mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-22 23:53:48 +01:00
Refactored SourceFile-related code to TypeScript
This commit is contained in:
parent
15a324a946
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27
css/augmentations.scss
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27
css/augmentations.scss
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@ -0,0 +1,27 @@
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/**
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* Styling for the Augmentations UI. This is the page that displays all of the
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* player's owned and purchased Augmentations and Source-Files. It also allows
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* the player to install Augmentations
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*/
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@import "theme";
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#augmentations-container {
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position: fixed;
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padding-top: 10px;
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}
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.augmentations-list {
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button,
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div {
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color: var(--my-font-color);
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text-decoration: none;
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}
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button {
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padding: 2px 5px;
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}
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div {
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padding: 6px;
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}
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}
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@ -185,19 +185,6 @@
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width: 70%;
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}
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#faction-donate-amount-txt,
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#faction-donate-input {
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padding: 6px;
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margin: 6px;
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display: inline-block;
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color: var(--my-font-color);
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background-color: #000;
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}
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#faction-donate-amount-txt {
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width: 50%;
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}
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#faction-container p,
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#faction-container pre {
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padding: 4px 6px;
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@ -213,45 +200,12 @@
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word-wrap: break-word; /* Internet Explorer 5.5+ */
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}
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/* Faction Augmentations */
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#faction-augmentations-container {
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position: fixed;
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padding-top: 10px;
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p, a, ul, h1 {
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margin: 8px;
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padding: 4px;
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}
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}
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/* World */
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#world-container li {
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margin: 0 0 15px 0;
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list-style-type: none;
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}
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/* Augmentations */
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#augmentations-container {
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position: fixed;
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padding-top: 10px;
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}
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.augmentations-list {
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button,
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div {
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color: var(--my-font-color);
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text-decoration: none;
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}
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button {
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padding: 2px 5px;
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}
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div {
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padding: 6px;
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}
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}
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/* Tutorial */
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#tutorial-container {
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position: fixed;
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@ -17,7 +17,6 @@ import { Server } from "../Server/Server";
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import { OwnedAugmentationsOrderSetting } from "../Settings/SettingEnums";
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import { Settings } from "../Settings/Settings";
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import { SourceFiles } from "../SourceFile";
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import { dialogBoxCreate } from "../../utils/DialogBox";
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import { createAccordionElement } from "../../utils/uiHelpers/createAccordionElement";
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import { Reviver, Generic_toJSON,
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@ -2041,17 +2040,6 @@ function applyAugmentation(aug, reapply=false) {
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}
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}
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/*
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if (aug.name === AugmentationNames.NeuroFluxGovernor) {
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for (var i = 0; i < Player.augmentations.length; ++i) {
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if (Player.augmentations[i].name == AugmentationNames.NeuroFluxGovernor) {
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//Already have this aug, just upgrade the level
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return;
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}
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}
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}
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*/
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// Push onto Player's Augmentation list
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if (!reapply) {
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var ownedAug = new PlayerOwnedAugmentation(aug.name);
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40
src/Augmentation/ui/InstalledAugmentations.tsx
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40
src/Augmentation/ui/InstalledAugmentations.tsx
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/**
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* React Component for displaying a list of the player's installed Augmentations
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* on the Augmentations UI
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*/
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import * as React from "react";
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import { Player } from "../../Player";
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import { Augmentations } from "../../Augmentation/Augmentations";
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import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
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import { Settings } from "../../Settings/Settings";
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import { OwnedAugmentationsOrderSetting } from "../../Settings/SettingEnums";
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import { AugmentationAccordion } from "../../ui/React/AugmentationAccordion";
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export function InstalledAugmentations(): React.ReactElement {
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const sourceAugs = Player.augmentations.slice();
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if (Settings.OwnedAugmentationsOrder === OwnedAugmentationsOrderSetting.Alphabetically) {
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sourceAugs.sort((aug1, aug2) => {
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return aug1.name <= aug2.name ? -1 : 1;
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});
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}
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const augs = sourceAugs.map((e) => {
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const aug = Augmentations[e.name];
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let level = null;
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if (e.name === AugmentationNames.NeuroFluxGovernor) {
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level = e.level;
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}
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return (
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<AugmentationAccordion aug={aug} key={e.name} level={level} />
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)
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});
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return (
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<ul>{augs}</ul>
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)
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}
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56
src/Augmentation/ui/InstalledAugmentationsAndSourceFiles.tsx
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56
src/Augmentation/ui/InstalledAugmentationsAndSourceFiles.tsx
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/**
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* React Component for displaying all of the player's installed Augmentations and
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* Source-Files.
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*
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* It also contains 'configuration' buttons that allow you to change how the
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* Augs/SF's are displayed
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*/
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import * as React from "react";
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import { Settings } from "../../Settings/Settings";
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import { OwnedAugmentationsOrderSetting } from "../../Settings/SettingEnums";
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type IProps = {
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}
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type IState = {
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rerenderFlag: boolean;
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}
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export class InstalledAugmentationsAndSourceFiles extends React.Component<IProps, IState> {
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constructor(props: IProps) {
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super(props);
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this.state = {
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rerenderFlag: false,
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}
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this.sortByAcquirementTime = this.sortByAcquirementTime.bind(this);
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this.sortInOrder = this.sortInOrder.bind(this);
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}
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rerender() {
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this.setState((prevState) => {
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return {
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rerenderFlag: !prevState.rerenderFlag,
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}
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});
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}
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sortByAcquirementTime() {
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Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.AcquirementTime;
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this.rerender();
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}
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sortInOrder() {
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Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.Alphabetically
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this.rerender();
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}
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render() {
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return (
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)
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}
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}
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5
src/Augmentation/ui/ListConfiguration.tsx
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5
src/Augmentation/ui/ListConfiguration.tsx
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/**
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* React Component for configuring the way installed augmentations and
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* Source-Files are displayed in the Augmentations UI
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*/
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import * as React from "react";
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40
src/Augmentation/ui/OwnedSourceFiles.tsx
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40
src/Augmentation/ui/OwnedSourceFiles.tsx
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/**
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* React Component for displaying a list of the player's Source-Files
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* on the Augmentations UI
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*/
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import * as React from "react";
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import { Player } from "../../Player";
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import { Augmentations } from "../../Augmentation/Augmentations";
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import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
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import { Settings } from "../../Settings/Settings";
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import { OwnedAugmentationsOrderSetting } from "../../Settings/SettingEnums";
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import { AugmentationAccordion } from "../../ui/React/AugmentationAccordion";
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export function OwnedSourceFiles(): React.ReactElement {
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const sourceAugs = Player.augmentations.slice();
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if (Settings.OwnedAugmentationsOrder === OwnedAugmentationsOrderSetting.Alphabetically) {
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sourceAugs.sort((aug1, aug2) => {
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return aug1.name <= aug2.name ? -1 : 1;
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});
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}
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const augs = sourceAugs.map((e) => {
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const aug = Augmentations[e.name];
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let level = null;
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if (e.name === AugmentationNames.NeuroFluxGovernor) {
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level = e.level;
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}
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return (
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<AugmentationAccordion aug={aug} key={e.name} level={level} />
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)
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});
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return (
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<ul>{augs}</ul>
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)
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}
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30
src/Augmentation/ui/PurchasedAugmentations.tsx
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30
src/Augmentation/ui/PurchasedAugmentations.tsx
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/**
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* React component for displaying all of the player's purchased (but not installed)
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* Augmentations on the Augmentations UI.
