details.first[0]);
|
setS1(details.first[0]);
|
||||||
setS0(n);
|
setS0(n);
|
||||||
|
@ -24,6 +24,8 @@ import { SxProps } from "@mui/system";
|
|||||||
import { PlayerObject } from "./PersonObjects/Player/PlayerObject";
|
import { PlayerObject } from "./PersonObjects/Player/PlayerObject";
|
||||||
import { pushGameSaved } from "./Electron";
|
import { pushGameSaved } from "./Electron";
|
||||||
import { defaultMonacoTheme } from "./ScriptEditor/ui/themes";
|
import { defaultMonacoTheme } from "./ScriptEditor/ui/themes";
|
||||||
|
import { FactionNames } from "./Faction/data/FactionNames";
|
||||||
|
import { Faction } from "./Faction/Faction";
|
||||||
|
|
||||||
/* SaveObject.js
|
/* SaveObject.js
|
||||||
* Defines the object used to save/load games
|
* Defines the object used to save/load games
|
||||||
@ -400,6 +402,7 @@ function evaluateVersionCompatibility(ver: string | number): void {
|
|||||||
}
|
}
|
||||||
//Fix contract names
|
//Fix contract names
|
||||||
if (ver < 16) {
|
if (ver < 16) {
|
||||||
|
Factions[FactionNames.ShadowsOfAnarchy] = new Faction(FactionNames.ShadowsOfAnarchy);
|
||||||
//Iterate over all contracts on all servers
|
//Iterate over all contracts on all servers
|
||||||
for (const server of GetAllServers()) {
|
for (const server of GetAllServers()) {
|
||||||
for (const contract of server.contracts) {
|
for (const contract of server.contracts) {
|
||||||
|
@ -215,6 +215,9 @@ async function parseOnlyRamCalculate(
|
|||||||
} else if (ref in workerScript.env.vars.stanek) {
|
} else if (ref in workerScript.env.vars.stanek) {
|
||||||
func = workerScript.env.vars.stanek[ref];
|
func = workerScript.env.vars.stanek[ref];
|
||||||
refDetail = `stanek.${ref}`;
|
refDetail = `stanek.${ref}`;
|
||||||
|
} else if (ref in workerScript.env.vars.infiltration) {
|
||||||
|
func = workerScript.env.vars.infiltration[ref];
|
||||||
|
refDetail = `infiltration.${ref}`;
|
||||||
} else if (ref in workerScript.env.vars.gang) {
|
} else if (ref in workerScript.env.vars.gang) {
|
||||||
func = workerScript.env.vars.gang[ref];
|
func = workerScript.env.vars.gang[ref];
|
||||||
refDetail = `gang.${ref}`;
|
refDetail = `gang.${ref}`;
|
||||||
|
42
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
42
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
@ -2198,7 +2198,7 @@ export interface Singularity {
|
|||||||
* RAM cost: 5 GB * 16/4/1
|
* RAM cost: 5 GB * 16/4/1
|
||||||
*
|
*
|
||||||
*
|
*
|
||||||
* This function will automatically install your Augmentations, resetting the game as usual.
|
* This function will automatically install your Augmentations, resetting the game as usual. If you do not own uninstalled Augmentations then the game will not reset.
|
||||||
*
|
*
|
||||||
* @param cbScript - This is a script that will automatically be run after Augmentations are installed (after the reset). This script will be run with no arguments and 1 thread. It must be located on your home computer.
|
* @param cbScript - This is a script that will automatically be run after Augmentations are installed (after the reset). This script will be run with no arguments and 1 thread. It must be located on your home computer.
|
||||||
*/
|
*/
|
||||||
@ -4273,6 +4273,41 @@ interface Stanek {
|
|||||||
acceptGift(): boolean;
|
acceptGift(): boolean;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
export interface InfiltrationReward {
|
||||||
|
tradeRep: number;
|
||||||
|
sellCash: number;
|
||||||
|
SoARep: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface InfiltrationLocation {
|
||||||
|
location: any;
|
||||||
|
reward: InfiltrationReward;
|
||||||
|
difficulty: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Infiltration API.
