* infiltration use buttons instead of a links

* minor accessibility patch

* Hospitalization will not cost more than 10% of the players money.

* Adde hospitalization netscript function

* Removed the suggestion that the combat path will lead to Daedalus, it still will. But new players should not be told that this is a viable path to completing a BitNode.

* getMemberInformation now returns everything about the member.

* New netscript function to get the players hacknet server hash capacity

* yesno dialog box will not keep older messages anymore

* v0.51.1

* Casino part 1

* Discord link in options, documentation for getMemberInformation updated, dev menu has more money options, tech vendors now handle max cores or max ram better

* Removed text under Factiosn referencing rejected factions.

* Removed html element forgotten in plain text

* Casino implementation

* v0.51.2
This commit is contained in:
hydroflame 2021-04-09 18:12:31 -04:00 committed by GitHub
parent db2bf79e3b
commit 925e96345d
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
29 changed files with 911 additions and 72 deletions

File diff suppressed because one or more lines are too long

@ -1,2 +1,2 @@
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//# sourceMappingURL=engineStyle.bundle.js.map //# sourceMappingURL=engineStyle.bundle.js.map

26
dist/vendor.bundle.js vendored

File diff suppressed because one or more lines are too long

@ -3,22 +3,40 @@
Changelog Changelog
========= =========
v0.51.2 - 2021-04-09 Vegas, Baby! (hydroflame)
----------------------------------------------
**New location: The Iker Molina Casino**
* A casino opened in Aevum. However the house is rumored to cheat. If only
we could give them a taste of their own medicine.
**Misc.**
* Link to discord added under options
* 'getMemberInformation' doc updated, oops
* tech vendor now handle max ram and cores.
v0.51.1 - 2021-04-06 Bugfixes because the author of the last patch sucks (it's hydroflame) v0.51.1 - 2021-04-06 Bugfixes because the author of the last patch sucks (it's hydroflame)
------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------
**Netscript** **Netscript**
* 'getPlayer' returns players faction and tor * 'getPlayer' returns players faction and tor
* 'hospitalization' is a new singularity function. * 'hospitalization' is a new singularity function.
* 'gang.getMemberInformation' now returns more information. * 'gang.getMemberInformation' now returns more information.
* 'hacknet.hashCapacity' is a new hacknet function that returns the maximum hash capacity. * 'hacknet.hashCapacity' is a new hacknet function that returns the maximum hash capacity.
**Hospitalization** **Hospitalization**
* Now only cost at most 10% of your money. * Now only cost at most 10% of your money.
**Bugfix** **Bugfix**
* confirmation dialog box no longer use previous text * confirmation dialog box no longer use previous text
**Accessibility** **Accessibility**
* The game is a little easier to handle for screen readers (yes, there's an * The game is a little easier to handle for screen readers (yes, there's an
absolute legend playing this game with a screen reader) absolute legend playing this game with a screen reader)
* Infiltration use buttons instead of a-links * Infiltration use buttons instead of a-links
@ -26,6 +44,7 @@ v0.51.1 - 2021-04-06 Bugfixes because the author of the last patch sucks (it's h
map display as a list of buttons. map display as a list of buttons.
**Misc.** **Misc.**
* 'fl1ght.exe' will no longer suggest the combat path. Related faction * 'fl1ght.exe' will no longer suggest the combat path. Related faction
requirements unchanged. requirements unchanged.

@ -66,7 +66,7 @@ documentation_title = '{0} Documentation'.format(project)
# The short X.Y version. # The short X.Y version.
version = '0.51' version = '0.51'
# The full version, including alpha/beta/rc tags. # The full version, including alpha/beta/rc tags.
release = '0.51.1' release = '0.51.2'
# The language for content autogenerated by Sphinx. Refer to documentation # The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages. # for a list of supported languages.

@ -5,7 +5,7 @@ calculateExp() Netscript Function
:RAM cost: 0 GB :RAM cost: 0 GB
:param number skillLevel: ``skillLevel`` to convert to exp. :param number skillLevel: ``skillLevel`` to convert to exp.
:param number mult: Assume a specific skill multipler. :param number mult: Assume a specific skill multipler (not exp multiplier).
:returns: number of exp required to reach given ``skillLevel`` with that multiplier. :returns: number of exp required to reach given ``skillLevel`` with that multiplier.
You must have Source-File 5-1 in order to use this function. You must have Source-File 5-1 in order to use this function.

@ -5,7 +5,7 @@ calculateSkill() Netscript Function
:RAM cost: 0 GB :RAM cost: 0 GB
:param number exp: ``exp`` to convert to skillLevel. :param number exp: ``exp`` to convert to skillLevel.
:param number mult: Assume a specific skill multipler. :param number mult: Assume a specific skill multipler (not exp multiplier).
:returns: skillLevel that ``exp`` would reach with that multiplier. :returns: skillLevel that ``exp`` would reach with that multiplier.
You must have Source-File 5-1 in order to use this function. You must have Source-File 5-1 in order to use this function.

