mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-26 17:43:48 +01:00
Merge branch 'dev' of github.com:danielyxie/bitburner into improvement/purchase-augs-ui
This commit is contained in:
commit
7347aac225
@ -776,6 +776,7 @@ export const achievements: IMap<Achievement> = {
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// { ID: FactionNames.Bladeburners.toUpperCase(), Condition: () => Player.factions.includes(FactionNames.Bladeburners) },
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// { ID: "DEEPSCANV1.EXE", Condition: () => Player.getHomeComputer().programs.includes(Programs.DeepscanV1.name) },
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// { ID: "DEEPSCANV2.EXE", Condition: () => Player.getHomeComputer().programs.includes(Programs.DeepscanV2.name) },
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// { ID: "INFILTRATORS", Condition: () => Player.factions.includes(FactionNames.Infiltrators) },
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// {
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// ID: "SERVERPROFILER.EXE",
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// Condition: () => Player.getHomeComputer().programs.includes(Programs.ServerProfiler.name),
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|
@ -8,6 +8,7 @@ import { numeralWrapper } from "../ui/numeralFormat";
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import { Money } from "../ui/React/Money";
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import { Generic_fromJSON, Generic_toJSON, Reviver } from "../utils/JSONReviver";
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import { FactionNames } from "../Faction/data/FactionNames";
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export interface IConstructorParams {
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info: string | JSX.Element;
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@ -49,6 +50,12 @@ export interface IConstructorParams {
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bladeburner_stamina_gain_mult?: number;
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bladeburner_analysis_mult?: number;
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bladeburner_success_chance_mult?: number;
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infiltration_base_rep_increase?: number;
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infiltration_rep_mult?: number;
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infiltration_trade_mult?: number;
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infiltration_sell_mult?: number;
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infiltration_timer_mult?: number;
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infiltration_damage_reduction_mult?: number;
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startingMoney?: number;
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programs?: string[];
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@ -337,6 +344,50 @@ function generateStatsDescription(mults: IMap<number>, programs?: string[], star
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<br />+{f(mults.bladeburner_success_chance_mult - 1)} Bladeburner Contracts and Operations success chance
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</>
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);
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if (mults.infiltration_base_rep_increase)
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desc = (
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<>
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{desc}
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<br />+{f(mults.infiltration_base_rep_increase - 1)} Infiltration {FactionNames.ShadowsOfAnarchy} Reputation
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base reward
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</>
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);
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if (mults.infiltration_rep_mult)
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desc = (
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<>
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{desc}
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<br />+{f(mults.infiltration_rep_mult - 1)} Infiltration {FactionNames.ShadowsOfAnarchy} Reputation reward
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</>
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);
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if (mults.infiltration_trade_mult)
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desc = (
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<>
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{desc}
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<br />+{f(mults.infiltration_trade_mult - 1)} Infiltration Reputation for trading information
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</>
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);
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if (mults.infiltration_sell_mult)
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desc = (
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<>
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{desc}
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<br />+{f(mults.infiltration_sell_mult - 1)} Infiltration cash reward for selling information
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</>
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);
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if (mults.infiltration_timer_mult)
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desc = (
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<>
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{desc}
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<br />+{f(mults.infiltration_timer_mult - 1)} Infiltration time per minigame
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</>
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);
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if (mults.infiltration_damage_reduction_mult)
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desc = (
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<>
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{desc}
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<br />
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{f(mults.infiltration_damage_reduction_mult - 1)} Infiltration health lost per failed minigame
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</>
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);
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if (startingMoney)
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desc = (
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@ -390,6 +441,9 @@ export class Augmentation {
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// Initial cost. Doesn't change when you purchase multiple Augmentation
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startingCost = 0;
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// Initial rep requirement. Doesn't change when you purchase multiple Augmentation
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startingRepRequirement = 0;
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// Factions that offer this aug.
