Merge branch 'dev' of github.com:danielyxie/bitburner into improvement/purchase-augs-ui

This commit is contained in:
nickofolas 2022-04-22 16:45:15 -05:00
commit 7347aac225
37 changed files with 885 additions and 186 deletions

@ -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,
@ -1936,7 +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

@ -171,7 +171,6 @@ export function BitverseRoot(props: IProps): React.ReactElement {
<>
{Object.values(BitNodes)
.filter((node) => {
console.log(node.desc);
return node.desc !== "COMING SOON";
})
.map((node) => {

@ -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
@ -281,6 +283,10 @@ 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,

@ -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",
}

@ -1,14 +1,7 @@
/**
* Root React Component for displaying a faction's "Purchase Augmentations" page
*/
import Box from "@mui/material/Box";
import Button from "@mui/material/Button";
import Table from "@mui/material/Table";
import TableBody from "@mui/material/TableBody";
import Tooltip from "@mui/material/Tooltip";
import Typography from "@mui/material/Typography";
import React, { useState } from "react";
import { getGenericAugmentationPriceMultiplier } from "../../Augmentation/AugmentationHelpers";
import { Augmentations } from "../../Augmentation/Augmentations";
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
import { PurchaseableAugmentation, PurchaseableAugmentations } from "../../Augmentation/ui/PurchaseableAugmentations";
@ -21,6 +14,11 @@ import { Reputation } from "../../ui/React/Reputation";
import { Faction } from "../Faction";
import { getFactionAugmentationsFiltered, hasAugmentationPrereqs, purchaseAugmentation } from "../FactionHelpers";
import {Box, Button, Typography, Tooltip, TableBody, Table} from "@mui/material";
import { getGenericAugmentationPriceMultiplier } from "../../Augmentation/AugmentationHelpers";
import { FactionNames } from "../data/FactionNames";
type IProps = {
faction: Faction;
routeToMainPage: () => void;
@ -160,6 +158,14 @@ export function AugmentationsPage(props: IProps): React.ReactElement {
</>
);
}
const multiplierComponent =
props.faction.name !== FactionNames.ShadowsOfAnarchy ? (
<Typography>
Price multiplier: x {numeralWrapper.formatMultiplier(getGenericAugmentationPriceMultiplier())}
</Typography>
) : (
<></>
);
return (
<>
@ -181,9 +187,7 @@ 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>