|
||||||
|
* @public
|
||||||
|
*/
|
||||||
|
interface Infiltration {
|
||||||
|
/**
|
||||||
|
* Get all locations that can be infiltrated.
|
||||||
|
* @remarks
|
||||||
|
* RAM cost: 5 GB
|
||||||
|
*
|
||||||
|
* @returns all locations that can be infiltrated.
|
||||||
|
*/
|
||||||
|
getPossibleLocations(): string[];
|
||||||
|
/**
|
||||||
|
* Get all infiltrations with difficulty, location and rewards.
|
||||||
|
* @remarks
|
||||||
|
* RAM cost: 15 GB
|
||||||
|
*
|
||||||
|
* @returns Infiltration data for given location.
|
||||||
|
*/
|
||||||
|
getInfiltration(location: string): InfiltrationLocation;
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* User Interface API.
|
* User Interface API.
|
||||||
* @public
|
* @public
|
||||||
@ -4422,6 +4457,11 @@ export interface NS {
|
|||||||
* RAM cost: 0 GB
|
* RAM cost: 0 GB
|
||||||
*/
|
*/
|
||||||
readonly stanek: Stanek;
|
readonly stanek: Stanek;
|
||||||
|
/**
|
||||||
|
* Namespace for infiltration functions.
|
||||||
|
* RAM cost: 0 GB
|
||||||
|
*/
|
||||||
|
readonly infiltration: Infiltration;
|
||||||
/**
|
/**
|
||||||
* Namespace for corporation functions.
|
* Namespace for corporation functions.
|
||||||
* RAM cost: 0 GB
|
* RAM cost: 0 GB
|
||||||
|
@ -1,6 +1,7 @@
|
|||||||
import { getRandomInt } from "../utils/helpers/getRandomInt";
|
import { getRandomInt } from "../utils/helpers/getRandomInt";
|
||||||
import { MinHeap } from "../utils/Heap";
|
import { MinHeap } from "../utils/Heap";
|
||||||
|
|
||||||
|
import { comprGenChar, comprLZGenerate, comprLZEncode, comprLZDecode } from "../utils/CompressionContracts";
|
||||||
import { HammingEncode, HammingDecode } from "../utils/HammingCodeTools";
|
import { HammingEncode, HammingDecode } from "../utils/HammingCodeTools";
|
||||||
/* tslint:disable:completed-docs no-magic-numbers arrow-return-shorthand */
|
/* tslint:disable:completed-docs no-magic-numbers arrow-return-shorthand */
|
||||||
|
|
||||||
@ -1456,4 +1457,155 @@ export const codingContractTypesMetadata: ICodingContractTypeMetadata[] = [
|
|||||||
else return false;
|
else return false;
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
name: "Compression I: RLE Compression",
|
||||||
|
difficulty: 2,
|
||||||
|
numTries: 10,
|
||||||
|
desc: (plaintext: string): string => {
|
||||||
|
return [
|
||||||
|
"Run-length encoding (RLE) is a data compression technique which encodes data as a series of runs of",
|
||||||
|
"a repeated single character. Runs are encoded as a length, followed by the character itself. Lengths",
|
||||||
|
"are encoded as a single ASCII digit; runs of 10 characters or more are encoded by splitting them",
|
||||||
|
"into multiple runs.\n\n",
|
||||||
|
"You are given the following input string:\n",
|
||||||
|
` ${plaintext}\n`,
|
||||||
|
"Encode it using run-length encoding with the minimum possible output length.\n\n",
|
||||||
|
"Examples:\n",
|
||||||
|
" aaaaabccc -> 5a1b3c\n",
|
||||||
|
" aAaAaA -> 1a1A1a1A1a1A\n",
|
||||||
|
" 111112333 -> 511233\n",
|
||||||
|
" zzzzzzzzzzzzzzzzzzz -> 9z9z1z (or 9z8z2z, etc.)\n",
|
||||||
|
].join(" ");
|
||||||
|
},
|
||||||
|
gen: (): string => {
|
||||||
|
const length = 50 + Math.floor(25 * (Math.random() + Math.random()));
|
||||||
|
let plain = "";
|
||||||
|
|
||||||
|
while (plain.length < length) {
|
||||||
|
const r = Math.random();
|
||||||
|
|
||||||
|
let n = 1;
|
||||||
|
if (r < 0.3) {
|
||||||
|
n = 1;
|
||||||
|
} else if (r < 0.6) {
|
||||||
|
n = 2;
|
||||||
|
} else if (r < 0.9) {
|
||||||
|
n = Math.floor(10 * Math.random());
|
||||||
|
} else {
|
||||||
|
