mirror of
https://github.com/bitburner-official/bitburner-src.git
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V0.51.3 (#845)
v0.51.3 - 2021-04-16 Y'all broke it on the first day (hydroflame) ------- Passive faction reputation * Reworked, from 1 rep / 2 minute. Now is a complicated percentage of the reputation you'd gain working for them. It's not op but it feels a bit more useful. Netscript * print/tprint now take any number of arguments. * print/tprint will now print object as json. * print/tprint now handle passing in an undefined argument properly. Casino * Cannot bet negative money anymore. * Roulette max bet is a bit higher. * Coin Flip has a small cooldown. * All buttons reject unstrusted mouse events. Documentation * Changed a message that said nsjs only works on Chrome. Bugfix * hacknet.maxNumNodes now works for both nodes and servers. * Fixed a bug where the popup boxes would contain data from previous popup boxes. * .js files will also have the export async function boilerplate. Misc. * turned off autocomplete for the terminal text input. * Fixed an issue on Windows+Firefox where pressing up on the terminal would bring the cursor to the begining of the line. (Issue #836) * Hacknet node names is easier to handle for screen readers. * Money spent on classes is now tracked independently of work money. * running coding contract from the terminal will display its name.
This commit is contained in:
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dist/engine.bundle.js
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//# sourceMappingURL=engineStyle.bundle.js.map
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Changelog
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=========
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v0.51.3 - 2021-04-16 Y'all broke it on the first day (hydroflame)
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-----------------------------------------------------------------
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**Passive faction reputation**
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* Reworked, from 1 rep / 2 minute. Now is a complicated percentage of the
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reputation you'd gain working for them. It's not op but it feels a bit
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more useful.
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**Netscript**
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* print/tprint now take any number of arguments.
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* print/tprint will now print object as json.
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* print/tprint now handle passing in an undefined argument properly.
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**Casino**
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* Cannot bet negative money anymore.
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* Roulette max bet is a bit higher.
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* Coin Flip has a small cooldown.
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* All buttons reject unstrusted mouse events.
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**Documentation**
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* Changed a message that said nsjs only works on Chrome.
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**Bugfix**
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* hacknet.maxNumNodes now works for both nodes and servers.
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* Fixed a bug where the popup boxes would contain data from previous popup boxes.
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* .js files will also have the 'export async function' boilerplate.
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**Misc.**
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* turned off web form autocomplete for the terminal text input.
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* Fixed an issue on Windows+Firefox where pressing up on the terminal would
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bring the cursor to the begining of the line. (Issue #836)
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* Hacknet node names is easier to handle for screen readers.
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* Money spent on classes is now tracked independently of work money.
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* running coding contract from the terminal will display its name.
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v0.51.2 - 2021-04-09 Vegas, Baby! (hydroflame)
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----------------------------------------------
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@ -66,7 +66,7 @@ documentation_title = '{0} Documentation'.format(project)
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# The short X.Y version.
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version = '0.51'
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# The full version, including alpha/beta/rc tags.
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release = '0.51.2'
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release = '0.51.3'
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# The language for content autogenerated by Sphinx. Refer to documentation
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# for a list of supported languages.
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@ -1,15 +1,16 @@
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print() Netscript Function
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===========================
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.. js:function:: print(x)
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.. js:function:: print(args...)
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:RAM cost: 0 GB
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:param x: Value to be printed.
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:param args: Values to be printed.
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Prints a value or a variable to the script's logs.
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Prints any number of values to the script's logs.
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Example:
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.. code-block:: javascript
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print("Hello world!"); // Prints "Hello world!" in the logs.
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print({a:5}); // Prints '{"a":5}' in the logs.
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@ -1,15 +1,16 @@
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tprint() Netscript Function
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===========================
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.. js:function:: tprint(x)
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.. js:function:: tprint(args...)
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:RAM cost: 0 GB
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:param x: Value to be printed
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:param args: Values to be printed
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Prints a value or a variable to the Terminal.
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Prints any number of values to the Terminal.
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Example:
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.. code-block:: javascript
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tprint("Hello world!"); // Prints "Hello world!" to the terminal.
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tprint({a:5}); // Prints '{"a":5}' to the terminal.
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* Supports (almost) all features of modern JavaScript
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* Extremely fast - code is executed as an Async Function
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* Currently only works with Google Chrome browser
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* Works on most modern browsers.