@ -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>

@ -0,0 +1,170 @@
/**
* React component for displaying a single augmentation for purchase through
* the faction UI
*/
import React, { useState } from "react";
import { hasAugmentationPrereqs, purchaseAugmentation } from "../FactionHelpers";
import { PurchaseAugmentationModal } from "./PurchaseAugmentationModal";
import { Augmentations } from "../../Augmentation/Augmentations";
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
import { Faction } from "../Faction";
import { IPlayer } from "../../PersonObjects/IPlayer";
import { Settings } from "../../Settings/Settings";
import { Money } from "../../ui/React/Money";
import { Reputation } from "../../ui/React/Reputation";
import { Augmentation as AugFormat } from "../../ui/React/Augmentation";
import Button from "@mui/material/Button";
import Typography from "@mui/material/Typography";
import Tooltip from "@mui/material/Tooltip";
import Box from "@mui/material/Box";
import { TableCell } from "../../ui/React/Table";
import TableRow from "@mui/material/TableRow";
import { getNextNeuroFluxLevel } from "../../Augmentation/AugmentationHelpers";
interface IReqProps {
augName: string;
p: IPlayer;
hasReq: boolean;
rep: number;
hasRep: boolean;
cost: number;
hasCost: boolean;
}
function Requirements(props: IReqProps): React.ReactElement {
const aug = Augmentations[props.augName];
if (!props.hasReq) {
return (
<TableCell key={1} colSpan={2}>
<Typography color="error">
Requires{" "}
{aug.prereqs.map((aug, i) => (
<AugFormat key={i} name={aug} />
))}
</Typography>
</TableCell>
);
}
return (
<React.Fragment key="f">
<TableCell key={1}>
<Typography>
<Money money={props.cost} player={props.p} />
</Typography>
</TableCell>
<TableCell key={2}>
<Typography color={props.hasRep ? "primary" : "error"}>
Requires <Reputation reputation={props.rep} /> faction reputation
</Typography>
</TableCell>
</React.Fragment>
);
}
interface IProps {
augName: string;
faction: Faction;
p: IPlayer;
rerender: () => void;
owned?: boolean;
}
export function PurchaseableAugmentation(props: IProps): React.ReactElement {
const [open, setOpen] = useState(false);
const aug = Augmentations[props.augName];
if (aug == null) throw new Error(`aug ${props.augName} does not exists`);
if (aug == null) {
console.error(
`Invalid Augmentation when trying to create PurchaseableAugmentation display element: ${props.augName}`,
);
return <></>;
}
const moneyCost = aug.baseCost;
const repCost = aug.baseRepRequirement;
const hasReq = hasAugmentationPrereqs(aug);
const hasRep = props.faction.playerReputation >= repCost;
const hasCost = aug.baseCost === 0 || props.p.money > aug.baseCost;
// Determine UI properties
const color: "error" | "primary" = !hasReq || !hasRep || !hasCost ? "error" : "primary";
// Determine button txt
let btnTxt = aug.name;
if (aug.name === AugmentationNames.NeuroFluxGovernor) {
btnTxt += ` - Level ${getNextNeuroFluxLevel()}`;
}
let tooltip = <></>;
if (typeof aug.info === "string") {
tooltip = (
<>
<span>{aug.info}</span>
<br />
<br />
{aug.stats}
</>
);
} else
tooltip = (
<>
{aug.info}
<br />
<br />
{aug.stats}
</>
);
function handleClick(): void {
if (color === "error") return;
if (!Settings.SuppressBuyAugmentationConfirmation) {
setOpen(true);
} else {
purchaseAugmentation(aug, props.faction);
props.rerender();
}
}
return (
<TableRow>
{!props.owned && (
<TableCell key={0}>
<Button onClick={handleClick} color={color}>
Buy
</Button>
<PurchaseAugmentationModal
open={open}
onClose={() => setOpen(false)}
aug={aug}
faction={props.faction}
rerender={props.rerender}
/>
</TableCell>
)}
<TableCell key={1}>
<Box display="flex">
<Tooltip title={<Typography>{tooltip}</Typography>} placement="top">
<Typography>{btnTxt}</Typography>
</Tooltip>
</Box>
</TableCell>
{!props.owned && (
<Requirements
key={2}
augName={props.augName}
p={props.p}
cost={moneyCost}
rep={repCost}
hasReq={hasReq}
hasRep={hasRep}
hasCost={hasCost}
/>
)}
</TableRow>
);
}

@ -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);
}

@ -0,0 +1,51 @@
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) ? 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) ? 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) ? 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={`${i}`} style={{ fontSize: "1em", color: "blue" }}>
{a}&nbsp;
</span>
);
return (
<span key={`${i}`} style={{ fontSize: "1em" }}>
<span key={`${i}`} style={{ fontSize: "1em", color: Settings.theme.primary }}>
{a}&nbsp;
</span>
);
@ -99,14 +103,19 @@ export function Cyberpunk2077Game(props: IMinigameProps): React.ReactElement {
<div key={y}>
<Typography>
{line.map((cell, x) => {
if (x == pos[0] && y == pos[1])
const isCorrectAnswer = cell === answers[currentAnswerIndex];
if (x == pos[0] && y == pos[1]) {
return (
<span key={`${x}${y}`} style={{ fontSize: fontSize, color: "blue" }}>
{cell}&nbsp;
</span>
);
}
const optionColor = hasAugment && !isCorrectAnswer ? Settings.theme.disabled : Settings.theme.primary;
return (
<span key={`${x}${y}`} style={{ fontSize: fontSize }}>
<span key={`${x}${y}`} style={{ fontSize: fontSize, color: optionColor }}>
{cell}&nbsp;
</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) ? 0.5 : 1);
if (player.takeDamage(damage)) {
router.toCity();
return;
@ -110,7 +113,16 @@ export function Game(props: IProps): React.ReactElement {
stageComponent = <Countdown onFinish={() => setStage(Stage.Minigame)} />;
break;
case Stage.Minigame: {
const MiniGame = minigames[gameIds.id];
/**
*
BackwardGame,
BribeGame,
CheatCodeGame,
Cyberpunk2077Game,
MinesweeperGame,
WireCuttingGame,
*/
const MiniGame = WireCuttingGame; // minigames[gameIds.id];
stageComponent = <MiniGame onSuccess={success} onFailure={failure} difficulty={props.Difficulty + level / 50} />;
break;
}