n = 10 + Math.floor(5 * Math.random());
|
||||||
|
}
|
||||||
|
|
||||||
|
const c = comprGenChar();
|
||||||
|
plain += c.repeat(n);
|
||||||
|
}
|
||||||
|
|
||||||
|
return plain.substring(0, length);
|
||||||
|
},
|
||||||
|
solver: (plain: string, ans: string): boolean => {
|
||||||
|
if (ans.length % 2 !== 0) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
let ans_plain = "";
|
||||||
|
for (let i = 0; i + 1 < ans.length; i += 2) {
|
||||||
|
const length = ans.charCodeAt(i) - 0x30;
|
||||||
|
if (length < 0 || length > 9) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
ans_plain += ans[i + 1].repeat(length);
|
||||||
|
}
|
||||||
|
if (ans_plain !== plain) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
let length = 0;
|
||||||
|
for (let i = 0; i < plain.length; ) {
|
||||||
|
let run_length = 1;
|
||||||
|
while (i + run_length < plain.length && plain[i + run_length] === plain[i]) {
|
||||||
|
++run_length;
|
||||||
|
}
|
||||||
|
i += run_length;
|
||||||
|
|
||||||
|
while (run_length > 0) {
|
||||||
|
run_length -= 9;
|
||||||
|
length += 2;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return ans.length === length;
|
||||||
|
},
|
||||||
|
},
|
||||||
|
{
|
||||||
|
name: "Compression II: LZ Decompression",
|
||||||
|
difficulty: 4,
|
||||||
|
numTries: 10,
|
||||||
|
desc: (compressed: string): string => {
|
||||||
|
return [
|
||||||
|
"Lempel-Ziv (LZ) compression is a data compression technique which encodes data using references to",
|
||||||
|
"earlier parts of the data. In this variant of LZ, data is encoded in two types of chunk. Each chunk",
|
||||||
|
"begins with a length L, encoded as a single ASCII digit from 1 - 9, followed by the chunk data,",
|
||||||
|
"which is either:\n\n",
|
||||||
|
"1. Exactly L characters, which are to be copied directly into the uncompressed data.\n",
|
||||||
|
"2. A reference to an earlier part of the uncompressed data. To do this, the length is followed",
|
||||||
|
"by a second ASCII digit X: each of the L output characters is a copy of the character X",
|
||||||
|
"places before it in the uncompressed data.\n\n",
|
||||||
|
"For both chunk types, a length of 0 instead means the chunk ends immediately, and the next character",
|
||||||
|
"is the start of a new chunk. The two chunk types alternate, starting with type 1, and the final",
|
||||||
|
"chunk may be of either type.\n\n",
|
||||||
|
"You are given the following LZ-encoded string:\n",
|
||||||
|
` ${compressed}\n`,
|
||||||
|
"Decode it and output the original string.\n\n",
|
||||||
|
"Example: decoding '5aaabc340533bca' chunk-by-chunk\n",
|
||||||
|
" 5aaabc -> aaabc\n",
|
||||||
|
" 5aaabc34 -> aaabcaab\n",
|
||||||
|
" 5aaabc340 -> aaabcaab\n",
|
||||||
|
" 5aaabc34053 -> aaabcaabaabaa\n",
|
||||||
|
" 5aaabc340533bca -> aaabcaabaabaabca",
|
||||||
|
].join(" ");
|
||||||
|
},
|
||||||
|
gen: (): string => {
|
||||||
|
return comprLZEncode(comprLZGenerate());
|
||||||
|
},
|
||||||
|
solver: (compr: string, ans: string): boolean => {
|
||||||
|
return ans === comprLZDecode(compr);
|
||||||
|
},
|
||||||
|
},
|
||||||
|
{
|
||||||
|
name: "Compression III: LZ Compression",
|
||||||
|
difficulty: 10,
|
||||||
|
numTries: 10,
|
||||||
|
desc: (plaintext: string): string => {
|
||||||
|
return [
|
||||||
|
"Lempel-Ziv (LZ) compression is a data compression technique which encodes data using references to",
|
||||||
|
"earlier parts of the data. In this variant of LZ, data is encoded in two types of chunk. Each chunk",
|
||||||
|
"begins with a length L, encoded as a single ASCII digit from 1 - 9, followed by the chunk data,",