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* Each script becomes a module and therefore all instances of that script can easily
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share data between each other (essentially global/static variables)
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@ -177,7 +177,7 @@
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<table id="terminal">
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<tr id="terminal-input">
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<td id="terminal-input-td" tabindex="2">$
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<input type="text" id="terminal-input-text-box" class="terminal-input" tabindex="1" onfocus="this.value = this.value;"/>
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<input type="text" id="terminal-input-text-box" class="terminal-input" tabindex="1" onfocus="this.value = this.value;" autocomplete="off"/>
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</td>
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</tr>
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</table>
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@ -121,5 +121,5 @@
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"watch": "webpack --watch --mode production",
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"watch:dev": "webpack --watch --mode development"
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},
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"version": "0.51.1"
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"version": "0.51.3"
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}
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@ -9,6 +9,7 @@ import { IPlayer } from "../PersonObjects/IPlayer";
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import { StdButton } from "../ui/React/StdButton";
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import { BadRNG } from "./RNG";
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import { Game } from "./Game";
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import { trusted } from "./utils";
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type IProps = {
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p: IPlayer;
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@ -18,8 +19,10 @@ type IState = {
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investment: number;
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result: any;
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status: string;
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playLock: boolean;
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}
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const minPlay = 0;
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const maxPlay = 10e3;
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export class CoinFlip extends Game<IProps, IState> {
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@ -31,6 +34,7 @@ export class CoinFlip extends Game<IProps, IState> {
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investment: 1000,
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result: <span> </span>,
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status: '',
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playLock: false,
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};
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this.play = this.play.bind(this);
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@ -40,11 +44,14 @@ export class CoinFlip extends Game<IProps, IState> {
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updateInvestment(e: React.FormEvent<HTMLInputElement>) {
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let investment: number = parseInt(e.currentTarget.value);
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if (isNaN(investment)) {
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investment = 1000;
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investment = minPlay;
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}
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if (investment > maxPlay) {
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investment = maxPlay;
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}
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if (investment < minPlay) {
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investment = minPlay;
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}
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this.setState({investment: investment});
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}
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@ -61,7 +68,9 @@ export class CoinFlip extends Game<IProps, IState> {
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this.setState({
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result: <span className={correct ? "text" : "failure"}>{letter}</span>,
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status: correct ? " win!" : "lose!",
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playLock: true,
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});
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setTimeout(()=>this.setState({playLock: false}), 250);
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if (correct) {
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this.win(this.props.p, this.state.investment);
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} else {
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@ -81,8 +90,8 @@ export class CoinFlip extends Game<IProps, IState> {
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+———————+<br />
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</pre>
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<span className="text">Play for: </span><input type="number" className='text-input' onChange={this.updateInvestment} value={this.state.investment} /><br />
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<StdButton onClick={() => this.play('H')} text={"Head!"} />
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<StdButton onClick={() => this.play('T')} text={"Tail!"} />
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<StdButton onClick={trusted(() => this.play('H'))} text={"Head!"} disabled={this.state.playLock} />
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<StdButton onClick={trusted(() => this.play('T'))} text={"Tail!"} disabled={this.state.playLock} />
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<h1>{this.state.status}</h1>
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</>
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}
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@ -5,6 +5,7 @@ import { StdButton } from "../ui/React/StdButton";
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import { Money } from "../ui/React/Money";
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import { Game } from "./Game";
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import { WHRNG } from "./RNG";
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import { trusted } from "./utils";
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type IProps = {
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p: IPlayer;
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@ -19,7 +20,8 @@ type IState = {
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strategy: Strategy;
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}
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const maxPlay = 1e6;
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const minPlay = 0;
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const maxPlay = 1e7;
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function isRed(n: number): boolean {
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return [1, 3, 5, 7, 9, 12, 14, 16, 18, 19,
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@ -165,10 +167,13 @@ export class Roulette extends Game<IProps, IState> {
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updateInvestment(e: React.FormEvent<HTMLInputElement>) {
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let investment: number = parseInt(e.currentTarget.value);
