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Merge branch 'dev' of github.com:danielyxie/bitburner into improvement/infiltration-ui
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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
|
||||
The list contains the name of (i.e. the value returned by
|
||||
:js:func:`getContractType`) and a brief summary of the problem it poses.
|
||||
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Name | Problem Summary |
|
||||
+====================================+==========================================================================================+
|
||||
| Find Largest Prime Factor | | Given a number, find its largest prime factor. A prime factor |
|
||||
| | | is a factor that is a prime number. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Subarray with Maximum Sum | | Given an array of integers, find the contiguous subarray (containing |
|
||||
| | | at least one number) which has the largest sum and return that sum. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Total Ways to Sum | | Given a number, how many different distinct ways can that number be written as |
|
||||
| | | a sum of at least two positive integers? |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Total Ways to Sum II | | You are given an array with two elements. The first element is an integer n. |
|
||||
| | | The second element is an array of numbers representing the set of available integers. |
|
||||
| | | How many different distinct ways can that number n be written as |
|
||||
| | | a sum of integers contained in the given set? |
|
||||
| | | You may use each integer in the set zero or more times. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Spiralize Matrix | | Given an array of array of numbers representing a 2D matrix, return the |
|
||||
| | | elements of that matrix in clockwise spiral order. |
|
||||
| | | |
|
||||
| | | Example: The spiral order of |
|
||||
| | | |
|
||||
| | | [1, 2, 3, 4] |
|
||||
| | | [5, 6, 7, 8] |
|
||||
| | | [9, 10, 11, 12] |
|
||||
| | | |
|
||||
| | | is [1, 2, 3, 4, 8, 12, 11, 10, 9, 5, 6, 7] |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Array Jumping Game | | You are given an array of integers where each element represents the |
|
||||
| | | maximum possible jump distance from that position. For example, if you |
|
||||
| | | are at position i and your maximum jump length is n, then you can jump |
|
||||
| | | to any position from i to i+n. |
|
||||
| | | |
|
||||
| | | Assuming you are initially positioned at the start of the array, determine |
|
||||
| | | whether you are able to reach the last index of the array. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Array Jumping Game II | | You are given an array of integers where each element represents the |
|
||||
| | | maximum possible jump distance from that position. For example, if you |
|
||||
| | | are at position i and your maximum jump length is n, then you can jump |
|
||||
| | | to any position from i to i+n. |
|
||||
| | | |
|
||||
| | | Assuming you are initially positioned at the start of the array, determine |
|
||||
| | | the minimum number of jumps to reach the end of the array. |
|
||||
| | | |
|
||||
| | | If it's impossible to reach the end, then the answer should be 0. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Merge Overlapping Intervals | | Given an array of intervals, merge all overlapping intervals. An interval |
|
||||
| | | is an array with two numbers, where the first number is always less than |
|
||||
| | | the second (e.g. [1, 5]). |
|
||||
| | | |
|
||||
| | | The intervals must be returned in ASCENDING order. |
|
||||
| | | |
|
||||
| | | Example: |
|
||||
| | | [[1, 3], [8, 10], [2, 6], [10, 16]] |
|
||||
| | | merges into [[1, 6], [8, 16]] |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Generate IP Addresses | | Given a string containing only digits, return an array with all possible |
|
||||
| | | valid IP address combinations that can be created from the string. |
|
||||
| | | |
|
||||
| | | An octet in the IP address cannot begin with '0' unless the number itself |
|
||||
| | | is actually 0. For example, "192.168.010.1" is NOT a valid IP. |
|
||||
| | | |
|
||||
| | | Examples: |
|
||||
| | | 25525511135 -> [255.255.11.135, 255.255.111.35] |
|
||||
| | | 1938718066 -> [193.87.180.66] |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Algorithmic Stock Trader I | | You are given an array of numbers representing stock prices, where the |
|
||||
| | | i-th element represents the stock price on day i. |
|
||||
| | | |
|
||||
| | | Determine the maximum possible profit you can earn using at most one |
|
||||
| | | transaction (i.e. you can buy an sell the stock once). If no profit |
|
||||
| | | can be made, then the answer should be 0. Note that you must buy the stock |
|
||||
| | | before you can sell it. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Algorithmic Stock Trader II | | You are given an array of numbers representing stock prices, where the |
|
||||
| | | i-th element represents the stock price on day i. |
|
||||
| | | |
|
||||
| | | Determine the maximum possible profit you can earn using as many transactions |
|
||||
| | | as you'd like. A transaction is defined as buying and then selling one |
|
||||
| | | share of the stock. Note that you cannot engage in multiple transactions at |
|
||||
| | | once. In other words, you must sell the stock before you buy it again. If no |
|
||||
| | | profit can be made, then the answer should be 0. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| 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. |
|
||||
| | | |
|
||||
| | | Determine the maximum possible profit you can earn using at most two |
|
||||
| | | transactions. A transaction is defined as buying and then selling one share |
|
||||
| | | of the stock. Note that you cannot engage in multiple transactions at once. |
|
||||
| | | In other words, you must sell the stock before you buy it again. If no profit |
|
||||
| | | can be made, then the answer should be 0. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Algorithmic Stock Trader IV | | You are given an array with two elements. The first element is an integer k. |
|
||||
| | | The second element is an array of numbers representing stock prices, where the |
|
||||
| | | i-th element represents the stock price on day i. |
|
||||
| | | |
|
||||
| | | Determine the maximum possible profit you can earn using at most k transactions. |
|
||||
| | | A transaction is defined as buying and then selling one share of the stock. |
|
||||
| | | Note that you cannot engage in multiple transactions at once. In other words, |
|
||||
| | | you must sell the stock before you can buy it. If no profit can be made, then |
|
||||
| | | the answer should be 0. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Minimum Path Sum in a Triangle | | You are given a 2D array of numbers (array of array of numbers) that represents a |
|
||||
| | | triangle (the first array has one element, and each array has one more element than |
|
||||
| | | the one before it, forming a triangle). Find the minimum path sum from the top to the |
|
||||
| | | bottom of the triangle. In each step of the path, you may only move to adjacent |
|
||||
| | | numbers in the row below. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Unique Paths in a Grid I | | You are given an array with two numbers: [m, n]. These numbers represent a |
|
||||
| | | m x n grid. Assume you are initially positioned in the top-left corner of that |
|
||||
| | | grid and that you are trying to reach the bottom-right corner. On each step, |
|
||||
| | | you may only move down or to the right. |
|
||||
| | | |
|
||||
| | |
|
||||
| | | Determine how many unique paths there are from start to finish. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Unique Paths in a Grid II | | 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 |
|
||||
| | |
|
||||
| | | 0 represents a free space. |
|
||||
| | | |
|
||||
| | | 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 only move down |
|
||||
| | | or to the right. Furthermore, you cannot move onto spaces which have obstacles. |
|
||||
| | | |
|
||||
| | | Determine how many unique paths there are from start to finish. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| 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 |
|
||||
| | | 0 represents a free space. |
|
||||
| | | |
|
||||
| | | 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, |
|
||||
| | | 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. |
|
||||
| | | |
|
||||
| | | Examples: |
|
||||
| | | [[0,1,0,0,0], |
|
||||
| | | [0,0,0,1,0]] -> "DRRURRD" |
|
||||
| | | [[0,1], |
|
||||
| | | [1,0]] -> "" |
|
||||
| | | |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| 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 |
|
||||
| | | 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 string, the result should be an array with only an empty string. |
|
||||
| | | |
|
||||
| | | Examples: |
|
||||
| | | ()())() -> [()()(), (())()] |
|
||||
| | | (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 |
|
||||
| | | number. Return all possible ways you can add the +, -, and * operators to the string |
|
||||
| | | of digits such that it evaluates to the target number. |
|
||||
| | | |
|
||||
| | | 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: The order of evaluation expects script operator precedence |
|
||||
| | | |
|
||||
| | | Examples: |
|
||||
| | | Input: digits = "123", target = 6 |
|
||||
| | | Output: [1+2+3, 1*2*3] |
|
||||
| | | |
|
||||
| | | Input: digits = "105", target = 5 |
|
||||
| | | Output: [1*0+5, 10-5] |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Name | Problem Summary |
|
||||
+=========================================+==========================================================================================+
|
||||
| Find Largest Prime Factor | | Given a number, find its largest prime factor. A prime factor |
|
||||
| | | is a factor that is a prime number. |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Subarray with Maximum Sum | | Given an array of integers, find the contiguous subarray (containing |
|
||||
| | | at least one number) which has the largest sum and return that sum. |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Total Ways to Sum | | Given a number, how many different distinct ways can that number be written as |
|
||||
| | | a sum of at least two positive integers? |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Total Ways to Sum II | | You are given an array with two elements. The first element is an integer n. |
|
||||
| | | The second element is an array of numbers representing the set of available integers. |
|
||||
| | | How many different distinct ways can that number n be written as |
|
||||
| | | a sum of integers contained in the given set? |
|
||||
| | | You may use each integer in the set zero or more times. |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Spiralize Matrix | | Given an array of array of numbers representing a 2D matrix, return the |
|
||||
| | | elements of that matrix in clockwise spiral order. |
|
||||
| | | |
|
||||
| | | Example: The spiral order of |
|
||||
| | | |
|
||||
| | | [1, 2, 3, 4] |
|
||||
| | | [5, 6, 7, 8] |
|
||||
| | | [9, 10, 11, 12] |
|
||||
| | | |
|
||||
| | | is [1, 2, 3, 4, 8, 12, 11, 10, 9, 5, 6, 7] |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Array Jumping Game | | You are given an array of integers where each element represents the |
|
||||
| | | maximum possible jump distance from that position. For example, if you |
|
||||
| | | are at position i and your maximum jump length is n, then you can jump |
|
||||
| | | to any position from i to i+n. |
|
||||
| | | |
|
||||
| | | Assuming you are initially positioned at the start of the array, determine |
|
||||
| | | whether you are able to reach the last index of the array. |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Array Jumping Game II | | You are given an array of integers where each element represents the |
|
||||
| | | maximum possible jump distance from that position. For example, if you |
|
||||
| | | are at position i and your maximum jump length is n, then you can jump |
|
||||
| | | to any position from i to i+n. |
|
||||
| | | |
|
||||
| | | Assuming you are initially positioned at the start of the array, determine |
|
||||
| | | the minimum number of jumps to reach the end of the array. |
|
||||
| | | |
|
||||
| | | If it's impossible to reach the end, then the answer should be 0. |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Merge Overlapping Intervals | | Given an array of intervals, merge all overlapping intervals. An interval |
|
||||
| | | is an array with two numbers, where the first number is always less than |
|
||||
| | | the second (e.g. [1, 5]). |
|
||||
| | | |
|
||||
| | | The intervals must be returned in ASCENDING order. |
|
||||
| | | |
|
||||
| | | Example: |
|
||||
| | | [[1, 3], [8, 10], [2, 6], [10, 16]] |
|
||||
| | | merges into [[1, 6], [8, 16]] |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Generate IP Addresses | | Given a string containing only digits, return an array with all possible |