|
||||||
|
"which is either:\n\n",
|
||||||
|
"1. Exactly L characters, which are to be copied directly into the uncompressed data.\n",
|
||||||
|
"2. A reference to an earlier part of the uncompressed data. To do this, the length is followed",
|
||||||
|
"by a second ASCII digit X: each of the L output characters is a copy of the character X",
|
||||||
|
"places before it in the uncompressed data.\n\n",
|
||||||
|
"For both chunk types, a length of 0 instead means the chunk ends immediately, and the next character",
|
||||||
|
"is the start of a new chunk. The two chunk types alternate, starting with type 1, and the final",
|
||||||
|
"chunk may be of either type.\n\n",
|
||||||
|
"You are given the following input string:\n",
|
||||||
|
` ${plaintext}\n`,
|
||||||
|
"Encode it using Lempel-Ziv encoding with the minimum possible output length.\n\n",
|
||||||
|
"Examples (some have other possible encodings of minimal length):\n",
|
||||||
|
" abracadabra -> 7abracad47\n",
|
||||||
|
" mississippi -> 4miss433ppi\n",
|
||||||
|
" aAAaAAaAaAA -> 3aAA53035\n",
|
||||||
|
" 2718281828 -> 627182844\n",
|
||||||
|
" abcdefghijk -> 9abcdefghi02jk\n",
|
||||||
|
" aaaaaaaaaaa -> 1a911a\n",
|
||||||
|
" aaaaaaaaaaaa -> 1a912aa\n",
|
||||||
|
" aaaaaaaaaaaaa -> 1a91031",
|
||||||
|
].join(" ");
|
||||||
|
},
|
||||||
|
gen: (): string => {
|
||||||
|
return comprLZGenerate();
|
||||||
|
},
|
||||||
|
solver: (plain: string, ans: string): boolean => {
|
||||||
|
return comprLZDecode(ans) === plain && ans.length === comprLZEncode(plain).length;
|
||||||
|
},
|
||||||
|
},
|
||||||
];
|
];
|
||||||
|
@ -4,6 +4,7 @@ import ReactDOM from "react-dom";
|
|||||||
import { TTheme as Theme, ThemeEvents, refreshTheme } from "./Themes/ui/Theme";
|
import { TTheme as Theme, ThemeEvents, refreshTheme } from "./Themes/ui/Theme";
|
||||||
import { LoadingScreen } from "./ui/LoadingScreen";
|
import { LoadingScreen } from "./ui/LoadingScreen";
|
||||||
import { initElectron } from "./Electron";
|
import { initElectron } from "./Electron";
|
||||||
|
import { AlertEvents } from "./ui/React/AlertManager";
|
||||||
initElectron();
|
initElectron();
|
||||||
globalThis["React"] = React;
|
globalThis["React"] = React;
|
||||||
globalThis["ReactDOM"] = ReactDOM;
|
globalThis["ReactDOM"] = ReactDOM;
|
||||||
@ -34,3 +35,9 @@ function rerender(): void {
|
|||||||
return "Your work will be lost.";
|
return "Your work will be lost.";
|
||||||
};
|
};
|
||||||
})();
|
})();
|
||||||
|
|
||||||
|
(function () {
|
||||||
|
window.print = () => {
|
||||||
|
throw new Error("You accidentally called window.print instead of ns.print");
|
||||||
|
};
|
||||||
|
})();
|
||||||
|
@ -96,6 +96,9 @@ const useStyles = makeStyles((theme: Theme) =>
|
|||||||
display: "flex",
|
display: "flex",
|
||||||
flexDirection: "column-reverse",
|
flexDirection: "column-reverse",
|
||||||
},
|
},
|
||||||
|
titleButton: {
|
||||||
|
padding: "1px 6px",
|
||||||
|
},
|
||||||
success: {
|
success: {
|
||||||
color: theme.colors.success,
|
color: theme.colors.success,
|
||||||
},
|
},
|
||||||
@ -260,28 +263,25 @@ function LogWindow(props: IProps): React.ReactElement {
|
|||||||
}}
|
}}
|
||||||
>
|
>
|
||||||
<Box className="drag" display="flex" alignItems="center" ref={draggableRef}>
|
<Box className="drag" display="flex" alignItems="center" ref={draggableRef}>
|
||||||
<Typography color="primary" variant="h6" title={title(true)}>
|
<Typography color="primary" variant="h6" sx={{ marginRight: "auto" }} title={title(true)}>
|
||||||
{title()}
|
{title()}
|
||||||
</Typography>
|
</Typography>
|
||||||
|
|
||||||
