mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-11 02:03:58 +01:00
Merge branch 'dev' into feature/add-infiltration-faction
This commit is contained in:
commit
8d83c27077
@ -431,17 +431,21 @@ export function IndustryOffice(props: IProps): React.ReactElement {
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<Typography>
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Size: {props.office.employees.length} / {props.office.size} employees
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</Typography>
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||||
<Box sx={{ display: 'grid', gridTemplateColumns: '1fr', width: 'fit-content' }}>
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||||
<Box sx={{ gridTemplateColumns: 'repeat(3, 1fr)' }}>
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||||
<Box sx={{ display: "grid", gridTemplateColumns: "1fr", width: "fit-content" }}>
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||||
<Box sx={{ gridTemplateColumns: "repeat(3, 1fr)" }}>
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||||
<Tooltip title={<Typography>Automatically hires an employee and gives him/her a random name</Typography>}>
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<Button disabled={props.office.atCapacity()} onClick={autohireEmployeeButtonOnClick}>
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Hire Employee
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</Button>
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<span>
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<Button disabled={props.office.atCapacity()} onClick={autohireEmployeeButtonOnClick}>
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Hire Employee
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</Button>
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</span>
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</Tooltip>
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<Tooltip title={<Typography>Upgrade the office's size so that it can hold more employees!</Typography>}>
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<Button disabled={corp.funds < 0} onClick={() => setUpgradeOfficeSizeOpen(true)}>
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Upgrade size
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</Button>
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<span>
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<Button disabled={corp.funds < 0} onClick={() => setUpgradeOfficeSizeOpen(true)}>
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Upgrade size
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</Button>
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</span>
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</Tooltip>
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<UpgradeOfficeSizeModal
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rerender={props.rerender}
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@ -455,9 +459,11 @@ export function IndustryOffice(props: IProps): React.ReactElement {
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<Tooltip
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title={<Typography>Throw an office party to increase your employee's morale and happiness</Typography>}
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>
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<Button disabled={corp.funds < 0} onClick={() => setThrowPartyOpen(true)}>
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Throw Party
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</Button>
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<span>
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<Button disabled={corp.funds < 0} onClick={() => setThrowPartyOpen(true)}>
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Throw Party
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</Button>
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</span>
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</Tooltip>
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<ThrowPartyModal
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rerender={props.rerender}
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@ -467,7 +473,6 @@ export function IndustryOffice(props: IProps): React.ReactElement {
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/>
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</>
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)}
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</Box>
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<SwitchButton manualMode={employeeManualAssignMode} switchMode={setEmployeeManualAssignMode} />
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</Box>
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|
@ -18,8 +18,8 @@ export enum FactionNames {
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Aevum = "Aevum",
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Chongqing = "Chongqing",
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Ishima = "Ishima",
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NewTokyo = "NewTokyo",
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Sector12 = "Sector12",
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NewTokyo = "New Tokyo",
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Sector12 = "Sector-12",
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Volhaven = "Volhaven",
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SpeakersForTheDead = "Speakers for the Dead",
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TheDarkArmy = "The Dark Army",
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|
@ -3,7 +3,6 @@
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*/
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import React, { useState } from "react";
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import { useGang } from "./Context";
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import { generateTableRow } from "./GangMemberStats";
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import Typography from "@mui/material/Typography";
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import Button from "@mui/material/Button";
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@ -22,7 +21,7 @@ import { GangMember } from "../GangMember";
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import { UpgradeType } from "../data/upgrades";
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import { use } from "../../ui/Context";
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import { Settings } from "../../Settings/Settings";
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import { characterOverviewStyles as useStyles } from "../../ui/React/CharacterOverview";
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import { StatsRow } from "../../ui/React/StatsRow";
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interface INextRevealProps {
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upgrades: string[];
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@ -91,7 +90,6 @@ interface IPanelProps {
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}
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function GangMemberUpgradePanel(props: IPanelProps): React.ReactElement {
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const classes = useStyles();
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const gang = useGang();
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const player = use.Player();
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const setRerender = useState(false)[1];
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@ -178,12 +176,12 @@ function GangMemberUpgradePanel(props: IPanelProps): React.ReactElement {
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>
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<Table>
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<TableBody>
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{generateTableRow("Hacking", props.member.hack, props.member.hack_exp, Settings.theme.hack, classes)}
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{generateTableRow("Strength", props.member.str, props.member.str_exp, Settings.theme.combat, classes)}
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{generateTableRow("Defense", props.member.def, props.member.def_exp, Settings.theme.combat, classes)}
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{generateTableRow("Dexterity", props.member.dex, props.member.dex_exp, Settings.theme.combat, classes)}
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{generateTableRow("Agility", props.member.agi, props.member.agi_exp, Settings.theme.combat, classes)}
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{generateTableRow("Charisma", props.member.cha, props.member.cha_exp, Settings.theme.cha, classes)}
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<StatsRow name="Hacking" color={Settings.theme.hack} data={{ level: props.member.hack, exp: props.member.hack_exp }} />
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<StatsRow name="Strength" color={Settings.theme.combat} data={{ level: props.member.str, exp: props.member.str_exp }} />
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<StatsRow name="Defense" color={Settings.theme.combat} data={{ level: props.member.def, exp: props.member.def_exp }} />
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<StatsRow name="Dexterity" color={Settings.theme.combat} data={{ level: props.member.dex, exp: props.member.dex_exp }} />
|
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<StatsRow name="Agility" color={Settings.theme.combat} data={{ level: props.member.agi, exp: props.member.agi_exp }} />
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<StatsRow name="Charisma" color={Settings.theme.cha} data={{ level: props.member.cha, exp: props.member.cha_exp }} />
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</TableBody>
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</Table>
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</Tooltip>
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|
@ -17,36 +17,14 @@ import {
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||||
import { numeralWrapper } from "../../ui/numeralFormat";
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import { GangMember } from "../GangMember";
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import { Settings } from "../../Settings/Settings";
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import { formatNumber } from "../../utils/StringHelperFunctions";
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import { MoneyRate } from "../../ui/React/MoneyRate";
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import { StatsRow } from "../../ui/React/StatsRow";
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import { characterOverviewStyles as useStyles } from "../../ui/React/CharacterOverview";
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interface IProps {
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member: GangMember;
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}
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export const generateTableRow = (
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name: string,
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level: number,
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exp: number,
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color: string,
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// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
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classes: any
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||||
): React.ReactElement => {
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return (
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<TableRow>
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<TableCell classes={{ root: classes.cellNone }}>
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<Typography style={{ color: color }}>{name}</Typography>
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</TableCell>
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<TableCell align="right" classes={{ root: classes.cellNone }}>
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<Typography style={{ color: color }}>
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{formatNumber(level, 0)} ({numeralWrapper.formatExp(exp)} exp)
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</Typography>
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</TableCell>
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</TableRow>
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)
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}
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export function GangMemberStats(props: IProps): React.ReactElement {
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const classes = useStyles();
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||||
@ -102,12 +80,12 @@ export function GangMemberStats(props: IProps): React.ReactElement {
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>
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<Table sx={{ display: 'table', mb: 1, width: '100%' }}>
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<TableBody>
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||||
{generateTableRow("Hacking", props.member.hack, props.member.hack_exp, Settings.theme.hack, classes)}
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{generateTableRow("Strength", props.member.str, props.member.str_exp, Settings.theme.combat, classes)}
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||||
{generateTableRow("Defense", props.member.def, props.member.def_exp, Settings.theme.combat, classes)}
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||||
{generateTableRow("Dexterity", props.member.dex, props.member.dex_exp, Settings.theme.combat, classes)}
|
||||
{generateTableRow("Agility", props.member.agi, props.member.agi_exp, Settings.theme.combat, classes)}
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||||
{generateTableRow("Charisma", props.member.cha, props.member.cha_exp, Settings.theme.cha, classes)}
|
||||
<StatsRow name="Hacking" color={Settings.theme.hack} data={{ level: props.member.hack, exp: props.member.hack_exp }} />
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||||
<StatsRow name="Strength" color={Settings.theme.combat} data={{ level: props.member.str, exp: props.member.str_exp }} />
|
||||
<StatsRow name="Defense" color={Settings.theme.combat} data={{ level: props.member.def, exp: props.member.def_exp }} />
|
||||
<StatsRow name="Dexterity" color={Settings.theme.combat} data={{ level: props.member.dex, exp: props.member.dex_exp }} />
|
||||
<StatsRow name="Agility" color={Settings.theme.combat} data={{ level: props.member.agi, exp: props.member.agi_exp }} />
|
||||
<StatsRow name="Charisma" color={Settings.theme.cha} data={{ level: props.member.cha, exp: props.member.cha_exp }} />
|
||||
<TableRow>
|
||||
<TableCell classes={{ root: classes.cellNone }}>
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||||
<br />
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||||
|
54
src/Gang/ui/TerritoryInfoModal.tsx
Normal file
54
src/Gang/ui/TerritoryInfoModal.tsx
Normal file
@ -0,0 +1,54 @@
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||||
import React from "react";
|
||||
|
||||
import Typography from "@mui/material/Typography";
|
||||
|
||||
import { Modal } from "../../ui/React/Modal";
|
||||
|
||||
interface IProps {
|
||||
open: boolean;
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||||
onClose: () => void;
|
||||
}
|
||||
|
||||
export const TerritoryInfoModal = ({ open, onClose }: IProps): React.ReactElement => {
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||||
return (
|
||||
<Modal open={open} onClose={onClose}>
|
||||
<>
|
||||
<Typography variant='h4'>
|
||||
Clashing
|
||||
</Typography>
|
||||
<Typography>
|
||||
Every ~20 seconds, your gang has a chance to 'clash' with other gangs. Your chance to win a clash depends on
|
||||
your gang's power, which is listed in the display below. Your gang's power slowly accumulates over time. The
|
||||
accumulation rate is determined by the stats of all Gang members you have assigned to the 'Territory Warfare'
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||||
task. Gang members that are not assigned to this task do not contribute to your gang's power. Your gang also
|
||||
loses a small amount of power whenever you lose a clash.