|
||||
| | | valid IP address combinations that can be created from the string. |
|
||||
| | | |
|
||||
| | | An octet in the IP address cannot begin with '0' unless the number itself |
|
||||
| | | is actually 0. For example, "192.168.010.1" is NOT a valid IP. |
|
||||
| | | |
|
||||
| | | Examples: |
|
||||
| | | 25525511135 -> [255.255.11.135, 255.255.111.35] |
|
||||
| | | 1938718066 -> [193.87.180.66] |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Algorithmic Stock Trader I | | You are given an array of numbers representing stock prices, where the |
|
||||
| | | i-th element represents the stock price on day i. |
|
||||
| | | |
|
||||
| | | Determine the maximum possible profit you can earn using at most one |
|
||||
| | | transaction (i.e. you can buy an sell the stock once). If no profit |
|
||||
| | | can be made, then the answer should be 0. Note that you must buy the stock |
|
||||
| | | before you can sell it. |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Algorithmic Stock Trader II | | You are given an array of numbers representing stock prices, where the |
|
||||
| | | i-th element represents the stock price on day i. |
|
||||
| | | |
|
||||
| | | Determine the maximum possible profit you can earn using as many transactions |
|
||||
| | | as you'd like. A transaction is defined as buying and then selling one |
|
||||
| | | share of the stock. Note that you cannot engage in multiple transactions at |
|
||||
| | | once. In other words, you must sell the stock before you buy it again. If no |
|
||||
| | | profit can be made, then the answer should be 0. |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| 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. |
|
||||
| | | |
|
||||
| | | Determine the maximum possible profit you can earn using at most two |
|
||||
| | | transactions. A transaction is defined as buying and then selling one share |
|
||||
| | | of the stock. Note that you cannot engage in multiple transactions at once. |
|
||||
| | | In other words, you must sell the stock before you buy it again. If no profit |
|
||||
| | | can be made, then the answer should be 0. |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Algorithmic Stock Trader IV | | You are given an array with two elements. The first element is an integer k. |
|
||||
| | | The second element is an array of numbers representing stock prices, where the |
|
||||
| | | i-th element represents the stock price on day i. |
|
||||
| | | |
|
||||
| | | Determine the maximum possible profit you can earn using at most k transactions. |
|
||||
| | | A transaction is defined as buying and then selling one share of the stock. |
|
||||
| | | Note that you cannot engage in multiple transactions at once. In other words, |
|
||||
| | | you must sell the stock before you can buy it. If no profit can be made, then |
|
||||
| | | the answer should be 0. |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Minimum Path Sum in a Triangle | | You are given a 2D array of numbers (array of array of numbers) that represents a |
|
||||
| | | triangle (the first array has one element, and each array has one more element than |
|
||||
| | | the one before it, forming a triangle). Find the minimum path sum from the top to the |
|
||||
| | | bottom of the triangle. In each step of the path, you may only move to adjacent |
|
||||
| | | numbers in the row below. |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Unique Paths in a Grid I | | You are given an array with two numbers: [m, n]. These numbers represent a |
|
||||
| | | m x n grid. Assume you are initially positioned in the top-left corner of that |
|
||||
| | | grid and that you are trying to reach the bottom-right corner. On each step, |
|
||||
| | | you may only move down or to the right. |
|
||||
| | | |
|
||||
| | | |
|
||||
| | | Determine how many unique paths there are from start to finish. |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Unique Paths in a Grid II | | 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 |
|
||||
| | | |
|
||||
| | | 0 represents a free space. |
|
||||
| | | |
|
||||
| | | 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 only move down |
|
||||
| | | or to the right. Furthermore, you cannot move onto spaces which have obstacles. |
|
||||
| | | |
|
||||
| | | Determine how many unique paths there are from start to finish. |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| 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 |
|
||||
| | | 0 represents a free space. |
|
||||
| | | |
|
||||
| | | 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, |
|
||||
| | | 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. |
|
||||
| | | |
|
||||
| | | Examples: |
|
||||
| | | [[0,1,0,0,0], |
|
||||
| | | [0,0,0,1,0]] -> "DRRURRD" |
|
||||
| | | [[0,1], |
|
||||
| | | [1,0]] -> "" |
|
||||
| | | |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| 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 |
|
||||
| | | 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 string, the result should be an array with only an empty string. |
|
||||
| | | |
|
||||
| | | Examples: |
|
||||
| | | ()())() -> [()()(), (())()] |
|
||||
| | | (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 |
|
||||
| | | number. Return all possible ways you can add the +, -, and * operators to the string |
|
||||
| | | of digits such that it evaluates to the target number. |
|
||||
| | | |
|
||||
| | | 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: The order of evaluation expects script operator precedence |
|
||||
| | | |
|
||||
| | | Examples: |
|
||||
| | | Input: digits = "123", target = 6 |
|
||||
| | | Output: [1+2+3, 1*2*3] |
|
||||
| | | |
|
||||
| | | Input: digits = "105", target = 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 |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
|
7
src/@types/global.d.ts
vendored
7
src/@types/global.d.ts
vendored
@ -1,8 +1,13 @@
|
||||
// Defined by webpack on startup or compilation
|
||||
declare let __COMMIT_HASH__: string;
|
||||
declare const __COMMIT_HASH__: string;
|
||||
|
||||
// When using file-loader, we'll get a path to the resource
|
||||
declare module "*.png" {
|
||||
const value: string;
|
||||
export default value;
|
||||
}
|
||||
|
||||
// Achievements communicated back to Electron shell for Steam.
|
||||
declare interface Document {
|
||||
achievements: string[];
|
||||
}
|
||||
|
@ -799,5 +799,5 @@ export function calculateAchievements(): void {
|
||||
// Write all player's achievements to document for Steam/Electron
|
||||
// This could be replaced by "availableAchievements"
|
||||
// if we don't want to grant the save game achievements to steam but only currently available
|
||||
(document as any).achievements = [...Player.achievements.map((a) => a.ID)];
|
||||
document.achievements = [...Player.achievements.map((a) => a.ID)];
|
||||
}
|
||||
|
@ -109,6 +109,7 @@ export const initSoAAugmentations = (): Augmentation[] => [
|
||||
rewards, reduced damage taken, etc.
|
||||
</>
|
||||
),
|
||||
isSpecial: true,
|
||||
factions: [FactionNames.ShadowsOfAnarchy],
|
||||
}),
|
||||
new Augmentation({
|
||||
@ -121,6 +122,7 @@ export const initSoAAugmentations = (): Augmentation[] => [
|
||||
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({
|
||||
@ -129,6 +131,7 @@ export const initSoAAugmentations = (): Augmentation[] => [
|
||||
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({
|
||||
@ -137,6 +140,7 @@ export const initSoAAugmentations = (): Augmentation[] => [
|
||||
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({
|
||||
@ -147,6 +151,7 @@ export const initSoAAugmentations = (): Augmentation[] => [
|
||||
"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({
|
||||
@ -155,6 +160,7 @@ export const initSoAAugmentations = (): Augmentation[] => [
|
||||
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({
|
||||
@ -163,6 +169,7 @@ export const initSoAAugmentations = (): Augmentation[] => [
|
||||
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({
|
||||
@ -176,6 +183,7 @@ export const initSoAAugmentations = (): Augmentation[] => [
|
||||
position.
|
||||
</>
|
||||
),
|
||||
isSpecial: true,
|
||||
factions: [FactionNames.ShadowsOfAnarchy],
|
||||
}),
|
||||
new Augmentation({
|
||||
@ -184,6 +192,7 @@ export const initSoAAugmentations = (): Augmentation[] => [
|
||||
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],
|
||||
}),
|
||||
];
|
||||
@ -242,7 +251,7 @@ export const initGeneralAugmentations = (): Augmentation[] => [
|
||||
moneyCost: 1.15e8,
|
||||
repCost: 2.75e4,
|
||||
info: "The latest version of the 'Augmented Targeting' implant adds the ability to lock-on and track threats.",
|
||||
prereqs: [AugmentationNames.Targeting2],
|
||||
prereqs: [AugmentationNames.Targeting2, AugmentationNames.Targeting1],
|
||||
dexterity_mult: 1.3,
|
||||
factions: [
|
||||
FactionNames.TheDarkArmy,
|
||||
@ -339,7 +348,7 @@ export const initGeneralAugmentations = (): Augmentation[] => [
|
||||
info:
|
||||
"The latest version of the 'Combat Rib' augmentation releases advanced anabolic steroids that " +
|
||||
"improve muscle mass and physical performance while being safe and free of side effects.",
|
||||
prereqs: [AugmentationNames.CombatRib2],
|
||||
prereqs: [AugmentationNames.CombatRib2, AugmentationNames.CombatRib1],
|
||||
strength_mult: 1.18,
|
||||
defense_mult: 1.18,
|
||||
factions: [
|
||||
@ -673,7 +682,7 @@ export const initGeneralAugmentations = (): Augmentation[] => [
|
||||
"This upgraded firmware allows the Embedded Netburner Module to control information on " +
|
||||
"a network by re-routing traffic, spoofing IP addresses, and altering the data inside network " +
|
||||
"packets.",
|
||||
prereqs: [AugmentationNames.ENMCore],
|
||||
prereqs: [AugmentationNames.ENMCore, AugmentationNames.ENM],
|
||||
hacking_speed_mult: 1.05,
|
||||
hacking_money_mult: 1.3,
|
||||
hacking_chance_mult: 1.05,
|
||||
@ -698,7 +707,7 @@ export const initGeneralAugmentations = (): Augmentation[] => [
|
||||
"The Core V3 library is an implant that upgrades the firmware of the Embedded Netburner Module. " +
|
||||
"This upgraded firmware allows the Embedded Netburner Module to seamlessly inject code into " +
|
||||
"any device on a network.",
|
||||
prereqs: [AugmentationNames.ENMCoreV2],
|
||||
prereqs: [AugmentationNames.ENMCoreV2, AugmentationNames.ENMCore, AugmentationNames.ENM],
|
||||
hacking_speed_mult: 1.05,
|
||||
hacking_money_mult: 1.4,
|
||||
hacking_chance_mult: 1.1,
|
||||
@ -826,7 +835,7 @@ export const initGeneralAugmentations = (): Augmentation[] => [
|
||||
"are a set of specialized microprocessors that are attached to " +
|
||||
"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " +
|
||||
"so that the brain doesn't have to.",
|
||||
prereqs: [AugmentationNames.CranialSignalProcessorsG2],
|
||||
prereqs: [AugmentationNames.CranialSignalProcessorsG2, AugmentationNames.CranialSignalProcessorsG1],
|
||||
hacking_speed_mult: 1.02,
|
||||
hacking_money_mult: 1.15,
|
||||
hacking_mult: 1.09,
|
||||
@ -841,7 +850,11 @@ export const initGeneralAugmentations = (): Augmentation[] => [
|
||||
"are a set of specialized microprocessors that are attached to " +
|
||||
"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " +
|
||||
"so that the brain doesn't have to.",
|
||||
prereqs: [AugmentationNames.CranialSignalProcessorsG3],
|
||||
prereqs: [
|
||||
AugmentationNames.CranialSignalProcessorsG3,
|
||||
AugmentationNames.CranialSignalProcessorsG2,
|
||||
AugmentationNames.CranialSignalProcessorsG1,
|
||||
],
|
||||
hacking_speed_mult: 1.02,
|
||||
hacking_money_mult: 1.2,
|
||||
hacking_grow_mult: 1.25,
|
||||
@ -856,7 +869,12 @@ export const initGeneralAugmentations = (): Augmentation[] => [
|
||||
"are a set of specialized microprocessors that are attached to " +
|
||||
"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " +
|
||||
"so that the brain doesn't have to.",
|
||||
prereqs: [AugmentationNames.CranialSignalProcessorsG4],
|
||||
prereqs: [
|
||||
AugmentationNames.CranialSignalProcessorsG4,
|
||||
AugmentationNames.CranialSignalProcessorsG3,
|
||||
AugmentationNames.CranialSignalProcessorsG2,
|
||||
AugmentationNames.CranialSignalProcessorsG1,
|
||||
],
|
||||
hacking_mult: 1.3,
|
||||
hacking_money_mult: 1.25,
|
||||
hacking_grow_mult: 1.75,
|
||||
@ -1254,6 +1272,7 @@ export const initGeneralAugmentations = (): Augmentation[] => [
|
||||
moneyCost: 0,
|
||||
info: "It's time to leave the cave.",
|
||||
stats: null,
|
||||
isSpecial: true,
|
||||
factions: [FactionNames.Daedalus],
|
||||
}),
|
||||
new Augmentation({
|
||||
@ -1952,7 +1971,7 @@ export const initChurchOfTheMachineGodAugmentations = (): Augmentation[] => [
|
||||
"You will become greater than the sum of our parts. As One. Embrace your gift " +
|
||||
"fully and wholly free of it's accursed toll. Serenity brings tranquility the form " +
|
||||
"of no longer suffering a stat penalty. ",
|
||||
prereqs: [AugmentationNames.StaneksGift2],
|
||||
prereqs: [AugmentationNames.StaneksGift2, AugmentationNames.StaneksGift1],
|
||||
isSpecial: true,
|
||||
hacking_chance_mult: 1 / 0.95,
|
||||
hacking_speed_mult: 1 / 0.95,
|
||||
@ -2003,6 +2022,7 @@ export function initNeuroFluxGovernor(): Augmentation {
|
||||
multiplicatively.