<Box position="absolute" right={0}>
|
{!workerScripts.has(script.pid) ? (
|
||||||
{!workerScripts.has(script.pid) && (
|
<Button className={classes.titleButton} onClick={run} onTouchEnd={run}>
|
||||||
<Button onClick={run} onTouchEnd={run}>
|
Run
|
||||||
Run
|
|
||||||
</Button>
|
|
||||||
)}
|
|
||||||
{workerScripts.has(script.pid) && (
|
|
||||||
<Button onClick={kill} onTouchEnd={kill}>
|
|
||||||
Kill
|
|
||||||
</Button>
|
|
||||||
)}
|
|
||||||
<Button onClick={minimize} onTouchEnd={minimize}>
|
|
||||||
{minimized ? "\u{1F5D6}" : "\u{1F5D5}"}
|
|
||||||
</Button>
|
</Button>
|
||||||
<Button onClick={props.onClose} onTouchEnd={props.onClose}>
|
) : (
|
||||||
Close
|
<Button className={classes.titleButton} onClick={kill} onTouchEnd={kill}>
|
||||||
|
Kill
|
||||||
</Button>
|
</Button>
|
||||||
</Box>
|
)}
|
||||||
|
<Button className={classes.titleButton} onClick={minimize} onTouchEnd={minimize}>
|
||||||
|
{minimized ? "\u{1F5D6}" : "\u{1F5D5}"}
|
||||||
|
</Button>
|
||||||
|
<Button className={classes.titleButton} onClick={props.onClose} onTouchEnd={props.onClose}>
|
||||||
|
Close
|
||||||
|
</Button>
|
||||||
</Box>
|
</Box>
|
||||||
</Paper>
|
</Paper>
|
||||||
<Paper sx={{ overflow: "scroll", overflowWrap: "break-word", whiteSpace: "pre-wrap" }}>
|
<Paper sx={{ overflow: "scroll", overflowWrap: "break-word", whiteSpace: "pre-wrap" }}>
|
||||||
@ -289,6 +289,7 @@ function LogWindow(props: IProps): React.ReactElement {
|
|||||||
className={classes.logs}
|
className={classes.logs}
|
||||||
height={500}
|
height={500}
|
||||||
width={500}
|
width={500}
|
||||||
|
minConstraints={[250, 30]}
|
||||||
handle={
|
handle={
|
||||||
<span style={{ position: "absolute", right: "-10px", bottom: "-13px", cursor: "nw-resize" }}>
|
<span style={{ position: "absolute", right: "-10px", bottom: "-13px", cursor: "nw-resize" }}>
|
||||||
<ArrowForwardIosIcon color="primary" style={{ transform: "rotate(45deg)" }} />
|
<ArrowForwardIosIcon color="primary" style={{ transform: "rotate(45deg)" }} />
|
||||||
|
193
src/utils/CompressionContracts.ts
Normal file
193
src/utils/CompressionContracts.ts
Normal file
@ -0,0 +1,193 @@
|
|||||||
|
// choose random character for generating plaintexts to compress
|
||||||
|
export function comprGenChar(): string {
|
||||||
|
const r = Math.random();
|
||||||
|
if (r < 0.4) {
|
||||||
|
return "ABCDEFGHIJKLMNOPQRSTUVWXYZ"[Math.floor(26 * Math.random())];
|
||||||
|
} else if (r < 0.8) {
|
||||||
|
return "abcdefghijklmnopqrstuvwxyz"[Math.floor(26 * Math.random())];
|
||||||
|
} else {
|
||||||
|
return "01234567689"[Math.floor(10 * Math.random())];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// generate plaintext which is amenable to LZ encoding
|
||||||
|
export function comprLZGenerate(): string {
|
||||||
|
const length = 50 + Math.floor(25 * (Math.random() + Math.random()));
|
||||||
|
let plain = "";
|
||||||
|
|
||||||
|
while (plain.length < length) {
|
||||||
|
if (Math.random() < 0.8) {
|
||||||
|
plain += comprGenChar();
|
||||||
|
} else {
|
||||||
|
const length = 1 + Math.floor(9 * Math.random());
|
||||||
|
const offset = 1 + Math.floor(9 * Math.random());
|
||||||
|
if (offset > plain.length) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (let i = 0; i < length; ++i) {
|
||||||
|
plain += plain[plain.length - offset];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return plain.substring(0, length);
|
||||||
|
}
|
||||||
|
|
||||||
|
// compress plaintest string
|
||||||
|
export function comprLZEncode(plain: string): string {
|
||||||
|
// for state[i][j]:
|
||||||
|
