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@ -84,176 +84,289 @@ The following is a list of all of the problem types that a Coding Contract can c
|
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The list contains the name of (i.e. the value returned by
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:js:func:`getContractType`) and a brief summary of the problem it poses.
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+------------------------------------+------------------------------------------------------------------------------------------+
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| Name | Problem Summary |
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+====================================+==========================================================================================+
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| Find Largest Prime Factor | | Given a number, find its largest prime factor. A prime factor |
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| | | is a factor that is a prime number. |
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+------------------------------------+------------------------------------------------------------------------------------------+
|
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| Subarray with Maximum Sum | | Given an array of integers, find the contiguous subarray (containing |
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| | | 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? |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
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| Total Ways to Sum II | | You are given an array with two elements. The first element is an integer n. |
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| | | The second element is an array of numbers representing the set of available integers. |
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| | | How many different distinct ways can that number n be written as |
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| | | a sum of integers contained in the given set? |
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| | | You may use each integer in the set zero or more times. |
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+------------------------------------+------------------------------------------------------------------------------------------+
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| Spiralize Matrix | | Given an array of array of numbers representing a 2D matrix, return the |
|
||||
| | | elements of that matrix in clockwise spiral order. |
|
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| | | |
|
||||
| | | Example: The spiral order of |
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| | | |
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| | | [1, 2, 3, 4] |
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| | | [5, 6, 7, 8] |
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| | | [9, 10, 11, 12] |
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| | | |
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| | | is [1, 2, 3, 4, 8, 12, 11, 10, 9, 5, 6, 7] |
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+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Array Jumping Game | | You are given an array of integers where each element represents the |
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||||
| | | maximum possible jump distance from that position. For example, if you |
|
||||
| | | are at position i and your maximum jump length is n, then you can jump |
|
||||
| | | to any position from i to i+n. |
|
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| | | |
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| | | 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 |
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| | | maximum possible jump distance from that position. For example, if you |
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||||
| | | are at position i and your maximum jump length is n, then you can jump |
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||||
| | | to any position from i to i+n. |
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||||
| | | |
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||||
| | | Assuming you are initially positioned at the start of the array, determine |
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||||
| | | the minimum number of jumps to reach the end of the array. |
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||||
| | | |
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||||
| | | 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]). |
|
||||
| | | |
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| | | The intervals must be returned in ASCENDING order. |
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||||
| | | |
|
||||
| | | Example: |
|
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| | | [[1, 3], [8, 10], [2, 6], [10, 16]] |
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| | | 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] |
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||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| 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 |
|
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| | | 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. |
|
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| | | 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 |
|
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| | | 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 |
|
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| | | 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 |
|
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| | | 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 |
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| | | 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 |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
|
@ -280,7 +280,7 @@ Description
|
||||
In this BitNode:
|
||||
|
||||
* Your stats are significantly decreased
|
||||
* You cannnot purchase additional servers
|
||||
* You cannot purchase additional servers
|
||||
* Hacking is significantly less profitable
|
||||
|
||||
Source-File
|
||||
|
@ -1,5 +1,4 @@
|
||||
module.exports = {
|
||||
setupFiles: ["./jest.setup.js"],
|
||||
moduleFileExtensions: ["ts", "tsx", "js", "jsx"],
|
||||
transform: {
|
||||
"^.+\\.(js|jsx|ts|tsx)$": "babel-jest",
|
||||
|
@ -1,2 +0,0 @@
|
||||
import "regenerator-runtime/runtime";
|
||||
global.$ = require("jquery");
|
19
package.json
19
package.json
@ -17,8 +17,7 @@
|
||||
"@mui/icons-material": "^5.0.3",
|
||||
"@mui/material": "^5.0.3",
|
||||
"@mui/styles": "^5.0.1",
|
||||
"@types/bcrypt": "^5.0.0",
|
||||
"@types/bcryptjs": "^2.4.2",
|
||||
"@mui/system": "^5.0.3",
|
||||
"acorn": "^8.4.1",
|
||||
"acorn-walk": "^8.1.1",
|
||||
"arg": "^5.0.0",
|
||||
@ -26,10 +25,8 @@
|
||||
"better-react-mathjax": "^1.0.3",
|
||||
"clsx": "^1.1.1",
|
||||
"date-fns": "^2.25.0",
|
||||
"electron-config": "^2.0.0",
|
||||
"escodegen": "^1.11.0",
|
||||
"file-saver": "^1.3.8",
|
||||
"fs": "^0.0.1-security",
|
||||
"jquery": "^3.5.0",
|
||||
"js-sha256": "^0.9.0",
|
||||
"jszip": "^3.7.0",
|
||||
@ -57,22 +54,24 @@
|
||||
"@pmmmwh/react-refresh-webpack-plugin": "^0.5.1",
|
||||
"@testing-library/cypress": "^8.0.1",
|
||||
"@types/acorn": "^4.0.6",
|
||||
"@types/bcryptjs": "^2.4.2",
|
||||
"@types/escodegen": "^0.0.7",
|
||||
"@types/file-saver": "^2.0.3",
|
||||
"@types/jquery": "^3.5.14",
|
||||
"@types/lodash": "^4.14.168",
|
||||
"@types/numeral": "0.0.25",
|
||||
"@types/numeral": "^2.0.2",
|
||||
"@types/react": "^17.0.21",
|
||||
"@types/react-beautiful-dnd": "^13.1.2",
|
||||
"@types/react-dom": "^17.0.9",
|
||||
"@types/react-resizable": "^1.7.3",
|
||||
"@typescript-eslint/eslint-plugin": "^4.22.0",
|
||||
"@typescript-eslint/parser": "^4.22.0",
|
||||
"@typescript-eslint/eslint-plugin": "^5.20.0",
|
||||
"@typescript-eslint/parser": "^5.20.0",
|
||||
"babel-jest": "^27.0.6",
|
||||
"babel-loader": "^8.0.5",
|
||||
"cypress": "^8.3.1",
|
||||
"electron": "^14.2.4",
|
||||
"electron-packager": "^15.4.0",
|
||||
"eslint": "^7.24.0",
|
||||
"eslint": "^8.13.0",
|
||||
"file-loader": "^6.2.0",
|
||||
"fork-ts-checker-webpack-plugin": "^6.3.3",
|
||||
"html-webpack-plugin": "^3.2.0",
|
||||
@ -84,17 +83,15 @@
|
||||
"prettier": "^2.3.2",
|
||||
"raw-loader": "^4.0.2",
|
||||
"react-refresh": "^0.10.0",
|
||||
"regenerator-runtime": "^0.13.9",
|
||||
"source-map": "^0.7.3",
|
||||
"start-server-and-test": "^1.14.0",
|
||||
"typescript": "^4.2.4",
|
||||
"webpack": "^4.46.0",
|
||||
"webpack-cli": "^3.3.12",
|
||||
"webpack-dev-middleware": "^3.7.3",
|
||||
"webpack-dev-server": "^3.11.2"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=8 || <=9"
|
||||
"node": ">=14"
|
||||
},
|
||||
"homepage": "https://github.com/danielyxie/bitburner",
|
||||
"repository": {
|
||||
|
@ -113,7 +113,7 @@ export const achievements: IMap<Achievement> = {
|
||||
},
|
||||
THE_COVENANT: {
|
||||
...achievementData["THE_COVENANT"],
|
||||
Icon: FactionNames.TheCovenant.toLowerCase(),
|
||||
Icon: FactionNames.TheCovenant.toLowerCase().replace(/ /g, ""),
|
||||
Condition: () => Player.factions.includes(FactionNames.TheCovenant),
|
||||
},
|
||||
[FactionNames.Illuminati.toUpperCase()]: {
|
||||
@ -776,6 +776,7 @@ export const achievements: IMap<Achievement> = {
|
||||
// { ID: FactionNames.Bladeburners.toUpperCase(), Condition: () => Player.factions.includes(FactionNames.Bladeburners) },
|
||||
// { ID: "DEEPSCANV1.EXE", Condition: () => Player.getHomeComputer().programs.includes(Programs.DeepscanV1.name) },
|
||||
// { ID: "DEEPSCANV2.EXE", Condition: () => Player.getHomeComputer().programs.includes(Programs.DeepscanV2.name) },
|
||||
// { ID: "INFILTRATORS", Condition: () => Player.factions.includes(FactionNames.Infiltrators) },
|
||||
// {
|
||||
// ID: "SERVERPROFILER.EXE",
|
||||
// Condition: () => Player.getHomeComputer().programs.includes(Programs.ServerProfiler.name),
|
||||
|
@ -8,6 +8,7 @@ import { numeralWrapper } from "../ui/numeralFormat";
|
||||
import { Money } from "../ui/React/Money";
|
||||
|
||||
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../utils/JSONReviver";
|
||||
import { FactionNames } from "../Faction/data/FactionNames";
|
||||
|
||||
export interface IConstructorParams {
|
||||
info: string | JSX.Element;
|
||||
@ -49,6 +50,12 @@ export interface IConstructorParams {
|
||||
bladeburner_stamina_gain_mult?: number;
|
||||
bladeburner_analysis_mult?: number;
|
||||
bladeburner_success_chance_mult?: number;
|
||||
infiltration_base_rep_increase?: number;
|
||||
infiltration_rep_mult?: number;
|
||||
infiltration_trade_mult?: number;
|
||||
infiltration_sell_mult?: number;
|
||||
infiltration_timer_mult?: number;
|
||||
infiltration_damage_reduction_mult?: number;
|
||||
|
||||
startingMoney?: number;
|
||||
programs?: string[];
|
||||
@ -337,6 +344,50 @@ function generateStatsDescription(mults: IMap<number>, programs?: string[], star
|
||||
<br />+{f(mults.bladeburner_success_chance_mult - 1)} Bladeburner Contracts and Operations success chance
|
||||
</>
|
||||
);
|
||||
if (mults.infiltration_base_rep_increase)
|
||||
desc = (
|
||||
<>
|
||||
{desc}
|
||||
<br />+{f(mults.infiltration_base_rep_increase - 1)} Infiltration {FactionNames.ShadowsOfAnarchy} Reputation
|
||||
base reward
|
||||
</>
|
||||
);
|
||||
if (mults.infiltration_rep_mult)
|
||||
desc = (
|
||||
<>
|
||||
{desc}
|
||||
<br />+{f(mults.infiltration_rep_mult - 1)} Infiltration {FactionNames.ShadowsOfAnarchy} Reputation reward
|
||||
</>
|
||||
);
|
||||
if (mults.infiltration_trade_mult)
|
||||
desc = (
|
||||
<>
|
||||
{desc}
|
||||
<br />+{f(mults.infiltration_trade_mult - 1)} Infiltration Reputation for trading information
|
||||
</>
|
||||
);
|
||||
if (mults.infiltration_sell_mult)
|
||||
desc = (
|
||||
<>
|
||||
{desc}
|
||||
<br />+{f(mults.infiltration_sell_mult - 1)} Infiltration cash reward for selling information
|
||||
</>
|
||||
);
|
||||
if (mults.infiltration_timer_mult)
|
||||
desc = (
|
||||
<>
|
||||
{desc}
|
||||
<br />+{f(mults.infiltration_timer_mult - 1)} Infiltration time per minigame
|
||||
</>
|
||||
);
|
||||
if (mults.infiltration_damage_reduction_mult)
|
||||
desc = (
|
||||
<>
|
||||
{desc}
|
||||
<br />
|
||||
{f(mults.infiltration_damage_reduction_mult - 1)} Infiltration health lost per failed minigame
|
||||
</>
|
||||
);
|
||||
|
||||
if (startingMoney)
|
||||
desc = (
|
||||
@ -390,6 +441,9 @@ export class Augmentation {
|
||||
// Initial cost. Doesn't change when you purchase multiple Augmentation
|
||||
startingCost = 0;
|
||||
|
||||
// Initial rep requirement. Doesn't change when you purchase multiple Augmentation
|
||||
startingRepRequirement = 0;
|
||||
|
||||
// Factions that offer this aug.
|
||||
factions: string[] = [];
|
||||
|
||||
@ -409,6 +463,7 @@ export class Augmentation {
|
||||
this.baseRepRequirement = params.repCost;
|
||||
this.baseCost = params.moneyCost;
|
||||
this.startingCost = this.baseCost;
|
||||
this.startingRepRequirement = this.baseRepRequirement;
|
||||
this.factions = params.factions;
|
||||
|
||||
if (params.isSpecial) {
|
||||
@ -509,6 +564,25 @@ export class Augmentation {
|
||||
this.mults.bladeburner_success_chance_mult = params.bladeburner_success_chance_mult;
|
||||
}
|
||||
|
||||
if (params.infiltration_base_rep_increase) {
|
||||
this.mults.infiltration_base_rep_increase = params.infiltration_base_rep_increase;
|
||||
}
|
||||
if (params.infiltration_rep_mult) {
|
||||
this.mults.infiltration_rep_mult = params.infiltration_rep_mult;
|
||||
}
|
||||
if (params.infiltration_trade_mult) {
|
||||
this.mults.infiltration_trade_mult = params.infiltration_trade_mult;
|
||||
}
|
||||
if (params.infiltration_sell_mult) {
|
||||
this.mults.infiltration_sell_mult = params.infiltration_sell_mult;
|
||||
}
|
||||
if (params.infiltration_timer_mult) {
|
||||
this.mults.infiltration_timer_mult = params.infiltration_timer_mult;
|
||||
}
|
||||
if (params.infiltration_damage_reduction_mult) {
|
||||
this.mults.infiltration_damage_reduction_mult = params.infiltration_damage_reduction_mult;
|
||||
}
|
||||
|
||||
if (params.stats === undefined)
|
||||
this.stats = generateStatsDescription(this.mults, params.programs, params.startingMoney);
|
||||
else this.stats = params.stats;
|
||||
|
@ -3,7 +3,6 @@ import { Augmentations } from "./Augmentations";
|
||||
import { PlayerOwnedAugmentation, IPlayerOwnedAugmentation } from "./PlayerOwnedAugmentation";
|
||||
import { AugmentationNames } from "./data/AugmentationNames";
|
||||
|
||||
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
|
||||
import { CONSTANTS } from "../Constants";
|
||||
import { Factions, factionExists } from "../Faction/Factions";
|
||||
import { Player } from "../Player";
|
||||
@ -17,9 +16,11 @@ import {
|
||||
initBladeburnerAugmentations,
|
||||
initChurchOfTheMachineGodAugmentations,
|
||||
initGeneralAugmentations,
|
||||
initSoAAugmentations,
|
||||
initNeuroFluxGovernor,
|
||||
initUnstableCircadianModulator,
|
||||
} from "./AugmentationCreator";
|
||||
} from "./data/AugmentationCreator";
|
||||
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
|
||||
import { Router } from "../ui/GameRoot";
|
||||
|
||||
export function AddToAugmentations(aug: Augmentation): void {
|
||||
@ -50,6 +51,7 @@ function createAugmentations(): void {
|
||||
initNeuroFluxGovernor(),
|
||||
initUnstableCircadianModulator(),
|
||||
...initGeneralAugmentations(),
|
||||
...initSoAAugmentations(),
|
||||
...(factionExists(FactionNames.Bladeburners) ? initBladeburnerAugmentations() : []),
|
||||
...(factionExists(FactionNames.ChurchOfTheMachineGod) ? initChurchOfTheMachineGodAugmentations() : []),
|
||||
].map(resetAugmentation);
|
||||
@ -82,20 +84,36 @@ function updateNeuroFluxGovernorCosts(neuroFluxGovernorAugmentation: Augmentatio
|
||||
let nextLevel = getNextNeuroFluxLevel();
|
||||
--nextLevel;
|
||||
const multiplier = Math.pow(CONSTANTS.NeuroFluxGovernorLevelMult, nextLevel);
|
||||
neuroFluxGovernorAugmentation.baseRepRequirement *= multiplier * BitNodeMultipliers.AugmentationRepCost;
|
||||
neuroFluxGovernorAugmentation.baseCost *= multiplier * BitNodeMultipliers.AugmentationMoneyCost;
|
||||
neuroFluxGovernorAugmentation.baseRepRequirement =
|
||||
neuroFluxGovernorAugmentation.startingRepRequirement * multiplier * BitNodeMultipliers.AugmentationRepCost;
|
||||
neuroFluxGovernorAugmentation.baseCost =
|
||||
neuroFluxGovernorAugmentation.startingCost * multiplier * BitNodeMultipliers.AugmentationMoneyCost;
|
||||
|
||||
for (let i = 0; i < Player.queuedAugmentations.length - 1; ++i) {
|
||||
for (let i = 0; i < Player.queuedAugmentations.length; ++i) {
|
||||
neuroFluxGovernorAugmentation.baseCost *= getBaseAugmentationPriceMultiplier();
|
||||
}
|
||||
}
|
||||
|
||||
function updateSoACosts(soaAugmentation: Augmentation): void {
|
||||
const soaAugmentationNames = initSoAAugmentations().map((augmentation) => augmentation.name);
|
||||
const soaAugCount = soaAugmentationNames.filter((augmentationName) =>
|
||||
Player.hasAugmentation(augmentationName),
|
||||
).length;
|
||||
soaAugmentation.baseCost = soaAugmentation.startingCost * Math.pow(CONSTANTS.SoACostMult, soaAugCount);
|
||||
if (soaAugmentationNames.find((augmentationName) => augmentationName === soaAugmentation.name)) {
|
||||
soaAugmentation.baseRepRequirement =
|
||||
soaAugmentation.startingRepRequirement * Math.pow(CONSTANTS.SoARepMult, soaAugCount);
|
||||
}
|
||||
}
|
||||
|
||||
export function updateAugmentationCosts(): void {
|
||||
for (const name of Object.keys(Augmentations)) {
|
||||
if (Augmentations.hasOwnProperty(name)) {
|
||||
const augmentationToUpdate = Augmentations[name];
|
||||
if (augmentationToUpdate.name === AugmentationNames.NeuroFluxGovernor) {
|
||||
updateNeuroFluxGovernorCosts(augmentationToUpdate);
|
||||
} else if (augmentationToUpdate.factions.includes(FactionNames.ShadowsOfAnarchy)) {
|
||||
updateSoACosts(augmentationToUpdate);
|
||||
} else {
|
||||
augmentationToUpdate.baseCost =
|
||||
augmentationToUpdate.startingCost *
|
||||
|
@ -1,11 +1,11 @@
|
||||
import { Augmentation, IConstructorParams } from "./Augmentation";
|
||||
import { AugmentationNames } from "./data/AugmentationNames";
|
||||
import { Player } from "../Player";
|
||||
import { Programs } from "../Programs/Programs";
|
||||
import { WHRNG } from "../Casino/RNG";
|
||||
import { Augmentation, IConstructorParams } from "../Augmentation";
|
||||
import { AugmentationNames } from "./AugmentationNames";
|
||||
import { Player } from "../../Player";
|
||||
import { Programs } from "../../Programs/Programs";
|
||||
import { WHRNG } from "../../Casino/RNG";
|
||||
import React from "react";
|
||||
import { FactionNames } from "../Faction/data/FactionNames";
|
||||
import { CONSTANTS } from "../Constants";
|
||||
import { FactionNames } from "../../Faction/data/FactionNames";
|
||||
import { CONSTANTS } from "../../Constants";
|
||||
|
||||
function getRandomBonus(): any {
|
||||
const bonuses = [
|
||||
@ -95,6 +95,99 @@ function getRandomBonus(): any {
|
||||
return bonuses[Math.floor(bonuses.length * randomNumber.random())];
|
||||
}
|
||||
|
||||
export const initSoAAugmentations = (): Augmentation[] => [
|
||||
new Augmentation({
|
||||
name: AugmentationNames.WKSharmonizer,
|
||||
repCost: 1e4,
|
||||
moneyCost: 1e6,
|
||||
info:
|
||||
`A copy of the WKS harmonizer from the MIA leader of the ${FactionNames.ShadowsOfAnarchy} ` +
|
||||
"injects *Γ-based cells that provides general enhancement to the body.",
|
||||
stats: (
|
||||
<>
|
||||
This augmentation makes many aspect of infiltration easier and more productive. Such as increased timer,
|
||||
rewards, reduced damage taken, etc.
|
||||
</>
|
||||
),
|
||||
factions: [FactionNames.ShadowsOfAnarchy],
|
||||
}),
|
||||
new Augmentation({
|
||||
name: AugmentationNames.MightOfAres,
|
||||
repCost: 1e4,
|
||||
moneyCost: 1e6,
|
||||
info:
|
||||
"Extra-occular neurons taken from old martial art master. Injecting the user the ability to " +
|
||||
"predict enemy attack before they even know it themself.",
|
||||
stats: (
|
||||
<>This augmentation makes the Slash minigame easier by showing you via an indictor when the slash in coming.</>
|
||||
),
|
||||
factions: [FactionNames.ShadowsOfAnarchy],
|
||||
}),
|
||||
new Augmentation({
|
||||
name: AugmentationNames.WisdomOfAthena,
|
||||
repCost: 1e4,
|
||||
moneyCost: 1e6,
|
||||
info: "A connective brain implant to SASHA that focuses in pattern recognition and predictive templating.",
|
||||
stats: <>This augmentation makes the Bracket minigame easier by removing all '[' ']'.</>,
|
||||
factions: [FactionNames.ShadowsOfAnarchy],
|
||||
}),
|
||||
new Augmentation({
|
||||
name: AugmentationNames.ChaosOfDionysus,
|
||||
repCost: 1e4,
|
||||
moneyCost: 1e6,
|
||||
info: "Opto-occipito implant to process visual signal before brain interpretation.",
|
||||
stats: <>This augmentation makes the Backwards minigame easier by flipping the words.</>,
|
||||
factions: [FactionNames.ShadowsOfAnarchy],
|
||||
}),
|
||||
new Augmentation({
|
||||
name: AugmentationNames.BeautyOfAphrodite,
|
||||
repCost: 1e4,
|
||||
moneyCost: 1e6,
|
||||
info:
|
||||
"Pheromone extruder injected in the thoracodorsal nerve. Emits pleasing scent guaranteed to " +
|
||||
"make conversational partners more agreeable.",
|
||||
stats: <>This augmentation makes the Bribe minigame easier by indicating the incorrect paths.</>,
|
||||
factions: [FactionNames.ShadowsOfAnarchy],
|
||||
}),
|
||||
new Augmentation({
|
||||
name: AugmentationNames.TrickeryOfHermes,
|
||||
repCost: 1e4,
|
||||
moneyCost: 1e6,
|
||||
info: "Penta-dynamo-neurovascular-valve inserted in the carpal ligament, enhances dexterity.",
|
||||
stats: <>This augmentation makes the Cheat Code minigame easier by allowing the opposite character.</>,
|
||||
factions: [FactionNames.ShadowsOfAnarchy],
|
||||
}),
|
||||
new Augmentation({
|
||||
name: AugmentationNames.FloodOfPoseidon,
|
||||
repCost: 1e4,
|
||||
moneyCost: 1e6,
|
||||
info: "Transtinatium VVD reticulator used in optico-sterbing recognition.",
|
||||
stats: <>This augmentation makes the Symbol matching minigame easier by indicating the correct choice.</>,
|
||||
factions: [FactionNames.ShadowsOfAnarchy],
|
||||
}),
|
||||
new Augmentation({
|
||||
name: AugmentationNames.HuntOfArtemis,
|
||||
repCost: 1e4,
|
||||
moneyCost: 1e6,
|
||||
info: "magneto-turboencabulator based on technology by Micha Eike Siemon, increases the users electro-magnetic sensitivity.",
|
||||
stats: (
|
||||
<>
|
||||
This augmentation makes the Minesweeper minigame easier by showing the location of all mines and keeping their
|
||||
position.
|
||||
</>
|
||||
),
|
||||
factions: [FactionNames.ShadowsOfAnarchy],
|
||||
}),
|
||||
new Augmentation({
|
||||
name: AugmentationNames.KnowledgeOfApollo,
|
||||
repCost: 1e4,
|
||||
moneyCost: 1e6,
|
||||
info: "Neodynic retention fjengeln spoofer using -φ karmions, net positive effect on implantees delta wave.",
|
||||
stats: <>This augmentation makes the Wire Cutting minigame easier by indicating the incorrect wires.</>,
|
||||
factions: [FactionNames.ShadowsOfAnarchy],
|
||||
}),
|
||||
];
|
||||
|
||||
export const initGeneralAugmentations = (): Augmentation[] => [
|
||||
new Augmentation({
|
||||
name: AugmentationNames.HemoRecirculator,
|
||||
@ -1894,7 +1987,6 @@ export const initChurchOfTheMachineGodAugmentations = (): Augmentation[] => [
|
||||
|
||||
export function initNeuroFluxGovernor(): Augmentation {
|
||||
const donationBonus = CONSTANTS.Donations / 1e6 / 100; // 1 millionth of a percent per donation
|
||||
console.log(donationBonus * 100);
|
||||
return new Augmentation({
|
||||
name: AugmentationNames.NeuroFluxGovernor,
|
||||
repCost: 500,
|
||||
@ -1937,7 +2029,12 @@ export function initNeuroFluxGovernor(): Augmentation {
|
||||
hacknet_node_core_cost_mult: 1 / (1.01 + donationBonus),
|
||||
hacknet_node_level_cost_mult: 1 / (1.01 + donationBonus),
|
||||
work_money_mult: 1.01 + donationBonus,
|
||||
factions: Object.values(FactionNames),
|
||||
factions: Object.values(FactionNames).filter(
|
||||
(factionName) =>
|
||||
![FactionNames.ShadowsOfAnarchy, FactionNames.Bladeburners, FactionNames.ChurchOfTheMachineGod].includes(
|
||||
factionName,
|
||||
),
|
||||
),
|
||||
});
|
||||
}
|
||||
|
@ -114,6 +114,28 @@ export enum AugmentationNames {
|
||||
StaneksGift2 = "Stanek's Gift - Awakening",
|
||||
StaneksGift3 = "Stanek's Gift - Serenity",
|
||||
|
||||
/*
|
||||
MightOfAres = "Might of Ares", // slash
|
||||
WisdomOfAthena = "Wisdom of Athena", // bracket
|
||||
TrickeryOfHermes = "Trickery of Hermes", // cheatcode
|
||||
BeautyOfAphrodite = "Beauty of Aphrodite", // bribe
|
||||
ChaosOfDionysus = "Chaos of Dionysus", // reverse
|
||||
FloodOfPoseidon = "Flood of Poseidon", // hex
|
||||
HuntOfArtemis = "Hunt of Artemis", // mine
|
||||
KnowledgeOfApollo = "Knowledge of Apollo", // wire
|
||||
*/
|
||||
|
||||
// Infiltrators MiniGames
|
||||
MightOfAres = "SoA - Might of Ares", // slash
|
||||
WisdomOfAthena = "SoA - Wisdom of Athena", // bracket
|
||||
TrickeryOfHermes = "SoA - Trickery of Hermes", // cheatcode
|
||||
BeautyOfAphrodite = "SoA - Beauty of Aphrodite", // bribe
|
||||
ChaosOfDionysus = "SoA - Chaos of Dionysus", // reverse
|
||||
FloodOfPoseidon = "SoA - Flood of Poseidon", // hex
|
||||
HuntOfArtemis = "SoA - Hunt of Artemis", // mine
|
||||
KnowledgeOfApollo = "SoA - Knowledge of Apollo", // wire
|
||||
WKSharmonizer = "SoA - phyzical WKS harmonizer",
|
||||
|
||||
//Wasteland Augs
|
||||
//PepBoy: "P.E.P-Boy", Plasma Energy Projection System
|
||||
//PepBoyForceField Generates plasma force fields
|
||||
|
@ -172,7 +172,7 @@ export function AugmentationsRoot(props: IProps): React.ReactElement {
|
||||
</span>
|
||||
</Tooltip>
|
||||
<Tooltip title={<Typography>It's always a good idea to backup/export your save!</Typography>}>
|
||||
<Button sx={{ width: "100%" }} onClick={doExport} color="error">
|
||||
<Button sx={{ width: "100%", color: Settings.theme.successlight }} onClick={doExport}>
|
||||
Backup Save {exportBonusStr()}
|
||||
</Button>
|
||||
</Tooltip>
|
||||
|
@ -1,5 +1,5 @@
|
||||
import React from "react";
|
||||
import { BitNodeMultipliers } from "./BitNodeMultipliers";
|
||||
import { BitNodeMultipliers, IBitNodeMultipliers } from "./BitNodeMultipliers";
|
||||
import { IPlayer } from "../PersonObjects/IPlayer";
|
||||
import { IMap } from "../types";
|
||||
import { FactionNames } from "../Faction/data/FactionNames";
|
||||
@ -73,15 +73,6 @@ BitNodes["BitNode2"] = new BitNode(
|
||||
savagery. The organized crime factions quickly rose to the top of the modern world.
|
||||
<br />
|
||||
<br />
|
||||
In this BitNode:
|
||||
<br />
|
||||
<br />
|
||||
Your hacking level is reduced by 20%
|
||||
<br />
|
||||
The growth rate and maximum amount of money available on servers are significantly decreased
|
||||
<br />
|
||||
The amount of money gained from crimes and Infiltration is tripled
|
||||
<br />
|
||||
Certain Factions ({FactionNames.SlumSnakes}, {FactionNames.Tetrads}, {FactionNames.TheSyndicate},{" "}
|
||||
{FactionNames.TheDarkArmy}, {FactionNames.SpeakersForTheDead}, {FactionNames.NiteSec}, {FactionNames.TheBlackHand}
|
||||
) give the player the ability to form and manage their own gangs. These gangs will earn the player money and
|
||||
@ -89,10 +80,6 @@ BitNodes["BitNode2"] = new BitNode(
|
||||
<br />
|
||||
Every Augmentation in the game will be available through the Factions listed above
|
||||
<br />
|
||||
For every Faction NOT listed above, reputation gains are halved
|
||||
<br />
|
||||
You will no longer gain passive reputation with Factions
|
||||
<br />
|
||||
<br />
|
||||
Destroying this BitNode will give you Source-File 2, or if you already have this Source-File it will upgrade its
|
||||
level up to a maximum of 3. This Source-File allows you to form gangs in other BitNodes once your karma decreases
|
||||
@ -123,15 +110,7 @@ BitNodes["BitNode3"] = new BitNode(
|
||||
<br />
|
||||
<br />
|
||||
In this BitNode you can create and manage your own corporation. Running a successful corporation has the potential
|
||||
of generating massive profits. All other forms of income are reduced by 75%. Furthermore: <br />
|
||||
<br />
|
||||
The price and reputation cost of all Augmentations is tripled
|
||||
<br />
|
||||
The starting and maximum amount of money on servers is reduced by 75%
|
||||
<br />
|
||||
Server growth rate is reduced by 80%
|
||||
<br />
|
||||
You now only need 75 favour with a faction in order to donate to it, rather than 150
|
||||
of generating massive profits.
|
||||
<br />
|
||||
<br />
|
||||
Destroying this BitNode will give you Source-File 3, or if you already have this Source-File it will upgrade its
|
||||
@ -157,9 +136,6 @@ BitNodes["BitNode4"] = new BitNode(
|
||||
The Singularity has arrived. The human race is gone, replaced by artificially superintelligent beings that are
|
||||
more machine than man. <br />
|
||||
<br />
|
||||
In this BitNode, progressing is significantly harder. Experience gain rates for all stats are reduced. Most
|
||||
methods of earning money will now give significantly less.
|
||||
<br />
|
||||
<br />
|
||||
In this BitNode you will gain access to a new set of Netscript Functions known as Singularity Functions. These
|
||||
functions allow you to control most aspects of the game through scripts, including working for factions/companies,
|
||||
@ -184,24 +160,6 @@ BitNodes["BitNode5"] = new BitNode(
|
||||
couldn't be modeled by 1's and 0's. They were wrong.
|
||||
<br />
|
||||
<br />
|
||||
In this BitNode:
|
||||
<br />
|
||||
<br />
|
||||
The base security level of servers is doubled
|
||||
<br />
|
||||
The starting money on servers is halved, but the maximum money remains the same
|
||||
<br />
|
||||
Most methods of earning money now give significantly less
|
||||
<br />
|
||||
Infiltration gives 50% more reputation and money
|
||||
<br />
|
||||
Corporations have 50% lower valuations and are therefore less profitable
|
||||
<br />
|
||||
Augmentations are more expensive
|
||||
<br />
|
||||
Hacking experience gain rates are reduced
|
||||
<br />
|
||||
<br />
|
||||
Destroying this BitNode will give you Source-File 5, or if you already have this Source-File it will upgrade its
|
||||
level up to a maximum of 3. This Source-File grants you a special new stat called Intelligence. Intelligence is
|
||||
unique because it is permanent and persistent (it never gets reset back to 1). However gaining Intelligence
|
||||
@ -235,20 +193,7 @@ BitNodes["BitNode6"] = new BitNode(
|
||||
<br />
|
||||
<br />
|
||||
In this BitNode you will be able to access the {FactionNames.Bladeburners} Division at the NSA, which provides a
|
||||
new mechanic for progression. Furthermore:
|
||||
<br />
|
||||
<br />
|
||||
Hacking and Hacknet Nodes will be less profitable
|
||||
<br />
|
||||
Your hacking level is reduced by 65%
|
||||
<br />
|
||||
Hacking experience gain from scripts is reduced by 75%
|
||||
<br />
|
||||
Corporations have 80% lower valuations and are therefore less profitable
|
||||
<br />
|
||||
Working for companies is 50% less profitable
|
||||
<br />
|
||||
Crimes and Infiltration are 25% less profitable
|
||||
new mechanic for progression.