|
||||
<br />
|
||||
<br />
|
||||
NOTE: Gang members assigned to 'Territory Warfare' can be killed during clashes. This can happen regardless of
|
||||
whether you win or lose the clash. A gang member being killed results in both respect and power loss for your
|
||||
gang.
|
||||
</Typography>
|
||||
<br />
|
||||
<Typography variant='h4'>
|
||||
Territory
|
||||
</Typography>
|
||||
<Typography>
|
||||
The amount of territory you have affects all aspects of your Gang members' production, including money, respect,
|
||||
and wanted level. It is very beneficial to have high territory control.
|
||||
<br />
|
||||
<br />
|
||||
To increase your chances of winning territory, assign gang members to "Territory Warfare". This will build your
|
||||
gang power. Then, enable "Engage in Territory Warfare" to start fighting over territory.
|
||||
</Typography>
|
||||
<br />
|
||||
<Typography variant='h4'>
|
||||
Territory Clash Chance
|
||||
</Typography>
|
||||
<Typography>
|
||||
This percentage represents the chance you have of 'clashing' with another gang. If you do not wish to
|
||||
gain/lose territory, then keep this percentage at 0% by not engaging in territory warfare.
|
||||
</Typography>
|
||||
</>
|
||||
</Modal >
|
||||
);
|
||||
}
|
@ -1,133 +1,100 @@
|
||||
/**
|
||||
* React Component for the territory subpage.
|
||||
*/
|
||||
import React from "react";
|
||||
import React, { useState } from "react";
|
||||
|
||||
import {
|
||||
Container,
|
||||
Button,
|
||||
Paper,
|
||||
Box,
|
||||
Tooltip,
|
||||
Switch,
|
||||
FormControlLabel,
|
||||
Typography
|
||||
} from "@mui/material";
|
||||
import { Help } from "@mui/icons-material";
|
||||
|
||||
import { numeralWrapper } from "../../ui/numeralFormat";
|
||||
import { formatNumber } from "../../utils/StringHelperFunctions";
|
||||
import { AllGangs } from "../AllGangs";
|
||||
import { useGang } from "./Context";
|
||||
|
||||
import Typography from "@mui/material/Typography";
|
||||
import FormControlLabel from "@mui/material/FormControlLabel";
|
||||
import Switch from "@mui/material/Switch";
|
||||
import Tooltip from "@mui/material/Tooltip";
|
||||
import Box from "@mui/material/Box";
|
||||
import Paper from "@mui/material/Paper";
|
||||
import { AllGangs } from "../AllGangs";
|
||||
|
||||
import { useGang } from "./Context";
|
||||
import { TerritoryInfoModal } from "./TerritoryInfoModal";
|
||||
|
||||
export function TerritorySubpage(): React.ReactElement {
|
||||
const gang = useGang();
|
||||
const gangNames = Object.keys(AllGangs).filter((g) => g != gang.facName);
|
||||
const [infoOpen, setInfoOpen] = useState(false);
|
||||
|
||||
return (
|
||||
<>
|
||||
<Container disableGutters maxWidth="md" sx={{ mx: 0 }}>
|
||||
<Typography>
|
||||
This page shows how much territory your Gang controls. This statistic is listed as a percentage, which
|
||||
represents how much of the total territory you control.
|
||||
<br />
|
||||
<br />
|
||||
Every ~20 seconds, your gang has a chance to 'clash' with other gangs. Your chance to win a clash depends on
|
||||
your gang's power, which is listed in the display below. Your gang's power slowly accumulates over time. The
|
||||
accumulation rate is determined by the stats of all Gang members you have assigned to the 'Territory Warfare'
|
||||
task. Gang members that are not assigned to this task do not contribute to your gang's power. Your gang also
|
||||
loses a small amount of power whenever you lose a clash.
|
||||
<br />
|
||||
<br />
|
||||
NOTE: Gang members assigned to 'Territory Warfare' can be killed during clashes. This can happen regardless of
|
||||
whether you win or lose the clash. A gang member being killed results in both respect and power loss for your
|
||||
gang.
|
||||
<br />
|
||||
<br />
|
||||
The amount of territory you have affects all aspects of your Gang members' production, including money, respect,
|
||||
and wanted level. It is very beneficial to have high territory control.
|
||||
<br />
|
||||
<br />
|
||||
To increase your chances of winning territory assign gang members to "Territory Warfare", this will build your
|
||||
gang power. Then enable "Engage in Territory Warfare" to start fighting over territory.
|
||||
</Typography>
|
||||
<FormControlLabel
|
||||
control={
|
||||
<Switch
|
||||
|
||||
<Button onClick={() => setInfoOpen(true)} sx={{ my: 1 }}>
|
||||
<Help sx={{ mr: 1 }} />
|
||||
About Gang Territory
|
||||
</Button>
|
||||
|
||||
<Box component={Paper} sx={{ p: 1, mb: 1 }}>
|
||||
<Typography variant="h6" sx={{ display: 'flex', alignItems: 'center', flexWrap: 'wrap' }}>
|
||||
{gang.facName} (Your gang)
|
||||
</Typography>
|
||||
|
||||
<FormControlLabel
|
||||
control={<Switch
|
||||
checked={gang.territoryWarfareEngaged}
|
||||
onChange={(event) => (gang.territoryWarfareEngaged = event.target.checked)}
|
||||
/>
|
||||
}
|
||||
label={
|
||||
<Tooltip
|
||||
title={
|
||||
<Typography>
|
||||
Engaging in Territory Warfare sets your clash chance to 100%. Disengaging will cause your clash chance
|
||||
to gradually decrease until it reaches 0%.
|
||||
</Typography>
|
||||
}
|
||||
>
|
||||
/>}
|
||||
label={<Tooltip
|
||||
title={<Typography>
|
||||
Engaging in Territory Warfare sets your clash chance to 100%. Disengaging will cause your clash chance
|
||||
to gradually decrease until it reaches 0%.
|
||||
</Typography>}>
|
||||
<Typography>Engage in Territory Warfare</Typography>
|
||||
</Tooltip>
|
||||
}
|
||||
/>
|
||||
<br />
|
||||
<Box display="flex">
|
||||
<Tooltip
|
||||
title={
|
||||
<Typography>
|
||||
This percentage represents the chance you have of 'clashing' with with another gang. If you do not wish to
|
||||
gain/lose territory, then keep this percentage at 0% by not engaging in territory warfare.