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factions: string[] = [];
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@ -409,6 +463,7 @@ export class Augmentation {
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this.baseRepRequirement = params.repCost;
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this.baseCost = params.moneyCost;
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this.startingCost = this.baseCost;
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this.startingRepRequirement = this.baseRepRequirement;
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this.factions = params.factions;
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if (params.isSpecial) {
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@ -509,6 +564,25 @@ export class Augmentation {
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this.mults.bladeburner_success_chance_mult = params.bladeburner_success_chance_mult;
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}
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if (params.infiltration_base_rep_increase) {
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this.mults.infiltration_base_rep_increase = params.infiltration_base_rep_increase;
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}
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if (params.infiltration_rep_mult) {
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this.mults.infiltration_rep_mult = params.infiltration_rep_mult;
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}
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if (params.infiltration_trade_mult) {
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this.mults.infiltration_trade_mult = params.infiltration_trade_mult;
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}
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if (params.infiltration_sell_mult) {
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this.mults.infiltration_sell_mult = params.infiltration_sell_mult;
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}
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if (params.infiltration_timer_mult) {
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this.mults.infiltration_timer_mult = params.infiltration_timer_mult;
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}
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if (params.infiltration_damage_reduction_mult) {
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this.mults.infiltration_damage_reduction_mult = params.infiltration_damage_reduction_mult;
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}
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if (params.stats === undefined)
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this.stats = generateStatsDescription(this.mults, params.programs, params.startingMoney);
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else this.stats = params.stats;
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@ -3,7 +3,6 @@ import { Augmentations } from "./Augmentations";
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import { PlayerOwnedAugmentation, IPlayerOwnedAugmentation } from "./PlayerOwnedAugmentation";
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import { AugmentationNames } from "./data/AugmentationNames";
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import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
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import { CONSTANTS } from "../Constants";
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import { Factions, factionExists } from "../Faction/Factions";
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import { Player } from "../Player";
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@ -17,9 +16,11 @@ import {
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initBladeburnerAugmentations,
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initChurchOfTheMachineGodAugmentations,
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initGeneralAugmentations,
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initSoAAugmentations,
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initNeuroFluxGovernor,
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initUnstableCircadianModulator,
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} from "./AugmentationCreator";
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} from "./data/AugmentationCreator";
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import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
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import { Router } from "../ui/GameRoot";
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export function AddToAugmentations(aug: Augmentation): void {
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@ -50,6 +51,7 @@ function createAugmentations(): void {
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initNeuroFluxGovernor(),
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initUnstableCircadianModulator(),
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...initGeneralAugmentations(),
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...initSoAAugmentations(),
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...(factionExists(FactionNames.Bladeburners) ? initBladeburnerAugmentations() : []),
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...(factionExists(FactionNames.ChurchOfTheMachineGod) ? initChurchOfTheMachineGodAugmentations() : []),
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].map(resetAugmentation);
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@ -82,20 +84,36 @@ function updateNeuroFluxGovernorCosts(neuroFluxGovernorAugmentation: Augmentatio
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let nextLevel = getNextNeuroFluxLevel();
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--nextLevel;
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const multiplier = Math.pow(CONSTANTS.NeuroFluxGovernorLevelMult, nextLevel);
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neuroFluxGovernorAugmentation.baseRepRequirement *= multiplier * BitNodeMultipliers.AugmentationRepCost;
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neuroFluxGovernorAugmentation.baseCost *= multiplier * BitNodeMultipliers.AugmentationMoneyCost;