|
||||
<br />
|
||||
<br />
|
||||
Destroying this BitNode will give you Source-File 6, or if you already have this Source-File it will upgrade its
|
||||
@ -281,25 +226,7 @@ BitNodes["BitNode7"] = new BitNode(
|
||||
<br />
|
||||
In this BitNode you will be able to access the {FactionNames.Bladeburners} API, which allows you to access{" "}
|
||||
{FactionNames.Bladeburners}
|
||||
functionality through Netscript. Furthermore: <br />
|
||||
<br />
|
||||
The rank you gain from {FactionNames.Bladeburners} contracts/operations is reduced by 40%
|
||||
<br />
|
||||
{FactionNames.Bladeburners} skills cost twice as many skill points
|
||||
<br />
|
||||
Augmentations are 3x more expensive
|
||||
<br />
|
||||
Hacking and Hacknet Nodes will be significantly less profitable
|
||||
<br />
|
||||
Your hacking level is reduced by 65%
|
||||
<br />
|
||||
Hacking experience gain from scripts is reduced by 75%
|
||||
<br />
|
||||
Corporations have 80% lower valuations and are therefore less profitable
|
||||
<br />
|
||||
Working for companies is 50% less profitable
|
||||
<br />
|
||||
Crimes and Infiltration are 25% less profitable
|
||||
functionality through Netscript.
|
||||
<br />
|
||||
<br />
|
||||
Destroying this BitNode will give you Source-File 7, or if you already have this Source-File it will upgrade its
|
||||
@ -331,14 +258,10 @@ BitNodes["BitNode8"] = new BitNode(
|
||||
<br />
|
||||
You start with $250 million
|
||||
<br />
|
||||
The only way to earn money is by trading on the stock market
|
||||
<br />
|
||||
You start with a WSE membership and access to the TIX API
|
||||
<br />
|
||||
You are able to short stocks and place different types of orders (limit/stop)
|
||||
<br />
|
||||
You can immediately donate to factions to gain reputation
|
||||
<br />
|
||||
<br />
|
||||
Destroying this BitNode will give you Source-File 8, or if you already have this Source-File it will upgrade its
|
||||
level up to a maximum of 3. This Source-File grants the following benefits:
|
||||
@ -378,16 +301,6 @@ BitNodes["BitNode9"] = new BitNode(
|
||||
which can be spent on a variety of different upgrades.
|
||||
<br />
|
||||
<br />
|
||||
In this BitNode:
|
||||
<br />
|
||||
<br />
|
||||
Your stats are significantly decreased
|
||||
<br />
|
||||
You cannnot purchase additional servers
|
||||
<br />
|
||||
Hacking is significantly less profitable
|
||||
<br />
|
||||
<br />
|
||||
Destroying this BitNode will give you Source-File 9, or if you already have this Source-File it will upgrade its
|
||||
level up to a maximum of 3. This Source-File grants the following benefits:
|
||||
<br />
|
||||
@ -432,19 +345,7 @@ BitNodes["BitNode10"] = new BitNode(
|
||||
1. Grafting: Visit VitaLife in New Tokyo to be able to obtain Augmentations without needing to install
|
||||
<br />
|
||||
2. Duplicate Sleeves: Duplicate your consciousness into Synthoids, allowing you to perform different tasks
|
||||
synchronously
|
||||
<br />
|
||||
<br />
|
||||
In this BitNode:
|
||||
<br />
|
||||
<br />
|
||||
Your stats are significantly decreased
|
||||
<br />
|
||||
All methods of gaining money are half as profitable (except Stock Market)
|
||||
<br />
|
||||
Purchased servers are more expensive, have less max RAM, and a lower maximum limit
|
||||
<br />
|
||||
Augmentations are 5x as expensive and require twice as much reputation
|
||||
synchronously.
|
||||
<br />
|
||||
<br />
|
||||
Destroying this BitNode will give you Source-File 10, or if you already have this Source-File it will upgrade its
|
||||
@ -472,28 +373,6 @@ BitNodes["BitNode11"] = new BitNode(
|
||||
world is slowly crumbling in the middle of the biggest economic crisis of all time.
|
||||
<br />
|
||||
<br />
|
||||
In this BitNode:
|
||||
<br />
|
||||
<br />
|
||||
Your hacking stat and experience gain are halved
|
||||
<br />
|
||||
The starting and maximum amount of money available on servers is significantly decreased
|
||||
<br />
|
||||
The growth rate of servers is significantly reduced
|
||||
<br />
|
||||
Weakening a server is twice as effective
|
||||
<br />
|
||||
Company wages are decreased by 50%
|
||||
<br />
|
||||
Corporation valuations are 90% lower and are therefore significantly less profitable
|
||||
<br />
|
||||
Hacknet Node production is significantly decreased
|
||||
<br />
|
||||
Crime and Infiltration are more lucrative
|
||||
<br />
|
||||
Augmentations are twice as expensive
|
||||
<br />
|
||||
<br />
|
||||
Destroying this BitNode will give you Source-File 11, or if you already have this Source-File it will upgrade its
|
||||
level up to a maximum of 3. This Source-File makes it so that company favor increases BOTH the player's salary and
|
||||
reputation gain rate at that company by 1% per favor (rather than just the reputation gain). This Source-File also
|
||||
@ -550,14 +429,6 @@ BitNodes["BitNode13"] = new BitNode(
|
||||
other. Find her in {CityName.Chongqing} and gain her trust.
|
||||
<br />
|
||||
<br />
|
||||
In this BitNode:
|
||||
<br />
|
||||
<br />
|
||||
Every stat is significantly reduced
|
||||
<br />
|
||||
Stanek's Gift power is significantly increased.
|
||||
<br />
|
||||
<br />
|
||||
Destroying this BitNode will give you Source-File 13, or if you already have this Source-File it will upgrade its
|
||||
level up to a maximum of 3. This Source-File lets the {FactionNames.ChurchOfTheMachineGod} appear in other
|
||||
BitNodes.
|
||||
@ -567,372 +438,433 @@ BitNodes["BitNode13"] = new BitNode(
|
||||
</>
|
||||
),
|
||||
);
|
||||
// Books: Frontera, Shiner
|
||||
BitNodes["BitNode14"] = new BitNode(14, 2, "", "COMING SOON");
|
||||
BitNodes["BitNode15"] = new BitNode(15, 2, "", "COMING SOON");
|
||||
BitNodes["BitNode16"] = new BitNode(16, 2, "", "COMING SOON");
|
||||
BitNodes["BitNode17"] = new BitNode(17, 2, "", "COMING SOON");
|
||||
BitNodes["BitNode18"] = new BitNode(18, 2, "", "COMING SOON");
|
||||
BitNodes["BitNode19"] = new BitNode(19, 2, "", "COMING SOON");
|
||||
BitNodes["BitNode20"] = new BitNode(20, 2, "", "COMING SOON");
|
||||
BitNodes["BitNode21"] = new BitNode(21, 2, "", "COMING SOON");
|
||||
BitNodes["BitNode22"] = new BitNode(22, 2, "", "COMING SOON");
|
||||
BitNodes["BitNode23"] = new BitNode(23, 2, "", "COMING SOON");
|
||||
BitNodes["BitNode24"] = new BitNode(24, 2, "", "COMING SOON");
|
||||
|
||||
export function initBitNodeMultipliers(p: IPlayer): void {
|
||||
if (p.bitNodeN == null) {
|
||||
p.bitNodeN = 1;
|
||||
}
|
||||
for (const mult of Object.keys(BitNodeMultipliers)) {
|
||||
if (BitNodeMultipliers.hasOwnProperty(mult)) {
|
||||
BitNodeMultipliers[mult] = 1;
|
||||
export const defaultMultipliers: IBitNodeMultipliers = {
|
||||
HackingLevelMultiplier: 1,
|
||||
StrengthLevelMultiplier: 1,
|
||||
DefenseLevelMultiplier: 1,
|
||||
DexterityLevelMultiplier: 1,
|
||||
AgilityLevelMultiplier: 1,
|
||||
CharismaLevelMultiplier: 1,
|
||||
|
||||
ServerGrowthRate: 1,
|
||||
ServerMaxMoney: 1,
|
||||
ServerStartingMoney: 1,
|
||||
ServerStartingSecurity: 1,
|
||||
ServerWeakenRate: 1,
|
||||
|
||||
HomeComputerRamCost: 1,
|
||||
|
||||
PurchasedServerCost: 1,
|
||||
PurchasedServerSoftcap: 1,
|
||||
PurchasedServerLimit: 1,
|
||||
PurchasedServerMaxRam: 1,
|
||||
|
||||
CompanyWorkMoney: 1,
|
||||
CrimeMoney: 1,
|
||||
HacknetNodeMoney: 1,
|
||||
ManualHackMoney: 1,
|
||||
ScriptHackMoney: 1,
|
||||
ScriptHackMoneyGain: 1,
|
||||
CodingContractMoney: 1,
|
||||
|
||||
ClassGymExpGain: 1,
|
||||
CompanyWorkExpGain: 1,
|
||||
CrimeExpGain: 1,
|
||||
FactionWorkExpGain: 1,
|
||||
HackExpGain: 1,
|
||||
|
||||
FactionPassiveRepGain: 1,
|
||||
FactionWorkRepGain: 1,
|
||||
RepToDonateToFaction: 1,
|
||||
|
||||
AugmentationMoneyCost: 1,
|
||||
AugmentationRepCost: 1,
|
||||
|
||||
InfiltrationMoney: 1,
|
||||
InfiltrationRep: 1,
|
||||
|
||||
FourSigmaMarketDataCost: 1,
|
||||
FourSigmaMarketDataApiCost: 1,
|
||||
|
||||
CorporationValuation: 1,
|
||||
CorporationSoftCap: 1,
|
||||
|
||||
BladeburnerRank: 1,
|
||||
BladeburnerSkillCost: 1,
|
||||
|
||||
GangSoftcap: 1,
|
||||
GangUniqueAugs: 1,
|
||||
|
||||
DaedalusAugsRequirement: 30,
|
||||
|
||||
StaneksGiftPowerMultiplier: 1,
|
||||
StaneksGiftExtraSize: 0,
|
||||
|
||||
WorldDaemonDifficulty: 1,
|
||||
};
|
||||
|
||||
export function getBitNodeMultipliers(n: number, lvl: number): IBitNodeMultipliers {
|
||||
const mults = Object.assign({}, defaultMultipliers);
|
||||
switch (n) {
|
||||
case 1: {
|
||||
return mults;
|
||||
}
|
||||
case 2: {
|
||||
return Object.assign(mults, {
|
||||
HackingLevelMultiplier: 0.8,
|
||||
ServerGrowthRate: 0.8,
|
||||
ServerMaxMoney: 0.2,
|
||||
ServerStartingMoney: 0.4,
|
||||
CrimeMoney: 3,
|
||||
InfiltrationMoney: 3,
|
||||
FactionWorkRepGain: 0.5,
|
||||
FactionPassiveRepGain: 0,
|
||||
StaneksGiftPowerMultiplier: 2,
|
||||
StaneksGiftExtraSize: -6,
|
||||
PurchasedServerSoftcap: 1.3,
|
||||
CorporationSoftCap: 0.9,
|
||||
WorldDaemonDifficulty: 5,
|
||||
});
|
||||
}
|
||||
case 3: {
|
||||
return Object.assign(mults, {
|
||||
HackingLevelMultiplier: 0.8,
|
||||
RepToDonateToFaction: 0.5,
|
||||
AugmentationRepCost: 3,
|
||||
AugmentationMoneyCost: 3,
|
||||
ServerMaxMoney: 0.2,
|
||||
ServerStartingMoney: 0.2,
|
||||
ServerGrowthRate: 0.2,
|
||||
ScriptHackMoney: 0.2,
|
||||
CompanyWorkMoney: 0.25,
|
||||
CrimeMoney: 0.25,
|
||||
HacknetNodeMoney: 0.25,
|
||||
HomeComputerRamCost: 1.5,
|
||||
PurchasedServerCost: 2,
|
||||
StaneksGiftPowerMultiplier: 0.75,
|
||||
StaneksGiftExtraSize: -2,
|
||||
PurchasedServerSoftcap: 1.3,
|
||||
GangSoftcap: 0.9,
|
||||
WorldDaemonDifficulty: 2,
|
||||
GangUniqueAugs: 0.5,
|
||||
});
|
||||
}
|
||||
case 4: {
|
||||
return Object.assign(mults, {
|
||||
ServerMaxMoney: 0.15,
|
||||
ServerStartingMoney: 0.75,
|
||||
ScriptHackMoney: 0.2,
|
||||
CompanyWorkMoney: 0.1,
|
||||
CrimeMoney: 0.2,
|
||||
HacknetNodeMoney: 0.05,
|
||||
CompanyWorkExpGain: 0.5,
|
||||
ClassGymExpGain: 0.5,
|
||||
FactionWorkExpGain: 0.5,
|
||||
HackExpGain: 0.4,
|
||||
CrimeExpGain: 0.5,
|
||||
FactionWorkRepGain: 0.75,
|
||||
StaneksGiftPowerMultiplier: 1.5,
|
||||
StaneksGiftExtraSize: 0,
|
||||
PurchasedServerSoftcap: 1.2,
|
||||
WorldDaemonDifficulty: 3,
|
||||
GangUniqueAugs: 0.5,
|
||||
});
|
||||
}
|
||||
case 5: {
|
||||
return Object.assign(mults, {
|
||||
ServerMaxMoney: 2,
|
||||
ServerStartingSecurity: 2,
|
||||
ServerStartingMoney: 0.5,
|
||||
ScriptHackMoney: 0.15,
|
||||
HacknetNodeMoney: 0.2,
|
||||
CrimeMoney: 0.5,
|
||||
InfiltrationRep: 1.5,
|
||||
InfiltrationMoney: 1.5,
|
||||
AugmentationMoneyCost: 2,
|
||||
HackExpGain: 0.5,
|
||||
CorporationValuation: 0.5,
|
||||
StaneksGiftPowerMultiplier: 1.3,
|
||||
StaneksGiftExtraSize: 0,
|
||||
PurchasedServerSoftcap: 1.2,
|
||||
WorldDaemonDifficulty: 1.5,
|
||||
GangUniqueAugs: 0.5,
|
||||
});
|
||||
}
|
||||
case 6: {
|
||||
return Object.assign(mults, {
|
||||
HackingLevelMultiplier: 0.35,
|
||||
ServerMaxMoney: 0.4,
|
||||
ServerStartingMoney: 0.5,
|
||||
ServerStartingSecurity: 1.5,
|
||||
ScriptHackMoney: 0.75,
|
||||
CompanyWorkMoney: 0.5,
|
||||
CrimeMoney: 0.75,
|
||||
InfiltrationMoney: 0.75,
|
||||
CorporationValuation: 0.2,
|
||||
HacknetNodeMoney: 0.2,
|
||||
HackExpGain: 0.25,
|
||||
DaedalusAugsRequirement: 35,
|
||||
PurchasedServerSoftcap: 2,
|
||||
StaneksGiftPowerMultiplier: 0.5,
|
||||
StaneksGiftExtraSize: 2,
|
||||
GangSoftcap: 0.7,
|
||||
CorporationSoftCap: 0.9,
|
||||
WorldDaemonDifficulty: 2,
|
||||
GangUniqueAugs: 0.2,
|
||||
});
|
||||
}
|
||||
case 7: {
|
||||
return Object.assign(mults, {
|
||||
BladeburnerRank: 0.6,
|
||||
BladeburnerSkillCost: 2,
|
||||
AugmentationMoneyCost: 3,
|
||||
HackingLevelMultiplier: 0.35,
|
||||
ServerMaxMoney: 0.4,
|
||||
ServerStartingMoney: 0.5,
|
||||
ServerStartingSecurity: 1.5,
|
||||
ScriptHackMoney: 0.5,
|
||||
CompanyWorkMoney: 0.5,
|
||||
CrimeMoney: 0.75,
|
||||
InfiltrationMoney: 0.75,
|
||||
CorporationValuation: 0.2,
|
||||
HacknetNodeMoney: 0.2,
|
||||
HackExpGain: 0.25,
|
||||
FourSigmaMarketDataCost: 2,
|
||||
FourSigmaMarketDataApiCost: 2,
|
||||
DaedalusAugsRequirement: 35,
|
||||
PurchasedServerSoftcap: 2,
|
||||
StaneksGiftPowerMultiplier: 0.9,
|
||||
StaneksGiftExtraSize: -1,
|
||||
GangSoftcap: 0.7,
|
||||
CorporationSoftCap: 0.9,
|
||||
WorldDaemonDifficulty: 2,
|
||||
GangUniqueAugs: 0.2,
|
||||
});
|
||||
}
|
||||
case 8: {
|
||||
return Object.assign(mults, {
|
||||
ScriptHackMoney: 0.3,
|
||||
ScriptHackMoneyGain: 0,
|
||||
ManualHackMoney: 0,
|
||||
CompanyWorkMoney: 0,
|
||||
CrimeMoney: 0,
|
||||
HacknetNodeMoney: 0,
|
||||
InfiltrationMoney: 0,
|
||||
RepToDonateToFaction: 0,
|
||||
CorporationValuation: 0,
|
||||
CodingContractMoney: 0,
|
||||
StaneksGiftExtraSize: -99,
|
||||
PurchasedServerSoftcap: 4,
|
||||
GangSoftcap: 0,
|
||||
CorporationSoftCap: 0,
|
||||
GangUniqueAugs: 0,
|
||||
});
|
||||
}
|
||||
case 9: {
|
||||
return Object.assign(mults, {
|
||||
HackingLevelMultiplier: 0.5,
|
||||
StrengthLevelMultiplier: 0.45,
|
||||
DefenseLevelMultiplier: 0.45,
|
||||
DexterityLevelMultiplier: 0.45,
|
||||
AgilityLevelMultiplier: 0.45,
|
||||
CharismaLevelMultiplier: 0.45,
|
||||
PurchasedServerLimit: 0,
|
||||
HomeComputerRamCost: 5,
|
||||
CrimeMoney: 0.5,
|
||||
ScriptHackMoney: 0.1,
|
||||
HackExpGain: 0.05,
|
||||
ServerStartingMoney: 0.1,
|
||||
ServerMaxMoney: 0.1,
|
||||
ServerStartingSecurity: 2.5,
|
||||
CorporationValuation: 0.5,
|
||||
FourSigmaMarketDataCost: 5,
|
||||
FourSigmaMarketDataApiCost: 4,
|
||||
BladeburnerRank: 0.9,
|
||||
BladeburnerSkillCost: 1.2,
|
||||
StaneksGiftPowerMultiplier: 0.5,
|
||||
StaneksGiftExtraSize: 2,
|
||||
GangSoftcap: 0.8,
|
||||
CorporationSoftCap: 0.7,
|
||||
WorldDaemonDifficulty: 2,
|
||||
GangUniqueAugs: 0.25,
|
||||
});
|
||||
}
|
||||
case 10: {
|
||||
return Object.assign(mults, {
|
||||
HackingLevelMultiplier: 0.35,
|
||||
StrengthLevelMultiplier: 0.4,
|
||||
DefenseLevelMultiplier: 0.4,
|
||||
DexterityLevelMultiplier: 0.4,
|
||||
AgilityLevelMultiplier: 0.4,
|
||||
CharismaLevelMultiplier: 0.4,
|
||||
CompanyWorkMoney: 0.5,
|
||||
CrimeMoney: 0.5,
|
||||
HacknetNodeMoney: 0.5,
|
||||
ManualHackMoney: 0.5,
|
||||
ScriptHackMoney: 0.5,
|
||||
CodingContractMoney: 0.5,
|
||||
InfiltrationMoney: 0.5,
|
||||
CorporationValuation: 0.5,
|
||||
AugmentationMoneyCost: 5,
|
||||
AugmentationRepCost: 2,
|
||||
HomeComputerRamCost: 1.5,
|
||||
PurchasedServerCost: 5,
|
||||
PurchasedServerLimit: 0.6,
|
||||
PurchasedServerMaxRam: 0.5,
|
||||
BladeburnerRank: 0.8,
|
||||
StaneksGiftPowerMultiplier: 0.75,
|
||||
StaneksGiftExtraSize: -3,
|
||||
PurchasedServerSoftcap: 1.1,
|
||||
GangSoftcap: 0.9,
|
||||
CorporationSoftCap: 0.9,
|
||||
WorldDaemonDifficulty: 2,
|
||||
GangUniqueAugs: 0.25,
|
||||
});
|
||||
}
|
||||
case 11: {
|
||||
return Object.assign(mults, {
|
||||
HackingLevelMultiplier: 0.6,
|
||||
HackExpGain: 0.5,
|
||||
ServerMaxMoney: 0.1,
|
||||
ServerStartingMoney: 0.1,
|
||||
ServerGrowthRate: 0.2,
|
||||
ServerWeakenRate: 2,
|
||||
CrimeMoney: 3,
|
||||
CompanyWorkMoney: 0.5,
|
||||
HacknetNodeMoney: 0.1,
|
||||
AugmentationMoneyCost: 2,
|
||||
InfiltrationMoney: 2.5,
|
||||
InfiltrationRep: 2.5,
|
||||
CorporationValuation: 0.1,
|
||||
CodingContractMoney: 0.25,
|
||||
FourSigmaMarketDataCost: 4,
|
||||
FourSigmaMarketDataApiCost: 4,
|
||||
PurchasedServerSoftcap: 2,
|
||||
CorporationSoftCap: 0.9,
|
||||
WorldDaemonDifficulty: 1.5,
|
||||
GangUniqueAugs: 0.75,
|
||||
});
|
||||
}
|
||||
}
|
||||
// Special case.
|
||||
BitNodeMultipliers.StaneksGiftExtraSize = 0;
|
||||
|
||||
switch (p.bitNodeN) {
|
||||
case 1: // Source Genesis (every multiplier is 1)
|
||||
break;
|
||||
case 2: // Rise of the Underworld
|
||||
BitNodeMultipliers.HackingLevelMultiplier = 0.8;
|
||||
BitNodeMultipliers.ServerGrowthRate = 0.8;
|
||||
BitNodeMultipliers.ServerMaxMoney = 0.2;
|
||||
BitNodeMultipliers.ServerStartingMoney = 0.4;
|
||||
BitNodeMultipliers.CrimeMoney = 3;
|
||||
BitNodeMultipliers.InfiltrationMoney = 3;
|
||||
BitNodeMultipliers.FactionWorkRepGain = 0.5;
|
||||
BitNodeMultipliers.FactionPassiveRepGain = 0;
|
||||
BitNodeMultipliers.StaneksGiftPowerMultiplier = 2;
|
||||
BitNodeMultipliers.StaneksGiftExtraSize = -6;
|
||||
BitNodeMultipliers.PurchasedServerSoftcap = 1.3;
|
||||
BitNodeMultipliers.CorporationSoftCap = 0.9;
|
||||
BitNodeMultipliers.WorldDaemonDifficulty = 5;
|
||||
break;
|
||||
case 3: // Corporatocracy
|
||||
BitNodeMultipliers.HackingLevelMultiplier = 0.8;
|
||||
BitNodeMultipliers.RepToDonateToFaction = 0.5;
|
||||
BitNodeMultipliers.AugmentationRepCost = 3;
|
||||
BitNodeMultipliers.AugmentationMoneyCost = 3;
|
||||
BitNodeMultipliers.ServerMaxMoney = 0.2;
|
||||
BitNodeMultipliers.ServerStartingMoney = 0.2;
|
||||
BitNodeMultipliers.ServerGrowthRate = 0.2;
|
||||
BitNodeMultipliers.ScriptHackMoney = 0.2;
|
||||
BitNodeMultipliers.CompanyWorkMoney = 0.25;
|
||||
BitNodeMultipliers.CrimeMoney = 0.25;
|
||||
BitNodeMultipliers.HacknetNodeMoney = 0.25;
|
||||
BitNodeMultipliers.HomeComputerRamCost = 1.5;
|
||||
BitNodeMultipliers.PurchasedServerCost = 2;
|
||||
BitNodeMultipliers.StaneksGiftPowerMultiplier = 0.75;
|
||||
BitNodeMultipliers.StaneksGiftExtraSize = -2;
|
||||
BitNodeMultipliers.PurchasedServerSoftcap = 1.3;
|
||||
BitNodeMultipliers.GangSoftcap = 0.9;
|
||||
BitNodeMultipliers.WorldDaemonDifficulty = 2;
|
||||
BitNodeMultipliers.GangUniqueAugs = 0.5;
|
||||
break;
|
||||
case 4: // The Singularity
|
||||
BitNodeMultipliers.ServerMaxMoney = 0.15;
|
||||
BitNodeMultipliers.ServerStartingMoney = 0.75;
|
||||
BitNodeMultipliers.ScriptHackMoney = 0.2;
|
||||
BitNodeMultipliers.CompanyWorkMoney = 0.1;
|
||||
BitNodeMultipliers.CrimeMoney = 0.2;
|
||||
BitNodeMultipliers.HacknetNodeMoney = 0.05;
|
||||
BitNodeMultipliers.CompanyWorkExpGain = 0.5;
|
||||
BitNodeMultipliers.ClassGymExpGain = 0.5;
|
||||
BitNodeMultipliers.FactionWorkExpGain = 0.5;
|
||||
BitNodeMultipliers.HackExpGain = 0.4;
|
||||
BitNodeMultipliers.CrimeExpGain = 0.5;
|
||||
BitNodeMultipliers.FactionWorkRepGain = 0.75;
|
||||
BitNodeMultipliers.StaneksGiftPowerMultiplier = 1.5;
|
||||
BitNodeMultipliers.StaneksGiftExtraSize = 0;
|
||||
BitNodeMultipliers.PurchasedServerSoftcap = 1.2;
|
||||
BitNodeMultipliers.WorldDaemonDifficulty = 3;
|
||||
BitNodeMultipliers.GangUniqueAugs = 0.5;
|
||||
break;
|
||||
case 5: // Artificial intelligence
|
||||
BitNodeMultipliers.ServerMaxMoney = 2;
|
||||
BitNodeMultipliers.ServerStartingSecurity = 2;
|
||||
BitNodeMultipliers.ServerStartingMoney = 0.5;
|
||||
BitNodeMultipliers.ScriptHackMoney = 0.15;
|
||||
BitNodeMultipliers.HacknetNodeMoney = 0.2;
|
||||
BitNodeMultipliers.CrimeMoney = 0.5;
|
||||
BitNodeMultipliers.InfiltrationRep = 1.5;
|
||||
BitNodeMultipliers.InfiltrationMoney = 1.5;
|
||||
BitNodeMultipliers.AugmentationMoneyCost = 2;
|
||||
BitNodeMultipliers.HackExpGain = 0.5;
|
||||
BitNodeMultipliers.CorporationValuation = 0.5;
|
||||
BitNodeMultipliers.StaneksGiftPowerMultiplier = 1.3;
|
||||
BitNodeMultipliers.StaneksGiftExtraSize = 0;
|
||||
BitNodeMultipliers.PurchasedServerSoftcap = 1.2;
|
||||
BitNodeMultipliers.WorldDaemonDifficulty = 1.5;
|
||||
BitNodeMultipliers.GangUniqueAugs = 0.5;
|
||||
break;
|
||||
case 6: // Bladeburner
|
||||
BitNodeMultipliers.HackingLevelMultiplier = 0.35;
|
||||
BitNodeMultipliers.ServerMaxMoney = 0.4;
|
||||
BitNodeMultipliers.ServerStartingMoney = 0.5;
|
||||
BitNodeMultipliers.ServerStartingSecurity = 1.5;
|
||||
BitNodeMultipliers.ScriptHackMoney = 0.75;
|
||||
BitNodeMultipliers.CompanyWorkMoney = 0.5;
|
||||
BitNodeMultipliers.CrimeMoney = 0.75;
|
||||
BitNodeMultipliers.InfiltrationMoney = 0.75;
|
||||
BitNodeMultipliers.CorporationValuation = 0.2;
|
||||
BitNodeMultipliers.HacknetNodeMoney = 0.2;
|
||||
BitNodeMultipliers.HackExpGain = 0.25;
|
||||
BitNodeMultipliers.DaedalusAugsRequirement = 1.166; // Results in 35 Augs needed
|
||||
BitNodeMultipliers.PurchasedServerSoftcap = 2;
|
||||
BitNodeMultipliers.StaneksGiftPowerMultiplier = 0.5;
|
||||
BitNodeMultipliers.StaneksGiftExtraSize = 2;
|
||||
BitNodeMultipliers.GangSoftcap = 0.7;
|
||||
BitNodeMultipliers.CorporationSoftCap = 0.9;
|
||||
BitNodeMultipliers.WorldDaemonDifficulty = 2;
|
||||
BitNodeMultipliers.GangUniqueAugs = 0.2;
|
||||
break;
|
||||
case 7: // Bladeburner 2079
|
||||
BitNodeMultipliers.BladeburnerRank = 0.6;
|
||||
BitNodeMultipliers.BladeburnerSkillCost = 2;
|
||||
BitNodeMultipliers.AugmentationMoneyCost = 3;
|
||||
BitNodeMultipliers.HackingLevelMultiplier = 0.35;
|
||||
BitNodeMultipliers.ServerMaxMoney = 0.4;
|
||||
BitNodeMultipliers.ServerStartingMoney = 0.5;
|
||||
BitNodeMultipliers.ServerStartingSecurity = 1.5;
|
||||
BitNodeMultipliers.ScriptHackMoney = 0.5;
|
||||
BitNodeMultipliers.CompanyWorkMoney = 0.5;
|
||||
BitNodeMultipliers.CrimeMoney = 0.75;
|
||||
BitNodeMultipliers.InfiltrationMoney = 0.75;
|
||||
BitNodeMultipliers.CorporationValuation = 0.2;
|
||||
BitNodeMultipliers.HacknetNodeMoney = 0.2;
|
||||
BitNodeMultipliers.HackExpGain = 0.25;
|
||||
BitNodeMultipliers.FourSigmaMarketDataCost = 2;
|
||||
BitNodeMultipliers.FourSigmaMarketDataApiCost = 2;
|
||||
BitNodeMultipliers.DaedalusAugsRequirement = 1.166; // Results in 35 Augs needed
|
||||
BitNodeMultipliers.PurchasedServerSoftcap = 2;
|
||||
BitNodeMultipliers.StaneksGiftPowerMultiplier = 0.9;
|
||||
BitNodeMultipliers.StaneksGiftExtraSize = -1;
|
||||
BitNodeMultipliers.GangSoftcap = 0.7;
|
||||
BitNodeMultipliers.CorporationSoftCap = 0.9;
|
||||
BitNodeMultipliers.WorldDaemonDifficulty = 2;
|
||||
BitNodeMultipliers.GangUniqueAugs = 0.2;
|
||||
break;
|
||||
case 8: // Ghost of Wall Street
|
||||
BitNodeMultipliers.ScriptHackMoney = 0.3;
|
||||
BitNodeMultipliers.ScriptHackMoneyGain = 0;
|
||||
BitNodeMultipliers.ManualHackMoney = 0;
|
||||
BitNodeMultipliers.CompanyWorkMoney = 0;
|
||||
BitNodeMultipliers.CrimeMoney = 0;
|
||||
BitNodeMultipliers.HacknetNodeMoney = 0;
|
||||
BitNodeMultipliers.InfiltrationMoney = 0;
|
||||
BitNodeMultipliers.RepToDonateToFaction = 0;
|
||||
BitNodeMultipliers.CorporationValuation = 0;
|
||||
BitNodeMultipliers.CodingContractMoney = 0;
|
||||
BitNodeMultipliers.StaneksGiftExtraSize = -7;
|
||||
BitNodeMultipliers.PurchasedServerSoftcap = 4;
|
||||
BitNodeMultipliers.GangSoftcap = 0;
|
||||
BitNodeMultipliers.CorporationSoftCap = 0;
|
||||
BitNodeMultipliers.GangUniqueAugs = 0;
|
||||
break;
|
||||
case 9: // Hacktocracy
|
||||
BitNodeMultipliers.HackingLevelMultiplier = 0.5;
|
||||
BitNodeMultipliers.StrengthLevelMultiplier = 0.45;
|
||||
BitNodeMultipliers.DefenseLevelMultiplier = 0.45;
|
||||
BitNodeMultipliers.DexterityLevelMultiplier = 0.45;
|
||||
BitNodeMultipliers.AgilityLevelMultiplier = 0.45;
|
||||
BitNodeMultipliers.CharismaLevelMultiplier = 0.45;
|
||||
BitNodeMultipliers.PurchasedServerLimit = 0;
|
||||
BitNodeMultipliers.HomeComputerRamCost = 5;
|
||||
BitNodeMultipliers.CrimeMoney = 0.5;
|
||||
BitNodeMultipliers.ScriptHackMoney = 0.1;
|
||||
BitNodeMultipliers.HackExpGain = 0.05;
|
||||
BitNodeMultipliers.ServerStartingMoney = 0.1;
|
||||
BitNodeMultipliers.ServerMaxMoney = 0.1;
|
||||
BitNodeMultipliers.ServerStartingSecurity = 2.5;
|
||||
BitNodeMultipliers.CorporationValuation = 0.5;
|
||||
BitNodeMultipliers.FourSigmaMarketDataCost = 5;
|
||||
BitNodeMultipliers.FourSigmaMarketDataApiCost = 4;
|
||||
BitNodeMultipliers.BladeburnerRank = 0.9;
|
||||
BitNodeMultipliers.BladeburnerSkillCost = 1.2;
|
||||
BitNodeMultipliers.StaneksGiftPowerMultiplier = 0.5;
|
||||
BitNodeMultipliers.StaneksGiftExtraSize = 2;
|
||||
BitNodeMultipliers.GangSoftcap = 0.8;
|
||||
BitNodeMultipliers.CorporationSoftCap = 0.7;
|
||||
BitNodeMultipliers.WorldDaemonDifficulty = 2;
|
||||
BitNodeMultipliers.GangUniqueAugs = 0.25;
|
||||
break;
|
||||
case 10: // Digital Carbon
|
||||
BitNodeMultipliers.HackingLevelMultiplier = 0.35;
|
||||
BitNodeMultipliers.StrengthLevelMultiplier = 0.4;
|
||||
BitNodeMultipliers.DefenseLevelMultiplier = 0.4;
|
||||
BitNodeMultipliers.DexterityLevelMultiplier = 0.4;
|
||||
BitNodeMultipliers.AgilityLevelMultiplier = 0.4;
|
||||
BitNodeMultipliers.CharismaLevelMultiplier = 0.4;
|
||||
BitNodeMultipliers.CompanyWorkMoney = 0.5;
|
||||
BitNodeMultipliers.CrimeMoney = 0.5;
|
||||
BitNodeMultipliers.HacknetNodeMoney = 0.5;
|
||||
BitNodeMultipliers.ManualHackMoney = 0.5;
|
||||
BitNodeMultipliers.ScriptHackMoney = 0.5;
|
||||
BitNodeMultipliers.CodingContractMoney = 0.5;
|
||||
BitNodeMultipliers.InfiltrationMoney = 0.5;
|
||||
BitNodeMultipliers.CorporationValuation = 0.5;
|
||||
BitNodeMultipliers.AugmentationMoneyCost = 5;
|
||||
BitNodeMultipliers.AugmentationRepCost = 2;
|
||||
BitNodeMultipliers.HomeComputerRamCost = 1.5;
|
||||
BitNodeMultipliers.PurchasedServerCost = 5;
|
||||
BitNodeMultipliers.PurchasedServerLimit = 0.6;
|
||||
BitNodeMultipliers.PurchasedServerMaxRam = 0.5;
|
||||
BitNodeMultipliers.BladeburnerRank = 0.8;
|
||||
BitNodeMultipliers.StaneksGiftPowerMultiplier = 0.75;
|
||||
BitNodeMultipliers.StaneksGiftExtraSize = -3;
|
||||
BitNodeMultipliers.PurchasedServerSoftcap = 1.1;
|
||||
BitNodeMultipliers.GangSoftcap = 0.9;
|
||||
BitNodeMultipliers.CorporationSoftCap = 0.9;
|
||||
BitNodeMultipliers.WorldDaemonDifficulty = 2;
|
||||
BitNodeMultipliers.GangUniqueAugs = 0.25;
|
||||
break;
|
||||
case 11: //The Big Crash
|
||||
BitNodeMultipliers.HackingLevelMultiplier = 0.6;
|
||||
BitNodeMultipliers.HackExpGain = 0.5;
|
||||
BitNodeMultipliers.ServerMaxMoney = 0.1;
|
||||
BitNodeMultipliers.ServerStartingMoney = 0.1;
|
||||
BitNodeMultipliers.ServerGrowthRate = 0.2;
|
||||
BitNodeMultipliers.ServerWeakenRate = 2;
|
||||
BitNodeMultipliers.CrimeMoney = 3;
|
||||
BitNodeMultipliers.CompanyWorkMoney = 0.5;
|
||||
BitNodeMultipliers.HacknetNodeMoney = 0.1;
|
||||
BitNodeMultipliers.AugmentationMoneyCost = 2;
|
||||
BitNodeMultipliers.InfiltrationMoney = 2.5;
|
||||
BitNodeMultipliers.InfiltrationRep = 2.5;
|
||||
BitNodeMultipliers.CorporationValuation = 0.1;
|
||||
BitNodeMultipliers.CodingContractMoney = 0.25;
|
||||
BitNodeMultipliers.FourSigmaMarketDataCost = 4;
|
||||