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if (isNaN(investment)) {
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investment = 1000;
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investment = minPlay;
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}
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if (investment > maxPlay) {
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investment = maxPlay
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investment = maxPlay;
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}
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if (investment < minPlay) {
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investment = minPlay;
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}
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this.setState({investment: investment});
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}
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@ -226,62 +231,62 @@ export class Roulette extends Game<IProps, IState> {
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<table>
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<tbody>
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<tr>
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<td><StdButton text={"3"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(3))} /></td>
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<td><StdButton text={"6"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(6))} /></td>
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<td><StdButton text={"9"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(9))} /></td>
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<td><StdButton text={"12"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(12))} /></td>
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<td><StdButton text={"15"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(15))} /></td>
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<td><StdButton text={"18"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(18))} /></td>
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<td><StdButton text={"21"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(21))} /></td>
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<td><StdButton text={"24"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(24))} /></td>
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<td><StdButton text={"27"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(27))} /></td>
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<td><StdButton text={"30"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(30))} /></td>
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<td><StdButton text={"33"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(33))} /></td>
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<td><StdButton text={"36"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(36))} /></td>
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<td><StdButton text={"3"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(3)))} /></td>
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<td><StdButton text={"6"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(6)))} /></td>
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<td><StdButton text={"9"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(9)))} /></td>
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<td><StdButton text={"12"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(12)))} /></td>
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<td><StdButton text={"15"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(15)))} /></td>
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<td><StdButton text={"18"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(18)))} /></td>
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<td><StdButton text={"21"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(21)))} /></td>
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<td><StdButton text={"24"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(24)))} /></td>
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<td><StdButton text={"27"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(27)))} /></td>
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||||
<td><StdButton text={"30"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(30)))} /></td>
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<td><StdButton text={"33"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(33)))} /></td>
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||||
<td><StdButton text={"36"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(36)))} /></td>
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||||
</tr>
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<tr>
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<td><StdButton text={"2"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(2))} /></td>
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<td><StdButton text={"5"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(5))} /></td>
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<td><StdButton text={"8"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(8))} /></td>
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<td><StdButton text={"11"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(11))} /></td>
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<td><StdButton text={"14"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(14))} /></td>
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<td><StdButton text={"17"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(17))} /></td>
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||||
<td><StdButton text={"20"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(20))} /></td>
|
||||
<td><StdButton text={"23"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(23))} /></td>
|
||||
<td><StdButton text={"26"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(26))} /></td>
|
||||
<td><StdButton text={"29"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(29))} /></td>
|
||||
<td><StdButton text={"32"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(32))} /></td>
|
||||
<td><StdButton text={"35"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(35))} /></td>
|
||||
<td><StdButton text={"2"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(2)))} /></td>
|
||||
<td><StdButton text={"5"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(5)))} /></td>
|
||||
<td><StdButton text={"8"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(8)))} /></td>
|
||||
<td><StdButton text={"11"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(11)))} /></td>
|
||||
<td><StdButton text={"14"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(14)))} /></td>
|
||||
<td><StdButton text={"17"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(17)))} /></td>
|
||||
<td><StdButton text={"20"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(20)))} /></td>
|
||||
<td><StdButton text={"23"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(23)))} /></td>
|
||||
<td><StdButton text={"26"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(26)))} /></td>
|
||||
<td><StdButton text={"29"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(29)))} /></td>
|
||||
<td><StdButton text={"32"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(32)))} /></td>
|
||||
<td><StdButton text={"35"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(35)))} /></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><StdButton text={"1"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(1))} /></td>
|
||||
<td><StdButton text={"4"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(4))} /></td>
|
||||
<td><StdButton text={"7"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(7))} /></td>
|
||||
<td><StdButton text={"10"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(10))} /></td>
|
||||
<td><StdButton text={"13"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(13))} /></td>
|
||||
<td><StdButton text={"16"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(16))} /></td>
|
||||
<td><StdButton text={"19"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(19))} /></td>