|
||||
</Typography>
|
||||
}
|
||||
>
|
||||
<Typography>
|
||||
Territory Clash Chance: {numeralWrapper.formatPercentage(gang.territoryClashChance, 3)}
|
||||
</Typography>
|
||||
</Tooltip>
|
||||
</Box>
|
||||
<br />
|
||||
<FormControlLabel
|
||||
control={
|
||||
<Switch
|
||||
</Tooltip>} />
|
||||
<br />
|
||||
<FormControlLabel
|
||||
control={<Switch
|
||||
checked={gang.notifyMemberDeath}
|
||||
onChange={(event) => (gang.notifyMemberDeath = event.target.checked)}
|
||||
/>
|
||||
}
|
||||
label={
|
||||
<Tooltip
|
||||
title={
|
||||
<Typography>
|
||||
If this is enabled, then you will receive a pop-up notifying you whenever one of your Gang Members dies
|
||||
in a territory clash.
|
||||
</Typography>
|
||||
}
|
||||
>
|
||||
/>}
|
||||
label={<Tooltip
|
||||
title={<Typography>
|
||||
If this is enabled, then you will receive a pop-up notifying you whenever one of your Gang Members dies
|
||||
in a territory clash.
|
||||
</Typography>}>
|
||||
<Typography>Notify about Gang Member Deaths</Typography>
|
||||
</Tooltip>
|
||||
}
|
||||
/>
|
||||
<br />
|
||||
<Paper>
|
||||
</Tooltip>} />
|
||||
|
||||
<Typography>
|
||||
<b>
|
||||
<u>{gang.facName}</u>
|
||||
</b>
|
||||
<br />
|
||||
Power: {formatNumber(AllGangs[gang.facName].power, 6)}
|
||||
<br />
|
||||
Territory: {formatTerritory(AllGangs[gang.facName].territory)}%
|
||||
<br />
|
||||
<br />
|
||||
<b>Territory Clash Chance:</b> {numeralWrapper.formatPercentage(gang.territoryClashChance, 3)} <br />
|
||||
<b>Power:</b> {formatNumber(AllGangs[gang.facName].power, 3)} <br />
|
||||
<b>Territory:</b> {formatTerritory(AllGangs[gang.facName].territory)}% <br />
|
||||
</Typography>
|
||||
</Box>
|
||||
<Box sx={{ display: 'grid', gridTemplateColumns: 'repeat(3, 1fr)' }}>
|
||||
{gangNames.map((name) => (
|
||||
<OtherGangTerritory key={name} name={name} />
|
||||
))}
|
||||
</Paper>
|
||||
</>
|
||||
</Box>
|
||||
<TerritoryInfoModal open={infoOpen} onClose={() => setInfoOpen(false)} />
|
||||
</Container >
|
||||
);
|
||||
}
|
||||
function formatTerritory(n: number): string {
|
||||
const v = n * 100;
|
||||
const precision = 3;
|
||||
if (v <= 0) {
|
||||
return formatNumber(0, 2);
|
||||
return formatNumber(0, precision);
|
||||
} else if (v >= 100) {
|
||||
return formatNumber(100, 2);
|
||||
return formatNumber(100, precision);
|
||||
} else {
|
||||
return formatNumber(v, 2);
|
||||
return formatNumber(v, precision);
|
||||
}
|
||||
}
|
||||
|
||||
@ -141,15 +108,15 @@ function OtherGangTerritory(props: ITerritoryProps): React.ReactElement {
|
||||
const power = AllGangs[props.name].power;
|
||||
const clashVictoryChance = playerPower / (power + playerPower);
|
||||
return (
|
||||
<Typography>
|
||||
<u>{props.name}</u>
|
||||
<br />
|
||||
Power: {formatNumber(power, 6)}
|
||||
<br />
|
||||
Territory: {formatTerritory(AllGangs[props.name].territory)}%<br />
|
||||
Chance to win clash with this gang: {numeralWrapper.formatPercentage(clashVictoryChance, 3)}
|
||||
<br />
|
||||
<br />
|
||||
</Typography>
|
||||
<Box component={Paper} sx={{ p: 1 }}>
|
||||
<Typography variant="h6" sx={{ display: 'flex', alignItems: 'center', flexWrap: 'wrap' }}>
|
||||
{props.name}
|
||||
</Typography>
|
||||
<Typography>
|
||||
<b>Power:</b> {formatNumber(power, 3)} <br />
|
||||
<b>Territory:</b> {formatTerritory(AllGangs[props.name].territory)}% <br />
|
||||
<b>Clash Win Chance:</b> {numeralWrapper.formatPercentage(clashVictoryChance, 3)}
|
||||
</Typography>
|
||||
</Box>
|
||||
);
|
||||
}
|
||||
|
@ -181,6 +181,8 @@ export const RamCosts: IMap<any> = {
|
||||
getForecast: RamCostConstants.ScriptBuySellStockRamCost,
|
||||
purchase4SMarketData: RamCostConstants.ScriptBuySellStockRamCost,
|
||||
purchase4SMarketDataTixApi: RamCostConstants.ScriptBuySellStockRamCost,
|
||||
purchaseWseAccount: RamCostConstants.ScriptBuySellStockRamCost,
|
||||
purchaseTixApi: RamCostConstants.ScriptBuySellStockRamCost,
|
||||
},
|
||||
getPurchasedServerLimit: RamCostConstants.ScriptGetPurchasedServerLimit,
|
||||
getPurchasedServerMaxRam: RamCostConstants.ScriptGetPurchasedServerMaxRam,
|
||||
|
@ -8,7 +8,7 @@ import { getBuyTransactionCost, getSellTransactionGain } from "../StockMarket/St
|
||||
import { OrderTypes } from "../StockMarket/data/OrderTypes";
|
||||
import { PositionTypes } from "../StockMarket/data/PositionTypes";
|
||||
import { StockSymbols } from "../StockMarket/data/StockSymbols";
|
||||
import { getStockMarket4SDataCost, getStockMarket4STixApiCost } from "../StockMarket/StockMarketCosts";
|
||||
import { getStockMarket4SDataCost, getStockMarket4STixApiCost, getStockMarketWseCost, getStockMarketTixApiCost } from "../StockMarket/StockMarketCosts";
|
||||
import { Stock } from "../StockMarket/Stock";
|
||||
import { TIX } from "../ScriptEditor/NetscriptDefinitions";
|
||||
|
||||
@ -388,5 +388,47 @@ export function NetscriptStockMarket(player: IPlayer, workerScript: WorkerScript
|
||||
workerScript.log("stock.purchase4SMarketDataTixApi", () => "Purchased 4S Market Data TIX API");
|
||||
return true;
|
||||
},
|
||||
purchaseWseAccount: function (): boolean {
|
||||
helper.updateDynamicRam("PurchaseWseAccount", getRamCost(player, "stock", "purchaseWseAccount"));
|
||||
|
||||
if (player.hasWseAccount) {
|
||||
workerScript.log("stock.purchaseWseAccount", () => "Already purchased WSE Account");
|
||||
return true;
|
||||
}
|
||||
|
||||
if (player.money < getStockMarketWseCost()) {
|
||||
workerScript.log(
|
||||
"stock.purchaseWseAccount",
|
||||
() => "Not enough money to purchase WSE Account Access",
|
||||
);
|
||||
return false;
|
||||
}
|
||||
|
||||
player.hasWseAccount = true;
|
||||
player.loseMoney(getStockMarketWseCost(), "stock");
|
||||
workerScript.log("stock.purchaseWseAccount", () => "Purchased WSE Account Access");
|
||||
return true;
|
||||
},
|
||||
purchaseTixApi: function (): boolean {
|
||||
helper.updateDynamicRam("purchaseTixApi", getRamCost(player, "stock", "purchaseTixApi"));
|
||||
|
||||
if (player.hasTixApiAccess) {
|
||||
workerScript.log("stock.purchaseTixApi", () => "Already purchased TIX API");
|
||||
return true;
|
||||
}
|
||||
|
||||
if (player.money < getStockMarketTixApiCost()) {
|
||||
workerScript.log(
|
||||
"stock.purchaseTixApi",