BitNodeMultipliers.FourSigmaMarketDataApiCost = 4;
|
||||
BitNodeMultipliers.PurchasedServerSoftcap = 2;
|
||||
BitNodeMultipliers.CorporationSoftCap = 0.9;
|
||||
BitNodeMultipliers.WorldDaemonDifficulty = 1.5;
|
||||
BitNodeMultipliers.GangUniqueAugs = 0.75;
|
||||
break;
|
||||
case 12: {
|
||||
//The Recursion
|
||||
let sf12Lvl = 0;
|
||||
for (let i = 0; i < p.sourceFiles.length; i++) {
|
||||
if (p.sourceFiles[i].n === 12) {
|
||||
sf12Lvl = p.sourceFiles[i].lvl;
|
||||
}
|
||||
}
|
||||
const inc = Math.pow(1.02, sf12Lvl);
|
||||
const inc = Math.pow(1.02, lvl);
|
||||
const dec = 1 / inc;
|
||||
|
||||
// Multiplier for number of augs needed for Daedalus increases
|
||||
// up to a maximum of 1.34, which results in 40 Augs required
|
||||
BitNodeMultipliers.DaedalusAugsRequirement = Math.min(inc, 1.34);
|
||||
return Object.assign(mults, {
|
||||
DaedalusAugsRequirement: Math.floor(Math.min(mults.DaedalusAugsRequirement + inc, 40)),
|
||||
|
||||
BitNodeMultipliers.HackingLevelMultiplier = dec;
|
||||
BitNodeMultipliers.StrengthLevelMultiplier = dec;
|
||||
BitNodeMultipliers.DefenseLevelMultiplier = dec;
|
||||
BitNodeMultipliers.DexterityLevelMultiplier = dec;
|
||||
BitNodeMultipliers.AgilityLevelMultiplier = dec;
|
||||
BitNodeMultipliers.CharismaLevelMultiplier = dec;
|
||||
HackingLevelMultiplier: dec,
|
||||
StrengthLevelMultiplier: dec,
|
||||
DefenseLevelMultiplier: dec,
|
||||
DexterityLevelMultiplier: dec,
|
||||
AgilityLevelMultiplier: dec,
|
||||
CharismaLevelMultiplier: dec,
|
||||
|
||||
BitNodeMultipliers.ServerMaxMoney = dec;
|
||||
BitNodeMultipliers.ServerStartingMoney = dec;
|
||||
BitNodeMultipliers.ServerGrowthRate = dec;
|
||||
BitNodeMultipliers.ServerWeakenRate = dec;
|
||||
ServerMaxMoney: dec,
|
||||
ServerStartingMoney: dec,
|
||||
ServerGrowthRate: dec,
|
||||
ServerWeakenRate: dec,
|
||||
|
||||
//Does not scale, otherwise security might start at 300+
|
||||
BitNodeMultipliers.ServerStartingSecurity = 1.5;
|
||||
//Does not scale, otherwise security might start at 300+
|
||||
ServerStartingSecurity: 1.5,
|
||||
|
||||
BitNodeMultipliers.HomeComputerRamCost = inc;
|
||||
HomeComputerRamCost: inc,
|
||||
|
||||
BitNodeMultipliers.PurchasedServerCost = inc;
|
||||
BitNodeMultipliers.PurchasedServerLimit = dec;
|
||||
BitNodeMultipliers.PurchasedServerMaxRam = dec;
|
||||
BitNodeMultipliers.PurchasedServerSoftcap = inc;
|
||||
PurchasedServerCost: inc,
|
||||
PurchasedServerLimit: dec,
|
||||
PurchasedServerMaxRam: dec,
|
||||
PurchasedServerSoftcap: inc,
|
||||
|
||||
BitNodeMultipliers.ManualHackMoney = dec;
|
||||
BitNodeMultipliers.ScriptHackMoney = dec;
|
||||
BitNodeMultipliers.CompanyWorkMoney = dec;
|
||||
BitNodeMultipliers.CrimeMoney = dec;
|
||||
BitNodeMultipliers.HacknetNodeMoney = dec;
|
||||
BitNodeMultipliers.CodingContractMoney = dec;
|
||||
ManualHackMoney: dec,
|
||||
ScriptHackMoney: dec,
|
||||
CompanyWorkMoney: dec,
|
||||
CrimeMoney: dec,
|
||||
HacknetNodeMoney: dec,
|
||||
CodingContractMoney: dec,
|
||||
|
||||
BitNodeMultipliers.CompanyWorkExpGain = dec;
|
||||
BitNodeMultipliers.ClassGymExpGain = dec;
|
||||
BitNodeMultipliers.FactionWorkExpGain = dec;
|
||||
BitNodeMultipliers.HackExpGain = dec;
|
||||
BitNodeMultipliers.CrimeExpGain = dec;
|
||||
CompanyWorkExpGain: dec,
|
||||
ClassGymExpGain: dec,
|
||||
FactionWorkExpGain: dec,
|
||||
HackExpGain: dec,
|
||||
CrimeExpGain: dec,
|
||||
|
||||
BitNodeMultipliers.FactionWorkRepGain = dec;
|
||||
BitNodeMultipliers.FactionPassiveRepGain = dec;
|
||||
BitNodeMultipliers.RepToDonateToFaction = inc;
|
||||
FactionWorkRepGain: dec,
|
||||
FactionPassiveRepGain: dec,
|
||||
RepToDonateToFaction: inc,
|
||||
|
||||
BitNodeMultipliers.AugmentationRepCost = inc;
|
||||
BitNodeMultipliers.AugmentationMoneyCost = inc;
|
||||
AugmentationRepCost: inc,
|
||||
AugmentationMoneyCost: inc,
|
||||
|
||||
BitNodeMultipliers.InfiltrationMoney = dec;
|
||||
BitNodeMultipliers.InfiltrationRep = dec;
|
||||
InfiltrationMoney: dec,
|
||||
InfiltrationRep: dec,
|
||||
|
||||
BitNodeMultipliers.FourSigmaMarketDataCost = inc;
|
||||
BitNodeMultipliers.FourSigmaMarketDataApiCost = inc;
|
||||
FourSigmaMarketDataCost: inc,
|
||||
FourSigmaMarketDataApiCost: inc,
|
||||
|
||||
BitNodeMultipliers.CorporationValuation = dec;
|
||||
CorporationValuation: dec,
|
||||
|
||||
BitNodeMultipliers.BladeburnerRank = dec;
|
||||
BitNodeMultipliers.BladeburnerSkillCost = inc;
|
||||
BladeburnerRank: dec,
|
||||
BladeburnerSkillCost: inc,
|
||||
|
||||
BitNodeMultipliers.StaneksGiftPowerMultiplier = inc;
|
||||
BitNodeMultipliers.StaneksGiftExtraSize = inc;
|
||||
BitNodeMultipliers.GangSoftcap = 0.8;
|
||||
BitNodeMultipliers.CorporationSoftCap = 0.8;
|
||||
BitNodeMultipliers.WorldDaemonDifficulty = inc;
|
||||
StaneksGiftPowerMultiplier: inc,
|
||||
StaneksGiftExtraSize: inc,
|
||||
GangSoftcap: 0.8,
|
||||
CorporationSoftCap: 0.8,
|
||||
WorldDaemonDifficulty: inc,
|
||||
|
||||
BitNodeMultipliers.GangUniqueAugs = dec;
|
||||
break;
|
||||
GangUniqueAugs: dec,
|
||||
});
|
||||
}
|
||||
case 13: {
|
||||
BitNodeMultipliers.PurchasedServerSoftcap = 1.6;
|
||||
return Object.assign(mults, {
|
||||
PurchasedServerSoftcap: 1.6,
|
||||
|
||||
BitNodeMultipliers.HackingLevelMultiplier = 0.25;
|
||||
BitNodeMultipliers.StrengthLevelMultiplier = 0.7;
|
||||
BitNodeMultipliers.DefenseLevelMultiplier = 0.7;
|
||||
BitNodeMultipliers.DexterityLevelMultiplier = 0.7;
|
||||
BitNodeMultipliers.AgilityLevelMultiplier = 0.7;
|
||||
HackingLevelMultiplier: 0.25,
|
||||
StrengthLevelMultiplier: 0.7,
|
||||
DefenseLevelMultiplier: 0.7,
|
||||
DexterityLevelMultiplier: 0.7,
|
||||
AgilityLevelMultiplier: 0.7,
|
||||
|
||||
BitNodeMultipliers.ServerMaxMoney = 0.45;
|
||||
BitNodeMultipliers.ServerStartingMoney = 0.75;
|
||||
ServerMaxMoney: 0.45,
|
||||
ServerStartingMoney: 0.75,
|
||||
|
||||
BitNodeMultipliers.ServerStartingSecurity = 3;
|
||||
ServerStartingSecurity: 3,
|
||||
|
||||
BitNodeMultipliers.ScriptHackMoney = 0.2;
|
||||
BitNodeMultipliers.CompanyWorkMoney = 0.4;
|
||||
BitNodeMultipliers.CrimeMoney = 0.4;
|
||||
BitNodeMultipliers.HacknetNodeMoney = 0.4;
|
||||
BitNodeMultipliers.CodingContractMoney = 0.4;
|
||||
ScriptHackMoney: 0.2,
|
||||
CompanyWorkMoney: 0.4,
|
||||
CrimeMoney: 0.4,
|
||||
HacknetNodeMoney: 0.4,
|
||||
CodingContractMoney: 0.4,
|
||||
|
||||
BitNodeMultipliers.CompanyWorkExpGain = 0.5;
|
||||
BitNodeMultipliers.ClassGymExpGain = 0.5;
|
||||
BitNodeMultipliers.FactionWorkExpGain = 0.5;
|
||||
BitNodeMultipliers.HackExpGain = 0.1;
|
||||
BitNodeMultipliers.CrimeExpGain = 0.5;
|
||||
CompanyWorkExpGain: 0.5,
|
||||
ClassGymExpGain: 0.5,
|
||||
FactionWorkExpGain: 0.5,
|
||||
HackExpGain: 0.1,
|
||||
CrimeExpGain: 0.5,
|
||||
|
||||
BitNodeMultipliers.FactionWorkRepGain = 0.6;
|
||||
FactionWorkRepGain: 0.6,
|
||||
|
||||
BitNodeMultipliers.FourSigmaMarketDataCost = 10;
|
||||
BitNodeMultipliers.FourSigmaMarketDataApiCost = 10;
|
||||
FourSigmaMarketDataCost: 10,
|
||||
FourSigmaMarketDataApiCost: 10,
|
||||
|
||||
BitNodeMultipliers.CorporationValuation = 0.001;
|
||||
CorporationValuation: 0.001,
|
||||
|
||||
BitNodeMultipliers.BladeburnerRank = 0.45;
|
||||
BitNodeMultipliers.BladeburnerSkillCost = 2;
|
||||
BitNodeMultipliers.StaneksGiftPowerMultiplier = 2;
|
||||
BitNodeMultipliers.StaneksGiftExtraSize = 1;
|
||||
BitNodeMultipliers.GangSoftcap = 0.3;
|
||||
BitNodeMultipliers.CorporationSoftCap = 0.3;
|
||||
BitNodeMultipliers.WorldDaemonDifficulty = 3;
|
||||
BitNodeMultipliers.GangUniqueAugs = 0.1;
|
||||
break;
|
||||
BladeburnerRank: 0.45,
|
||||
BladeburnerSkillCost: 2,
|
||||
StaneksGiftPowerMultiplier: 2,
|
||||
StaneksGiftExtraSize: 1,
|
||||
GangSoftcap: 0.3,
|
||||
CorporationSoftCap: 0.3,
|
||||
WorldDaemonDifficulty: 3,
|
||||
GangUniqueAugs: 0.1,
|
||||
});
|
||||
}
|
||||
default: {
|
||||
throw new Error("Invalid BitNodeN");
|
||||
}
|
||||
default:
|
||||
console.warn("Player.bitNodeN invalid");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
export function initBitNodeMultipliers(p: IPlayer): void {
|
||||
Object.assign(BitNodeMultipliers, getBitNodeMultipliers(p.bitNodeN, p.sourceFileLvl(p.bitNodeN)));
|
||||
}
|
||||
|
@ -1,9 +1,11 @@
|
||||
import { defaultMultipliers } from "./BitNode";
|
||||
|
||||
/**
|
||||
* Bitnode multipliers influence the difficulty of different aspects of the game.
|
||||
* Each Bitnode has a different theme/strategy to achieving the end goal, so these multipliers will can help drive the
|
||||
* player toward the intended strategy. Unless they really want to play the long, slow game of waiting...
|
||||
*/
|
||||
interface IBitNodeMultipliers {
|
||||
export interface IBitNodeMultipliers {
|
||||
/**
|
||||
* Influences how quickly the player's agility level (not exp) scales
|
||||
*/
|
||||
@ -250,67 +252,4 @@ interface IBitNodeMultipliers {
|
||||
* The multipliers that are influenced by current Bitnode progression.
|
||||
*/
|
||||
// tslint:disable-next-line:variable-name
|
||||
export const BitNodeMultipliers: IBitNodeMultipliers = {
|
||||
HackingLevelMultiplier: 1,
|
||||
StrengthLevelMultiplier: 1,
|
||||
DefenseLevelMultiplier: 1,
|
||||
DexterityLevelMultiplier: 1,
|
||||
AgilityLevelMultiplier: 1,
|
||||
CharismaLevelMultiplier: 1,
|
||||
|
||||
ServerGrowthRate: 1,
|
||||
ServerMaxMoney: 1,
|
||||
ServerStartingMoney: 1,
|
||||
ServerStartingSecurity: 1,
|
||||
ServerWeakenRate: 1,
|
||||
|
||||
HomeComputerRamCost: 1,
|
||||
|
||||
PurchasedServerCost: 1,
|
||||
PurchasedServerSoftcap: 1,
|
||||
PurchasedServerLimit: 1,
|
||||
PurchasedServerMaxRam: 1,
|
||||
|
||||
CompanyWorkMoney: 1,
|
||||
CrimeMoney: 1,
|
||||
HacknetNodeMoney: 1,
|
||||
ManualHackMoney: 1,
|
||||
ScriptHackMoney: 1,
|
||||
ScriptHackMoneyGain: 1,
|
||||
CodingContractMoney: 1,
|
||||
|
||||
ClassGymExpGain: 1,
|
||||
CompanyWorkExpGain: 1,
|
||||
CrimeExpGain: 1,
|
||||
FactionWorkExpGain: 1,
|
||||
HackExpGain: 1,
|
||||
|
||||
FactionPassiveRepGain: 1,
|
||||
FactionWorkRepGain: 1,
|
||||
RepToDonateToFaction: 1,
|
||||
|
||||
AugmentationMoneyCost: 1,
|
||||
AugmentationRepCost: 1,
|
||||
|
||||
InfiltrationMoney: 1,
|
||||
InfiltrationRep: 1,
|
||||
|
||||
FourSigmaMarketDataCost: 1,
|
||||
FourSigmaMarketDataApiCost: 1,
|
||||
|
||||
CorporationValuation: 1,
|
||||
CorporationSoftCap: 1,
|
||||
|
||||
BladeburnerRank: 1,
|
||||
BladeburnerSkillCost: 1,
|
||||
|
||||
GangSoftcap: 1,
|
||||
GangUniqueAugs: 1,
|
||||
|
||||
DaedalusAugsRequirement: 1,
|
||||
|
||||
StaneksGiftPowerMultiplier: 1,
|
||||
StaneksGiftExtraSize: 0,
|
||||
|
||||
WorldDaemonDifficulty: 1,
|
||||
};
|
||||
export const BitNodeMultipliers = defaultMultipliers;
|
||||
|
554
src/BitNode/ui/BitnodeMultipliersDescription.tsx
Normal file
554
src/BitNode/ui/BitnodeMultipliersDescription.tsx
Normal file
@ -0,0 +1,554 @@
|
||||
import ExpandMore from "@mui/icons-material/ExpandMore";
|
||||
import ExpandLess from "@mui/icons-material/ExpandLess";
|
||||
import { Box, Collapse, ListItemButton, ListItemText, Paper, Typography } from "@mui/material";
|
||||
import React from "react";
|
||||
import { use } from "../../ui/Context";
|
||||
import { defaultMultipliers, getBitNodeMultipliers } from "../BitNode";
|
||||
import { IBitNodeMultipliers } from "../BitNodeMultipliers";
|
||||
import { SpecialServers } from "../../Server/data/SpecialServers";
|
||||
|
||||
interface IProps {
|
||||
n: number;
|
||||
}
|
||||
|
||||
export function BitnodeMultiplierDescription({ n }: IProps): React.ReactElement {
|
||||
const player = use.Player();
|
||||
const [open, setOpen] = React.useState(false);
|
||||
const mults = getBitNodeMultipliers(n, player.sourceFileLvl(n));
|
||||
if (n === 1) return <></>;
|
||||
|
||||
return (
|
||||
<>
|
||||
<br />
|
||||
<Box component={Paper}>
|
||||
<ListItemButton onClick={() => setOpen((old) => !old)}>
|
||||
<ListItemText primary={<Typography>Bitnode multipliers:</Typography>} />
|
||||
{open ? <ExpandLess color="primary" /> : <ExpandMore color="primary" />}
|
||||
</ListItemButton>
|
||||
<Box mx={2}>
|
||||
<Collapse in={open}>
|
||||
<GeneralMults n={n} mults={mults} />
|
||||
<FactionMults n={n} mults={mults} />
|
||||
<AugmentationMults n={n} mults={mults} />
|
||||
<StockMults n={n} mults={mults} />
|
||||
<SkillMults n={n} mults={mults} />
|
||||
<HackingMults n={n} mults={mults} />
|
||||
<PurchasedServersMults n={n} mults={mults} />
|
||||
<CrimeMults n={n} mults={mults} />
|
||||
<InfiltrationMults n={n} mults={mults} />
|
||||
<CompanyMults n={n} mults={mults} />
|
||||
<GangMults n={n} mults={mults} />
|
||||
<CorporationMults n={n} mults={mults} />
|
||||
<BladeburnerMults n={n} mults={mults} />
|
||||
<StanekMults n={n} mults={mults} />
|
||||
<br />
|
||||
</Collapse>
|
||||
</Box>
|
||||
</Box>
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
interface IMultsProps {
|
||||
n: number;
|
||||
mults: IBitNodeMultipliers;
|
||||
}
|
||||
|
||||
function GeneralMults({ mults }: IMultsProps): React.ReactElement {
|
||||
// is it empty check
|
||||
if (
|
||||
mults.ClassGymExpGain === defaultMultipliers.ClassGymExpGain &&
|
||||
mults.CodingContractMoney === defaultMultipliers.CodingContractMoney &&
|
||||
mults.DaedalusAugsRequirement === defaultMultipliers.DaedalusAugsRequirement &&
|
||||
mults.WorldDaemonDifficulty === defaultMultipliers.WorldDaemonDifficulty &&
|
||||
mults.HacknetNodeMoney === defaultMultipliers.HacknetNodeMoney
|
||||
)
|
||||
return <></>;
|
||||
return (
|
||||
<>
|
||||
<br />
|
||||
<Typography variant={"h5"}>General:</Typography>
|
||||
<Box mx={1}>
|
||||
{mults.WorldDaemonDifficulty !== defaultMultipliers.WorldDaemonDifficulty ? (
|
||||
<Typography>
|
||||
{SpecialServers.WorldDaemon} difficulty: x{mults.WorldDaemonDifficulty.toFixed(3)}
|
||||
</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.DaedalusAugsRequirement !== defaultMultipliers.DaedalusAugsRequirement ? (
|
||||
<Typography>Daedalus aug req.: {mults.DaedalusAugsRequirement}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.HacknetNodeMoney !== defaultMultipliers.HacknetNodeMoney ? (
|
||||
<Typography>Hacknet production: x{mults.HacknetNodeMoney.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.CodingContractMoney !== defaultMultipliers.CodingContractMoney ? (
|
||||
<Typography>Coding contract reward: x{mults.CodingContractMoney.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.ClassGymExpGain !== defaultMultipliers.ClassGymExpGain ? (
|
||||
<Typography>Class/Gym exp: x{mults.ClassGymExpGain.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
</Box>
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
function AugmentationMults({ mults }: IMultsProps): React.ReactElement {
|
||||
// is it empty check
|
||||
if (
|
||||
mults.AugmentationMoneyCost === defaultMultipliers.AugmentationMoneyCost &&
|
||||
mults.AugmentationRepCost === defaultMultipliers.AugmentationRepCost
|
||||
)
|
||||
return <></>;
|
||||
return (
|
||||
<>
|
||||
<br />
|
||||
<Typography variant={"h5"}>Augmentations:</Typography>
|
||||
<Box mx={1}>
|
||||
{mults.AugmentationMoneyCost !== defaultMultipliers.AugmentationMoneyCost ? (
|
||||
<Typography>Cost: x{mults.AugmentationMoneyCost.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.AugmentationRepCost !== defaultMultipliers.AugmentationRepCost ? (
|
||||
<Typography>Reputation: x{mults.AugmentationRepCost.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
</Box>
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
function CompanyMults({ mults }: IMultsProps): React.ReactElement {
|
||||
// is it empty check
|
||||
if (
|
||||
mults.CompanyWorkExpGain === defaultMultipliers.CompanyWorkExpGain &&
|
||||
mults.CompanyWorkMoney === defaultMultipliers.CompanyWorkMoney
|
||||
)
|
||||
return <></>;
|
||||
return (
|
||||
<>
|
||||
<br />
|
||||
<Typography variant={"h5"}>Company:</Typography>
|
||||
<Box mx={1}>
|
||||
{mults.CompanyWorkMoney !== defaultMultipliers.CompanyWorkMoney ? (
|
||||
<Typography>Money: x{mults.CompanyWorkMoney.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.CompanyWorkExpGain !== defaultMultipliers.CompanyWorkExpGain ? (
|
||||
<Typography>Exp: x{mults.CompanyWorkExpGain.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
</Box>
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
function StockMults({ mults }: IMultsProps): React.ReactElement {
|
||||
// is it empty check
|
||||
if (
|
||||
mults.FourSigmaMarketDataApiCost === defaultMultipliers.FourSigmaMarketDataApiCost &&
|
||||
mults.FourSigmaMarketDataCost === defaultMultipliers.FourSigmaMarketDataCost
|
||||
)
|
||||
return <></>;
|
||||
return (
|
||||
<>
|
||||
<br />
|
||||
<Typography variant={"h5"}>Stock market:</Typography>
|
||||
<Box mx={1}>
|
||||
{mults.FourSigmaMarketDataCost !== defaultMultipliers.FourSigmaMarketDataCost ? (
|
||||
<Typography>Market data cost: x{mults.FourSigmaMarketDataCost.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.FourSigmaMarketDataApiCost !== defaultMultipliers.FourSigmaMarketDataApiCost ? (
|
||||
<Typography>Market data API cost: x{mults.FourSigmaMarketDataApiCost.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
</Box>
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
function FactionMults({ mults }: IMultsProps): React.ReactElement {
|
||||
// is it empty check
|
||||
if (
|
||||
mults.FactionPassiveRepGain === defaultMultipliers.FactionPassiveRepGain &&
|
||||
mults.FactionWorkExpGain === defaultMultipliers.FactionWorkExpGain &&
|
||||
mults.FactionWorkRepGain === defaultMultipliers.FactionWorkRepGain &&
|
||||
mults.RepToDonateToFaction === defaultMultipliers.RepToDonateToFaction
|
||||
)
|
||||
return <></>;
|
||||
return (
|
||||
<>
|
||||
<br />
|
||||
<Typography variant={"h5"}>Faction:</Typography>
|
||||
<Box mx={1}>
|
||||
{mults.RepToDonateToFaction !== defaultMultipliers.RepToDonateToFaction ? (
|
||||
<Typography>Favor to donate: x{mults.RepToDonateToFaction.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.FactionWorkRepGain !== defaultMultipliers.FactionWorkRepGain ? (
|
||||
<Typography>Work rep: x{mults.FactionWorkRepGain.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.FactionWorkExpGain !== defaultMultipliers.FactionWorkExpGain ? (
|
||||
<Typography>Work exp: x{mults.FactionWorkExpGain.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.FactionPassiveRepGain !== defaultMultipliers.FactionPassiveRepGain ? (
|
||||
<Typography>Passive rep: x{mults.FactionPassiveRepGain.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
</Box>
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
function CrimeMults({ mults }: IMultsProps): React.ReactElement {
|
||||
// is it empty check
|
||||
if (mults.CrimeExpGain === defaultMultipliers.CrimeExpGain && mults.CrimeMoney === defaultMultipliers.CrimeMoney)
|
||||
return <></>;
|
||||
return (
|
||||
<>
|
||||
<br />
|
||||
<Typography variant={"h5"}>Crime:</Typography>
|
||||
<Box mx={1}>
|
||||
{mults.CrimeExpGain !== defaultMultipliers.CrimeExpGain ? (
|
||||
<Typography>Exp: x{mults.CrimeExpGain.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.CrimeMoney !== defaultMultipliers.CrimeMoney ? (
|
||||
<Typography>Money: x{mults.CrimeMoney.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
</Box>
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
function SkillMults({ mults }: IMultsProps): React.ReactElement {
|
||||
// is it empty check
|
||||
if (
|
||||
mults.HackingLevelMultiplier === defaultMultipliers.HackingLevelMultiplier &&
|
||||
mults.AgilityLevelMultiplier === defaultMultipliers.AgilityLevelMultiplier &&
|
||||
mults.DefenseLevelMultiplier === defaultMultipliers.DefenseLevelMultiplier &&
|
||||
mults.DexterityLevelMultiplier === defaultMultipliers.DexterityLevelMultiplier &&
|
||||
mults.StrengthLevelMultiplier === defaultMultipliers.StrengthLevelMultiplier &&
|
||||
mults.CharismaLevelMultiplier === defaultMultipliers.CharismaLevelMultiplier
|
||||
)
|
||||
return <></>;
|
||||
return (
|
||||
<>
|
||||
<br />
|
||||
<Typography variant={"h5"}>Skills:</Typography>
|
||||
<Box mx={1}>
|
||||
{mults.HackingLevelMultiplier !== defaultMultipliers.HackingLevelMultiplier ? (
|
||||
<Typography>Hacking: x{mults.HackingLevelMultiplier.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.AgilityLevelMultiplier !== defaultMultipliers.AgilityLevelMultiplier ? (
|
||||
<Typography>Agility: x{mults.AgilityLevelMultiplier.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.DefenseLevelMultiplier !== defaultMultipliers.DefenseLevelMultiplier ? (
|
||||
<Typography>Defense: x{mults.DefenseLevelMultiplier.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.DexterityLevelMultiplier !== defaultMultipliers.DexterityLevelMultiplier ? (
|
||||
<Typography>Dexterity: x{mults.DexterityLevelMultiplier.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.StrengthLevelMultiplier !== defaultMultipliers.StrengthLevelMultiplier ? (
|
||||
<Typography>Strength: x{mults.StrengthLevelMultiplier.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.CharismaLevelMultiplier !== defaultMultipliers.CharismaLevelMultiplier ? (
|
||||
<Typography>Charisma: x{mults.CharismaLevelMultiplier.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
</Box>
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
function HackingMults({ mults }: IMultsProps): React.ReactElement {
|
||||
// is it empty check
|
||||
if (
|
||||
mults.ServerGrowthRate === defaultMultipliers.ServerGrowthRate &&
|
||||
mults.ServerMaxMoney === defaultMultipliers.ServerMaxMoney &&
|
||||
mults.ServerStartingMoney === defaultMultipliers.ServerStartingMoney &&
|
||||
mults.ServerStartingSecurity === defaultMultipliers.ServerStartingSecurity &&
|
||||
mults.ServerWeakenRate === defaultMultipliers.ServerWeakenRate &&
|
||||
mults.ManualHackMoney === defaultMultipliers.ManualHackMoney &&
|
||||
mults.ScriptHackMoney === defaultMultipliers.ScriptHackMoney &&
|
||||
mults.ScriptHackMoneyGain === defaultMultipliers.ScriptHackMoneyGain &&
|
||||
mults.HackExpGain === defaultMultipliers.HackExpGain
|
||||
)
|
||||
return <></>;
|
||||
|
||||
return (
|
||||
<>
|
||||
<br />
|
||||
<Typography variant={"h5"}>Hacking:</Typography>
|
||||
<Box mx={1}>
|
||||
{mults.HackExpGain !== defaultMultipliers.HackExpGain ? (
|
||||
<Typography>Exp: x{mults.HackExpGain.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.ServerGrowthRate !== defaultMultipliers.ServerGrowthRate ? (
|
||||
<Typography>Growth rate: x{mults.ServerGrowthRate.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.ServerMaxMoney !== defaultMultipliers.ServerMaxMoney ? (
|
||||
<Typography>Max money: x{mults.ServerMaxMoney.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.ServerStartingMoney !== defaultMultipliers.ServerStartingMoney ? (
|
||||
<Typography>Starting money: x{mults.ServerStartingMoney.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.ServerStartingSecurity !== defaultMultipliers.ServerStartingSecurity ? (
|
||||
<Typography>Starting security: x{mults.ServerStartingSecurity.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.ServerWeakenRate !== defaultMultipliers.ServerWeakenRate ? (
|
||||
<Typography>Weaken rate: x{mults.ServerWeakenRate.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.ManualHackMoney !== defaultMultipliers.ManualHackMoney ? (
|
||||
<Typography>Manual hack money: x{mults.ManualHackMoney.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.ScriptHackMoney !== defaultMultipliers.ScriptHackMoney ? (
|
||||
<Typography>Hack money stolen: x{mults.ScriptHackMoney.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.ScriptHackMoneyGain !== defaultMultipliers.ScriptHackMoneyGain ? (
|
||||
<Typography>Money gained from hack: x{mults.ScriptHackMoneyGain.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
</Box>
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
function PurchasedServersMults({ mults }: IMultsProps): React.ReactElement {
|
||||
// is it empty check
|
||||
if (
|
||||
mults.PurchasedServerCost === defaultMultipliers.PurchasedServerCost &&
|
||||
mults.PurchasedServerSoftcap === defaultMultipliers.PurchasedServerSoftcap &&
|
||||
mults.PurchasedServerLimit === defaultMultipliers.PurchasedServerLimit &&
|
||||
mults.PurchasedServerMaxRam === defaultMultipliers.PurchasedServerMaxRam &&
|
||||
mults.HomeComputerRamCost === defaultMultipliers.HomeComputerRamCost
|
||||
)
|
||||
return <></>;
|
||||
return (
|
||||
<>
|
||||
<br />
|
||||
<Typography variant={"h5"}>Purchased servers:</Typography>
|
||||
<Box mx={1}>
|
||||
{mults.PurchasedServerCost !== defaultMultipliers.PurchasedServerCost ? (
|
||||
<Typography>Base cost: {mults.PurchasedServerCost.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.PurchasedServerSoftcap !== defaultMultipliers.PurchasedServerSoftcap ? (
|
||||
<Typography>Softcap cost: {mults.PurchasedServerSoftcap.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.PurchasedServerLimit !== defaultMultipliers.PurchasedServerLimit ? (
|
||||
<Typography>Limit: x{mults.PurchasedServerLimit.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.PurchasedServerMaxRam !== defaultMultipliers.PurchasedServerMaxRam ? (
|
||||
<Typography>Max ram: x{mults.PurchasedServerMaxRam.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.HomeComputerRamCost !== defaultMultipliers.HomeComputerRamCost ? (
|
||||
<Typography>Home ram cost: x{mults.HomeComputerRamCost.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
</Box>
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
function InfiltrationMults({ mults }: IMultsProps): React.ReactElement {
|
||||
// is it empty check
|
||||
if (
|
||||
mults.InfiltrationMoney === defaultMultipliers.InfiltrationMoney &&
|
||||
mults.InfiltrationRep === defaultMultipliers.InfiltrationRep
|
||||
)
|
||||
return <></>;
|
||||
return (
|
||||
<>
|
||||
<br />
|
||||
<Typography variant={"h5"}>Infiltration:</Typography>
|
||||
<Box mx={1}>
|
||||
{mults.InfiltrationMoney !== defaultMultipliers.InfiltrationMoney ? (
|
||||