|
||||
<td><StdButton text={"22"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(22))} /></td>
|
||||
<td><StdButton text={"25"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(25))} /></td>
|
||||
<td><StdButton text={"28"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(28))} /></td>
|
||||
<td><StdButton text={"31"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(31))} /></td>
|
||||
<td><StdButton text={"34"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(34))} /></td>
|
||||
<td><StdButton text={"1"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(1)))} /></td>
|
||||
<td><StdButton text={"4"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(4)))} /></td>
|
||||
<td><StdButton text={"7"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(7)))} /></td>
|
||||
<td><StdButton text={"10"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(10)))} /></td>
|
||||
<td><StdButton text={"13"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(13)))} /></td>
|
||||
<td><StdButton text={"16"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(16)))} /></td>
|
||||
<td><StdButton text={"19"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(19)))} /></td>
|
||||
<td><StdButton text={"22"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(22)))} /></td>
|
||||
<td><StdButton text={"25"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(25)))} /></td>
|
||||
<td><StdButton text={"28"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(28)))} /></td>
|
||||
<td><StdButton text={"31"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(31)))} /></td>
|
||||
<td><StdButton text={"34"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(34)))} /></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colSpan={4}><StdButton text={"1 to 12"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Third1)} /></td>
|
||||
<td colSpan={4}><StdButton text={"13 to 24"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Third2)} /></td>
|
||||
<td colSpan={4}><StdButton text={"25 to 36"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Third3)} /></td>
|
||||
<td colSpan={4}><StdButton text={"1 to 12"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Third1))} /></td>
|
||||
<td colSpan={4}><StdButton text={"13 to 24"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Third2))} /></td>
|
||||
<td colSpan={4}><StdButton text={"25 to 36"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Third3))} /></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colSpan={2}><StdButton text={"Red"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Red)} /></td>
|
||||
<td colSpan={2}><StdButton text={"Black"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Black)} /></td>
|
||||
<td colSpan={2}><StdButton text={"Odd"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Odd)} /></td>
|
||||
<td colSpan={2}><StdButton text={"Even"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Even)} /></td>
|
||||
<td colSpan={2}><StdButton text={"High"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.High)} /></td>
|
||||
<td colSpan={2}><StdButton text={"Low"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Low)} /></td>
|
||||
<td colSpan={2}><StdButton text={"Red"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Red))} /></td>
|
||||
<td colSpan={2}><StdButton text={"Black"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Black))} /></td>
|
||||
<td colSpan={2}><StdButton text={"Odd"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Odd))} /></td>
|
||||
<td colSpan={2}><StdButton text={"Even"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Even))} /></td>
|
||||
<td colSpan={2}><StdButton text={"High"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.High))} /></td>
|
||||
<td colSpan={2}><StdButton text={"Low"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Low))} /></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><StdButton text={"0"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(0))} /></td>
|
||||
<td><StdButton text={"0"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(0)))} /></td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
@ -5,6 +5,7 @@ import { StdButton } from "../ui/React/StdButton";
|
||||
import { Money } from "../ui/React/Money";
|
||||
import { WHRNG } from "./RNG";
|
||||
import { Game } from "./Game";
|
||||
import { trusted } from "./utils";
|
||||
|
||||
type IProps = {
|
||||
p: IPlayer;
|
||||
@ -57,6 +58,7 @@ const payLines = [
|
||||
[[1, 0], [2, 1], [2, 2], [2, 3], [1, 4]],
|
||||
];
|
||||
|
||||
const minPlay = 0;
|
||||
const maxPlay = 1e6;
|
||||
|
||||
export class SlotMachine extends Game<IProps, IState> {
|
||||
@ -184,11 +186,14 @@ export class SlotMachine extends Game<IProps, IState> {
|
||||
updateInvestment(e: React.FormEvent<HTMLInputElement>) {
|
||||
let investment: number = parseInt(e.currentTarget.value);
|
||||
if (isNaN(investment)) {
|
||||
investment = 1000;
|
||||
investment = minPlay;
|
||||
}
|
||||
if (investment > maxPlay) {
|
||||
investment = maxPlay;
|
||||
}
|
||||
if (investment < minPlay) {
|
||||
investment = minPlay;
|
||||
}
|
||||
this.setState({investment: investment});
|
||||
}
|
||||
|
||||
@ -205,7 +210,7 @@ export class SlotMachine extends Game<IProps, IState> {
|
||||
+———————————————————————+<br />
|
||||
</pre>
|
||||
<input type="number" className='text-input' onChange={this.updateInvestment} placeholder={"Amount to play"} value={this.state.investment} disabled={!this.state.canPlay} />
|
||||
<StdButton onClick={this.play} text={"Spin!"} disabled={!this.state.canPlay} />
|
||||
<StdButton onClick={trusted(this.play)} text={"Spin!"} disabled={!this.state.canPlay} />
|
||||
<h1>{this.state.status}</h1>
|
||||
<h2>Pay lines</h2>
|
||||
<pre>
|
||||
|
8
src/Casino/utils.ts
Normal file
8
src/Casino/utils.ts
Normal file
@ -0,0 +1,8 @@
|
||||
import * as React from "react";
|
||||
|
||||
export function trusted(f: () => void): (event: React.MouseEvent<HTMLElement, MouseEvent>) => any {
|
||||
return function(event: React.MouseEvent<HTMLElement, MouseEvent>): any {
|
||||
if(!event.isTrusted) return;
|
||||
f();
|
||||
};
|
||||
}
|
@ -181,6 +181,9 @@ export class CodingContract {
|
||||
return new Promise<CodingContractResult>((resolve: Function, reject: Function) => {
|
||||
const contractType: CodingContractType = CodingContractTypes[this.type];
|
||||
const popupId: string = `coding-contract-prompt-popup-${this.fn}`;
|
||||
const title: HTMLElement = createElement("h1", {
|
||||
innerHTML: this.type,
|
||||
});
|
||||
const txt: HTMLElement = createElement("p", {
|
||||
innerHTML: ["You are attempting to solve a Coding Contract. You have",
|
||||
`${this.getMaxNumTries() - this.tries} tries remaining,`,
|
||||
@ -225,7 +228,7 @@ export class CodingContract {
|
||||
innerText: "Cancel",
|
||||
});
|
||||
const lineBreak: HTMLElement = createElement("br");
|
||||
createPopup(popupId, [txt, lineBreak, lineBreak, answerInput, solveBtn, cancelBtn]);
|
||||
createPopup(popupId, [title, lineBreak, txt, lineBreak, lineBreak, answerInput, solveBtn, cancelBtn]);
|
||||
answerInput.focus();
|
||||
});
|
||||
}
|
||||
|
@ -6,7 +6,7 @@
|
||||
import { IMap } from "./types";
|
||||
|
||||
export let CONSTANTS: IMap<any> = {
|
||||
Version: "0.51.2",
|
||||
Version: "0.51.3",
|
||||
|
||||
/** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
|
||||
* and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
|
||||
@ -218,7 +218,7 @@ export let CONSTANTS: IMap<any> = {
|
||||
CrimeHeist: "pull off the ultimate heist",
|
||||
|
||||
// Coding Contract
|
||||
// TODO Move this into Coding contract impelmentation?
|
||||
// TODO: Move this into Coding contract implementation?
|
||||
CodingContractBaseFactionRepGain: 2500,
|
||||
CodingContractBaseCompanyRepGain: 4000,
|
||||
CodingContractBaseMoneyGain: 75e6,
|
||||
@ -228,16 +228,39 @@ export let CONSTANTS: IMap<any> = {
|
||||
|
||||
LatestUpdate:
|
||||
`
|
||||
v0.51.2 - 2021-04-09 Vegas, Baby! (hydroflame)
|
||||
v0.51.3 - 2021-04-16 Y'all broke it on the first day (hydroflame)
|
||||
-------
|
||||
|
||||
New location: The Iker Molina Casino
|
||||
* A casino opened in Aevum. However the house is rumored to cheat. If only
|
||||
we could give them a taste of their own medicine.
