This commit is contained in:
danielyxie
2019-05-17 13:51:48 -07:00
48 changed files with 2090 additions and 1575 deletions

126
css/activescripts.scss Normal file
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@ -0,0 +1,126 @@
@import "theme";
.active-scripts-list {
list-style-type: none;
}
#active-scripts-container {
position: fixed;
padding-top: 10px;
> p {
width: 70%;
margin: 6px;
padding: 4px;
}
.accordion-header {
> pre {
color: white;
}
}
}
.active-scripts-server-header {
background-color: #444;
font-size: $defaultFontSize * 1.25;
color: #fff;
margin: 6px 6px 0 6px;
padding: 6px;
cursor: pointer;
width: 60%;
text-align: left;
border: none;
outline: none;
&:after {
content: '\02795'; /* "plus" sign (+) */
font-size: $defaultFontSize * 0.8125;
color: #fff;
float: right;
margin-left: 5px;
}
&.active, &:hover {
background-color: #555;
}
}
.active-scripts-server-header.active {
&:after {
content: "\2796"; /* "minus" sign (-) */
font-size: $defaultFontSize * 0.8125;
color: #fff;
float: right;
margin-left: 5px;
}
&:hover {
background-color: #666;
}
}
.active-scripts-server-panel {
margin: 0 6px 6px 6px;
padding: 0 6px 6px 6px;
width: 55%;
margin-left: 5%;
display: none;
div, ul, ul > li {
background-color: #555;
}
}
.active-scripts-script-header {
background-color: #555;
border: none;
color: var(--my-font-color);
cursor: pointer;
display: block;
outline: none;
padding: 4px 25px 4px 10px;
position: relative;
text-align: left;
width: auto;
&:after {
content: '\02795'; /* "plus" sign (+) */
font-size: $defaultFontSize * 0.8125;
float: right;
margin-left: 5px;
color: transparent;
text-shadow: 0 0 0 var(--my-font-color);
position: absolute;
bottom: 4px;
}
&.active:after {
content: "\2796"; /* "minus" sign (-) */
}
&:hover,
&.active:hover {
background-color: #666;
}
&.active {
background-color: #555;
}
}
.active-scripts-script-panel {
background-color: #555;
display: none;
font-size: 14px;
margin-bottom: 6px;
padding: 0 18px;
width: auto;
pre, h2, ul, li {
background-color: #555;
width: auto;
color: #fff;
margin-left: 5%;
}
}

31
css/augmentations.scss Normal file
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@ -0,0 +1,31 @@
/**
* 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-content {
> p {
font-size: $defaultFontSize * 0.875;
width: 70%;
}
}
.augmentations-list {
button,
div {
color: var(--my-font-color);
text-decoration: none;
}
button {
padding: 4px;
}
}

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@ -18,126 +18,6 @@
position: fixed;
}
/* Active scripts */
.active-scripts-list {
list-style-type: none;
}
#active-scripts-container {
position: fixed;
padding-top: 10px;
}
#active-scripts-text,
#active-scripts-total-prod {
width: 70%;
margin: 6px;
padding: 4px;
}
.active-scripts-server-header {
background-color: #444;
font-size: $defaultFontSize * 1.25;
color: #fff;
margin: 6px 6px 0 6px;
padding: 6px;
cursor: pointer;
width: 60%;
text-align: left;
border: none;
outline: none;
}
.active-scripts-server-header.active,
.active-scripts-server-header:hover {
background-color: #555;
}
.active-scripts-server-header.active:hover {
background-color: #666;
}
.active-scripts-server-header:after {
content: '\02795'; /* "plus" sign (+) */
font-size: $defaultFontSize * 0.8125;
color: #fff;
float: right;
margin-left: 5px;
}
.active-scripts-server-header.active:after {
content: "\2796"; /* "minus" sign (-) */
font-size: $defaultFontSize * 0.8125;
color: #fff;
float: right;
margin-left: 5px;
}
.active-scripts-server-panel {
margin: 0 6px 6px 6px;
padding: 0 6px 6px 6px;
width: 55%;
margin-left: 5%;
display: none;
}
.active-scripts-server-panel div,
.active-scripts-server-panel ul,
.active-scripts-server-panel ul > li {
background-color: #555;
}
.active-scripts-script-header {
background-color: #555;
color: var(--my-font-color);
padding: 4px 25px 4px 10px;
cursor: pointer;
width: auto;
text-align: left;
border: none;
outline: none;
position: relative;
&:after {
content: '\02795'; /* "plus" sign (+) */
font-size: $defaultFontSize * 0.8125;
float: right;
margin-left: 5px;
color: transparent;
text-shadow: 0 0 0 var(--my-font-color);
position: absolute;
bottom: 4px;
}
&.active:after {
content: "\2796"; /* "minus" sign (-) */
}
&:hover,
&.active:hover {
background-color: #666;
}
&.active {
background-color: #555;
}
}
.active-scripts-script-panel {
padding: 0 18px;
background-color: #555;
width: auto;
display: none;
margin-bottom: 6px;
p, h2, ul, li {
background-color: #555;
width: auto;
color: #fff;
margin-left: 5%;
}
}
/* World */
#world-container {
position: fixed;
@ -185,19 +65,6 @@
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 +80,12 @@
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;

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@ -243,8 +243,8 @@ a:visited {
/* Accordion menus (Header with collapsible panel) */
.accordion-header {
background-color: #444;
font-size: $defaultFontSize * 1.25;
color: #fff;
font-size: $defaultFontSize * 1.25;
margin: 6px 6px 0 6px;
padding: 4px 6px;
cursor: pointer;

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@ -1,337 +0,0 @@
// TODO - Convert this to React
import { workerScripts, killWorkerScript } from "./NetscriptWorker";
import { Player } from "./Player";
import { getServer } from "./Server/ServerHelpers";
import { Page, routing } from "./ui/navigationTracking";
import { numeralWrapper } from "./ui/numeralFormat";
import { dialogBoxCreate } from "../utils/DialogBox";
import { logBoxCreate } from "../utils/LogBox";
import { convertTimeMsToTimeElapsedString } from "../utils/StringHelperFunctions";
import { arrayToString } from "../utils/helpers/arrayToString";
import { createProgressBarText } from "../utils/helpers/createProgressBarText";
import { exceptionAlert } from "../utils/helpers/exceptionAlert";
import { roundToTwo } from "../utils/helpers/roundToTwo";
import { createAccordionElement } from "../utils/uiHelpers/createAccordionElement";
import { createElement } from "../utils/uiHelpers/createElement";
import { getElementById } from "../utils/uiHelpers/getElementById";
import { removeChildrenFromElement } from "../utils/uiHelpers/removeChildrenFromElement";
import { removeElement } from "../utils/uiHelpers/removeElement";
/**
* {
* serverName: {
* header: Server Header Element
* panel: Server Panel List (ul) element
* scripts: {
* script id: Ref to Script information
* }
* }
* ...
*/
const ActiveScriptsUI = {};
const ActiveScriptsTasks = []; // Sequentially schedule the creation/deletion of UI elements
const getHeaderHtml = (server) => {
// TODO: calculate the longest hostname length rather than hard coding it
const longestHostnameLength = 18;
const paddedName = `${server.hostname}${" ".repeat(longestHostnameLength)}`.slice(0, Math.max(server.hostname.length, longestHostnameLength));
const barOptions = {
progress: server.ramUsed / server.maxRam,
totalTicks: 30
};
return `${paddedName} ${createProgressBarText(barOptions)}`.replace(/\s/g, ' ');
};
const updateHeaderHtml = (server) => {
const accordion = ActiveScriptsUI[server.hostname];
if (accordion === null || accordion === undefined) {
return;
}
// Convert it to a string, as that's how it's stored it will come out of the data attributes
const ramPercentage = '' + roundToTwo(server.ramUsed / server.maxRam);
if (accordion.header.dataset.ramPercentage !== ramPercentage) {
accordion.header.dataset.ramPercentage = ramPercentage;
accordion.header.innerHTML = getHeaderHtml(server);
}
}
function createActiveScriptsServerPanel(server) {
let hostname = server.hostname;
var activeScriptsList = document.getElementById("active-scripts-list");
let res = createAccordionElement({
hdrText: getHeaderHtml(server)
});
let li = res[0];
var hdr = res[1];
let panel = res[2];
if (ActiveScriptsUI[hostname] != null) {
console.log("WARNING: Tried to create already-existing Active Scripts Server panel. This is most likely fine. It probably means many scripts just got started up on a new server. Aborting");
return;
}
var panelScriptList = createElement("ul");
panel.appendChild(panelScriptList);
activeScriptsList.appendChild(li);
ActiveScriptsUI[hostname] = {
header: hdr,
panel: panel,
panelList: panelScriptList,
scripts: {}, // Holds references to li elements for each active script
scriptHdrs: {}, // Holds references to header elements for each active script
scriptStats: {}, // Holds references to the p elements containing text for each active script
};
return li;
}
/**
* Deletes the info for a particular server (Dropdown header + Panel with all info)
* in the Active Scripts page if it exists
*/
function deleteActiveScriptsServerPanel(server) {
let hostname = server.hostname;
if (ActiveScriptsUI[hostname] == null) {
console.log("WARNING: Tried to delete non-existent Active Scripts Server panel. Aborting");
return;
}
// Make sure it's empty
if (Object.keys(ActiveScriptsUI[hostname].scripts).length > 0) {
console.warn("Tried to delete Active Scripts Server panel that still has scripts. Aborting");
return;
}
removeElement(ActiveScriptsUI[hostname].panel);
removeElement(ActiveScriptsUI[hostname].header);
delete ActiveScriptsUI[hostname];
}
function addActiveScriptsItem(workerscript) {
var server = getServer(workerscript.serverIp);
if (server == null) {
console.warn("Invalid server IP for workerscript in addActiveScriptsItem()");
return;
}
let hostname = server.hostname;
ActiveScriptsTasks.push(function(workerscript, hostname) {
if (ActiveScriptsUI[hostname] == null) {
createActiveScriptsServerPanel(server);
}
// Create the unique identifier (key) for this script
var itemNameArray = ["active", "scripts", hostname, workerscript.name];
for (var i = 0; i < workerscript.args.length; ++i) {
itemNameArray.push(String(workerscript.args[i]));
}
var itemName = itemNameArray.join("-");
let res = createAccordionElement({hdrText:workerscript.name});
let li = res[0];
let hdr = res[1];
let panel = res[2];
hdr.classList.remove("accordion-header");
hdr.classList.add("active-scripts-script-header");
panel.classList.remove("accordion-panel");
panel.classList.add("active-scripts-script-panel");
/**
* Handle the constant elements on the panel that don't change after creation:
* Threads, args, kill/log button
*/
panel.appendChild(createElement("p", {
innerHTML: "Threads: " + workerscript.scriptRef.threads + "<br>" +
"Args: " + arrayToString(workerscript.args)
}));
var panelText = createElement("p", {
innerText: "Loading...",
fontSize: "14px",
});
panel.appendChild(panelText);
panel.appendChild(createElement("br"));
panel.appendChild(createElement("span", {
innerText: "Log",
class: "accordion-button",
margin: "4px",
padding: "4px",
clickListener: () => {
logBoxCreate(workerscript.scriptRef);
return false;
}
}));
panel.appendChild(createElement("span", {
innerText: "Kill Script",
class: "accordion-button",
margin: "4px",
padding: "4px",
clickListener: () => {
killWorkerScript(workerscript.scriptRef, workerscript.scriptRef.server);
dialogBoxCreate("Killing script, may take a few minutes to complete...");
return false;
}
}));
// Append element to list
ActiveScriptsUI[hostname]["panelList"].appendChild(li);
ActiveScriptsUI[hostname].scripts[itemName] = li;
ActiveScriptsUI[hostname].scriptHdrs[itemName] = hdr;
ActiveScriptsUI[hostname].scriptStats[itemName] = panelText;
}.bind(null, workerscript, hostname));
}
function deleteActiveScriptsItem(workerscript) {
ActiveScriptsTasks.push(function(workerscript) {
var server = getServer(workerscript.serverIp);
if (server == null) {
throw new Error("ERROR: Invalid server IP for workerscript. This most likely occurred because " +
"you tried to delete a large number of scripts and also deleted servers at the " +
"same time. It's not a big deal, just save and refresh the game.");
return;
}
let hostname = server.hostname;
if (ActiveScriptsUI[hostname] == null) {
console.log("ERROR: Trying to delete Active Script UI Element with a hostname that cant be found in ActiveScriptsUI: " + hostname);
return;
}
var itemNameArray = ["active", "scripts", server.hostname, workerscript.name];
for (var i = 0; i < workerscript.args.length; ++i) {
itemNameArray.push(String(workerscript.args[i]));
}
var itemName = itemNameArray.join("-");
let li = ActiveScriptsUI[hostname].scripts[itemName];
if (li == null) {
console.log("ERROR: Cannot find Active Script UI element for workerscript: ");
console.log(workerscript);
return;
}
removeElement(li);
delete ActiveScriptsUI[hostname].scripts[itemName];
delete ActiveScriptsUI[hostname].scriptHdrs[itemName];
delete ActiveScriptsUI[hostname].scriptStats[itemName];
if (Object.keys(ActiveScriptsUI[hostname].scripts).length === 0) {
deleteActiveScriptsServerPanel(server);
}
}.bind(null, workerscript));
}
function updateActiveScriptsItems(maxTasks=150) {
/**
* Run tasks that need to be done sequentially (adding items, creating/deleting server panels)
* We'll limit this to 150 at a time for performance (in case someone decides to start a
* bunch of scripts all at once...)
*/
const numTasks = Math.min(maxTasks, ActiveScriptsTasks.length);
for (let i = 0; i < numTasks; ++i) {
let task = ActiveScriptsTasks.shift();
try {
task();
} catch(e) {
exceptionAlert(e);
console.log(task);
}
}
let total = 0;
for (var i = 0; i < workerScripts.length; ++i) {
try {
total += updateActiveScriptsItemContent(workerScripts[i]);
} catch(e) {
exceptionAlert(e);
}
}
if (!routing.isOn(Page.ActiveScripts)) { return total; }
getElementById("active-scripts-total-production-active").innerText = numeralWrapper.formatMoney(total);
getElementById("active-scripts-total-prod-aug-total").innerText = numeralWrapper.formatMoney(Player.scriptProdSinceLastAug);
getElementById("active-scripts-total-prod-aug-avg").innerText = numeralWrapper.formatMoney(Player.scriptProdSinceLastAug / (Player.playtimeSinceLastAug/1000));
return total;
}
function updateActiveScriptsItemContent(workerscript) {
var server = getServer(workerscript.serverIp);
if (server == null) {
console.log("ERROR: Invalid server IP for workerscript in updateActiveScriptsItemContent().");
return;
}
let hostname = server.hostname;
if (ActiveScriptsUI[hostname] == null) {
return; // Hasn't been created yet. We'll skip it
}
updateHeaderHtml(server);
var itemNameArray = ["active", "scripts", server.hostname, workerscript.name];
for (var i = 0; i < workerscript.args.length; ++i) {
itemNameArray.push(String(workerscript.args[i]));
}
var itemName = itemNameArray.join("-");
if (ActiveScriptsUI[hostname].scriptStats[itemName] == null) {
return; // Hasn't been fully added yet. We'll skip it
}
var item = ActiveScriptsUI[hostname].scriptStats[itemName];
// Update the text if necessary. This fn returns the online $/s production
return updateActiveScriptsText(workerscript, item, itemName);
}
function updateActiveScriptsText(workerscript, item, itemName) {
var server = getServer(workerscript.serverIp);
if (server == null) {
console.log("ERROR: Invalid server IP for workerscript for updateActiveScriptsText()");
return;
}
let hostname = server.hostname;
if (ActiveScriptsUI[hostname] == null || ActiveScriptsUI[hostname].scriptHdrs[itemName] == null) {
console.log("ERROR: Trying to update Active Script UI Element with a hostname that cant be found in ActiveScriptsUI: " + hostname);
return;
}
updateHeaderHtml(server);
var onlineMps = workerscript.scriptRef.onlineMoneyMade / workerscript.scriptRef.onlineRunningTime;
// Only update if the item is visible
if (ActiveScriptsUI[hostname].header.classList.contains("active") === false) {return onlineMps;}
if (ActiveScriptsUI[hostname].scriptHdrs[itemName].classList.contains("active") === false) {return onlineMps;}
removeChildrenFromElement(item);
var onlineTime = "Online Time: " + convertTimeMsToTimeElapsedString(workerscript.scriptRef.onlineRunningTime * 1e3);
var offlineTime = "Offline Time: " + convertTimeMsToTimeElapsedString(workerscript.scriptRef.offlineRunningTime * 1e3);
// Online
var onlineTotalMoneyMade = "Total online production: " + numeralWrapper.formatMoney(workerscript.scriptRef.onlineMoneyMade);
var onlineTotalExpEarned = (Array(26).join(" ") + numeralWrapper.formatBigNumber(workerscript.scriptRef.onlineExpGained) + " hacking exp").replace( / /g, "&nbsp;");
var onlineMpsText = "Online production rate: " + numeralWrapper.formatMoney(onlineMps) + " / second";
var onlineEps = workerscript.scriptRef.onlineExpGained / workerscript.scriptRef.onlineRunningTime;
var onlineEpsText = (Array(25).join(" ") + numeralWrapper.formatBigNumber(onlineEps) + " hacking exp / second").replace( / /g, "&nbsp;");
// Offline
var offlineTotalMoneyMade = "Total offline production: " + numeralWrapper.formatMoney(workerscript.scriptRef.offlineMoneyMade);
var offlineTotalExpEarned = (Array(27).join(" ") + numeralWrapper.formatBigNumber(workerscript.scriptRef.offlineExpGained) + " hacking exp").replace( / /g, "&nbsp;");
var offlineMps = workerscript.scriptRef.offlineMoneyMade / workerscript.scriptRef.offlineRunningTime;
var offlineMpsText = "Offline production rate: " + numeralWrapper.formatMoney(offlineMps) + " / second";
var offlineEps = workerscript.scriptRef.offlineExpGained / workerscript.scriptRef.offlineRunningTime;
var offlineEpsText = (Array(26).join(" ") + numeralWrapper.formatBigNumber(offlineEps) + " hacking exp / second").replace( / /g, "&nbsp;");
item.innerHTML = onlineTime + "<br>" + offlineTime + "<br>" + onlineTotalMoneyMade + "<br>" + onlineTotalExpEarned + "<br>" +
onlineMpsText + "<br>" + onlineEpsText + "<br>" + offlineTotalMoneyMade + "<br>" + offlineTotalExpEarned + "<br>" +
offlineMpsText + "<br>" + offlineEpsText + "<br>";
return onlineMps;
}
export {addActiveScriptsItem, deleteActiveScriptsItem, updateActiveScriptsItems};