<Typography>Money: {mults.InfiltrationMoney.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.InfiltrationRep !== defaultMultipliers.InfiltrationRep ? (
|
||||
<Typography>Reputation: x{mults.InfiltrationRep.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
</Box>
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
function BladeburnerMults({ n, mults }: IMultsProps): React.ReactElement {
|
||||
const player = use.Player();
|
||||
// access check
|
||||
if (n !== 6 && n !== 7 && player.sourceFileLvl(6) === 0) return <></>;
|
||||
//default mults check
|
||||
if (mults.BladeburnerRank === 1 && mults.BladeburnerSkillCost === 1) return <></>;
|
||||
return (
|
||||
<>
|
||||
<br />
|
||||
<Typography variant={"h5"}>Bladeburner:</Typography>
|
||||
<Box mx={1}>
|
||||
{mults.BladeburnerRank !== 1 ? <Typography>Rank gain: x{mults.BladeburnerRank.toFixed(3)}</Typography> : <></>}
|
||||
{mults.BladeburnerSkillCost !== 1 ? (
|
||||
<Typography>Skill cost: x{mults.BladeburnerSkillCost.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
</Box>
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
function StanekMults({ n, mults }: IMultsProps): React.ReactElement {
|
||||
const player = use.Player();
|
||||
// access check
|
||||
if (n !== 13 && player.sourceFileLvl(13) === 0) return <></>;
|
||||
//default mults check
|
||||
if (
|
||||
mults.StaneksGiftExtraSize === defaultMultipliers.StaneksGiftExtraSize &&
|
||||
mults.StaneksGiftPowerMultiplier === defaultMultipliers.StaneksGiftPowerMultiplier
|
||||
)
|
||||
return <></>;
|
||||
|
||||
const s = mults.StaneksGiftExtraSize;
|
||||
return (
|
||||
<>
|
||||
<br />
|
||||
<Typography variant={"h5"}>Stanek's Gift:</Typography>
|
||||
<Box mx={1}>
|
||||
{mults.StaneksGiftPowerMultiplier !== defaultMultipliers.StaneksGiftPowerMultiplier ? (
|
||||
<Typography>Gift power: x{mults.StaneksGiftPowerMultiplier.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{s !== defaultMultipliers.StaneksGiftExtraSize ? (
|
||||
<Typography>Base size modifier: {s > defaultMultipliers.StaneksGiftExtraSize ? `+${s}` : s}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
</Box>
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
function GangMults({ n, mults }: IMultsProps): React.ReactElement {
|
||||
const player = use.Player();
|
||||
// access check
|
||||
if (n !== 2 && player.sourceFileLvl(2) === 0) return <></>;
|
||||
// is it empty check
|
||||
if (
|
||||
mults.GangSoftcap === defaultMultipliers.GangSoftcap &&
|
||||
mults.GangUniqueAugs === defaultMultipliers.GangUniqueAugs
|
||||
)
|
||||
return <></>;
|
||||
return (
|
||||
<>
|
||||
<br />
|
||||
<Typography variant={"h5"}>Gang:</Typography>
|
||||
<Box mx={1}>
|
||||
{mults.GangSoftcap !== defaultMultipliers.GangSoftcap ? (
|
||||
<Typography>Softcap: {mults.GangSoftcap.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.GangUniqueAugs !== defaultMultipliers.GangUniqueAugs ? (
|
||||
<Typography>Unique augs: x{mults.GangUniqueAugs.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
</Box>
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
function CorporationMults({ n, mults }: IMultsProps): React.ReactElement {
|
||||
const player = use.Player();
|
||||
// access check
|
||||
if (n !== 3 && player.sourceFileLvl(3) === 0) return <></>;
|
||||
// is it empty check
|
||||
if (
|
||||
mults.CorporationSoftCap === defaultMultipliers.CorporationSoftCap &&
|
||||
mults.CorporationValuation === defaultMultipliers.CorporationValuation
|
||||
)
|
||||
return <></>;
|
||||
|
||||
return (
|
||||
<>
|
||||
<br />
|
||||
<Typography variant={"h5"}>Corporation:</Typography>
|
||||
<Box mx={1}>
|
||||
{mults.CorporationSoftCap !== defaultMultipliers.CorporationSoftCap ? (
|
||||
<Typography>Softcap: {mults.CorporationSoftCap.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{mults.CorporationValuation !== defaultMultipliers.CorporationValuation ? (
|
||||
<Typography>Valuation: x{mults.CorporationValuation.toFixed(3)}</Typography>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
</Box>
|
||||
</>
|
||||
);
|
||||
}
|
@ -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) {
|
||||
@ -171,7 +173,6 @@ export function BitverseRoot(props: IProps): React.ReactElement {
|
||||
<>
|
||||
{Object.values(BitNodes)
|
||||
.filter((node) => {
|
||||
console.log(node.desc);
|
||||
return node.desc !== "COMING SOON";
|
||||
})
|
||||
.map((node) => {
|
||||
|
@ -6,6 +6,7 @@ import { use } from "../../ui/Context";
|
||||
import { Modal } from "../../ui/React/Modal";
|
||||
import Typography from "@mui/material/Typography";
|
||||
import Button from "@mui/material/Button";
|
||||
import { BitnodeMultiplierDescription } from "./BitnodeMultipliersDescription";
|
||||
|
||||
interface IProps {
|
||||
open: boolean;
|
||||
@ -40,6 +41,7 @@ export function PortalModal(props: IProps): React.ReactElement {
|
||||
<br />
|
||||
<br />
|
||||
<Typography>{bitNode.info}</Typography>
|
||||
<BitnodeMultiplierDescription n={props.n} />
|
||||
<br />
|
||||
<br />
|
||||
<Button
|
||||
|
@ -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) {
|
||||
|
@ -112,6 +112,8 @@ export const CONSTANTS: {
|
||||
CodingContractBaseMoneyGain: number;
|
||||
AugmentationGraftingCostMult: number;
|
||||
AugmentationGraftingTimeBase: number;
|
||||
SoACostMult: number;
|
||||
SoARepMult: number;
|
||||
EntropyEffect: number;
|
||||
TotalNumBitNodes: number;
|
||||
Donations: number; // number of blood/plasma/palette donation the dev have verified., boosts NFG
|
||||
@ -281,13 +283,17 @@ export const CONSTANTS: {
|
||||
AugmentationGraftingCostMult: 3,
|
||||
AugmentationGraftingTimeBase: 3600000,
|
||||
|
||||
// SoA mults
|
||||
SoACostMult: 7,
|
||||
SoARepMult: 1.3,
|
||||
|
||||
// Value raised to the number of entropy stacks, then multiplied to player multipliers
|
||||
EntropyEffect: 0.98,
|
||||
|
||||
// BitNode/Source-File related stuff
|
||||
TotalNumBitNodes: 24,
|
||||
|
||||
Donations: 4,
|
||||
Donations: 6,
|
||||
|
||||
LatestUpdate: `
|
||||
v1.6.3 - 2022-04-01 Few stanek fixes
|
||||
|
@ -3,7 +3,6 @@ import { Augmentation } from "../Augmentation/Augmentation";
|
||||
import { PlayerOwnedAugmentation } from "../Augmentation/PlayerOwnedAugmentation";
|
||||
import { AugmentationNames } from "../Augmentation/data/AugmentationNames";
|
||||
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
|
||||
import { CONSTANTS } from "../Constants";
|
||||
|
||||
import { Faction } from "./Faction";
|
||||
import { Factions } from "./Factions";
|
||||
@ -19,6 +18,7 @@ import {
|
||||
import { dialogBoxCreate } from "../ui/React/DialogBox";
|
||||
import { InvitationEvent } from "./ui/InvitationModal";
|
||||
import { FactionNames } from "./data/FactionNames";
|
||||
import { updateAugmentationCosts, getNextNeuroFluxLevel } from "../Augmentation/AugmentationHelpers";
|
||||
import { SFC32RNG } from "../Casino/RNG";
|
||||
|
||||
export function inviteToFaction(faction: Faction): void {
|
||||
@ -104,31 +104,13 @@ export function purchaseAugmentation(aug: Augmentation, fac: Faction, sing = fal
|
||||
} else if (aug.baseCost === 0 || Player.money >= aug.baseCost) {
|
||||
const queuedAugmentation = new PlayerOwnedAugmentation(aug.name);
|
||||
if (aug.name == AugmentationNames.NeuroFluxGovernor) {
|
||||
queuedAugmentation.level = getNextNeurofluxLevel();
|
||||
queuedAugmentation.level = getNextNeuroFluxLevel();
|
||||
}
|
||||
Player.queuedAugmentations.push(queuedAugmentation);
|
||||
|
||||
Player.loseMoney(aug.baseCost, "augmentations");
|
||||
|
||||
// If you just purchased Neuroflux Governor, recalculate the cost
|
||||
if (aug.name == AugmentationNames.NeuroFluxGovernor) {
|
||||
let nextLevel = getNextNeurofluxLevel();
|
||||
--nextLevel;
|
||||
const mult = Math.pow(CONSTANTS.NeuroFluxGovernorLevelMult, nextLevel);
|
||||
aug.baseRepRequirement = 500 * mult * BitNodeMultipliers.AugmentationRepCost;
|
||||
aug.baseCost = 750e3 * mult * BitNodeMultipliers.AugmentationMoneyCost;
|
||||
|
||||
for (let i = 0; i < Player.queuedAugmentations.length - 1; ++i) {
|
||||
aug.baseCost *= CONSTANTS.MultipleAugMultiplier * [1, 0.96, 0.94, 0.93][Player.sourceFileLvl(11)];
|
||||
}
|
||||
}
|
||||
|
||||
for (const name of Object.keys(Augmentations)) {
|
||||
if (Augmentations.hasOwnProperty(name)) {
|
||||
Augmentations[name].baseCost *=
|
||||
CONSTANTS.MultipleAugMultiplier * [1, 0.96, 0.94, 0.93][Player.sourceFileLvl(11)];
|
||||
}
|
||||
}
|
||||
updateAugmentationCosts();
|
||||
|
||||
if (sing) {
|
||||
return "You purchased " + aug.name;
|
||||
@ -152,24 +134,6 @@ export function purchaseAugmentation(aug: Augmentation, fac: Faction, sing = fal
|
||||
return "";
|
||||
}
|
||||
|
||||
export function getNextNeurofluxLevel(): number {
|
||||
// Get current Neuroflux level based on Player's augmentations
|
||||
let currLevel = 0;
|
||||
for (let i = 0; i < Player.augmentations.length; ++i) {
|
||||
if (Player.augmentations[i].name === AugmentationNames.NeuroFluxGovernor) {
|
||||
currLevel = Player.augmentations[i].level;
|
||||
}
|
||||
}
|
||||
|
||||
// Account for purchased but uninstalled Augmentations
|
||||
for (let i = 0; i < Player.queuedAugmentations.length; ++i) {
|
||||
if (Player.queuedAugmentations[i].name == AugmentationNames.NeuroFluxGovernor) {
|
||||
++currLevel;
|
||||
}
|
||||
}
|
||||
return currLevel + 1;
|
||||
}
|
||||
|
||||
export function processPassiveFactionRepGain(numCycles: number): void {
|
||||
for (const name of Object.keys(Factions)) {
|
||||
if (name === Player.currentWorkFactionName) continue;
|
||||
|
@ -3,6 +3,7 @@ import { IMap } from "../types";
|
||||
import { FactionNames } from "./data/FactionNames";
|
||||
import { use } from "../ui/Context";
|
||||
import { Option } from "./ui/Option";
|
||||
import { Typography } from "@mui/material";
|
||||
|
||||
interface FactionInfoParams {
|
||||
infoText?: JSX.Element;
|
||||
@ -511,4 +512,17 @@ export const FactionInfos: IMap<FactionInfo> = {
|
||||
);
|
||||
},
|
||||
}),
|
||||
[FactionNames.ShadowsOfAnarchy]: new FactionInfo({
|
||||
infoText: (
|
||||
<>
|
||||
The government is ruled by the corporations that we have allowed to consume it. To release the world from its
|
||||
shackles, the gods grant us their strength.
|
||||
</>
|
||||
),
|
||||
special: true,
|
||||
keepOnInstall: true,
|
||||
assignment: (): React.ReactElement => {
|
||||
return <Typography>{FactionNames.ShadowsOfAnarchy} can only gain reputation by infiltrating.</Typography>;
|
||||
},
|
||||
}),
|
||||
};
|
||||
|
@ -32,4 +32,5 @@ export enum FactionNames {
|
||||
CyberSec = "CyberSec",
|
||||
Bladeburners = "Bladeburners",
|
||||
ChurchOfTheMachineGod = "Church of the Machine God",
|
||||
ShadowsOfAnarchy = "Shadows of Anarchy",
|
||||
}
|
||||
|
@ -24,6 +24,7 @@ import Tooltip from "@mui/material/Tooltip";
|
||||
import TableBody from "@mui/material/TableBody";
|
||||
import Table from "@mui/material/Table";
|
||||
import { getGenericAugmentationPriceMultiplier } from "../../Augmentation/AugmentationHelpers";
|
||||
import { FactionNames } from "../data/FactionNames";
|
||||
|
||||
type IProps = {
|
||||
faction: Faction;
|
||||
@ -164,6 +165,14 @@ export function AugmentationsPage(props: IProps): React.ReactElement {
|
||||
</>
|
||||
);
|
||||
}
|
||||
const multiplierComponent =
|
||||
props.faction.name !== FactionNames.ShadowsOfAnarchy ? (
|
||||
<Typography>
|
||||
Price multiplier: x {numeralWrapper.formatMultiplier(getGenericAugmentationPriceMultiplier())}
|
||||
</Typography>
|
||||
) : (
|
||||
<></>
|
||||
);
|
||||
|
||||
return (
|
||||
<>
|
||||
@ -185,9 +194,7 @@ export function AugmentationsPage(props: IProps): React.ReactElement {
|
||||
</Typography>
|
||||
}
|
||||
>
|
||||
<Typography>
|
||||
Price multiplier: x {numeralWrapper.formatMultiplier(getGenericAugmentationPriceMultiplier())}
|
||||
</Typography>
|
||||
{multiplierComponent}
|
||||
</Tooltip>
|
||||
</Box>
|
||||
<Button onClick={() => switchSortOrder(PurchaseAugmentationsOrderSetting.Cost)}>Sort by Cost</Button>
|
||||
|
@ -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)} />
|
||||
</>
|
||||
);
|
||||
}
|
@ -58,6 +58,7 @@ export function Info(props: IProps): React.ReactElement {
|
||||
const Assignment = props.factionInfo.assignment ?? DefaultAssignment;
|
||||
|
||||
const favorGain = props.faction.getFavorGain();
|
||||
|
||||
return (
|
||||
<>
|
||||
<Typography classes={{ root: classes.noformat }}>{props.factionInfo.infoText}</Typography>
|
||||
|
@ -4,7 +4,7 @@
|
||||
*/
|
||||
import React, { useState } from "react";
|
||||
|
||||
import { getNextNeurofluxLevel, hasAugmentationPrereqs, purchaseAugmentation } from "../FactionHelpers";
|
||||
import { hasAugmentationPrereqs, purchaseAugmentation } from "../FactionHelpers";
|
||||
import { PurchaseAugmentationModal } from "./PurchaseAugmentationModal";
|
||||
|
||||
import { Augmentations } from "../../Augmentation/Augmentations";
|
||||
@ -22,6 +22,7 @@ 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;
|
||||
@ -96,7 +97,7 @@ export function PurchaseableAugmentation(props: IProps): React.ReactElement {
|
||||
// Determine button txt
|
||||
let btnTxt = aug.name;
|
||||
if (aug.name === AugmentationNames.NeuroFluxGovernor) {
|
||||
btnTxt += ` - Level ${getNextNeurofluxLevel()}`;
|
||||
btnTxt += ` - Level ${getNextNeuroFluxLevel()}`;
|
||||
}
|
||||
|
||||
let tooltip = <></>;
|
||||
|
6
src/GameOptions/GameOptionsTab.ts
Normal file
6
src/GameOptions/GameOptionsTab.ts
Normal file
@ -0,0 +1,6 @@
|
||||
export enum GameOptionsTab {
|
||||
SYSTEM,
|
||||
INTERFACE,
|
||||
GAMEPLAY,
|
||||
MISC,
|
||||
}
|
356
src/GameOptions/ui/CurrentOptionsPage.tsx
Normal file
356
src/GameOptions/ui/CurrentOptionsPage.tsx
Normal file
@ -0,0 +1,356 @@
|
||||
import { MenuItem, Select, SelectChangeEvent, TextField, Tooltip, Typography } from "@mui/material";
|
||||
import React, { useState } from "react";
|
||||
import { IPlayer } from "../../PersonObjects/IPlayer";
|
||||
import { Settings } from "../../Settings/Settings";
|
||||
import { OptionSwitch } from "../../ui/React/OptionSwitch";
|
||||
import { formatTime } from "../../utils/helpers/formatTime";
|
||||
import { GameOptionsTab } from "../GameOptionsTab";
|
||||
import { GameOptionsPage } from "./GameOptionsPage";
|
||||
import { OptionsSlider } from "./OptionsSlider";
|
||||
|
||||
interface IProps {
|
||||
currentTab: GameOptionsTab;
|
||||
player: IPlayer;
|
||||
}
|
||||
|
||||
export const CurrentOptionsPage = (props: IProps): React.ReactElement => {
|
||||
const [execTime, setExecTime] = useState(Settings.CodeInstructionRunTime);
|
||||
const [recentScriptsSize, setRecentScriptsSize] = useState(Settings.MaxRecentScriptsCapacity);
|
||||
const [logSize, setLogSize] = useState(Settings.MaxLogCapacity);
|
||||
const [portSize, setPortSize] = useState(Settings.MaxPortCapacity);
|
||||
const [terminalSize, setTerminalSize] = useState(Settings.MaxTerminalCapacity);
|
||||
const [autosaveInterval, setAutosaveInterval] = useState(Settings.AutosaveInterval);
|
||||
const [timestampFormat, setTimestampFormat] = useState(Settings.TimestampsFormat);
|
||||
const [locale, setLocale] = useState(Settings.Locale);
|
||||
|
||||
function handleExecTimeChange(event: any, newValue: number | number[]): void {
|
||||
setExecTime(newValue as number);
|
||||
Settings.CodeInstructionRunTime = newValue as number;
|
||||
}
|
||||
|
||||
function handleRecentScriptsSizeChange(event: any, newValue: number | number[]): void {
|
||||
setRecentScriptsSize(newValue as number);
|
||||
Settings.MaxRecentScriptsCapacity = newValue as number;
|
||||
}
|
||||
|
||||
function handleLogSizeChange(event: any, newValue: number | number[]): void {
|
||||
setLogSize(newValue as number);
|
||||
Settings.MaxLogCapacity = newValue as number;
|
||||
}
|
||||
|
||||
function handlePortSizeChange(event: any, newValue: number | number[]): void {
|
||||
setPortSize(newValue as number);
|
||||
Settings.MaxPortCapacity = newValue as number;
|
||||
}
|
||||
|
||||
function handleTerminalSizeChange(event: any, newValue: number | number[]): void {
|
||||
setTerminalSize(newValue as number);
|
||||
Settings.MaxTerminalCapacity = newValue as number;
|
||||
}
|
||||
|
||||
function handleAutosaveIntervalChange(event: any, newValue: number | number[]): void {
|
||||
setAutosaveInterval(newValue as number);
|
||||
Settings.AutosaveInterval = newValue as number;
|
||||
}
|
||||
|
||||
function handleLocaleChange(event: SelectChangeEvent<string>): void {
|
||||
setLocale(event.target.value as string);
|
||||
Settings.Locale = event.target.value as string;
|
||||
}
|
||||
|
||||
function handleTimestampFormatChange(event: React.ChangeEvent<HTMLInputElement>): void {
|
||||
setTimestampFormat(event.target.value);
|
||||
Settings.TimestampsFormat = event.target.value;
|
||||
}
|
||||
|
||||
const pages = {
|
||||
[GameOptionsTab.SYSTEM]: (
|
||||
<GameOptionsPage title="System">
|
||||
{/* Wrap in a React fragment to prevent the sliders from breaking as list items */}
|
||||
<>
|
||||
<OptionsSlider
|
||||
label=".script exec time (ms)"
|
||||
value={execTime}
|
||||
callback={handleExecTimeChange}
|
||||
step={1}
|
||||
min={5}
|
||||
max={100}
|
||||
tooltip={
|
||||
<>
|
||||
The minimum number of milliseconds it takes to execute an operation in Netscript. Setting this too low
|
||||
can result in poor performance if you have many scripts running.
|
||||
</>
|
||||
}
|
||||
/>
|
||||
<OptionsSlider
|
||||
label="Recently killed scripts size"
|
||||
value={recentScriptsSize}
|
||||
callback={handleRecentScriptsSizeChange}
|
||||
step={25}
|
||||
min={0}
|
||||
max={500}
|
||||
tooltip={
|
||||
<>
|
||||
The maximum number of lines a script's logs can hold. Setting this too high can cause the game to use a
|
||||
lot of memory if you have many scripts running.
|
||||
</>
|
||||
}
|
||||
/>
|
||||
<OptionsSlider
|
||||
label="Netscript log size"
|
||||
value={logSize}
|
||||
callback={handleLogSizeChange}
|
||||
step={20}
|
||||
min={20}
|
||||
max={500}
|
||||
tooltip={
|
||||
<>
|
||||
The maximum number of lines a script's logs can hold. Setting this too high can cause the game to use a
|
||||
lot of memory if you have many scripts running.
|
||||
</>
|
||||
}
|
||||
/>
|
||||
<OptionsSlider
|
||||
label="Netscript port size"
|
||||
value={portSize}
|
||||
callback={handlePortSizeChange}
|
||||
step={1}
|
||||
min={20}
|
||||
max={100}
|
||||
tooltip={
|
||||
<>
|
||||
The maximum number of entries that can be written to a port using Netscript's write() function. Setting
|
||||
this too high can cause the game to use a lot of memory.
|
||||
</>
|
||||
}
|
||||
/>
|
||||
<OptionsSlider
|
||||
label="Terminal capacity"
|
||||
value={terminalSize}
|
||||
callback={handleTerminalSizeChange}
|
||||
step={50}
|
||||
min={50}
|
||||
max={500}
|
||||
tooltip={
|
||||
<>
|
||||
The maximum number of entries that can be written to the terminal. Setting this too high can cause the
|
||||
game to use a lot of memory.
|
||||
</>
|
||||
}
|
||||
marks
|
||||
/>
|
||||
<OptionsSlider
|
||||
label="Autosave interval (s)"
|
||||
value={autosaveInterval}
|
||||
callback={handleAutosaveIntervalChange}
|
||||
step={30}
|
||||
min={0}
|
||||
max={600}
|
||||
tooltip={<>The time (in seconds) between each autosave. Set to 0 to disable autosave.</>}
|
||||
marks
|
||||
/>
|
||||
</>
|
||||
<OptionSwitch
|
||||
checked={Settings.SuppressSavedGameToast}
|
||||
onChange={(newValue) => (Settings.SuppressSavedGameToast = newValue)}
|
||||
text="Suppress Auto-Save Game Toast"
|
||||
tooltip={<>If this is set, there will be no "Game Saved!" toast appearing after an auto-save.</>}
|
||||
/>
|
||||
<OptionSwitch
|
||||
checked={Settings.SuppressAutosaveDisabledWarnings}
|
||||
onChange={(newValue) => (Settings.SuppressAutosaveDisabledWarnings = newValue)}
|
||||
text="Suppress Auto-Save Disabled Warning"
|
||||
tooltip={<>If this is set, there will be no warning triggered when auto-save is disabled (at 0).</>}
|
||||
/>
|
||||
<OptionSwitch
|
||||
checked={Settings.SaveGameOnFileSave}
|
||||
onChange={(newValue) => (Settings.SaveGameOnFileSave = newValue)}
|
||||
text="Save game on file save"
|
||||
tooltip={<>Save your game any time a file is saved in the script editor.</>}
|
||||
/>
|
||||
<OptionSwitch
|
||||
checked={Settings.ExcludeRunningScriptsFromSave}
|
||||
onChange={(newValue) => (Settings.ExcludeRunningScriptsFromSave = newValue)}
|
||||
text="Exclude Running Scripts from Save"
|
||||
tooltip={
|
||||
<>
|
||||
If this is set, the save file will exclude all running scripts. This is only useful if your save is
|
||||
lagging a lot. You'll have to restart your script every time you launch the game.
|
||||
</>
|
||||
}
|
||||
/>
|
||||
</GameOptionsPage>
|
||||
),
|
||||
[GameOptionsTab.INTERFACE]: (
|
||||
<GameOptionsPage title="Interface">
|
||||
<OptionSwitch
|
||||
checked={Settings.DisableASCIIArt}
|
||||
onChange={(newValue) => (Settings.DisableASCIIArt = newValue)}
|
||||
text="Disable ascii art"
|
||||
tooltip={<>If this is set all ASCII art will be disabled.</>}
|
||||
/>
|
||||
<OptionSwitch
|
||||
checked={Settings.DisableTextEffects}
|
||||
onChange={(newValue) => (Settings.DisableTextEffects = newValue)}
|
||||
text="Disable text effects"
|
||||
tooltip={
|
||||
<>
|
||||
If this is set, text effects will not be displayed. This can help if text is difficult to read in certain
|
||||
areas.
|
||||
</>
|
||||
}
|
||||
/>
|
||||
<OptionSwitch
|
||||
checked={Settings.DisableOverviewProgressBars}
|
||||
onChange={(newValue) => (Settings.DisableOverviewProgressBars = newValue)}
|
||||
text="Disable Overview Progress Bars"
|
||||
tooltip={<>If this is set, the progress bars in the character overview will be hidden.</>}
|
||||
/>
|
||||
<OptionSwitch
|
||||
checked={Settings.UseIEC60027_2}
|
||||
onChange={(newValue) => (Settings.UseIEC60027_2 = newValue)}
|
||||
text="Use GiB instead of GB"
|
||||
tooltip={
|
||||
<>If this is set all references to memory will use GiB instead of GB, in accordance with IEC 60027-2.</>
|
||||
}
|
||||
/>
|
||||
<Tooltip
|
||||
title={
|
||||
<Typography>
|
||||
Terminal commands and log entries will be timestamped. See https://date-fns.org/docs/Getting-Started/
|
||||
</Typography>
|
||||
}
|
||||
>
|
||||
<TextField
|
||||
InputProps={{
|
||||
startAdornment: (
|
||||
<Typography
|
||||
color={formatTime(timestampFormat) === "format error" && timestampFormat !== "" ? "error" : "success"}
|
||||
>
|
||||
Timestamp format:
|
||||
</Typography>
|
||||
),
|
||||
}}
|
||||
value={timestampFormat}
|
||||
onChange={handleTimestampFormatChange}
|
||||
placeholder="yyyy-MM-dd hh:mm:ss"
|
||||
/>
|
||||
</Tooltip>
|
||||
<>
|
||||
<Tooltip title={<Typography>Sets the locale for displaying numbers.</Typography>}>
|
||||
<Typography>Locale</Typography>
|
||||
</Tooltip>
|
||||
<Select value={locale} onChange={handleLocaleChange}>
|
||||
<MenuItem value="en">en</MenuItem>
|
||||
<MenuItem value="bg">bg</MenuItem>
|
||||
<MenuItem value="cs">cs</MenuItem>
|
||||
<MenuItem value="da-dk">da-dk</MenuItem>
|
||||
<MenuItem value="de">de</MenuItem>
|
||||
<MenuItem value="en-au">en-au</MenuItem>
|
||||
<MenuItem value="en-gb">en-gb</MenuItem>
|
||||
<MenuItem value="es">es</MenuItem>
|
||||
<MenuItem value="fr">fr</MenuItem>
|
||||
<MenuItem value="hu">hu</MenuItem>
|
||||
<MenuItem value="it">it</MenuItem>
|
||||
<MenuItem value="lv">lv</MenuItem>
|
||||
<MenuItem value="no">no</MenuItem>
|
||||
<MenuItem value="pl">pl</MenuItem>
|
||||
<MenuItem value="ru">ru</MenuItem>
|
||||
</Select>
|
||||
</>
|
||||
</GameOptionsPage>
|
||||
),
|
||||
[GameOptionsTab.GAMEPLAY]: (
|
||||
<GameOptionsPage title="Gameplay">
|
||||
<OptionSwitch
|
||||
checked={Settings.SuppressMessages}
|
||||
onChange={(newValue) => (Settings.SuppressMessages = newValue)}
|
||||
text="Suppress story messages"
|
||||
tooltip={
|
||||
<>
|
||||
If this is set, then any messages you receive will not appear as popups on the screen. They will still get
|
||||
sent to your home computer as '.msg' files and can be viewed with the 'cat' Terminal command.
|
||||
</>
|
||||
}
|
||||
/>
|
||||
<OptionSwitch
|
||||
checked={Settings.SuppressFactionInvites}
|
||||
onChange={(newValue) => (Settings.SuppressFactionInvites = newValue)}
|
||||
text="Suppress faction invites"
|
||||
tooltip={
|
||||
<>
|
||||
If this is set, then any faction invites you receive will not appear as popups on the screen. Your
|
||||
outstanding faction invites can be viewed in the 'Factions' page.
|
||||
</>
|
||||
}
|
||||
/>
|
||||
<OptionSwitch
|
||||
checked={Settings.SuppressTravelConfirmation}
|
||||
onChange={(newValue) => (Settings.SuppressTravelConfirmation = newValue)}
|
||||
text="Suppress travel confirmations"
|
||||
tooltip={
|
||||
<>
|
||||
If this is set, the confirmation message before traveling will not show up. You will automatically be
|
||||
deducted the travel cost as soon as you click.
|
||||
</>
|
||||
}
|
||||
/>
|
||||
<OptionSwitch
|
||||
checked={Settings.SuppressBuyAugmentationConfirmation}
|
||||
onChange={(newValue) => (Settings.SuppressBuyAugmentationConfirmation = newValue)}
|
||||
text="Suppress augmentations confirmation"
|
||||
tooltip={<>If this is set, the confirmation message before buying augmentation will not show up.</>}
|
||||
/>
|
||||
<OptionSwitch
|
||||
checked={Settings.SuppressTIXPopup}
|
||||
onChange={(newValue) => (Settings.SuppressTIXPopup = newValue)}
|
||||
text="Suppress TIX messages"
|
||||
tooltip={<>If this is set, the stock market will never create any popup.</>}
|
||||
/>
|
||||
{props.player.bladeburner && (
|
||||
<OptionSwitch
|
||||
checked={Settings.SuppressBladeburnerPopup}
|
||||
onChange={(newValue) => (Settings.SuppressBladeburnerPopup = newValue)}
|
||||
text="Suppress bladeburner popup"
|
||||
tooltip={
|
||||
<>
|
||||
If this is set, then having your Bladeburner actions interrupted by being busy with something else will
|
||||
not display a popup message.