|
||||
</>
|
||||
),
|
||||
isSpecial: true,
|
||||
hacking_chance_mult: 1.01 + donationBonus,
|
||||
hacking_speed_mult: 1.01 + donationBonus,
|
||||
hacking_money_mult: 1.01 + donationBonus,
|
||||
|
264
src/Augmentation/ui/PurchasableAugmentations.tsx
Normal file
264
src/Augmentation/ui/PurchasableAugmentations.tsx
Normal file
@ -0,0 +1,264 @@
|
||||
/**
|
||||
* React component for displaying a single augmentation for purchase through
|
||||
* the faction UI
|
||||
*/
|
||||
import { CheckBox, CheckBoxOutlineBlank, CheckCircle, Info, NewReleases, Report } from "@mui/icons-material";
|
||||
import { Box, Button, Container, Paper, Tooltip, Typography } from "@mui/material";
|
||||
import React, { useState } from "react";
|
||||
import { getNextNeuroFluxLevel } from "../AugmentationHelpers";
|
||||
import { Faction } from "../../Faction/Faction";
|
||||
import { IPlayer } from "../../PersonObjects/IPlayer";
|
||||
import { Settings } from "../../Settings/Settings";
|
||||
import { numeralWrapper } from "../../ui/numeralFormat";
|
||||
import { Augmentation } from "../Augmentation";
|
||||
import { Augmentations } from "../Augmentations";
|
||||
import { AugmentationNames } from "../data/AugmentationNames";
|
||||
import { PurchaseAugmentationModal } from "./PurchaseAugmentationModal";
|
||||
|
||||
interface IPreReqsProps {
|
||||
player: IPlayer;
|
||||
aug: Augmentation;
|
||||
}
|
||||
|
||||
const PreReqs = (props: IPreReqsProps): React.ReactElement => {
|
||||
const ownedPreReqs = props.aug.prereqs.filter((aug) => props.player.hasAugmentation(aug));
|
||||
const hasPreReqs = props.aug.prereqs.length > 0 && ownedPreReqs.length === props.aug.prereqs.length;
|
||||
|
||||
return (
|
||||
<Tooltip
|
||||
title={
|
||||
<>
|
||||
<Typography sx={{ color: Settings.theme.money }}>
|
||||
This Augmentation has the following pre-requisite(s):
|
||||
</Typography>
|
||||
{props.aug.prereqs.map((preAug) => (
|
||||
<Requirement
|
||||
fulfilled={props.player.hasAugmentation(preAug)}
|
||||
value={preAug}
|
||||
color={Settings.theme.money}
|
||||
key={preAug}
|
||||
/>
|
||||
))}
|
||||
</>
|
||||
}
|
||||
>
|
||||
<Typography
|
||||
variant="body2"
|
||||
sx={{
|
||||
display: "flex",
|
||||
alignItems: "center",
|
||||
color: hasPreReqs ? Settings.theme.successlight : Settings.theme.error,
|
||||
}}
|
||||
>
|
||||
{hasPreReqs ? (
|
||||
<>
|
||||
<CheckCircle fontSize="small" sx={{ mr: 1 }} />
|
||||
Pre-requisites Owned
|
||||
</>
|
||||
) : (
|
||||
<>
|
||||
<Report fontSize="small" sx={{ mr: 1 }} />
|
||||
Missing {props.aug.prereqs.length - ownedPreReqs.length} pre-requisite(s)
|
||||
</>
|
||||
)}
|
||||
</Typography>
|
||||
</Tooltip>
|
||||
);
|
||||
};
|
||||
|
||||
interface IExclusiveProps {
|
||||
player: IPlayer;
|
||||
aug: Augmentation;
|
||||
}
|
||||
|
||||
const Exclusive = (props: IExclusiveProps): React.ReactElement => {
|
||||
return (
|
||||
<Tooltip
|
||||
title={
|
||||
<>
|
||||
<Typography sx={{ color: Settings.theme.money }}>
|
||||
This Augmentation can only be acquired from the following source(s):
|
||||
</Typography>
|
||||
<ul>
|
||||
<Typography sx={{ color: Settings.theme.money }}>
|
||||
<li>
|
||||
<b>{props.aug.factions[0]}</b> faction
|
||||
</li>
|
||||
{props.player.canAccessGang() && !props.aug.isSpecial && (
|
||||
<li>
|
||||
Certain <b>gangs</b>
|
||||
</li>
|
||||
)}
|
||||
{props.player.canAccessGrafting() &&
|
||||
!props.aug.isSpecial &&
|
||||
props.aug.name !== AugmentationNames.TheRedPill && (
|
||||
<li>
|
||||
<b>Grafting</b>
|
||||
</li>
|
||||
)}
|
||||
</Typography>
|
||||
</ul>
|
||||
</>
|
||||
}
|
||||
>
|
||||
<NewReleases sx={{ ml: 1, color: Settings.theme.money, transform: "rotate(180deg)" }} />
|
||||
</Tooltip>
|
||||
);
|
||||
};
|
||||
|
||||
interface IReqProps {
|
||||
value: string;
|
||||
color: string;
|
||||
fulfilled: boolean;
|
||||
}
|
||||
|
||||
const Requirement = (props: IReqProps): React.ReactElement => {
|
||||
return (
|
||||
<Typography sx={{ display: "flex", alignItems: "center", color: props.color }}>
|
||||
{props.fulfilled ? <CheckBox sx={{ mr: 1 }} /> : <CheckBoxOutlineBlank sx={{ mr: 1 }} />}
|
||||
{props.value}
|
||||
</Typography>
|
||||
);
|
||||
};
|
||||
|
||||
interface IPurchasableAugsProps {
|
||||
augNames: string[];
|
||||
ownedAugNames: string[];
|
||||
player: IPlayer;
|
||||
|
||||
canPurchase: (player: IPlayer, aug: Augmentation) => boolean;
|
||||
purchaseAugmentation: (player: IPlayer, aug: Augmentation, showModal: (open: boolean) => void) => void;
|
||||
|
||||
rep?: number;
|
||||
sleeveAugs?: boolean;
|
||||
faction?: Faction;
|
||||
}
|
||||
|
||||
export const PurchasableAugmentations = (props: IPurchasableAugsProps): React.ReactElement => {
|
||||
return (
|
||||
<Container
|
||||
maxWidth="lg"
|
||||
disableGutters
|
||||
sx={{ mx: 0, display: "grid", gridTemplateColumns: "repeat(1, 1fr)", gap: 1 }}
|
||||
>
|
||||
{props.augNames.map((augName: string) => (
|
||||
<PurchasableAugmentation key={augName} parent={props} augName={augName} owned={false} />
|
||||
))}
|
||||
{props.ownedAugNames.map((augName: string) => (
|
||||
<PurchasableAugmentation key={augName} parent={props} augName={augName} owned={true} />
|
||||
))}
|
||||
</Container>
|
||||
);
|
||||
};
|
||||
|
||||
interface IPurchasableAugProps {
|
||||
parent: IPurchasableAugsProps;
|
||||
augName: string;
|
||||
owned: boolean;
|
||||
}
|
||||
|
||||
export function PurchasableAugmentation(props: IPurchasableAugProps): React.ReactElement {
|
||||
const [open, setOpen] = useState(false);
|
||||
|
||||
const aug = Augmentations[props.augName];
|
||||
|
||||
const cost = props.parent.sleeveAugs ? aug.startingCost : aug.baseCost;
|
||||
|
||||
const info = typeof aug.info === "string" ? <span>{aug.info}</span> : aug.info;
|
||||
const description = (
|
||||
<>
|
||||
{info}
|
||||
<br />
|
||||
<br />
|
||||
{aug.stats}
|
||||
</>
|
||||
);
|
||||
|
||||
return (
|
||||
<Paper
|
||||
sx={{
|
||||
p: 1,
|
||||
display: "grid",
|
||||
gridTemplateColumns: "minmax(0, 4fr) 1fr",
|
||||
gap: 1,
|
||||
opacity: props.owned ? 0.75 : 1,
|
||||
}}
|
||||
>
|
||||
<>
|
||||
<Box sx={{ display: "flex", alignItems: "center" }}>
|
||||
<Button
|
||||
onClick={() =>
|
||||
props.parent.purchaseAugmentation(props.parent.player, aug, (open): void => {
|
||||
setOpen(open);
|
||||
})
|
||||
}
|
||||
disabled={!props.parent.canPurchase(props.parent.player, aug) || props.owned}
|
||||
sx={{ width: "48px", height: "48px", float: "left", clear: "none", mr: 1 }}
|
||||
>
|
||||
{props.owned ? "Owned" : "Buy"}
|
||||
</Button>
|
||||
|
||||
<Box sx={{ maxWidth: props.owned ? "100%" : "85%" }}>
|
||||
<Box sx={{ display: "flex", alignItems: "center" }}>
|
||||
<Tooltip
|
||||
title={
|
||||
<>
|
||||
<Typography variant="h5">
|
||||
{props.augName}
|
||||
{props.augName === AugmentationNames.NeuroFluxGovernor && ` - Level ${getNextNeuroFluxLevel()}`}
|
||||
</Typography>
|
||||
<Typography>{description}</Typography>
|
||||
</>
|
||||
}
|
||||
>
|
||||
<Info sx={{ mr: 1 }} color="info" />
|
||||
</Tooltip>
|
||||
<Typography
|
||||
variant="h6"
|
||||
sx={{
|
||||
textOverflow: "ellipsis",
|
||||
whiteSpace: "nowrap",
|
||||
overflow: "hidden",
|
||||
}}
|
||||
>
|
||||
{aug.name}
|
||||
{aug.name === AugmentationNames.NeuroFluxGovernor && ` - Level ${getNextNeuroFluxLevel()}`}
|
||||
</Typography>
|
||||
{aug.factions.length === 1 && !props.parent.sleeveAugs && (
|
||||
<Exclusive player={props.parent.player} aug={aug} />
|
||||
)}
|
||||
</Box>
|
||||
|
||||
{aug.prereqs.length > 0 && !props.parent.sleeveAugs && <PreReqs player={props.parent.player} aug={aug} />}
|
||||
</Box>
|
||||
</Box>
|
||||
|
||||
{props.owned || (
|
||||
<Box sx={{ display: "grid", alignItems: "center", justifyItems: "left" }}>
|
||||
<Requirement
|
||||
fulfilled={aug.baseCost === 0 || props.parent.player.money > cost}
|
||||
value={numeralWrapper.formatMoney(cost)}
|
||||
color={Settings.theme.money}
|
||||
/>
|
||||
{props.parent.rep !== undefined && (
|
||||
<Requirement
|
||||
fulfilled={props.parent.rep >= aug.baseRepRequirement}
|
||||
value={`${numeralWrapper.formatReputation(aug.baseRepRequirement)} rep`}
|
||||
color={Settings.theme.rep}
|
||||
/>
|
||||
)}
|
||||
</Box>
|
||||
)}
|
||||
|
||||
{Settings.SuppressBuyAugmentationConfirmation || (
|
||||
<PurchaseAugmentationModal
|
||||
open={open}
|
||||
onClose={() => setOpen(false)}
|
||||
faction={props.parent.faction}
|
||||
aug={aug}
|
||||
/>
|
||||
)}
|
||||
</>
|
||||
</Paper>
|
||||
);
|
||||
}
|
@ -1,9 +1,9 @@
|
||||
import React from "react";
|
||||
|
||||
import { Augmentation } from "../../Augmentation/Augmentation";
|
||||
import { Faction } from "../Faction";
|
||||
import { purchaseAugmentation } from "../FactionHelpers";
|
||||
import { isRepeatableAug } from "../../Augmentation/AugmentationHelpers";
|
||||
import { Augmentation } from "../Augmentation";
|
||||
import { Faction } from "../../Faction/Faction";
|
||||
import { purchaseAugmentation } from "../../Faction/FactionHelpers";
|
||||
import { isRepeatableAug } from "../AugmentationHelpers";
|
||||
import { Money } from "../../ui/React/Money";
|
||||
import { Modal } from "../../ui/React/Modal";
|
||||
import { use } from "../../ui/Context";
|
||||
@ -13,21 +13,23 @@ import Button from "@mui/material/Button";
|
||||
interface IProps {
|
||||
open: boolean;
|
||||
onClose: () => void;
|
||||
faction: Faction;
|
||||
aug: Augmentation;
|
||||
rerender: () => void;
|
||||
faction?: Faction;
|
||||
aug?: Augmentation;
|
||||
}
|
||||
|
||||
export function PurchaseAugmentationModal(props: IProps): React.ReactElement {
|
||||
if (typeof props.aug === "undefined" || typeof props.faction === "undefined") {
|
||||
return <></>;
|
||||
}
|
||||
|
||||
const player = use.Player();
|
||||
|
||||
function buy(): void {
|
||||
if (!isRepeatableAug(props.aug) && player.hasAugmentation(props.aug)) {
|
||||
if (!isRepeatableAug(props.aug as Augmentation) && player.hasAugmentation(props.aug as Augmentation)) {
|
||||
return;
|
||||
}
|
||||
|
||||
purchaseAugmentation(props.aug, props.faction);
|
||||
props.rerender();
|
||||
purchaseAugmentation(props.aug as Augmentation, props.faction as Faction);
|
||||
props.onClose();
|
||||
}
|
||||
|
@ -163,7 +163,9 @@ export function BitverseRoot(props: IProps): React.ReactElement {
|
||||
return lvl;
|
||||
}
|
||||
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) {
|
||||
|
@ -164,9 +164,9 @@ export function Roulette(props: IProps): React.ReactElement {
|
||||
let playerWin = strategy.match(n);
|
||||
// oh yeah, the house straight up cheats. Try finding the seed now!