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@ -1,33 +1,39 @@
import { Augmentation } from "./Augmentation";
import { Augmentations } from "./Augmentations";
import { PlayerOwnedAugmentation } from "./PlayerOwnedAugmentation";
import { AugmentationNames } from "./data/AugmentationNames";
import { Augmentation } from "./Augmentation";
import { Augmentations } from "./Augmentations";
import { PlayerOwnedAugmentation } from "./PlayerOwnedAugmentation";
import { AugmentationNames } from "./data/AugmentationNames";
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { CONSTANTS } from "../Constants";
import { Factions,
factionExists } from "../Faction/Factions";
import { addWorkerScript } from "../NetscriptWorker";
import { Player } from "../Player";
import { prestigeAugmentation } from "../Prestige";
import { saveObject } from "../SaveObject";
import { RunningScript } from "../Script/RunningScript";
import { Script } from "../Script/Script";
import { Server } from "../Server/Server";
import { OwnedAugmentationsOrderSetting } from "../Settings/SettingEnums";
import { Settings } from "../Settings/Settings";
import { AugmentationsRoot } from "./ui/Root";
import { SourceFiles } from "../SourceFile";
import { dialogBoxCreate } from "../../utils/DialogBox";
import { createAccordionElement } from "../../utils/uiHelpers/createAccordionElement";
import { Reviver, Generic_toJSON,
Generic_fromJSON } from "../../utils/JSONReviver";
import { formatNumber } from "../../utils/StringHelperFunctions";
import { clearObject } from "../../utils/helpers/clearObject";
import { createElement } from "../../utils/uiHelpers/createElement";
import { isString } from "../../utils/helpers/isString";
import { removeChildrenFromElement } from "../../utils/uiHelpers/removeChildrenFromElement";
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { CONSTANTS } from "../Constants";
import { Factions, factionExists } from "../Faction/Factions";
import { addWorkerScript } from "../NetscriptWorker";
import { Player } from "../Player";
import { prestigeAugmentation } from "../Prestige";
import { saveObject } from "../SaveObject";
import { RunningScript } from "../Script/RunningScript";
import { Script } from "../Script/Script";
import { Server } from "../Server/Server";
import { OwnedAugmentationsOrderSetting } from "../Settings/SettingEnums";
import { Settings } from "../Settings/Settings";
import { Page, routing } from "../ui/navigationTracking";
import { dialogBoxCreate } from "../../utils/DialogBox";
import { createAccordionElement } from "../../utils/uiHelpers/createAccordionElement";
import {
Reviver,
Generic_toJSON,
Generic_fromJSON
} from "../../utils/JSONReviver";
import { formatNumber } from "../../utils/StringHelperFunctions";
import { clearObject } from "../../utils/helpers/clearObject";
import { createElement } from "../../utils/uiHelpers/createElement";
import { isString } from "../../utils/helpers/isString";
import { removeChildrenFromElement } from "../../utils/uiHelpers/removeChildrenFromElement";
import React from "react";
import ReactDOM from "react-dom";
function AddToAugmentations(aug) {
var name = aug.name;
@ -2041,17 +2047,6 @@ 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);
@ -2104,211 +2099,17 @@ function augmentationExists(name) {
return Augmentations.hasOwnProperty(name);
}
function displayAugmentationsContent(contentEl) {
removeChildrenFromElement(contentEl);
contentEl.appendChild(createElement("h1", {
innerText:"Purchased Augmentations",
}));
export function displayAugmentationsContent(contentEl) {
if (!routing.isOn(Page.Augmentations)) { return; }
if (!(contentEl instanceof HTMLElement)) { return; }
contentEl.appendChild(createElement("pre", {
width:"70%", whiteSpace:"pre-wrap", display:"block",
innerText:"Below is a list of all Augmentations you have purchased but not yet installed. Click the button below to install them.\n" +
"WARNING: Installing your Augmentations resets most of your progress, including:\n\n" +
"Stats/Skill levels and Experience\n" +
"Money\n" +
"Scripts on every computer but your home computer\n" +
"Purchased servers\n" +
"Hacknet Nodes\n" +
"Faction/Company reputation\n" +
"Stocks\n" +
"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)."
}));
//Install Augmentations button
contentEl.appendChild(createElement("a", {
class:"a-link-button", innerText:"Install Augmentations",
tooltip:"'I never asked for this'",
clickListener:()=>{
installAugmentations();
return false;
}
}));
//Backup button
contentEl.appendChild(createElement("a", {
class:"a-link-button flashing-button", innerText:"Backup Save (Export)",
tooltip:"It's always a good idea to backup/export your save!",
clickListener:()=>{
saveObject.exportGame();
return false;
}
}));
//Purchased/queued augmentations list
var queuedAugmentationsList = createElement("ul", {class:"augmentations-list"});
for (var i = 0; i < Player.queuedAugmentations.length; ++i) {
var augName = Player.queuedAugmentations[i].name;
var aug = Augmentations[augName];
var displayName = augName;
if (augName === AugmentationNames.NeuroFluxGovernor) {
displayName += " - Level " + (Player.queuedAugmentations[i].level);
}
var accordion = createAccordionElement({hdrText:displayName, panelText:aug.info});
queuedAugmentationsList.appendChild(accordion[0]);
}
contentEl.appendChild(queuedAugmentationsList);
//Installed augmentations list
contentEl.appendChild(createElement("h1", {
innerText:"Installed Augmentations", marginTop:"8px",
}));
contentEl.appendChild(createElement("p", {
width:"70%", whiteSpace:"pre-wrap",
innerText:"List of all Augmentations (including Source Files) that have been " +
"installed. You have gained the effects of these Augmentations."
}));
var augmentationsList = createElement("ul", {class:"augmentations-list"});
//Expand/Collapse All buttons
contentEl.appendChild(createElement("a", {
class:"a-link-button", fontSize:"14px", innerText:"Expand All", display:"inline-block",
clickListener:()=>{
var allHeaders = augmentationsList.getElementsByClassName("accordion-header");
for (var i = 0; i < allHeaders.length; ++i) {
if (!allHeaders[i].classList.contains("active")) {allHeaders[i].click();}
}
}
}));
contentEl.appendChild(createElement("a", {
class:"a-link-button", fontSize:"14px", innerText:"Collapse All", display:"inline-block",
clickListener:()=>{
var allHeaders = augmentationsList.getElementsByClassName("accordion-header");
for (var i = 0; i < allHeaders.length; ++i) {
if (allHeaders[i].classList.contains("active")) {allHeaders[i].click();}
}
}
}));
//Sort Buttons
const sortInOrderButton = createElement("a", {
class:"a-link-button", fontSize:"14px", innerText:"Sort in Order",
tooltip:"Sorts the Augmentations alphabetically and Source Files in numerical order (1, 2, 3,...)",
clickListener:()=>{
removeChildrenFromElement(augmentationsList);
//Create a copy of Player's Source Files and augs array and sort them
var sourceFiles = Player.sourceFiles.slice();
var augs = Player.augmentations.slice();
sourceFiles.sort((sf1, sf2)=>{
return sf1.n - sf2.n;
});
augs.sort((aug1, aug2)=>{
return aug1.name <= aug2.name ? -1 : 1;
});
displaySourceFiles(augmentationsList, sourceFiles);
displayAugmentations(augmentationsList, augs);
Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.Alphabetically;
}
});
contentEl.appendChild(sortInOrderButton);
const sortByAcquirementTimeButton = createElement("a", {
class:"a-link-button", fontSize:"14px", innerText:"Sort by Acquirement Time",
tooltip:"Sorts the Augmentations and Source Files based on when you acquired them (same as default)",
clickListener:()=>{
removeChildrenFromElement(augmentationsList);
displaySourceFiles(augmentationsList, Player.sourceFiles);
displayAugmentations(augmentationsList, Player.augmentations);
Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.AcquirementTime;
}
});
contentEl.appendChild(sortByAcquirementTimeButton);
if (Settings.OwnedAugmentationsOrder === OwnedAugmentationsOrderSetting.Alphabetically) {
sortInOrderButton.click();
} else {
sortByAcquirementTimeButton.click();
}
contentEl.appendChild(augmentationsList);
// Display multiplier information at the bottom
contentEl.appendChild(createElement("p", {
display: "block",
innerHTML:
`<br><br><strong><u>Total Multipliers:</u></strong><br>` +
'Hacking Chance multiplier: ' + formatNumber(Player.hacking_chance_mult * 100, 2) + '%<br>' +
'Hacking Speed multiplier: ' + formatNumber(Player.hacking_speed_mult * 100, 2) + '%<br>' +
'Hacking Money multiplier: ' + formatNumber(Player.hacking_money_mult * 100, 2) + '%<br>' +
'Hacking Growth multiplier: ' + formatNumber(Player.hacking_grow_mult * 100, 2) + '%<br><br>' +
'Hacking Level multiplier: ' + formatNumber(Player.hacking_mult * 100, 2) + '%<br>' +
'Hacking Experience multiplier: ' + formatNumber(Player.hacking_exp_mult * 100, 2) + '%<br><br>' +
'Strength Level multiplier: ' + formatNumber(Player.strength_mult * 100, 2) + '%<br>' +
'Strength Experience multiplier: ' + formatNumber(Player.strength_exp_mult * 100, 2) + '%<br><br>' +
'Defense Level multiplier: ' + formatNumber(Player.defense_mult * 100, 2) + '%<br>' +
'Defense Experience multiplier: ' + formatNumber(Player.defense_exp_mult * 100, 2) + '%<br><br>' +
'Dexterity Level multiplier: ' + formatNumber(Player.dexterity_mult * 100, 2) + '%<br>' +
'Dexterity Experience multiplier: ' + formatNumber(Player.dexterity_exp_mult * 100, 2) + '%<br><br>' +
'Agility Level multiplier: ' + formatNumber(Player.agility_mult * 100, 2) + '%<br>' +
'Agility Experience multiplier: ' + formatNumber(Player.agility_exp_mult * 100, 2) + '%<br><br>' +
'Charisma Level multiplier: ' + formatNumber(Player.charisma_mult * 100, 2) + '%<br>' +
'Charisma Experience multiplier: ' + formatNumber(Player.charisma_exp_mult * 100, 2) + '%<br><br>' +
'Hacknet Node production multiplier: ' + formatNumber(Player.hacknet_node_money_mult * 100, 2) + '%<br>' +
'Hacknet Node purchase cost multiplier: ' + formatNumber(Player.hacknet_node_purchase_cost_mult * 100, 2) + '%<br>' +
'Hacknet Node RAM upgrade cost multiplier: ' + formatNumber(Player.hacknet_node_ram_cost_mult * 100, 2) + '%<br>' +
'Hacknet Node Core purchase cost multiplier: ' + formatNumber(Player.hacknet_node_core_cost_mult * 100, 2) + '%<br>' +
'Hacknet Node level upgrade cost multiplier: ' + formatNumber(Player.hacknet_node_level_cost_mult * 100, 2) + '%<br><br>' +
'Company reputation gain multiplier: ' + formatNumber(Player.company_rep_mult * 100, 2) + '%<br>' +
'Faction reputation gain multiplier: ' + formatNumber(Player.faction_rep_mult * 100, 2) + '%<br>' +
'Salary multiplier: ' + formatNumber(Player.work_money_mult * 100, 2) + '%<br>' +
'Crime success multiplier: ' + formatNumber(Player.crime_success_mult * 100, 2) + '%<br>' +
'Crime money multiplier: ' + formatNumber(Player.crime_money_mult * 100, 2) + '%<br><br><br>',
}))
}
//Creates the accordion elements to display Augmentations
// @listElement - List DOM element to append accordion elements to
// @augs - Array of Augmentation objects
function displayAugmentations(listElement, augs) {
for (var i = 0; i < augs.length; ++i) {
var augName = augs[i].name;
var aug = Augmentations[augName];
var displayName = augName;
if (augName === AugmentationNames.NeuroFluxGovernor) {
displayName += " - Level " + (augs[i].level);
}
var accordion = createAccordionElement({hdrText:displayName, panelText:aug.info});
listElement.appendChild(accordion[0]);
}
}
//Creates the accordion elements to display Source Files
// @listElement - List DOM element to append accordion elements to
// @sourceFiles - Array of Source File objects
function displaySourceFiles(listElement, sourceFiles) {
for (var i = 0; i < sourceFiles.length; ++i) {
var srcFileKey = "SourceFile" + sourceFiles[i].n;
var sourceFileObject = SourceFiles[srcFileKey];
if (sourceFileObject == null) {
console.log("ERROR: Invalid source file number: " + sourceFiles[i].n);
continue;
}
const maxLevel = sourceFiles[i].n == 12 ? "∞" : "3";
var accordion = createAccordionElement({
hdrText:sourceFileObject.name + "<br>" + "Level " + (sourceFiles[i].lvl) + " / "+maxLevel,
panelText:sourceFileObject.info
});
listElement.appendChild(accordion[0]);
}
ReactDOM.render(
<AugmentationsRoot
exportGameFn={saveObject.exportGame.bind(saveObject)}
installAugmentationsFn={installAugmentations}
/>,
contentEl
);
}
export function isRepeatableAug(aug) {
@ -2319,6 +2120,9 @@ export function isRepeatableAug(aug) {
return false;
}
export {installAugmentations,
initAugmentations, applyAugmentation, augmentationExists,
displayAugmentationsContent};
export {
installAugmentations,
initAugmentations,
applyAugmentation,
augmentationExists,
};