|
||||
</>
|
||||
}
|
||||
/>
|
||||
)}
|
||||
</GameOptionsPage>
|
||||
),
|
||||
[GameOptionsTab.MISC]: (
|
||||
<GameOptionsPage title="Misc">
|
||||
<OptionSwitch
|
||||
checked={Settings.DisableHotkeys}
|
||||
onChange={(newValue) => (Settings.DisableHotkeys = newValue)}
|
||||
text="Disable hotkeys"
|
||||
tooltip={
|
||||
<>
|
||||
If this is set, then most hotkeys (keyboard shortcuts) in the game are disabled. This includes Terminal
|
||||
commands, hotkeys to navigate between different parts of the game, and the "Save and Close (Ctrl + b)"
|
||||
hotkey in the Text Editor.
|
||||
</>
|
||||
}
|
||||
/>
|
||||
<OptionSwitch
|
||||
checked={Settings.EnableBashHotkeys}
|
||||
onChange={(newValue) => (Settings.EnableBashHotkeys = newValue)}
|
||||
text="Enable bash hotkeys"
|
||||
tooltip={
|
||||
<>
|
||||
Improved Bash emulation mode. Setting this to 1 enables several new Terminal shortcuts and features that
|
||||
more closely resemble a real Bash-style shell. Note that when this mode is enabled, the default browser
|
||||
shortcuts are overriden by the new Bash shortcuts.
|
||||
</>
|
||||
}
|
||||
/>
|
||||
</GameOptionsPage>
|
||||
),
|
||||
};
|
||||
|
||||
return pages[props.currentTab];
|
||||
};
|
29
src/GameOptions/ui/GameOptionsPage.tsx
Normal file
29
src/GameOptions/ui/GameOptionsPage.tsx
Normal file
@ -0,0 +1,29 @@
|
||||
import { List, ListItem, Paper, Typography } from "@mui/material";
|
||||
import { uniqueId } from "lodash";
|
||||
import React from "react";
|
||||
|
||||
interface IProps {
|
||||
children: React.ReactElement | (React.ReactElement | null)[];
|
||||
title: string;
|
||||
}
|
||||
|
||||
export const GameOptionsPage = (props: IProps): React.ReactElement => {
|
||||
return (
|
||||
<Paper sx={{ height: "fit-content", p: 1 }}>
|
||||
<Typography variant="h6">{props.title}</Typography>
|
||||
{(props.children as any)?.length > 1 ? (
|
||||
<List disablePadding dense>
|
||||
{(props.children as React.ReactElement[])
|
||||
.filter((c) => c)
|
||||
.map((c, i) => (
|
||||
<ListItem key={uniqueId(String(i))} sx={{ px: 0, display: "block" }}>
|
||||
{c}
|
||||
</ListItem>
|
||||
))}
|
||||
</List>
|
||||
) : (
|
||||
props.children
|
||||
)}
|
||||
</Paper>
|
||||
);
|
||||
};
|
39
src/GameOptions/ui/GameOptionsRoot.tsx
Normal file
39
src/GameOptions/ui/GameOptionsRoot.tsx
Normal file
@ -0,0 +1,39 @@
|
||||
import { Box, Container, Typography } from "@mui/material";
|
||||
import React, { useState } from "react";
|
||||
import { IPlayer } from "../../PersonObjects/IPlayer";
|
||||
import { IRouter } from "../../ui/Router";
|
||||
import { GameOptionsTab } from "../GameOptionsTab";
|
||||
import { CurrentOptionsPage } from "./CurrentOptionsPage";
|
||||
import { GameOptionsSidebar } from "./GameOptionsSidebar";
|
||||
|
||||
interface IProps {
|
||||
player: IPlayer;
|
||||
router: IRouter;
|
||||
save: () => void;
|
||||
export: () => void;
|
||||
forceKill: () => void;
|
||||
softReset: () => void;
|
||||
}
|
||||
|
||||
export function GameOptionsRoot(props: IProps): React.ReactElement {
|
||||
const [currentTab, setCurrentTab] = useState(GameOptionsTab.SYSTEM);
|
||||
|
||||
return (
|
||||
<Container disableGutters maxWidth="lg" sx={{ mx: 0 }}>
|
||||
<Typography variant="h4">Options</Typography>
|
||||
<Box sx={{ display: "grid", gridTemplateColumns: "1fr 3fr", gap: 1 }}>
|
||||
<GameOptionsSidebar
|
||||
tab={currentTab}
|
||||
setTab={(tab: GameOptionsTab) => setCurrentTab(tab)}
|
||||
player={props.player}
|
||||
router={props.router}
|
||||
save={props.save}
|
||||
export={props.export}
|
||||
forceKill={props.forceKill}
|
||||
softReset={props.softReset}
|
||||
/>
|
||||
<CurrentOptionsPage currentTab={currentTab} player={props.player} />
|
||||
</Box>
|
||||
</Container>
|
||||
);
|
||||
}
|
336
src/GameOptions/ui/GameOptionsSidebar.tsx
Normal file
336
src/GameOptions/ui/GameOptionsSidebar.tsx
Normal file
@ -0,0 +1,336 @@
|
||||
import {
|
||||
BugReport,
|
||||
Chat,
|
||||
Download,
|
||||
LibraryBooks,
|
||||
Palette,
|
||||
Public,
|
||||
Reddit,
|
||||
Save,
|
||||
SystemUpdateAlt,
|
||||
Upload,
|
||||
Bloodtype,
|
||||
} from "@mui/icons-material";
|
||||
import { Box, Button, List, ListItemButton, Paper, Tooltip, Typography } from "@mui/material";
|
||||
import { default as React, useRef, useState } from "react";
|
||||
import { FileDiagnosticModal } from "../../Diagnostic/FileDiagnosticModal";
|
||||
import { IPlayer } from "../../PersonObjects/IPlayer";
|
||||
import { ImportData, saveObject } from "../../SaveObject";
|
||||
import { Settings } from "../../Settings/Settings";
|
||||
import { StyleEditorButton } from "../../Themes/ui/StyleEditorButton";
|
||||
import { ThemeEditorButton } from "../../Themes/ui/ThemeEditorButton";
|
||||
import { ConfirmationModal } from "../../ui/React/ConfirmationModal";
|
||||
import { DeleteGameButton } from "../../ui/React/DeleteGameButton";
|
||||
import { SnackbarEvents, ToastVariant } from "../../ui/React/Snackbar";
|
||||
import { SoftResetButton } from "../../ui/React/SoftResetButton";
|
||||
import { IRouter } from "../../ui/Router";
|
||||
import { convertTimeMsToTimeElapsedString } from "../../utils/StringHelperFunctions";
|
||||
import { GameOptionsTab } from "../GameOptionsTab";
|
||||
|
||||
interface IProps {
|
||||
tab: GameOptionsTab;
|
||||
setTab: (tab: GameOptionsTab) => void;
|
||||
player: IPlayer;
|
||||
router: IRouter;
|
||||
save: () => void;
|
||||
export: () => void;
|
||||
forceKill: () => void;
|
||||
softReset: () => void;
|
||||
}
|
||||
|
||||
interface ITabProps {
|
||||
sideBarProps: IProps;
|
||||
tab: GameOptionsTab;
|
||||
tabName: string;
|
||||
}
|
||||
|
||||
const SideBarTab = (props: ITabProps): React.ReactElement => {
|
||||
return (
|
||||
<ListItemButton
|
||||
selected={props.sideBarProps.tab === props.tab}
|
||||
onClick={() => props.sideBarProps.setTab(props.tab)}
|
||||
>
|
||||
<Typography>{props.tabName}</Typography>
|
||||
</ListItemButton>
|
||||
);
|
||||
};
|
||||
|
||||
export const GameOptionsSidebar = (props: IProps): React.ReactElement => {
|
||||
const importInput = useRef<HTMLInputElement>(null);
|
||||
|
||||
const [diagnosticOpen, setDiagnosticOpen] = useState(false);
|
||||
const [importSaveOpen, setImportSaveOpen] = useState(false);
|
||||
const [importData, setImportData] = useState<ImportData | null>(null);
|
||||
|
||||
function startImport(): void {
|
||||
if (!window.File || !window.FileReader || !window.FileList || !window.Blob) return;
|
||||
const ii = importInput.current;
|
||||
if (ii === null) throw new Error("import input should not be null");
|
||||
ii.click();
|
||||
}
|
||||
|
||||
async function onImport(event: React.ChangeEvent<HTMLInputElement>): Promise<void> {
|
||||
try {
|
||||
const base64Save = await saveObject.getImportStringFromFile(event.target.files);
|
||||
const data = await saveObject.getImportDataFromString(base64Save);
|
||||
setImportData(data);
|
||||
setImportSaveOpen(true);
|
||||
} catch (ex: any) {
|
||||
SnackbarEvents.emit(ex.toString(), ToastVariant.ERROR, 5000);
|
||||
}
|
||||
}
|
||||
|
||||
async function confirmedImportGame(): Promise<void> {
|
||||
if (!importData) return;
|
||||
|
||||
try {
|
||||
await saveObject.importGame(importData.base64);
|
||||
} catch (ex: any) {
|
||||
SnackbarEvents.emit(ex.toString(), ToastVariant.ERROR, 5000);
|
||||
}
|
||||
|
||||
setImportSaveOpen(false);
|
||||
setImportData(null);
|
||||
}
|
||||
|
||||
function compareSaveGame(): void {
|
||||
if (!importData) return;
|
||||
props.router.toImportSave(importData.base64);
|
||||
setImportSaveOpen(false);
|
||||
setImportData(null);
|
||||
}
|
||||
|
||||
return (
|
||||
<Box>
|
||||
<Paper sx={{ height: "fit-content", mb: 1 }}>
|
||||
<List>
|
||||
<SideBarTab sideBarProps={props} tab={GameOptionsTab.SYSTEM} tabName="System" />
|
||||
<SideBarTab sideBarProps={props} tab={GameOptionsTab.GAMEPLAY} tabName="Gameplay" />
|
||||
<SideBarTab sideBarProps={props} tab={GameOptionsTab.INTERFACE} tabName="Interface" />
|
||||
<SideBarTab sideBarProps={props} tab={GameOptionsTab.MISC} tabName="Misc" />
|
||||
</List>
|
||||
</Paper>
|
||||
<Box
|
||||
sx={{
|
||||
display: "grid",
|
||||
width: "100%",
|
||||
height: "fit-content",
|
||||
gridTemplateAreas: `"save delete"
|
||||
"export import"
|
||||
"kill kill"
|
||||
"reset diagnose"
|
||||
"browse browse"
|
||||
"theme style"
|
||||
"links links"
|
||||
"devs devs"`,
|
||||
gridTemplateColumns: "1fr 1fr",
|
||||
}}
|
||||
>
|
||||
<Button onClick={() => props.save()} startIcon={<Save />} sx={{ gridArea: "save" }}>
|
||||
Save Game
|
||||
</Button>
|
||||
<Box sx={{ gridArea: "delete", "& .MuiButton-root": { height: "100%", width: "100%" } }}>
|
||||
<DeleteGameButton />
|
||||
</Box>
|
||||
<Tooltip title={<Typography>Export your game to a text file.</Typography>}>
|
||||
<Button onClick={() => props.export()} startIcon={<Download />} sx={{ gridArea: "export" }}>
|
||||
Export Game
|
||||
</Button>
|
||||
</Tooltip>
|
||||
<Tooltip
|
||||
title={
|
||||
<Typography>
|
||||
Import your game from a text file.
|
||||
<br />
|
||||
This will <strong>overwrite</strong> your current game. Back it up first!
|
||||
</Typography>
|
||||
}
|
||||
>
|
||||
<Button onClick={startImport} startIcon={<Upload />} sx={{ gridArea: "import" }}>
|
||||
Import Game
|
||||
<input ref={importInput} id="import-game-file-selector" type="file" hidden onChange={onImport} />
|
||||
</Button>
|
||||
</Tooltip>
|
||||
<ConfirmationModal
|
||||
open={importSaveOpen}
|
||||
onClose={() => setImportSaveOpen(false)}
|
||||
onConfirm={() => confirmedImportGame()}
|
||||
additionalButton={<Button onClick={compareSaveGame}>Compare Save</Button>}
|
||||
confirmationText={
|
||||
<>
|
||||
Importing a new game will <strong>completely wipe</strong> the current data!
|
||||
<br />
|
||||
<br />
|
||||
Make sure to have a backup of your current save file before importing.
|
||||
<br />
|
||||
The file you are attempting to import seems valid.
|
||||
{(importData?.playerData?.lastSave ?? 0) > 0 && (
|
||||
<>
|
||||
<br />
|
||||
<br />
|
||||
The export date of the save file is{" "}
|
||||
<strong>{new Date(importData?.playerData?.lastSave ?? 0).toLocaleString()}</strong>
|
||||
</>
|
||||
)}
|
||||
{(importData?.playerData?.totalPlaytime ?? 0) > 0 && (
|
||||
<>
|
||||
<br />
|
||||
<br />
|
||||
Total play time of imported game:{" "}
|
||||
{convertTimeMsToTimeElapsedString(importData?.playerData?.totalPlaytime ?? 0)}
|
||||
</>
|
||||
)}
|
||||
<br />
|
||||
<br />
|
||||
</>
|
||||
}
|
||||
/>
|
||||
<Tooltip
|
||||
title={
|
||||
<Typography>
|
||||
Forcefully kill all active running scripts, in case there is a bug or some unexpected issue with the game.
|
||||
After using this, save the game and then reload the page. This is different then normal kill in that
|
||||
normal kill will tell the script to shut down while force kill just removes the references to it (and it
|
||||
should crash on it's own). This will not remove the files on your computer. Just forcefully kill all
|
||||
running instances of all scripts.
|
||||
</Typography>
|
||||
}
|
||||
>
|
||||
<Button onClick={() => props.forceKill()} sx={{ gridArea: "kill" }}>
|
||||
Force kill all active scripts
|
||||
</Button>
|
||||
</Tooltip>
|
||||
<Box sx={{ gridArea: "reset", "& .MuiButton-root": { height: "100%", width: "100%" } }}>
|
||||
<SoftResetButton
|
||||
noConfirmation={Settings.SuppressBuyAugmentationConfirmation}
|
||||
onTriggered={props.softReset}
|
||||
/>
|
||||
</Box>
|
||||
<Tooltip
|
||||
title={
|
||||
<Typography>
|
||||
If your save file is extremely big you can use this button to view a map of all the files on every server.
|
||||
Be careful there might be spoilers.
|
||||
</Typography>
|
||||
}
|
||||
>
|
||||
<Button onClick={() => setDiagnosticOpen(true)} sx={{ gridArea: "diagnose" }}>
|
||||
Diagnose files
|
||||
</Button>
|
||||
</Tooltip>
|
||||
<Tooltip title="Head to the theme browser to see a collection of prebuilt themes.">
|
||||
<Button startIcon={<Palette />} onClick={() => props.router.toThemeBrowser()} sx={{ gridArea: "browse" }}>
|
||||
Theme Browser
|
||||
</Button>
|
||||
</Tooltip>
|
||||
<Box sx={{ gridArea: "theme", "& .MuiButton-root": { height: "100%", width: "100%" } }}>
|
||||
<ThemeEditorButton router={props.router} />
|
||||
</Box>
|
||||
<Box sx={{ gridArea: "style", "& .MuiButton-root": { height: "100%", width: "100%" } }}>
|
||||
<StyleEditorButton />
|
||||
</Box>
|
||||
|
||||
<Box
|
||||
sx={{
|
||||
gridArea: "links",
|
||||
display: "grid",
|
||||
gridTemplateAreas: `"bug changelog"
|
||||
"docs docs"
|
||||
"discord reddit"
|
||||
"plaza plaza"`,
|
||||
gridTemplateColumns: "1fr 1fr",
|
||||
my: 1,
|
||||
}}
|
||||
>
|
||||
<Button
|
||||
startIcon={<BugReport />}
|
||||
href="https://github.com/danielyxie/bitburner/issues/new"
|
||||
target="_blank"
|
||||
sx={{ gridArea: "bug" }}
|
||||
>
|
||||
Report Bug
|
||||
</Button>
|
||||
<Button
|
||||
startIcon={<SystemUpdateAlt />}
|
||||
href="https://bitburner.readthedocs.io/en/latest/changelog.html"
|
||||
target="_blank"
|
||||
sx={{ gridArea: " changelog" }}
|
||||
>
|
||||
Changelog
|
||||
</Button>
|
||||
<Button
|
||||
startIcon={<LibraryBooks />}
|
||||
href="https://bitburner.readthedocs.io/en/latest/index.html"
|
||||
target="_blank"
|
||||
sx={{ gridArea: "docs" }}
|
||||
>
|
||||
Documentation
|
||||
</Button>
|
||||
<Button startIcon={<Chat />} href="https://discord.gg/TFc3hKD" target="_blank" sx={{ gridArea: "discord" }}>
|
||||
Discord
|
||||
</Button>
|
||||
<Button
|
||||
startIcon={<Reddit />}
|
||||
href="https://www.reddit.com/r/bitburner"
|
||||
target="_blank"
|
||||
sx={{ gridArea: "reddit" }}
|
||||
>
|
||||
Reddit
|
||||
</Button>
|
||||
<Button
|
||||
startIcon={<Public />}
|
||||
href="https://plaza.dsolver.ca/games/bitburner"
|
||||
target="_blank"
|
||||
sx={{ gridArea: "plaza" }}
|
||||
>
|
||||
Incremental game plaza
|
||||
</Button>
|
||||
</Box>
|
||||
|
||||
{!location.href.startsWith("file://") && (
|
||||
<Box sx={{ gridArea: "devs" }}>
|
||||
<form
|
||||
action="https://www.paypal.com/cgi-bin/webscr"
|
||||
method="post"
|
||||
target="_blank"
|
||||
style={{ display: "block" }}
|
||||
>
|
||||
<Button sx={{ width: "100%", display: "flex", flexDirection: "column" }} type="submit">
|
||||
danielyxie / BigD (Original Dev)
|
||||
<input type="hidden" name="cmd" value="_s-xclick" />
|
||||
<input
|
||||
type="hidden"
|
||||
name="encrypted"
|
||||
value="-----BEGIN PKCS7-----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-----END PKCS7-----"
|
||||
/>
|
||||
<input
|
||||
type="image"
|
||||
// src="https://www.paypalobjects.com/en_US/i/btn/btn_donateCC_LG.gif"
|
||||
src="https://www.paypalobjects.com/digitalassets/c/website/marketing/apac/C2/logos-buttons/optimize/26_Yellow_PayPal_Pill_Button.png"
|
||||
name="submit"
|
||||
alt="PayPal - The safer, easier way to pay online!"
|
||||
/>
|
||||
</Button>
|
||||
</form>
|
||||
<Button
|
||||
href="https://www.google.com/search?q=Where+to+donate+blood+near+me%3F"
|
||||
target="_blank"
|
||||
sx={{
|
||||
width: "100%",
|
||||
display: "flex",
|
||||
flexDirection: "column",
|
||||
}}
|
||||
>
|
||||
hydroflame (Current Maintainer)
|
||||
<span style={{ display: "flex", alignItems: "center" }}>
|
||||
<Bloodtype sx={{ mb: 0.5, mr: 1 }} />
|
||||
Donate blood!
|
||||
</span>
|
||||
</Button>
|
||||
</Box>
|
||||
)}
|
||||
</Box>
|
||||
<FileDiagnosticModal open={diagnosticOpen} onClose={() => setDiagnosticOpen(false)} />
|
||||
</Box>
|
||||
);
|
||||
};
|
38
src/GameOptions/ui/OptionsSlider.tsx
Normal file
38
src/GameOptions/ui/OptionsSlider.tsx
Normal file
@ -0,0 +1,38 @@
|
||||
import { Slider, Tooltip, Typography, Box } from "@mui/material";
|
||||
import React from "react";
|
||||
|
||||
interface IProps {
|
||||
value: any;
|
||||
callback: (event: any, newValue: number | number[]) => void;
|
||||
step: number;
|
||||
min: number;
|
||||
max: number;
|
||||
tooltip: React.ReactElement;
|
||||
label: string;
|
||||
marks?: boolean;
|
||||
}
|
||||
|
||||
export const OptionsSlider = (props: IProps): React.ReactElement => {
|
||||
return (
|
||||
<Box>
|
||||
<Tooltip title={<Typography>{props.tooltip}</Typography>}>
|
||||
<Typography>{props.label}</Typography>
|
||||
</Tooltip>
|
||||
<Slider
|
||||
value={props.value}
|
||||
onChange={props.callback}
|
||||
step={props.step}
|
||||
min={props.min}
|
||||
max={props.max}
|
||||
valueLabelDisplay="auto"
|
||||
sx={{
|
||||
"& .MuiSlider-thumb": {
|
||||
height: "12px",
|
||||
width: "12px",
|
||||
},
|
||||
}}
|
||||
marks={props.marks}
|
||||
/>
|
||||
</Box>
|
||||
);
|
||||
};
|
@ -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,
|
||||
|
25
src/Infiltration/formulas/game.ts
Normal file
25
src/Infiltration/formulas/game.ts
Normal file
@ -0,0 +1,25 @@
|
||||
import { IPlayer } from "../../PersonObjects/IPlayer";
|
||||
import { calculateSkill } from "../../PersonObjects/formulas/skill";
|
||||
|
||||
function calculateRawDiff(player: IPlayer, stats: number, startingDifficulty: number): number {
|
||||
const difficulty = startingDifficulty - Math.pow(stats, 0.9) / 250 - player.intelligence / 1600;
|
||||
if (difficulty < 0) return 0;
|
||||
if (difficulty > 3) return 3;
|
||||
return difficulty;
|
||||
}
|
||||
|
||||
export function calculateDifficulty(player: IPlayer, startingSecurityLevel: number): number {
|
||||
const totalStats = player.strength + player.defense + player.dexterity + player.agility + player.charisma;
|
||||
return calculateRawDiff(player, totalStats, startingSecurityLevel);
|
||||
}
|
||||
|
||||
export function calculateReward(player: IPlayer, startingSecurityLevel: number): number {
|
||||
const xpMult = 10 * 60 * 15;
|
||||
const total =
|
||||
calculateSkill(player.strength_exp_mult * xpMult, player.strength_mult) +
|
||||
calculateSkill(player.defense_exp_mult * xpMult, player.defense_mult) +
|
||||
calculateSkill(player.agility_exp_mult * xpMult, player.agility_mult) +
|
||||
calculateSkill(player.dexterity_exp_mult * xpMult, player.dexterity_mult) +
|
||||
calculateSkill(player.charisma_exp_mult * xpMult, player.charisma_mult);
|
||||
return calculateRawDiff(player, total, startingSecurityLevel);
|
||||
}
|
53
src/Infiltration/formulas/victory.ts
Normal file
53
src/Infiltration/formulas/victory.ts
Normal file
@ -0,0 +1,53 @@
|
||||
import { IPlayer } from "../../PersonObjects/IPlayer";
|
||||
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
|
||||
import { LocationsMetadata } from "../../Locations/data/LocationsMetadata";
|
||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||
import { Faction } from "../../Faction/Faction";
|
||||
|
||||
export function calculateSellInformationCashReward(
|
||||
player: IPlayer,
|
||||
reward: number,
|
||||
maxLevel: number,
|
||||
difficulty: number,
|
||||
): number {
|
||||
const levelBonus = maxLevel * Math.pow(1.01, maxLevel);
|
||||
|
||||
return (
|
||||
Math.pow(reward + 1, 2) *
|
||||
Math.pow(difficulty, 3) *
|
||||
3e3 *
|
||||
levelBonus *
|
||||
(player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 1.5 : 1) *
|
||||
BitNodeMultipliers.InfiltrationMoney
|
||||
);
|
||||
}
|
||||
|
||||
export function calculateTradeInformationRepReward(
|
||||
player: IPlayer,
|
||||
reward: number,
|
||||
maxLevel: number,
|
||||
difficulty: number,
|
||||
): number {
|
||||
const levelBonus = maxLevel * Math.pow(1.01, maxLevel);
|
||||
|
||||
return (
|
||||
Math.pow(reward + 1, 2) *
|
||||
Math.pow(difficulty, 3) *
|
||||
3e3 *
|
||||
levelBonus *
|
||||
(player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 1.5 : 1) *
|
||||
BitNodeMultipliers.InfiltrationMoney
|
||||
);
|
||||
}
|
||||
|
||||
export function calculateInfiltratorsRepReward(player: IPlayer, faction: Faction, difficulty: number): number {
|
||||
const maxStartingSecurityLevel = LocationsMetadata.reduce((acc, data): number => {
|
||||
const startingSecurityLevel = data.infiltrationData?.startingSecurityLevel || 0;
|
||||
return acc > startingSecurityLevel ? acc : startingSecurityLevel;
|
||||
}, 0);
|
||||
const baseRepGain = (difficulty / maxStartingSecurityLevel) * 5000;
|
||||
|
||||
return (
|
||||
baseRepGain * (player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 2 : 1) * (1 + faction.favor / 100)
|
||||
);
|
||||
}
|
@ -8,6 +8,8 @@ import { interpolate } from "./Difficulty";
|
||||
import { BlinkingCursor } from "./BlinkingCursor";
|
||||
import Typography from "@mui/material/Typography";
|
||||
import { KEY } from "../../utils/helpers/keyCodes";
|
||||
import { Player } from "../../Player";
|
||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||
|
||||
interface Difficulty {
|
||||
[key: string]: number;
|
||||
@ -34,6 +36,7 @@ export function BackwardGame(props: IMinigameProps): React.ReactElement {
|
||||
const timer = difficulty.timer;
|
||||
const [answer] = useState(makeAnswer(difficulty));
|
||||
const [guess, setGuess] = useState("");
|
||||
const hasAugment = Player.hasAugmentation(AugmentationNames.ChaosOfDionysus, true);
|
||||
|
||||
function press(this: Document, event: KeyboardEvent): void {
|
||||
event.preventDefault();
|
||||
@ -48,11 +51,13 @@ export function BackwardGame(props: IMinigameProps): React.ReactElement {
|
||||
<Grid container spacing={3}>
|
||||
<GameTimer millis={timer} onExpire={props.onFailure} />
|
||||
<Grid item xs={12}>
|
||||
<Typography variant="h4">Type it backward</Typography>
|
||||
<Typography variant="h4">Type it{!hasAugment ? " backward" : ""}</Typography>
|
||||
<KeyHandler onKeyDown={press} onFailure={props.onFailure} />
|
||||
</Grid>
|
||||
<Grid item xs={6}>
|
||||
<Typography style={{ transform: "scaleX(-1)" }}>{answer}</Typography>
|
||||
<Typography style={{ transform: hasAugment ? "none" : "scaleX(-1)", marginLeft: hasAugment ? "50%" : "none" }}>
|
||||
{answer}
|
||||
</Typography>
|
||||
</Grid>
|
||||
<Grid item xs={6}>
|
||||
<Typography>
|
||||
|
@ -7,6 +7,8 @@ import { random } from "../utils";
|
||||
import { interpolate } from "./Difficulty";
|
||||
import { BlinkingCursor } from "./BlinkingCursor";
|
||||
import Typography from "@mui/material/Typography";
|
||||
import { Player } from "../../Player";
|
||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||
import { KEY } from "../../utils/helpers/keyCodes";
|
||||
|
||||
interface Difficulty {
|
||||
@ -31,9 +33,12 @@ const difficulties: {
|
||||
function generateLeftSide(difficulty: Difficulty): string {
|
||||
let str = "";
|
||||
const options = [KEY.OPEN_BRACKET, KEY.LESS_THAN, KEY.OPEN_PARENTHESIS, KEY.OPEN_BRACE];
|
||||
if (Player.hasAugmentation(AugmentationNames.WisdomOfAthena, true)) {
|
||||
options.splice(0, 1);
|
||||
}
|
||||
const length = random(difficulty.min, difficulty.max);
|
||||
for (let i = 0; i < length; i++) {
|
||||
str += options[Math.floor(Math.random() * 4)];
|
||||
str += options[Math.floor(Math.random() * options.length)];
|
||||
}
|
||||
|
||||
return str;
|
||||
|
@ -1,4 +1,4 @@
|
||||
import React, { useState } from "react";
|
||||
import React, { useEffect, useState } from "react";
|
||||
import Grid from "@mui/material/Grid";
|
||||
import { IMinigameProps } from "./IMinigameProps";
|
||||
import { KeyHandler } from "./KeyHandler";
|
||||
@ -6,6 +6,9 @@ import { GameTimer } from "./GameTimer";
|
||||
import { interpolate } from "./Difficulty";
|
||||
import Typography from "@mui/material/Typography";
|
||||
import { KEY } from "../../utils/helpers/keyCodes";
|
||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||
import { Player } from "../../Player";
|
||||
import { Settings } from "../../Settings/Settings";
|
||||
import { downArrowSymbol, upArrowSymbol } from "../utils";
|
||||
|
||||
interface Difficulty {
|
||||
@ -31,20 +34,54 @@ export function BribeGame(props: IMinigameProps): React.ReactElement {
|
||||
interpolate(difficulties, props.difficulty, difficulty);
|
||||
const timer = difficulty.timer;
|
||||
const [choices] = useState(makeChoices(difficulty));
|
||||
const [correctIndex, setCorrectIndex] = useState(0);
|
||||
const [index, setIndex] = useState(0);
|
||||
const currentChoice = choices[index];
|
||||
|
||||
useEffect(() => {
|
||||
setCorrectIndex(choices.findIndex((choice) => positive.includes(choice)));
|
||||
}, [choices]);
|
||||
|
||||
const defaultColor = Settings.theme.primary;
|
||||
const disabledColor = Settings.theme.disabled;
|
||||
let upColor = defaultColor;
|
||||
let downColor = defaultColor;
|
||||
let choiceColor = defaultColor;
|
||||
const hasAugment = Player.hasAugmentation(AugmentationNames.BeautyOfAphrodite, true);
|
||||
|
||||
if (hasAugment) {
|
||||
const upIndex = index + 1 >= choices.length ? 0 : index + 1;
|
||||
let upDistance = correctIndex - upIndex;
|
||||
if (upIndex > correctIndex) {
|
||||
upDistance = choices.length - 1 - upIndex + correctIndex;
|
||||
}
|
||||
|
||||
const downIndex = index - 1 < 0 ? choices.length - 1 : index - 1;
|
||||
let downDistance = downIndex - correctIndex;
|
||||
if (downIndex < correctIndex) {
|
||||
downDistance = downIndex + choices.length - 1 - correctIndex;
|
||||
}
|
||||
|
||||
const onCorrectIndex = correctIndex == index;
|
||||
|
||||
upColor = upDistance <= downDistance && !onCorrectIndex ? upColor : disabledColor;
|
||||
downColor = upDistance >= downDistance && !onCorrectIndex ? downColor : disabledColor;
|
||||
choiceColor = onCorrectIndex ? defaultColor : disabledColor;
|
||||
}
|
||||
|
||||
function press(this: Document, event: KeyboardEvent): void {
|
||||
event.preventDefault();
|
||||
|
||||
const k = event.key;
|
||||
if (k === KEY.SPACE) {
|
||||
if (positive.includes(choices[index])) props.onSuccess();
|
||||
if (positive.includes(currentChoice)) props.onSuccess();
|
||||
else props.onFailure();
|
||||
return;
|
||||
}
|
||||
|
||||
let newIndex = index;
|
||||
if ([KEY.UP_ARROW, KEY.W, KEY.RIGHT_ARROW, KEY.D].map((key) => key as string).includes(k)) newIndex++;
|
||||
if ([KEY.DOWN_ARROW, KEY.S, KEY.LEFT_ARROW, KEY.A].map((key) => key as string).includes(k)) newIndex--;
|
||||
if ([KEY.UP_ARROW, KEY.W, KEY.RIGHT_ARROW, KEY.D].map((k) => k as string).includes(k)) newIndex++;
|
||||
if ([KEY.DOWN_ARROW, KEY.S, KEY.LEFT_ARROW, KEY.A].map((k) => k as string).includes(k)) newIndex--;
|
||||
while (newIndex < 0) newIndex += choices.length;
|
||||
while (newIndex > choices.length - 1) newIndex -= choices.length;
|
||||
setIndex(newIndex);
|
||||
@ -58,13 +95,13 @@ export function BribeGame(props: IMinigameProps): React.ReactElement {
|
||||
<KeyHandler onKeyDown={press} onFailure={props.onFailure} />
|
||||
</Grid>
|
||||
<Grid item xs={6}>
|
||||
<Typography variant="h5" color="primary">
|
||||
<Typography variant="h5" color={upColor}>
|
||||
{upArrowSymbol}
|
||||
</Typography>
|
||||
<Typography variant="h5" color="primary">
|
||||
{choices[index]}
|
||||
<Typography variant="h5" color={choiceColor}>
|
||||
{currentChoice}
|
||||
</Typography>
|
||||
<Typography variant="h5" color="primary">
|
||||
<Typography variant="h5" color={downColor}>
|
||||
{downArrowSymbol}
|
||||
</Typography>
|
||||
</Grid>
|
||||
|
@ -3,9 +3,19 @@ import Grid from "@mui/material/Grid";
|
||||
import { IMinigameProps } from "./IMinigameProps";
|
||||
import { KeyHandler } from "./KeyHandler";
|
||||
import { GameTimer } from "./GameTimer";
|
||||
import { random, getArrow, rightArrowSymbol, leftArrowSymbol, upArrowSymbol, downArrowSymbol } from "../utils";
|
||||
import {
|
||||
random,
|
||||
getArrow,
|
||||
getInverseArrow,
|
||||
leftArrowSymbol,
|
||||
rightArrowSymbol,
|
||||
upArrowSymbol,
|
||||
downArrowSymbol,
|
||||
} from "../utils";
|
||||
import { interpolate } from "./Difficulty";
|
||||
import Typography from "@mui/material/Typography";
|
||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||
import { Player } from "../../Player";
|
||||
|
||||
interface Difficulty {
|
||||
[key: string]: number;
|
||||
@ -32,10 +42,11 @@ export function CheatCodeGame(props: IMinigameProps): React.ReactElement {
|
||||
const timer = difficulty.timer;
|
||||
const [code] = useState(generateCode(difficulty));
|
||||
const [index, setIndex] = useState(0);
|
||||
const hasAugment = Player.hasAugmentation(AugmentationNames.TrickeryOfHermes, true);
|
||||
|
||||
function press(this: Document, event: KeyboardEvent): void {
|
||||
event.preventDefault();
|
||||
if (code[index] !== getArrow(event)) {
|
||||
if (code[index] !== getArrow(event) && (!hasAugment || code[index] !== getInverseArrow(event))) {
|
||||
props.onFailure();
|
||||
return;
|
||||
}
|
||||
|
@ -7,6 +7,9 @@ import { interpolate } from "./Difficulty";
|
||||
import { downArrowSymbol, getArrow, leftArrowSymbol, rightArrowSymbol, upArrowSymbol } from "../utils";
|
||||
import Typography from "@mui/material/Typography";
|
||||
import { KEY } from "../../utils/helpers/keyCodes";
|
||||
import { Settings } from "../../Settings/Settings";
|
||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||
import { Player } from "../../Player";
|
||||
|
||||
interface Difficulty {
|
||||
[key: string]: number;
|
||||