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neuroFluxGovernorAugmentation.baseRepRequirement =
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neuroFluxGovernorAugmentation.startingRepRequirement * multiplier * BitNodeMultipliers.AugmentationRepCost;
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neuroFluxGovernorAugmentation.baseCost =
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neuroFluxGovernorAugmentation.startingCost * multiplier * BitNodeMultipliers.AugmentationMoneyCost;
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for (let i = 0; i < Player.queuedAugmentations.length - 1; ++i) {
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for (let i = 0; i < Player.queuedAugmentations.length; ++i) {
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neuroFluxGovernorAugmentation.baseCost *= getBaseAugmentationPriceMultiplier();
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}
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}
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function updateSoACosts(soaAugmentation: Augmentation): void {
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const soaAugmentationNames = initSoAAugmentations().map((augmentation) => augmentation.name);
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const soaAugCount = soaAugmentationNames.filter((augmentationName) =>
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Player.hasAugmentation(augmentationName),
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).length;
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soaAugmentation.baseCost = soaAugmentation.startingCost * Math.pow(CONSTANTS.SoACostMult, soaAugCount);
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if (soaAugmentationNames.find((augmentationName) => augmentationName === soaAugmentation.name)) {
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soaAugmentation.baseRepRequirement =
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soaAugmentation.startingRepRequirement * Math.pow(CONSTANTS.SoARepMult, soaAugCount);
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}
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}
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export function updateAugmentationCosts(): void {
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for (const name of Object.keys(Augmentations)) {
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if (Augmentations.hasOwnProperty(name)) {
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const augmentationToUpdate = Augmentations[name];
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if (augmentationToUpdate.name === AugmentationNames.NeuroFluxGovernor) {
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updateNeuroFluxGovernorCosts(augmentationToUpdate);
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} else if (augmentationToUpdate.factions.includes(FactionNames.ShadowsOfAnarchy)) {
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updateSoACosts(augmentationToUpdate);
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} else {
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augmentationToUpdate.baseCost =
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augmentationToUpdate.startingCost *
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@ -1,11 +1,11 @@
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import { Augmentation, IConstructorParams } from "./Augmentation";
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import { AugmentationNames } from "./data/AugmentationNames";
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import { Player } from "../Player";
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import { Programs } from "../Programs/Programs";
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import { WHRNG } from "../Casino/RNG";
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import { Augmentation, IConstructorParams } from "../Augmentation";
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import { AugmentationNames } from "./AugmentationNames";
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import { Player } from "../../Player";
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import { Programs } from "../../Programs/Programs";
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import { WHRNG } from "../../Casino/RNG";
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import React from "react";
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import { FactionNames } from "../Faction/data/FactionNames";
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import { CONSTANTS } from "../Constants";
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import { FactionNames } from "../../Faction/data/FactionNames";
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import { CONSTANTS } from "../../Constants";
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function getRandomBonus(): any {
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const bonuses = [
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@ -95,6 +95,99 @@ function getRandomBonus(): any {
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return bonuses[Math.floor(bonuses.length * randomNumber.random())];
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}
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export const initSoAAugmentations = (): Augmentation[] => [
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new Augmentation({
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name: AugmentationNames.WKSharmonizer,
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repCost: 1e4,
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moneyCost: 1e6,
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info:
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`A copy of the WKS harmonizer from the MIA leader of the ${FactionNames.ShadowsOfAnarchy} ` +
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"injects *Γ-based cells that provides general enhancement to the body.",
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stats: (
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<>
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This augmentation makes many aspect of infiltration easier and more productive. Such as increased timer,
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rewards, reduced damage taken, etc.