|
||||
if (playerWin && Math.random() > 0.9) {
|
||||
playerWin = false;
|
||||
while (strategy.match(n)) {
|
||||
n = (n + 1) % 36;
|
||||
while (playerWin) {
|
||||
n = Math.floor(rng.random() * 37);
|
||||
playerWin = strategy.match(n);
|
||||
}
|
||||
}
|
||||
if (playerWin) {
|
||||
|
@ -120,7 +120,7 @@ export const CONSTANTS: {
|
||||
LatestUpdate: string;
|
||||
} = {
|
||||
VersionString: "1.6.4",
|
||||
VersionNumber: 15,
|
||||
VersionNumber: 16,
|
||||
|
||||
// Speed (in ms) at which the main loop is updated
|
||||
_idleSpeed: 200,
|
||||
@ -293,7 +293,7 @@ export const CONSTANTS: {
|
||||
// BitNode/Source-File related stuff
|
||||
TotalNumBitNodes: 24,
|
||||
|
||||
Donations: 4,
|
||||
Donations: 6,
|
||||
|
||||
LatestUpdate: `
|
||||
v1.6.3 - 2022-04-01 Few stanek fixes
|
||||
|
@ -11,11 +11,41 @@ import { exportScripts } from "./Terminal/commands/download";
|
||||
import { CONSTANTS } from "./Constants";
|
||||
import { hash } from "./hash/hash";
|
||||
|
||||
interface IReturnWebStatus extends IReturnStatus {
|
||||
data?: Record<string, unknown>;
|
||||
}
|
||||
|
||||
declare global {
|
||||
interface Window {
|
||||
appNotifier: {
|
||||
terminal: (message: string, type?: string) => void;
|
||||
toast: (message: string, type: ToastVariant, duration?: number) => void;
|
||||
};
|
||||
appSaveFns: {
|
||||
triggerSave: () => Promise<void>;
|
||||
triggerGameExport: () => void;
|
||||
triggerScriptsExport: () => void;
|
||||
getSaveData: () => { save: string; fileName: string };
|
||||
getSaveInfo: (base64save: string) => Promise<ImportPlayerData | undefined>;
|
||||
pushSaveData: (base64save: string, automatic?: boolean) => void;
|
||||
};
|
||||
electronBridge: {
|
||||
send: (channel: string, data?: unknown) => void;
|
||||
receive: (channel: string, func: (...args: any[]) => void) => void;
|
||||
};
|
||||
}
|
||||
interface Document {
|
||||
getFiles: () => IReturnWebStatus;
|
||||
deleteFile: (filename: string) => IReturnWebStatus;
|
||||
saveFile: (filename: string, code: string) => IReturnWebStatus;
|
||||
}
|
||||
}
|
||||
|
||||
export function initElectron(): void {
|
||||
const userAgent = navigator.userAgent.toLowerCase();
|
||||
if (userAgent.indexOf(" electron/") > -1) {
|
||||
// Electron-specific code
|
||||
(document as any).achievements = [];
|
||||
document.achievements = [];
|
||||
initWebserver();
|
||||
initAppNotifier();
|
||||
initSaveFunctions();
|
||||
@ -24,11 +54,6 @@ export function initElectron(): void {
|
||||
}
|
||||
|
||||
function initWebserver(): void {
|
||||
interface IReturnWebStatus extends IReturnStatus {
|
||||
data?: {
|
||||
[propName: string]: any;
|
||||
};
|
||||
}
|
||||
function normalizeFileName(filename: string): string {
|
||||
filename = filename.replace(/\/\/+/g, "/");
|
||||
filename = removeLeadingSlash(filename);
|
||||
@ -38,7 +63,7 @@ function initWebserver(): void {
|
||||
return filename;
|
||||
}
|
||||
|
||||
(document as any).getFiles = function (): IReturnWebStatus {
|
||||
document.getFiles = function (): IReturnWebStatus {
|
||||
const home = GetServer("home");
|
||||
if (home === null) {
|
||||
return {
|
||||
@ -58,7 +83,7 @@ function initWebserver(): void {
|
||||
};
|
||||
};
|
||||
|
||||
(document as any).deleteFile = function (filename: string): IReturnWebStatus {
|
||||
document.deleteFile = function (filename: string): IReturnWebStatus {
|
||||
filename = normalizeFileName(filename);
|
||||
const home = GetServer("home");
|
||||
if (home === null) {
|
||||
@ -70,7 +95,7 @@ function initWebserver(): void {
|
||||
return home.removeFile(filename);
|
||||
};
|
||||
|
||||
(document as any).saveFile = function (filename: string, code: string): IReturnWebStatus {
|
||||
document.saveFile = function (filename: string, code: string): IReturnWebStatus {
|
||||
filename = normalizeFileName(filename);
|
||||
|
||||
code = Buffer.from(code, "base64").toString();
|
||||
@ -115,7 +140,7 @@ function initAppNotifier(): void {
|
||||
};
|
||||
|
||||
// Will be consumud by the electron wrapper.
|
||||
(window as any).appNotifier = funcs;
|
||||
window.appNotifier = funcs;
|
||||
}
|
||||
|
||||
function initSaveFunctions(): void {
|
||||
@ -149,38 +174,38 @@ function initSaveFunctions(): void {
|
||||
};
|
||||
|
||||
// Will be consumud by the electron wrapper.
|
||||
(window as any).appSaveFns = funcs;
|
||||
window.appSaveFns = funcs;
|
||||
}
|
||||
|
||||
function initElectronBridge(): void {
|
||||
const bridge = (window as any).electronBridge as any;
|
||||
const bridge = window.electronBridge;
|
||||
if (!bridge) return;
|
||||
|
||||
bridge.receive("get-save-data-request", () => {
|
||||
const data = (window as any).appSaveFns.getSaveData();
|
||||
const data = window.appSaveFns.getSaveData();
|
||||
bridge.send("get-save-data-response", data);
|
||||
});
|
||||
bridge.receive("get-save-info-request", async (save: string) => {
|
||||
const data = await (window as any).appSaveFns.getSaveInfo(save);
|
||||
const data = await window.appSaveFns.getSaveInfo(save);
|
||||
bridge.send("get-save-info-response", data);
|
||||
});
|
||||
bridge.receive("push-save-request", ({ save, automatic = false }: { save: string; automatic: boolean }) => {
|
||||
(window as any).appSaveFns.pushSaveData(save, automatic);
|
||||
window.appSaveFns.pushSaveData(save, automatic);
|
||||
});
|
||||
bridge.receive("trigger-save", () => {
|
||||
return (window as any).appSaveFns
|
||||
return window.appSaveFns
|
||||
.triggerSave()
|
||||
.then(() => {
|
||||
bridge.send("save-completed");
|
||||
})
|
||||
.catch((error: any) => {
|
||||
.catch((error: unknown) => {
|
||||
console.log(error);
|
||||
SnackbarEvents.emit("Could not save game.", ToastVariant.ERROR, 2000);
|
||||
});
|
||||
});
|
||||
bridge.receive("trigger-game-export", () => {
|
||||
try {
|
||||
(window as any).appSaveFns.triggerGameExport();
|
||||
window.appSaveFns.triggerGameExport();
|
||||
} catch (error) {
|
||||
console.log(error);
|
||||
SnackbarEvents.emit("Could not export game.", ToastVariant.ERROR, 2000);
|
||||
@ -188,7 +213,7 @@ function initElectronBridge(): void {
|
||||
});
|
||||
bridge.receive("trigger-scripts-export", () => {
|
||||
try {
|
||||
(window as any).appSaveFns.triggerScriptsExport();
|
||||
window.appSaveFns.triggerScriptsExport();
|
||||
} catch (error) {
|
||||
console.log(error);
|
||||
SnackbarEvents.emit("Could not export scripts.", ToastVariant.ERROR, 2000);
|
||||
@ -197,14 +222,14 @@ function initElectronBridge(): void {
|
||||
}
|
||||
|
||||
export function pushGameSaved(data: SaveData): void {
|
||||
const bridge = (window as any).electronBridge as any;
|
||||
const bridge = window.electronBridge;
|
||||
if (!bridge) return;
|
||||
|
||||
bridge.send("push-game-saved", data);
|
||||
}
|
||||
|
||||
export function pushGameReady(): void {
|
||||
const bridge = (window as any).electronBridge as any;
|
||||
const bridge = window.electronBridge;
|
||||
if (!bridge) return;
|
||||
|
||||
// Send basic information to the electron wrapper
|
||||
@ -222,7 +247,7 @@ export function pushGameReady(): void {
|
||||
}
|
||||
|
||||
export function pushImportResult(wasImported: boolean): void {
|
||||
const bridge = (window as any).electronBridge as any;
|
||||
const bridge = window.electronBridge;
|
||||
if (!bridge) return;
|
||||
|
||||
bridge.send("push-import-result", { wasImported });
|
||||
@ -230,7 +255,7 @@ export function pushImportResult(wasImported: boolean): void {
|
||||
}
|
||||
|
||||
export function pushDisableRestore(): void {
|
||||
const bridge = (window as any).electronBridge as any;
|
||||
const bridge = window.electronBridge;
|
||||
if (!bridge) return;
|
||||
|
||||
bridge.send("push-disable-restore", { duration: 1000 * 60 });
|
||||
|
@ -54,36 +54,15 @@ export function joinFaction(faction: Faction): void {
|
||||
//Returns a boolean indicating whether the player has the prerequisites for the
|
||||