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*/
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import * as React from "react";
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import { Augmentations } from "../../Augmentation/Augmentations";
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import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
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import { Player } from "../../Player";
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import { AugmentationAccordion } from "../../ui/React/AugmentationAccordion";
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export function PurchasedAugmentations(): React.ReactElement {
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const augs: React.ReactElement[] = [];
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for (const ownedAug of Player.queuedAugmentations) {
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const aug = Augmentations[ownedAug.name];
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let level = null;
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if (ownedAug.name === AugmentationNames.NeuroFluxGovernor) {
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level = ownedAug.level;
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}
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augs.push(
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<AugmentationAccordion aug={aug} key={ownedAug.name} level={level} />
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)
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}
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return (
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<ul className="augmentations-list">{augs}</ul>
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)
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}
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72
src/Augmentation/ui/Root.tsx
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72
src/Augmentation/ui/Root.tsx
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/**
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* Root React component for the Augmentations UI page that display all of your
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* owned and purchased Augmentations and Source-Files.
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*/
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import * as React from "react";
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import { Augmentations } from "../../Augmentation/Augmentations";
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import { Player } from "../../Player";
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import { StdButton } from "../../ui/React/StdButton";
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type IProps = {
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exportGameFn: () => void;
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installAugmentationsFn: () => void;
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}
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type IState = {
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}
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export class AugmentationsRoot extends React.Component<IProps, IState> {
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constructor(props: IProps) {
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super(props);
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}
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render() {
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return (
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<div>
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<h1>Purchased Augmentations</h1>
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<p>
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Below is a list of all Augmentations you have purchased but not
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yet installed. Click the button below to install them.
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</p>
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<p>
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WARNING: Installing your Augmentations resets most of your progress,
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including:
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</p>
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<p>- Stats/Skill levels and Experience</p>
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<p>- Money</p>
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<p>- Scripts on every computer but your home computer</p>
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<p>- Purchased servers</p>
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<p>- Hacknet Nodes</p>
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<p>- Faction/Company reputation</p>
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<p>- Stocks</p>
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<p>
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Installing Augmentations lets you start over with the perks and
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benefits granted by all of the Augmentations you have ever
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installed. Also, you will keep any scripts and RAM/Core upgrades
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on your home computer (but you will lose all programs besides
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NUKE.exe)
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</p>
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<StdButton
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onClick={this.props.installAugmentationsFn}
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text="Install Augmentations"
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tooltip="'I never asked for this'"
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/>
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<StdButton
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addClasses="flashing-button"
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onClick={this.props.exportGameFn}
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text="Backup Save (Export)"