@ -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) ? 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]&nbsp;</span>;
if (answer[y][x]) return <span key={x}>[.]&nbsp;</span>;
if (hasAugment && minefield[y][x]) return <span key={x}>[?]&nbsp;</span>;
return <span key={x}>[&nbsp;]&nbsp;</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}>&nbsp;{i + 1}&nbsp;&nbsp;&nbsp;&nbsp;</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 }}>
&nbsp;{i + 1}&nbsp;&nbsp;&nbsp;&nbsp;
</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}>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</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}|&nbsp;&nbsp;&nbsp;
</span>
);

@ -70,6 +70,10 @@ export const RamCostConstants: IMap<number> = {
ScriptStanekPlace: 5,
ScriptStanekFragmentAt: 2,
ScriptStanekDeleteAt: 0.15,
ScriptInfiltrationCalculateDifficulty: 2.5,
ScriptInfiltrationCalculateRewards: 2.5,
ScriptInfiltrationGetLocations: 5,
ScriptInfiltrationGetInfiltrations: 15,
ScriptStanekAcceptGift: 2,
};
@ -245,6 +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,
@ -314,6 +325,7 @@ export const RamCosts: IMap<any> = {
...singularity, // singularity is in namespace & toplevel
gang,
bladeburner,
infiltration,
codingcontract,
sleeve,
stanek,

@ -65,6 +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";
@ -81,6 +82,7 @@ import {
Gang as IGang,
Bladeburner as IBladeburner,
Stanek as IStanek,
Infiltration as IInfiltration,
RunningScript as IRunningScript,
RecentScript as IRecentScript,
SourceFileLvl,
@ -113,6 +115,7 @@ interface NS extends INS {
gang: IGang;
bladeburner: IBladeburner;
stanek: IStanek;
infiltration: IInfiltration;
}
export function NetscriptFunctions(workerScript: WorkerScript): NS {
@ -525,6 +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);
@ -547,6 +552,7 @@ export function NetscriptFunctions(workerScript: WorkerScript): NS {
sleeve: sleeve,
corporation: corporation,
stanek: stanek,
infiltration: infiltration,
ui: ui,
formulas: formulas,
stock: stockmarket,

@ -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);
},
};
}

@ -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;
}
/**

@ -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;

@ -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);
}

@ -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}`;

@ -4273,6 +4273,41 @@ interface Stanek {
acceptGift(): boolean;
}
export interface InfiltrationReward {
tradeRep: number;
sellCash: number;
SoARep: number;
}
export interface InfiltrationLocation {
location: any;
reward: InfiltrationReward;
difficulty: number;
}
/**
* Infiltration API.
* @public
*/
interface Infiltration {
/**
* Get all locations that can be infiltrated.
* @remarks
* RAM cost: 5 GB
*
* @returns all locations that can be infiltrated.
*/
getPossibleLocations(): string[];
/**
* Get all infiltrations with difficulty, location and rewards.
* @remarks
* RAM cost: 15 GB
*
* @returns Infiltration data for given location.
*/
getInfiltration(location: string): InfiltrationLocation;
}
/**
* User Interface API.
* @public
@ -4422,6 +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

@ -30,17 +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(987654321987654e3)).toEqual("987.654q");
expect(numeralWrapper.formatReallyBigNumber(987654321987654e6)).toEqual("987.654Q");
expect(numeralWrapper.formatReallyBigNumber(987654321987654e9)).toEqual("987.654s");
expect(numeralWrapper.formatReallyBigNumber(987654321987654e12)).toEqual("987.654S");
expect(numeralWrapper.formatReallyBigNumber(987654321987654e15)).toEqual("987.654o");
expect(numeralWrapper.formatReallyBigNumber(987654321987654e18)).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(987654321987654e21)).toEqual("9.877e+35");
expect(numeralWrapper.formatReallyBigNumber(987654321987654e22)).toEqual("9.877e+36");
expect(numeralWrapper.formatReallyBigNumber(987654321987654e23)).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(-987654321987654e3)).toEqual("-987.654q");
expect(numeralWrapper.formatReallyBigNumber(-987654321987654e6)).toEqual("-987.654Q");
expect(numeralWrapper.formatReallyBigNumber(-987654321987654e9)).toEqual("-987.654s");
expect(numeralWrapper.formatReallyBigNumber(-987654321987654e12)).toEqual("-987.654S");
expect(numeralWrapper.formatReallyBigNumber(-987654321987654e15)).toEqual("-987.654o");
expect(numeralWrapper.formatReallyBigNumber(-987654321987654e18)).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(-987654321987654e21)).toEqual("-9.877e+35");
expect(numeralWrapper.formatReallyBigNumber(-987654321987654e22)).toEqual("-9.877e+36");
expect(numeralWrapper.formatReallyBigNumber(-987654321987654e23)).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%");