Merge pull request #3528 from borisflagell/FIX-#3415-Manage-Gang-button-improvements.-

UI: FIX #3415 Tweak Manage Gang button visibility
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hydroflame 2022-04-25 11:27:45 -04:00 committed by GitHub
commit 6e9f33470b
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5 changed files with 37 additions and 10 deletions

@ -18,8 +18,7 @@ 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";
@ -105,12 +104,17 @@ 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);
// Note : For future-proofing sake, an assumption is made that player is intended to retain access to his gang if his karma were to somehow increases.
let isManageGangVisible = GangConstants.Names.includes(faction.name) && player.isAwareOfGang();
// karma threshold is only checked at that point, via canAccessGang(). No further check is made.
let isManageGangClickable = player.canAccessGang();
if (player.inGang()) {
if (player.getGangName() !== faction.name) {
canAccessGang = false;
isManageGangVisible = false;
} else if (player.getGangName() === faction.name) {
canAccessGang = true;
isManageGangVisible = true;
// The following line will enable the button, without checking for karma threshold.
isManageGangClickable = true;
}
}
@ -121,9 +125,23 @@ function MainPage({ faction, rerender, onAugmentations }: IMainProps): React.Rea
{faction.name}
</Typography>
<Info faction={faction} factionInfo={factionInfo} />
{canAccessGang && (
{isManageGangVisible && (
<>
<Option buttonText={"Manage Gang"} infoText={gangInfo} onClick={manageGang} />
<Box>
<Paper sx={{ my: 1, p: 1 }}>
<Tooltip
title={!isManageGangClickable ? <Typography>Unlocked when reaching {GangConstants.GangKarmaRequirement} karma</Typography> : ""}
>
<span>
<Button onClick={manageGang} disabled={!isManageGangClickable}>
{"Manage Gang"}
</Button>
<Typography>{gangInfo}</Typography>
</span>
</Tooltip>
</Paper>
</Box>
<CreateGangModal facName={faction.name} open={gangOpen} onClose={() => setGangOpen(false)} />
</>
)}

@ -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,
};

@ -208,6 +208,7 @@ export interface IPlayer {
hasProgram(program: string): boolean;
inBladeburner(): boolean;
inGang(): boolean;
isAwareOfGang(): boolean;
isQualified(company: Company, position: CompanyPosition): boolean;
loseMoney(money: number, source: string): void;
process(router: IRouter, numCycles?: number): void;

@ -218,6 +218,7 @@ export class PlayerObject implements IPlayer {
hasProgram: (program: string) => boolean;
inBladeburner: () => boolean;
inGang: () => boolean;
isAwareOfGang: () => boolean;
isQualified: (company: Company, position: CompanyPosition) => boolean;
loseMoney: (money: number, source: string) => void;
reapplyAllAugmentations: (resetMultipliers?: boolean) => void;
@ -604,6 +605,7 @@ export class PlayerObject implements IPlayer {
this.hasCorporation = corporationMethods.hasCorporation;
this.startCorporation = corporationMethods.startCorporation;
this.canAccessGang = gangMethods.canAccessGang;
this.isAwareOfGang = gangMethods.isAwareOfGang;
this.getGangFaction = gangMethods.getGangFaction;
this.getGangName = gangMethods.getGangName;
this.hasGangWith = gangMethods.hasGangWith;

@ -2,9 +2,9 @@ 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 {