//specified Augmentation
|
||||
export function hasAugmentationPrereqs(aug: Augmentation): boolean {
|
||||
let hasPrereqs = true;
|
||||
if (aug.prereqs && aug.prereqs.length > 0) {
|
||||
for (let i = 0; i < aug.prereqs.length; ++i) {
|
||||
const prereqAug = Augmentations[aug.prereqs[i]];
|
||||
if (prereqAug == null) {
|
||||
console.error(`Invalid prereq Augmentation ${aug.prereqs[i]}`);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (Player.hasAugmentation(prereqAug, true) === false) {
|
||||
hasPrereqs = false;
|
||||
|
||||
// Check if the aug is purchased
|
||||
for (let j = 0; j < Player.queuedAugmentations.length; ++j) {
|
||||
if (Player.queuedAugmentations[j].name === prereqAug.name) {
|
||||
hasPrereqs = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return hasPrereqs;
|
||||
return aug.prereqs.every((aug) => Player.hasAugmentation(aug));
|
||||
}
|
||||
|
||||
export function purchaseAugmentation(aug: Augmentation, fac: Faction, sing = false): string {
|
||||
const hasPrereqs = hasAugmentationPrereqs(aug);
|
||||
if (!hasPrereqs) {
|
||||
const txt = `You must first purchase or install ${aug.prereqs.join(",")} before you can purchase this one.`;
|
||||
const txt = `You must first purchase or install ${aug.prereqs
|
||||
.filter((req) => !Player.hasAugmentation(req))
|
||||
.join(",")} before you can purchase this one.`;
|
||||
if (sing) {
|
||||
return txt;
|
||||
} else {
|
||||
@ -165,13 +144,11 @@ export const getFactionAugmentationsFiltered = (player: IPlayer, faction: Factio
|
||||
let augs = Object.values(Augmentations);
|
||||
|
||||
// Remove special augs
|
||||
augs = augs.filter((a) => !a.isSpecial);
|
||||
augs = augs.filter((a) => !a.isSpecial || a.name != AugmentationNames.CongruityImplant);
|
||||
|
||||
const blacklist: string[] = [AugmentationNames.NeuroFluxGovernor, AugmentationNames.CongruityImplant];
|
||||
|
||||
if (player.bitNodeN !== 2) {
|
||||
if (player.bitNodeN === 2) {
|
||||
// TRP is not available outside of BN2 for Gangs
|
||||
blacklist.push(AugmentationNames.TheRedPill);
|
||||
augs.push(Augmentations[AugmentationNames.TheRedPill]);
|
||||
}
|
||||
|
||||
const rng = SFC32RNG(`BN${player.bitNodeN}.${player.sourceFileLvl(player.bitNodeN)}`);
|
||||
@ -190,9 +167,6 @@ export const getFactionAugmentationsFiltered = (player: IPlayer, faction: Factio
|
||||
};
|
||||
augs = augs.filter(uniqueFilter);
|
||||
|
||||
// Remove blacklisted augs
|
||||
augs = augs.filter((a) => !blacklist.includes(a.name));
|
||||
|
||||
return augs.map((a) => a.name);
|
||||
}
|
||||
|
||||
|
@ -1,30 +1,21 @@
|
||||
/**
|
||||
* Root React Component for displaying a faction's "Purchase Augmentations" page
|
||||
*/
|
||||
import { Box, Button, Tooltip, Typography, Paper, Container } from "@mui/material";
|
||||
import React, { useState } from "react";
|
||||
|
||||
import { PurchaseableAugmentation } from "./PurchaseableAugmentation";
|
||||
|
||||
import { getGenericAugmentationPriceMultiplier } from "../../Augmentation/AugmentationHelpers";
|
||||
import { Augmentations } from "../../Augmentation/Augmentations";
|
||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||
import { Faction } from "../Faction";
|
||||
import { PurchasableAugmentations } from "../../Augmentation/ui/PurchasableAugmentations";
|
||||
import { PurchaseAugmentationsOrderSetting } from "../../Settings/SettingEnums";
|
||||
import { Settings } from "../../Settings/Settings";
|
||||
import { hasAugmentationPrereqs, getFactionAugmentationsFiltered } from "../FactionHelpers";
|
||||
|
||||
import { use } from "../../ui/Context";
|
||||
import { Reputation } from "../../ui/React/Reputation";
|
||||
import { Favor } from "../../ui/React/Favor";
|
||||
import { numeralWrapper } from "../../ui/numeralFormat";
|
||||
|
||||
import Box from "@mui/material/Box";
|
||||
import Button from "@mui/material/Button";
|
||||
import Typography from "@mui/material/Typography";
|
||||
import Tooltip from "@mui/material/Tooltip";
|
||||
import TableBody from "@mui/material/TableBody";
|
||||
import Table from "@mui/material/Table";
|
||||
import { getGenericAugmentationPriceMultiplier } from "../../Augmentation/AugmentationHelpers";
|
||||
import { Favor } from "../../ui/React/Favor";
|
||||
import { Reputation } from "../../ui/React/Reputation";
|
||||
import { FactionNames } from "../data/FactionNames";
|
||||
import { Faction } from "../Faction";
|
||||
import { getFactionAugmentationsFiltered, hasAugmentationPrereqs, purchaseAugmentation } from "../FactionHelpers";
|
||||
|
||||
type IProps = {
|
||||
faction: Faction;
|
||||
@ -137,38 +128,12 @@ export function AugmentationsPage(props: IProps): React.ReactElement {
|
||||
aug === AugmentationNames.NeuroFluxGovernor ||
|
||||
(!player.augmentations.some((a) => a.name === aug) && !player.queuedAugmentations.some((a) => a.name === aug)),
|
||||
);
|
||||
|
||||
const purchaseableAugmentation = (aug: string, owned = false): React.ReactNode => {
|
||||
return (
|
||||
<PurchaseableAugmentation
|
||||
augName={aug}
|
||||
faction={props.faction}
|
||||
key={aug}
|
||||
p={player}
|
||||
rerender={rerender}
|
||||
owned={owned}
|
||||
/>
|
||||
);
|
||||
};
|
||||
|
||||
const augListElems = purchasable.map((aug) => purchaseableAugmentation(aug));
|
||||
|
||||
let ownedElem = <></>;
|
||||
const owned = augs.filter((aug: string) => !purchasable.includes(aug));
|
||||
if (owned.length !== 0) {
|
||||
ownedElem = (
|
||||
<>
|
||||
<br />
|
||||
<Typography variant="h4">Purchased Augmentations</Typography>
|
||||
<Typography>This faction also offers these augmentations but you already own them.</Typography>
|
||||
{owned.map((aug) => purchaseableAugmentation(aug, true))}
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
const multiplierComponent =
|
||||
props.faction.name !== FactionNames.ShadowsOfAnarchy ? (
|
||||
<Typography>
|
||||
Price multiplier: x {numeralWrapper.formatMultiplier(getGenericAugmentationPriceMultiplier())}
|
||||
<b>Price multiplier:</b> x {numeralWrapper.formatReallyBigNumber(getGenericAugmentationPriceMultiplier())}
|
||||
</Typography>
|
||||
) : (
|
||||
<></>
|
||||
@ -176,42 +141,77 @@ export function AugmentationsPage(props: IProps): React.ReactElement {
|
||||
|
||||
return (
|
||||
<>
|
||||
<Button onClick={props.routeToMainPage}>Back</Button>
|
||||
<Typography variant="h4">Faction Augmentations</Typography>
|
||||
<Typography>
|
||||
These are all of the Augmentations that are available to purchase from {props.faction.name}. Augmentations are
|
||||
powerful upgrades that will enhance your abilities.
|
||||
<br />
|
||||
Reputation: <Reputation reputation={props.faction.playerReputation} /> Favor:{" "}
|
||||
<Favor favor={Math.floor(props.faction.favor)} />
|
||||
</Typography>
|
||||
<Box display="flex">
|
||||
<Tooltip
|
||||
title={
|
||||
<Container disableGutters maxWidth="lg" sx={{ mx: 0 }}>
|
||||
<Button onClick={props.routeToMainPage}>Back</Button>
|
||||
<Typography variant="h4">Faction Augmentations</Typography>
|
||||
<Paper sx={{ p: 1, mb: 1 }}>
|
||||
<Typography>
|
||||
These are all of the Augmentations that are available to purchase from <b>{props.faction.name}</b>.
|
||||
Augmentations are powerful upgrades that will enhance your abilities.
|
||||
<br />
|
||||
</Typography>
|
||||
<Box
|
||||
sx={{
|
||||
display: "grid",
|
||||
gridTemplateColumns: `repeat(${props.faction.name === FactionNames.ShadowsOfAnarchy ? "2" : "3"}, 1fr)`,
|
||||
justifyItems: "center",
|
||||
my: 1,
|
||||
}}
|
||||
>
|
||||
<Tooltip
|
||||
title={
|
||||
<Typography>
|
||||
The price of every Augmentation increases for every queued Augmentation and it is reset when you
|
||||
install them.
|
||||
</Typography>
|
||||
}
|
||||
>
|
||||
{multiplierComponent}
|
||||
</Tooltip>
|
||||
<Typography>
|
||||
The price of every Augmentation increases for every queued Augmentation and it is reset when you install
|
||||
them.