|
||||
() => "Not enough money to purchase TIX API Access",
|
||||
);
|
||||
return false;
|
||||
}
|
||||
|
||||
player.hasTixApiAccess = true;
|
||||
player.loseMoney(getStockMarketTixApiCost(), "stock");
|
||||
workerScript.log("stock.purchaseTixApi", () => "Purchased TIX API");
|
||||
return true;
|
||||
},
|
||||
};
|
||||
}
|
||||
|
@ -932,7 +932,9 @@ export function startFactionSecurityWork(this: IPlayer, faction: Faction): void
|
||||
export function workForFaction(this: IPlayer, numCycles: number): boolean {
|
||||
const faction = Factions[this.currentWorkFactionName];
|
||||
|
||||
if (!faction) { return false; }
|
||||
if (!faction) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//Constantly update the rep gain rate
|
||||
switch (this.factionWorkType) {
|
||||
@ -1252,12 +1254,7 @@ export function getWorkRepGain(this: IPlayer): number {
|
||||
// }
|
||||
|
||||
/* Creating a Program */
|
||||
export function startCreateProgramWork(
|
||||
this: IPlayer,
|
||||
programName: string,
|
||||
time: number,
|
||||
reqLevel: number,
|
||||
): void {
|
||||
export function startCreateProgramWork(this: IPlayer, programName: string, time: number, reqLevel: number): void {
|
||||
this.resetWorkStatus();
|
||||
this.isWorking = true;
|
||||
this.workType = CONSTANTS.WorkTypeCreateProgram;
|
||||
@ -1510,20 +1507,20 @@ export function finishCrime(this: IPlayer, cancelled: boolean): string {
|
||||
if (ws.disableLogs.ALL == null && ws.disableLogs.commitCrime == null) {
|
||||
ws.scriptRef.log(
|
||||
"SUCCESS: Crime successful! Gained " +
|
||||
numeralWrapper.formatMoney(this.workMoneyGained) +
|
||||
", " +
|
||||
numeralWrapper.formatExp(this.workHackExpGained) +
|
||||
" hack exp, " +
|
||||
numeralWrapper.formatExp(this.workStrExpGained) +
|
||||
" str exp, " +
|
||||
numeralWrapper.formatExp(this.workDefExpGained) +
|
||||
" def exp, " +
|
||||
numeralWrapper.formatExp(this.workDexExpGained) +
|
||||
" dex exp, " +
|
||||
numeralWrapper.formatExp(this.workAgiExpGained) +
|
||||
" agi exp, " +
|
||||
numeralWrapper.formatExp(this.workChaExpGained) +
|
||||
" cha exp.",
|
||||
numeralWrapper.formatMoney(this.workMoneyGained) +
|
||||
", " +
|
||||
numeralWrapper.formatExp(this.workHackExpGained) +
|
||||
" hack exp, " +
|
||||
numeralWrapper.formatExp(this.workStrExpGained) +
|
||||
" str exp, " +
|
||||
numeralWrapper.formatExp(this.workDefExpGained) +
|
||||
" def exp, " +
|
||||
numeralWrapper.formatExp(this.workDexExpGained) +
|
||||
" dex exp, " +
|
||||
numeralWrapper.formatExp(this.workAgiExpGained) +
|
||||
" agi exp, " +
|
||||
numeralWrapper.formatExp(this.workChaExpGained) +
|
||||
" cha exp.",
|
||||
);
|
||||
}
|
||||
} else {
|
||||
@ -1562,18 +1559,18 @@ export function finishCrime(this: IPlayer, cancelled: boolean): string {
|
||||
if (ws.disableLogs.ALL == null && ws.disableLogs.commitCrime == null) {
|
||||
ws.scriptRef.log(
|
||||
"FAIL: Crime failed! Gained " +
|
||||
numeralWrapper.formatExp(this.workHackExpGained) +
|
||||
" hack exp, " +
|
||||
numeralWrapper.formatExp(this.workStrExpGained) +
|
||||
" str exp, " +
|
||||
numeralWrapper.formatExp(this.workDefExpGained) +
|
||||
" def exp, " +
|
||||
numeralWrapper.formatExp(this.workDexExpGained) +
|
||||
" dex exp, " +
|
||||
numeralWrapper.formatExp(this.workAgiExpGained) +
|
||||
" agi exp, " +
|
||||
numeralWrapper.formatExp(this.workChaExpGained) +
|
||||
" cha exp.",
|
||||
numeralWrapper.formatExp(this.workHackExpGained) +
|
||||
" hack exp, " +
|
||||
numeralWrapper.formatExp(this.workStrExpGained) +
|
||||
" str exp, " +
|
||||
numeralWrapper.formatExp(this.workDefExpGained) +
|
||||
" def exp, " +
|
||||
numeralWrapper.formatExp(this.workDexExpGained) +
|
||||
" dex exp, " +
|
||||
numeralWrapper.formatExp(this.workAgiExpGained) +
|
||||
" agi exp, " +
|
||||
numeralWrapper.formatExp(this.workChaExpGained) +
|
||||
" cha exp.",
|
||||
);
|
||||
}
|
||||
} else {
|
||||
@ -2000,13 +1997,15 @@ export function isQualified(this: IPlayer, company: Company, position: CompanyPo
|
||||
const reqAgility = position.requiredDexterity > 0 ? position.requiredDexterity + offset : 0;
|
||||
const reqCharisma = position.requiredCharisma > 0 ? position.requiredCharisma + offset : 0;
|
||||
|
||||
return this.hacking >= reqHacking &&
|
||||
return (
|
||||
this.hacking >= reqHacking &&
|
||||
this.strength >= reqStrength &&
|
||||
this.defense >= reqDefense &&
|
||||
this.dexterity >= reqDexterity &&
|
||||
this.agility >= reqAgility &&
|
||||
this.charisma >= reqCharisma &&
|
||||
company.playerReputation >= position.requiredReputation;
|
||||
company.playerReputation >= position.requiredReputation
|
||||
);
|
||||
}
|
||||
|
||||
/********** Reapplying Augmentations and Source File ***********/
|
||||
@ -2237,7 +2236,8 @@ export function checkForFactionInvitations(this: IPlayer): Faction[] {
|
||||
//Fulcrum Secret Technologies - If u've unlocked fulcrum secret technolgoies server and have a high rep with the company
|
||||
const fulcrumsecrettechonologiesFac = Factions[FactionNames.FulcrumSecretTechnologies];
|
||||
const fulcrumSecretServer = GetServer(SpecialServers.FulcrumSecretTechnologies);
|
||||
if (!(fulcrumSecretServer instanceof Server)) throw new Error(`${FactionNames.FulcrumSecretTechnologies} should be normal server`);
|
||||
if (!(fulcrumSecretServer instanceof Server))
|
||||
throw new Error(`${FactionNames.FulcrumSecretTechnologies} should be normal server`);
|
||||
if (fulcrumSecretServer == null) {
|
||||
console.error(`Could not find ${FactionNames.FulcrumSecretTechnologies} Server`);
|
||||
} else if (
|
||||
|
@ -50,74 +50,62 @@ export function SleeveAugmentationsModal(props: IProps): React.ReactElement {
|
||||
return (
|
||||
<Modal open={props.open} onClose={props.onClose}>
|
||||
<>
|
||||
<Typography>
|
||||
You can purchase Augmentations for your Duplicate Sleeves. These Augmentations have the same effect as they
|
||||
would for you. You can only purchase Augmentations that you have unlocked through Factions.
|
||||
<br />
|
||||
<br />
|
||||
When purchasing an Augmentation for a Duplicate Sleeve, they are immediately installed. This means that the
|
||||
Duplicate Sleeve will immediately lose all of its stat experience.