@ -10,27 +10,35 @@ getMemberInformation() Netscript Function
The object has the following structure:: The object has the following structure::
{ {
agility: Agility stat name: Name of this member.
agilityEquipMult: Agility multiplier from equipment. Decimal form task: Name of currently assigned task.
agilityAscensionMult: Agility multiplier from ascension. Decimal form earnedRespect: Total amount of respect earned by this member.
augmentations: Array of names of all owned Augmentations hack: Hacking stat
charisma: Charisma stat str: Strength stat
charismaEquipMult: Charisma multiplier from equipment. Decimal form def: Defense stat
charismaAscensionMult: Charisma multiplier from ascension. Decimal form dex: Dexterity stat
defense: Defense stat agi: Agility stat
defenseEquipMult: Defense multiplier from equipment. Decimal form cha: Charisma stat
defenseAscensionMult: Defense multiplier from ascension. Decimal form hack_exp: Hacking experience
dexterity: Dexterity stat str_exp: Strength experience
dexterityEquipMult: Dexterity multiplier from equipment. Decimal form def_exp: Defense experience
dexterityAscensionMult: Dexterity multiplier from ascension. Decimal form dex_exp: Dexterity experience
equipment: Array of names of all owned Non-Augmentation Equipment agi_exp: Agility experience
hacking: Hacking stat cha_exp: Charisma experience
hackingEquipMult: Hacking multiplier from equipment. Decimal form hack_mult: Hacking multiplier from equipment. Decimal form
hackingAscensionMult: Hacking multiplier from ascension. Decimal form str_mult: Strength multiplier from equipment. Decimal form
strength: Strength stat def_mult: Defense multiplier from equipment. Decimal form
strengthEquipMult: Strength multiplier from equipment. Decimal form dex_mult: Dexterity multiplier from equipment. Decimal form
strengthAscensionMult: Strength multiplier from ascension. Decimal form agi_mult: Agility multiplier from equipment. Decimal form
task: Name of currently assigned task cha_mult: Charisma multiplier from equipment. Decimal form
hack_asc_mult: Hacking multiplier from ascension. Decimal form
str_asc_mult: Strength multiplier from ascension. Decimal form
def_asc_mult: Defense multiplier from ascension. Decimal form
dex_asc_mult: Dexterity multiplier from ascension. Decimal form
agi_asc_mult: Agility multiplier from ascension. Decimal form
cha_asc_mult: Charisma multiplier from ascension. Decimal form
upgrades: Array of names of all owned Non-Augmentation Equipment
augmentations: Array of names of all owned Augmentations
} }
Get stat and equipment-related information about a Gang Member Get stat and equipment-related information about a Gang Member

@ -559,6 +559,7 @@
<div id="game-options-right-panel"> <div id="game-options-right-panel">
<a class="a-link-button" href="https://bitburner.readthedocs.io/en/latest/changelog.html" target="_blank"> Changelog </a> <a class="a-link-button" href="https://bitburner.readthedocs.io/en/latest/changelog.html" target="_blank"> Changelog </a>
<a class="a-link-button" href="https://bitburner.readthedocs.io/en/latest/index.html" target="_blank">Documentation</a> <a class="a-link-button" href="https://bitburner.readthedocs.io/en/latest/index.html" target="_blank">Documentation</a>
<a class="a-link-button" href="https://discord.gg/TFc3hKD" target="_blank">Discord</a>
<a class="a-link-button" href="https://www.reddit.com/r/bitburner" target="_blank">Subreddit</a> <a class="a-link-button" href="https://www.reddit.com/r/bitburner" target="_blank">Subreddit</a>
<button id="save-game-link" class="a-link-button"> Save Game </button> <button id="save-game-link" class="a-link-button"> Save Game </button>
<button id="delete-game-link" class="a-link-button"> Delete Game </button> <button id="delete-game-link" class="a-link-button"> Delete Game </button>

89
src/Casino/CoinFlip.tsx Normal file

@ -0,0 +1,89 @@
/**
* React Subcomponent for displaying a location's UI, when that location is a gym
*
* This subcomponent renders all of the buttons for training at the gym
*/
import * as React from "react";
import { IPlayer } from "../PersonObjects/IPlayer";
import { StdButton } from "../ui/React/StdButton";
import { BadRNG } from "./RNG";
import { Game } from "./Game";
type IProps = {
p: IPlayer;
}
type IState = {
investment: number;
result: any;
status: string;
}
const maxPlay = 10e3;
export class CoinFlip extends Game<IProps, IState> {
constructor(props: IProps) {
super(props);
this.state = {
investment: 1000,
result: <span> </span>,
status: '',
};
this.play = this.play.bind(this);
this.updateInvestment = this.updateInvestment.bind(this);
}
updateInvestment(e: React.FormEvent<HTMLInputElement>) {
let investment: number = parseInt(e.currentTarget.value);
if (isNaN(investment)) {
investment = 1000;
}
if (investment > maxPlay) {
investment = maxPlay;
}
this.setState({investment: investment});
}
play(guess: string) {
if(this.reachedLimit(this.props.p)) return;
const v = BadRNG.random();
let letter: string;
if (v < 0.5) {
letter = 'H';
} else {
letter = 'T';
}
const correct: boolean = guess===letter;
this.setState({
result: <span className={correct ? "text" : "failure"}>{letter}</span>,
status: correct ? " win!" : "lose!",
});
if (correct) {
this.win(this.props.p, this.state.investment);
} else {
this.win(this.props.p, -this.state.investment);
}
if(this.reachedLimit(this.props.p)) return;
}
render() {
return <>
<pre>
++<br />
| | | |<br />
| | {this.state.result} | |<br />
| | | |<br />
++<br />
</pre>
<span className="text">Play for: </span><input type="number" className='text-input' onChange={this.updateInvestment} value={this.state.investment} /><br />
<StdButton onClick={() => this.play('H')} text={"Head!"} />
<StdButton onClick={() => this.play('T')} text={"Tail!"} />
<h1>{this.state.status}</h1>
</>
}
}