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tooltip="It's always a good idea to backup/export your save!"
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/>
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<ul className="augmentations-list">
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</ul>
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</div>
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)
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}
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}
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@ -101,6 +101,10 @@ export interface IPlayer {
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work_money_mult: number;
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crime_success_mult: number;
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crime_money_mult: number;
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bladeburner_max_stamina_mult: number;
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bladeburner_stamina_gain_mult: number;
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bladeburner_analysis_mult: number;
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bladeburner_success_chance_mult: number;
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// Methods
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applyForAgentJob(sing?: boolean): boolean | void;
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@ -36,7 +36,8 @@ import {
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import { safetlyCreateUniqueServer } from "../../Server/ServerHelpers";
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import { Settings } from "../../Settings/Settings";
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import { SpecialServerIps, SpecialServerNames } from "../../Server/SpecialServerIps";
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import { SourceFiles, applySourceFile } from "../../SourceFile";
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import { applySourceFile } from "../../SourceFile/applySourceFile";
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import { SourceFiles } from "../../SourceFile/SourceFiles";
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import { SourceFileFlags } from "../../SourceFile/SourceFileFlags";
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import Decimal from "decimal.js";
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@ -5,7 +5,7 @@ import { BitNodes } from "./BitNode/BitNode";
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import { Engine } from "./engine";
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import { Player } from "./Player";
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import { prestigeSourceFile } from "./Prestige";
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import { SourceFiles, SourceFile } from "./SourceFile";
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import { SourceFiles } from "./SourceFile/SourceFiles";
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import { PlayerOwnedSourceFile } from "./SourceFile/PlayerOwnedSourceFile";
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import { Terminal } from "./Terminal";
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import { setTimeoutRef } from "./utils/SetTimeoutRef";
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@ -20,9 +20,6 @@ import {
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import { clearEventListeners } from "../utils/uiHelpers/clearEventListeners";
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import { removeChildrenFromElement } from "../utils/uiHelpers/removeChildrenFromElement";
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// Returns promise
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function writeRedPillLine(line) {
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return new Promise(function(resolve, reject) {
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@ -1,256 +0,0 @@
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import { Player } from "./Player";
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import { BitNodes } from "./BitNode/BitNode";
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// Each SourceFile corresponds to a BitNode with the same number
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function SourceFile(number, info="") {
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var bitnodeKey = "BitNode" + number;
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var bitnode = BitNodes[bitnodeKey];
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if (bitnode == null) {
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throw new Error("Invalid Bit Node for this Source File");
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}
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this.n = number;
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this.name = "Source-File " + number + ": " + bitnode.name;
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this.lvl = 1;
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this.info = info;
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this.owned = false;
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}
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let SourceFiles = {};
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function initSourceFiles() {
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SourceFiles = {};
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SourceFiles["SourceFile1"] = new SourceFile(1, "This Source-File lets the player start with 32GB of RAM on his/her " +
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"home computer. It also increases all of the player's multipliers by:<br><br>" +
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"Level 1: 16%<br>" +
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"Level 2: 24%<br>" +
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"Level 3: 28%");
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SourceFiles["SourceFile2"] = new SourceFile(2, "This Source-File allows you to form gangs in other BitNodes " +
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"once your karma decreases to a certain value. It also increases the player's " +
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"crime success rate, crime money, and charisma multipliers by:<br><br>" +
