Refactored SourceFile-related code to TypeScript

This commit is contained in:
danielyxie 2019-05-14 20:56:59 -07:00 committed by danielyxie
parent 15a324a946
commit 9442b348e6
21 changed files with 608 additions and 361 deletions

27
css/augmentations.scss Normal file

@ -0,0 +1,27 @@
/**
* Styling for the Augmentations UI. This is the page that displays all of the
* player's owned and purchased Augmentations and Source-Files. It also allows
* the player to install Augmentations
*/
@import "theme";
#augmentations-container {
position: fixed;
padding-top: 10px;
}
.augmentations-list {
button,
div {
color: var(--my-font-color);
text-decoration: none;
}
button {
padding: 2px 5px;
}
div {
padding: 6px;
}
}

@ -185,19 +185,6 @@
width: 70%;
}
#faction-donate-amount-txt,
#faction-donate-input {
padding: 6px;
margin: 6px;
display: inline-block;
color: var(--my-font-color);
background-color: #000;
}
#faction-donate-amount-txt {
width: 50%;
}
#faction-container p,
#faction-container pre {
padding: 4px 6px;
@ -213,45 +200,12 @@
word-wrap: break-word; /* Internet Explorer 5.5+ */
}
/* Faction Augmentations */
#faction-augmentations-container {
position: fixed;
padding-top: 10px;
p, a, ul, h1 {
margin: 8px;
padding: 4px;
}
}
/* World */
#world-container li {
margin: 0 0 15px 0;
list-style-type: none;
}
/* Augmentations */
#augmentations-container {
position: fixed;
padding-top: 10px;
}
.augmentations-list {
button,
div {
color: var(--my-font-color);
text-decoration: none;
}
button {
padding: 2px 5px;
}
div {
padding: 6px;
}
}
/* Tutorial */
#tutorial-container {
position: fixed;

@ -17,7 +17,6 @@ import { Server } from "../Server/Server";
import { OwnedAugmentationsOrderSetting } from "../Settings/SettingEnums";
import { Settings } from "../Settings/Settings";
import { SourceFiles } from "../SourceFile";
import { dialogBoxCreate } from "../../utils/DialogBox";
import { createAccordionElement } from "../../utils/uiHelpers/createAccordionElement";
import { Reviver, Generic_toJSON,
@ -2041,17 +2040,6 @@ function applyAugmentation(aug, reapply=false) {
}
}
/*
if (aug.name === AugmentationNames.NeuroFluxGovernor) {
for (var i = 0; i < Player.augmentations.length; ++i) {
if (Player.augmentations[i].name == AugmentationNames.NeuroFluxGovernor) {
//Already have this aug, just upgrade the level
return;
}
}
}
*/
// Push onto Player's Augmentation list
if (!reapply) {
var ownedAug = new PlayerOwnedAugmentation(aug.name);

@ -0,0 +1,40 @@
/**
* React Component for displaying a list of the player's installed Augmentations
* on the Augmentations UI
*/
import * as React from "react";
import { Player } from "../../Player";
import { Augmentations } from "../../Augmentation/Augmentations";
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
import { Settings } from "../../Settings/Settings";
import { OwnedAugmentationsOrderSetting } from "../../Settings/SettingEnums";
import { AugmentationAccordion } from "../../ui/React/AugmentationAccordion";
export function InstalledAugmentations(): React.ReactElement {
const sourceAugs = Player.augmentations.slice();
if (Settings.OwnedAugmentationsOrder === OwnedAugmentationsOrderSetting.Alphabetically) {
sourceAugs.sort((aug1, aug2) => {
return aug1.name <= aug2.name ? -1 : 1;
});
}
const augs = sourceAugs.map((e) => {
const aug = Augmentations[e.name];
let level = null;
if (e.name === AugmentationNames.NeuroFluxGovernor) {
level = e.level;
}
return (
<AugmentationAccordion aug={aug} key={e.name} level={level} />
)
});
return (
<ul>{augs}</ul>
)
}

@ -0,0 +1,56 @@
/**
* React Component for displaying all of the player's installed Augmentations and
* Source-Files.
*
* It also contains 'configuration' buttons that allow you to change how the
* Augs/SF's are displayed
*/
import * as React from "react";
import { Settings } from "../../Settings/Settings";
import { OwnedAugmentationsOrderSetting } from "../../Settings/SettingEnums";
type IProps = {
}
type IState = {
rerenderFlag: boolean;
}
export class InstalledAugmentationsAndSourceFiles extends React.Component<IProps, IState> {
constructor(props: IProps) {
super(props);
this.state = {
rerenderFlag: false,
}
this.sortByAcquirementTime = this.sortByAcquirementTime.bind(this);
this.sortInOrder = this.sortInOrder.bind(this);
}
rerender() {
this.setState((prevState) => {
return {
rerenderFlag: !prevState.rerenderFlag,
}
});
}
sortByAcquirementTime() {
Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.AcquirementTime;
this.rerender();
}
sortInOrder() {
Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.Alphabetically
this.rerender();
}
render() {
return (
)
}
}

@ -0,0 +1,5 @@
/**
* React Component for configuring the way installed augmentations and
* Source-Files are displayed in the Augmentations UI
*/
import * as React from "react";