View File

@ -0,0 +1,42 @@
/**
* 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 (
<li key={e.name}>
<AugmentationAccordion aug={aug} level={level} />
</li>
)
});
return (
<>{augs}</>
)
}

View File

@ -0,0 +1,107 @@
/**
* 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 { InstalledAugmentations } from "./InstalledAugmentations";
import { ListConfiguration } from "./ListConfiguration";
import { OwnedSourceFiles } from "./OwnedSourceFiles";
import { Settings } from "../../Settings/Settings";
import { OwnedAugmentationsOrderSetting } from "../../Settings/SettingEnums";
type IProps = {}
type IState = {
rerenderFlag: boolean;
}
export class InstalledAugmentationsAndSourceFiles extends React.Component<IProps, IState> {
listRef: React.RefObject<HTMLUListElement>;
constructor(props: IProps) {
super(props);
this.state = {
rerenderFlag: false,
}
this.collapseAllHeaders = this.collapseAllHeaders.bind(this);
this.expandAllHeaders = this.expandAllHeaders.bind(this);
this.sortByAcquirementTime = this.sortByAcquirementTime.bind(this);
this.sortInOrder = this.sortInOrder.bind(this);
this.listRef = React.createRef();
}
collapseAllHeaders() {
const ul = this.listRef.current;
if (ul == null) { return; }
const tickers = ul.getElementsByClassName("accordion-header");
for (let i = 0; i < tickers.length; ++i) {
const ticker = tickers[i];
if (!(ticker instanceof HTMLButtonElement)) {
continue;
}
if (ticker.classList.contains("active")) {
ticker.click();
}
}
}
expandAllHeaders() {
const ul = this.listRef.current;
if (ul == null) { return; }
const tickers = ul.getElementsByClassName("accordion-header");
for (let i = 0; i < tickers.length; ++i) {
const ticker = tickers[i];
if (!(ticker instanceof HTMLButtonElement)) {
continue;
}
if (!ticker.classList.contains("active")) {
ticker.click();
}
}
}
rerender() {
this.setState((prevState) => {
return {
rerenderFlag: !prevState.rerenderFlag,
}
});
}
sortByAcquirementTime() {
Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.AcquirementTime;
this.rerender();
}
sortInOrder() {
Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.Alphabetically
this.rerender();
}
render() {
return (
<>
<ListConfiguration
collapseAllButtonsFn={this.collapseAllHeaders}
expandAllButtonsFn={this.expandAllHeaders}
sortByAcquirementTimeFn={this.sortByAcquirementTime}
sortInOrderFn={this.sortInOrder}
/>
<ul className="augmentations-list" ref={this.listRef}>
<OwnedSourceFiles />
<InstalledAugmentations />
</ul>
</>
)
}
}

View File

@ -0,0 +1,39 @@
/**
* React Component for configuring the way installed augmentations and
* Source-Files are displayed in the Augmentations UI
*/
import * as React from "react";
import { StdButton } from "../../ui/React/StdButton";
type IProps = {
collapseAllButtonsFn: () => void;
expandAllButtonsFn: () => void;
sortByAcquirementTimeFn: () => void;
sortInOrderFn: () => void;
}
export function ListConfiguration(props: IProps): React.ReactElement {
return (
<>
<StdButton
onClick={props.expandAllButtonsFn}
text="Expand All"
/>
<StdButton
onClick={props.collapseAllButtonsFn}
text="Collapse All"
/>
<StdButton
onClick={props.sortInOrderFn}
text="Sort in Order"
tooltip="Sorts the Augmentations alphabetically and Source-Files in numeral order"
/>
<StdButton
onClick={props.sortByAcquirementTimeFn}
text="Sort by Acquirement Time"
tooltip="Sorts the Augmentations and Source-Files based on when you acquired them (same as default)"
/>
</>
)
}

View File

@ -0,0 +1,41 @@
/**
* 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 { Settings } from "../../Settings/Settings";
import { OwnedAugmentationsOrderSetting } from "../../Settings/SettingEnums";
import { SourceFiles } from "../../SourceFile/SourceFiles";
import { SourceFileAccordion } from "../../ui/React/SourceFileAccordion";
export function OwnedSourceFiles(): React.ReactElement {
const sourceSfs = Player.sourceFiles.slice();
if (Settings.OwnedAugmentationsOrder === OwnedAugmentationsOrderSetting.Alphabetically) {
sourceSfs.sort((sf1, sf2) => {
return sf1.n - sf2.n;
});
}
const sfs = sourceSfs.map((e) => {
const srcFileKey = "SourceFile" + e.n;
const sfObj = SourceFiles[srcFileKey];
if (sfObj == null) {
console.error(`Invalid source file number: ${e.n}`);
return null;
}
return (
<li key={e.n}>
<SourceFileAccordion level={e.lvl} sf={sfObj} />
</li>
)
});
return (
<>{sfs}</>
);
}