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</>
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),
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factions: [FactionNames.ShadowsOfAnarchy],
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}),
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new Augmentation({
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name: AugmentationNames.MightOfAres,
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repCost: 1e4,
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moneyCost: 1e6,
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info:
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"Extra-occular neurons taken from old martial art master. Injecting the user the ability to " +
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"predict enemy attack before they even know it themself.",
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stats: (
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<>This augmentation makes the Slash minigame easier by showing you via an indictor when the slash in coming.</>
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),
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factions: [FactionNames.ShadowsOfAnarchy],
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}),
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new Augmentation({
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name: AugmentationNames.WisdomOfAthena,
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repCost: 1e4,
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moneyCost: 1e6,
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info: "A connective brain implant to SASHA that focuses in pattern recognition and predictive templating.",
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stats: <>This augmentation makes the Bracket minigame easier by removing all '[' ']'.</>,
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factions: [FactionNames.ShadowsOfAnarchy],
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}),
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new Augmentation({
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name: AugmentationNames.ChaosOfDionysus,
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repCost: 1e4,
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moneyCost: 1e6,
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info: "Opto-occipito implant to process visual signal before brain interpretation.",
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stats: <>This augmentation makes the Backwards minigame easier by flipping the words.</>,
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factions: [FactionNames.ShadowsOfAnarchy],
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}),
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new Augmentation({
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name: AugmentationNames.BeautyOfAphrodite,
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repCost: 1e4,
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moneyCost: 1e6,
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info:
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"Pheromone extruder injected in the thoracodorsal nerve. Emits pleasing scent guaranteed to " +
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"make conversational partners more agreeable.",
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stats: <>This augmentation makes the Bribe minigame easier by indicating the incorrect paths.</>,
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factions: [FactionNames.ShadowsOfAnarchy],
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}),
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new Augmentation({
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name: AugmentationNames.TrickeryOfHermes,
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repCost: 1e4,
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moneyCost: 1e6,
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info: "Penta-dynamo-neurovascular-valve inserted in the carpal ligament, enhances dexterity.",
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stats: <>This augmentation makes the Cheat Code minigame easier by allowing the opposite character.</>,
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factions: [FactionNames.ShadowsOfAnarchy],
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}),
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new Augmentation({
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name: AugmentationNames.FloodOfPoseidon,
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repCost: 1e4,
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moneyCost: 1e6,
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info: "Transtinatium VVD reticulator used in optico-sterbing recognition.",
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stats: <>This augmentation makes the Symbol matching minigame easier by indicating the correct choice.</>,
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factions: [FactionNames.ShadowsOfAnarchy],
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||||
}),
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new Augmentation({
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name: AugmentationNames.HuntOfArtemis,
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repCost: 1e4,
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moneyCost: 1e6,
|
||||
info: "magneto-turboencabulator based on technology by Micha Eike Siemon, increases the users electro-magnetic sensitivity.",
|
||||
stats: (
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||||
<>
|
||||
This augmentation makes the Minesweeper minigame easier by showing the location of all mines and keeping their
|
||||
position.
|
||||
</>
|
||||
),
|
||||
factions: [FactionNames.ShadowsOfAnarchy],
|
||||
}),
|
||||
new Augmentation({
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||||
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>
|
||||
|
170
src/Faction/ui/PurchaseableAugmentation.tsx
Normal file
170
src/Faction/ui/PurchaseableAugmentation.tsx
Normal file
@ -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>
|
||||
);
|
||||
}
|
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);
|
||||
}
|
51
src/Infiltration/formulas/victory.ts
Normal file
51
src/Infiltration/formulas/victory.ts
Normal file
@ -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}
|
||||
</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) ? 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] </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;
|
||||
@ -61,23 +64,13 @@ 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));
|
||||
}
|
||||
|
||||
function press(this: Document, event: KeyboardEvent): void {
|
||||
event.preventDefault();
|
||||
const wireNum = parseInt(event.key);
|
||||
|
||||
if (wireNum < 1 || wireNum > wires.length || isNaN(wireNum)) return;
|
||||
setCutWires((old) => {
|
||||
const next = [...old];
|
||||
next[wireNum - 1] = true;
|
||||
if (checkWire(wireNum)) {
|
||||
props.onFailure();
|
||||
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++) {
|
||||
@ -87,9 +80,22 @@ export function WireCuttingGame(props: IMinigameProps): React.ReactElement {
|
||||
}
|
||||
wiresToBeCut.push(shouldBeCut);
|
||||
}
|
||||
if (wiresToBeCut.every((b, i) => b === next[i])) {
|
||||
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);
|
||||
|
||||
if (wireNum < 1 || wireNum > wires.length || isNaN(wireNum)) return;
|
||||
setCutWires((old) => {
|
||||
const next = [...old];
|
||||
next[wireNum - 1] = true;
|
||||
if (!checkWire(wireNum)) {
|
||||
props.onFailure();
|
||||
}
|
||||
|
||||
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 +70,10 @@ 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,
|
||||
|
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);
|
||||
},
|
||||
};
|
||||
}
|
@ -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}`;
|
||||
|
40
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
40
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
@ -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%");
|
||||
|
Loading…
Reference in New Issue
Block a user