|
||||
Passive faction reputation
|
||||
* Reworked, from 1 rep / 2 minute. Now is a complicated percentage of the
|
||||
reputation you'd gain working for them. It's not op but it feels a bit
|
||||
more useful.
|
||||
|
||||
Netscript
|
||||
* print/tprint now take any number of arguments.
|
||||
* print/tprint will now print object as json.
|
||||
* print/tprint now handle passing in an undefined argument properly.
|
||||
|
||||
Casino
|
||||
* Cannot bet negative money anymore.
|
||||
* Roulette max bet is a bit higher.
|
||||
* Coin Flip has a small cooldown.
|
||||
* All buttons reject unstrusted mouse events.
|
||||
|
||||
Documentation
|
||||
* Changed a message that said nsjs only works on Chrome.
|
||||
|
||||
Bugfix
|
||||
* hacknet.maxNumNodes now works for both nodes and servers.
|
||||
* Fixed a bug where the popup boxes would contain data from previous popup boxes.
|
||||
* .js files will also have the export async function boilerplate.
|
||||
|
||||
Misc.
|
||||
* Link to discord added under options
|
||||
* 'getMemberInformation' doc updated, oops
|
||||
* tech vendor now handle max ram and cores.
|
||||
* turned off autocomplete for the terminal text input.
|
||||
* Fixed an issue on Windows+Firefox where pressing up on the terminal would
|
||||
bring the cursor to the begining of the line. (Issue #836)
|
||||
* Hacknet node names is easier to handle for screen readers.
|
||||
* Money spent on classes is now tracked independently of work money.
|
||||
* running coding contract from the terminal will display its name.
|
||||
`
|
||||
}
|
@ -15,6 +15,11 @@ import { Factions } from "./Factions";
|
||||
import { HackingMission, setInMission } from "../Missions";
|
||||
import { Player } from "../Player";
|
||||
import { Settings } from "../Settings/Settings";
|
||||
import {
|
||||
getHackingWorkRepGain,
|
||||
getFactionSecurityWorkRepGain,
|
||||
getFactionFieldWorkRepGain,
|
||||
} from "../PersonObjects/formulas/reputation";
|
||||
|
||||
import { Page, routing } from "../ui/navigationTracking";
|
||||
import { dialogBoxCreate } from "../../utils/DialogBox";
|
||||
@ -235,15 +240,24 @@ export function getNextNeurofluxLevel() {
|
||||
}
|
||||
|
||||
export function processPassiveFactionRepGain(numCycles) {
|
||||
var numTimesGain = (numCycles / 600) * Player.faction_rep_mult;
|
||||
for (var name in Factions) {
|
||||
if (Factions.hasOwnProperty(name)) {
|
||||
var faction = Factions[name];
|
||||
for (const name in Factions) {
|
||||
if (name === Player.currentWorkFactionName) continue;
|
||||
if (!Factions.hasOwnProperty(name)) continue;
|
||||
const faction = Factions[name];
|
||||
if (!faction.isMember) continue;
|
||||
// 0 favor = 1%/s
|
||||
// 50 favor = 6%/s
|
||||
// 100 favor = 11%/s
|
||||
const favorMult = Math.min(0.1, (faction.favor / 1000) + 0.01);
|
||||
// Find the best of all possible favor gain, minimum 1 rep / 2 minute.
|
||||
const hRep = getHackingWorkRepGain(Player, faction);
|
||||
const sRep = getFactionSecurityWorkRepGain(Player, faction);
|
||||
const fRep = getFactionFieldWorkRepGain(Player, faction);
|
||||
const rate = Math.max(hRep * favorMult, sRep * favorMult, fRep * favorMult, 1/120);
|
||||
|
||||
//TODO Get hard value of 1 rep per "rep gain cycle"" for now..