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"Level 1: 24%<br>" +
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"Level 2: 36%<br>" +
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"Level 3: 42%");
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SourceFiles["SourceFile3"] = new SourceFile(3,"This Source-File lets you create corporations on other BitNodes (although " +
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"some BitNodes will disable this mechanic). This Source-File also increases your charisma and company salary multipliers by:<br>" +
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"Level 1: 8%<br>" +
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"Level 2: 12%<br>" +
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"Level 3: 14%");
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SourceFiles["SourceFile4"] = new SourceFile(4, "This Source-File lets you access and use the Singularity Functions in every BitNode. Every " +
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"level of this Source-File opens up more of the Singularity Functions you can use.");
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SourceFiles["SourceFile5"] = new SourceFile(5, "This Source-File grants a special new stat called Intelligence. Intelligence " +
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"is unique because it is permanent and persistent (it never gets reset back to 1). However, " +
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"gaining Intelligence experience is much slower than other stats, and it is also hidden (you won't " +
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"know when you gain experience and how much). Higher Intelligence levels will boost your production " +
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"for many actions in the game. In addition, this Source-File will unlock the getBitNodeMultipliers() " +
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"Netscript function, and will raise all of your hacking-related multipliers by:<br><br> " +
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"Level 1: 8%<br>" +
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"Level 2: 12%<br>" +
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"Level 3: 14%");
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SourceFiles["SourceFile6"] = new SourceFile(6, "This Source-File allows you to access the NSA's Bladeburner Division in other " +
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"BitNodes. In addition, this Source-File will raise both the level and experience gain rate of all your combat stats by:<br><br>" +
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"Level 1: 8%<br>" +
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"Level 2: 12%<br>" +
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"Level 3: 14%");
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SourceFiles["SourceFile7"] = new SourceFile(7, "This Source-File allows you to access the Bladeburner Netscript API in other " +
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"BitNodes. In addition, this Source-File will increase all of your Bladeburner multipliers by:<br><br>" +
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"Level 1: 8%<br>" +
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"Level 2: 12%<br>" +
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"Level 3: 14%");
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SourceFiles["SourceFile8"] = new SourceFile(8, "This Source-File grants the following benefits:<br><br>" +
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"Level 1: Permanent access to WSE and TIX API<br>" +
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"Level 2: Ability to short stocks in other BitNodes<br>" +
|
||||
"Level 3: Ability to use limit/stop orders in other BitNodes<br><br>" +
|
||||
"This Source-File also increases your hacking growth multipliers by: " +
|
||||
"<br>Level 1: 12%<br>Level 2: 18%<br>Level 3: 21%");
|
||||
SourceFiles["SourceFile9"] = new SourceFile(9, "This Source-File grants the following benefits:<br><br>" +
|
||||
"Level 1: Permanently unlocks the Hacknet Server in other BitNodes<br>" +
|
||||
"Level 2: You start with 128GB of RAM on your home computer when entering a new BitNode<br>" +
|
||||
"Level 3: Grants a highly-upgraded Hacknet Server when entering a new BitNode<br><br>" +
|
||||
"(Note that the Level 3 effect of this Source-File only applies when entering a new BitNode, NOT " +
|
||||
"when installing Augmentations)");
|
||||
SourceFiles["SourceFile10"] = new SourceFile(10, "This Source-File unlocks Sleeve technology in other BitNodes. Each level of this " +
|
||||
"Source-File also grants you a Duplicate Sleeve");
|
||||
SourceFiles["SourceFile11"] = new SourceFile(11, "This Source-File makes it so that company favor increases BOTH the player's salary and reputation gain rate " +
|
||||
"at that company by 1% per favor (rather than just the reputation gain). This Source-File also " +
|
||||
" increases the player's company salary and reputation gain multipliers by:<br><br>" +
|
||||
"Level 1: 32%<br>" +
|
||||
"Level 2: 48%<br>" +
|
||||
"Level 3: 56%<br>");
|
||||
SourceFiles["SourceFile12"] = new SourceFile(12, "This Source-File increases all your multipliers by 1% per level. This effect is multiplicative with itself. " +
|
||||
"In other words, level N of this Source-File will result in a multiplier of 1.01^N (or 0.99^N for multipliers that decrease)");
|
||||
}
|
||||
|
||||
// Takes in a PlayerOwnedSourceFile as the "srcFile" argument
|
||||
function applySourceFile(srcFile) {
|
||||
var srcFileKey = "SourceFile" + srcFile.n;
|
||||
var sourceFileObject = SourceFiles[srcFileKey];
|
||||
if (sourceFileObject == null) {
|
||||
console.log("ERROR: Invalid source file number: " + srcFile.n);
|
||||
return;
|
||||
}
|
||||
|
||||
switch(srcFile.n) {
|
||||
case 1: // The Source Genesis
|
||||
var mult = 0;
|
||||
for (var i = 0; i < srcFile.lvl; ++i) {
|
||||
mult += (16 / (Math.pow(2, i)));
|
||||
}
|
||||
var incMult = 1 + (mult / 100);
|
||||
var decMult = 1 - (mult / 100);
|
||||
Player.hacking_chance_mult *= incMult;
|
||||
Player.hacking_speed_mult *= incMult;
|
||||
Player.hacking_money_mult *= incMult;
|
||||
Player.hacking_grow_mult *= incMult;
|
||||
Player.hacking_mult *= incMult;
|
||||
Player.strength_mult *= incMult;