@ -33,10 +36,11 @@ export function Cyberpunk2077Game(props: IMinigameProps): React.ReactElement {
|
||||
interpolate(difficulties, props.difficulty, difficulty);
|
||||
const timer = difficulty.timer;
|
||||
const [grid] = useState(generatePuzzle(difficulty));
|
||||
const [answer] = useState(generateAnswer(grid, difficulty));
|
||||
const [index, setIndex] = useState(0);
|
||||
const [answers] = useState(generateAnswers(grid, difficulty));
|
||||
const [currentAnswerIndex, setCurrentAnswerIndex] = useState(0);
|
||||
const [pos, setPos] = useState([0, 0]);
|
||||
|
||||
const hasAugment = Player.hasAugmentation(AugmentationNames.FloodOfPoseidon, true);
|
||||
function press(this: Document, event: KeyboardEvent): void {
|
||||
event.preventDefault();
|
||||
const move = [0, 0];
|
||||
@ -62,13 +66,13 @@ export function Cyberpunk2077Game(props: IMinigameProps): React.ReactElement {
|
||||
|
||||
if (event.key === KEY.SPACE) {
|
||||
const selected = grid[pos[1]][pos[0]];
|
||||
const expected = answer[index];
|
||||
const expected = answers[currentAnswerIndex];
|
||||
if (selected !== expected) {
|
||||
props.onFailure();
|
||||
return;
|
||||
}
|
||||
setIndex(index + 1);
|
||||
if (answer.length === index + 1) props.onSuccess();
|
||||
setCurrentAnswerIndex(currentAnswerIndex + 1);
|
||||
if (answers.length === currentAnswerIndex + 1) props.onSuccess();
|
||||
}
|
||||
}
|
||||
|
||||
@ -78,17 +82,17 @@ export function Cyberpunk2077Game(props: IMinigameProps): React.ReactElement {
|
||||
<GameTimer millis={timer} onExpire={props.onFailure} />
|
||||
<Grid item xs={12}>
|
||||
<Typography variant="h4">Match the symbols!</Typography>
|
||||
<Typography variant="h5" color="primary">
|
||||
<Typography variant="h5" color={Settings.theme.primary}>
|
||||
Targets:{" "}
|
||||
{answer.map((a, i) => {
|
||||
if (i == index)
|
||||
{answers.map((a, i) => {
|
||||
if (i == currentAnswerIndex)
|
||||
return (
|
||||
<span key={`${i}`} style={{ fontSize: "1em", color: "blue" }}>
|
||||
{a}
|
||||
</span>
|
||||
);
|
||||
return (
|
||||
<span key={`${i}`} style={{ fontSize: "1em" }}>
|
||||
<span key={`${i}`} style={{ fontSize: "1em", color: Settings.theme.primary }}>
|
||||
{a}
|
||||
</span>
|
||||
);
|
||||
@ -99,14 +103,19 @@ export function Cyberpunk2077Game(props: IMinigameProps): React.ReactElement {
|
||||
<div key={y}>
|
||||
<Typography>
|
||||
{line.map((cell, x) => {
|
||||
if (x == pos[0] && y == pos[1])
|
||||
const isCorrectAnswer = cell === answers[currentAnswerIndex];
|
||||
|
||||
if (x == pos[0] && y == pos[1]) {
|
||||
return (
|
||||
<span key={`${x}${y}`} style={{ fontSize: fontSize, color: "blue" }}>
|
||||
{cell}
|
||||
</span>
|
||||
);
|
||||
}
|
||||
|
||||
const optionColor = hasAugment && !isCorrectAnswer ? Settings.theme.disabled : Settings.theme.primary;
|
||||
return (
|
||||
<span key={`${x}${y}`} style={{ fontSize: fontSize }}>
|
||||
<span key={`${x}${y}`} style={{ fontSize: fontSize, color: optionColor }}>
|
||||
{cell}
|
||||
</span>
|
||||
);
|
||||
@ -121,12 +130,12 @@ export function Cyberpunk2077Game(props: IMinigameProps): React.ReactElement {
|
||||
);
|
||||
}
|
||||
|
||||
function generateAnswer(grid: string[][], difficulty: Difficulty): string[] {
|
||||
const answer = [];
|
||||
function generateAnswers(grid: string[][], difficulty: Difficulty): string[] {
|
||||
const answers = [];
|
||||
for (let i = 0; i < Math.round(difficulty.symbols); i++) {
|
||||
answer.push(grid[Math.floor(Math.random() * grid.length)][Math.floor(Math.random() * grid[0].length)]);
|
||||
answers.push(grid[Math.floor(Math.random() * grid.length)][Math.floor(Math.random() * grid[0].length)]);
|
||||
}
|
||||
return answer;
|
||||
return answers;
|
||||
}
|
||||
|
||||
function randChar(): string {
|
||||
|
@ -13,6 +13,7 @@ import { MinesweeperGame } from "./MinesweeperGame";
|
||||
import { WireCuttingGame } from "./WireCuttingGame";
|
||||
import { Victory } from "./Victory";
|
||||
import Typography from "@mui/material/Typography";
|
||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||
|
||||
interface IProps {
|
||||
StartingDifficulty: number;
|
||||
@ -91,7 +92,9 @@ export function Game(props: IProps): React.ReactElement {
|
||||
pushResult(false);
|
||||
// Kill the player immediately if they use automation, so
|
||||
// it's clear they're not meant to
|
||||
const damage = options?.automated ? player.hp : props.StartingDifficulty * 3;
|
||||
const damage = options?.automated
|
||||
? player.hp
|
||||
: props.StartingDifficulty * 3 * (player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 0.5 : 1);
|
||||
if (player.takeDamage(damage)) {
|
||||
router.toCity();
|
||||
return;
|
||||
|
@ -3,6 +3,8 @@ import React, { useState, useEffect } from "react";
|
||||
import withStyles from "@mui/styles/withStyles";
|
||||
import { Theme } from "@mui/material/styles";
|
||||
import Grid from "@mui/material/Grid";
|
||||
import { use } from "../../ui/Context";
|
||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||
|
||||
const TimerProgress = withStyles((theme: Theme) => ({
|
||||
root: {
|
||||
@ -20,14 +22,16 @@ interface IProps {
|
||||
}
|
||||
|
||||
export function GameTimer(props: IProps): React.ReactElement {
|
||||
const player = use.Player();
|
||||
const [v, setV] = useState(100);
|
||||
const totalMillis = (player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 1.3 : 1) * props.millis;
|
||||
|
||||
const tick = 200;
|
||||
useEffect(() => {
|
||||
const intervalId = setInterval(() => {
|
||||
setV((old) => {
|
||||
if (old <= 0) props.onExpire();
|
||||
return old - (tick / props.millis) * 100;
|
||||
return old - (tick / totalMillis) * 100;
|
||||
});
|
||||
}, tick);
|
||||
return () => {
|
||||
|
@ -1,48 +1,22 @@
|
||||
import { IPlayer } from "../../PersonObjects/IPlayer";
|
||||
import React, { useState } from "react";
|
||||
import { Intro } from "./Intro";
|
||||
import { Game } from "./Game";
|
||||
import { Location } from "../../Locations/Location";
|
||||
import { use } from "../../ui/Context";
|
||||
import { calculateSkill } from "../../PersonObjects/formulas/skill";
|
||||
|
||||
import { calculateDifficulty, calculateReward } from "../formulas/game";
|
||||
interface IProps {
|
||||
location: Location;
|
||||
}
|
||||
|
||||
function calcRawDiff(player: IPlayer, stats: number, startingDifficulty: number): number {
|
||||
const difficulty = startingDifficulty - Math.pow(stats, 0.9) / 250 - player.intelligence / 1600;
|
||||
if (difficulty < 0) return 0;
|
||||
if (difficulty > 3) return 3;
|
||||
return difficulty;
|
||||
}
|
||||
|
||||
function calcDifficulty(player: IPlayer, startingDifficulty: number): number {
|
||||
const totalStats = player.strength + player.defense + player.dexterity + player.agility + player.charisma;
|
||||
return calcRawDiff(player, totalStats, startingDifficulty);
|
||||
}
|
||||
|
||||
function calcReward(player: IPlayer, startingDifficulty: number): number {
|
||||
const xpMult = 10 * 60 * 15;
|
||||
const total =
|
||||
calculateSkill(player.strength_exp_mult * xpMult, player.strength_mult) +
|
||||
calculateSkill(player.defense_exp_mult * xpMult, player.defense_mult) +
|
||||
calculateSkill(player.agility_exp_mult * xpMult, player.agility_mult) +
|
||||
calculateSkill(player.dexterity_exp_mult * xpMult, player.dexterity_mult) +
|
||||
calculateSkill(player.charisma_exp_mult * xpMult, player.charisma_mult);
|
||||
return calcRawDiff(player, total, startingDifficulty);
|
||||
}
|
||||
|
||||
export function InfiltrationRoot(props: IProps): React.ReactElement {
|
||||
const player = use.Player();
|
||||
const router = use.Router();
|
||||
const [start, setStart] = useState(false);
|
||||
|
||||
if (props.location.infiltrationData === undefined) throw new Error("Trying to do infiltration on invalid location.");
|
||||
const startingDifficulty = props.location.infiltrationData.startingSecurityLevel;
|
||||
const difficulty = calcDifficulty(player, startingDifficulty);
|
||||
const reward = calcReward(player, startingDifficulty);
|
||||
console.log(`${difficulty} ${reward}`);
|
||||
const startingSecurityLevel = props.location.infiltrationData.startingSecurityLevel;
|
||||
const difficulty = calculateDifficulty(player, startingSecurityLevel);
|
||||
const reward = calculateReward(player, startingSecurityLevel);
|
||||
|
||||
function cancel(): void {
|
||||
router.toCity();
|
||||
@ -62,7 +36,7 @@ export function InfiltrationRoot(props: IProps): React.ReactElement {
|
||||
|
||||
return (
|
||||
<Game
|
||||
StartingDifficulty={startingDifficulty}
|
||||
StartingDifficulty={startingSecurityLevel}
|
||||
Difficulty={difficulty}
|
||||
Reward={reward}
|
||||
MaxLevel={props.location.infiltrationData.maxClearanceLevel}
|
||||
|
@ -7,6 +7,8 @@ import { interpolate } from "./Difficulty";
|
||||
import { downArrowSymbol, getArrow, leftArrowSymbol, rightArrowSymbol, upArrowSymbol } from "../utils";
|
||||
import Typography from "@mui/material/Typography";
|
||||
import { KEY } from "../../utils/helpers/keyCodes";
|
||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||
import { Player } from "../../Player";
|
||||
|
||||
interface Difficulty {
|
||||
[key: string]: number;
|
||||
@ -36,7 +38,7 @@ export function MinesweeperGame(props: IMinigameProps): React.ReactElement {
|
||||
const [answer, setAnswer] = useState(generateEmptyField(difficulty));
|
||||
const [pos, setPos] = useState([0, 0]);
|
||||
const [memoryPhase, setMemoryPhase] = useState(true);
|
||||
|
||||
const hasAugment = Player.hasAugmentation(AugmentationNames.HuntOfArtemis, true);
|
||||
function press(this: Document, event: KeyboardEvent): void {
|
||||
event.preventDefault();
|
||||
if (memoryPhase) return;
|
||||
@ -94,6 +96,7 @@ export function MinesweeperGame(props: IMinigameProps): React.ReactElement {
|
||||
} else {
|
||||
if (x == pos[0] && y == pos[1]) return <span key={x}>[X] </span>;
|
||||
if (answer[y][x]) return <span key={x}>[.] </span>;
|
||||
if (hasAugment && minefield[y][x]) return <span key={x}>[?] </span>;
|
||||
return <span key={x}>[ ] </span>;
|
||||
}
|
||||
})}
|
||||
|
@ -6,6 +6,8 @@ import { GameTimer } from "./GameTimer";
|
||||
import { interpolate } from "./Difficulty";
|
||||
import Typography from "@mui/material/Typography";
|
||||
import { KEY } from "../../utils/helpers/keyCodes";
|
||||
import { Player } from "../../Player";
|
||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||
|
||||
interface Difficulty {
|
||||
[key: string]: number;
|
||||
@ -38,6 +40,10 @@ export function SlashGame(props: IMinigameProps): React.ReactElement {
|
||||
props.onSuccess();
|
||||
}
|
||||
}
|
||||
const hasAugment = Player.hasAugmentation(AugmentationNames.MightOfAres, true);
|
||||
const phaseZeroTime = Math.random() * 3250 + 1500 - (250 + difficulty.window);
|
||||
const phaseOneTime = 250;
|
||||
const timeUntilAttacking = phaseZeroTime + phaseOneTime;
|
||||
|
||||
useEffect(() => {
|
||||
let id = window.setTimeout(() => {
|
||||
@ -45,8 +51,8 @@ export function SlashGame(props: IMinigameProps): React.ReactElement {
|
||||
id = window.setTimeout(() => {
|
||||
setPhase(2);
|
||||
id = window.setTimeout(() => setPhase(0), difficulty.window);
|
||||
}, 250);
|
||||
}, Math.random() * 3250 + 1500 - (250 + difficulty.window));
|
||||
}, phaseOneTime);
|
||||
}, phaseZeroTime);
|
||||
return () => {
|
||||
clearInterval(id);
|
||||
};
|
||||
@ -57,6 +63,14 @@ export function SlashGame(props: IMinigameProps): React.ReactElement {
|
||||
<GameTimer millis={5000} onExpire={props.onFailure} />
|
||||
<Grid item xs={12}>
|
||||
<Typography variant="h4">Slash when his guard is down!</Typography>
|
||||
{hasAugment ? (
|
||||
<>
|
||||
<Typography variant="h4">Guard will drop in...</Typography>
|
||||
<GameTimer millis={timeUntilAttacking} onExpire={props.onFailure} />
|
||||
</>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
{phase === 0 && <Typography variant="h4">Guarding ...</Typography>}
|
||||
{phase === 1 && <Typography variant="h4">Preparing?</Typography>}
|
||||
{phase === 2 && <Typography variant="h4">ATTACKING!</Typography>}
|
||||
|
@ -3,12 +3,19 @@ import React, { useState } from "react";
|
||||
import Grid from "@mui/material/Grid";
|
||||
import { Money } from "../../ui/React/Money";
|
||||
import { Reputation } from "../../ui/React/Reputation";
|
||||
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
|
||||
import { use } from "../../ui/Context";
|
||||
import Typography from "@mui/material/Typography";
|
||||
import Button from "@mui/material/Button";
|
||||
import MenuItem from "@mui/material/MenuItem";
|
||||
import Select, { SelectChangeEvent } from "@mui/material/Select";
|
||||
import { FactionNames } from "../../Faction/data/FactionNames";
|
||||
import { formatNumber } from "../../utils/StringHelperFunctions";
|
||||
import {
|
||||
calculateInfiltratorsRepReward,
|
||||
calculateSellInformationCashReward,
|
||||
calculateTradeInformationRepReward,
|
||||
} from "../formulas/victory";
|
||||
import { inviteToFaction } from "../../Faction/FactionHelpers";
|
||||
|
||||
interface IProps {
|
||||
StartingDifficulty: number;
|
||||
@ -23,31 +30,25 @@ export function Victory(props: IProps): React.ReactElement {
|
||||
const [faction, setFaction] = useState("none");
|
||||
|
||||
function quitInfiltration(): void {
|
||||
handleInfiltrators();
|
||||
router.toCity();
|
||||
}
|
||||
|
||||
const levelBonus = props.MaxLevel * Math.pow(1.01, props.MaxLevel);
|
||||
const soa = Factions[FactionNames.ShadowsOfAnarchy];
|
||||
const repGain = calculateTradeInformationRepReward(player, props.Reward, props.MaxLevel, props.StartingDifficulty);
|
||||
const moneyGain = calculateSellInformationCashReward(player, props.Reward, props.MaxLevel, props.StartingDifficulty);
|
||||
const infiltrationRepGain = calculateInfiltratorsRepReward(player, soa, props.StartingDifficulty);
|
||||
|
||||
const repGain =
|
||||
Math.pow(props.Reward + 1, 1.1) *
|
||||
Math.pow(props.StartingDifficulty, 1.2) *
|
||||
30 *
|
||||
levelBonus *
|
||||
BitNodeMultipliers.InfiltrationRep;
|
||||
|
||||
const moneyGain =
|
||||
Math.pow(props.Reward + 1, 2) *
|
||||
Math.pow(props.StartingDifficulty, 3) *
|
||||
3e3 *
|
||||
levelBonus *
|
||||
BitNodeMultipliers.InfiltrationMoney;
|
||||
const isMemberOfInfiltrators = player.factions.includes(FactionNames.ShadowsOfAnarchy);
|
||||
|
||||
function sell(): void {
|
||||
handleInfiltrators();
|
||||
player.gainMoney(moneyGain, "infiltration");
|
||||
quitInfiltration();
|
||||
}
|
||||
|
||||
function trade(): void {
|
||||
handleInfiltrators();
|
||||
if (faction === "none") return;
|
||||
Factions[faction].playerReputation += repGain;
|
||||
quitInfiltration();
|
||||
@ -57,6 +58,13 @@ export function Victory(props: IProps): React.ReactElement {
|
||||
setFaction(event.target.value);
|
||||
}
|
||||
|
||||
function handleInfiltrators(): void {
|
||||
inviteToFaction(Factions[FactionNames.ShadowsOfAnarchy]);
|
||||
if (isMemberOfInfiltrators) {
|
||||
soa.playerReputation += infiltrationRepGain;
|
||||
}
|
||||
}
|
||||
|
||||
return (
|
||||
<>
|
||||
<Grid container spacing={3}>
|
||||
@ -65,7 +73,15 @@ export function Victory(props: IProps): React.ReactElement {
|
||||
</Grid>
|
||||
<Grid item xs={10}>
|
||||
<Typography variant="h5" color="primary">
|
||||
You can trade the confidential information you found for money or reputation.
|
||||
You{" "}
|
||||
{isMemberOfInfiltrators ? (
|
||||
<>
|
||||
have gained {formatNumber(infiltrationRepGain, 2)} rep for {FactionNames.ShadowsOfAnarchy} and{" "}
|
||||
</>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
can trade the confidential information you found for money or reputation.
|
||||
</Typography>
|
||||
<Select value={faction} onChange={changeDropdown}>
|
||||
<MenuItem key={"none"} value={"none"}>
|
||||
|
@ -1,4 +1,4 @@
|
||||
import React, { useState } from "react";
|
||||
import React, { useEffect, useState } from "react";
|
||||
import Grid from "@mui/material/Grid";
|
||||
import Typography from "@mui/material/Typography";
|
||||
import { IMinigameProps } from "./IMinigameProps";
|
||||
@ -7,6 +7,9 @@ import { GameTimer } from "./GameTimer";
|
||||
import { random } from "../utils";
|
||||
import { interpolate } from "./Difficulty";
|
||||
import { KEY } from "../../utils/helpers/keyCodes";
|
||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||
import { Player } from "../../Player";
|
||||
import { Settings } from "../../Settings/Settings";
|
||||
|
||||
interface Difficulty {
|
||||
[key: string]: number;
|
||||
@ -61,11 +64,27 @@ export function WireCuttingGame(props: IMinigameProps): React.ReactElement {
|
||||
const [wires] = useState(generateWires(difficulty));
|
||||
const [cutWires, setCutWires] = useState(new Array(wires.length).fill(false));
|
||||
const [questions] = useState(generateQuestion(wires, difficulty));
|
||||
const hasAugment = Player.hasAugmentation(AugmentationNames.KnowledgeOfApollo, true);
|
||||
|
||||
function checkWire(wireNum: number): boolean {
|
||||
return !questions.some((q) => q.shouldCut(wires[wireNum - 1], wireNum - 1));
|
||||
return questions.some((q) => q.shouldCut(wires[wireNum - 1], wireNum - 1));
|
||||
}
|
||||
|
||||
useEffect(() => {
|
||||
// check if we won
|
||||
const wiresToBeCut = [];
|
||||
for (let j = 0; j < wires.length; j++) {
|
||||
let shouldBeCut = false;
|
||||
for (let i = 0; i < questions.length; i++) {
|
||||
shouldBeCut = shouldBeCut || questions[i].shouldCut(wires[j], j);
|
||||
}
|
||||
wiresToBeCut.push(shouldBeCut);
|
||||
}
|
||||
if (wiresToBeCut.every((b, i) => b === cutWires[i])) {
|
||||
props.onSuccess();
|
||||
}
|
||||
}, [cutWires]);
|
||||
|
||||
function press(this: Document, event: KeyboardEvent): void {
|
||||
event.preventDefault();
|
||||
const wireNum = parseInt(event.key);
|
||||
@ -74,23 +93,10 @@ export function WireCuttingGame(props: IMinigameProps): React.ReactElement {
|
||||
setCutWires((old) => {
|
||||
const next = [...old];
|
||||
next[wireNum - 1] = true;
|
||||
if (checkWire(wireNum)) {
|
||||
if (!checkWire(wireNum)) {
|
||||
props.onFailure();
|
||||
}
|
||||
|
||||
// check if we won
|
||||
const wiresToBeCut = [];
|
||||
for (let j = 0; j < wires.length; j++) {
|
||||
let shouldBeCut = false;
|
||||
for (let i = 0; i < questions.length; i++) {
|
||||
shouldBeCut = shouldBeCut || questions[i].shouldCut(wires[j], j);
|
||||
}
|
||||
wiresToBeCut.push(shouldBeCut);
|
||||
}
|
||||
if (wiresToBeCut.every((b, i) => b === next[i])) {
|
||||
props.onSuccess();
|
||||
}
|
||||
|
||||
return next;
|
||||
});
|
||||
}
|
||||
@ -104,18 +110,28 @@ export function WireCuttingGame(props: IMinigameProps): React.ReactElement {
|
||||
<Typography key={i}>{question.toString()}</Typography>
|
||||
))}
|
||||
<Typography>
|
||||
{new Array(wires.length).fill(0).map((_, i) => (
|
||||
<span key={i}> {i + 1} </span>
|
||||
))}
|
||||
{new Array(wires.length).fill(0).map((_, i) => {
|
||||
const isCorrectWire = checkWire(i + 1);
|
||||
const color = hasAugment && !isCorrectWire ? Settings.theme.disabled : Settings.theme.primary;
|
||||
return (
|
||||
<span key={i} style={{ color: color }}>
|
||||
{i + 1}
|
||||
</span>
|
||||
);
|
||||
})}
|
||||
</Typography>
|
||||
{new Array(8).fill(0).map((_, i) => (
|
||||
<div key={i}>
|
||||
<Typography>
|
||||
{wires.map((wire, j) => {
|
||||
if ((i === 3 || i === 4) && cutWires[j])
|
||||
if ((i === 3 || i === 4) && cutWires[j]) {
|
||||
return <span key={j}> </span>;
|
||||
}
|
||||
const isCorrectWire = checkWire(j + 1);
|
||||
const wireColor =
|
||||
hasAugment && !isCorrectWire ? Settings.theme.disabled : wire.colors[i % wire.colors.length];
|
||||
return (
|
||||
<span key={j} style={{ color: wire.colors[i % wire.colors.length] }}>
|
||||
<span key={j} style={{ color: wireColor }}>
|
||||
|{wire.tpe}|
|
||||
</span>
|
||||
);
|
||||
|
@ -70,6 +70,11 @@ export const RamCostConstants: IMap<number> = {
|
||||
ScriptStanekPlace: 5,
|
||||
ScriptStanekFragmentAt: 2,
|
||||
ScriptStanekDeleteAt: 0.15,
|
||||
ScriptInfiltrationCalculateDifficulty: 2.5,
|
||||
ScriptInfiltrationCalculateRewards: 2.5,
|
||||
ScriptInfiltrationGetLocations: 5,
|
||||
ScriptInfiltrationGetInfiltrations: 15,
|
||||
ScriptStanekAcceptGift: 2,
|
||||
};
|
||||
|
||||
function SF4Cost(cost: number): (player: IPlayer) => number {
|
||||
@ -244,6 +249,13 @@ const bladeburner: IMap<any> = {
|
||||
getBonusTime: 0,
|
||||
};
|
||||
|
||||
const infiltration: IMap<any> = {
|
||||
calculateDifficulty: RamCostConstants.ScriptInfiltrationCalculateDifficulty,
|
||||
calculateRewards: RamCostConstants.ScriptInfiltrationCalculateRewards,
|
||||
calculateGetLocations: RamCostConstants.ScriptInfiltrationGetLocations,
|
||||
calculateGetInfiltrations: RamCostConstants.ScriptInfiltrationGetInfiltrations,
|
||||
};
|
||||
|
||||
// Coding Contract API
|
||||
const codingcontract: IMap<any> = {
|
||||
attempt: RamCostConstants.ScriptCodingContractBaseRamCost,
|
||||
@ -284,6 +296,7 @@ const stanek: IMap<any> = {
|
||||
placeFragment: RamCostConstants.ScriptStanekPlace,
|
||||
getFragment: RamCostConstants.ScriptStanekFragmentAt,
|
||||
removeFragment: RamCostConstants.ScriptStanekDeleteAt,
|
||||
acceptGift: RamCostConstants.ScriptStanekAcceptGift,
|
||||
};
|
||||
|
||||
// UI API
|
||||
@ -312,6 +325,7 @@ export const RamCosts: IMap<any> = {
|
||||
...singularity, // singularity is in namespace & toplevel
|
||||
gang,
|
||||
bladeburner,
|
||||
infiltration,
|
||||
codingcontract,
|
||||
sleeve,
|
||||
stanek,
|
||||
|
@ -1,3 +1,4 @@
|
||||
import $ from "jquery";
|
||||
import { vsprintf, sprintf } from "sprintf-js";
|
||||
|
||||
import { getRamCost } from "./Netscript/RamCostGenerator";
|
||||
@ -64,6 +65,7 @@ import { NetscriptSleeve } from "./NetscriptFunctions/Sleeve";
|
||||
import { NetscriptExtra } from "./NetscriptFunctions/Extra";
|
||||
import { NetscriptHacknet } from "./NetscriptFunctions/Hacknet";
|
||||
import { NetscriptStanek } from "./NetscriptFunctions/Stanek";
|
||||
import { NetscriptInfiltration } from "./NetscriptFunctions/Infiltration";
|
||||
import { NetscriptUserInterface } from "./NetscriptFunctions/UserInterface";
|
||||
import { NetscriptBladeburner } from "./NetscriptFunctions/Bladeburner";
|
||||
import { NetscriptCodingContract } from "./NetscriptFunctions/CodingContract";
|
||||
@ -80,6 +82,7 @@ import {
|
||||
Gang as IGang,
|
||||
Bladeburner as IBladeburner,
|
||||
Stanek as IStanek,
|
||||
Infiltration as IInfiltration,
|
||||
RunningScript as IRunningScript,
|
||||
RecentScript as IRecentScript,
|
||||
SourceFileLvl,
|
||||
@ -112,6 +115,7 @@ interface NS extends INS {
|
||||
gang: IGang;
|
||||
bladeburner: IBladeburner;
|
||||
stanek: IStanek;
|
||||
infiltration: IInfiltration;
|
||||
}
|
||||
|
||||
export function NetscriptFunctions(workerScript: WorkerScript): NS {
|
||||
@ -524,6 +528,8 @@ export function NetscriptFunctions(workerScript: WorkerScript): NS {
|
||||
const sleeve = NetscriptSleeve(Player, workerScript, helper);
|
||||
const extra = NetscriptExtra(Player, workerScript, helper);
|
||||
const hacknet = NetscriptHacknet(Player, workerScript, helper);
|
||||
const infiltration = wrapAPI(helper, {}, workerScript, NetscriptInfiltration(Player), "infiltration")
|
||||
.infiltration as unknown as IInfiltration;
|
||||
const stanek = wrapAPI(helper, {}, workerScript, NetscriptStanek(Player, workerScript, helper), "stanek")
|
||||
.stanek as unknown as IStanek;
|
||||
const bladeburner = NetscriptBladeburner(Player, workerScript, helper);
|
||||
@ -546,6 +552,7 @@ export function NetscriptFunctions(workerScript: WorkerScript): NS {
|
||||
sleeve: sleeve,
|
||||
corporation: corporation,
|
||||
stanek: stanek,
|
||||
infiltration: infiltration,
|
||||
ui: ui,
|
||||
formulas: formulas,
|
||||
stock: stockmarket,
|
||||
|
@ -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: ${augName}`);
|
||||
}
|
||||
const craftableAug = new GraftableAugmentation(Augmentations[augName]);
|
||||
return craftableAug.time;
|
||||
const graftableAug = new GraftableAugmentation(Augmentations[augName]);
|
||||
return calculateGraftingTimeWithBonus(player, graftableAug);
|
||||
},
|
||||
|
||||
getGraftableAugmentations: (): string[] => {
|
||||
|
54
src/NetscriptFunctions/Infiltration.ts
Normal file
54
src/NetscriptFunctions/Infiltration.ts
Normal file
@ -0,0 +1,54 @@
|
||||
import { IPlayer } from "../PersonObjects/IPlayer";
|
||||
|
||||
import { Infiltration as IInfiltration, InfiltrationLocation } from "../ScriptEditor/NetscriptDefinitions";
|
||||
import { Location } from "../Locations/Location";
|
||||
import { Locations } from "../Locations/Locations";
|
||||
import { calculateDifficulty, calculateReward } from "../Infiltration/formulas/game";
|
||||
import {
|
||||
calculateInfiltratorsRepReward,
|
||||
calculateSellInformationCashReward,
|
||||
calculateTradeInformationRepReward,
|
||||
} from "../Infiltration/formulas/victory";
|
||||
import { FactionNames } from "../Faction/data/FactionNames";
|
||||
import { Factions } from "../Faction/Factions";
|
||||
import { InternalAPI, NetscriptContext } from "../Netscript/APIWrapper";
|
||||
import { checkEnum } from "../utils/helpers/checkEnum";
|
||||
import { LocationName } from "../Locations/data/LocationNames";
|
||||
|
||||
export function NetscriptInfiltration(player: IPlayer): InternalAPI<IInfiltration> {
|
||||
const getLocationsWithInfiltrations = Object.values(Locations).filter(
|
||||
(location: Location) => location.infiltrationData,
|
||||
);
|
||||
|
||||
const calculateInfiltrationData = (ctx: NetscriptContext, locationName: string): InfiltrationLocation => {
|
||||
if (!checkEnum(LocationName, locationName)) throw new Error(`Location '${locationName}' does not exists.`);
|
||||
const location = Locations[locationName];
|
||||
if (location === undefined) throw ctx.makeRuntimeErrorMsg(`Location '${location}' does not exists.`);
|
||||
if (location.infiltrationData === undefined)
|
||||
throw ctx.makeRuntimeErrorMsg(`Location '${location}' does not provide infiltrations.`);
|
||||
const startingSecurityLevel = location.infiltrationData.startingSecurityLevel;
|
||||
const difficulty = calculateDifficulty(player, startingSecurityLevel);
|
||||
const reward = calculateReward(player, startingSecurityLevel);
|
||||
const maxLevel = location.infiltrationData.maxClearanceLevel;
|
||||
return {
|
||||
location: location,
|
||||
reward: {
|
||||
tradeRep: calculateTradeInformationRepReward(player, reward, maxLevel, difficulty),
|
||||
sellCash: calculateSellInformationCashReward(player, reward, maxLevel, difficulty),
|
||||
SoARep: calculateInfiltratorsRepReward(player, Factions[FactionNames.ShadowsOfAnarchy], difficulty),
|
||||
},
|
||||
difficulty: difficulty,
|
||||
};
|
||||
};
|
||||
return {
|
||||
getPossibleLocations: () => (): string[] => {
|
||||
return getLocationsWithInfiltrations.map((l) => l + "");
|
||||
},
|
||||
getInfiltration:
|
||||
(ctx: NetscriptContext) =>
|
||||
(_location: unknown): InfiltrationLocation => {
|
||||
const location = ctx.helper.string("location", _location);
|
||||
return calculateInfiltrationData(ctx, location);
|
||||
},
|
||||
};
|
||||
}
|
@ -13,6 +13,10 @@ import {
|
||||
} from "../ScriptEditor/NetscriptDefinitions";
|
||||
import { AugmentationNames } from "../Augmentation/data/AugmentationNames";
|
||||
import { NetscriptContext, InternalAPI } from "../Netscript/APIWrapper";
|
||||
import { applyAugmentation } from "../Augmentation/AugmentationHelpers";
|
||||
import { FactionNames } from "../Faction/data/FactionNames";
|
||||
import { joinFaction } from "../Faction/FactionHelpers";
|
||||
import { Factions } from "../Faction/Factions";
|
||||
|
||||
export function NetscriptStanek(
|
||||
player: IPlayer,
|
||||
@ -109,5 +113,29 @@ export function NetscriptStanek(
|
||||
checkStanekAPIAccess("removeFragment");
|
||||
return staneksGift.delete(rootX, rootY);
|
||||
},
|
||||
acceptGift: (_ctx: NetscriptContext) =>
|
||||
function (): boolean {
|
||||
//Check if the player is eligible to join the church
|
||||
if (
|
||||
player.canAccessCotMG() &&
|
||||
player.augmentations.filter((a) => a.name !== AugmentationNames.NeuroFluxGovernor).length == 0 &&
|
||||
player.queuedAugmentations.filter((a) => a.name !== AugmentationNames.NeuroFluxGovernor).length == 0
|
||||
) {
|
||||
//Attempt to join CotMG
|
||||
joinFaction(Factions[FactionNames.ChurchOfTheMachineGod]);
|
||||
//Attempt to install the first Stanek aug
|
||||
if (
|
||||
!player.hasAugmentation(AugmentationNames.StaneksGift1) &&
|
||||
!player.queuedAugmentations.some((a) => a.name === AugmentationNames.StaneksGift1)
|
||||
) {
|
||||
applyAugmentation({ name: AugmentationNames.StaneksGift1, level: 1 });
|
||||
}
|
||||
}
|
||||
//Return true iff the player is in CotMG and has the first Stanek aug installed
|
||||
return (
|
||||
Factions[FactionNames.ChurchOfTheMachineGod].isMember &&
|
||||
player.hasAugmentation(AugmentationNames.StaneksGift1)
|
||||
);
|
||||
},
|
||||
};
|
||||
}
|
||||
|
@ -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.