|
||||
//maybe later make this based on
|
||||
//a player's 'status' like how powerful they are and how much money they have
|
||||
if (faction.isMember) {faction.playerReputation += (numTimesGain * BitNodeMultipliers.FactionPassiveRepGain);}
|
||||
}
|
||||
faction.playerReputation += rate *
|
||||
(numCycles) *
|
||||
Player.faction_rep_mult *
|
||||
BitNodeMultipliers.FactionPassiveRepGain;
|
||||
}
|
||||
}
|
||||
|
@ -686,13 +686,29 @@ function NetscriptFunctions(workerScript) {
|
||||
});
|
||||
}
|
||||
|
||||
const argsToString = function(args) {
|
||||
let out = '';
|
||||
for(let arg of args) {
|
||||
if(typeof arg === 'object') {
|
||||
out += JSON.stringify(arg);
|
||||
continue
|
||||
}
|
||||
out += `${arg}`;
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
return {
|
||||
hacknet : {
|
||||
numNodes : function() {
|
||||
return Player.hacknetNodes.length;
|
||||
},
|
||||
maxNumNodes : function() {
|
||||
return MaxNumberHacknetServers;
|
||||
if (hasHacknetServers()) {
|
||||
return HacknetServerConstants.MaxServers;
|
||||
}
|
||||
return Infinity;
|
||||
},
|
||||
purchaseNode : function() {
|
||||
return purchaseHacknet();
|
||||
@ -944,18 +960,17 @@ function NetscriptFunctions(workerScript) {
|
||||
return Promise.resolve(CONSTANTS.ServerWeakenAmount * threads);
|
||||
});
|
||||
},
|
||||
print: function(args){
|
||||
if (args === undefined) {
|
||||
throw makeRuntimeErrorMsg("print", "Takes 1 argument.");
|
||||
print: function(){
|
||||
if (arguments.length === 0) {
|
||||
throw makeRuntimeErrorMsg("print", "Takes at least 1 argument.");
|
||||
}
|
||||
workerScript.print(args.toString());
|
||||
workerScript.print(argsToString(arguments));
|
||||
},
|
||||
tprint: function(args) {
|
||||
if (args === undefined || args == null) {
|
||||
throw makeRuntimeErrorMsg("tprint", "Takes 1 argument.");
|
||||
tprint: function() {
|
||||
if (arguments.length === 0) {
|
||||
throw makeRuntimeErrorMsg("tprint", "Takes at least 1 argument.");
|
||||
}
|
||||
var x = args.toString();
|
||||
post(`${workerScript.scriptRef.filename}: ${args.toString()}`);
|
||||
post(`${workerScript.scriptRef.filename}: ${argsToString(arguments)}`);
|
||||
},
|
||||
clearLog: function() {
|
||||
workerScript.scriptRef.clearLog();
|
||||
|
@ -30,6 +30,11 @@ import { LocationName } from "../../Locations/data/LocationNames";
|
||||
import { Sleeve } from "../../PersonObjects/Sleeve/Sleeve";
|
||||
import { calculateSkill as calculateSkillF } from "../formulas/skill";
|
||||
import { calculateIntelligenceBonus } from "../formulas/intelligence";
|
||||
import {
|
||||
getHackingWorkRepGain,
|
||||
getFactionSecurityWorkRepGain,
|
||||
getFactionFieldWorkRepGain,
|
||||
} from '../formulas/reputation';
|
||||
import {
|
||||
AllServers,
|
||||
AddToAllServers,
|
||||
@ -857,7 +862,7 @@ export function startFactionFieldWork(faction) {
|
||||
this.workDexExpGainRate = .1 * this.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
||||
this.workAgiExpGainRate = .1 * this.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
||||
this.workChaExpGainRate = .1 * this.charisma_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
||||
this.workRepGainRate = this.getFactionFieldWorkRepGain();
|
||||
this.workRepGainRate = getFactionFieldWorkRepGain(this);
|
||||
|
||||
this.factionWorkType = CONSTANTS.FactionWorkField;
|
||||
this.currentWorkFactionDescription = "carrying out field missions"
|
||||
@ -874,7 +879,7 @@ export function startFactionSecurityWork(faction) {
|
||||
this.workDexExpGainRate = 0.15 * this.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
||||
this.workAgiExpGainRate = 0.15 * this.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
||||
this.workChaExpGainRate = 0.00 * this.charisma_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
||||
this.workRepGainRate = this.getFactionSecurityWorkRepGain();
|
||||
this.workRepGainRate = getFactionSecurityWorkRepGain(this);
|
||||
|
||||
this.factionWorkType = CONSTANTS.FactionWorkSecurity;
|
||||
this.currentWorkFactionDescription = "performing security detail"
|
||||
@ -883,29 +888,23 @@ export function startFactionSecurityWork(faction) {
|
||||
}
|
||||
|
||||
export function workForFaction(numCycles) {
|
||||
var faction = Factions[this.currentWorkFactionName];