|
||||
Player.defense_mult *= incMult;
|
||||
Player.dexterity_mult *= incMult;
|
||||
Player.agility_mult *= incMult;
|
||||
Player.charisma_mult *= incMult;
|
||||
Player.hacking_exp_mult *= incMult;
|
||||
Player.strength_exp_mult *= incMult;
|
||||
Player.defense_exp_mult *= incMult;
|
||||
Player.dexterity_exp_mult *= incMult;
|
||||
Player.agility_exp_mult *= incMult;
|
||||
Player.charisma_exp_mult *= incMult;
|
||||
Player.company_rep_mult *= incMult;
|
||||
Player.faction_rep_mult *= incMult;
|
||||
Player.crime_money_mult *= incMult;
|
||||
Player.crime_success_mult *= incMult;
|
||||
Player.hacknet_node_money_mult *= incMult;
|
||||
Player.hacknet_node_purchase_cost_mult *= decMult;
|
||||
Player.hacknet_node_ram_cost_mult *= decMult;
|
||||
Player.hacknet_node_core_cost_mult *= decMult;
|
||||
Player.hacknet_node_level_cost_mult *= decMult;
|
||||
Player.work_money_mult *= incMult;
|
||||
break;
|
||||
case 2: // Rise of the Underworld
|
||||
var mult = 0;
|
||||
for (var i = 0; i < srcFile.lvl; ++i) {
|
||||
mult += (24 / (Math.pow(2, i)));
|
||||
}
|
||||
var incMult = 1 + (mult / 100);
|
||||
Player.crime_money_mult *= incMult;
|
||||
Player.crime_success_mult *= incMult;
|
||||
Player.charisma_mult *= incMult;
|
||||
break;
|
||||
case 3: // Corporatocracy
|
||||
var mult = 0;
|
||||
for (var i = 0; i < srcFile.lvl; ++i) {
|
||||
mult += (8 / (Math.pow(2, i)));
|
||||
}
|
||||
var incMult = 1 + (mult / 100);
|
||||
Player.charisma_mult *= incMult;
|
||||
Player.work_money_mult *= incMult;
|
||||
break;
|
||||
case 4: // The Singularity
|
||||
// No effects, just gives access to Singularity functions
|
||||
break;
|
||||
case 5: // Artificial Intelligence
|
||||
var mult = 0;
|
||||
for (var i = 0; i < srcFile.lvl; ++i) {
|
||||
mult += (8 / (Math.pow(2, i)));
|
||||
}
|
||||
var incMult = 1 + (mult / 100);
|
||||
Player.hacking_chance_mult *= incMult;
|
||||
Player.hacking_speed_mult *= incMult;
|
||||
Player.hacking_money_mult *= incMult;
|
||||
Player.hacking_grow_mult *= incMult;
|
||||
Player.hacking_mult *= incMult;
|
||||
Player.hacking_exp_mult *= incMult;
|
||||
break;
|
||||
case 6: // Bladeburner
|
||||
var mult = 0;
|
||||
for (var i = 0; i < srcFile.lvl; ++i) {
|
||||
mult += (8 / (Math.pow(2, i)));
|
||||
}
|
||||
var incMult = 1 + (mult / 100);
|
||||
Player.strength_exp_mult *= incMult;
|
||||
Player.defense_exp_mult *= incMult;
|
||||
Player.dexterity_exp_mult *= incMult;
|
||||
Player.agility_exp_mult *= incMult;
|
||||
Player.strength_mult *= incMult;
|
||||
Player.defense_mult *= incMult;
|
||||
Player.dexterity_mult *= incMult;
|
||||
Player.agility_mult *= incMult;
|
||||
break;
|
||||
case 7: // Bladeburner 2079
|
||||
var mult = 0;
|
||||
for (var i = 0; i < srcFile.lvl; ++i) {
|
||||
mult += (8 / (Math.pow(2, i)));
|
||||
}
|
||||
var incMult = 1 + (mult / 100);
|
||||
Player.bladeburner_max_stamina_mult *= incMult;
|
||||
Player.bladeburner_stamina_gain_mult *= incMult;
|
||||
Player.bladeburner_analysis_mult *= incMult;
|
||||
Player.bladeburner_success_chance_mult *= incMult;
|
||||
break;
|
||||
case 8: // Ghost of Wall Street
|
||||
var mult = 0;
|
||||
for (var i = 0; i < srcFile.lvl; ++i) {
|
||||
mult += (12 / (Math.pow(2, i)));
|
||||
}
|
||||
var incMult = 1 + (mult / 100);
|
||||
Player.hacking_grow_mult *= incMult;
|
||||
break;
|
||||
case 9: // Hacktocracy
|
||||
// This has non-multiplier effects
|
||||
break;
|
||||
case 10: // Digital Carbon
|
||||
// No effects, just grants sleeves
|
||||
break;
|
||||
case 11: // The Big Crash
|
||||
var mult = 0;
|
||||
for (var i = 0; i < srcFile.lvl; ++i) {
|
||||
mult += (32 / (Math.pow(2, i)));
|
||||
}
|
||||
var incMult = 1 + (mult / 100);
|
||||
Player.work_money_mult *= incMult;
|
||||
Player.company_rep_mult *= incMult;
|
||||
break;
|
||||
case 12: // The Recursion
|
||||
var inc = Math.pow(1.01, srcFile.lvl);
|
||||
var dec = Math.pow(0.99, srcFile.lvl);
|
||||
|
||||
Player.hacking_chance_mult *= inc;
|
||||
Player.hacking_speed_mult *= inc;
|
||||
Player.hacking_money_mult *= inc;
|
||||
Player.hacking_grow_mult *= inc;
|
||||
Player.hacking_mult *= inc;
|
||||
|
||||
Player.strength_mult *= inc;
|
||||
Player.defense_mult *= inc;
|
||||
Player.dexterity_mult *= inc;
|
||||
Player.agility_mult *= inc;
|
||||
Player.charisma_mult *= inc;
|
||||
|
||||
Player.hacking_exp_mult *= inc;
|
||||
Player.strength_exp_mult *= inc;
|
||||
Player.defense_exp_mult *= inc;
|
||||
Player.dexterity_exp_mult *= inc;
|
||||
Player.agility_exp_mult *= inc;
|
||||
Player.charisma_exp_mult *= inc;
|
||||
|
||||
Player.company_rep_mult *= inc;
|
||||
Player.faction_rep_mult *= inc;
|
||||
|
||||
Player.crime_money_mult *= inc;
|
||||
Player.crime_success_mult *= inc;
|
||||
|
||||
Player.hacknet_node_money_mult *= inc;
|
||||
Player.hacknet_node_purchase_cost_mult *= dec;
|
||||
Player.hacknet_node_ram_cost_mult *= dec;
|
||||
Player.hacknet_node_core_cost_mult *= dec;
|
||||
Player.hacknet_node_level_cost_mult *= dec;
|
||||
|
||||
Player.work_money_mult *= inc;
|
||||
break;
|
||||
default:
|
||||
console.log("ERROR: Invalid source file number: " + srcFile.n);
|
||||
break;
|
||||
}
|
||||
|
||||
sourceFileObject.owned = true;
|
||||
}
|
||||
|
||||
export {SourceFiles, applySourceFile, initSourceFiles};
|
21
src/SourceFile/SourceFile.ts
Normal file
21
src/SourceFile/SourceFile.ts
Normal file
@ -0,0 +1,21 @@
|
||||
import { BitNodes } from "../BitNode/BitNode";
|
||||
|
||||
export class SourceFile {
|
||||
info: string;
|
||||
lvl: number = 1;
|
||||
n: number;
|
||||
name: string;
|
||||
owned: boolean = false;
|
||||
|
||||
constructor(number: number, info: string="") {
|
||||
const bitnodeKey = "BitNode" + number;
|
||||
const bitnode = BitNodes[bitnodeKey];
|
||||
if (bitnode == null) {
|
||||
throw new Error("Invalid Bit Node for this Source File");
|
||||
}
|
||||
|
||||
this.n = number;
|
||||
this.name = `Source-File ${number}: ${bitnode.name}`
|
||||
this.info = info;
|
||||
}
|
||||
}
|
64
src/SourceFile/SourceFiles.ts
Normal file
64
src/SourceFile/SourceFiles.ts
Normal file
@ -0,0 +1,64 @@
|
||||
import { SourceFile } from "./SourceFile";
|
||||
import { IMap } from "../types";
|
||||
|
||||
export const SourceFiles: IMap<SourceFile> = {};
|
||||
|
||||
SourceFiles["SourceFile1"] = new SourceFile(1, "This Source-File lets the player start with 32GB of RAM on his/her " +
|
||||