|
||||
</Typography>
|
||||
<Table size="small" padding="none">
|
||||
<TableBody>
|
||||
{availableAugs.map((aug) => {
|
||||
return (
|
||||
<TableRow key={aug.name}>
|
||||
<TableCell>
|
||||
<Button onClick={() => purchaseAugmentation(aug)} disabled={player.money < aug.startingCost}>
|
||||
Buy
|
||||
</Button>
|
||||
</TableCell>
|
||||
<TableCell>
|
||||
<Box display="flex">
|
||||
<Tooltip title={aug.stats || ""}>
|
||||
<Typography>{aug.name}</Typography>
|
||||
</Tooltip>
|
||||
</Box>
|
||||
</TableCell>
|
||||
<TableCell>
|
||||
<Money money={aug.startingCost} player={player} />
|
||||
</TableCell>
|
||||
</TableRow>
|
||||
);
|
||||
})}
|
||||
</TableBody>
|
||||
</Table>
|
||||
<Box sx={{ mx: 1 }}>
|
||||
<Typography>
|
||||
You can purchase Augmentations for your Duplicate Sleeves. These Augmentations have the same effect as they
|
||||
would for you. You can only purchase Augmentations that you have unlocked through Factions.
|
||||
<br />
|
||||
<br />
|
||||
When purchasing an Augmentation for a Duplicate Sleeve, they are immediately installed. This means that the
|
||||
Duplicate Sleeve will immediately lose all of its stat experience.
|
||||
</Typography>
|
||||
<Box component={Paper} sx={{ my: 1, p: 1 }}>
|
||||
<Table size="small" padding="none">
|
||||
<TableBody>
|
||||
{availableAugs.map((aug) => {
|
||||
return (
|
||||
<TableRow key={aug.name}>
|
||||
<TableCell>
|
||||
<Button onClick={() => purchaseAugmentation(aug)} disabled={player.money < aug.startingCost}>
|
||||
Buy
|
||||
</Button>
|
||||
</TableCell>
|
||||
<TableCell>
|
||||
<Box display="flex">
|
||||
<Tooltip title={aug.stats || ""}>
|
||||
<Typography>{aug.name}</Typography>
|
||||
</Tooltip>
|
||||
</Box>
|
||||
</TableCell>
|
||||
<TableCell>
|
||||
<Money money={aug.startingCost} player={player} />
|
||||
</TableCell>
|
||||
</TableRow>
|
||||
);
|
||||
})}
|
||||
</TableBody>
|
||||
</Table>
|
||||
</Box>
|
||||
</Box>
|
||||
|
||||
{ownedAugNames.length > 0 && (
|
||||
<>
|
||||
<Typography>Owned Augmentations:</Typography>
|
||||
{ownedAugNames.map((augName) => {
|
||||
const aug = Augmentations[augName];
|
||||
let tooltip = <></>;
|
||||
if (typeof aug.info === "string") {
|
||||
tooltip = (
|
||||
<>
|
||||
<span>{aug.info}</span>
|
||||
<br />
|
||||
<br />
|
||||
{aug.stats}
|
||||
</>
|
||||
);
|
||||
} else {
|
||||
tooltip = (
|
||||
<>
|
||||
{aug.info}
|
||||
<br />
|
||||
<br />
|
||||
{aug.stats}
|
||||
</>
|
||||
);
|
||||
}
|
||||
<Typography sx={{ mx: 1 }}>Owned Augmentations:</Typography>
|
||||
<Box display="grid" sx={{ gridTemplateColumns: 'repeat(5, 1fr)', m: 1 }}>
|
||||
{ownedAugNames.map((augName) => {
|
||||
const aug = Augmentations[augName];
|
||||
const info = typeof aug.info === "string" ? <span>{aug.info}</span> : aug.info
|
||||
const tooltip = (<>{info}<br /><br />{aug.stats}</>);
|
||||
|
||||
return (
|
||||
<Tooltip key={augName} title={<Typography>{tooltip}</Typography>}>
|
||||
<Paper>
|
||||
<Typography>{augName}</Typography>
|
||||
</Paper>
|
||||
</Tooltip>
|
||||
);
|
||||
})}
|
||||
return (
|
||||
<Tooltip key={augName} title={<Typography>{tooltip}</Typography>}>
|
||||
<Paper sx={{ p: 1 }}>
|
||||
<Typography>{augName}</Typography>
|
||||
</Paper>
|
||||
</Tooltip>
|
||||
);
|
||||
})}
|
||||
</Box>
|
||||
</>
|
||||
)}
|
||||
</>
|
||||
|
@ -1,34 +1,29 @@
|
||||
import React, { useState } from "react";
|
||||
|
||||
import {
|
||||
Box,
|
||||
Paper,
|
||||
Typography,
|
||||
Button,
|
||||
Tooltip
|
||||
} from "@mui/material";
|
||||
|
||||
import { CONSTANTS } from "../../../Constants";
|
||||
import { Crimes } from "../../../Crime/Crimes";
|
||||
import { numeralWrapper } from "../../../ui/numeralFormat";
|
||||
import { createProgressBarText } from "../../../utils/helpers/createProgressBarText";
|
||||
import { use } from "../../../ui/Context";
|
||||
import { FactionWorkType } from "../../../Faction/FactionWorkTypeEnum";
|
||||
|
||||
import { Sleeve } from "../Sleeve";
|
||||
import { SleeveTaskType } from "../SleeveTaskTypesEnum";
|
||||
|
||||
import { CONSTANTS } from "../../../Constants";
|
||||
|
||||
import { Crimes } from "../../../Crime/Crimes";
|
||||
|
||||
import { numeralWrapper } from "../../../ui/numeralFormat";
|
||||
|
||||
import { createProgressBarText } from "../../../utils/helpers/createProgressBarText";
|
||||
|
||||
import { SleeveAugmentationsModal } from "./SleeveAugmentationsModal";
|
||||
import { TravelModal } from "./TravelModal";
|
||||
import { Money } from "../../../ui/React/Money";
|
||||
import { MoneyRate } from "../../../ui/React/MoneyRate";
|
||||
import { use } from "../../../ui/Context";
|
||||
import { ReputationRate } from "../../../ui/React/ReputationRate";
|
||||
import { StatsElement } from "./StatsElement";
|
||||
import { StatsElement, EarningsElement } from "./StatsElement";
|
||||
import { MoreStatsModal } from "./MoreStatsModal";
|
||||
import { MoreEarningsModal } from "./MoreEarningsModal";
|
||||
import { TaskSelector } from "./TaskSelector";
|
||||
import { FactionWorkType } from "../../../Faction/FactionWorkTypeEnum";
|
||||
import { StatsTable } from "../../../ui/React/StatsTable";
|
||||
|
||||
import Typography from "@mui/material/Typography";
|
||||
import Paper from "@mui/material/Paper";
|
||||
import Grid from "@mui/material/Grid";
|
||||
import Button from "@mui/material/Button";
|
||||
import Tooltip from "@mui/material/Tooltip";
|
||||
|
||||
interface IProps {
|
||||
sleeve: Sleeve;
|
||||
@ -141,86 +136,71 @@ export function SleeveElem(props: IProps): React.ReactElement {
|
||||
console.error(`Invalid/Unrecognized taskValue in updateSleeveTaskDescription(): ${abc[0]}`);
|
||||
}
|
||||
|
||||
let data: any[][] = [];
|
||||
if (props.sleeve.currentTask === SleeveTaskType.Crime) {
|
||||
data = [
|
||||
[`Money`, <Money money={parseFloat(props.sleeve.currentTaskLocation)} />, `(on success)`],
|
||||
[`Hacking Exp`, numeralWrapper.formatExp(props.sleeve.gainRatesForTask.hack), `(2x on success)`],
|
||||
[`Strength Exp`, numeralWrapper.formatExp(props.sleeve.gainRatesForTask.str), `(2x on success)`],
|
||||
[`Defense Exp`, numeralWrapper.formatExp(props.sleeve.gainRatesForTask.def), `(2x on success)`],
|
||||
[`Dexterity Exp`, numeralWrapper.formatExp(props.sleeve.gainRatesForTask.dex), `(2x on success)`],
|
||||
[`Agility Exp`, numeralWrapper.formatExp(props.sleeve.gainRatesForTask.agi), `(2x on success)`],
|
||||
[`Charisma Exp`, numeralWrapper.formatExp(props.sleeve.gainRatesForTask.cha), `(2x on success)`],