|
||||
|
@ -1,5 +1,6 @@
|
||||
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[] => {
|
||||
@ -13,3 +14,12 @@ export const getGraftingAvailableAugs = (player: IPlayer): string[] => {
|
||||
|
||||
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>
|
||||
@ -132,7 +142,7 @@ 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),
|
||||
calculateGraftingTimeWithBonus(player, GraftableAugmentations[selectedAug]),
|
||||
)}
|
||||
{/* Use formula so the displayed creation time is accurate to player bonus */}
|
||||
</Typography>
|
||||
|
@ -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;
|
||||
|
@ -97,6 +97,13 @@ export abstract class Person {
|
||||
bladeburner_analysis_mult = 1;
|
||||
bladeburner_success_chance_mult = 1;
|
||||
|
||||
infiltration_base_rep_increase = 0;
|
||||
infiltration_rep_mult = 1;
|
||||
infiltration_trade_mult = 1;
|
||||
infiltration_sell_mult = 1;
|
||||
infiltration_timer_mult = 1;
|
||||
infiltration_damage_reduction_mult = 1;
|
||||
|
||||
/**
|
||||
* Augmentations
|
||||
*/
|
||||
@ -195,6 +202,24 @@ export abstract class Person {
|
||||
this.crime_success_mult = 1;
|
||||
|
||||
this.work_money_mult = 1;
|
||||
|
||||
this.hacknet_node_money_mult = 1;
|
||||
this.hacknet_node_purchase_cost_mult = 1;
|
||||
this.hacknet_node_ram_cost_mult = 1;
|
||||
this.hacknet_node_core_cost_mult = 1;
|
||||
this.hacknet_node_level_cost_mult = 1;
|
||||
|
||||
this.bladeburner_max_stamina_mult = 1;
|
||||
this.bladeburner_stamina_gain_mult = 1;
|
||||
this.bladeburner_analysis_mult = 1;
|
||||
this.bladeburner_success_chance_mult = 1;
|
||||
|
||||
this.infiltration_base_rep_increase = 0;
|
||||
this.infiltration_rep_mult = 1;
|
||||
this.infiltration_trade_mult = 1;
|
||||
this.infiltration_sell_mult = 1;
|
||||
this.infiltration_timer_mult = 1;
|
||||
this.infiltration_damage_reduction_mult = 1;
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -218,6 +218,7 @@ export class PlayerObject implements IPlayer {
|
||||
hasProgram: (program: string) => boolean;
|
||||
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;
|
||||
|
@ -7,7 +7,7 @@ import { Augmentation } from "../../Augmentation/Augmentation";
|
||||
|
||||
import { calculateEntropy } from "../Grafting/EntropyAccumulation";
|
||||
|
||||
export function hasAugmentation(this: IPlayer, aug: string | Augmentation, includeQueued = false): boolean {
|
||||
export function hasAugmentation(this: IPlayer, aug: string | Augmentation, ignoreQueued = false): boolean {
|
||||
const augName: string = aug instanceof Augmentation ? aug.name : aug;
|
||||
|
||||
for (const owned of this.augmentations) {
|
||||
@ -16,7 +16,7 @@ export function hasAugmentation(this: IPlayer, aug: string | Augmentation, inclu
|
||||
}
|
||||
}
|
||||
|
||||
if (!includeQueued) {
|
||||
if (!ignoreQueued) {
|
||||
for (const owned of this.queuedAugmentations) {
|
||||
if (owned.name === augName) {
|
||||
return true;
|
||||
|
@ -2,9 +2,9 @@ import { Factions } from "../../Faction/Factions";
|
||||
import { Faction } from "../../Faction/Faction";
|
||||
import { Gang } from "../../Gang/Gang";
|
||||
import { IPlayer } from "../IPlayer";
|
||||
import { GangConstants } from "../../Gang/data/Constants"
|
||||
|
||||
|
||||
// Amount of negative karma needed to manage a gang in BitNodes other than 2
|
||||
const GangKarmaRequirement = -54000;
|
||||
|
||||
export function canAccessGang(this: IPlayer): boolean {
|
||||
if (this.bitNodeN === 2) {
|
||||
@ -14,7 +14,11 @@ 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;
|
||||
@ -1870,13 +1871,12 @@ export function getNextCompanyPosition(
|
||||
|
||||
export function quitJob(this: IPlayer, company: string): void {
|
||||
if (this.isWorking == true && this.workType.includes("Working for Company") && this.companyName == company) {
|
||||
this.isWorking = false;
|
||||
this.companyName = "";
|
||||
}
|
||||
if (this.companyName === company) {
|
||||
this.companyName = "";
|
||||
this.finishWork(true);
|
||||
}
|
||||
delete this.jobs[company];
|
||||
if (this.companyName === company) {
|
||||
this.companyName = this.hasJob() ? Object.keys(this.jobs)[0] : "";
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
@ -2167,7 +2167,7 @@ export function checkForFactionInvitations(this: IPlayer): Faction[] {
|
||||
!daedalusFac.isBanned &&
|
||||
!daedalusFac.isMember &&
|
||||
!daedalusFac.alreadyInvited &&
|
||||
numAugmentations >= Math.round(30 * BitNodeMultipliers.DaedalusAugsRequirement) &&
|
||||
numAugmentations >= BitNodeMultipliers.DaedalusAugsRequirement &&
|
||||
this.money >= 100000000000 &&
|
||||
(this.hacking >= 2500 ||
|
||||
(this.strength >= 1500 && this.defense >= 1500 && this.dexterity >= 1500 && this.agility >= 1500))
|
||||
|
@ -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;
|
||||
}
|
||||
|
@ -56,7 +56,7 @@ function possibleJobs(player: IPlayer, sleeve: Sleeve): string[] {
|
||||
|
||||
function possibleFactions(player: IPlayer, sleeve: Sleeve): string[] {
|
||||
// Array of all factions that other sleeves are working for
|
||||
const forbiddenFactions = [FactionNames.Bladeburners as string];
|
||||
const forbiddenFactions = [FactionNames.Bladeburners as string, FactionNames.ShadowsOfAnarchy as string];
|
||||
if (player.gang) {
|
||||
forbiddenFactions.push(player.gang.facName);
|
||||
}
|
||||
@ -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);
|
||||
|
@ -307,7 +307,7 @@ export const programsMetadata: IProgramCreationParams[] = [
|
||||
name: "fl1ght.exe",
|
||||
create: null,
|
||||
run: (router: IRouter, terminal: ITerminal, player: IPlayer): void => {
|
||||
const numAugReq = Math.round(BitNodeMultipliers.DaedalusAugsRequirement * 30);
|
||||
const numAugReq = BitNodeMultipliers.DaedalusAugsRequirement;
|
||||
const fulfilled = player.augmentations.length >= numAugReq && player.money > 1e11 && player.hacking >= 2500;
|
||||
if (!fulfilled) {
|
||||
terminal.print(`Augmentations: ${player.augmentations.length} / ${numAugReq}`);
|
||||
|
@ -24,6 +24,8 @@ import { SxProps } from "@mui/system";
|
||||
import { PlayerObject } from "./PersonObjects/Player/PlayerObject";
|
||||
import { pushGameSaved } from "./Electron";
|
||||
import { defaultMonacoTheme } from "./ScriptEditor/ui/themes";
|
||||
import { FactionNames } from "./Faction/data/FactionNames";
|
||||
import { Faction } from "./Faction/Faction";
|
||||
|
||||
/* SaveObject.js
|
||||
* Defines the object used to save/load games
|
||||
@ -398,6 +400,9 @@ function evaluateVersionCompatibility(ver: string | number): void {
|
||||
if (ver < 15) {
|
||||
(Settings as any).EditorTheme = { ...defaultMonacoTheme };
|
||||
}
|
||||
if (ver < 16) {
|
||||
Factions[FactionNames.ShadowsOfAnarchy] = new Faction(FactionNames.ShadowsOfAnarchy);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -215,6 +215,9 @@ async function parseOnlyRamCalculate(
|
||||
} else if (ref in workerScript.env.vars.stanek) {
|
||||
func = workerScript.env.vars.stanek[ref];
|
||||
refDetail = `stanek.${ref}`;
|
||||
} else if (ref in workerScript.env.vars.infiltration) {
|
||||
func = workerScript.env.vars.infiltration[ref];
|
||||
refDetail = `infiltration.${ref}`;
|
||||
} else if (ref in workerScript.env.vars.gang) {
|
||||
func = workerScript.env.vars.gang[ref];
|
||||
refDetail = `gang.${ref}`;
|
||||
|
52
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
52
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.
|
||||
*/
|
||||
@ -4261,6 +4261,51 @@ interface Stanek {
|
||||
* @returns The fragment at [rootX, rootY], if any.
|
||||
*/
|
||||
removeFragment(rootX: number, rootY: number): boolean;
|
||||
|
||||
/**
|
||||
* Accept Stanek's Gift by joining the Church of the Machine God
|
||||
* @remarks
|
||||
* RAM cost: 2 GB
|
||||
*
|
||||
* @returns true if the player is a member of the church and has the gift installed,
|
||||
* false otherwise.
|
||||
*/
|
||||
acceptGift(): boolean;
|
||||
}
|
||||
|
||||
export interface InfiltrationReward {
|
||||
tradeRep: number;
|
||||
sellCash: number;
|
||||
SoARep: number;
|
||||
}
|
||||
|
||||
export interface InfiltrationLocation {
|
||||
location: any;
|
||||
reward: InfiltrationReward;
|
||||
difficulty: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* Infiltration API.
|
||||
* @public
|
||||
*/
|
||||
interface Infiltration {
|
||||
/**
|
||||
* Get all locations that can be infiltrated.
|
||||
* @remarks
|
||||
* RAM cost: 5 GB
|
||||
*
|
||||
* @returns all locations that can be infiltrated.
|
||||
*/
|
||||
getPossibleLocations(): string[];
|
||||
/**
|
||||
* Get all infiltrations with difficulty, location and rewards.
|
||||
* @remarks
|
||||
* RAM cost: 15 GB
|
||||
*
|
||||
* @returns Infiltration data for given location.
|
||||
*/
|
||||
getInfiltration(location: string): InfiltrationLocation;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -4412,6 +4457,11 @@ export interface NS {
|
||||
* RAM cost: 0 GB
|
||||
*/
|
||||
readonly stanek: Stanek;
|
||||
/**
|
||||
* Namespace for infiltration functions.
|
||||
* RAM cost: 0 GB
|
||||
*/
|
||||
readonly infiltration: Infiltration;
|
||||
/**
|
||||
* Namespace for corporation functions.
|
||||
* RAM cost: 0 GB
|
||||
|
@ -30,6 +30,10 @@ export function cd(
|
||||
terminal.error("Invalid path. Failed to change directories");
|
||||
return;
|
||||
}
|
||||
if (terminal.cwd().length > 1 && dir === "..") {
|
||||
terminal.setcwd(evaledDir);
|
||||
return;
|
||||
}
|
||||
|
||||
const server = player.getCurrentServer();
|
||||
if (!containsFiles(server, evaledDir)) {
|
||||
|
@ -1,3 +1,5 @@
|
||||
import $ from "jquery";
|
||||
|
||||
import { ITerminal } from "../ITerminal";
|
||||
import { IRouter } from "../../ui/Router";
|
||||
import { IPlayer } from "../../PersonObjects/IPlayer";
|
||||
|
@ -401,7 +401,7 @@ export function TerminalInput({ terminal, router, player }: IProps): React.React
|
||||
onKeyDown: onKeyDown,
|
||||
}}
|
||||
></TextField>
|
||||
<Popper open={possibilities.length > 0} anchorEl={terminalInput.current} placement={"top-end"}>
|
||||
<Popper open={possibilities.length > 0} anchorEl={terminalInput.current} placement={"top-start"}>
|
||||
<Paper sx={{ m: 1, p: 2 }}>
|
||||
<Typography classes={{ root: classes.preformatted }} color={"primary"} paragraph={false}>
|
||||
Possible autocomplete candidates:
|
||||
|
@ -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 */
|
||||
|
||||
@ -1307,4 +1308,305 @@ export const codingContractTypesMetadata: ICodingContractTypeMetadata[] = [
|
||||
return parseInt(ans, 10) === HammingDecode(data);
|
||||
},
|
||||
},
|
||||
{
|
||||
name: "Proper 2-Coloring of a Graph",
|
||||
difficulty: 7,
|
||||
numTries: 5,
|
||||
desc: (data: [number, [number, number][]]): string => {
|
||||
return [
|
||||
`You are given the following data, representing a graph:\n`,
|
||||
`${JSON.stringify(data)}\n`,
|
||||
`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.\n\n`,
|
||||
`Examples:\n\n`,
|
||||
`Input: [4, [[0, 2], [0, 3], [1, 2], [1, 3]]]\n`,
|
||||
`Output: [0, 0, 1, 1]\n\n`,
|
||||
`Input: [3, [[0, 1], [0, 2], [1, 2]]]\n`,
|
||||
`Output: []`,
|
||||
].join(" ");
|
||||
},
|
||||
gen: (): [number, [number, number][]] => {
|
||||
//Generate two partite sets
|
||||
const n = Math.floor(Math.random() * 5) + 3;
|
||||
const m = Math.floor(Math.random() * 5) + 3;
|
||||
|
||||
//50% chance of spawning any given valid edge in the bipartite graph
|
||||
const edges: [number, number][] = [];
|
||||
for (let i = 0; i < n; i++) {
|
||||
for (let j = 0; j < m; j++) {
|
||||
if (Math.random() > 0.5) {
|
||||
edges.push([i, n + j]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Add an edge at random with no regard to partite sets
|
||||
let a = Math.floor(Math.random() * (n + m));
|
||||
let b = Math.floor(Math.random() * (n + m));
|
||||
if (a > b) [a, b] = [b, a]; //Enforce lower numbers come first
|
||||
if (a != b && !edges.includes([a, b])) {
|
||||
edges.push([a, b]);
|
||||
}
|
||||
|
||||
//Randomize array in-place using Durstenfeld shuffle algorithm.
|
||||
function shuffle(array: any[]): void {
|
||||
for (let i = array.length - 1; i > 0; i--) {
|
||||
const j = Math.floor(Math.random() * (i + 1));
|
||||
[array[i], array[j]] = [array[j], array[i]];
|
||||
}
|
||||
}
|
||||
|
||||
//Replace instances of the original vertex names in-place
|
||||
const vertexShuffler = Array.from(Array(n + m).keys());
|
||||
shuffle(vertexShuffler);
|
||||
for (let i = 0; i < edges.length; i++) {
|
||||
edges[i] = [vertexShuffler[edges[i][0]], vertexShuffler[edges[i][1]]];
|
||||
if (edges[i][0] > edges[i][1]) {
|
||||
//Enforce lower numbers come first
|
||||
[edges[i][0], edges[i][1]] = [edges[i][1], edges[i][0]];
|
||||
}
|
||||
}
|
||||
|
||||
//Shuffle the order of the edges themselves, as well
|
||||
shuffle(edges);
|
||||
|
||||
return [n + m, edges];
|
||||
},
|
||||
solver: (data: [number, [number, number][]], ans: string): boolean => {
|
||||
//Case where the player believes there is no solution
|
||||
if (ans == "[]") {
|
||||
//Helper function to get neighbourhood of a vertex
|
||||
function neighbourhood(vertex: number): number[] {
|
||||
const adjLeft = data[1].filter(([a, _]) => a == vertex).map(([_, b]) => b);
|
||||
const adjRight = data[1].filter(([_, b]) => b == vertex).map(([a, _]) => a);
|
||||
return adjLeft.concat(adjRight);
|
||||
}
|
||||
|
||||
//Verify that there is no solution by attempting to create a proper 2-coloring.
|
||||
const coloring: (number | undefined)[] = Array(data[0]).fill(undefined);
|
||||
while (coloring.some((val) => val === undefined)) {
|
||||
//Color a vertex in the graph
|
||||
const initialVertex: number = coloring.findIndex((val) => val === undefined);
|
||||
coloring[initialVertex] = 0;
|
||||
const frontier: number[] = [initialVertex];
|
||||
|
||||
//Propogate the coloring throughout the component containing v greedily
|
||||
while (frontier.length > 0) {
|
||||
const v: number = frontier.pop() || 0;
|
||||
const neighbors: number[] = neighbourhood(v);
|
||||
|
||||
//For each vertex u adjacent to v
|
||||
for (const id in neighbors) {
|
||||
const u: number = neighbors[id];
|
||||
|
||||
//Set the color of u to the opposite of v's color if it is new,
|
||||
//then add u to the frontier to continue the algorithm.
|
||||
if (coloring[u] === undefined) {
|
||||
if (coloring[v] === 0) coloring[u] = 1;
|
||||
else coloring[u] = 0;
|
||||
|
||||
frontier.push(u);
|
||||
}
|
||||
|
||||
//Assert u,v do not have the same color
|
||||
else if (coloring[u] === coloring[v]) {
|
||||
//If u,v do have the same color, no proper 2-coloring exists, meaning
|
||||
//the player was correct to say there is no proper 2-coloring of the graph.
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//If this code is reached, there exists a proper 2-coloring of the input
|
||||
//graph, and thus the player was incorrect in submitting no answer.
|
||||
return false;
|
||||
}
|
||||
|
||||
//Sanitize player input
|
||||
const sanitizedPlayerAns: string = removeBracketsFromArrayString(ans);
|
||||
const sanitizedPlayerAnsArr: string[] = sanitizedPlayerAns.split(",");
|
||||
const coloring: number[] = sanitizedPlayerAnsArr.map((val) => parseInt(val));
|
||||
|
||||
//Solution provided case
|
||||
if (coloring.length == data[0]) {
|
||||
const edges = data[1];
|
||||
const validColors = [0, 1];
|
||||
//Check that the provided solution is a proper 2-coloring
|
||||
return edges.every(([a, b]) => {
|
||||
const aColor = coloring[a];
|
||||
const bColor = coloring[b];
|
||||
return (
|
||||
validColors.includes(aColor) && //Enforce the first endpoint is color 0 or 1
|
||||
validColors.includes(bColor) && //Enforce the second endpoint is color 0 or 1
|
||||
aColor != bColor //Enforce the endpoints are different colors
|
||||
);
|
||||
});
|
||||
}
|
||||
|
||||
//Return false if the coloring is the wrong size
|
||||
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");
|
||||
};
|
||||
})();
|
||||
|
@ -82,13 +82,12 @@ function CurrentBitNode(): React.ReactElement {
|
||||
const player = use.Player();
|
||||
if (player.sourceFiles.length > 0) {
|
||||
const index = "BitNode" + player.bitNodeN;
|
||||
const currentSourceFile = player.sourceFiles.find((sourceFile) => sourceFile.n == player.bitNodeN);
|
||||
const lvl = currentSourceFile ? currentSourceFile.lvl : 0;
|
||||
const lvl = player.sourceFileLvl(player.bitNodeN) + 1;
|
||||
return (
|
||||
<Box>
|
||||
<Paper sx={{ p: 1 }}>
|
||||
<Typography variant="h5">
|
||||
BitNode {player.bitNodeN}: {BitNodes[index].name} (Level {lvl + 1})
|
||||
BitNode {player.bitNodeN}: {BitNodes[index].name} (Level {lvl})
|
||||
</Typography>
|
||||
<Typography sx={{ whiteSpace: "pre-wrap", overflowWrap: "break-word" }}>{BitNodes[index].info}</Typography>
|
||||
</Paper>
|
||||
|
@ -44,7 +44,7 @@ import { CorporationRoot } from "../Corporation/ui/CorporationRoot";
|
||||
import { InfiltrationRoot } from "../Infiltration/ui/InfiltrationRoot";
|
||||
import { GraftingRoot } from "../PersonObjects/Grafting/ui/GraftingRoot";
|
||||
import { WorkInProgressRoot } from "./WorkInProgressRoot";
|
||||
import { GameOptionsRoot } from "./React/GameOptionsRoot";
|
||||
import { GameOptionsRoot } from "../GameOptions/ui/GameOptionsRoot";
|
||||
import { SleeveRoot } from "../PersonObjects/Sleeve/ui/SleeveRoot";
|
||||
import { HacknetRoot } from "../Hacknet/ui/HacknetRoot";
|
||||
import { GenericLocation } from "../Locations/ui/GenericLocation";
|
||||
|
@ -1,667 +0,0 @@
|
||||
import React, { useState, useRef } from "react";
|
||||
|
||||
import { IPlayer } from "../../PersonObjects/IPlayer";
|
||||
|
||||
import { Theme } from "@mui/material/styles";
|
||||
import makeStyles from "@mui/styles/makeStyles";
|
||||
import createStyles from "@mui/styles/createStyles";
|
||||
import Typography from "@mui/material/Typography";
|
||||
import Slider from "@mui/material/Slider";
|
||||
import Grid from "@mui/material/Grid";
|
||||
import Select, { SelectChangeEvent } from "@mui/material/Select";
|
||||
import MenuItem from "@mui/material/MenuItem";
|
||||
import Button from "@mui/material/Button";
|
||||
|
||||
import Box from "@mui/material/Box";
|
||||
import List from "@mui/material/List";
|
||||
import ListItem from "@mui/material/ListItem";
|
||||
import Link from "@mui/material/Link";
|
||||
import Tooltip from "@mui/material/Tooltip";
|
||||
import TextField from "@mui/material/TextField";
|
||||
|
||||
import DownloadIcon from "@mui/icons-material/Download";
|
||||
import UploadIcon from "@mui/icons-material/Upload";
|
||||
import SaveIcon from "@mui/icons-material/Save";
|
||||
import PaletteIcon from "@mui/icons-material/Palette";
|
||||
|
||||
import { FileDiagnosticModal } from "../../Diagnostic/FileDiagnosticModal";
|
||||
import { ConfirmationModal } from "./ConfirmationModal";
|
||||
|
||||
import { SnackbarEvents, ToastVariant } from "./Snackbar";
|
||||
|
||||
import { Settings } from "../../Settings/Settings";
|
||||
import { DeleteGameButton } from "./DeleteGameButton";
|
||||
import { SoftResetButton } from "./SoftResetButton";
|
||||
import { IRouter } from "../Router";
|
||||
import { ThemeEditorButton } from "../../Themes/ui/ThemeEditorButton";
|
||||
import { StyleEditorButton } from "../../Themes/ui/StyleEditorButton";
|
||||
import { formatTime } from "../../utils/helpers/formatTime";
|
||||
import { OptionSwitch } from "./OptionSwitch";
|
||||
import { ImportData, saveObject } from "../../SaveObject";
|
||||
import { convertTimeMsToTimeElapsedString } from "../../utils/StringHelperFunctions";
|
||||
|
||||
const useStyles = makeStyles((theme: Theme) =>
|
||||
createStyles({
|
||||
root: {
|
||||
width: 50,
|
||||
padding: theme.spacing(2),
|
||||
userSelect: "none",
|
||||
},
|
||||
}),
|
||||
);
|
||||
|
||||
interface IProps {
|
||||
player: IPlayer;
|
||||
router: IRouter;
|
||||
save: () => void;
|
||||
export: () => void;
|
||||
forceKill: () => void;
|
||||
softReset: () => void;
|
||||
}
|
||||
|
||||
export function GameOptionsRoot(props: IProps): React.ReactElement {
|
||||
const classes = useStyles();
|
||||
const importInput = useRef<HTMLInputElement>(null);
|
||||
|
||||
const [execTime, setExecTime] = useState(Settings.CodeInstructionRunTime);
|
||||
const [recentScriptsSize, setRecentScriptsSize] = useState(Settings.MaxRecentScriptsCapacity);
|
||||
const [logSize, setLogSize] = useState(Settings.MaxLogCapacity);
|
||||
const [portSize, setPortSize] = useState(Settings.MaxPortCapacity);
|
||||
const [terminalSize, setTerminalSize] = useState(Settings.MaxTerminalCapacity);
|
||||
const [autosaveInterval, setAutosaveInterval] = useState(Settings.AutosaveInterval);
|
||||
const [timestampFormat, setTimestampFormat] = useState(Settings.TimestampsFormat);
|
||||
const [locale, setLocale] = useState(Settings.Locale);
|
||||
const [diagnosticOpen, setDiagnosticOpen] = useState(false);
|
||||
const [importSaveOpen, setImportSaveOpen] = useState(false);
|
||||
const [importData, setImportData] = useState<ImportData | null>(null);
|
||||
|
||||
function handleExecTimeChange(event: any, newValue: number | number[]): void {
|
||||
setExecTime(newValue as number);
|
||||
Settings.CodeInstructionRunTime = newValue as number;
|
||||
}
|
||||
|
||||
function handleRecentScriptsSizeChange(event: any, newValue: number | number[]): void {
|
||||
setRecentScriptsSize(newValue as number);
|
||||
Settings.MaxRecentScriptsCapacity = newValue as number;
|
||||
}
|
||||
|
||||
function handleLogSizeChange(event: any, newValue: number | number[]): void {
|
||||
setLogSize(newValue as number);
|
||||
Settings.MaxLogCapacity = newValue as number;
|
||||
}
|
||||
|
||||
function handlePortSizeChange(event: any, newValue: number | number[]): void {
|
||||
setPortSize(newValue as number);
|
||||
Settings.MaxPortCapacity = newValue as number;
|
||||
}
|
||||
|
||||
function handleTerminalSizeChange(event: any, newValue: number | number[]): void {
|
||||
setTerminalSize(newValue as number);
|
||||
Settings.MaxTerminalCapacity = newValue as number;
|
||||
}
|
||||
|
||||
function handleAutosaveIntervalChange(event: any, newValue: number | number[]): void {
|
||||
setAutosaveInterval(newValue as number);
|
||||
Settings.AutosaveInterval = newValue as number;
|
||||
}
|
||||
|
||||
function handleLocaleChange(event: SelectChangeEvent<string>): void {
|
||||
setLocale(event.target.value as string);
|
||||
Settings.Locale = event.target.value as string;
|
||||
}
|
||||
|
||||
function handleTimestampFormatChange(event: React.ChangeEvent<HTMLInputElement>): void {
|
||||
setTimestampFormat(event.target.value);
|
||||
Settings.TimestampsFormat = event.target.value;
|
||||
}
|
||||
|
||||
function startImport(): void {
|
||||
if (!window.File || !window.FileReader || !window.FileList || !window.Blob) return;
|
||||
const ii = importInput.current;
|
||||
if (ii === null) throw new Error("import input should not be null");
|
||||
ii.click();
|
||||
}
|
||||
|
||||
async function onImport(event: React.ChangeEvent<HTMLInputElement>): Promise<void> {
|
||||
try {
|
||||
const base64Save = await saveObject.getImportStringFromFile(event.target.files);
|
||||
const data = await saveObject.getImportDataFromString(base64Save);
|
||||
setImportData(data);
|
||||
setImportSaveOpen(true);
|
||||
} catch (ex: any) {
|
||||
SnackbarEvents.emit(ex.toString(), ToastVariant.ERROR, 5000);
|
||||
}
|
||||
}
|
||||
|
||||
async function confirmedImportGame(): Promise<void> {
|
||||
if (!importData) return;
|
||||
|
||||
try {
|
||||
await saveObject.importGame(importData.base64);
|
||||
} catch (ex: any) {
|
||||
SnackbarEvents.emit(ex.toString(), ToastVariant.ERROR, 5000);
|
||||
}
|
||||
|
||||
setImportSaveOpen(false);
|
||||
setImportData(null);
|
||||
}
|
||||
|
||||
function compareSaveGame(): void {
|
||||
if (!importData) return;
|
||||
props.router.toImportSave(importData.base64);
|
||||
setImportSaveOpen(false);
|
||||
setImportData(null);
|
||||
}
|
||||
|
||||
return (
|
||||
<div className={classes.root} style={{ width: "90%" }}>
|
||||
<Typography variant="h4" gutterBottom>
|
||||
Options
|
||||
</Typography>
|
||||
|
||||
<Grid container spacing={3}>
|
||||
<Grid item xs={12} sm={6}>
|
||||
<List>
|
||||
<ListItem>
|
||||
<Box display="grid" sx={{ width: "fit-content", gridTemplateColumns: "1fr 3.5fr", gap: 1 }}>
|
||||
<Tooltip
|
||||
title={
|
||||
<Typography>
|
||||
The minimum number of milliseconds it takes to execute an operation in Netscript. Setting this too
|
||||
low can result in poor performance if you have many scripts running.
|
||||
</Typography>
|
||||
}
|
||||
>
|
||||
<Typography>.script exec time (ms)</Typography>
|
||||
</Tooltip>
|
||||
<Slider
|
||||
value={execTime}
|
||||
onChange={handleExecTimeChange}
|
||||
step={1}
|
||||
min={5}
|
||||
max={100}
|
||||
valueLabelDisplay="auto"
|
||||
/>
|
||||
<Tooltip
|
||||
title={
|
||||
<Typography>
|
||||
The maximum number of recently killed script entries being tracked. Setting this too high can
|
||||
cause the game to use a lot of memory.
|
||||
</Typography>
|
||||
}
|
||||
>
|
||||
<Typography>Recently killed scripts size</Typography>
|
||||
</Tooltip>
|
||||
<Slider
|
||||
value={recentScriptsSize}
|
||||
onChange={handleRecentScriptsSizeChange}
|
||||
step={25}
|
||||
min={0}
|
||||
max={500}
|
||||
valueLabelDisplay="auto"
|
||||
/>
|
||||
<Tooltip
|
||||
title={
|
||||
<Typography>
|
||||
The maximum number of lines a script's logs can hold. Setting this too high can cause the game to
|
||||
use a lot of memory if you have many scripts running.
|
||||
</Typography>
|
||||
}
|
||||
>
|
||||
<Typography>Netscript log size</Typography>
|
||||
</Tooltip>
|
||||
<Slider
|
||||
value={logSize}
|
||||
onChange={handleLogSizeChange}
|
||||
step={20}
|
||||
min={20}
|
||||
max={500}
|
||||
valueLabelDisplay="auto"
|
||||
/>
|
||||
<Tooltip
|
||||
title={
|
||||
<Typography>
|
||||
The maximum number of entries that can be written to a port using Netscript's write() function.
|
||||
Setting this too high can cause the game to use a lot of memory.