"home computer. It also increases all of the player's multipliers by:<br><br>" +
|
||||
"Level 1: 16%<br>" +
|
||||
"Level 2: 24%<br>" +
|
||||
"Level 3: 28%");
|
||||
SourceFiles["SourceFile2"] = new SourceFile(2, "This Source-File allows you to form gangs in other BitNodes " +
|
||||
"once your karma decreases to a certain value. It also increases the player's " +
|
||||
"crime success rate, crime money, and charisma multipliers by:<br><br>" +
|
||||
"Level 1: 24%<br>" +
|
||||
"Level 2: 36%<br>" +
|
||||
"Level 3: 42%");
|
||||
SourceFiles["SourceFile3"] = new SourceFile(3,"This Source-File lets you create corporations on other BitNodes (although " +
|
||||
"some BitNodes will disable this mechanic). This Source-File also increases your charisma and company salary multipliers by:<br>" +
|
||||
"Level 1: 8%<br>" +
|
||||
"Level 2: 12%<br>" +
|
||||
"Level 3: 14%");
|
||||
SourceFiles["SourceFile4"] = new SourceFile(4, "This Source-File lets you access and use the Singularity Functions in every BitNode. Every " +
|
||||
"level of this Source-File opens up more of the Singularity Functions you can use.");
|
||||
SourceFiles["SourceFile5"] = new SourceFile(5, "This Source-File grants a special new stat called Intelligence. Intelligence " +
|
||||
"is unique because it is permanent and persistent (it never gets reset back to 1). However, " +
|
||||
"gaining Intelligence experience is much slower than other stats, and it is also hidden (you won't " +
|
||||
"know when you gain experience and how much). Higher Intelligence levels will boost your production " +
|
||||
"for many actions in the game. In addition, this Source-File will unlock the getBitNodeMultipliers() " +
|
||||
"Netscript function, and will raise all of your hacking-related multipliers by:<br><br> " +
|
||||
"Level 1: 8%<br>" +
|
||||
"Level 2: 12%<br>" +
|
||||
"Level 3: 14%");
|
||||
SourceFiles["SourceFile6"] = new SourceFile(6, "This Source-File allows you to access the NSA's Bladeburner Division in other " +
|
||||
"BitNodes. In addition, this Source-File will raise both the level and experience gain rate of all your combat stats by:<br><br>" +
|
||||
"Level 1: 8%<br>" +
|
||||
"Level 2: 12%<br>" +
|
||||
"Level 3: 14%");
|
||||
SourceFiles["SourceFile7"] = new SourceFile(7, "This Source-File allows you to access the Bladeburner Netscript API in other " +
|
||||
"BitNodes. In addition, this Source-File will increase all of your Bladeburner multipliers by:<br><br>" +
|
||||
"Level 1: 8%<br>" +
|
||||
"Level 2: 12%<br>" +
|
||||
"Level 3: 14%");
|
||||
SourceFiles["SourceFile8"] = new SourceFile(8, "This Source-File grants the following benefits:<br><br>" +
|
||||
"Level 1: Permanent access to WSE and TIX API<br>" +
|
||||
"Level 2: Ability to short stocks in other BitNodes<br>" +
|
||||
"Level 3: Ability to use limit/stop orders in other BitNodes<br><br>" +
|
||||
"This Source-File also increases your hacking growth multipliers by: " +
|
||||
"<br>Level 1: 12%<br>Level 2: 18%<br>Level 3: 21%");
|
||||
SourceFiles["SourceFile9"] = new SourceFile(9, "This Source-File grants the following benefits:<br><br>" +
|
||||
"Level 1: Permanently unlocks the Hacknet Server in other BitNodes<br>" +
|
||||
"Level 2: You start with 128GB of RAM on your home computer when entering a new BitNode<br>" +
|
||||
"Level 3: Grants a highly-upgraded Hacknet Server when entering a new BitNode<br><br>" +
|
||||
"(Note that the Level 3 effect of this Source-File only applies when entering a new BitNode, NOT " +
|
||||
"when installing Augmentations)");
|
||||
SourceFiles["SourceFile10"] = new SourceFile(10, "This Source-File unlocks Sleeve technology in other BitNodes. Each level of this " +
|
||||
"Source-File also grants you a Duplicate Sleeve");
|
||||
SourceFiles["SourceFile11"] = new SourceFile(11, "This Source-File makes it so that company favor increases BOTH the player's salary and reputation gain rate " +
|
||||
"at that company by 1% per favor (rather than just the reputation gain). This Source-File also " +
|
||||
" increases the player's company salary and reputation gain multipliers by:<br><br>" +
|
||||
"Level 1: 32%<br>" +
|
||||
"Level 2: 48%<br>" +
|
||||
"Level 3: 56%<br>");
|
||||
SourceFiles["SourceFile12"] = new SourceFile(12, "This Source-File increases all your multipliers by 1% per level. This effect is multiplicative with itself. " +
|
||||
"In other words, level N of this Source-File will result in a multiplier of 1.01^N (or 0.99^N for multipliers that decrease)");
|
176
src/SourceFile/applySourceFile.ts
Normal file
176
src/SourceFile/applySourceFile.ts
Normal file
@ -0,0 +1,176 @@
|
||||
import { PlayerOwnedSourceFile } from "./PlayerOwnedSourceFile";
|
||||
import { SourceFiles } from "./SourceFiles";
|
||||
|
||||
import { Player } from "../Player";
|
||||
|
||||
export function applySourceFile(srcFile: PlayerOwnedSourceFile) {
|
||||
const srcFileKey = "SourceFile" + srcFile.n;
|
||||
const sourceFileObject = SourceFiles[srcFileKey];
|
||||
if (sourceFileObject == null) {
|
||||
console.error(`Invalid source file number: ${srcFile.n}`);
|
||||
return;
|
||||
}
|
||||
|
||||
switch (srcFile.n) {
|
||||
case 1: // The Source Genesis
|
||||
var mult = 0;
|
||||
for (var i = 0; i < srcFile.lvl; ++i) {
|
||||
mult += (16 / (Math.pow(2, i)));
|
||||
}
|
||||
var incMult = 1 + (mult / 100);
|
||||
var decMult = 1 - (mult / 100);
|
||||
Player.hacking_chance_mult *= incMult;
|
||||
Player.hacking_speed_mult *= incMult;
|
||||
Player.hacking_money_mult *= incMult;
|
||||
Player.hacking_grow_mult *= incMult;
|
||||
Player.hacking_mult *= incMult;
|
||||
Player.strength_mult *= incMult;
|
||||
Player.defense_mult *= incMult;
|
||||
Player.dexterity_mult *= incMult;
|
||||
Player.agility_mult *= incMult;
|
||||
Player.charisma_mult *= incMult;
|
||||
Player.hacking_exp_mult *= incMult;
|
||||
Player.strength_exp_mult *= incMult;
|
||||
Player.defense_exp_mult *= incMult;
|
||||
Player.dexterity_exp_mult *= incMult;
|
||||
Player.agility_exp_mult *= incMult;
|
||||
Player.charisma_exp_mult *= incMult;
|
||||
Player.company_rep_mult *= incMult;
|
||||
Player.faction_rep_mult *= incMult;
|
||||
Player.crime_money_mult *= incMult;
|
||||
Player.crime_success_mult *= incMult;
|
||||
Player.hacknet_node_money_mult *= incMult;
|
||||
Player.hacknet_node_purchase_cost_mult *= decMult;
|
||||
Player.hacknet_node_ram_cost_mult *= decMult;
|
||||
Player.hacknet_node_core_cost_mult *= decMult;
|
||||