|
||||
];
|
||||
} else {
|
||||
data = [
|
||||
[`Money:`, <MoneyRate money={5 * props.sleeve.gainRatesForTask.money} />],
|
||||
[`Hacking Exp:`, `${numeralWrapper.formatExp(5 * props.sleeve.gainRatesForTask.hack)} / s`],
|
||||
[`Strength Exp:`, `${numeralWrapper.formatExp(5 * props.sleeve.gainRatesForTask.str)} / s`],
|
||||
[`Defense Exp:`, `${numeralWrapper.formatExp(5 * props.sleeve.gainRatesForTask.def)} / s`],
|
||||
[`Dexterity Exp:`, `${numeralWrapper.formatExp(5 * props.sleeve.gainRatesForTask.dex)} / s`],
|
||||
[`Agility Exp:`, `${numeralWrapper.formatExp(5 * props.sleeve.gainRatesForTask.agi)} / s`],
|
||||
[`Charisma Exp:`, `${numeralWrapper.formatExp(5 * props.sleeve.gainRatesForTask.cha)} / s`],
|
||||
];
|
||||
if (props.sleeve.currentTask === SleeveTaskType.Company || props.sleeve.currentTask === SleeveTaskType.Faction) {
|
||||
const repGain: number = props.sleeve.getRepGain(player);
|
||||
data.push([`Reputation:`, <ReputationRate reputation={5 * repGain} />]);
|
||||
}
|
||||
}
|
||||
|
||||
return (
|
||||
<>
|
||||
<Grid container component={Paper}>
|
||||
<Grid item xs={3}>
|
||||
<StatsElement sleeve={props.sleeve} />
|
||||
<Button onClick={() => setStatsOpen(true)}>More Stats</Button>
|
||||
<Tooltip title={player.money < CONSTANTS.TravelCost ? <Typography>Insufficient funds</Typography> : ""}>
|
||||
<span>
|
||||
<Button onClick={() => setTravelOpen(true)} disabled={player.money < CONSTANTS.TravelCost}>
|
||||
Travel
|
||||
</Button>
|
||||
</span>
|
||||
</Tooltip>
|
||||
<Tooltip
|
||||
title={props.sleeve.shock < 100 ? <Typography>Unlocked when sleeve has fully recovered</Typography> : ""}
|
||||
>
|
||||
<span>
|
||||
<Button onClick={() => setAugmentationsOpen(true)} disabled={props.sleeve.shock < 100}>
|
||||
Manage Augmentations
|
||||
</Button>
|
||||
</span>
|
||||
</Tooltip>
|
||||
</Grid>
|
||||
<Grid item xs={5}>
|
||||
<TaskSelector player={player} sleeve={props.sleeve} setABC={setABC} />
|
||||
<Typography>{desc}</Typography>
|
||||
<Typography>
|
||||
{props.sleeve.currentTask === SleeveTaskType.Crime &&
|
||||
createProgressBarText({
|
||||
progress: props.sleeve.currentTaskTime / props.sleeve.currentTaskMaxTime,
|
||||
totalTicks: 25,
|
||||
})}
|
||||
</Typography>
|
||||
<Button onClick={setTask}>Set Task</Button>
|
||||
</Grid>
|
||||
<Grid item xs={4}>
|
||||
<StatsTable title="Earnings (Pre-Synchronization)" rows={data} />
|
||||
<Button onClick={() => setEarningsOpen(true)}>More Earnings Info</Button>
|
||||
</Grid>
|
||||
</Grid>
|
||||
<MoreStatsModal open={statsOpen} onClose={() => setStatsOpen(false)} sleeve={props.sleeve} />
|
||||
<MoreEarningsModal open={earningsOpen} onClose={() => setEarningsOpen(false)} sleeve={props.sleeve} />
|
||||
<TravelModal
|
||||
open={travelOpen}
|
||||
onClose={() => setTravelOpen(false)}
|
||||
sleeve={props.sleeve}
|
||||
rerender={props.rerender}
|
||||
/>
|
||||
<SleeveAugmentationsModal
|
||||
open={augmentationsOpen}
|
||||
onClose={() => setAugmentationsOpen(false)}
|
||||
sleeve={props.sleeve}
|
||||
/>
|
||||
</>
|
||||
<Box component={Paper} sx={{ width: 'auto' }}>
|
||||
<Box sx={{ m: 1 }}>
|
||||
<Box display="grid" sx={{ gridTemplateColumns: '1fr 1fr', width: '100%', gap: 1 }}>
|
||||
<Box>
|
||||
<StatsElement sleeve={props.sleeve} />
|
||||
<Box display="grid" sx={{ gridTemplateColumns: '1fr 1fr', width: '100%' }}>
|
||||
<Button onClick={() => setStatsOpen(true)}>More Stats</Button>
|
||||
<Button onClick={() => setEarningsOpen(true)}>More Earnings Info</Button>
|
||||
<Tooltip title={player.money < CONSTANTS.TravelCost ? <Typography>Insufficient funds</Typography> : ""}>
|
||||
<span>
|
||||
<Button
|
||||
onClick={() => setTravelOpen(true)}
|
||||
disabled={player.money < CONSTANTS.TravelCost}
|
||||
sx={{ width: '100%', height: '100%' }}
|
||||
>
|
||||
Travel
|
||||
</Button>
|
||||
</span>
|
||||
</Tooltip>
|
||||
<Tooltip
|
||||
title={props.sleeve.shock < 100 ? <Typography>Unlocked when sleeve has fully recovered</Typography> : ""}
|
||||
>
|
||||
<span>
|
||||
<Button
|
||||
onClick={() => setAugmentationsOpen(true)}
|
||||
disabled={props.sleeve.shock < 100}
|
||||
sx={{ width: '100%', height: '100%' }}
|
||||
>
|
||||
Manage Augmentations
|
||||
</Button>
|
||||
</span>
|
||||
</Tooltip>
|
||||
</Box>
|
||||
</Box>
|
||||
<Box>
|
||||
<EarningsElement sleeve={props.sleeve} />
|
||||
<Box>
|
||||
<TaskSelector player={player} sleeve={props.sleeve} setABC={setABC} />
|
||||
<Button onClick={setTask} sx={{ width: '100%' }}>Set Task</Button>
|
||||
<Typography>{desc}</Typography>
|
||||
<Typography>
|
||||
{props.sleeve.currentTask === SleeveTaskType.Crime &&
|
||||
createProgressBarText({
|
||||
progress: props.sleeve.currentTaskTime / props.sleeve.currentTaskMaxTime,
|
||||
totalTicks: 25,
|
||||
})}
|
||||
</Typography>
|
||||
</Box>
|
||||
</Box>
|
||||
<MoreStatsModal open={statsOpen} onClose={() => setStatsOpen(false)} sleeve={props.sleeve} />
|
||||
<MoreEarningsModal open={earningsOpen} onClose={() => setEarningsOpen(false)} sleeve={props.sleeve} />
|
||||
<TravelModal
|
||||
open={travelOpen}
|
||||
onClose={() => setTravelOpen(false)}
|
||||
sleeve={props.sleeve}
|
||||
rerender={props.rerender}
|
||||
/>
|
||||
<SleeveAugmentationsModal
|
||||
open={augmentationsOpen}
|
||||
onClose={() => setAugmentationsOpen(false)}
|
||||
sleeve={props.sleeve}
|
||||
/>
|
||||
</Box>
|
||||
</Box>
|
||||
</Box >
|
||||
);
|
||||
}
|
||||
|
@ -1,12 +1,16 @@
|
||||
import React, { useState, useEffect } from "react";
|
||||
|
||||
import {
|
||||
Box,
|
||||
Typography,
|
||||
Button,
|
||||
Container
|
||||
} from "@mui/material";
|
||||
|
||||
import { use } from "../../../ui/Context";
|
||||
|
||||
import { SleeveElem } from "./SleeveElem";
|
||||
import { FAQModal } from "./FAQModal";
|
||||
import { use } from "../../../ui/Context";
|
||||
|
||||
import Typography from "@mui/material/Typography";
|
||||
import Button from "@mui/material/Button";
|
||||
import Link from "@mui/material/Link";
|
||||
|
||||
export function SleeveRoot(): React.ReactElement {
|
||||
const player = use.Player();
|
||||
@ -23,27 +27,29 @@ export function SleeveRoot(): React.ReactElement {
|
||||
|
||||
return (
|
||||
<>
|
||||
<Typography variant="h4">Sleeves</Typography>
|
||||
<Typography>
|
||||
Duplicate Sleeves are MK-V Synthoids (synthetic androids) into which your consciousness has been copied. In
|
||||
other words, these Synthoids contain a perfect duplicate of your mind.