// if i is 0, we're adding a literal of length j
|
||||||
|
// else, we're adding a backreference of offset i and length j
|
||||||
|
let cur_state: (string | null)[][] = Array.from(Array(10), () => Array(10).fill(null));
|
||||||
|
let new_state: (string | null)[][] = Array.from(Array(10), () => Array(10));
|
||||||
|
|
||||||
|
function set(state: (string | null)[][], i: number, j: number, str: string): void {
|
||||||
|
const current = state[i][j];
|
||||||
|
if (current == null || str.length < current.length) {
|
||||||
|
state[i][j] = str;
|
||||||
|
} else if (str.length === current.length && Math.random() < 0.5) {
|
||||||
|
// if two strings are the same length, pick randomly so that
|
||||||
|
// we generate more possible inputs to Compression II
|
||||||
|
state[i][j] = str;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// initial state is a literal of length 1
|
||||||
|
cur_state[0][1] = "";
|
||||||
|
|
||||||
|
for (let i = 1; i < plain.length; ++i) {
|
||||||
|
for (const row of new_state) {
|
||||||
|
row.fill(null);
|
||||||
|
}
|
||||||
|
const c = plain[i];
|
||||||
|
|
||||||
|
// handle literals
|
||||||
|
for (let length = 1; length <= 9; ++length) {
|
||||||
|
const string = cur_state[0][length];
|
||||||
|
if (string == null) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (length < 9) {
|
||||||
|
// extend current literal
|
||||||
|
set(new_state, 0, length + 1, string);
|
||||||
|
} else {
|
||||||
|
// start new literal
|
||||||
|
set(new_state, 0, 1, string + "9" + plain.substring(i - 9, i) + "0");
|
||||||
|
}
|
||||||
|
|
||||||
|
for (let offset = 1; offset <= Math.min(9, i); ++offset) {
|
||||||
|
if (plain[i - offset] === c) {
|
||||||
|
// start new backreference
|
||||||
|
set(new_state, offset, 1, string + length + plain.substring(i - length, i));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// handle backreferences
|
||||||
|
for (let offset = 1; offset <= 9; ++offset) {
|
||||||
|
for (let length = 1; length <= 9; ++length) {
|
||||||
|
const string = cur_state[offset][length];
|
||||||
|
if (string == null) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (plain[i - offset] === c) {
|
||||||
|
if (length < 9) {
|
||||||
|
// extend current backreference
|
||||||
|
set(new_state, offset, length + 1, string);
|
||||||
|
} else {
|
||||||
|
// start new backreference
|
||||||
|
set(new_state, offset, 1, string + "9" + offset + "0");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// start new literal
|
||||||
|
set(new_state, 0, 1, string + length + offset);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const tmp_state = new_state;
|
||||||
|
new_state = cur_state;
|
||||||
|
cur_state = tmp_state;
|
||||||
|
}
|
||||||
|
|
||||||
|
let result = null;
|
||||||
|
|
||||||
|
for (let len = 1; len <= 9; ++len) {
|
||||||
|
let string = cur_state[0][len];
|
||||||
|
if (string == null) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
string += len + plain.substring(plain.length - len, plain.length);
|
||||||
|
if (result == null || string.length < result.length) {
|
||||||
|
result = string;
|
||||||
|
} else if (string.length == result.length && Math.random() < 0.5) {
|
||||||
|
result = string;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for (let offset = 1; offset <= 9; ++offset) {
|
||||||
|
for (let len = 1; len <= 9; ++len) {
|
||||||
|
let string = cur_state[offset][len];
|
||||||
|
if (string == null) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
string += len + "" + offset;
|
||||||
|
if (result == null || string.length < result.length) {
|
||||||
|
result = string;
|
||||||
|