20
src/Casino/Game.tsx Normal file

@ -0,0 +1,20 @@
import * as React from "react";
import { IPlayer } from "../PersonObjects/IPlayer";
import { dialogBoxCreate } from "../../utils/DialogBox";
const gainLimit = 10e9;
export class Game<T,U> extends React.Component<T, U> {
win(p: IPlayer, n: number) {
p.gainMoney(n);
p.recordMoneySource(n, "casino");
}
reachedLimit(p: IPlayer): boolean {
const reached = p.getCasinoWinnings() > gainLimit;
if(reached) {
dialogBoxCreate(<>Alright cheater get out of here. You're not allowed here anymore.</>);
}
return reached;
}
}

64
src/Casino/RNG.ts Normal file

@ -0,0 +1,64 @@
export interface RNG {
random(): number
}
/*
* very bad RNG, meant to be used as introduction to RNG manipulation. It has a
* period of 1024.
*/
class RNG0 implements RNG {
x: number;
m: number = 1024;
a: number = 341;
c: number = 1;
constructor() {
this.x = 0;
this.reset();
}
step() {
this.x = (this.a*this.x+this.c) % this.m;
}
random(): number {
this.step();
return this.x/this.m;
}
reset() {
this.x = (new Date()).getTime() % this.m;
}
}
export const BadRNG: RNG0 = new RNG0();
/*
* WichmannHill PRNG
* The period is 6e12.
*/
export class WHRNG implements RNG {
s1: number = 0;
s2: number = 0;
s3: number = 0;
constructor(totalPlaytime: number) {
// This one is seeded by the players total play time.
const v: number = (totalPlaytime/1000)%30000;
this.s1 = v;
this.s2 = v;
this.s3 = v;
}
step() {
this.s1 = (171 * this.s1) % 30269;
this.s2 = (172 * this.s2) % 30307;
this.s3 = (170 * this.s3) % 30323;
}
random(): number {
this.step();
return (this.s1/30269.0 + this.s2/30307.0 + this.s3/30323.0)%1.0;
}
}

