added logic to rewward and invite to infiltrators on infil completion

This commit is contained in:
phyzical 2022-03-23 23:23:01 +08:00
parent 0b171822df
commit 80edb744bf
5 changed files with 45 additions and 12 deletions

@ -9,6 +9,7 @@ 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";
interface IProps {
StartingDifficulty: number;
@ -23,6 +24,7 @@ export function Victory(props: IProps): React.ReactElement {
const [faction, setFaction] = useState("none");
function quitInfiltration(): void {
handleInfiltrators();
router.toCity();
}
@ -35,6 +37,11 @@ export function Victory(props: IProps): React.ReactElement {
levelBonus *
BitNodeMultipliers.InfiltrationRep;
// TODO: add two augmentations to infiltrators to increase this by 5 and * 2
const infiltratorsRepGain = 5;
const infiltratorFaction = Factions[FactionNames.Infiltrators];
const isMemberOfInfiltrators = infiltratorFaction && infiltratorFaction.isMember;
const moneyGain =
Math.pow(props.Reward + 1, 2) *
Math.pow(props.StartingDifficulty, 3) *
@ -43,11 +50,13 @@ export function Victory(props: IProps): React.ReactElement {
BitNodeMultipliers.InfiltrationMoney;
function sell(): void {
handleInfiltrators();
player.gainMoney(moneyGain, "infiltration");
quitInfiltration();
}
function trade(): void {
handleInfiltrators();
if (faction === "none") return;
Factions[faction].playerReputation += repGain;
quitInfiltration();
@ -57,6 +66,13 @@ export function Victory(props: IProps): React.ReactElement {
setFaction(event.target.value);
}
function handleInfiltrators(): void {
player.hasCompletedAnInfiltration = true;
if (isMemberOfInfiltrators) {
infiltratorFaction.playerReputation += infiltratorsRepGain;
}
}
return (
<>
<Grid container spacing={3}>
@ -65,7 +81,15 @@ 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 {infiltratorsRepGain} rep for {FactionNames.Infiltrators} and
</>
) : (
<></>
)}
can trade the confidential information you found for money or reputation.
</Typography>
<Select value={faction} onChange={changeDropdown}>
<MenuItem key={"none"} value={"none"}>

@ -75,6 +75,7 @@ export interface IPlayer {
terminalCommandHistory: string[];
lastUpdate: number;
totalPlaytime: number;
hasCompletedAnInfiltration: boolean;
// Stats
hacking: number;

@ -84,6 +84,7 @@ export class PlayerObject implements IPlayer {
lastUpdate: number;
lastSave: number;
totalPlaytime: number;
hasCompletedAnInfiltration: boolean;
// Stats
hacking: number;
@ -466,6 +467,7 @@ export class PlayerObject implements IPlayer {
this.lastUpdate = 0;
this.lastSave = 0;
this.totalPlaytime = 0;
this.hasCompletedAnInfiltration = true;
this.playtimeSinceLastAug = 0;
this.playtimeSinceLastBitnode = 0;
@ -483,11 +485,11 @@ export class PlayerObject implements IPlayer {
// Let's get a hash of some semi-random stuff so we have something unique.
this.identifier = cyrb53(
"I-" +
new Date().getTime() +
navigator.userAgent +
window.innerWidth +
window.innerHeight +
getRandomInt(100, 999),
new Date().getTime() +
navigator.userAgent +
window.innerWidth +
window.innerHeight +
getRandomInt(100, 999),
);
this.init = generalMethods.init;

@ -2086,6 +2086,12 @@ export function checkForFactionInvitations(this: IPlayer): Faction[] {
return allCompanies.includes(companyName) && getCompanyRep(companyName) > repNeeded;
}
//Infiltrators
const InfiltratorsFac = Factions[FactionNames.Infiltrators];
if (this.hasCompletedAnInfiltration && !InfiltratorsFac.isMember && !InfiltratorsFac.alreadyInvited) {
invitedFactions.push(InfiltratorsFac);
}
//Illuminati
const illuminatiFac = Factions[FactionNames.Illuminati];
if (

@ -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.Infiltrators as string];
if (player.gang) {
forbiddenFactions.push(player.gang.facName);
}
@ -76,9 +76,9 @@ function possibleFactions(player: IPlayer, sleeve: Sleeve): string[] {
}
}
return factions.filter(faction => {
return factions.filter((faction) => {
const facInfo = Factions[faction].getInfo();
return facInfo.offerHackingWork || facInfo.offerFieldWork || facInfo.offerSecurityWork
return facInfo.offerHackingWork || facInfo.offerFieldWork || facInfo.offerSecurityWork;
});
}
@ -279,7 +279,7 @@ export function TaskSelector(props: IProps): React.ReactElement {
return (
<>
<Select onChange={onS0Change} value={s0} sx={{ width: '100%' }}>
<Select onChange={onS0Change} value={s0} sx={{ width: "100%" }}>
{validActions.map((task) => (
<MenuItem key={task} value={task}>
{task}
@ -288,7 +288,7 @@ export function TaskSelector(props: IProps): React.ReactElement {
</Select>
{!(details.first.length === 1 && details.first[0] === "------") && (
<>
<Select onChange={onS1Change} value={s1} sx={{ width: '100%' }}>
<Select onChange={onS1Change} value={s1} sx={{ width: "100%" }}>
{details.first.map((detail) => (
<MenuItem key={detail} value={detail}>
{detail}
@ -299,7 +299,7 @@ export function TaskSelector(props: IProps): React.ReactElement {
)}
{!(details2.length === 1 && details2[0] === "------") && (
<>
<Select onChange={onS2Change} value={s2} sx={{ width: '100%' }}>
<Select onChange={onS2Change} value={s2} sx={{ width: "100%" }}>
{details2.map((detail) => (
<MenuItem key={detail} value={detail}>
{detail}