View File

@ -0,0 +1,96 @@
/**
* React component for displaying the player's multipliers on the Augmentation UI page
*/
import * as React from "react";
import { Player } from "../../Player";
import { numeralWrapper } from "../../ui/numeralFormat";
export function PlayerMultipliers(): React.ReactElement {
return (
<>
<p><strong><u>Total Multipliers:</u></strong></p>
<pre>
{'Hacking Chance multiplier: ' + numeralWrapper.formatPercentage(Player.hacking_chance_mult)}
</pre>
<pre>
{'Hacking Speed multiplier: ' + numeralWrapper.formatPercentage(Player.hacking_speed_mult)}
</pre>
<pre>
{'Hacking Money multiplier: ' + numeralWrapper.formatPercentage(Player.hacking_money_mult)}
</pre>
<pre>
{'Hacking Growth multiplier: ' + numeralWrapper.formatPercentage(Player.hacking_grow_mult)}
</pre><br />
<pre>
{'Hacking Level multiplier: ' + numeralWrapper.formatPercentage(Player.hacking_mult)}
</pre>
<pre>
{'Hacking Experience multiplier: ' + numeralWrapper.formatPercentage(Player.hacking_exp_mult)}
</pre>
<br />
<pre>
{'Strength Level multiplier: ' + numeralWrapper.formatPercentage(Player.strength_mult)}
</pre>
<pre>
{'Strength Experience multiplier: ' + numeralWrapper.formatPercentage(Player.strength_exp_mult)}
</pre>
<br />
<pre>
{'Defense Level multiplier: ' + numeralWrapper.formatPercentage(Player.defense_mult)}
</pre>
<pre>
{'Defense Experience multiplier: ' + numeralWrapper.formatPercentage(Player.defense_exp_mult)}
</pre><br />
<pre>
{'Dexterity Level multiplier: ' + numeralWrapper.formatPercentage(Player.dexterity_mult)}
</pre>
<pre>
{'Dexterity Experience multiplier: ' + numeralWrapper.formatPercentage(Player.dexterity_exp_mult)}
</pre><br />
<pre>
{'Agility Level multiplier: ' + numeralWrapper.formatPercentage(Player.agility_mult)}
</pre>
<pre>
{'Agility Experience multiplier: ' + numeralWrapper.formatPercentage(Player.agility_exp_mult)}
</pre><br />
<pre>
{'Charisma Level multiplier: ' + numeralWrapper.formatPercentage(Player.charisma_mult)}
</pre>
<pre>
{'Charisma Experience multiplier: ' + numeralWrapper.formatPercentage(Player.charisma_exp_mult)}
</pre><br />
<pre>
{'Hacknet Node production multiplier: ' + numeralWrapper.formatPercentage(Player.hacknet_node_money_mult)}
</pre>
<pre>
{'Hacknet Node purchase cost multiplier: ' + numeralWrapper.formatPercentage(Player.hacknet_node_purchase_cost_mult)}
</pre>
<pre>
{'Hacknet Node RAM upgrade cost multiplier: ' + numeralWrapper.formatPercentage(Player.hacknet_node_ram_cost_mult)}
</pre>
<pre>
{'Hacknet Node Core purchase cost multiplier: ' + numeralWrapper.formatPercentage(Player.hacknet_node_core_cost_mult)}
</pre>
<pre>
{'Hacknet Node level upgrade cost multiplier: ' + numeralWrapper.formatPercentage(Player.hacknet_node_level_cost_mult)}
</pre><br />
<pre>
{'Company reputation gain multiplier: ' + numeralWrapper.formatPercentage(Player.company_rep_mult)}
</pre>
<pre>
{'Faction reputation gain multiplier: ' + numeralWrapper.formatPercentage(Player.faction_rep_mult)}
</pre>
<pre>
{'Salary multiplier: ' + numeralWrapper.formatPercentage(Player.work_money_mult)}
</pre><br />
<pre>
{'Crime success multiplier: ' + numeralWrapper.formatPercentage(Player.crime_success_mult)}
</pre>
<pre>
{'Crime money multiplier: ' + numeralWrapper.formatPercentage(Player.crime_money_mult)}
</pre>
</>
)
}

View File

@ -0,0 +1,32 @@
/**
* 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(
<li key={`${ownedAug.name}${ownedAug.level}`}>
<AugmentationAccordion aug={aug} level={level} />
</li>
)
}
return (
<ul className="augmentations-list">{augs}</ul>
)
}

View File

@ -0,0 +1,83 @@
/**
* 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 { InstalledAugmentationsAndSourceFiles } from "./InstalledAugmentationsAndSourceFiles";
import { PlayerMultipliers } from "./PlayerMultipliers";
import { PurchasedAugmentations } from "./PurchasedAugmentations";
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 id="augmentations-content">
<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><br />
<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><br />
<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!"
/>
<PurchasedAugmentations />
<h1>Installed Augmentations</h1>
<p>
{
`List of all Augmentations ${Player.sourceFiles.length > 0 ? "and Source Files " : ""} ` +
`that have been installed. You have gained the effects of these.`
}
</p>
<InstalledAugmentationsAndSourceFiles />
<br /> <br />
<PlayerMultipliers />
</div>
)
}
}