} else if (string.length == result.length && Math.random() < 0.5) {
|
||||||
|
result = string;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return result ?? "";
|
||||||
|
}
|
||||||
|
|
||||||
|
// decompress LZ-compressed string, or return null if input is invalid
|
||||||
|
export function comprLZDecode(compr: string): string | null {
|
||||||
|
let plain = "";
|
||||||
|
|
||||||
|
for (let i = 0; i < compr.length; ) {
|
||||||
|
const literal_length = compr.charCodeAt(i) - 0x30;
|
||||||
|
|
||||||
|
if (literal_length < 0 || literal_length > 9 || i + 1 + literal_length > compr.length) {
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
plain += compr.substring(i + 1, i + 1 + literal_length);
|
||||||
|
i += 1 + literal_length;
|
||||||
|
|
||||||
|
if (i >= compr.length) {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
const backref_length = compr.charCodeAt(i) - 0x30;
|
||||||
|
|
||||||
|
if (backref_length < 0 || backref_length > 9) {
|
||||||
|
return null;
|
||||||
|
} else if (backref_length === 0) {
|
||||||
|
++i;
|
||||||
|
} else {
|
||||||
|
if (i + 1 >= compr.length) {
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
const backref_offset = compr.charCodeAt(i + 1) - 0x30;
|
||||||
|
if ((backref_length > 0 && (backref_offset < 1 || backref_offset > 9)) || backref_offset > plain.length) {
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (let j = 0; j < backref_length; ++j) {
|
||||||
|
plain += plain[plain.length - backref_offset];
|
||||||
|
}
|
||||||
|
|
||||||
|
i += 2;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return plain;
|
||||||
|
}
|
@ -30,17 +30,17 @@ describe("Numeral formatting for positive numbers", () => {
|
|||||||
expect(numeralWrapper.formatReallyBigNumber(987654321)).toEqual("987.654m");
|
expect(numeralWrapper.formatReallyBigNumber(987654321)).toEqual("987.654m");
|
||||||
expect(numeralWrapper.formatReallyBigNumber(987654321987)).toEqual("987.654b");
|
expect(numeralWrapper.formatReallyBigNumber(987654321987)).toEqual("987.654b");
|
||||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654)).toEqual("987.654t");
|
expect(numeralWrapper.formatReallyBigNumber(987654321987654)).toEqual("987.654t");
|
||||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654e3)).toEqual("987.654q");
|
expect(numeralWrapper.formatReallyBigNumber(987654321987654000)).toEqual("987.654q");
|
||||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654e6)).toEqual("987.654Q");
|
expect(numeralWrapper.formatReallyBigNumber(987654321987654000000)).toEqual("987.654Q");
|
||||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654e9)).toEqual("987.654s");
|
expect(numeralWrapper.formatReallyBigNumber(987654321987654000000000)).toEqual("987.654s");
|
||||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654e12)).toEqual("987.654S");
|
expect(numeralWrapper.formatReallyBigNumber(987654321987654000000000000)).toEqual("987.654S");
|
||||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654e15)).toEqual("987.654o");
|
expect(numeralWrapper.formatReallyBigNumber(987654321987654000000000000000)).toEqual("987.654o");
|
||||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654e18)).toEqual("987.654n");
|
expect(numeralWrapper.formatReallyBigNumber(987654321987654000000000000000000)).toEqual("987.654n");
|
||||||
});
|
});
|
||||||
test("should format even bigger really big numbers in scientific format", () => {
|
test("should format even bigger really big numbers in scientific format", () => {
|
||||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654e21)).toEqual("9.877e+35");
|