Player.hacknet_node_level_cost_mult *= decMult;
|
||||
Player.work_money_mult *= incMult;
|
||||
break;
|
||||
case 2: // Rise of the Underworld
|
||||
var mult = 0;
|
||||
for (var i = 0; i < srcFile.lvl; ++i) {
|
||||
mult += (24 / (Math.pow(2, i)));
|
||||
}
|
||||
var incMult = 1 + (mult / 100);
|
||||
Player.crime_money_mult *= incMult;
|
||||
Player.crime_success_mult *= incMult;
|
||||
Player.charisma_mult *= incMult;
|
||||
break;
|
||||
case 3: // Corporatocracy
|
||||
var mult = 0;
|
||||
for (var i = 0; i < srcFile.lvl; ++i) {
|
||||
mult += (8 / (Math.pow(2, i)));
|
||||
}
|
||||
var incMult = 1 + (mult / 100);
|
||||
Player.charisma_mult *= incMult;
|
||||
Player.work_money_mult *= incMult;
|
||||
break;
|
||||
case 4: // The Singularity
|
||||
// No effects, just gives access to Singularity functions
|
||||
break;
|
||||
case 5: // Artificial Intelligence
|
||||
var mult = 0;
|
||||
for (var i = 0; i < srcFile.lvl; ++i) {
|
||||
mult += (8 / (Math.pow(2, i)));
|
||||
}
|
||||
var incMult = 1 + (mult / 100);
|
||||
Player.hacking_chance_mult *= incMult;
|
||||
Player.hacking_speed_mult *= incMult;
|
||||
Player.hacking_money_mult *= incMult;
|
||||
Player.hacking_grow_mult *= incMult;
|
||||
Player.hacking_mult *= incMult;
|
||||
Player.hacking_exp_mult *= incMult;
|
||||
break;
|
||||
case 6: // Bladeburner
|
||||
var mult = 0;
|
||||
for (var i = 0; i < srcFile.lvl; ++i) {
|
||||
mult += (8 / (Math.pow(2, i)));
|
||||
}
|
||||
var incMult = 1 + (mult / 100);
|
||||
Player.strength_exp_mult *= incMult;
|
||||
Player.defense_exp_mult *= incMult;
|
||||
Player.dexterity_exp_mult *= incMult;
|
||||
Player.agility_exp_mult *= incMult;
|
||||
Player.strength_mult *= incMult;
|
||||
Player.defense_mult *= incMult;
|
||||
Player.dexterity_mult *= incMult;
|
||||
Player.agility_mult *= incMult;
|
||||
break;
|
||||
case 7: // Bladeburner 2079
|
||||
var mult = 0;
|
||||
for (var i = 0; i < srcFile.lvl; ++i) {
|
||||
mult += (8 / (Math.pow(2, i)));
|
||||
}
|
||||
var incMult = 1 + (mult / 100);
|
||||
Player.bladeburner_max_stamina_mult *= incMult;
|
||||
Player.bladeburner_stamina_gain_mult *= incMult;
|
||||
Player.bladeburner_analysis_mult *= incMult;
|
||||
Player.bladeburner_success_chance_mult *= incMult;
|
||||
break;
|
||||
case 8: // Ghost of Wall Street
|
||||
var mult = 0;
|
||||
for (var i = 0; i < srcFile.lvl; ++i) {
|
||||
mult += (12 / (Math.pow(2, i)));
|
||||
}
|
||||
var incMult = 1 + (mult / 100);
|
||||
Player.hacking_grow_mult *= incMult;
|
||||
break;
|
||||
case 9: // Hacktocracy
|
||||
// This has non-multiplier effects
|
||||
break;
|
||||
case 10: // Digital Carbon
|
||||
// No effects, just grants sleeves
|
||||
break;
|
||||
case 11: // The Big Crash
|
||||
var mult = 0;
|
||||
for (var i = 0; i < srcFile.lvl; ++i) {
|
||||
mult += (32 / (Math.pow(2, i)));
|
||||
}
|
||||
var incMult = 1 + (mult / 100);
|
||||
Player.work_money_mult *= incMult;
|
||||
Player.company_rep_mult *= incMult;
|
||||
break;
|
||||
case 12: // The Recursion
|
||||
var inc = Math.pow(1.01, srcFile.lvl);
|
||||
var dec = Math.pow(0.99, srcFile.lvl);
|
||||
|
||||
Player.hacking_chance_mult *= inc;
|
||||
Player.hacking_speed_mult *= inc;
|
||||
Player.hacking_money_mult *= inc;
|
||||
Player.hacking_grow_mult *= inc;
|
||||
Player.hacking_mult *= inc;
|
||||
|
||||
Player.strength_mult *= inc;
|
||||
Player.defense_mult *= inc;
|
||||
Player.dexterity_mult *= inc;
|
||||
Player.agility_mult *= inc;
|
||||
Player.charisma_mult *= inc;
|
||||
|
||||
Player.hacking_exp_mult *= inc;
|
||||
Player.strength_exp_mult *= inc;
|
||||
Player.defense_exp_mult *= inc;
|
||||
Player.dexterity_exp_mult *= inc;
|
||||
Player.agility_exp_mult *= inc;
|
||||
Player.charisma_exp_mult *= inc;
|
||||
|
||||
Player.company_rep_mult *= inc;
|
||||
Player.faction_rep_mult *= inc;
|
||||
|
||||
Player.crime_money_mult *= inc;
|
||||
Player.crime_success_mult *= inc;
|
||||
|
||||
Player.hacknet_node_money_mult *= inc;
|
||||
Player.hacknet_node_purchase_cost_mult *= dec;
|
||||
Player.hacknet_node_ram_cost_mult *= dec;
|
||||
Player.hacknet_node_core_cost_mult *= dec;
|
||||
Player.hacknet_node_level_cost_mult *= dec;
|
||||
|
||||
Player.work_money_mult *= inc;
|
||||
break;
|
||||
default:
|
||||
console.log("ERROR: Invalid source file number: " + srcFile.n);
|
||||
break;
|
||||
}
|
||||
|
||||
sourceFileObject.owned = true;
|
||||
}
|
@ -13,7 +13,6 @@ import {
|
||||
PlayerOwnedAugmentation
|
||||
} from "./Augmentation/AugmentationHelpers";
|
||||
import { AugmentationNames } from "./Augmentation/data/AugmentationNames";
|
||||
|
||||
import {
|
||||
BitNodes,
|
||||
initBitNodes,
|
||||
@ -54,14 +53,14 @@ import {
|
||||
updateOnlineScriptTimes,
|
||||
} from "./NetscriptWorker";
|
||||
import { Player } from "./Player";
|
||||
import { prestigeAugmentation, prestigeSourceFile } from "./Prestige";
|
||||
import { prestigeAugmentation } from "./Prestige";
|
||||
import { Programs } from "./Programs/Programs";
|
||||
import {
|
||||
displayCreateProgramContent,
|
||||
getNumAvailableCreateProgram,
|
||||
initCreateProgramButtons
|
||||
} from "./Programs/ProgramHelpers";
|
||||
import { redPillFlag, hackWorldDaemon } from "./RedPill";
|
||||
import { redPillFlag } from "./RedPill";
|
||||
import { saveObject, loadGame } from "./SaveObject";
|
||||
import {
|
||||
getCurrentEditor,
|
||||
@ -69,10 +68,7 @@ import {
|
||||
updateScriptEditorContent
|
||||
} from "./Script/ScriptHelpers";
|
||||
import { AllServers, initForeignServers } from "./Server/AllServers";
|
||||
|
||||
import { Server } from "./Server/Server";
|
||||
import { Settings } from "./Settings/Settings";
|
||||
import { initSourceFiles, SourceFiles } from "./SourceFile";
|
||||
import { updateSourceFileFlags } from "./SourceFile/SourceFileFlags";
|
||||
import {
|
||||
SpecialServerIps,
|
||||
@ -87,7 +83,6 @@ import {
|
||||
displayStockMarketContent
|
||||
} from "./StockMarket/StockMarket";
|
||||
import { Terminal, postNetburnerText } from "./Terminal";
|
||||
|
||||
import { Sleeve } from "./PersonObjects/Sleeve/Sleeve";
|
||||
import {
|
||||
clearSleevesPage,
|
||||
@ -1045,7 +1040,6 @@ const Engine = {
|
||||
if (loadGame(saveString)) {
|
||||
initBitNodes();
|
||||
initBitNodeMultipliers(Player);
|
||||
initSourceFiles();
|
||||
Engine.setDisplayElements(); // Sets variables for important DOM elements
|
||||
Engine.init(); // Initialize buttons, work, etc.