|
||||
<br />
|
||||
<br />
|
||||
Sleeves can be used to perform different tasks synchronously.
|
||||
<br />
|
||||
<br />
|
||||
</Typography>
|
||||
<Container disableGutters maxWidth="md" sx={{ mx: 0 }}>
|
||||
<Typography variant="h4">Sleeves</Typography>
|
||||
<Typography>
|
||||
Duplicate Sleeves are MK-V Synthoids (synthetic androids) into which your consciousness has been copied. In
|
||||
other words, these Synthoids contain a perfect duplicate of your mind.
|
||||
<br />
|
||||
<br />
|
||||
Sleeves can be used to perform different tasks synchronously.
|
||||
<br />
|
||||
<br />
|
||||
</Typography>
|
||||
|
||||
</Container>
|
||||
|
||||
<Button onClick={() => setFAQOpen(true)}>FAQ</Button>
|
||||
<Link
|
||||
target="_blank"
|
||||
href="https://bitburner.readthedocs.io/en/latest/advancedgameplay/sleeves.html#duplicate-sleeves"
|
||||
>
|
||||
<Typography> Documentation</Typography>
|
||||
</Link>
|
||||
{player.sleeves.map((sleeve, i) => (
|
||||
<SleeveElem key={i} rerender={rerender} sleeve={sleeve} />
|
||||
))}
|
||||
<Button href="https://bitburner.readthedocs.io/en/latest/advancedgameplay/sleeves.html#duplicate-sleeves" target="_blank">
|
||||
Wiki Documentation
|
||||
</Button>
|
||||
<Box display="grid" sx={{ gridTemplateColumns: 'repeat(2, 1fr)', mt: 1 }}>
|
||||
{player.sleeves.map((sleeve, i) => (
|
||||
<SleeveElem key={i} rerender={rerender} sleeve={sleeve} />
|
||||
))}
|
||||
</Box>
|
||||
<FAQModal open={FAQOpen} onClose={() => setFAQOpen(false)} />
|
||||
</>
|
||||
);
|
||||
|
@ -1,31 +1,110 @@
|
||||
import { Sleeve } from "../Sleeve";
|
||||
import { numeralWrapper } from "../../../ui/numeralFormat";
|
||||
import React from "react";
|
||||
|
||||
import { StatsTable } from "../../../ui/React/StatsTable";
|
||||
import {
|
||||
Typography,
|
||||
Table,
|
||||
TableBody,
|
||||
TableCell,
|
||||
TableRow,
|
||||
} from "@mui/material";
|
||||
|
||||
import { numeralWrapper } from "../../../ui/numeralFormat";
|
||||
import { Settings } from "../../../Settings/Settings";
|
||||
import { StatsRow } from "../../../ui/React/StatsRow";
|
||||
import { characterOverviewStyles as useStyles } from "../../../ui/React/CharacterOverview";
|
||||
import { Money } from "../../../ui/React/Money";
|
||||
import { MoneyRate } from "../../../ui/React/MoneyRate";
|
||||
import { ReputationRate } from "../../../ui/React/ReputationRate";
|
||||
import { use } from "../../../ui/Context";
|
||||
|
||||
import { Sleeve } from "../Sleeve";
|
||||
import { SleeveTaskType } from "../SleeveTaskTypesEnum";
|
||||
|
||||
interface IProps {
|
||||
sleeve: Sleeve;
|
||||
}
|
||||
|
||||
export function StatsElement(props: IProps): React.ReactElement {
|
||||
const rows = [
|
||||
[
|
||||
"HP: ",
|
||||
<>
|
||||
{numeralWrapper.formatHp(props.sleeve.hp)} / {numeralWrapper.formatHp(props.sleeve.max_hp)}
|
||||
</>,
|
||||
],
|
||||
["City: ", <>{props.sleeve.city}</>],
|
||||
["Hacking: ", <>{numeralWrapper.formatSkill(props.sleeve.hacking)}</>],
|
||||
["Strength: ", <>{numeralWrapper.formatSkill(props.sleeve.strength)}</>],
|
||||
["Defense: ", <>{numeralWrapper.formatSkill(props.sleeve.defense)}</>],
|
||||
["Dexterity: ", <>{numeralWrapper.formatSkill(props.sleeve.dexterity)}</>],
|
||||
["Agility: ", <>{numeralWrapper.formatSkill(props.sleeve.agility)}</>],
|
||||
["Charisma: ", <>{numeralWrapper.formatSkill(props.sleeve.charisma)}</>],
|
||||
["Shock: ", <>{numeralWrapper.formatSleeveShock(100 - props.sleeve.shock)}</>],
|
||||
["Sync: ", <>{numeralWrapper.formatSleeveSynchro(props.sleeve.sync)}</>],
|
||||
["Memory: ", <>{numeralWrapper.formatSleeveMemory(props.sleeve.memory)}</>],
|
||||
];
|
||||
return <StatsTable rows={rows} />;
|
||||
const classes = useStyles();
|
||||
|
||||
return (
|
||||
<Table sx={{ display: 'table', mb: 1, width: '100%' }}>
|
||||
<TableBody>
|
||||
<StatsRow name="City" color={Settings.theme.primary} data={{ content: props.sleeve.city }} />
|
||||
<StatsRow name="HP" color={Settings.theme.hp}
|
||||
data={{ content: `${numeralWrapper.formatHp(props.sleeve.hp)} / ${numeralWrapper.formatHp(props.sleeve.max_hp)}` }}
|
||||
/>
|
||||
<StatsRow name="Hacking" color={Settings.theme.hack} data={{ level: props.sleeve.hacking, exp: props.sleeve.hacking_exp }} />
|
||||
<StatsRow name="Strength" color={Settings.theme.combat} data={{ level: props.sleeve.strength, exp: props.sleeve.strength_exp }} />
|
||||
<StatsRow name="Defense" color={Settings.theme.combat} data={{ level: props.sleeve.defense, exp: props.sleeve.defense_exp }} />
|
||||
<StatsRow name="Dexterity" color={Settings.theme.combat} data={{ level: props.sleeve.dexterity, exp: props.sleeve.dexterity_exp }} />
|
||||
<StatsRow name="Agility" color={Settings.theme.combat} data={{ level: props.sleeve.agility, exp: props.sleeve.agility_exp }} />
|
||||
<StatsRow name="Charisma" color={Settings.theme.cha} data={{ level: props.sleeve.charisma, exp: props.sleeve.charisma_exp }} />
|
||||
<TableRow>
|
||||
<TableCell classes={{ root: classes.cellNone }}>
|
||||
<br />
|
||||
</TableCell>
|
||||
</TableRow>
|
||||
<StatsRow name="Shock" color={Settings.theme.primary} data={{ content: numeralWrapper.formatSleeveShock(100 - props.sleeve.shock) }} />
|
||||
<StatsRow name="Sync" color={Settings.theme.primary} data={{ content: numeralWrapper.formatSleeveSynchro(props.sleeve.sync) }} />
|
||||
<StatsRow name="Memory" color={Settings.theme.primary} data={{ content: numeralWrapper.formatSleeveMemory(props.sleeve.memory) }} />
|
||||
</TableBody>
|
||||
</Table>
|
||||
)
|
||||
}
|
||||
|
||||
export function EarningsElement(props: IProps): React.ReactElement {
|
||||
const classes = useStyles();
|
||||
const player = use.Player();
|
||||
|
||||
let data: any[][] = [];
|
||||
if (props.sleeve.currentTask === SleeveTaskType.Crime) {
|
||||
data = [
|
||||
[`Money`, <><Money money={parseFloat(props.sleeve.currentTaskLocation)} /> (on success)</>],
|
||||
[`Hacking Exp`, `${numeralWrapper.formatExp(props.sleeve.gainRatesForTask.hack)} (2x on success)`],
|
||||
[`Strength Exp`, `${numeralWrapper.formatExp(props.sleeve.gainRatesForTask.str)} (2x on success)`],
|
||||
[`Defense Exp`, `${numeralWrapper.formatExp(props.sleeve.gainRatesForTask.def)} (2x on success)`],