290
src/Casino/Roulette.tsx Normal file

@ -0,0 +1,290 @@
import * as React from "react";
import { IPlayer } from "../PersonObjects/IPlayer";
import { StdButton } from "../ui/React/StdButton";
import { Money } from "../ui/React/Money";
import { Game } from "./Game";
import { WHRNG } from "./RNG";
type IProps = {
p: IPlayer;
}
type IState = {
investment: number;
canPlay: boolean;
status: string | JSX.Element;
n: number;
lock: boolean;
strategy: Strategy;
}
const maxPlay = 1e6;
function isRed(n: number): boolean {
return [1, 3, 5, 7, 9, 12, 14, 16, 18, 19,
21, 23, 25, 27, 30, 32, 34, 36].includes(n);
}
function isBlack(n: number): boolean {
return !isRed(n);
}
type Strategy = {
match: (n: number) => boolean;
payout: number;
}
const redNumbers: number[] = [1, 3, 5, 7, 9, 12, 14, 16, 18, 19,
21, 23, 25, 27, 30, 32, 34, 36];
const strategies: {
Red: Strategy;
Black: Strategy;
Odd: Strategy;
Even: Strategy;
High: Strategy;
Low: Strategy;
Third1: Strategy;
Third2: Strategy;
Third3: Strategy;
} = {
Red: {
match: (n: number): boolean => {
if (n === 0) return false;
return redNumbers.includes(n);
},
payout: 1,
},
Black: {
match: (n: number): boolean => {
return !redNumbers.includes(n);
},
payout: 1,
},
Odd: {
match: (n: number): boolean => {
if (n === 0) return false;
return n%2 === 1;
},
payout: 1,
},
Even: {
match: (n: number): boolean => {
if (n === 0) return false;
return n%2 === 0;
},
payout: 1,
},
High: {
match: (n: number): boolean => {
if (n === 0) return false;
return n>18
},
payout: 1,
},
Low: {
match: (n: number): boolean => {
if (n === 0) return false;
return n<19;
},
payout: 1,
},
Third1: {
match: (n: number): boolean => {
if (n === 0) return false;
return n <= 12;
},
payout: 2,
},
Third2: {
match: (n: number): boolean => {
if (n === 0) return false;
return 13 <= n && n <= 24;
},
payout: 2,
},
Third3: {
match: (n: number): boolean => {
if (n === 0) return false;
return 25 <= n;
},
payout: 2,
},
}
function Single(s: number): Strategy {
return {
match: (n: number): boolean => {
return s === n;
},
payout: 36,
}
}
export class Roulette extends Game<IProps, IState> {
interval: number = -1;
rng: WHRNG;
constructor(props: IProps) {
super(props);
this.rng = new WHRNG((new Date()).getTime());
this.state = {
investment: 1000,
canPlay: true,
status: 'waiting',
n: 0,
lock: true,
strategy: {
payout: 0,
match: (n: number): boolean => { return false },
},
}
this.step = this.step.bind(this);
this.currentNumber = this.currentNumber.bind(this);
this.updateInvestment = this.updateInvestment.bind(this);
}
componentDidMount() {
this.interval = setInterval(this.step, 50);
}
step() {
if (!this.state.lock) {
this.setState({n: Math.floor(Math.random()*37)});
}
}
componentWillUnmount() {
clearInterval(this.interval);
}
updateInvestment(e: React.FormEvent<HTMLInputElement>) {
let investment: number = parseInt(e.currentTarget.value);
if (isNaN(investment)) {
investment = 1000;
}
if (investment > maxPlay) {
investment = maxPlay
}
this.setState({investment: investment});
}
currentNumber() {
if (this.state.n === 0) return '0';
const color = isRed(this.state.n) ? 'R' : 'B';
return `${this.state.n}${color}`;
}
play(s: Strategy) {
if(this.reachedLimit(this.props.p)) return;
this.setState({
canPlay: false,
lock: false,
status: 'playing',
strategy: s,
})
setTimeout(() => {
let n = Math.floor(this.rng.random()*37);
let status = <></>;
let gain = 0;
let playerWin = this.state.strategy.match(n)
// oh yeah, the house straight up cheats. Try finding the seed now!
if(playerWin && Math.random() > 0.9) {
playerWin = false;
while(this.state.strategy.match(n)) {
n++;
}
}
if(playerWin) {
gain = this.state.investment*this.state.strategy.payout;
status = <>won {Money(gain)}</>;
} else {
gain = -this.state.investment;
status = <>lost {Money(-gain)}</>;
}
this.win(this.props.p, gain);
this.setState({
canPlay: true,
lock: true,
status: status,
n: n,
});
this.reachedLimit(this.props.p);
}, 1600);
}
render() {
return <>
<h1>{this.currentNumber()}</h1>
<input type="number" className='text-input' onChange={this.updateInvestment} placeholder={"Amount to play"} value={this.state.investment} disabled={!this.state.canPlay} />
<h1>{this.state.status}</h1>
<table>
<tbody>
<tr>
<td><StdButton text={"3"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(3))} /></td>
<td><StdButton text={"6"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(6))} /></td>
<td><StdButton text={"9"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(9))} /></td>
<td><StdButton text={"12"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(12))} /></td>
<td><StdButton text={"15"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(15))} /></td>
<td><StdButton text={"18"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(18))} /></td>
<td><StdButton text={"21"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(21))} /></td>
<td><StdButton text={"24"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(24))} /></td>
<td><StdButton text={"27"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(27))} /></td>
<td><StdButton text={"30"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(30))} /></td>
<td><StdButton text={"33"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(33))} /></td>
<td><StdButton text={"36"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(36))} /></td>
</tr>
<tr>
<td><StdButton text={"2"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(2))} /></td>
<td><StdButton text={"5"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(5))} /></td>
<td><StdButton text={"8"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(8))} /></td>
<td><StdButton text={"11"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(11))} /></td>
<td><StdButton text={"14"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(14))} /></td>
<td><StdButton text={"17"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(17))} /></td>
<td><StdButton text={"20"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(20))} /></td>
<td><StdButton text={"23"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(23))} /></td>
<td><StdButton text={"26"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(26))} /></td>
<td><StdButton text={"29"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(29))} /></td>
<td><StdButton text={"32"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(32))} /></td>
<td><StdButton text={"35"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(35))} /></td>
</tr>
<tr>
<td><StdButton text={"1"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(1))} /></td>
<td><StdButton text={"4"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(4))} /></td>
<td><StdButton text={"7"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(7))} /></td>
<td><StdButton text={"10"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(10))} /></td>
<td><StdButton text={"13"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(13))} /></td>
<td><StdButton text={"16"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(16))} /></td>
<td><StdButton text={"19"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(19))} /></td>
<td><StdButton text={"22"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(22))} /></td>
<td><StdButton text={"25"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(25))} /></td>
<td><StdButton text={"28"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(28))} /></td>
<td><StdButton text={"31"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(31))} /></td>
<td><StdButton text={"34"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(34))} /></td>
</tr>
<tr>
<td colSpan={4}><StdButton text={"1 to 12"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Third1)} /></td>
<td colSpan={4}><StdButton text={"13 to 24"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Third2)} /></td>
<td colSpan={4}><StdButton text={"25 to 36"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Third3)} /></td>
</tr>
<tr>
<td colSpan={2}><StdButton text={"Red"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Red)} /></td>
<td colSpan={2}><StdButton text={"Black"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Black)} /></td>
<td colSpan={2}><StdButton text={"Odd"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Odd)} /></td>
<td colSpan={2}><StdButton text={"Even"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Even)} /></td>
<td colSpan={2}><StdButton text={"High"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.High)} /></td>
<td colSpan={2}><StdButton text={"Low"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Low)} /></td>
</tr>
<tr>
<td><StdButton text={"0"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(0))} /></td>
</tr>
</tbody>
</table>
</>
}
}