|
||||
initAugmentations(); // Also calls Player.reapplyAllAugmentations()
|
||||
@ -1168,7 +1162,6 @@ const Engine = {
|
||||
console.log("Initializing new game");
|
||||
initBitNodes();
|
||||
initBitNodeMultipliers(Player);
|
||||
initSourceFiles();
|
||||
initSpecialServerIps();
|
||||
Engine.setDisplayElements(); // Sets variables for important DOM elements
|
||||
Engine.start(); // Run main game loop and Scripts loop
|
||||
|
@ -11,6 +11,7 @@ import "../css/scripteditor.scss";
|
||||
import "../css/codemirror-overrides.scss";
|
||||
import "../css/hacknetnodes.scss";
|
||||
import "../css/menupages.scss";
|
||||
import "../css/augmentations.scss";
|
||||
import "../css/redpill.scss";
|
||||
import "../css/stockmarket.scss";
|
||||
import "../css/workinprogress.scss";
|
||||
|
33
src/ui/React/AugmentationAccordion.tsx
Normal file
33
src/ui/React/AugmentationAccordion.tsx
Normal file
@ -0,0 +1,33 @@
|
||||
/**
|
||||
* React Component for displaying a single Augmentation as an accordion.
|
||||
*
|
||||
* The header of the accordion contains the Augmentation's name (and level, if
|
||||
* applicable), and the accordion's panel contains the Augmentation's level.
|
||||
*/
|
||||
import * as React from "react";
|
||||
|
||||
import { Accordion } from "./Accordion";
|
||||
|
||||
import { Augmentation } from "../../Augmentation/Augmentation";
|
||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||
|
||||
type IProps = {
|
||||
aug: Augmentation,
|
||||
level?: number | string | null,
|
||||
}
|
||||
|
||||
export function AugmentationAccordion(props: IProps): React.ReactElement {
|
||||
let displayName = props.aug.name;
|
||||
if (props.level != null) {
|
||||
if (props.aug.name === AugmentationNames.NeuroFluxGovernor) {
|
||||
displayName += (` - Level ${props.level}`)
|
||||
}
|
||||
}
|
||||
|
||||
return (
|
||||
<Accordion
|
||||
headerContent={<p>{displayName}</p>}
|
||||
panelContent={<p>{props.aug.info}</p>}
|
||||
/>
|
||||
)
|
||||
}
|
@ -13,12 +13,10 @@ interface IProps {
|
||||
props: object;
|
||||
}
|
||||
|
||||
export class Popup extends React.Component<IProps, any> {
|
||||
render() {
|
||||
return (
|
||||
<div className={"popup-box-content"} id={`${this.props.id}-content`}>
|
||||
{React.createElement(this.props.content, this.props.props)}
|
||||
</div>
|
||||
)
|
||||
}
|
||||
export function Popup(props: IProps): React.ReactElement {
|
||||
return (
|
||||
<div className={"popup-box-content"} id={`${props.id}-content`}>
|
||||
{React.createElement(props.content, props.props)}
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
@ -5,6 +5,7 @@
|
||||
import * as React from "react";
|
||||
|
||||
interface IStdButtonProps {
|
||||
addClasses?: string;
|
||||
disabled?: boolean;
|
||||
id?: string;
|
||||
onClick?: (e: React.MouseEvent<HTMLElement>) => any;
|
||||
@ -17,30 +18,32 @@ type IInnerHTMLMarkup = {
|
||||
__html: string;
|
||||
}
|
||||
|
||||
export class StdButton extends React.Component<IStdButtonProps, any> {
|
||||
render() {
|
||||
const hasTooltip = this.props.tooltip != null && this.props.tooltip !== "";
|
||||
let className = this.props.disabled ? "std-button-disabled" : "std-button";
|
||||
if (hasTooltip) {
|
||||
className += " tooltip";
|
||||
}
|
||||
|
||||
// Tooltip will be set using inner HTML
|
||||
let tooltipMarkup: IInnerHTMLMarkup | null;
|
||||
if (hasTooltip) {
|
||||
tooltipMarkup = {
|
||||
__html: this.props.tooltip!
|
||||
}
|
||||
}
|
||||
|
||||
return (
|
||||
<button className={className} id={this.props.id} onClick={this.props.onClick} style={this.props.style}>
|
||||
{this.props.text}
|
||||
{
|
||||
hasTooltip &&
|
||||
<span className={"tooltiptext"} dangerouslySetInnerHTML={tooltipMarkup!}></span>
|
||||
}
|
||||
</button>
|
||||
)
|
||||
export function StdButton(props: IStdButtonProps): React.ReactElement {
|
||||
const hasTooltip = props.tooltip != null && props.tooltip !== "";
|
||||
let className = props.disabled ? "std-button-disabled" : "std-button";
|
||||
if (hasTooltip) {
|
||||
className += " tooltip";
|
||||
}
|
||||
|
||||
if (typeof props.addClasses === "string") {
|
||||
className += ` ${props.addClasses}`;
|
||||
}
|
||||
|
||||
// Tooltip will be set using inner HTML
|
||||
let tooltipMarkup: IInnerHTMLMarkup | null;
|
||||
if (hasTooltip) {
|
||||
tooltipMarkup = {
|
||||
__html: props.tooltip!
|
||||
}
|
||||
}
|
||||
|
||||
return (
|
||||
<button className={className} id={props.id} onClick={props.onClick} style={props.style}>
|
||||
{props.text}
|
||||
{
|
||||
hasTooltip &&
|
||||
<span className={"tooltiptext"} dangerouslySetInnerHTML={tooltipMarkup!}></span>
|
||||
}
|
||||
</button>
|
||||
)
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user