View File

@ -25,235 +25,232 @@ class BitNode {
}
export let BitNodes: IMap<BitNode> = {};
export const BitNodes: IMap<BitNode> = {};
export function initBitNodes() {
BitNodes = {};
BitNodes["BitNode1"] = new BitNode(1, "Source Genesis", "The original BitNode",
"The first BitNode created by the Enders to imprison the minds of humans. It became " +
"the prototype and testing-grounds for all of the BitNodes that followed.<br><br>" +
"This is the first BitNode that you play through. It has no special " +
"modifications or mechanics.<br><br>" +
"Destroying this BitNode will give you Source-File 1, or if you already have " +
"this Source-File it will upgrade its level up to a maximum of 3. This Source-File " +
"lets the player start with 32GB of RAM on his/her home computer when entering a " +
"new BitNode, and also increases all of the player's multipliers by:<br><br>" +
"Level 1: 16%<br>" +
"Level 2: 24%<br>" +
"Level 3: 28%");
BitNodes["BitNode2"] = new BitNode(2, "Rise of the Underworld", "From the shadows, they rose", //Gangs
"From the shadows, they rose.<br><br>Organized crime groups quickly filled the void of power " +
"left behind from the collapse of Western government in the 2050s. As society and civlization broke down, " +
"people quickly succumbed to the innate human impulse of evil and savagery. The organized crime " +
"factions quickly rose to the top of the modern world.<br><br>" +
"In this BitNode:<br><br>" +
"Your hacking level is reduced by 20%<br>" +
"The growth rate and maximum amount of money available on servers are significantly decreased<br>" +
"The amount of money gained from crimes and Infiltration is tripled<br>" +
"Certain Factions (Slum Snakes, Tetrads, The Syndicate, The Dark Army, Speakers for the Dead, " +
"NiteSec, The Black Hand) give the player the ability to form and manage their own gangs. These gangs " +
"will earn the player money and reputation with the corresponding Faction<br>" +
"Every Augmentation in the game will be available through the Factions listed above<br>" +
"For every Faction NOT listed above, reputation gains are halved<br>" +
"You will no longer gain passive reputation with Factions<br><br>" +
"Destroying this BitNode will give you Source-File 2, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 3. 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%");
BitNodes["BitNode3"] = new BitNode(3, "Corporatocracy", "The Price of Civilization",
"Our greatest illusion is that a healthy society can revolve around a " +
"single-minded pursuit of wealth.<br><br>" +
"Sometime in the early 21st century economic and political globalization turned " +
"the world into a corporatocracy, and it never looked back. Now, the privileged " +
"elite will happily bankrupt their own countrymen, decimate their own community, " +
"and evict their neighbors from houses in their desperate bid to increase their wealth.<br><br>" +
"In this BitNode you can create and manage your own corporation. Running a successful corporation " +
"has the potential of generating massive profits. All other forms of income are reduced by 75%. Furthermore: <br><br>" +
"The price and reputation cost of all Augmentations is tripled<br>" +
"The starting and maximum amount of money on servers is reduced by 75%<br>" +
"Server growth rate is reduced by 80%<br>" +
"You now only need 75 favour with a faction in order to donate to it, rather than 150<br><br>" +
"Destroying this BitNode will give you Source-File 3, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 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%");
BitNodes["BitNode4"] = new BitNode(4, "The Singularity", "The Man and the Machine",
"The Singularity has arrived. The human race is gone, replaced " +
"by artificially superintelligent beings that are more machine than man. <br><br>" +
"In this BitNode, progressing is significantly harder. Experience gain rates " +
"for all stats are reduced. Most methods of earning money will now give significantly less.<br><br>" +
"In this BitNode you will gain access to a new set of Netscript Functions known as Singularity Functions. " +
"These functions allow you to control most aspects of the game through scripts, including working for factions/companies, " +
"purchasing/installing Augmentations, and creating programs.<br><br>" +
"Destroying this BitNode will give you Source-File 4, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 3. This Source-File lets you access and use the Singularity " +
"Functions in other BitNodes. Each level of this Source-File will open up more Singularity Functions " +
"that you can use.");
BitNodes["BitNode5"] = new BitNode(5, "Artificial Intelligence", "Posthuman",
"They said it couldn't be done. They said the human brain, " +
"along with its consciousness and intelligence, couldn't be replicated. They said the complexity " +
"of the brain results from unpredictable, nonlinear interactions that couldn't be modeled " +
"by 1's and 0's. They were wrong.<br><br>" +
"In this BitNode:<br><br>" +
"The base security level of servers is doubled<br>" +
"The starting money on servers is halved, but the maximum money remains the same<br>" +
"Most methods of earning money now give significantly less<br>" +
"Infiltration gives 50% more reputation and money<br>" +
"Corporations have 50% lower valuations and are therefore less profitable<br>" +
"Augmentations are more expensive<br>" +
"Hacking experience gain rates are reduced<br><br>" +
"Destroying this BitNode will give you Source-File 5, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 3. This Source-File grants you 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. <br><br>" +
"In addition, this Source-File will unlock the getBitNodeMultipliers() Netscript function, " +
"and will also raise all of your hacking-related multipliers by:<br><br>" +
"Level 1: 8%<br>" +
"Level 2: 12%<br>" +
"Level 3: 14%");
BitNodes["BitNode6"] = new BitNode(6, "Bladeburners", "Like Tears in Rain",
"In the middle of the 21st century, OmniTek Incorporated began designing and manufacturing advanced synthetic " +
"androids, or Synthoids for short. They achieved a major technological breakthrough in the sixth generation " +
"of their Synthoid design, called MK-VI, by developing a hyperintelligent AI. Many argue that this was " +
"the first sentient AI ever created. This resulted in Synthoid models that were stronger, faster, and more intelligent " +
"than the humans that had created them.<br><br>" +
"In this BitNode you will be able to access the Bladeburner Division at the NSA, which provides a new mechanic " +
"for progression. Furthermore:<br><br>" +
"Hacking and Hacknet Nodes will be less profitable<br>" +
"Your hacking level is reduced by 65%<br>" +
"Hacking experience gain from scripts is reduced by 75%<br>" +
"Corporations have 80% lower valuations and are therefore less profitable<br>" +
"Working for companies is 50% less profitable<br>" +
"Crimes and Infiltration are 25% less profitable<br><br>" +
"Destroying this BitNode will give you Source-File 6, or if you already have this Source-File it will upgrade " +
"its level up to a maximum of 3. 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%");
BitNodes["BitNode7"] = new BitNode(7, "Bladeburners 2079", "More human than humans",
"In the middle of the 21st century, you were doing cutting-edge work at OmniTek Incorporated as part of the AI design team " +
"for advanced synthetic androids, or Synthoids for short. You helped achieve a major technological " +
"breakthrough in the sixth generation of the company's Synthoid design, called MK-VI, by developing a hyperintelligent AI. " +
"Many argue that this was the first sentient AI ever created. This resulted in Synthoid models that were stronger, faster, " +
"and more intelligent than the humans that had created them.<br><br>" +
"In this BitNode you will be able to access the Bladeburner API, which allows you to access Bladeburner " +
"functionality through Netscript. Furthermore: <br><br>" +
"The rank you gain from Bladeburner contracts/operations is reduced by 40%<br>" +
"Bladeburner skills cost twice as many skill points<br>" +
"Augmentations are 3x more expensive<br>" +
"Hacking and Hacknet Nodes will be significantly less profitable<br>" +
"Your hacking level is reduced by 65%<br>" +
"Hacking experience gain from scripts is reduced by 75%<br>" +
"Corporations have 80% lower valuations and are therefore less profitable<br>" +
"Working for companies is 50% less profitable<br>" +
"Crimes and Infiltration are 25% less profitable<br><br>" +
"Destroying this BitNode will give you Source-File 7, or if you already have this Source-File it will upgrade " +
"its level up to a maximum of 3. 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%");
BitNodes["BitNode8"] = new BitNode(8, "Ghost of Wall Street", "Money never sleeps",
"You are trying to make a name for yourself as an up-and-coming hedge fund manager on Wall Street.<br><br>" +
"In this BitNode:<br><br>" +
"You start with $250 million<br>" +
"The only way to earn money is by trading on the stock market<br>" +
"You start with a WSE membership and access to the TIX API<br>" +
"You are able to short stocks and place different types of orders (limit/stop)<br>" +
"You can immediately donate to factions to gain reputation<br><br>" +
"Destroying this BitNode will give you Source-File 8, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 3. 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%");
BitNodes["BitNode9"] = new BitNode(9, "Hacktocracy", "Hacknet Unleashed",
"When Fulcrum Technologies released their open-source Linux distro Chapeau, it quickly " +
"became the OS of choice for the underground hacking community. Chapeau became especially notorious for " +
"powering the Hacknet, a global, decentralized network used for nefarious purposes. Fulcrum quickly " +
"abandoned the project and dissociated themselves from it.<br><br>" +
"This BitNode unlocks the Hacknet Server, an upgraded version of the Hacknet Node. Hacknet Servers generate " +
"hashes, which can be spent on a variety of different upgrades.<br><br>" +
"In this BitNode:<br><br>" +
"Your stats are significantly decreased<br>" +
"You cannnot purchase additional servers<br>" +
"Hacking is significantly less profitable<br><br>" +
"Destroying this BitNode will give you Source-File 9, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 3. 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)");
BitNodes["BitNode10"] = new BitNode(10, "Digital Carbon", "Your body is not who you are",
"In 2084, VitaLife unveiled to the world the Persona Core, a technology that allowed people " +
"to digitize their consciousness. Their consciousness could then be transferred into Synthoids " +
"or other bodies by trasmitting the digitized data. Human bodies became nothing more than 'sleeves' for the " +
"human consciousness. Mankind had finally achieved immortality - at least for those that could afford it.<br><br>" +
"This BitNode unlocks Sleeve technology. Sleeve technology allows you to:<br><br>" +
"1. Re-sleeve: Purchase and transfer your consciousness into a new body<br>" +
"2. Duplicate Sleeves: Duplicate your consciousness into Synthoids, allowing you to perform different tasks synchronously<br><br>" +
"In this BitNode:<br><br>" +
"Your stats are significantly decreased<br>" +
"All methods of gaining money are half as profitable (except Stock Market)<br>" +
"Purchased servers are more expensive, have less max RAM, and a lower maximum limit<br>" +
"Augmentations are 5x as expensive and require twice as much reputation<br><br>" +
"Destroying this BitNode will give you Source-File 10, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 3. This Source-File unlocks Sleeve technology in other BitNodes. " +
"Each level of this Source-File also grants you a Duplicate Sleeve");
BitNodes["BitNode11"] = new BitNode(11, "The Big Crash", "Okay. Sell it all.",
"The 2050s was defined by the massive amounts of violent civil unrest and anarchic rebellion that rose all around the world. It was this period " +
"of disorder that eventually lead to the governmental reformation of many global superpowers, most notably " +
"the USA and China. But just as the world was slowly beginning to recover from these dark times, financial catastrophe hit.<br><br>" +
"In many countries, the high cost of trying to deal with the civil disorder bankrupted the governments. In all of this chaos and confusion, hackers " +
"were able to steal billions of dollars from the world's largest electronic banks, prompting an international banking crisis as " +
"governments were unable to bail out insolvent banks. Now, the world is slowly crumbling in the middle of the biggest economic crisis of all time.<br><br>" +
"In this BitNode:<br><br>" +
"Your hacking stat and experience gain are halved<br>" +
"The starting and maximum amount of money available on servers is significantly decreased<br>" +
"The growth rate of servers is significantly reduced<br>" +
"Weakening a server is twice as effective<br>" +
"Company wages are decreased by 50%<br>" +
"Corporation valuations are 99% lower and are therefore significantly less profitable<br>" +
"Hacknet Node production is significantly decreased<br>" +
"Crime and Infiltration are more lucrative<br>" +
"Augmentations are twice as expensive<br><br>" +
"Destroying this BitNode will give you Source-File 11, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 3. 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%");
BitNodes["BitNode12"] = new BitNode(12, "The Recursion", "Repeat.",
"To iterate is human, to recurse divine.<br><br>" +
"Every time this BitNode is destroyed, it becomes slightly harder. Destroying this BitNode will give your Souce-File 12, or " +
"if you already have this Source-File it will upgrade its level. There is no maximum level for Source-File 12. Each level " +
"of Source-File 12 will increase all of your multipliers by 1%. 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)");
//Books: Frontera, Shiner
BitNodes["BitNode13"] = new BitNode(13, "fOS", "COMING SOON"); //Unlocks the new game mode and the rest of the BitNodes
BitNodes["BitNode14"] = new BitNode(14, "", "COMING SOON");
BitNodes["BitNode15"] = new BitNode(15, "", "COMING SOON");
BitNodes["BitNode16"] = new BitNode(16, "", "COMING SOON");
BitNodes["BitNode17"] = new BitNode(17, "", "COMING SOON");
BitNodes["BitNode18"] = new BitNode(18, "", "COMING SOON");
BitNodes["BitNode19"] = new BitNode(19, "", "COMING SOON");
BitNodes["BitNode20"] = new BitNode(20, "", "COMING SOON");
BitNodes["BitNode21"] = new BitNode(21, "", "COMING SOON");
BitNodes["BitNode22"] = new BitNode(22, "", "COMING SOON");
BitNodes["BitNode23"] = new BitNode(23, "", "COMING SOON");
BitNodes["BitNode24"] = new BitNode(24, "", "COMING SOON");
}
BitNodes["BitNode1"] = new BitNode(1, "Source Genesis", "The original BitNode",
"The first BitNode created by the Enders to imprison the minds of humans. It became " +
"the prototype and testing-grounds for all of the BitNodes that followed.<br><br>" +
"This is the first BitNode that you play through. It has no special " +
"modifications or mechanics.<br><br>" +
"Destroying this BitNode will give you Source-File 1, or if you already have " +
"this Source-File it will upgrade its level up to a maximum of 3. This Source-File " +
"lets the player start with 32GB of RAM on his/her home computer when entering a " +
"new BitNode, and also increases all of the player's multipliers by:<br><br>" +
"Level 1: 16%<br>" +
"Level 2: 24%<br>" +
"Level 3: 28%");
BitNodes["BitNode2"] = new BitNode(2, "Rise of the Underworld", "From the shadows, they rose", //Gangs
"From the shadows, they rose.<br><br>Organized crime groups quickly filled the void of power " +
"left behind from the collapse of Western government in the 2050s. As society and civlization broke down, " +
"people quickly succumbed to the innate human impulse of evil and savagery. The organized crime " +
"factions quickly rose to the top of the modern world.<br><br>" +
"In this BitNode:<br><br>" +
"Your hacking level is reduced by 20%<br>" +
"The growth rate and maximum amount of money available on servers are significantly decreased<br>" +
"The amount of money gained from crimes and Infiltration is tripled<br>" +
"Certain Factions (Slum Snakes, Tetrads, The Syndicate, The Dark Army, Speakers for the Dead, " +
"NiteSec, The Black Hand) give the player the ability to form and manage their own gangs. These gangs " +
"will earn the player money and reputation with the corresponding Faction<br>" +
"Every Augmentation in the game will be available through the Factions listed above<br>" +
"For every Faction NOT listed above, reputation gains are halved<br>" +
"You will no longer gain passive reputation with Factions<br><br>" +
"Destroying this BitNode will give you Source-File 2, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 3. 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%");
BitNodes["BitNode3"] = new BitNode(3, "Corporatocracy", "The Price of Civilization",
"Our greatest illusion is that a healthy society can revolve around a " +
"single-minded pursuit of wealth.<br><br>" +
"Sometime in the early 21st century economic and political globalization turned " +
"the world into a corporatocracy, and it never looked back. Now, the privileged " +
"elite will happily bankrupt their own countrymen, decimate their own community, " +
"and evict their neighbors from houses in their desperate bid to increase their wealth.<br><br>" +
"In this BitNode you can create and manage your own corporation. Running a successful corporation " +
"has the potential of generating massive profits. All other forms of income are reduced by 75%. Furthermore: <br><br>" +
"The price and reputation cost of all Augmentations is tripled<br>" +
"The starting and maximum amount of money on servers is reduced by 75%<br>" +
"Server growth rate is reduced by 80%<br>" +
"You now only need 75 favour with a faction in order to donate to it, rather than 150<br><br>" +
"Destroying this BitNode will give you Source-File 3, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 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%");
BitNodes["BitNode4"] = new BitNode(4, "The Singularity", "The Man and the Machine",
"The Singularity has arrived. The human race is gone, replaced " +
"by artificially superintelligent beings that are more machine than man. <br><br>" +
"In this BitNode, progressing is significantly harder. Experience gain rates " +
"for all stats are reduced. Most methods of earning money will now give significantly less.<br><br>" +
"In this BitNode you will gain access to a new set of Netscript Functions known as Singularity Functions. " +
"These functions allow you to control most aspects of the game through scripts, including working for factions/companies, " +
"purchasing/installing Augmentations, and creating programs.<br><br>" +
"Destroying this BitNode will give you Source-File 4, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 3. This Source-File lets you access and use the Singularity " +
"Functions in other BitNodes. Each level of this Source-File will open up more Singularity Functions " +
"that you can use.");
BitNodes["BitNode5"] = new BitNode(5, "Artificial Intelligence", "Posthuman",
"They said it couldn't be done. They said the human brain, " +
"along with its consciousness and intelligence, couldn't be replicated. They said the complexity " +
"of the brain results from unpredictable, nonlinear interactions that couldn't be modeled " +
"by 1's and 0's. They were wrong.<br><br>" +
"In this BitNode:<br><br>" +
"The base security level of servers is doubled<br>" +
"The starting money on servers is halved, but the maximum money remains the same<br>" +
"Most methods of earning money now give significantly less<br>" +
"Infiltration gives 50% more reputation and money<br>" +
"Corporations have 50% lower valuations and are therefore less profitable<br>" +
"Augmentations are more expensive<br>" +
"Hacking experience gain rates are reduced<br><br>" +
"Destroying this BitNode will give you Source-File 5, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 3. This Source-File grants you 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. <br><br>" +
"In addition, this Source-File will unlock the getBitNodeMultipliers() Netscript function, " +
"and will also raise all of your hacking-related multipliers by:<br><br>" +
"Level 1: 8%<br>" +
"Level 2: 12%<br>" +
"Level 3: 14%");
BitNodes["BitNode6"] = new BitNode(6, "Bladeburners", "Like Tears in Rain",
"In the middle of the 21st century, OmniTek Incorporated began designing and manufacturing advanced synthetic " +
"androids, or Synthoids for short. They achieved a major technological breakthrough in the sixth generation " +
"of their Synthoid design, called MK-VI, by developing a hyperintelligent AI. Many argue that this was " +
"the first sentient AI ever created. This resulted in Synthoid models that were stronger, faster, and more intelligent " +
"than the humans that had created them.<br><br>" +
"In this BitNode you will be able to access the Bladeburner Division at the NSA, which provides a new mechanic " +
"for progression. Furthermore:<br><br>" +
"Hacking and Hacknet Nodes will be less profitable<br>" +
"Your hacking level is reduced by 65%<br>" +
"Hacking experience gain from scripts is reduced by 75%<br>" +
"Corporations have 80% lower valuations and are therefore less profitable<br>" +
"Working for companies is 50% less profitable<br>" +
"Crimes and Infiltration are 25% less profitable<br><br>" +
"Destroying this BitNode will give you Source-File 6, or if you already have this Source-File it will upgrade " +
"its level up to a maximum of 3. 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%");
BitNodes["BitNode7"] = new BitNode(7, "Bladeburners 2079", "More human than humans",
"In the middle of the 21st century, you were doing cutting-edge work at OmniTek Incorporated as part of the AI design team " +
"for advanced synthetic androids, or Synthoids for short. You helped achieve a major technological " +
"breakthrough in the sixth generation of the company's Synthoid design, called MK-VI, by developing a hyperintelligent AI. " +
"Many argue that this was the first sentient AI ever created. This resulted in Synthoid models that were stronger, faster, " +
"and more intelligent than the humans that had created them.<br><br>" +
"In this BitNode you will be able to access the Bladeburner API, which allows you to access Bladeburner " +
"functionality through Netscript. Furthermore: <br><br>" +
"The rank you gain from Bladeburner contracts/operations is reduced by 40%<br>" +
"Bladeburner skills cost twice as many skill points<br>" +
"Augmentations are 3x more expensive<br>" +
"Hacking and Hacknet Nodes will be significantly less profitable<br>" +
"Your hacking level is reduced by 65%<br>" +
"Hacking experience gain from scripts is reduced by 75%<br>" +
"Corporations have 80% lower valuations and are therefore less profitable<br>" +
"Working for companies is 50% less profitable<br>" +
"Crimes and Infiltration are 25% less profitable<br><br>" +
"Destroying this BitNode will give you Source-File 7, or if you already have this Source-File it will upgrade " +
"its level up to a maximum of 3. 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%");
BitNodes["BitNode8"] = new BitNode(8, "Ghost of Wall Street", "Money never sleeps",
"You are trying to make a name for yourself as an up-and-coming hedge fund manager on Wall Street.<br><br>" +
"In this BitNode:<br><br>" +
"You start with $250 million<br>" +
"The only way to earn money is by trading on the stock market<br>" +
"You start with a WSE membership and access to the TIX API<br>" +
"You are able to short stocks and place different types of orders (limit/stop)<br>" +
"You can immediately donate to factions to gain reputation<br><br>" +
"Destroying this BitNode will give you Source-File 8, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 3. 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%");
BitNodes["BitNode9"] = new BitNode(9, "Hacktocracy", "Hacknet Unleashed",
"When Fulcrum Technologies released their open-source Linux distro Chapeau, it quickly " +
"became the OS of choice for the underground hacking community. Chapeau became especially notorious for " +
"powering the Hacknet, a global, decentralized network used for nefarious purposes. Fulcrum quickly " +
"abandoned the project and dissociated themselves from it.<br><br>" +
"This BitNode unlocks the Hacknet Server, an upgraded version of the Hacknet Node. Hacknet Servers generate " +
"hashes, which can be spent on a variety of different upgrades.<br><br>" +
"In this BitNode:<br><br>" +
"Your stats are significantly decreased<br>" +
"You cannnot purchase additional servers<br>" +
"Hacking is significantly less profitable<br><br>" +
"Destroying this BitNode will give you Source-File 9, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 3. 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)");
BitNodes["BitNode10"] = new BitNode(10, "Digital Carbon", "Your body is not who you are",
"In 2084, VitaLife unveiled to the world the Persona Core, a technology that allowed people " +
"to digitize their consciousness. Their consciousness could then be transferred into Synthoids " +
"or other bodies by trasmitting the digitized data. Human bodies became nothing more than 'sleeves' for the " +
"human consciousness. Mankind had finally achieved immortality - at least for those that could afford it.<br><br>" +
"This BitNode unlocks Sleeve technology. Sleeve technology allows you to:<br><br>" +
"1. Re-sleeve: Purchase and transfer your consciousness into a new body<br>" +
"2. Duplicate Sleeves: Duplicate your consciousness into Synthoids, allowing you to perform different tasks synchronously<br><br>" +
"In this BitNode:<br><br>" +
"Your stats are significantly decreased<br>" +
"All methods of gaining money are half as profitable (except Stock Market)<br>" +
"Purchased servers are more expensive, have less max RAM, and a lower maximum limit<br>" +
"Augmentations are 5x as expensive and require twice as much reputation<br><br>" +
"Destroying this BitNode will give you Source-File 10, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 3. This Source-File unlocks Sleeve technology in other BitNodes. " +
"Each level of this Source-File also grants you a Duplicate Sleeve");
BitNodes["BitNode11"] = new BitNode(11, "The Big Crash", "Okay. Sell it all.",
"The 2050s was defined by the massive amounts of violent civil unrest and anarchic rebellion that rose all around the world. It was this period " +
"of disorder that eventually lead to the governmental reformation of many global superpowers, most notably " +
"the USA and China. But just as the world was slowly beginning to recover from these dark times, financial catastrophe hit.<br><br>" +
"In many countries, the high cost of trying to deal with the civil disorder bankrupted the governments. In all of this chaos and confusion, hackers " +
"were able to steal billions of dollars from the world's largest electronic banks, prompting an international banking crisis as " +
"governments were unable to bail out insolvent banks. Now, the world is slowly crumbling in the middle of the biggest economic crisis of all time.<br><br>" +
"In this BitNode:<br><br>" +
"Your hacking stat and experience gain are halved<br>" +
"The starting and maximum amount of money available on servers is significantly decreased<br>" +
"The growth rate of servers is significantly reduced<br>" +
"Weakening a server is twice as effective<br>" +
"Company wages are decreased by 50%<br>" +
"Corporation valuations are 99% lower and are therefore significantly less profitable<br>" +
"Hacknet Node production is significantly decreased<br>" +
"Crime and Infiltration are more lucrative<br>" +
"Augmentations are twice as expensive<br><br>" +
"Destroying this BitNode will give you Source-File 11, or if you already have this Source-File it will " +
"upgrade its level up to a maximum of 3. 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%");
BitNodes["BitNode12"] = new BitNode(12, "The Recursion", "Repeat.",
"To iterate is human, to recurse divine.<br><br>" +
"Every time this BitNode is destroyed, it becomes slightly harder. Destroying this BitNode will give your Souce-File 12, or " +
"if you already have this Source-File it will upgrade its level. There is no maximum level for Source-File 12. Each level " +
"of Source-File 12 will increase all of your multipliers by 1%. 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)");
// Books: Frontera, Shiner
BitNodes["BitNode13"] = new BitNode(13, "fOS", "COMING SOON"); //Unlocks the new game mode and the rest of the BitNodes
BitNodes["BitNode14"] = new BitNode(14, "", "COMING SOON");
BitNodes["BitNode15"] = new BitNode(15, "", "COMING SOON");
BitNodes["BitNode16"] = new BitNode(16, "", "COMING SOON");
BitNodes["BitNode17"] = new BitNode(17, "", "COMING SOON");
BitNodes["BitNode18"] = new BitNode(18, "", "COMING SOON");
BitNodes["BitNode19"] = new BitNode(19, "", "COMING SOON");
BitNodes["BitNode20"] = new BitNode(20, "", "COMING SOON");
BitNodes["BitNode21"] = new BitNode(21, "", "COMING SOON");
BitNodes["BitNode22"] = new BitNode(22, "", "COMING SOON");
BitNodes["BitNode23"] = new BitNode(23, "", "COMING SOON");
BitNodes["BitNode24"] = new BitNode(24, "", "COMING SOON");
export function initBitNodeMultipliers(p: IPlayer) {
if (p.bitNodeN == null) {