|
||||
<b>Reputation:</b> <Reputation reputation={props.faction.playerReputation} />
|
||||
</Typography>
|
||||
<Typography>
|
||||
<b>Favor:</b> <Favor favor={Math.floor(props.faction.favor)} />
|
||||
</Typography>
|
||||
</Box>
|
||||
<Box sx={{ display: "grid", gridTemplateColumns: "repeat(4, 1fr)" }}>
|
||||
<Button onClick={() => switchSortOrder(PurchaseAugmentationsOrderSetting.Cost)}>Sort by Cost</Button>
|
||||
<Button onClick={() => switchSortOrder(PurchaseAugmentationsOrderSetting.Reputation)}>
|
||||
Sort by Reputation
|
||||
</Button>
|
||||
<Button onClick={() => switchSortOrder(PurchaseAugmentationsOrderSetting.Default)}>
|
||||
Sort by Default Order
|
||||
</Button>
|
||||
<Button onClick={() => switchSortOrder(PurchaseAugmentationsOrderSetting.Purchasable)}>
|
||||
Sort by Purchasable
|
||||
</Button>
|
||||
</Box>
|
||||
</Paper>
|
||||
</Container>
|
||||
|
||||
<PurchasableAugmentations
|
||||
augNames={purchasable}
|
||||
ownedAugNames={owned}
|
||||
player={player}
|
||||
canPurchase={(player, aug) => {
|
||||
return (
|
||||
hasAugmentationPrereqs(aug) &&
|
||||
props.faction.playerReputation >= aug.baseRepRequirement &&
|
||||
(aug.baseCost === 0 || player.money > aug.baseCost)
|
||||
);
|
||||
}}
|
||||
purchaseAugmentation={(player, aug, showModal) => {
|
||||
if (!Settings.SuppressBuyAugmentationConfirmation) {
|
||||
showModal(true);
|
||||
} else {
|
||||
purchaseAugmentation(aug, props.faction);
|
||||
rerender();
|
||||
}
|
||||
>
|
||||
{multiplierComponent}
|
||||
</Tooltip>
|
||||
</Box>
|
||||
<Button onClick={() => switchSortOrder(PurchaseAugmentationsOrderSetting.Cost)}>Sort by Cost</Button>
|
||||
<Button onClick={() => switchSortOrder(PurchaseAugmentationsOrderSetting.Reputation)}>Sort by Reputation</Button>
|
||||
<Button onClick={() => switchSortOrder(PurchaseAugmentationsOrderSetting.Default)}>Sort by Default Order</Button>
|
||||
<Button onClick={() => switchSortOrder(PurchaseAugmentationsOrderSetting.Purchasable)}>
|
||||
Sort by Purchasable
|
||||
</Button>
|
||||
<br />
|
||||
|
||||
<Table size="small" padding="none">
|
||||
<TableBody>{augListElems}</TableBody>
|
||||
</Table>
|
||||
|
||||
<Table size="small" padding="none">
|
||||
<TableBody>{ownedElem}</TableBody>
|
||||
</Table>
|
||||
}}
|
||||
rep={props.faction.playerReputation}
|
||||
faction={props.faction}
|
||||
/>
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
@ -18,11 +18,11 @@ import { Faction } from "../Faction";
|
||||
import { use } from "../../ui/Context";
|
||||
import { CreateGangModal } from "./CreateGangModal";
|
||||
|
||||
import Typography from "@mui/material/Typography";
|
||||
import Button from "@mui/material/Button";
|
||||
import { Box, Paper, Typography, Button, Tooltip } from "@mui/material";
|
||||
import { CovenantPurchasesRoot } from "../../PersonObjects/Sleeve/ui/CovenantPurchasesRoot";
|
||||
import { FactionNames } from "../data/FactionNames";
|
||||
import { GangConstants } from "../../Gang/data/Constants";
|
||||
import { GangButton } from "./GangButton";
|
||||
|
||||
type IProps = {
|
||||
faction: Faction;
|
||||
@ -62,18 +62,8 @@ function MainPage({ faction, rerender, onAugmentations }: IMainProps): React.Rea
|
||||
const player = use.Player();
|
||||
const router = use.Router();
|
||||
const [sleevesOpen, setSleevesOpen] = useState(false);
|
||||
const [gangOpen, setGangOpen] = useState(false);
|
||||
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 {
|
||||
player.startFocusing();
|
||||
router.toWork();
|
||||
@ -105,15 +95,6 @@ function MainPage({ faction, rerender, onAugmentations }: IMainProps): React.Rea
|
||||
|
||||
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 (
|
||||
<>
|
||||
<Button onClick={() => router.toFactions()}>Back</Button>
|
||||
@ -121,12 +102,7 @@ function MainPage({ faction, rerender, onAugmentations }: IMainProps): React.Rea
|
||||
{faction.name}
|
||||
</Typography>
|
||||
<Info faction={faction} factionInfo={factionInfo} />
|
||||
{canAccessGang && (
|
||||
<>
|
||||
<Option buttonText={"Manage Gang"} infoText={gangInfo} onClick={manageGang} />
|
||||
<CreateGangModal facName={faction.name} open={gangOpen} onClose={() => setGangOpen(false)} />
|
||||
</>
|
||||
)}
|
||||
<GangButton faction={faction} />
|
||||
{!isPlayersGang && factionInfo.offerHackingWork && (
|
||||
<Option
|
||||
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)} />
|
||||
</>
|
||||
);
|
||||
}
|
@ -1,170 +0,0 @@
|
||||
/**
|
||||
* React component for displaying a single augmentation for purchase through
|
||||
* the faction UI
|
||||
*/
|
||||
import React, { useState } from "react";
|
||||
|
||||
import { hasAugmentationPrereqs, purchaseAugmentation } from "../FactionHelpers";
|
||||
import { PurchaseAugmentationModal } from "./PurchaseAugmentationModal";
|
||||
|
||||
import { Augmentations } from "../../Augmentation/Augmentations";
|
||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||
import { Faction } from "../Faction";
|
||||
import { IPlayer } from "../../PersonObjects/IPlayer";
|
||||
import { Settings } from "../../Settings/Settings";
|
||||
import { Money } from "../../ui/React/Money";
|
||||
import { Reputation } from "../../ui/React/Reputation";
|
||||
|
||||
import { Augmentation as AugFormat } from "../../ui/React/Augmentation";
|
||||
import Button from "@mui/material/Button";
|
||||
import Typography from "@mui/material/Typography";
|
||||
import Tooltip from "@mui/material/Tooltip";
|
||||
import Box from "@mui/material/Box";
|
||||
import { TableCell } from "../../ui/React/Table";
|
||||
import TableRow from "@mui/material/TableRow";
|
||||
import { getNextNeuroFluxLevel } from "../../Augmentation/AugmentationHelpers";
|
||||
|
||||
interface IReqProps {
|
||||
augName: string;
|
||||
p: IPlayer;
|
||||
hasReq: boolean;
|
||||
rep: number;
|
||||
hasRep: boolean;
|
||||
cost: number;
|
||||
hasCost: boolean;
|
||||
}
|
||||
|
||||
function Requirements(props: IReqProps): React.ReactElement {
|
||||
const aug = Augmentations[props.augName];
|
||||
if (!props.hasReq) {
|
||||
return (
|
||||
<TableCell key={1} colSpan={2}>
|
||||
<Typography color="error">
|
||||
Requires{" "}
|
||||
{aug.prereqs.map((aug, i) => (
|
||||
<AugFormat key={i} name={aug} />
|
||||
))}
|
||||
</Typography>
|
||||
</TableCell>
|
||||
);
|
||||
}
|
||||
|
||||
return (
|
||||
<React.Fragment key="f">
|
||||
<TableCell key={1}>
|
||||
<Typography>
|
||||
<Money money={props.cost} player={props.p} />
|
||||
</Typography>
|
||||
</TableCell>
|
||||
<TableCell key={2}>
|
||||
<Typography color={props.hasRep ? "primary" : "error"}>
|
||||
Requires <Reputation reputation={props.rep} /> faction reputation
|
||||
</Typography>
|
||||
</TableCell>
|
||||
</React.Fragment>
|
||||
);
|
||||
}
|
||||
|
||||
interface IProps {
|
||||
augName: string;
|
||||
faction: Faction;
|
||||
p: IPlayer;
|
||||
rerender: () => void;
|
||||
owned?: boolean;
|
||||
}
|
||||
|
||||
export function PurchaseableAugmentation(props: IProps): React.ReactElement {
|
||||
const [open, setOpen] = useState(false);
|
||||
const aug = Augmentations[props.augName];
|
||||
if (aug == null) throw new Error(`aug ${props.augName} does not exists`);
|
||||
|
||||
if (aug == null) {
|
||||
console.error(
|
||||
`Invalid Augmentation when trying to create PurchaseableAugmentation display element: ${props.augName}`,
|
||||
);
|
||||
return <></>;
|
||||
}
|
||||
|
||||
const moneyCost = aug.baseCost;
|
||||
const repCost = aug.baseRepRequirement;
|
||||
const hasReq = hasAugmentationPrereqs(aug);
|
||||
const hasRep = props.faction.playerReputation >= repCost;
|
||||
const hasCost = aug.baseCost === 0 || props.p.money > aug.baseCost;
|
||||
|
||||
// Determine UI properties
|
||||
const color: "error" | "primary" = !hasReq || !hasRep || !hasCost ? "error" : "primary";
|
||||
|
||||
// Determine button txt
|
||||
let btnTxt = aug.name;
|
||||
if (aug.name === AugmentationNames.NeuroFluxGovernor) {
|
||||
btnTxt += ` - Level ${getNextNeuroFluxLevel()}`;
|
||||
}
|
||||
|
||||
let tooltip = <></>;
|
||||
if (typeof aug.info === "string") {
|
||||
tooltip = (
|
||||
<>
|
||||
<span>{aug.info}</span>
|
||||
<br />
|
||||
<br />
|
||||
{aug.stats}
|
||||
</>
|
||||
);
|
||||
} else
|
||||
tooltip = (
|
||||
<>
|
||||
{aug.info}
|
||||
<br />
|
||||
<br />
|
||||
{aug.stats}
|
||||
</>
|
||||
);
|
||||
|
||||
function handleClick(): void {
|
||||
if (color === "error") return;
|
||||
if (!Settings.SuppressBuyAugmentationConfirmation) {
|
||||
setOpen(true);
|
||||
} else {
|
||||
purchaseAugmentation(aug, props.faction);
|
||||
props.rerender();
|
||||
}
|
||||
}
|
||||
|
||||
return (
|
||||
<TableRow>
|
||||
{!props.owned && (
|
||||
<TableCell key={0}>
|
||||
<Button onClick={handleClick} color={color}>
|
||||
Buy
|
||||
</Button>
|
||||
<PurchaseAugmentationModal
|
||||
open={open}
|
||||
onClose={() => setOpen(false)}
|
||||
aug={aug}
|
||||
faction={props.faction}
|
||||
rerender={props.rerender}
|
||||
/>
|
||||
</TableCell>
|
||||
)}
|
||||
<TableCell key={1}>
|
||||
<Box display="flex">
|
||||
<Tooltip title={<Typography>{tooltip}</Typography>} placement="top">
|
||||
<Typography>{btnTxt}</Typography>
|
||||
</Tooltip>
|
||||
</Box>
|
||||
</TableCell>
|
||||
{!props.owned && (
|
||||
<Requirements
|
||||
key={2}
|
||||
augName={props.augName}
|
||||
p={props.p}
|
||||
cost={moneyCost}
|
||||
rep={repCost}
|
||||
hasReq={hasReq}
|
||||
hasRep={hasRep}
|
||||
hasCost={hasCost}
|
||||
/>
|
||||
)}
|
||||
</TableRow>
|
||||
);
|
||||
}
|
@ -6,6 +6,7 @@ export const GangConstants: {
|
||||
CyclesPerTerritoryAndPowerUpdate: number;
|
||||
AscensionMultiplierRatio: number;
|
||||
Names: string[];
|
||||
GangKarmaRequirement: number;
|
||||
} = {
|
||||
// Respect is divided by this to get rep gain
|
||||
GangRespectToReputationRatio: 75,
|
||||
@ -23,4 +24,5 @@ export const GangConstants: {
|
||||
FactionNames.NiteSec,
|
||||
FactionNames.TheBlackHand,
|
||||
],
|
||||
GangKarmaRequirement: -54000,
|
||||
};
|
||||
|
@ -42,6 +42,7 @@ export const HashUpgradesMetadata: IConstructorParams[] = [
|
||||
costPerLevel: 50,
|
||||
desc:
|
||||
"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 " +
|
||||
"are reset at that time).",
|
||||
hasTargetServer: true,
|
||||
|
@ -17,7 +17,7 @@ export function calculateSellInformationCashReward(
|
||||
Math.pow(difficulty, 3) *
|
||||
3e3 *
|
||||
levelBonus *
|
||||
(player.hasAugmentation(AugmentationNames.WKSharmonizer) ? 1.5 : 1) *
|
||||
(player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 1.5 : 1) *
|
||||
BitNodeMultipliers.InfiltrationMoney
|
||||
);
|
||||
}
|
||||
@ -31,11 +31,11 @@ export function calculateTradeInformationRepReward(
|
||||
const levelBonus = maxLevel * Math.pow(1.01, maxLevel);
|
||||
|
||||
return (
|
||||
Math.pow(reward + 1, 2) *
|
||||
Math.pow(difficulty, 3) *
|
||||
3e3 *
|
||||
Math.pow(reward + 1, 1.1) *
|
||||
Math.pow(difficulty, 1.2) *
|
||||
30 *
|
||||
levelBonus *
|
||||
(player.hasAugmentation(AugmentationNames.WKSharmonizer) ? 1.5 : 1) *
|
||||
(player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 1.5 : 1) *
|
||||
BitNodeMultipliers.InfiltrationMoney
|
||||
);
|
||||
}
|
||||
@ -47,5 +47,7 @@ export function calculateInfiltratorsRepReward(player: IPlayer, faction: Faction
|
||||
}, 0);
|
||||
const baseRepGain = (difficulty / maxStartingSecurityLevel) * 5000;
|
||||
|
||||
return baseRepGain * (player.hasAugmentation(AugmentationNames.WKSharmonizer) ? 2 : 1) * (1 + faction.favor / 100);
|
||||
return (
|
||||
baseRepGain * (player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 2 : 1) * (1 + faction.favor / 100)
|
||||
);
|
||||
}
|
||||
|
@ -92,7 +92,7 @@ export function Game(props: IProps): React.ReactElement {
|
||||
// it's clear they're not meant to
|
||||
const damage = options?.automated
|
||||
? player.hp
|
||||
: props.StartingDifficulty * 3 * (player.hasAugmentation(AugmentationNames.WKSharmonizer) ? 0.5 : 1);
|
||||
: props.StartingDifficulty * 3 * (player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 0.5 : 1);
|
||||
if (player.takeDamage(damage)) {
|
||||
router.toCity();
|
||||
return;
|
||||
|
@ -24,7 +24,7 @@ interface IProps {
|
||||
export function GameTimer(props: IProps): React.ReactElement {
|
||||
const player = use.Player();
|
||||
const [v, setV] = useState(100);
|
||||
const totalMillis = (player.hasAugmentation(AugmentationNames.WKSharmonizer) ? 1.3 : 1) * props.millis;
|
||||
const totalMillis = (player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 1.3 : 1) * props.millis;
|
||||
|
||||
const tick = 200;
|
||||
useEffect(() => {
|
||||
|
@ -4,7 +4,7 @@ import { CityName } from "../Locations/data/CityNames";
|
||||
import { getRamCost } from "../Netscript/RamCostGenerator";
|
||||
import { WorkerScript } from "../Netscript/WorkerScript";
|
||||
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 { Grafting as IGrafting } from "../ScriptEditor/NetscriptDefinitions";
|
||||
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)) {
|
||||
throw helper.makeRuntimeErrorMsg("grafting.getAugmentationGraftPrice", `Invalid aug: ${augName}`);
|
||||
}
|
||||
const craftableAug = new GraftableAugmentation(Augmentations[augName]);
|
||||
return craftableAug.cost;
|
||||
const graftableAug = new GraftableAugmentation(Augmentations[augName]);
|
||||
return graftableAug.cost;
|
||||
},
|
||||
|
||||
getAugmentationGraftTime: (_augName: string): number => {
|
||||
@ -42,8 +42,8 @@ export function NetscriptGrafting(player: IPlayer, workerScript: WorkerScript, h
|
||||
if (!getGraftingAvailableAugs(player).includes(augName) || !Augmentations.hasOwnProperty(augName)) {
|
||||
throw helper.makeRuntimeErrorMsg("grafting.getAugmentationGraftTime", `Invalid aug: ${augName}`);
|
||||
}
|
||||
const craftableAug = new GraftableAugmentation(Augmentations[augName]);
|
||||
return craftableAug.time;
|
||||
const graftableAug = new GraftableAugmentation(Augmentations[augName]);
|
||||
return calculateGraftingTimeWithBonus(player, graftableAug);
|
||||
},
|
||||
|
||||
getGraftableAugmentations: (): string[] => {
|
||||
|
@ -202,7 +202,7 @@ function _getScriptUrls(script: Script, scripts: Script[], seen: Script[]): Scri
|
||||
|
||||
// We automatically define a print function() in the NetscriptJS module so that
|
||||
// accidental calls to window.print() do not bring up the "print screen" dialog
|
||||
transformedCode += `\n\nfunction print() {throw new Error("Invalid call to window.print(). Did you mean to use Netscript's print()?");}\n//# sourceURL=${script.server}/${script.filename}`;
|
||||
transformedCode += `\n//# sourceURL=${script.server}/${script.filename}`;
|
||||
|
||||
const blob = URL.createObjectURL(makeScriptBlob(transformedCode));
|
||||
// Push the blob URL onto the top of the stack.