expect(numeralWrapper.formatReallyBigNumber(987654321987654000000000000000000000)).toEqual("9.877e+35");
|
||||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654e22)).toEqual("9.877e+36");
|
expect(numeralWrapper.formatReallyBigNumber(9876543219876540000000000000000000000)).toEqual("9.877e+36");
|
||||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654e23)).toEqual("9.877e+37");
|
expect(numeralWrapper.formatReallyBigNumber(98765432198765400000000000000000000000)).toEqual("9.877e+37");
|
||||||
});
|
});
|
||||||
test("should format percentage", () => {
|
test("should format percentage", () => {
|
||||||
expect(numeralWrapper.formatPercentage(1234.56789)).toEqual("123456.79%");
|
expect(numeralWrapper.formatPercentage(1234.56789)).toEqual("123456.79%");
|
||||||
@ -74,17 +74,17 @@ describe("Numeral formatting for negative numbers", () => {
|
|||||||
expect(numeralWrapper.formatReallyBigNumber(-987654321)).toEqual("-987.654m");
|
expect(numeralWrapper.formatReallyBigNumber(-987654321)).toEqual("-987.654m");
|
||||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987)).toEqual("-987.654b");
|
expect(numeralWrapper.formatReallyBigNumber(-987654321987)).toEqual("-987.654b");
|
||||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654)).toEqual("-987.654t");
|
expect(numeralWrapper.formatReallyBigNumber(-987654321987654)).toEqual("-987.654t");
|
||||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654e3)).toEqual("-987.654q");
|
expect(numeralWrapper.formatReallyBigNumber(-987654321987654000)).toEqual("-987.654q");
|
||||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654e6)).toEqual("-987.654Q");
|
expect(numeralWrapper.formatReallyBigNumber(-987654321987654000000)).toEqual("-987.654Q");
|
||||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654e9)).toEqual("-987.654s");
|
expect(numeralWrapper.formatReallyBigNumber(-987654321987654000000000)).toEqual("-987.654s");
|
||||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654e12)).toEqual("-987.654S");
|
expect(numeralWrapper.formatReallyBigNumber(-987654321987654000000000000)).toEqual("-987.654S");
|
||||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654e15)).toEqual("-987.654o");
|
expect(numeralWrapper.formatReallyBigNumber(-987654321987654000000000000000)).toEqual("-987.654o");
|
||||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654e18)).toEqual("-987.654n");
|
expect(numeralWrapper.formatReallyBigNumber(-987654321987654000000000000000000)).toEqual("-987.654n");
|
||||||
});
|
});
|
||||||
test("should format even bigger really big numbers in scientific format", () => {
|
test("should format even bigger really big numbers in scientific format", () => {
|
||||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654e21)).toEqual("-9.877e+35");
|
expect(numeralWrapper.formatReallyBigNumber(-987654321987654000000000000000000000)).toEqual("-9.877e+35");
|
||||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654e22)).toEqual("-9.877e+36");
|
expect(numeralWrapper.formatReallyBigNumber(-9876543219876540000000000000000000000)).toEqual("-9.877e+36");
|
||||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654e23)).toEqual("-9.877e+37");
|
expect(numeralWrapper.formatReallyBigNumber(-98765432198765400000000000000000000000)).toEqual("-9.877e+37");
|
||||||
});
|
});
|
||||||
test("should format percentage", () => {
|
test("should format percentage", () => {
|
||||||
expect(numeralWrapper.formatPercentage(-1234.56789)).toEqual("-123456.79%");
|
expect(numeralWrapper.formatPercentage(-1234.56789)).toEqual("-123456.79%");
|
||||||
|
Loading…
Reference in New Issue
Block a user