View File

@ -32,6 +32,11 @@ export class WorkerScript {
*/
delay: number | null = null;
/**
* Holds the Promise resolve() function for when the script is "blocked" by an async op
*/
delayResolve?: () => void;
/**
* Stores names of all functions that have logging disabled
*/

View File

@ -0,0 +1,6 @@
/**
* Event emitter that triggers when scripts are started/stopped
*/
import { EventEmitter } from "../utils/EventEmitter";
export const WorkerScriptStartStopEventEmitter = new EventEmitter();

View File

@ -0,0 +1,6 @@
/**
* Global pool of all active scripts (scripts that are currently running)
*/
import { WorkerScript } from "./WorkerScript";
export const workerScripts: WorkerScript[] = [];

View File

@ -0,0 +1,127 @@
/**
* Stops an actively-running script (represented by a WorkerScript object)
* and removes it from the global pool of active scripts.
*/
import { WorkerScript } from "./WorkerScript";
import { workerScripts } from "./WorkerScripts";
import { WorkerScriptStartStopEventEmitter } from "./WorkerScriptStartStopEventEmitter";
import { RunningScript } from "../Script/RunningScript";
import { AllServers } from "../Server/AllServers";
import { compareArrays } from "../../utils/helpers/compareArrays";
import { roundToTwo } from "../../utils/helpers/roundToTwo";
export function killWorkerScript(runningScriptObj: RunningScript, serverIp: string): boolean;
export function killWorkerScript(workerScript: WorkerScript): boolean;
export function killWorkerScript(script: RunningScript | WorkerScript, serverIp?: string): boolean {
if (script instanceof WorkerScript) {
script.env.stopFlag = true;
killNetscriptDelay(script);
removeWorkerScript(script);
return true;
} else if (script instanceof RunningScript && typeof serverIp === "string") {
for (let i = 0; i < workerScripts.length; i++) {
if (workerScripts[i].name == script.filename && workerScripts[i].serverIp == serverIp &&
compareArrays(workerScripts[i].args, script.args)) {
workerScripts[i].env.stopFlag = true;
killNetscriptDelay(workerScripts[i]);
removeWorkerScript(workerScripts[i]);
return true;
}
}
return false;
} else {
console.error(`killWorkerScript() called with invalid argument:`);
console.error(script);
return false;
}
}
/**
* Helper function that removes the script being killed from the global pool.
* Also handles other cleanup-time operations
*
* @param {WorkerScript | number} - Identifier for WorkerScript. Either the object itself, or
* its index in the global workerScripts array
*/
function removeWorkerScript(id: WorkerScript | number): void {
// Get a reference to the WorkerScript and its index in the global pool
let workerScript: WorkerScript;
let index: number | null = null;
if (typeof id === "number") {
if (id < 0 || id >= workerScripts.length) {
console.error(`Too high of an index passed into removeWorkerScript(): ${id}`);
return;
}
workerScript = workerScripts[id];
index = id;
} else if (id instanceof WorkerScript) {
workerScript = id;
for (let i = 0; i < workerScripts.length; ++i) {
if (workerScripts[i] == id) {
index = i;
break;
}
}
if (index == null) {
console.error(`Could not find WorkerScript in global pool:`);
console.error(workerScript);
}
} else {
console.error(`Invalid argument passed into removeWorkerScript(): ${id}`);
return;
}
const ip = workerScript.serverIp;
const name = workerScript.name;
// Get the server on which the script runs
const server = AllServers[ip];
if (server == null) {
console.error(`Could not find server on which this script is running: ${ip}`);
return;
}
// Recalculate ram used on that server
server.ramUsed = roundToTwo(server.ramUsed - workerScript.ramUsage);
if (server.ramUsed < 0) {
console.warn(`Server RAM usage went negative (if it's due to floating pt imprecision, it's okay): ${server.ramUsed}`);
server.ramUsed = 0;
}
// Delete the RunningScript object from that server
for (let i = 0; i < server.runningScripts.length; ++i) {
const runningScript = server.runningScripts[i];
if (runningScript.filename === name && compareArrays(runningScript.args, workerScript.args)) {
server.runningScripts.splice(i, 1);
break;
}
}
// Delete script from global pool (workerScripts)
workerScripts.splice(<number>index, 1);
WorkerScriptStartStopEventEmitter.emitEvent();
}
/**
* Helper function that interrupts a script's delay if it is in the middle of a
* timed, blocked operation (like hack(), sleep(), etc.). This allows scripts to
* be killed immediately even if they're in the middle of one of those long operations
*/
function killNetscriptDelay(workerScript: WorkerScript) {
if (workerScript instanceof WorkerScript) {
if (workerScript.delay) {
clearTimeout(workerScript.delay);
if (workerScript.delayResolve) {
workerScript.delayResolve();
}
}
}
}