|
||||
const faction = Factions[this.currentWorkFactionName];
|
||||
|
||||
//Constantly update the rep gain rate
|
||||
switch (this.factionWorkType) {
|
||||
case CONSTANTS.FactionWorkHacking:
|
||||
this.workRepGainRate = (this.hacking_skill + this.intelligence) / CONSTANTS.MaxSkillLevel * this.faction_rep_mult * this.getIntelligenceBonus(0.5);
|
||||
this.workRepGainRate = getHackingWorkRepGain(this, faction);
|
||||
break;
|
||||
case CONSTANTS.FactionWorkField:
|
||||
this.workRepGainRate = this.getFactionFieldWorkRepGain();
|
||||
this.workRepGainRate = getFactionFieldWorkRepGain(this, faction);
|
||||
break;
|
||||
case CONSTANTS.FactionWorkSecurity:
|
||||
this.workRepGainRate = this.getFactionSecurityWorkRepGain();
|
||||
this.workRepGainRate = getFactionSecurityWorkRepGain(this, faction);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
//Update reputation gain rate to account for faction favor
|
||||
var favorMult = 1 + (faction.favor / 100);
|
||||
if (isNaN(favorMult)) {favorMult = 1;}
|
||||
this.workRepGainRate *= favorMult;
|
||||
this.workRepGainRate *= BitNodeMultipliers.FactionWorkRepGain;
|
||||
|
||||
//Cap the number of cycles being processed to whatever would put you at limit (20 hours)
|
||||
var overMax = false;
|
||||
if (this.timeWorked + (Engine._idleSpeed * numCycles) >= CONSTANTS.MillisecondsPer20Hours) {
|
||||
@ -1116,25 +1115,25 @@ export function getWorkRepGain() {
|
||||
return jobPerformance * this.company_rep_mult * favorMult;
|
||||
}
|
||||
|
||||
export function getFactionSecurityWorkRepGain() {
|
||||
var t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel +
|
||||
this.strength / CONSTANTS.MaxSkillLevel +
|
||||
this.defense / CONSTANTS.MaxSkillLevel +
|
||||
this.dexterity / CONSTANTS.MaxSkillLevel +
|
||||
this.agility / CONSTANTS.MaxSkillLevel) / 4.5;
|
||||
return t * this.faction_rep_mult;
|
||||
}
|
||||
// export function getFactionSecurityWorkRepGain() {
|
||||
// var t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel +
|
||||
// this.strength / CONSTANTS.MaxSkillLevel +
|
||||
// this.defense / CONSTANTS.MaxSkillLevel +
|
||||
// this.dexterity / CONSTANTS.MaxSkillLevel +
|
||||
// this.agility / CONSTANTS.MaxSkillLevel) / 4.5;
|
||||
// return t * this.faction_rep_mult;
|
||||
// }
|
||||
|
||||
export function getFactionFieldWorkRepGain() {
|
||||
var t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel +
|
||||
this.strength / CONSTANTS.MaxSkillLevel +
|
||||
this.defense / CONSTANTS.MaxSkillLevel +
|
||||
this.dexterity / CONSTANTS.MaxSkillLevel +
|
||||
this.agility / CONSTANTS.MaxSkillLevel +
|
||||
this.charisma / CONSTANTS.MaxSkillLevel +
|
||||
this.intelligence / CONSTANTS.MaxSkillLevel) / 5.5;
|
||||
return t * this.faction_rep_mult;
|
||||
}
|
||||
// export function getFactionFieldWorkRepGain() {
|
||||
// var t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel +
|
||||
// this.strength / CONSTANTS.MaxSkillLevel +
|
||||
// this.defense / CONSTANTS.MaxSkillLevel +
|
||||
// this.dexterity / CONSTANTS.MaxSkillLevel +
|
||||
// this.agility / CONSTANTS.MaxSkillLevel +
|
||||
// this.charisma / CONSTANTS.MaxSkillLevel +
|
||||
// this.intelligence / CONSTANTS.MaxSkillLevel) / 5.5;
|
||||
// return t * this.faction_rep_mult;
|
||||
// }
|
||||
|
||||
/* Creating a Program */
|
||||
export function startCreateProgramWork(programName, time, reqLevel) {
|
||||
|
36
src/PersonObjects/formulas/reputation.ts
Normal file
36
src/PersonObjects/formulas/reputation.ts
Normal file
@ -0,0 +1,36 @@
|
||||
import { IPlayer } from '../IPlayer';
|
||||
import { Faction } from '../../Faction/Faction';
|
||||
import { CONSTANTS } from '../../Constants';
|
||||
import { BitNodeMultipliers } from '../../BitNode/BitNodeMultipliers';
|
||||
|
||||
function mult(f: Faction): number {
|
||||
var favorMult = 1 + (f.favor / 100);
|
||||
if (isNaN(favorMult)) {favorMult = 1;}
|
||||
return favorMult * BitNodeMultipliers.FactionWorkRepGain;
|
||||
}
|
||||
|
||||
export function getHackingWorkRepGain(p: IPlayer, f: Faction): number {
|
||||
return (p.hacking_skill + p.intelligence) /
|
||||
CONSTANTS.MaxSkillLevel * p.faction_rep_mult *
|
||||
p.getIntelligenceBonus(0.25) * mult(f);
|
||||
}
|
||||
|
||||
export function getFactionSecurityWorkRepGain(p: IPlayer, f: Faction): number {