@ -0,0 +1,40 @@
/**
* React Component for displaying a list of the player's Source-Files
* on the Augmentations UI
*/
import * as React from "react";
import { Player } from "../../Player";
import { Augmentations } from "../../Augmentation/Augmentations";
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
import { Settings } from "../../Settings/Settings";
import { OwnedAugmentationsOrderSetting } from "../../Settings/SettingEnums";
import { AugmentationAccordion } from "../../ui/React/AugmentationAccordion";
export function OwnedSourceFiles(): React.ReactElement {
const sourceAugs = Player.augmentations.slice();
if (Settings.OwnedAugmentationsOrder === OwnedAugmentationsOrderSetting.Alphabetically) {
sourceAugs.sort((aug1, aug2) => {
return aug1.name <= aug2.name ? -1 : 1;
});
}
const augs = sourceAugs.map((e) => {
const aug = Augmentations[e.name];
let level = null;
if (e.name === AugmentationNames.NeuroFluxGovernor) {
level = e.level;
}
return (
<AugmentationAccordion aug={aug} key={e.name} level={level} />
)
});
return (
<ul>{augs}</ul>
)
}

@ -0,0 +1,30 @@
/**
* React component for displaying all of the player's purchased (but not installed)
* Augmentations on the Augmentations UI.
*/
import * as React from "react";
import { Augmentations } from "../../Augmentation/Augmentations";
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
import { Player } from "../../Player";
import { AugmentationAccordion } from "../../ui/React/AugmentationAccordion";
export function PurchasedAugmentations(): React.ReactElement {
const augs: React.ReactElement[] = [];
for (const ownedAug of Player.queuedAugmentations) {
const aug = Augmentations[ownedAug.name];
let level = null;
if (ownedAug.name === AugmentationNames.NeuroFluxGovernor) {
level = ownedAug.level;
}
augs.push(
<AugmentationAccordion aug={aug} key={ownedAug.name} level={level} />
)
}
return (
<ul className="augmentations-list">{augs}</ul>
)
}

@ -0,0 +1,72 @@
/**
* Root React component for the Augmentations UI page that display all of your
* owned and purchased Augmentations and Source-Files.
*/
import * as React from "react";
import { Augmentations } from "../../Augmentation/Augmentations";
import { Player } from "../../Player";
import { StdButton } from "../../ui/React/StdButton";
type IProps = {
exportGameFn: () => void;
installAugmentationsFn: () => void;
}
type IState = {
}
export class AugmentationsRoot extends React.Component<IProps, IState> {
constructor(props: IProps) {
super(props);
}
render() {
return (
<div>
<h1>Purchased Augmentations</h1>
<p>
Below is a list of all Augmentations you have purchased but not
yet installed. Click the button below to install them.
</p>
<p>
WARNING: Installing your Augmentations resets most of your progress,
including:
</p>
<p>- Stats/Skill levels and Experience</p>
<p>- Money</p>
<p>- Scripts on every computer but your home computer</p>
<p>- Purchased servers</p>
<p>- Hacknet Nodes</p>
<p>- Faction/Company reputation</p>
<p>- Stocks</p>
<p>
Installing Augmentations lets you start over with the perks and
benefits granted by all of the Augmentations you have ever
installed. Also, you will keep any scripts and RAM/Core upgrades
on your home computer (but you will lose all programs besides
NUKE.exe)
</p>
<StdButton
onClick={this.props.installAugmentationsFn}
text="Install Augmentations"
tooltip="'I never asked for this'"
/>
<StdButton
addClasses="flashing-button"
onClick={this.props.exportGameFn}
text="Backup Save (Export)"
tooltip="It's always a good idea to backup/export your save!"
/>
<ul className="augmentations-list">
</ul>
</div>
)
}
}

@ -101,6 +101,10 @@ export interface IPlayer {
work_money_mult: number;
crime_success_mult: number;
crime_money_mult: number;
bladeburner_max_stamina_mult: number;
bladeburner_stamina_gain_mult: number;
bladeburner_analysis_mult: number;
bladeburner_success_chance_mult: number;
// Methods
applyForAgentJob(sing?: boolean): boolean | void;

@ -36,7 +36,8 @@ import {
import { safetlyCreateUniqueServer } from "../../Server/ServerHelpers";
import { Settings } from "../../Settings/Settings";
import { SpecialServerIps, SpecialServerNames } from "../../Server/SpecialServerIps";
import { SourceFiles, applySourceFile } from "../../SourceFile";
import { applySourceFile } from "../../SourceFile/applySourceFile";
import { SourceFiles } from "../../SourceFile/SourceFiles";
import { SourceFileFlags } from "../../SourceFile/SourceFileFlags";
import Decimal from "decimal.js";

@ -5,7 +5,7 @@ import { BitNodes } from "./BitNode/BitNode";
import { Engine } from "./engine";
import { Player } from "./Player";
import { prestigeSourceFile } from "./Prestige";
import { SourceFiles, SourceFile } from "./SourceFile";
import { SourceFiles } from "./SourceFile/SourceFiles";
import { PlayerOwnedSourceFile } from "./SourceFile/PlayerOwnedSourceFile";
import { Terminal } from "./Terminal";
import { setTimeoutRef } from "./utils/SetTimeoutRef";
@ -20,9 +20,6 @@ import {
import { clearEventListeners } from "../utils/uiHelpers/clearEventListeners";
import { removeChildrenFromElement } from "../utils/uiHelpers/removeChildrenFromElement";
// Returns promise
function writeRedPillLine(line) {
return new Promise(function(resolve, reject) {

@ -1,256 +0,0 @@
import { Player } from "./Player";
import { BitNodes } from "./BitNode/BitNode";
// Each SourceFile corresponds to a BitNode with the same number
function SourceFile(number, info="") {
var bitnodeKey = "BitNode" + number;
var 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.lvl = 1;
this.info = info;
this.owned = false;
}
let SourceFiles = {};
function initSourceFiles() {
SourceFiles = {};
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)");
}
// 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};

@ -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;
}
}

@ -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)");

@ -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";

@ -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>
)
}