234
src/Casino/SlotMachine.tsx Normal file

@ -0,0 +1,234 @@
import * as React from "react";
import { IPlayer } from "../PersonObjects/IPlayer";
import { StdButton } from "../ui/React/StdButton";
import { Money } from "../ui/React/Money";
import { WHRNG } from "./RNG";
import { Game } from "./Game";
type IProps = {
p: IPlayer;
}
type IState = {
index: number[];
locks: number[];
investment: number;
canPlay: boolean;
status: string | JSX.Element;
}
// statically shuffled array of symbols.
let symbols = ["D", "C", "$", "?", "♥", "A", "C", "B", "C", "E", "B", "E", "C",
"*", "D", "♥", "B", "A", "A", "A", "C", "A", "D", "B", "E", "?", "D", "*",
"@", "♥", "B", "E", "?"];
function getPayout(s: string, n: number): number {
switch (s) {
case "$":
return [20, 200, 1000][n];
case "@":
return [8, 80, 400][n];
case "♥":
case "?":
return [6, 20, 150][n];
case "D":
case "E":
return [1, 8, 30][n];
default:
return [1, 5, 20][n];
}
}
const payLines = [
// lines
[[0, 0], [0, 1], [0, 2], [0, 3], [0, 4]],
[[1, 0], [1, 1], [1, 2], [1, 3], [1, 4]],
[[2, 0], [2, 1], [2, 2], [2, 3], [2, 4]],
// Vs
[[2, 0], [1, 1], [0, 2], [1, 3], [2, 4]],
[[0, 0], [1, 1], [2, 2], [1, 3], [0, 4]],
// rest
[[0, 0], [1, 1], [1, 2], [1, 3], [0, 4]],
[[2, 0], [1, 1], [1, 2], [1, 3], [2, 4]],
[[1, 0], [0, 1], [0, 2], [0, 3], [1, 4]],
[[1, 0], [2, 1], [2, 2], [2, 3], [1, 4]],
];
const maxPlay = 1e6;
export class SlotMachine extends Game<IProps, IState> {
rng: WHRNG;
interval: number = -1;
constructor(props: IProps) {
super(props);
this.rng = new WHRNG(this.props.p.totalPlaytime);
this.state = {
index: [0, 0, 0, 0, 0],
investment: 1000,
locks: [0, 0, 0, 0, 0],
canPlay: true,
status: 'waiting',
};
this.play = this.play.bind(this);
this.lock = this.lock.bind(this);
this.unlock = this.unlock.bind(this);
this.step = this.step.bind(this);
this.checkWinnings = this.checkWinnings.bind(this);
this.getTable = this.getTable.bind(this);
this.updateInvestment = this.updateInvestment.bind(this);
}
componentDidMount() {
this.interval = setInterval(this.step, 50);
}
step() {
let stoppedOne = false;
const index = this.state.index.slice();
for(const i in index) {
if (index[i] === this.state.locks[i] && !stoppedOne) continue;
index[i] = (index[i] + 1) % symbols.length;
stoppedOne = true;
}
this.setState({index: index});
if(stoppedOne && index.every((e, i) => e === this.state.locks[i])) {
this.checkWinnings();
}
}
componentWillUnmount() {
clearInterval(this.interval);
}
getTable(): string[][] {
return [
[symbols[(this.state.index[0]+symbols.length-1)%symbols.length], symbols[(this.state.index[1]+symbols.length-1)%symbols.length], symbols[(this.state.index[2]+symbols.length-1)%symbols.length], symbols[(this.state.index[3]+symbols.length-1)%symbols.length], symbols[(this.state.index[4]+symbols.length-1)%symbols.length]],
[symbols[this.state.index[0]], symbols[this.state.index[1]], symbols[this.state.index[2]], symbols[this.state.index[3]], symbols[this.state.index[4]]],
[symbols[(this.state.index[0]+1)%symbols.length], symbols[(this.state.index[1]+1)%symbols.length], symbols[(this.state.index[2]+1)%symbols.length], symbols[(this.state.index[3]+1)%symbols.length], symbols[(this.state.index[4]+1)%symbols.length]],
];
}
play() {
if(this.reachedLimit(this.props.p)) return;
this.setState({status: 'playing'});
this.win(this.props.p, -this.state.investment);
if(!this.state.canPlay) return;
this.unlock();
setTimeout(this.lock, this.rng.random()*2000+1000);
}
lock() {
this.setState({
locks: [
Math.floor(this.rng.random()*symbols.length),
Math.floor(this.rng.random()*symbols.length),
Math.floor(this.rng.random()*symbols.length),
Math.floor(this.rng.random()*symbols.length),
Math.floor(this.rng.random()*symbols.length),
],
})
}
checkWinnings() {
const t = this.getTable();
const getPaylineData = function(payline: number[][]): string[] {
let data = [];
for(const point of payline) {
data.push(t[point[0]][point[1]]);
}
return data;
}
const countSequence = function(data: string[]): number {
let count = 1;
for(let i = 1; i < data.length; i++) {
if (data[i]!==data[i-1]) break;
count++;
}
return count;
}
let gains = -this.state.investment;
for (const payline of payLines) {
const data = getPaylineData(payline);
const count = countSequence(data);
if (count < 3) continue;
const payout = getPayout(data[0], count-3);
gains += this.state.investment*payout;
this.win(this.props.p, this.state.investment*payout);
}
this.setState({
status: <>{gains>0?"gained":"lost"} {Money(Math.abs(gains))}</>,
canPlay: true,
})
if(this.reachedLimit(this.props.p)) return;
}
unlock() {
this.setState({
locks: [-1, -1, -1, -1, -1],
canPlay: false,
})
}
updateInvestment(e: React.FormEvent<HTMLInputElement>) {
let investment: number = parseInt(e.currentTarget.value);
if (isNaN(investment)) {
investment = 1000;
}
if (investment > maxPlay) {
investment = maxPlay;
}
this.setState({investment: investment});
}
render() {
const t = this.getTable();
return <>
<pre>
++<br />
| | {t[0][0]} | {t[0][1]} | {t[0][2]} | {t[0][3]} | {t[0][4]} | |<br />
| | | | | | | |<br />
| | {symbols[this.state.index[0]]} | {symbols[this.state.index[1]]} | {symbols[this.state.index[2]]} | {symbols[this.state.index[3]]} | {symbols[this.state.index[4]]} | |<br />
| | | | | | | |<br />
| | {symbols[(this.state.index[0]+1)%symbols.length]} | {symbols[(this.state.index[1]+1)%symbols.length]} | {symbols[(this.state.index[2]+1)%symbols.length]} | {symbols[(this.state.index[3]+1)%symbols.length]} | {symbols[(this.state.index[4]+1)%symbols.length]} | |<br />
++<br />
</pre>
<input type="number" className='text-input' onChange={this.updateInvestment} placeholder={"Amount to play"} value={this.state.investment} disabled={!this.state.canPlay} />
<StdButton onClick={this.play} text={"Spin!"} disabled={!this.state.canPlay} />
<h1>{this.state.status}</h1>
<h2>Pay lines</h2>
<pre>
----- ····· ····· <br />
····· ----- ····· <br />
····· ····· ----- <br />
</pre>
<br />
<pre>
··^·· \···/ \···/<br />
·/·\· ·\·/· ·---·<br />
/···\ ··v·· ·····<br />
</pre>
<br />
<pre>
····· ·---· ·····<br />
·---· /···\ \···/<br />
/···\ ····· ·---·<br />
</pre>
</>
}
}
// https://felgo.com/doc/how-to-make-a-slot-game-tutorial/