View File

@ -1,21 +1,9 @@
import { WorkerScript } from "./Netscript/WorkerScript";
import { getServer } from "./Server/ServerHelpers";
import { setTimeoutRef } from "./utils/SetTimeoutRef";
import { parse, Node } from "../utils/acorn";
import { isValidIPAddress } from "../utils/helpers/isValidIPAddress";
import { isString } from "../utils/helpers/isString";
export function killNetscriptDelay(workerScript) {
if (workerScript instanceof WorkerScript) {
if (workerScript.delay) {
clearTimeout(workerScript.delay);
workerScript.delayResolve();
}
}
}
export function netscriptDelay(time, workerScript) {
return new Promise(function(resolve, reject) {
workerScript.delay = setTimeoutRef(() => {

View File

@ -3,7 +3,6 @@ const vsprintf = require("sprintf-js").vsprintf;
import { getRamCost } from "./Netscript/RamCostGenerator";
import { updateActiveScriptsItems } from "./ActiveScriptsUI";
import { Augmentation } from "./Augmentation/Augmentation";
import { Augmentations } from "./Augmentation/Augmentations";
import {
@ -120,11 +119,11 @@ import {
} from "./NetscriptBladeburner";
import * as nsGang from "./NetscriptGang";
import {
workerScripts,
killWorkerScript,
NetscriptPorts,
runScriptFromScript,
} from "./NetscriptWorker";
import { killWorkerScript } from "./Netscript/killWorkerScript";
import { workerScripts } from "./Netscript/WorkerScripts";
import {
makeRuntimeRejectMsg,
netscriptDelay,

View File

@ -2,20 +2,17 @@
* Functions for handling WorkerScripts, which are the underlying mechanism
* that allows for scripts to run
*/
import { killWorkerScript } from "./Netscript/killWorkerScript";
import { WorkerScript } from "./Netscript/WorkerScript";
import { workerScripts } from "./Netscript/WorkerScripts";
import { WorkerScriptStartStopEventEmitter } from "./Netscript/WorkerScriptStartStopEventEmitter";
import {
addActiveScriptsItem,
deleteActiveScriptsItem,
updateActiveScriptsItems
} from "./ActiveScriptsUI";
import { CONSTANTS } from "./Constants";
import { Engine } from "./engine";
import { Interpreter } from "./JSInterpreter";
import {
isScriptErrorMessage,
makeRuntimeRejectMsg,
killNetscriptDelay
} from "./NetscriptEvaluator";
import { NetscriptFunctions } from "./NetscriptFunctions";
import { executeJSScript } from "./NetscriptJSEvaluator";
@ -42,9 +39,7 @@ import { isString } from "../utils/StringHelperFunctions";
const walk = require("acorn/dist/walk");
//Array containing all scripts that are running across all servers, to easily run them all
export const workerScripts = [];
// Netscript Ports are instantiated here
export const NetscriptPorts = [];
for (var i = 0; i < CONSTANTS.NumNetscriptPorts; ++i) {
NetscriptPorts.push(new NetscriptPort());
@ -52,10 +47,9 @@ for (var i = 0; i < CONSTANTS.NumNetscriptPorts; ++i) {
export function prestigeWorkerScripts() {
for (var i = 0; i < workerScripts.length; ++i) {
deleteActiveScriptsItem(workerScripts[i]);
// TODO Signal event emitter
workerScripts[i].env.stopFlag = true;
}
updateActiveScriptsItems(5000); //Force UI to update
workerScripts.length = 0;
}
@ -141,7 +135,7 @@ function startNetscript2Script(workerScript) {
}
function startNetscript1Script(workerScript) {
var code = workerScript.code;
const code = workerScript.code;
workerScript.running = true;
//Process imports
@ -413,164 +407,103 @@ function processNetscript1Imports(code, workerScript) {
return res;
}
// Loop through workerScripts and run every script that is not currently running
export function runScriptsLoop() {
let scriptDeleted = false;
// Delete any scripts that finished or have been killed. Loop backwards bc removing items screws up indexing
for (let i = workerScripts.length - 1; i >= 0; i--) {
if (workerScripts[i].running == false && workerScripts[i].env.stopFlag == true) {
scriptDeleted = true;
// Delete script from the runningScripts array on its host serverIp
const ip = workerScripts[i].serverIp;
const name = workerScripts[i].name;
// Recalculate ram used
AllServers[ip].ramUsed = 0;
for (let j = 0; j < workerScripts.length; j++) {
if (workerScripts[j].serverIp !== ip) {
continue;
}
if (j === i) { // not this one
continue;
}
AllServers[ip].ramUsed += workerScripts[j].ramUsage;
}
// Delete script from Active Scripts
deleteActiveScriptsItem(workerScripts[i]);
for (let j = 0; j < AllServers[ip].runningScripts.length; j++) {
if (AllServers[ip].runningScripts[j].filename == name &&
compareArrays(AllServers[ip].runningScripts[j].args, workerScripts[i].args)) {
AllServers[ip].runningScripts.splice(j, 1);
break;
}
}
// Delete script from workerScripts
workerScripts.splice(i, 1);
}
}
if (scriptDeleted) { updateActiveScriptsItems(); } // Force Update
// Run any scripts that haven't been started
for (let i = 0; i < workerScripts.length; i++) {
// If it isn't running, start the script
if (workerScripts[i].running == false && workerScripts[i].env.stopFlag == false) {
let p = null; // p is the script's result promise.
if (workerScripts[i].name.endsWith(".js") || workerScripts[i].name.endsWith(".ns")) {
p = startNetscript2Script(workerScripts[i]);
} else {
p = startNetscript1Script(workerScripts[i]);
if (!(p instanceof Promise)) { continue; }
}
// Once the code finishes (either resolved or rejected, doesnt matter), set its
// running status to false
p.then(function(w) {
console.log("Stopping script " + w.name + " because it finished running naturally");
w.running = false;
w.env.stopFlag = true;
w.scriptRef.log("Script finished running");
}).catch(function(w) {
if (w instanceof Error) {
dialogBoxCreate("Script runtime unknown error. This is a bug please contact game developer");
console.error("Evaluating workerscript returns an Error. THIS SHOULDN'T HAPPEN: " + w.toString());
return;
} else if (w.constructor === Array && w.length === 2 && w[0] === "RETURNSTATEMENT") {
// Script ends with a return statement
console.log("Script returning with value: " + w[1]);
// TODO maybe do something with this in the future
return;
} else if (w instanceof WorkerScript) {
if (isScriptErrorMessage(w.errorMessage)) {
var errorTextArray = w.errorMessage.split("|");
if (errorTextArray.length != 4) {
console.log("ERROR: Something wrong with Error text in evaluator...");
console.log("Error text: " + errorText);
return;
}
var serverIp = errorTextArray[1];
var scriptName = errorTextArray[2];
var errorMsg = errorTextArray[3];
dialogBoxCreate("Script runtime error: <br>Server Ip: " + serverIp +
"<br>Script name: " + scriptName +
"<br>Args:" + arrayToString(w.args) + "<br>" + errorMsg);
w.scriptRef.log("Script crashed with runtime error");
} else {
w.scriptRef.log("Script killed");
}
w.running = false;
w.env.stopFlag = true;
} else if (isScriptErrorMessage(w)) {
dialogBoxCreate("Script runtime unknown error. This is a bug please contact game developer");
console.log("ERROR: Evaluating workerscript returns only error message rather than WorkerScript object. THIS SHOULDN'T HAPPEN: " + w.toString());
return;
} else {
dialogBoxCreate("An unknown script died for an unknown reason. This is a bug please contact game dev");
console.log(w);
}
});
}
}
setTimeoutRef(runScriptsLoop, 3e3);
}
/**
* Queues a script to be killed by setting its stop flag to true. This
* kills and timed/blocking Netscript functions (like hack(), sleep(), etc.) and
* prevents any further execution of Netscript functions.
* The runScriptsLoop() handles the actual deletion of the WorkerScript
*/
export function killWorkerScript(runningScriptObj, serverIp) {
for (var i = 0; i < workerScripts.length; i++) {
if (workerScripts[i].name == runningScriptObj.filename && workerScripts[i].serverIp == serverIp &&
compareArrays(workerScripts[i].args, runningScriptObj.args)) {
workerScripts[i].env.stopFlag = true;
killNetscriptDelay(workerScripts[i]);
return true;
}
}
return false;
}
/**
* Given a RunningScript object, queues that script to be run
* Start a script
*
* Given a RunningScript object, constructs a corresponding WorkerScript,
* adds it to the global 'workerScripts' pool, and begins executing it.
* @param {RunningScript} runningScriptObj - Script that's being run
* @param {Server} server - Server on which the script is to be run
*/
export function addWorkerScript(runningScriptObj, server) {
var filename = runningScriptObj.filename;
const filename = runningScriptObj.filename;
//Update server's ram usage
var threads = 1;
// Update server's ram usage
let threads = 1;
if (runningScriptObj.threads && !isNaN(runningScriptObj.threads)) {
threads = runningScriptObj.threads;
} else {
runningScriptObj.threads = 1;
}
var ramUsage = roundToTwo(getRamUsageFromRunningScript(runningScriptObj) * threads);
var ramAvailable = server.maxRam - server.ramUsed;
const ramUsage = roundToTwo(getRamUsageFromRunningScript(runningScriptObj) * threads);
const ramAvailable = server.maxRam - server.ramUsed;
if (ramUsage > ramAvailable) {
dialogBoxCreate("Not enough RAM to run script " + runningScriptObj.filename + " with args " +
arrayToString(runningScriptObj.args) + ". This likely occurred because you re-loaded " +
"the game and the script's RAM usage increased (either because of an update to the game or " +
"your changes to the script.)");
dialogBoxCreate(
`Not enough RAM to run script ${runningScriptObj.filename} with args ` +
`${arrayToString(runningScriptObj.args)}. This likely occurred because you re-loaded ` +
`the game and the script's RAM usage increased (either because of an update to the game or ` +
`your changes to the script.)`
);
return;
}
server.ramUsed = roundToTwo(server.ramUsed + ramUsage);
//Create the WorkerScript
var s = new WorkerScript(runningScriptObj, NetscriptFunctions);
// Create the WorkerScript
const s = new WorkerScript(runningScriptObj, NetscriptFunctions);
s.ramUsage = ramUsage;
//Add the WorkerScript to the Active Scripts list
addActiveScriptsItem(s);
// Start the script's execution
let p = null; // Script's resulting promise
if (s.name.endsWith(".js") || s.name.endsWith(".ns")) {
p = startNetscript2Script(s);
} else {
p = startNetscript1Script(s);
if (!(p instanceof Promise)) { return; }
}
//Add the WorkerScript
workerScripts.push(s);
// Once the code finishes (either resolved or rejected, doesnt matter), set its
// running status to false
p.then(function(w) {
console.log("Stopping script " + w.name + " because it finished running naturally");
killWorkerScript(s);
w.scriptRef.log("Script finished running");
}).catch(function(w) {
if (w instanceof Error) {
dialogBoxCreate("Script runtime unknown error. This is a bug please contact game developer");
console.error("Evaluating workerscript returns an Error. THIS SHOULDN'T HAPPEN: " + w.toString());
return;
} else if (w.constructor === Array && w.length === 2 && w[0] === "RETURNSTATEMENT") {
// Script ends with a return statement
console.log("Script returning with value: " + w[1]);
// TODO maybe do something with this in the future
return;
} else if (w instanceof WorkerScript) {
if (isScriptErrorMessage(w.errorMessage)) {
var errorTextArray = w.errorMessage.split("|");
if (errorTextArray.length != 4) {
console.log("ERROR: Something wrong with Error text in evaluator...");
console.log("Error text: " + errorText);
return;
}
var serverIp = errorTextArray[1];
var scriptName = errorTextArray[2];
var errorMsg = errorTextArray[3];
dialogBoxCreate("Script runtime error: <br>Server Ip: " + serverIp +
"<br>Script name: " + scriptName +
"<br>Args:" + arrayToString(w.args) + "<br>" + errorMsg);
w.scriptRef.log("Script crashed with runtime error");
} else {
w.scriptRef.log("Script killed");
return; // Already killed, so stop here
}
w.running = false;
w.env.stopFlag = true;
} else if (isScriptErrorMessage(w)) {
dialogBoxCreate("Script runtime unknown error. This is a bug please contact game developer");
console.log("ERROR: Evaluating workerscript returns only error message rather than WorkerScript object. THIS SHOULDN'T HAPPEN: " + w.toString());
return;
} else {
dialogBoxCreate("An unknown script died for an unknown reason. This is a bug please contact game dev");
console.log(w);
}
killWorkerScript(s);
});
// Add the WorkerScript to the global pool
workerScripts.push(s);
WorkerScriptStartStopEventEmitter.emitEvent();
return;
}