|
||||
|
@ -1,15 +1,23 @@
|
||||
import { Augmentations } from "../../Augmentation/Augmentations";
|
||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||
import { GraftableAugmentation } from "./GraftableAugmentation";
|
||||
import { IPlayer } from "../IPlayer";
|
||||
|
||||
export const getGraftingAvailableAugs = (player: IPlayer): string[] => {
|
||||
const augs: string[] = [];
|
||||
|
||||
for (const [augName, aug] of Object.entries(Augmentations)) {
|
||||
if (augName === AugmentationNames.NeuroFluxGovernor || augName === AugmentationNames.TheRedPill || aug.isSpecial)
|
||||
continue;
|
||||
if (aug.isSpecial) continue;
|
||||
augs.push(augName);
|
||||
}
|
||||
|
||||
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 { 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 { Augmentations } from "../../../Augmentation/Augmentations";
|
||||
import { AugmentationNames } from "../../../Augmentation/data/AugmentationNames";
|
||||
@ -15,7 +15,7 @@ import { ConfirmationModal } from "../../../ui/React/ConfirmationModal";
|
||||
import { Money } from "../../../ui/React/Money";
|
||||
import { convertTimeMsToTimeElapsedString, formatNumber } from "../../../utils/StringHelperFunctions";
|
||||
import { IPlayer } from "../../IPlayer";
|
||||
import { getGraftingAvailableAugs } from "../GraftingHelpers";
|
||||
import { getGraftingAvailableAugs, calculateGraftingTimeWithBonus } from "../GraftingHelpers";
|
||||
import { GraftableAugmentation } from "../GraftableAugmentation";
|
||||
|
||||
const GraftableAugmentations: IMap<GraftableAugmentation> = {};
|
||||
@ -63,6 +63,16 @@ export const GraftingRoot = (): React.ReactElement => {
|
||||
const [selectedAug, setSelectedAug] = useState(getGraftingAvailableAugs(player)[0]);
|
||||
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 (
|
||||
<Container disableGutters maxWidth="lg" sx={{ mx: 0 }}>
|
||||
<Button onClick={() => router.toLocation(Locations[LocationName.NewTokyoVitaLife])}>Back</Button>
|
||||
@ -129,34 +139,37 @@ export const GraftingRoot = (): React.ReactElement => {
|
||||
</>
|
||||
}
|
||||
/>
|
||||
<Typography color={Settings.theme.info}>
|
||||
<b>Time to Graft:</b>{" "}
|
||||
{convertTimeMsToTimeElapsedString(
|
||||
GraftableAugmentations[selectedAug].time / (1 + (player.getIntelligenceBonus(3) - 1) / 3),
|
||||
<Box sx={{ maxHeight: 330, overflowY: "scroll" }}>
|
||||
<Typography color={Settings.theme.info}>
|
||||
<b>Time to Graft:</b>{" "}
|
||||
{convertTimeMsToTimeElapsedString(
|
||||
calculateGraftingTimeWithBonus(player, GraftableAugmentations[selectedAug]),
|
||||
)}
|
||||
{/* Use formula so the displayed creation time is accurate to player bonus */}
|
||||
</Typography>
|
||||
|
||||
{Augmentations[selectedAug].prereqs.length > 0 && (
|
||||
<AugPreReqsChecklist player={player} aug={Augmentations[selectedAug]} />
|
||||
)}
|
||||
{/* Use formula so the displayed creation time is accurate to player bonus */}
|
||||
</Typography>
|
||||
{Augmentations[selectedAug].prereqs.length > 0 && (
|
||||
<AugPreReqsChecklist player={player} aug={Augmentations[selectedAug]} />
|
||||
)}
|
||||
<br />
|
||||
|
||||
<br />
|
||||
<Typography sx={{ maxHeight: 305, overflowY: "scroll" }}>
|
||||
{(() => {
|
||||
const aug = Augmentations[selectedAug];
|
||||
<Typography>
|
||||
{(() => {
|
||||
const aug = Augmentations[selectedAug];
|
||||
|
||||
const info = typeof aug.info === "string" ? <span>{aug.info}</span> : aug.info;
|
||||
const tooltip = (
|
||||
<>
|
||||
{info}
|
||||
<br />
|
||||
<br />
|
||||
{aug.stats}
|
||||
</>
|
||||
);
|
||||
return tooltip;
|
||||
})()}
|
||||
</Typography>
|
||||
const info = typeof aug.info === "string" ? <span>{aug.info}</span> : aug.info;
|
||||
const tooltip = (
|
||||
<>
|
||||
{info}
|
||||
<br />
|
||||
<br />
|
||||
{aug.stats}
|
||||
</>
|
||||
);
|
||||
return tooltip;
|
||||
})()}
|
||||
</Typography>
|
||||
</Box>
|
||||
</Box>
|
||||
</Paper>
|
||||
) : (
|
||||
|
@ -208,6 +208,7 @@ export interface IPlayer {
|
||||
hasProgram(program: string): boolean;
|
||||
inBladeburner(): boolean;
|
||||
inGang(): boolean;
|
||||
isAwareOfGang(): boolean;
|
||||
isQualified(company: Company, position: CompanyPosition): boolean;
|
||||
loseMoney(money: number, source: string): void;
|
||||
process(router: IRouter, numCycles?: number): void;
|
||||
|
@ -218,6 +218,7 @@ export class PlayerObject implements IPlayer {
|
||||
hasProgram: (program: string) => boolean;
|
||||
inBladeburner: () => boolean;
|
||||
inGang: () => boolean;
|
||||
isAwareOfGang: () => boolean;
|
||||
isQualified: (company: Company, position: CompanyPosition) => boolean;
|
||||
loseMoney: (money: number, source: string) => void;
|
||||
reapplyAllAugmentations: (resetMultipliers?: boolean) => void;
|
||||
@ -604,6 +605,7 @@ export class PlayerObject implements IPlayer {
|
||||
this.hasCorporation = corporationMethods.hasCorporation;
|
||||
this.startCorporation = corporationMethods.startCorporation;
|
||||
this.canAccessGang = gangMethods.canAccessGang;
|
||||
this.isAwareOfGang = gangMethods.isAwareOfGang;
|
||||
this.getGangFaction = gangMethods.getGangFaction;
|
||||
this.getGangName = gangMethods.getGangName;
|
||||
this.hasGangWith = gangMethods.hasGangWith;
|
||||
|
@ -2,9 +2,7 @@ import { Factions } from "../../Faction/Factions";
|
||||
import { Faction } from "../../Faction/Faction";
|
||||
import { Gang } from "../../Gang/Gang";
|
||||
import { IPlayer } from "../IPlayer";
|
||||
|
||||
// Amount of negative karma needed to manage a gang in BitNodes other than 2
|
||||
const GangKarmaRequirement = -54000;
|
||||
import { GangConstants } from "../../Gang/data/Constants";
|
||||
|
||||
export function canAccessGang(this: IPlayer): boolean {
|
||||
if (this.bitNodeN === 2) {
|
||||
@ -14,7 +12,11 @@ export function canAccessGang(this: IPlayer): boolean {
|
||||
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 {
|
||||
|
@ -65,6 +65,7 @@ import { SnackbarEvents, ToastVariant } from "../../ui/React/Snackbar";
|
||||
import { calculateClassEarnings } from "../formulas/work";
|
||||
import { achievements } from "../../Achievements/Achievements";
|
||||
import { FactionNames } from "../../Faction/data/FactionNames";
|
||||
import { graftingIntBonus } from "../Grafting/GraftingHelpers";
|
||||
|
||||
export function init(this: IPlayer): void {
|
||||
/* Initialize Player's home computer */
|
||||
@ -1350,7 +1351,7 @@ export function craftAugmentationWork(this: IPlayer, numCycles: number): boolean
|
||||
focusBonus = this.focus ? 1 : CONSTANTS.BaseFocusBonus;
|
||||
}
|
||||
|
||||
let skillMult = 1 + (this.getIntelligenceBonus(3) - 1) / 3;
|
||||
let skillMult = graftingIntBonus(this);
|
||||
skillMult *= focusBonus;
|
||||
|
||||
this.timeWorked += CONSTANTS._idleSpeed * numCycles;
|
||||
|
@ -519,6 +519,14 @@ export class Sleeve extends Person {
|
||||
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;
|
||||
break;
|
||||
}
|
||||
|
@ -5,7 +5,6 @@ import { IPlayer } from "../IPlayer";
|
||||
|
||||
import { Augmentation } from "../../Augmentation/Augmentation";
|
||||
import { Augmentations } from "../../Augmentation/Augmentations";
|
||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||
import { Faction } from "../../Faction/Faction";
|
||||
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
|
||||
// and augs that aren't allowed for sleeves
|
||||
function isAvailableForSleeve(aug: Augmentation): boolean {
|
||||
if (aug.name === AugmentationNames.NeuroFluxGovernor) {
|
||||
return false;
|
||||
}
|
||||
if (ownedAugNames.includes(aug.name)) {
|
||||
return false;
|
||||
}
|
||||
|
@ -1,20 +1,10 @@
|
||||
import React, { useState, useEffect } from "react";
|
||||
import { Container, Typography, Paper } from "@mui/material";
|
||||
import React, { useEffect, useState } from "react";
|
||||
import { PurchasableAugmentations } from "../../../Augmentation/ui/PurchasableAugmentations";
|
||||
import { use } from "../../../ui/Context";
|
||||
import { Modal } from "../../../ui/React/Modal";
|
||||
import { Sleeve } from "../Sleeve";
|
||||
import { findSleevePurchasableAugs } from "../SleeveHelpers";
|
||||
import { Augmentations } from "../../../Augmentation/Augmentations";
|
||||
import { Augmentation } from "../../../Augmentation/Augmentation";
|
||||
import { Money } from "../../../ui/React/Money";
|
||||
import { Modal } from "../../../ui/React/Modal";
|
||||
import { use } from "../../../ui/Context";
|
||||
import Typography from "@mui/material/Typography";
|
||||
import Tooltip from "@mui/material/Tooltip";
|
||||
import Paper from "@mui/material/Paper";
|
||||
import Box from "@mui/material/Box";
|
||||
import Button from "@mui/material/Button";
|
||||
import TableBody from "@mui/material/TableBody";
|
||||
import Table from "@mui/material/Table";
|
||||
import { TableCell } from "../../../ui/React/Table";
|
||||
import TableRow from "@mui/material/TableRow";
|
||||
|
||||
interface IProps {
|
||||
open: boolean;
|
||||
@ -42,80 +32,34 @@ export function SleeveAugmentationsModal(props: IProps): React.ReactElement {
|
||||
// and you must also have enough rep in that faction in order to purchase it.