@ -6,7 +6,7 @@
import { IMap } from "./types"; import { IMap } from "./types";
export let CONSTANTS: IMap<any> = { export let CONSTANTS: IMap<any> = {
Version: "0.51.1", Version: "0.51.2",
/** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience /** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
* and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then * and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
@ -228,30 +228,16 @@ export let CONSTANTS: IMap<any> = {
LatestUpdate: LatestUpdate:
` `
v0.51.1 - 2021-04-06 Bugfixes because the author of the last patch sucks (it's hydroflame) v0.51.2 - 2021-04-09 Vegas, Baby! (hydroflame)
------- -------
Netscript New location: The Iker Molina Casino
* 'getPlayer' returns players faction and tor * A casino opened in Aevum. However the house is rumored to cheat. If only
* 'hospitalization' is a new singularity function. we could give them a taste of their own medicine.
* 'gang.getMemberInformation' now returns more information.
* 'hacknet.hashCapacity' is a new hacknet function that returns the maximum hash capacity.
Hospitalization
* Now only cost at most 10% of your money.
Bugfix
* confirmation dialog box no longer use previous text
Accessibility
* The game is a little easier to handle for screen readers (yes, there's an
absolute legend playing this game with a screen reader)
* Infiltration use buttons instead of a-links
* New option to disable ASCII art. This will make the metro map and world
map display as a list of buttons.
Misc. Misc.
* 'fl1ght.exe' will no longer suggest the combat path. Related faction * Link to discord added under options
requirements unchanged. * 'getMemberInformation' doc updated, oops
* tech vendor now handle max ram and cores.
` `
} }

@ -708,8 +708,11 @@ class DevMenuComponent extends Component {
<h2>Generic</h2> <h2>Generic</h2>
</div> </div>
<div className="row"> <div className="row">
<button className="std-button" onClick={this.addMoney(1e6)}>Add $1m</button>
<button className="std-button" onClick={this.addMoney(1e9)}>Add $1b</button>
<button className="std-button" onClick={this.addMoney(1e12)}>Add $1t</button> <button className="std-button" onClick={this.addMoney(1e12)}>Add $1t</button>
<button className="std-button" onClick={this.addMoney(1e15)}>Add $1000t</button> <button className="std-button" onClick={this.addMoney(1e15)}>Add $1000t</button>
<button className="std-button" onClick={this.addMoney(1e27)}>Add $1e27</button>
<button className="std-button" onClick={this.upgradeRam}>Upgrade Home Computer's RAM</button> <button className="std-button" onClick={this.upgradeRam}>Upgrade Home Computer's RAM</button>
</div> </div>
<div className="row"> <div className="row">

@ -11,4 +11,5 @@ export enum LocationType {
TechVendor, TechVendor,
TravelAgency, TravelAgency,
University, University,
Casino,
} }

@ -47,14 +47,14 @@ Cities[CityName.Aevum].asciiArt = `
\\ 56 B \\ 56 B
x \\ [summit university] x \\ [summit university]
\\ \\ 28 \\ \\ 28
\\ [snap fitness gym] x o--L------------ \\ [snap fitness gym] x o--L-----------N
K \\ / K \\ /
\\ \\ P \\ \\ Q [casino]
x 58 \\ / [travel agency] x 58 \\ / [travel agency]
\\ 94 95 o \\ 94 95 o
90 x 59 o------o | 90 x 59 o------o |
\\ / \\ | 98 102 103 \\ / \\ | 98 102 103
o--------N------x----o 93 96 o-----+------------o o----o o--------O------x----o 93 96 o-----+------------o o----o
\\ | \\ / \\ | \\ /
[hospital] \\ 61 [ecorp] x 31 99 o-F-o 101 [hospital] \\ 61 [ecorp] x 31 99 o-F-o 101
o | o |
@ -69,13 +69,13 @@ Cities[CityName.Aevum].asciiArt = `
| 34 x \\ | 34 x \\
[clarke inc.] C | \\ [world stock exchange] [clarke inc.] C | \\ [world stock exchange]
| | \\ | | \\
| | o-M-------Q--------o | | o-M-------R--------o
[galactic cybersystems] G 35 x [galactic cybersystems] G 35 x
| [watchdog security] | [watchdog security]
| |
67 o 67 o
[the slums] O ` [the slums] P `
Cities[CityName.Chongqing].asciiArt = ` Cities[CityName.Chongqing].asciiArt = `
| |
75 o 75 o