|
||||
</Typography>
|
||||
}
|
||||
>
|
||||
<Typography>Netscript port size</Typography>
|
||||
</Tooltip>
|
||||
<Slider
|
||||
value={portSize}
|
||||
onChange={handlePortSizeChange}
|
||||
step={1}
|
||||
min={20}
|
||||
max={100}
|
||||
valueLabelDisplay="auto"
|
||||
/>
|
||||
<Tooltip
|
||||
title={
|
||||
<Typography>
|
||||
The maximum number of entries that can be written to the terminal. Setting this too high can cause
|
||||
the game to use a lot of memory.
|
||||
</Typography>
|
||||
}
|
||||
>
|
||||
<Typography>Terminal capacity</Typography>
|
||||
</Tooltip>
|
||||
<Slider
|
||||
value={terminalSize}
|
||||
onChange={handleTerminalSizeChange}
|
||||
step={50}
|
||||
min={50}
|
||||
max={500}
|
||||
valueLabelDisplay="auto"
|
||||
marks
|
||||
/>
|
||||
<Tooltip
|
||||
title={
|
||||
<Typography>The time (in seconds) between each autosave. Set to 0 to disable autosave.</Typography>
|
||||
}
|
||||
>
|
||||
<Typography>Autosave interval (s)</Typography>
|
||||
</Tooltip>
|
||||
<Slider
|
||||
value={autosaveInterval}
|
||||
onChange={handleAutosaveIntervalChange}
|
||||
step={30}
|
||||
min={0}
|
||||
max={600}
|
||||
valueLabelDisplay="auto"
|
||||
marks
|
||||
/>
|
||||
</Box>
|
||||
</ListItem>
|
||||
<ListItem>
|
||||
<OptionSwitch
|
||||
checked={Settings.SuppressMessages}
|
||||
onChange={(newValue) => (Settings.SuppressMessages = newValue)}
|
||||
text="Suppress story messages"
|
||||
tooltip={
|
||||
<>
|
||||
If this is set, then any messages you receive will not appear as popups on the screen. They will
|
||||
still get sent to your home computer as '.msg' files and can be viewed with the 'cat' Terminal
|
||||
command.
|
||||
</>
|
||||
}
|
||||
/>
|
||||
</ListItem>
|
||||
<ListItem>
|
||||
<OptionSwitch
|
||||
checked={Settings.SuppressFactionInvites}
|
||||
onChange={(newValue) => (Settings.SuppressFactionInvites = newValue)}
|
||||
text="Suppress faction invites"
|
||||
tooltip={
|
||||
<>
|
||||
If this is set, then any faction invites you receive will not appear as popups on the screen. Your
|
||||
outstanding faction invites can be viewed in the 'Factions' page.
|
||||
</>
|
||||
}
|
||||
/>
|
||||
</ListItem>
|
||||
<ListItem>
|
||||
<OptionSwitch
|
||||
checked={Settings.SuppressTravelConfirmation}
|
||||
onChange={(newValue) => (Settings.SuppressTravelConfirmation = newValue)}
|
||||
text="Suppress travel confirmations"
|
||||
tooltip={
|
||||
<>
|
||||
If this is set, the confirmation message before traveling will not show up. You will automatically
|
||||
be deducted the travel cost as soon as you click.
|
||||
</>
|
||||
}
|
||||
/>
|
||||
</ListItem>
|
||||
<ListItem>
|
||||
<OptionSwitch
|
||||
checked={Settings.SuppressBuyAugmentationConfirmation}
|
||||
onChange={(newValue) => (Settings.SuppressBuyAugmentationConfirmation = newValue)}
|
||||
text="Suppress augmentations confirmation"
|
||||
tooltip={<>If this is set, the confirmation message before buying augmentation will not show up.</>}
|
||||
/>
|
||||
</ListItem>
|
||||
<ListItem>
|
||||
<OptionSwitch
|
||||
checked={Settings.SuppressTIXPopup}
|
||||
onChange={(newValue) => (Settings.SuppressTIXPopup = newValue)}
|
||||
text="Suppress TIX messages"
|
||||
tooltip={<>If this is set, the stock market will never create any popup.</>}
|
||||
/>
|
||||
</ListItem>
|
||||
{!!props.player.bladeburner && (
|
||||
<ListItem>
|
||||
<OptionSwitch
|
||||
checked={Settings.SuppressBladeburnerPopup}
|
||||
onChange={(newValue) => (Settings.SuppressBladeburnerPopup = newValue)}
|
||||
text="Suppress bladeburner popup"
|
||||
tooltip={
|
||||
<>
|
||||
If this is set, then having your Bladeburner actions interrupted by being busy with something else
|
||||
will not display a popup message.
|
||||
</>
|
||||
}
|
||||
/>
|
||||
</ListItem>
|
||||
)}
|
||||
<ListItem>
|
||||
<OptionSwitch
|
||||
checked={Settings.SuppressSavedGameToast}
|
||||
onChange={(newValue) => (Settings.SuppressSavedGameToast = newValue)}
|
||||
text="Suppress Auto-Save Game Toast"
|
||||
tooltip={<>If this is set, there will be no "Game Saved!" toast appearing after an auto-save.</>}
|
||||
/>
|
||||
</ListItem>
|
||||
<ListItem>
|
||||
<OptionSwitch
|
||||
checked={Settings.SuppressAutosaveDisabledWarnings}
|
||||
onChange={(newValue) => (Settings.SuppressAutosaveDisabledWarnings = newValue)}
|
||||
text="Suppress Auto-Save Disabled Warning"
|
||||
tooltip={<>If this is set, there will be no warning triggered when auto-save is disabled (at 0).</>}
|
||||
/>
|
||||
</ListItem>
|
||||
<ListItem>
|
||||
<OptionSwitch
|
||||
checked={Settings.DisableHotkeys}
|
||||
onChange={(newValue) => (Settings.DisableHotkeys = newValue)}
|
||||
text="Disable hotkeys"
|
||||
tooltip={
|
||||
<>
|
||||
If this is set, then most hotkeys (keyboard shortcuts) in the game are disabled. This includes
|
||||
Terminal commands, hotkeys to navigate between different parts of the game, and the "Save and Close
|
||||
(Ctrl + b)" hotkey in the Text Editor.
|
||||
</>
|
||||
}
|
||||
/>
|
||||
</ListItem>
|
||||
<ListItem>
|
||||
<OptionSwitch
|
||||
checked={Settings.DisableASCIIArt}
|
||||
onChange={(newValue) => (Settings.DisableASCIIArt = newValue)}
|
||||
text="Disable ascii art"
|
||||
tooltip={<>If this is set all ASCII art will be disabled.</>}
|
||||
/>
|
||||
</ListItem>
|
||||
<ListItem>
|
||||
<OptionSwitch
|
||||
checked={Settings.DisableTextEffects}
|
||||
onChange={(newValue) => (Settings.DisableTextEffects = newValue)}
|
||||
text="Disable text effects"
|
||||
tooltip={
|
||||
<>
|
||||
If this is set, text effects will not be displayed. This can help if text is difficult to read in
|
||||
certain areas.
|
||||
</>
|
||||
}
|
||||
/>
|
||||
</ListItem>
|
||||
<ListItem>
|
||||
<OptionSwitch
|
||||
checked={Settings.DisableOverviewProgressBars}
|
||||
onChange={(newValue) => (Settings.DisableOverviewProgressBars = newValue)}
|
||||
text="Disable Overview Progress Bars"
|
||||
tooltip={<>If this is set, the progress bars in the character overview will be hidden.</>}
|
||||
/>
|
||||
</ListItem>
|
||||
<ListItem>
|
||||
<OptionSwitch
|
||||
checked={Settings.EnableBashHotkeys}
|
||||
onChange={(newValue) => (Settings.EnableBashHotkeys = newValue)}
|
||||
text="Enable bash hotkeys"
|
||||
tooltip={
|
||||
<>
|
||||
Improved Bash emulation mode. Setting this to 1 enables several new Terminal shortcuts and features
|
||||
that more closely resemble a real Bash-style shell. Note that when this mode is enabled, the default
|
||||
browser shortcuts are overriden by the new Bash shortcuts.
|
||||
</>
|
||||
}
|
||||
/>
|
||||
</ListItem>
|
||||
<ListItem>
|
||||
<OptionSwitch
|
||||
checked={Settings.UseIEC60027_2}
|
||||
onChange={(newValue) => (Settings.UseIEC60027_2 = newValue)}
|
||||
text="Use GiB instead of GB"
|
||||
tooltip={
|
||||
<>
|
||||
If this is set all references to memory will use GiB instead of GB, in accordance with IEC 60027-2.
|
||||
</>
|
||||
}
|
||||
/>
|
||||
</ListItem>
|
||||
<ListItem>
|
||||
<OptionSwitch
|
||||
checked={Settings.ExcludeRunningScriptsFromSave}
|
||||
onChange={(newValue) => (Settings.ExcludeRunningScriptsFromSave = newValue)}
|
||||
text="Exclude Running Scripts from Save"
|
||||
tooltip={
|
||||
<>
|
||||
If this is set, the save file will exclude all running scripts. This is only useful if your save is
|
||||
lagging a lot. You'll have to restart your script every time you launch the game.
|
||||
</>
|
||||
}
|
||||
/>
|
||||
</ListItem>
|
||||
<ListItem>
|
||||
<Tooltip
|
||||
title={
|
||||
<Typography>
|
||||
Terminal commands and log entries will be timestamped. See
|
||||
https://date-fns.org/docs/Getting-Started/
|
||||
</Typography>
|
||||
}
|
||||
>
|
||||
<span>
|
||||
<TextField
|
||||
InputProps={{
|
||||
startAdornment: (
|
||||
<Typography
|
||||
color={
|
||||
formatTime(timestampFormat) === "format error" && timestampFormat !== ""
|
||||
? "error"
|
||||
: "success"
|
||||
}
|
||||
>
|
||||
Timestamp format:
|
||||
</Typography>
|
||||
),
|
||||
}}
|
||||
value={timestampFormat}
|
||||
onChange={handleTimestampFormatChange}
|
||||
placeholder="yyyy-MM-dd hh:mm:ss"
|
||||
/>
|
||||
</span>
|
||||
</Tooltip>
|
||||
</ListItem>
|
||||
|
||||
<ListItem>
|
||||
<OptionSwitch
|
||||
checked={Settings.SaveGameOnFileSave}
|
||||
onChange={(newValue) => (Settings.SaveGameOnFileSave = newValue)}
|
||||
text="Save game on file save"
|
||||
tooltip={<>Save your game any time a file is saved in the script editor.</>}
|
||||
/>
|
||||
</ListItem>
|
||||
|
||||
<ListItem>
|
||||
<Tooltip title={<Typography>Sets the locale for displaying numbers.</Typography>}>
|
||||
<Typography>Locale </Typography>
|
||||
</Tooltip>
|
||||
<Select value={locale} onChange={handleLocaleChange}>
|
||||
<MenuItem value="en">en</MenuItem>
|
||||
<MenuItem value="bg">bg</MenuItem>
|
||||
<MenuItem value="cs">cs</MenuItem>
|
||||
<MenuItem value="da-dk">da-dk</MenuItem>
|
||||
<MenuItem value="de">de</MenuItem>
|
||||
<MenuItem value="en-au">en-au</MenuItem>
|
||||
<MenuItem value="en-gb">en-gb</MenuItem>
|
||||
<MenuItem value="es">es</MenuItem>
|
||||
<MenuItem value="fr">fr</MenuItem>
|
||||
<MenuItem value="hu">hu</MenuItem>
|
||||
<MenuItem value="it">it</MenuItem>
|
||||
<MenuItem value="lv">lv</MenuItem>
|
||||
<MenuItem value="no">no</MenuItem>
|
||||
<MenuItem value="pl">pl</MenuItem>
|
||||
<MenuItem value="ru">ru</MenuItem>
|
||||
</Select>
|
||||
</ListItem>
|
||||
</List>
|
||||
{!location.href.startsWith("file://") && (
|
||||
<>
|
||||
<ListItem>
|
||||
<Typography>danielyxie / BigD (Original developer): </Typography>
|
||||
<form action="https://www.paypal.com/cgi-bin/webscr" method="post" target="_blank">
|
||||
<input type="hidden" name="cmd" value="_s-xclick" />
|
||||
<input
|
||||
type="hidden"
|
||||
name="encrypted"
|
||||
value="-----BEGIN PKCS7-----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-----END PKCS7-----"
|
||||
/>
|
||||
<input
|
||||
type="image"
|
||||
src="https://www.paypalobjects.com/en_US/i/btn/btn_donateCC_LG.gif"
|
||||
name="submit"
|
||||
alt="PayPal - The safer, easier way to pay online!"
|
||||
/>
|
||||
</form>
|
||||
</ListItem>
|
||||
|
||||
<ListItem>
|
||||
<Typography>
|
||||
hydroflame (Current maintainer):{" "}
|
||||
<Link href="https://www.google.com/search?q=Where+to+donate+blood+near+me%3F" target="_blank">
|
||||
Donate blood!
|
||||
</Link>{" "}
|
||||
</Typography>
|
||||
</ListItem>
|
||||
</>
|
||||
)}
|
||||
</Grid>
|
||||
<Box sx={{ display: "grid", width: "fit-content", height: "fit-content" }}>
|
||||
<Box sx={{ display: "grid", gridTemplateColumns: "1fr 1fr" }}>
|
||||
<Button onClick={() => props.save()} startIcon={<SaveIcon />}>
|
||||
Save Game
|
||||
</Button>
|
||||
<DeleteGameButton />
|
||||
</Box>
|
||||
<Box sx={{ display: "grid", gridTemplateColumns: "1fr 1fr" }}>
|
||||
<Tooltip title={<Typography>Export your game to a text file.</Typography>}>
|
||||
<Button onClick={() => props.export()} startIcon={<DownloadIcon />}>
|
||||
Export Game
|
||||
</Button>
|
||||
</Tooltip>
|
||||
<Tooltip
|
||||
title={
|
||||
<Typography>
|
||||
Import your game from a text file.
|
||||
<br />
|
||||
This will <strong>overwrite</strong> your current game. Back it up first!
|
||||
</Typography>
|
||||
}
|
||||
>
|
||||
<Button onClick={startImport} startIcon={<UploadIcon />}>
|
||||
Import Game
|
||||
<input ref={importInput} id="import-game-file-selector" type="file" hidden onChange={onImport} />
|
||||
</Button>
|
||||
</Tooltip>
|
||||
<ConfirmationModal
|
||||
open={importSaveOpen}
|
||||
onClose={() => setImportSaveOpen(false)}
|
||||
onConfirm={() => confirmedImportGame()}
|
||||
additionalButton={<Button onClick={compareSaveGame}>Compare Save</Button>}
|
||||
confirmationText={
|
||||
<>
|
||||
Importing a new game will <strong>completely wipe</strong> the current data!
|
||||
<br />
|
||||
<br />
|
||||
Make sure to have a backup of your current save file before importing.
|
||||
<br />
|
||||
The file you are attempting to import seems valid.
|
||||
{(importData?.playerData?.lastSave ?? 0) > 0 && (
|
||||
<>
|
||||
<br />
|
||||
<br />
|
||||
The export date of the save file is{" "}
|
||||
<strong>{new Date(importData?.playerData?.lastSave ?? 0).toLocaleString()}</strong>
|
||||
</>
|
||||
)}
|
||||
{(importData?.playerData?.totalPlaytime ?? 0) > 0 && (
|
||||
<>
|
||||
<br />
|
||||
<br />
|
||||
Total play time of imported game:{" "}
|
||||
{convertTimeMsToTimeElapsedString(importData?.playerData?.totalPlaytime ?? 0)}
|
||||
</>
|
||||
)}
|
||||
<br />
|
||||
<br />
|
||||
</>
|
||||
}
|
||||
/>
|
||||
</Box>
|
||||
<Box sx={{ display: "grid" }}>
|
||||
<Tooltip
|
||||
title={
|
||||
<Typography>
|
||||
Forcefully kill all active running scripts, in case there is a bug or some unexpected issue with the
|
||||
game. After using this, save the game and then reload the page. This is different then normal kill in
|
||||
that normal kill will tell the script to shut down while force kill just removes the references to it
|
||||
(and it should crash on it's own). This will not remove the files on your computer. Just forcefully
|
||||
kill all running instance of all scripts.
|
||||
</Typography>
|
||||
}
|
||||
>
|
||||
<Button onClick={() => props.forceKill()}>Force kill all active scripts</Button>
|
||||
</Tooltip>
|
||||
</Box>
|
||||
<Box sx={{ display: "grid", gridTemplateColumns: "1fr 1fr" }}>
|
||||
<SoftResetButton
|
||||
noConfirmation={Settings.SuppressBuyAugmentationConfirmation}
|
||||
onTriggered={props.softReset}
|
||||
/>
|
||||
<Tooltip
|
||||
title={
|
||||
<Typography>
|
||||
If your save file is extremely big you can use this button to view a map of all the files on every
|
||||
server. Be careful there might be spoilers.
|
||||
</Typography>
|
||||
}
|
||||
>
|
||||
<Button onClick={() => setDiagnosticOpen(true)}>Diagnose files</Button>
|
||||
</Tooltip>
|
||||
</Box>
|
||||
<Box sx={{ display: "grid", gridTemplateColumns: "1fr 1fr 1fr" }}>
|
||||
<Tooltip title="Head to the theme browser to see a collection of prebuilt themes.">
|
||||
<Button startIcon={<PaletteIcon />} onClick={() => props.router.toThemeBrowser()}>
|
||||
Theme Browser
|
||||
</Button>
|
||||
</Tooltip>
|
||||
<ThemeEditorButton router={props.router} />
|
||||
<StyleEditorButton />
|
||||
</Box>
|
||||
<Box>
|
||||
<Link href="https://github.com/danielyxie/bitburner/issues/new" target="_blank">
|
||||
<Typography>Report bug</Typography>
|
||||
</Link>
|
||||
<Link href="https://bitburner.readthedocs.io/en/latest/changelog.html" target="_blank">
|
||||
<Typography>Changelog</Typography>
|
||||
</Link>
|
||||
<Link href="https://bitburner.readthedocs.io/en/latest/index.html" target="_blank">
|
||||
<Typography>Documentation</Typography>
|
||||
</Link>
|
||||
<Link href="https://discord.gg/TFc3hKD" target="_blank">
|
||||
<Typography>Discord</Typography>
|
||||
</Link>
|
||||
<Link href="https://www.reddit.com/r/bitburner" target="_blank">
|
||||
<Typography>Reddit</Typography>
|
||||
</Link>
|
||||
<Link href="https://plaza.dsolver.ca/games/bitburner" target="_blank">
|
||||
<Typography>Incremental game plaza</Typography>
|
||||
</Link>
|
||||
</Box>
|
||||
</Box>
|
||||
</Grid>
|
||||
<FileDiagnosticModal open={diagnosticOpen} onClose={() => setDiagnosticOpen(false)} />
|
||||
</div>
|
||||
);
|
||||
}
|
@ -96,6 +96,9 @@ const useStyles = makeStyles((theme: Theme) =>
|
||||
display: "flex",
|
||||
flexDirection: "column-reverse",
|
||||
},
|
||||
titleButton: {
|
||||
padding: "1px 6px",
|
||||
},
|
||||
success: {
|
||||
color: theme.colors.success,
|
||||
},
|
||||
@ -260,16 +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}>Run</Button>}
|
||||
{workerScripts.has(script.pid) && <Button onClick={kill}>Kill</Button>}
|
||||
<Button onClick={minimize}>{minimized ? "\u{1F5D6}" : "\u{1F5D5}"}</Button>
|
||||
<Button onClick={props.onClose}>Close</Button>
|
||||
</Box>
|
||||
{!workerScripts.has(script.pid) ? (
|
||||
<Button className={classes.titleButton} onClick={run} onTouchEnd={run}>
|
||||
Run
|
||||
</Button>
|
||||
) : (
|
||||
<Button className={classes.titleButton} onClick={kill} onTouchEnd={kill}>
|
||||
Kill
|
||||
</Button>
|
||||
)}
|
||||
<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" }}>
|
||||
@ -277,6 +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)" }} />
|
||||
|
@ -130,7 +130,14 @@ export function Overview({ children, mode }: IProps): React.ReactElement {
|
||||
size="small"
|
||||
className={classes.visibilityToggle}
|
||||
>
|
||||
{<CurrentIcon className={classes.icon} color="secondary" onClick={() => setOpen((old) => !old)} />}
|
||||
{
|
||||
<CurrentIcon
|
||||
className={classes.icon}
|
||||
color="secondary"
|
||||
onClick={() => setOpen((old) => !old)}
|
||||
onTouchEnd={() => setOpen((old) => !old)}
|
||||
/>
|
||||
}
|
||||
</Button>
|
||||
</Box>
|
||||
</Box>
|
||||
|
@ -223,19 +223,21 @@ class NumeralFormatter {
|
||||
const parsed = parseFloat(s);
|
||||
const selfParsed = this.parseCustomLargeNumber(s);
|
||||
// Check for one or more NaN values
|
||||
if (isNaN(parsed) && numeralValue === null && isNaN(selfParsed)) {
|
||||
// 3x NaN
|
||||
return NaN;
|
||||
} else if (isNaN(parsed) && isNaN(selfParsed)) {
|
||||
if (isNaN(parsed) && isNaN(selfParsed)) {
|
||||
if (numeralValue === null) {
|
||||
// 3x NaN
|
||||
return NaN;
|
||||
}
|
||||
// 2x NaN
|
||||
return numeralValue;
|
||||
} else if (numeralValue === null && isNaN(selfParsed)) {
|
||||
// 2x NaN
|
||||
return parsed;
|
||||
} else if (isNaN(parsed) && numeralValue === null) {
|
||||
// 2x NaN
|
||||
return selfParsed;
|
||||
} else if (isNaN(parsed)) {
|
||||
if (numeralValue === null) {
|
||||
// 2x NaN
|
||||
return selfParsed;
|
||||
}
|
||||
// 1x NaN
|
||||
return this.largestAbsoluteNumber(numeralValue, selfParsed);
|
||||
} else if (numeralValue === null) {
|
||||
|
193
src/utils/CompressionContracts.ts
Normal file
193
src/utils/CompressionContracts.ts
Normal file
@ -0,0 +1,193 @@
|
||||
// choose random character for generating plaintexts to compress
|
||||
export function comprGenChar(): string {
|
||||
const r = Math.random();
|
||||
if (r < 0.4) {
|
||||
return "ABCDEFGHIJKLMNOPQRSTUVWXYZ"[Math.floor(26 * Math.random())];
|
||||
} else if (r < 0.8) {
|
||||
return "abcdefghijklmnopqrstuvwxyz"[Math.floor(26 * Math.random())];
|
||||
} else {
|
||||
return "01234567689"[Math.floor(10 * Math.random())];
|
||||
}
|
||||
}
|
||||
|
||||
// generate plaintext which is amenable to LZ encoding
|
||||
export function comprLZGenerate(): string {
|
||||
const length = 50 + Math.floor(25 * (Math.random() + Math.random()));
|
||||
let plain = "";
|
||||
|
||||
while (plain.length < length) {
|
||||
if (Math.random() < 0.8) {
|
||||
plain += comprGenChar();
|
||||
} else {
|
||||
const length = 1 + Math.floor(9 * Math.random());
|
||||
const offset = 1 + Math.floor(9 * Math.random());
|
||||
if (offset > plain.length) {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (let i = 0; i < length; ++i) {
|
||||
plain += plain[plain.length - offset];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return plain.substring(0, length);
|
||||
}
|
||||
|
||||
// compress plaintest string
|
||||
export function comprLZEncode(plain: string): string {
|
||||
// for state[i][j]:
|
||||
// if i is 0, we're adding a literal of length j
|
||||
// else, we're adding a backreference of offset i and length j
|
||||
let cur_state: (string | null)[][] = Array.from(Array(10), () => Array(10).fill(null));
|
||||
let new_state: (string | null)[][] = Array.from(Array(10), () => Array(10));
|
||||
|
||||
function set(state: (string | null)[][], i: number, j: number, str: string): void {
|
||||
const current = state[i][j];
|
||||
if (current == null || str.length < current.length) {
|
||||
state[i][j] = str;
|
||||
} else if (str.length === current.length && Math.random() < 0.5) {
|
||||
// if two strings are the same length, pick randomly so that
|
||||
// we generate more possible inputs to Compression II
|
||||
state[i][j] = str;
|
||||
}
|
||||
}
|
||||
|
||||
// initial state is a literal of length 1
|
||||
cur_state[0][1] = "";
|
||||
|
||||
for (let i = 1; i < plain.length; ++i) {
|
||||
for (const row of new_state) {
|
||||
row.fill(null);
|
||||
}
|
||||
const c = plain[i];
|
||||
|
||||
// handle literals
|
||||
for (let length = 1; length <= 9; ++length) {
|
||||
const string = cur_state[0][length];
|
||||
if (string == null) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (length < 9) {
|
||||
// extend current literal
|
||||
set(new_state, 0, length + 1, string);
|
||||
} else {
|
||||
// start new literal
|
||||
set(new_state, 0, 1, string + "9" + plain.substring(i - 9, i) + "0");
|
||||
}
|
||||
|
||||
for (let offset = 1; offset <= Math.min(9, i); ++offset) {
|
||||
if (plain[i - offset] === c) {
|
||||
// start new backreference
|
||||
set(new_state, offset, 1, string + length + plain.substring(i - length, i));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// handle backreferences
|
||||
for (let offset = 1; offset <= 9; ++offset) {
|
||||
for (let length = 1; length <= 9; ++length) {
|
||||
const string = cur_state[offset][length];
|
||||
if (string == null) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (plain[i - offset] === c) {
|
||||
if (length < 9) {
|
||||
// extend current backreference
|
||||
set(new_state, offset, length + 1, string);
|
||||
} else {
|
||||
// start new backreference
|
||||
set(new_state, offset, 1, string + "9" + offset + "0");
|
||||
}
|
||||
}
|
||||
|
||||
// start new literal
|
||||
set(new_state, 0, 1, string + length + offset);
|
||||
}
|
||||
}
|
||||
|
||||
const tmp_state = new_state;
|
||||
new_state = cur_state;
|
||||
cur_state = tmp_state;
|
||||
}
|
||||
|
||||
let result = null;
|
||||
|
||||
for (let len = 1; len <= 9; ++len) {
|
||||
let string = cur_state[0][len];
|
||||
if (string == null) {
|
||||
continue;
|
||||
}
|
||||
|
||||
string += len + plain.substring(plain.length - len, plain.length);
|
||||
if (result == null || string.length < result.length) {
|
||||
result = string;
|
||||
} else if (string.length == result.length && Math.random() < 0.5) {
|
||||
result = string;
|
||||
}
|
||||
}
|
||||
|
||||
for (let offset = 1; offset <= 9; ++offset) {
|
||||
for (let len = 1; len <= 9; ++len) {
|
||||
let string = cur_state[offset][len];
|
||||
if (string == null) {
|
||||
continue;
|
||||
}
|
||||
|
||||
string += len + "" + offset;
|
||||
if (result == null || string.length < result.length) {
|
||||
result = string;
|
||||
} else if (string.length == result.length && Math.random() < 0.5) {
|
||||
result = string;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result ?? "";
|
||||
}
|
||||
|
||||
// decompress LZ-compressed string, or return null if input is invalid
|
||||
export function comprLZDecode(compr: string): string | null {
|
||||
let plain = "";
|
||||
|
||||
for (let i = 0; i < compr.length; ) {
|
||||
const literal_length = compr.charCodeAt(i) - 0x30;
|
||||
|
||||
if (literal_length < 0 || literal_length > 9 || i + 1 + literal_length > compr.length) {
|
||||
return null;
|
||||
}
|
||||
|
||||
plain += compr.substring(i + 1, i + 1 + literal_length);
|
||||
i += 1 + literal_length;
|
||||
|
||||
if (i >= compr.length) {
|
||||
break;
|
||||
}
|
||||
const backref_length = compr.charCodeAt(i) - 0x30;
|
||||
|
||||
if (backref_length < 0 || backref_length > 9) {
|
||||
return null;
|
||||
} else if (backref_length === 0) {
|
||||
++i;
|
||||
} else {
|
||||
if (i + 1 >= compr.length) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const backref_offset = compr.charCodeAt(i + 1) - 0x30;
|
||||
if ((backref_length > 0 && (backref_offset < 1 || backref_offset > 9)) || backref_offset > plain.length) {
|
||||
return null;
|
||||
}
|
||||
|
||||
for (let j = 0; j < backref_length; ++j) {
|
||||
plain += plain[plain.length - backref_offset];
|
||||
}
|
||||
|
||||
i += 2;
|
||||
}
|
||||
}
|
||||
|
||||
return plain;
|
||||
}
|
@ -30,17 +30,17 @@ describe("Numeral formatting for positive numbers", () => {
|
||||
expect(numeralWrapper.formatReallyBigNumber(987654321)).toEqual("987.654m");
|
||||
expect(numeralWrapper.formatReallyBigNumber(987654321987)).toEqual("987.654b");
|
||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654)).toEqual("987.654t");
|
||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654321)).toEqual("987.654q");
|
||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654321987)).toEqual("987.654Q");
|
||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654321987654)).toEqual("987.654s");
|
||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654321987654321)).toEqual("987.654S");
|
||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654321987654321987)).toEqual("987.654o");
|
||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654321987654321987654)).toEqual("987.654n");
|
||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654000)).toEqual("987.654q");
|
||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654000000)).toEqual("987.654Q");
|
||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654000000000)).toEqual("987.654s");
|
||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654000000000000)).toEqual("987.654S");
|
||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654000000000000000)).toEqual("987.654o");
|
||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654000000000000000000)).toEqual("987.654n");
|
||||
});
|
||||
test("should format even bigger really big numbers in scientific format", () => {
|
||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654321987654321987654321)).toEqual("9.877e+35");
|
||||
expect(numeralWrapper.formatReallyBigNumber(9876543219876543219876543219876543219)).toEqual("9.877e+36");
|
||||
expect(numeralWrapper.formatReallyBigNumber(98765432198765432198765432198765432198)).toEqual("9.877e+37");
|
||||
expect(numeralWrapper.formatReallyBigNumber(987654321987654000000000000000000000)).toEqual("9.877e+35");
|
||||
expect(numeralWrapper.formatReallyBigNumber(9876543219876540000000000000000000000)).toEqual("9.877e+36");
|
||||
expect(numeralWrapper.formatReallyBigNumber(98765432198765400000000000000000000000)).toEqual("9.877e+37");
|
||||
});
|
||||
test("should format percentage", () => {
|
||||
expect(numeralWrapper.formatPercentage(1234.56789)).toEqual("123456.79%");
|
||||
@ -74,17 +74,17 @@ describe("Numeral formatting for negative numbers", () => {
|
||||
expect(numeralWrapper.formatReallyBigNumber(-987654321)).toEqual("-987.654m");
|
||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987)).toEqual("-987.654b");
|
||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654)).toEqual("-987.654t");
|
||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654321)).toEqual("-987.654q");
|
||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654321987)).toEqual("-987.654Q");
|
||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654321987654)).toEqual("-987.654s");
|
||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654321987654321)).toEqual("-987.654S");
|
||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654321987654321987)).toEqual("-987.654o");
|
||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654321987654321987654)).toEqual("-987.654n");
|
||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654000)).toEqual("-987.654q");
|
||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654000000)).toEqual("-987.654Q");
|
||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654000000000)).toEqual("-987.654s");
|
||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654000000000000)).toEqual("-987.654S");
|
||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654000000000000000)).toEqual("-987.654o");
|
||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654000000000000000000)).toEqual("-987.654n");
|
||||
});
|
||||
test("should format even bigger really big numbers in scientific format", () => {
|
||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654321987654321987654321)).toEqual("-9.877e+35");
|
||||
expect(numeralWrapper.formatReallyBigNumber(-9876543219876543219876543219876543219)).toEqual("-9.877e+36");
|
||||
expect(numeralWrapper.formatReallyBigNumber(-98765432198765432198765432198765432198)).toEqual("-9.877e+37");
|
||||
expect(numeralWrapper.formatReallyBigNumber(-987654321987654000000000000000000000)).toEqual("-9.877e+35");
|
||||
expect(numeralWrapper.formatReallyBigNumber(-9876543219876540000000000000000000000)).toEqual("-9.877e+36");
|
||||
expect(numeralWrapper.formatReallyBigNumber(-98765432198765400000000000000000000000)).toEqual("-9.877e+37");
|
||||
});
|
||||
test("should format percentage", () => {
|
||||
expect(numeralWrapper.formatPercentage(-1234.56789)).toEqual("-123456.79%");
|
||||
|
@ -93,15 +93,6 @@ module.exports = (env, argv) => {
|
||||
new webpack.DefinePlugin({
|
||||
"process.env.NODE_ENV": isDevelopment ? '"development"' : '"production"',
|
||||
}),
|
||||
// http://stackoverflow.com/questions/29080148/expose-jquery-to-real-window-object-with-webpack
|
||||
new webpack.ProvidePlugin({
|
||||
// Automtically detect jQuery and $ as free var in modules
|
||||
// and inject the jquery library
|
||||
// This is required by many jquery plugins
|
||||
jquery: "jquery",
|
||||
jQuery: "jquery",
|
||||
$: "jquery",
|
||||
}),
|
||||
new HtmlWebpackPlugin(htmlConfig),
|
||||
new MiniCssExtractPlugin({
|
||||
filename: "[name].css",
|
||||
|
Loading…
Reference in New Issue
Block a user