|
||||
[`Dexterity Exp`, `${numeralWrapper.formatExp(props.sleeve.gainRatesForTask.dex)} (2x on success)`],
|
||||
[`Agility Exp`, `${numeralWrapper.formatExp(props.sleeve.gainRatesForTask.agi)} (2x on success)`],
|
||||
[`Charisma Exp`, `${numeralWrapper.formatExp(props.sleeve.gainRatesForTask.cha)} (2x on success)`],
|
||||
];
|
||||
} else {
|
||||
data = [
|
||||
[`Money:`, <MoneyRate money={5 * props.sleeve.gainRatesForTask.money} />],
|
||||
[`Hacking Exp:`, `${numeralWrapper.formatExp(5 * props.sleeve.gainRatesForTask.hack)} / sec`],
|
||||
[`Strength Exp:`, `${numeralWrapper.formatExp(5 * props.sleeve.gainRatesForTask.str)} / sec`],
|
||||
[`Defense Exp:`, `${numeralWrapper.formatExp(5 * props.sleeve.gainRatesForTask.def)} / sec`],
|
||||
[`Dexterity Exp:`, `${numeralWrapper.formatExp(5 * props.sleeve.gainRatesForTask.dex)} / sec`],
|
||||
[`Agility Exp:`, `${numeralWrapper.formatExp(5 * props.sleeve.gainRatesForTask.agi)} / sec`],
|
||||
[`Charisma Exp:`, `${numeralWrapper.formatExp(5 * props.sleeve.gainRatesForTask.cha)} / sec`],
|
||||
];
|
||||
if (props.sleeve.currentTask === SleeveTaskType.Company || props.sleeve.currentTask === SleeveTaskType.Faction) {
|
||||
const repGain: number = props.sleeve.getRepGain(player);
|
||||
data.push([`Reputation:`, <ReputationRate reputation={5 * repGain} />]);
|
||||
}
|
||||
}
|
||||
|
||||
return (
|
||||
<Table sx={{ display: 'table', mb: 1, width: '100%', lineHeight: 0 }}>
|
||||
<TableBody>
|
||||
<TableRow>
|
||||
<TableCell classes={{ root: classes.cellNone }}>
|
||||
<Typography variant='h6'>
|
||||
Earnings
|
||||
</Typography>
|
||||
</TableCell>
|
||||
</TableRow>
|
||||
{data.map(([a, b]) => (
|
||||
<TableRow key={a.toString() + b.toString()}>
|
||||
<TableCell classes={{ root: classes.cellNone }}>
|
||||
<Typography>{a}</Typography>
|
||||
</TableCell>
|
||||
<TableCell align="right" classes={{ root: classes.cellNone }}>
|
||||
<Typography>{b}</Typography>
|
||||
</TableCell>
|
||||
</TableRow>
|
||||
))}
|
||||
</TableBody>
|
||||
</Table>
|
||||
)
|
||||
}
|
||||
|
@ -279,7 +279,7 @@ export function TaskSelector(props: IProps): React.ReactElement {
|
||||
|
||||
return (
|
||||
<>
|
||||
<Select onChange={onS0Change} value={s0}>
|
||||
<Select onChange={onS0Change} value={s0} sx={{ width: '100%' }}>
|
||||
{validActions.map((task) => (
|
||||
<MenuItem key={task} value={task}>
|
||||
{task}
|
||||
@ -288,8 +288,7 @@ export function TaskSelector(props: IProps): React.ReactElement {
|
||||
</Select>
|
||||
{!(details.first.length === 1 && details.first[0] === "------") && (
|
||||
<>
|
||||
<br />
|
||||
<Select onChange={onS1Change} value={s1}>
|
||||
<Select onChange={onS1Change} value={s1} sx={{ width: '100%' }}>
|
||||
{details.first.map((detail) => (
|
||||
<MenuItem key={detail} value={detail}>
|
||||
{detail}
|
||||
@ -300,8 +299,7 @@ export function TaskSelector(props: IProps): React.ReactElement {
|
||||
)}
|
||||
{!(details2.length === 1 && details2[0] === "------") && (
|
||||
<>
|
||||
<br />
|
||||
<Select onChange={onS2Change} value={s2}>
|
||||
<Select onChange={onS2Change} value={s2} sx={{ width: '100%' }}>
|
||||
{details2.map((detail) => (
|
||||
<MenuItem key={detail} value={detail}>
|
||||
{detail}
|
||||
|
14
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
14
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
@ -1506,6 +1506,20 @@ export interface TIX {
|
||||
* @returns True if you successfully purchased it or if you already have access, false otherwise.
|
||||
*/
|
||||
purchase4SMarketDataTixApi(): boolean;
|
||||
|
||||
/**
|
||||
* Purchase WSE Account.
|
||||
* @remarks RAM cost: 2.5 GB
|
||||
* @returns True if you successfully purchased it or if you already have access, false otherwise.
|
||||
*/
|
||||
purchaseWseAccount(): boolean;
|
||||
|
||||
/**
|
||||
* Purchase TIX API Access
|
||||
* @remarks RAM cost: 2.5 GB
|
||||
* @returns True if you successfully purchased it or if you already have access, false otherwise.
|
||||
*/
|
||||
purchaseTixApi(): boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -8,3 +8,11 @@ export function getStockMarket4SDataCost(): number {
|
||||
export function getStockMarket4STixApiCost(): number {
|
||||
return CONSTANTS.MarketDataTixApi4SCost * BitNodeMultipliers.FourSigmaMarketDataApiCost;
|
||||
}
|
||||
|
||||
export function getStockMarketWseCost(): number {
|
||||
return CONSTANTS.WSEAccountCost;
|
||||
}
|
||||
|
||||
export function getStockMarketTixApiCost(): number {
|
||||
return CONSTANTS.TIXAPICost;
|
||||
}
|
||||
|
49
src/ui/React/StatsRow.tsx
Normal file
49
src/ui/React/StatsRow.tsx
Normal file
@ -0,0 +1,49 @@
|
||||
import React from "react";
|
||||
|
||||
import {
|
||||
Typography,
|
||||
TableCell,
|
||||
TableRow,
|
||||
} from "@mui/material";
|
||||
|
||||
import { numeralWrapper } from "../numeralFormat";
|
||||
import { formatNumber } from "../../utils/StringHelperFunctions";
|
||||
import { characterOverviewStyles as useStyles } from "./CharacterOverview";
|
||||
|
||||
interface ITableRowData {
|
||||
content?: string;
|
||||
level?: number;
|
||||
exp?: number;
|
||||
}
|
||||
|
||||
interface IProps {
|
||||
name: string;
|
||||
color: string;
|
||||
classes?: any;
|
||||
data: ITableRowData;
|
||||
}
|
||||
|
||||
export const StatsRow = ({ name, color, classes = useStyles(), data }: IProps): React.ReactElement => {
|
||||
let content;
|
||||
|
||||
if (data.content !== undefined) {
|
||||
content = data.content;
|
||||
} else if (data.level !== undefined && data.exp !== undefined) {
|
||||
content = `${formatNumber(data.level, 0)} (${numeralWrapper.formatExp(data.exp)} exp)`;
|
||||
} else if (data.level !== undefined && data.exp === undefined) {
|
||||
content = `${formatNumber(data.level, 0)}`;
|
||||
}
|
||||
|
||||
return (
|
||||
<TableRow>
|
||||
<TableCell classes={{ root: classes.cellNone }}>
|
||||
<Typography style={{ color: color }}>{name}</Typography>
|
||||
</TableCell>
|
||||
<TableCell align="right" classes={{ root: classes.cellNone }}>
|
||||
<Typography style={{ color: color }}>
|
||||
{content}
|
||||
</Typography>
|
||||
</TableCell>
|
||||
</TableRow>
|
||||
)
|
||||
}
|
Loading…
Reference in New Issue
Block a user