@ -198,7 +198,12 @@ export function createStartCorporationPopup(p: IPlayer) {
*/ */
export function createUpgradeHomeCoresPopup(p: IPlayer) { export function createUpgradeHomeCoresPopup(p: IPlayer) {
const currentCores = p.getHomeComputer().cpuCores; const currentCores = p.getHomeComputer().cpuCores;
if (currentCores >= 8) { return; } // Max of 8 cores if (currentCores >= 8) {
dialogBoxCreate(<>
You've have the maximum amount of CPU cores on your home computer.
</>);
return;
}
// Cost of purchasing another cost is found by indexing this array with number of current cores // Cost of purchasing another cost is found by indexing this array with number of current cores
const allCosts = [ const allCosts = [
@ -255,6 +260,14 @@ export function createUpgradeHomeRamPopup(p: IPlayer) {
const noBtn = yesNoBoxGetNoButton(); const noBtn = yesNoBoxGetNoButton();
if (yesBtn == null || noBtn == null) { return; } if (yesBtn == null || noBtn == null) { return; }
const homeComputer = p.getHomeComputer();
if (homeComputer.maxRam >= CONSTANTS.HomeComputerMaxRam) {
dialogBoxCreate(<>
You've have the maximum amount of RAM on your home computer.
</>);
return;
}
yesBtn.innerText = "Purchase"; yesBtn.innerText = "Purchase";
yesBtn.addEventListener("click", ()=>{ yesBtn.addEventListener("click", ()=>{
purchaseRamForHomeComputer(cost, p); purchaseRamForHomeComputer(cost, p);

@ -24,6 +24,7 @@ export enum LocationName {
AevumSnapFitnessGym = "Snap Fitness Gym", AevumSnapFitnessGym = "Snap Fitness Gym",
AevumSummitUniversity = "Summit University", AevumSummitUniversity = "Summit University",
AevumWatchdogSecurity = "Watchdog Security", AevumWatchdogSecurity = "Watchdog Security",
AevumCasino = "Iker Molina Casino",
// Chongqing locations // Chongqing locations
ChongqingKuaiGongInternational = "KuaiGong International", ChongqingKuaiGongInternational = "KuaiGong International",

@ -145,6 +145,11 @@ export const LocationsMetadata: IConstructorParams[] = [
name: LocationName.AevumWatchdogSecurity, name: LocationName.AevumWatchdogSecurity,
types: [LocationType.Company], types: [LocationType.Company],
}, },
{
city: CityName.Aevum,
name: LocationName.AevumCasino,
types: [LocationType.Casino],
},
{ {
city: CityName.Chongqing, city: CityName.Chongqing,
infiltrationData: { infiltrationData: {

@ -0,0 +1,89 @@
/**
* React Subcomponent for displaying a location's UI, when that location is a gym
*
* This subcomponent renders all of the buttons for training at the gym
*/
import * as React from "react";
import { Location } from "../Location";
import { CONSTANTS } from "../../Constants";
import { IPlayer } from "../../PersonObjects/IPlayer";
import { numeralWrapper } from "../../ui/numeralFormat";
import { StdButton } from "../../ui/React/StdButton";
import { Money } from "../../ui/React/Money";
import { SlotMachine } from "../../Casino/SlotMachine";
import { CoinFlip } from "../../Casino/CoinFlip";
import { Roulette } from "../../Casino/Roulette";
type IProps = {
p: IPlayer;
}
type IState = {
game: string;
}
export class CasinoLocation extends React.Component<IProps, IState> {
constructor(props: IProps) {
super(props);
this.state = {
game: '',
}
this.updateGame = this.updateGame.bind(this);
}
updateGame(game: string) {
this.setState({
game: game,
});
}
renderGames() {
return (<>
<StdButton
onClick={() => this.updateGame('coin')}
text={"Play coin flip"}
/><br />
<StdButton
onClick={() => this.updateGame('slots')}
text={"Play slots"}
/><br />
<StdButton
onClick={() => this.updateGame('roulette')}
text={"Play roulette"}
/>
</>)
}
renderGame() {
let elem;
switch(this.state.game) {
case 'coin':
elem = <CoinFlip p={this.props.p} />
break;
case 'slots':
elem = <SlotMachine p={this.props.p} />
break;
case 'roulette':
elem = <Roulette p={this.props.p} />
break;
}
return (<>
<StdButton onClick={() => this.updateGame('')} text={"Stop playing"} />
{elem}
</>)
}
render() {
if(!this.state.game) {
return this.renderGames();
} else {
return this.renderGame();
}
}
}