|
||||
var t = 0.9 * (p.hacking_skill / CONSTANTS.MaxSkillLevel +
|
||||
p.strength / CONSTANTS.MaxSkillLevel +
|
||||
p.defense / CONSTANTS.MaxSkillLevel +
|
||||
p.dexterity / CONSTANTS.MaxSkillLevel +
|
||||
p.agility / CONSTANTS.MaxSkillLevel) / 4.5;
|
||||
return t * p.faction_rep_mult * mult(f);
|
||||
}
|
||||
|
||||
export function getFactionFieldWorkRepGain(p: IPlayer, f: Faction): number {
|
||||
var t = 0.9 * (p.hacking_skill / CONSTANTS.MaxSkillLevel +
|
||||
p.strength / CONSTANTS.MaxSkillLevel +
|
||||
p.defense / CONSTANTS.MaxSkillLevel +
|
||||
p.dexterity / CONSTANTS.MaxSkillLevel +
|
||||
p.agility / CONSTANTS.MaxSkillLevel +
|
||||
p.charisma / CONSTANTS.MaxSkillLevel +
|
||||
p.intelligence / CONSTANTS.MaxSkillLevel) / 5.5;
|
||||
return t * p.faction_rep_mult * mult(f);
|
||||
}
|
@ -183,7 +183,7 @@ $(document).keydown(function(event) {
|
||||
}
|
||||
var prevCommand = Terminal.commandHistory[Terminal.commandHistoryIndex];
|
||||
terminalInput.value = prevCommand;
|
||||
setTimeoutRef(function(){terminalInput.selectionStart = terminalInput.selectionEnd = 10000; }, 0);
|
||||
setTimeoutRef(function(){terminalInput.selectionStart = terminalInput.selectionEnd = 10000; }, 10);
|
||||
}
|
||||
|
||||
if (event.keyCode === KEY.DOWNARROW ||
|
||||
@ -361,14 +361,14 @@ let Terminal = {
|
||||
if (FconfSettings.WRAP_INPUT) {
|
||||
document.getElementById("terminal-input-td").innerHTML =
|
||||
`<div id='terminal-input-header' class='prompt'>[${Player.getCurrentServer().hostname} ~${dir}]$ </div>` +
|
||||
`<textarea type="text" id="terminal-input-text-box" class="terminal-input" tabindex="1" value=\"${input}\"/>`;
|
||||
`<textarea type="text" id="terminal-input-text-box" class="terminal-input" tabindex="1" value=\"${input}\" autocomplete="off" />`;
|
||||
|
||||
// Auto re-size the line element as it wraps
|
||||
autosize(document.getElementById("terminal-input-text-box"));
|
||||
} else {
|
||||
document.getElementById("terminal-input-td").innerHTML =
|
||||
`<div id='terminal-input-header' class='prompt'>[${Player.getCurrentServer().hostname} ~${dir}]$ </div>` +
|
||||
`<input type="text" id="terminal-input-text-box" class="terminal-input" tabindex="1" value=\"${input}\"/>`;
|
||||
`<input type="text" id="terminal-input-text-box" class="terminal-input" tabindex="1" value=\"${input}\" autocomplete="off" />`;
|
||||
}
|
||||
const hdr = document.getElementById("terminal-input-header");
|
||||
hdr.style.display = "inline";
|
||||
@ -1783,7 +1783,7 @@ let Terminal = {
|
||||
const script = Terminal.getScript(filename);
|
||||
if (script == null) {
|
||||
let code = ""
|
||||
if(filename.endsWith(".ns")) {
|
||||
if(filename.endsWith(".ns") || filename.endsWith(".js")) {
|
||||
code = `export async function main(ns) {
|
||||
|
||||
}`;
|
||||
|
@ -777,7 +777,7 @@ const Engine = {
|
||||
createProgramNotifications: 10,
|
||||
augmentationsNotifications: 10,
|
||||
checkFactionInvitations: 100,
|
||||
passiveFactionGrowth: 600,
|
||||
passiveFactionGrowth: 5,
|
||||
messages: 150,
|
||||
mechanicProcess: 5, // Processes certain mechanics (Corporation, Bladeburner)
|
||||
contractGeneration: 3000, // Generate Coding Contracts
|
||||
@ -911,9 +911,9 @@ const Engine = {
|
||||
}
|
||||
|
||||
if (Engine.Counters.passiveFactionGrowth <= 0) {
|
||||
var adjustedCycles = Math.floor((600 - Engine.Counters.passiveFactionGrowth));
|
||||
var adjustedCycles = Math.floor((5 - Engine.Counters.passiveFactionGrowth));
|
||||
processPassiveFactionRepGain(adjustedCycles);
|
||||
Engine.Counters.passiveFactionGrowth = 600;
|
||||
Engine.Counters.passiveFactionGrowth = 5;
|
||||
}
|
||||
|
||||
if (Engine.Counters.messages <= 0) {
|
||||
|
@ -179,7 +179,7 @@ if (htmlWebpackPlugin.options.googleAnalytics.trackingId) { %>
|
||||
<table id="terminal">
|
||||
<tr id="terminal-input">
|
||||
<td id="terminal-input-td" tabindex="2">$
|
||||
<input type="text" id="terminal-input-text-box" class="terminal-input" tabindex="1" onfocus="this.value = this.value;" />
|
||||
<input type="text" id="terminal-input-text-box" class="terminal-input" tabindex="1" onfocus="this.value = this.value;" autocomplete="off" />
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
Loading…
Reference in New Issue
Block a user