|
||||
const availableAugs = findSleevePurchasableAugs(props.sleeve, player);
|
||||
|
||||
function purchaseAugmentation(aug: Augmentation): void {
|
||||
props.sleeve.tryBuyAugmentation(player, aug);
|
||||
rerender();
|
||||
}
|
||||
|
||||
return (
|
||||
<Modal open={props.open} onClose={props.onClose}>
|
||||
<>
|
||||
<Box sx={{ mx: 1 }}>
|
||||
<Typography>
|
||||
You can purchase Augmentations for your Duplicate Sleeves. These Augmentations have the same effect as they
|
||||
would for you. You can only purchase Augmentations that you have unlocked through Factions.
|
||||
<br />
|
||||
<br />
|
||||
When purchasing an Augmentation for a Duplicate Sleeve, they are immediately installed. This means that the
|
||||
Duplicate Sleeve will immediately lose all of its stat experience.
|
||||
</Typography>
|
||||
<Box component={Paper} sx={{ my: 1, p: 1 }}>
|
||||
<Table size="small" padding="none">
|
||||
<TableBody>
|
||||
{availableAugs.map((aug) => {
|
||||
return (
|
||||
<TableRow key={aug.name}>
|
||||
<TableCell>
|
||||
<Button onClick={() => purchaseAugmentation(aug)} disabled={player.money < aug.startingCost}>
|
||||
Buy
|
||||
</Button>
|
||||
</TableCell>
|
||||
<TableCell>
|
||||
<Box display="flex">
|
||||
<Tooltip title={aug.stats || ""}>
|
||||
<Typography>{aug.name}</Typography>
|
||||
</Tooltip>
|
||||
</Box>
|
||||
</TableCell>
|
||||
<TableCell>
|
||||
<Money money={aug.startingCost} player={player} />
|
||||
</TableCell>
|
||||
</TableRow>
|
||||
);
|
||||
})}
|
||||
</TableBody>
|
||||
</Table>
|
||||
</Box>
|
||||
</Box>
|
||||
|
||||
{ownedAugNames.length > 0 && (
|
||||
<>
|
||||
<Typography sx={{ mx: 1 }}>Owned Augmentations:</Typography>
|
||||
<Box display="grid" sx={{ gridTemplateColumns: "repeat(5, 1fr)", m: 1 }}>
|
||||
{ownedAugNames.map((augName) => {
|
||||
const aug = Augmentations[augName];
|
||||
const info = typeof aug.info === "string" ? <span>{aug.info}</span> : aug.info;
|
||||
const tooltip = (
|
||||
<>
|
||||
{info}
|
||||
<br />
|
||||
<br />
|
||||
{aug.stats}
|
||||
</>
|
||||
);
|
||||
|
||||
return (
|
||||
<Tooltip key={augName} title={<Typography>{tooltip}</Typography>}>
|
||||
<Paper sx={{ p: 1 }}>
|
||||
<Typography>{augName}</Typography>
|
||||
</Paper>
|
||||
</Tooltip>
|
||||
);
|
||||
})}
|
||||
</Box>
|
||||
</>
|
||||
)}
|
||||
</>
|
||||
<Container component={Paper} disableGutters maxWidth="lg" sx={{ mx: 0, mb: 1, p: 1 }}>
|
||||
<Typography>
|
||||
You can purchase Augmentations for your Duplicate Sleeves. These Augmentations have the same effect as they
|
||||
would for you. You can only purchase Augmentations that you have unlocked through Factions.
|
||||
<br />
|
||||
<br />
|
||||
When purchasing an Augmentation for a Duplicate Sleeve, they are immediately installed. This means that the
|
||||
Duplicate Sleeve will immediately lose all of its stat experience.
|
||||
<br />
|
||||
<br />
|
||||
Augmentations will appear below as they become available.
|
||||
</Typography>
|
||||
</Container>
|
||||
<PurchasableAugmentations
|
||||
augNames={availableAugs.map((aug) => aug.name)}
|
||||
ownedAugNames={ownedAugNames}
|
||||
player={player}
|
||||
canPurchase={(player, aug) => {
|
||||
return player.money > aug.startingCost;
|
||||
}}
|
||||
purchaseAugmentation={(player, aug, _showModal) => {
|
||||
props.sleeve.tryBuyAugmentation(player, aug);
|
||||
rerender();
|
||||
}}
|
||||
sleeveAugs
|
||||
/>
|
||||
</Modal>
|
||||
);
|
||||
}
|
||||
|
@ -110,6 +110,8 @@ const tasks: {
|
||||
first: factions,
|
||||
second: (s1: string) => {
|
||||
const faction = Factions[s1];
|
||||
if (!faction) return ["------"];
|
||||
|
||||
const facInfo = faction.getInfo();
|
||||
const options: string[] = [];
|
||||
if (facInfo.offerHackingWork) {
|
||||
@ -260,7 +262,7 @@ export function TaskSelector(props: IProps): React.ReactElement {
|
||||
const detailsF = tasks[n];
|
||||
if (detailsF === undefined) throw new Error(`No function for task '${s0}'`);
|
||||
const details = detailsF(props.player, props.sleeve);
|
||||
const details2 = details.second(details.first[0]);
|
||||
const details2 = details.second(details.first[0]) ?? ["------"];
|
||||
setS2(details2[0]);
|
||||
setS1(details.first[0]);
|
||||
setS0(n);
|
||||
|
@ -400,8 +400,19 @@ function evaluateVersionCompatibility(ver: string | number): void {
|
||||
if (ver < 15) {
|
||||
(Settings as any).EditorTheme = { ...defaultMonacoTheme };
|
||||
}
|
||||
//Fix contract names
|
||||
if (ver < 16) {
|
||||
Factions[FactionNames.ShadowsOfAnarchy] = new Faction(FactionNames.ShadowsOfAnarchy);
|
||||
//Iterate over all contracts on all servers
|
||||
for (const server of GetAllServers()) {
|
||||
for (const contract of server.contracts) {
|
||||
//Rename old "HammingCodes: Integer to encoded Binary" contracts
|
||||
//to "HammingCodes: Integer to Encoded Binary"
|
||||
if (contract.type == "HammingCodes: Integer to encoded Binary") {
|
||||
contract.type = "HammingCodes: Integer to Encoded Binary";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
2
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
2
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
@ -2198,7 +2198,7 @@ export interface Singularity {
|
||||
* 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.
|
||||
*/
|
||||
|
@ -1,6 +1,7 @@
|
||||
import { getRandomInt } from "../utils/helpers/getRandomInt";
|
||||
import { MinHeap } from "../utils/Heap";
|
||||
|
||||
import { comprGenChar, comprLZGenerate, comprLZEncode, comprLZDecode } from "../utils/CompressionContracts";
|
||||
import { HammingEncode, HammingDecode } from "../utils/HammingCodeTools";
|
||||
/* tslint:disable:completed-docs no-magic-numbers arrow-return-shorthand */
|
||||
|
||||
@ -1249,7 +1250,7 @@ export const codingContractTypesMetadata: ICodingContractTypeMetadata[] = [
|
||||
},
|
||||
},
|
||||
{
|
||||
name: "HammingCodes: Integer to encoded Binary",
|
||||
name: "HammingCodes: Integer to Encoded Binary",
|
||||
numTries: 10,
|
||||
difficulty: 5,
|
||||
desc: (n: number): string => {
|
||||
@ -1456,4 +1457,155 @@ export const codingContractTypesMetadata: ICodingContractTypeMetadata[] = [
|
||||
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 { LoadingScreen } from "./ui/LoadingScreen";
|
||||
import { initElectron } from "./Electron";
|
||||
import { AlertEvents } from "./ui/React/AlertManager";
|
||||
initElectron();
|
||||
globalThis["React"] = React;
|
||||
globalThis["ReactDOM"] = ReactDOM;
|
||||
@ -34,3 +35,9 @@ function rerender(): void {
|
||||
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",
|
||||
flexDirection: "column-reverse",
|
||||
},
|
||||
titleButton: {
|
||||
padding: "1px 6px",
|
||||
},
|
||||
success: {
|
||||
color: theme.colors.success,
|
||||
},
|
||||
@ -260,28 +263,25 @@ function LogWindow(props: IProps): React.ReactElement {
|
||||
}}
|
||||
>
|
||||
<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()}
|
||||
</Typography>
|
||||
|
||||
<Box position="absolute" right={0}>
|
||||
{!workerScripts.has(script.pid) && (
|
||||
<Button onClick={run} onTouchEnd={run}>
|
||||
Run
|
||||
</Button>
|
||||
)}
|
||||
{workerScripts.has(script.pid) && (
|
||||
<Button onClick={kill} onTouchEnd={kill}>
|
||||
Kill
|
||||
</Button>
|
||||
)}
|
||||
<Button onClick={minimize} onTouchEnd={minimize}>
|
||||
{minimized ? "\u{1F5D6}" : "\u{1F5D5}"}
|
||||
{!workerScripts.has(script.pid) ? (
|
||||
<Button className={classes.titleButton} onClick={run} onTouchEnd={run}>
|
||||
Run
|
||||
</Button>
|
||||
<Button onClick={props.onClose} onTouchEnd={props.onClose}>
|
||||
Close
|
||||
) : (
|
||||
<Button className={classes.titleButton} onClick={kill} onTouchEnd={kill}>
|
||||
Kill
|
||||
</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>
|
||||
</Paper>
|
||||
<Paper sx={{ overflow: "scroll", overflowWrap: "break-word", whiteSpace: "pre-wrap" }}>
|
||||
@ -289,6 +289,7 @@ function LogWindow(props: IProps): React.ReactElement {
|
||||
className={classes.logs}
|
||||
height={500}
|
||||
width={500}
|
||||
minConstraints={[250, 30]}
|
||||
handle={
|
||||
<span style={{ position: "absolute", right: "-10px", bottom: "-13px", cursor: "nw-resize" }}>
|
||||
<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;
|
||||
}
|
Loading…
Reference in New Issue
Block a user