@ -14,6 +14,7 @@ import { SpecialLocation } from "./SpecialLocation";
import { TechVendorLocation } from "./TechVendorLocation"; import { TechVendorLocation } from "./TechVendorLocation";
import { TravelAgencyLocation } from "./TravelAgencyLocation"; import { TravelAgencyLocation } from "./TravelAgencyLocation";
import { UniversityLocation } from "./UniversityLocation"; import { UniversityLocation } from "./UniversityLocation";
import { CasinoLocation } from "./CasinoLocation";
import { Location } from "../Location"; import { Location } from "../Location";
import { LocationType } from "../LocationTypeEnum"; import { LocationType } from "../LocationTypeEnum";
@ -131,6 +132,15 @@ export class GenericLocation extends React.Component<IProps, any> {
) )
} }
if (this.props.loc.types.includes(LocationType.Casino)) {
content.push(
<CasinoLocation
key={"casinoLocation"}
p={this.props.p}
/>
)
}
return content; return content;
} }

@ -179,4 +179,5 @@ export interface IPlayer {
giveExploit(exploit: Exploit): void; giveExploit(exploit: Exploit): void;
queryStatFromString(str: string): number; queryStatFromString(str: string): number;
getIntelligenceBonus(weight: number): number; getIntelligenceBonus(weight: number): number;
getCasinoWinnings(): number;
} }

@ -2335,7 +2335,10 @@ export function giveExploit(exploit) {
} }
} }
export function getIntelligenceBonus(weight) { export function getIntelligenceBonus(weight) {
return calculateIntelligenceBonus(this.intelligence, weight); return calculateIntelligenceBonus(this.intelligence, weight);
}
export function getCasinoWinnings() {
return this.moneySourceA.casino;
} }

@ -612,8 +612,7 @@ const Engine = {
})); }));
Engine.Display.factionsContent.appendChild(createElement("p", { Engine.Display.factionsContent.appendChild(createElement("p", {
width:"70%", width:"70%",
innerText:"Lists factions you have been invited to, as well as " + innerText:"Lists factions you have been invited to. You can accept " +
"factions you have previously rejected. You can accept " +
"these faction invitations at any time." "these faction invitations at any time."
})); }));
var invitationsList = createElement("ul"); var invitationsList = createElement("ul");

@ -572,6 +572,7 @@ if (htmlWebpackPlugin.options.googleAnalytics.trackingId) { %>
<div id="game-options-right-panel"> <div id="game-options-right-panel">
<a class="a-link-button" href="https://bitburner.readthedocs.io/en/latest/changelog.html" target="_blank"> Changelog </a> <a class="a-link-button" href="https://bitburner.readthedocs.io/en/latest/changelog.html" target="_blank"> Changelog </a>
<a class="a-link-button" href="https://bitburner.readthedocs.io/en/latest/index.html" target="_blank">Documentation</a> <a class="a-link-button" href="https://bitburner.readthedocs.io/en/latest/index.html" target="_blank">Documentation</a>
<a class="a-link-button" href="https://discord.gg/TFc3hKD" target="_blank">Discord</a>
<a class="a-link-button" href="https://www.reddit.com/r/bitburner" target="_blank">Subreddit</a> <a class="a-link-button" href="https://www.reddit.com/r/bitburner" target="_blank">Subreddit</a>
<button id="save-game-link" class="a-link-button"> Save Game </button> <button id="save-game-link" class="a-link-button"> Save Game </button>
<button id="delete-game-link" class="a-link-button"> Delete Game </button> <button id="delete-game-link" class="a-link-button"> Delete Game </button>

@ -42,7 +42,7 @@ export function CharacterInfo(p: IPlayer): React.ReactElement {
if(!(p.bitNodeN === 9 || SourceFileFlags[9] > 0)) { if(!(p.bitNodeN === 9 || SourceFileFlags[9] > 0)) {
return <><span>{`Hacknet Nodes owned: ${p.hacknetNodes.length}</span>`}</span><br /></> return <><span>{`Hacknet Nodes owned: ${p.hacknetNodes.length}</span>`}</span><br /></>
} else { } else {
return <><span>{`Hacknet Servers owned: ${p.hacknetNodes.length} / ${HacknetServerConstants.MaxServers}</span>`}</span><br /></> return <><span>{`Hacknet Servers owned: ${p.hacknetNodes.length} / ${HacknetServerConstants.MaxServers}`}</span><br /></>
} }
} }
@ -59,6 +59,7 @@ export function CharacterInfo(p: IPlayer): React.ReactElement {
if (src.hospitalization) { parts.push([`Hospitalization:`, Money(src.hospitalization)]) }; if (src.hospitalization) { parts.push([`Hospitalization:`, Money(src.hospitalization)]) };
if (src.infiltration) { parts.push([`Infiltration:`, Money(src.infiltration)]) }; if (src.infiltration) { parts.push([`Infiltration:`, Money(src.infiltration)]) };
if (src.stock) { parts.push([`Stock Market:`, Money(src.stock)]) }; if (src.stock) { parts.push([`Stock Market:`, Money(src.stock)]) };
if (src.casino) { parts.push([`Casino:`, Money(src.casino)]) };
return StatsTable(parts, ""); return StatsTable(parts, "");
} }

@ -22,6 +22,7 @@ export class MoneySourceTracker {
stock: number = 0; stock: number = 0;
total: number = 0; total: number = 0;
work: number = 0; work: number = 0;
casino: number = 0;
[key: string]: number | Function; [key: string]: number | Function;