View File

@ -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;

View File

@ -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";

View File

@ -1,4 +1,3 @@
import { deleteActiveScriptsItem } from "./ActiveScriptsUI";
import { Augmentations } from "./Augmentation/Augmentations";
import {
augmentationExists,

View File

@ -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) {

View File

@ -1,5 +1,7 @@
// Class representing a Script instance that is actively running.
// A Script can have multiple active instances
/**
* Class representing a Script instance that is actively running.
* A Script can have multiple active instances
*/
import { Script } from "./Script";
import { FconfSettings } from "../Fconf/FconfSettings";
import { Settings } from "../Settings/Settings";
@ -22,10 +24,8 @@ export class RunningScript {
// Script arguments
args: any[] = [];
// Holds a map of servers hacked, where server = key and the value for each
// server is an array of four numbers. The four numbers represent:
// [MoneyStolen, NumTimesHacked, NumTimesGrown, NumTimesWeaken]
// This data is used for offline progress
// Map of [key: server ip] -> Hacking data. Used for offline progress calculations.
// Hacking data format: [MoneyStolen, NumTimesHacked, NumTimesGrown, NumTimesWeaken]
dataMap: IMap<number[]> = {};
// Script filename

View File

@ -1,6 +1,9 @@
// Class representing a script file
// This does NOT represent a script that is actively running and
// being evaluated. See RunningScript for that
/**
* Class representing a script file.
*
* This does NOT represent a script that is actively running and
* being evaluated. See RunningScript for that
*/
import { calculateRamUsage } from "./RamCalculations";
import { Page, routing } from "../ui/navigationTracking";
@ -34,7 +37,6 @@ export class Script {
// IP of server that this script is on.
server: string = "";
constructor(fn: string="", code: string="", server: string="", otherScripts: Script[]=[]) {
this.filename = fn;
this.code = code;
@ -44,6 +46,9 @@ export class Script {
if (this.code !== "") { this.updateRamUsage(otherScripts); }
};
/**
* Download the script as a file
*/
download(): void {
const filename = this.filename + ".js";
const file = new Blob([this.code], {type: 'text/plain'});
@ -63,10 +68,14 @@ export class Script {
}
}
// Save a script FROM THE SCRIPT EDITOR
/**
* Save a script from the script editor
* @param {string} code - The new contents of the script
* @param {Script[]} otherScripts - Other scripts on the server. Used to process imports
*/
saveScript(code: string, serverIp: string, otherScripts: Script[]): void {
if (routing.isOn(Page.ScriptEditor)) {
//Update code and filename
// Update code and filename
this.code = code.replace(/^\s+|\s+$/g, '');
const filenameElem: HTMLInputElement | null = document.getElementById("script-editor-filename") as HTMLInputElement;
@ -75,18 +84,16 @@ export class Script {
return;
}
this.filename = filenameElem!.value;
// Server
this.server = serverIp;
//Calculate/update ram usage, execution time, etc.
this.updateRamUsage(otherScripts);
this.module = "";
}
}
// Updates the script's RAM usage based on its code
/**
* Calculates and updates the script's RAM usage based on its code
* @param {Script[]} otherScripts - Other scripts on the server. Used to process imports
*/
async updateRamUsage(otherScripts: Script[]) {
var res = await calculateRamUsage(this.code, otherScripts);
if (res > 0) {

View File

@ -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};

View 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;
}
}

View 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)");

View 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;
}

View File

@ -53,7 +53,8 @@ import {
import { showLiterature } from "./Literature";
import { Message } from "./Message/Message";
import { showMessage } from "./Message/MessageHelpers";
import { killWorkerScript, addWorkerScript } from "./NetscriptWorker";
import { addWorkerScript } from "./NetscriptWorker";
import { killWorkerScript } from "./Netscript/killWorkerScript";
import { Player } from "./Player";
import { hackWorldDaemon } from "./RedPill";
import { RunningScript } from "./Script/RunningScript";

View File

@ -1,29 +1,26 @@
/**
* Game engine. Handles the main game loop as well as the main UI pages
*
* TODO: Separate UI functionality into its own component
*/
import {
formatNumber,
convertTimeMsToTimeElapsedString,
replaceAt
} from "../utils/StringHelperFunctions";
import { loxBoxCreate, logBoxUpdateText, logBoxOpened } from "../utils/LogBox";
import { updateActiveScriptsItems } from "./ActiveScriptsUI";
import { logBoxUpdateText, logBoxOpened } from "../utils/LogBox";
import { Augmentations } from "./Augmentation/Augmentations";
import {
installAugmentations,
initAugmentations,
displayAugmentationsContent,
PlayerOwnedAugmentation
} from "./Augmentation/AugmentationHelpers";
import { AugmentationNames } from "./Augmentation/data/AugmentationNames";
import {
BitNodes,
initBitNodes,
initBitNodeMultipliers
} from "./BitNode/BitNode";
import { Bladeburner } from "./Bladeburner";
import { CharacterOverviewComponent } from "./ui/React/CharacterOverview";
import { cinematicTextFlag } from "./CinematicText";
import { generateRandomContract } from "./CodingContractGenerator";
import { CompanyPositions } from "./Company/CompanyPositions";
import { initCompanies } from "./Company/Companies";
import { Corporation } from "./Corporation/Corporation";
import { CONSTANTS } from "./Constants";
@ -48,46 +45,36 @@ import { LocationName } from "./Locations/data/LocationNames";
import { LocationRoot } from "./Locations/ui/Root";
import { checkForMessagesToSend, initMessages } from "./Message/MessageHelpers";
import { inMission, currMission } from "./Missions";
import { workerScripts } from "./Netscript/WorkerScripts";
import {
loadAllRunningScripts,
runScriptsLoop,
updateOnlineScriptTimes,
} from "./NetscriptWorker";
import { Player } from "./Player";
import { prestigeAugmentation, prestigeSourceFile } from "./Prestige";
import { Programs } from "./Programs/Programs";
import { prestigeAugmentation } from "./Prestige";
import {
displayCreateProgramContent,
getNumAvailableCreateProgram,
initCreateProgramButtons
} from "./Programs/ProgramHelpers";
import { redPillFlag, hackWorldDaemon } from "./RedPill";
import { redPillFlag } from "./RedPill";
import { saveObject, loadGame } from "./SaveObject";
import {
getCurrentEditor,
scriptEditorInit,
updateScriptEditorContent
} from "./Script/ScriptHelpers";
import { AllServers, initForeignServers } from "./Server/AllServers";
import { Server } from "./Server/Server";
import { initForeignServers } from "./Server/AllServers";
import { Settings } from "./Settings/Settings";
import { initSourceFiles, SourceFiles } from "./SourceFile";
import { updateSourceFileFlags } from "./SourceFile/SourceFileFlags";
import { initSpecialServerIps } from "./Server/SpecialServerIps";
import {
SpecialServerIps,
initSpecialServerIps
} from "./Server/SpecialServerIps";
import {
StockMarket,
SymbolToStockMap,
initSymbolToStockMap,
stockMarketCycle,
processStockPrices,
displayStockMarketContent
} from "./StockMarket/StockMarket";
import { Terminal, postNetburnerText } from "./Terminal";
import { Sleeve } from "./PersonObjects/Sleeve/Sleeve";
import {
clearSleevesPage,
@ -104,14 +91,14 @@ import { displayCharacterInfo } from "./ui/displayCharacterInfo";
import { Page, routing } from "./ui/navigationTracking";
import { numeralWrapper } from "./ui/numeralFormat";
import { setSettingsLabels } from "./ui/setSettingsLabels";
import { ActiveScriptsRoot } from "./ui/ActiveScripts/Root";
import { initializeMainMenuHeaders } from "./ui/MainMenu/Headers";
import { initializeMainMenuLinks, MainMenuLinks } from "./ui/MainMenu/Links";
import { dialogBoxCreate } from "../utils/DialogBox";
import { gameOptionsBoxClose, gameOptionsBoxOpen } from "../utils/GameOptions";
import { getRandomInt } from "../utils/helpers/getRandomInt";
import { removeChildrenFromElement } from "../utils/uiHelpers/removeChildrenFromElement";
import { clearEventListeners } from "../utils/uiHelpers/clearEventListeners";
import { createElement } from "../utils/uiHelpers/createElement";
import { exceptionAlert } from "../utils/helpers/exceptionAlert";
import { removeLoadingScreen } from "../utils/uiHelpers/removeLoadingScreen";
@ -278,7 +265,10 @@ const Engine = {
Engine.hideAllContent();
Engine.Display.activeScriptsContent.style.display = "block";
routing.navigateTo(Page.ActiveScripts);
updateActiveScriptsItems();
ReactDOM.render(
<ActiveScriptsRoot p={Player} workerScripts={workerScripts} />,
Engine.Display.activeScriptsContent
)
MainMenuLinks.ActiveScripts.classList.add("active");
},
@ -315,8 +305,8 @@ const Engine = {
loadAugmentationsContent: function() {
Engine.hideAllContent();
Engine.Display.augmentationsContent.style.display = "block";
displayAugmentationsContent(Engine.Display.augmentationsContent);
routing.navigateTo(Page.Augmentations);
displayAugmentationsContent(Engine.Display.augmentationsContent);
MainMenuLinks.Augmentations.classList.add("active");
},
@ -490,16 +480,26 @@ const Engine = {
Engine.Display.terminalContent.style.display = "none";
Engine.Display.characterContent.style.display = "none";
Engine.Display.scriptEditorContent.style.display = "none";
Engine.Display.activeScriptsContent.style.display = "none";
ReactDOM.unmountComponentAtNode(Engine.Display.activeScriptsContent);
clearHacknetNodesUI();
Engine.Display.createProgramContent.style.display = "none";
Engine.Display.factionsContent.style.display = "none";
ReactDOM.unmountComponentAtNode(Engine.Display.factionContent);
Engine.Display.factionContent.style.display = "none";
ReactDOM.unmountComponentAtNode(Engine.Display.factionContent);
Engine.Display.augmentationsContent.style.display = "none";
ReactDOM.unmountComponentAtNode(Engine.Display.augmentationsContent);
Engine.Display.tutorialContent.style.display = "none";
Engine.Display.locationContent.style.display = "none";
ReactDOM.unmountComponentAtNode(Engine.Display.locationContent);
Engine.Display.workInProgressContent.style.display = "none";
Engine.Display.redPillContent.style.display = "none";
Engine.Display.cinematicTextContent.style.display = "none";
@ -814,13 +814,14 @@ const Engine = {
}
if (Engine.Counters.updateActiveScriptsDisplay <= 0) {
// Always update, but make the interval longer if the page isn't active
updateActiveScriptsItems();
if (routing.isOn(Page.ActiveScripts)) {
Engine.Counters.updateActiveScriptsDisplay = 5;
} else {
Engine.Counters.updateActiveScriptsDisplay = 10;
ReactDOM.render(
<ActiveScriptsRoot p={Player} workerScripts={workerScripts} />,
Engine.Display.activeScriptsContent
)
}
Engine.Counters.updateActiveScriptsDisplay = 5;
}
if (Engine.Counters.updateDisplays <= 0) {
@ -1043,9 +1044,7 @@ const Engine = {
// Load game from save or create new game
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()
@ -1166,9 +1165,7 @@ const Engine = {
} else {
// No save found, start new game
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
@ -1531,9 +1528,6 @@ const Engine = {
start: function() {
// Run main loop
Engine.idleTimer();
// Script-processing loop
runScriptsLoop();
}
};

View File

@ -9,8 +9,10 @@ import "../css/characteroverview.scss";
import "../css/terminal.scss";
import "../css/scripteditor.scss";
import "../css/codemirror-overrides.scss";
import "../css/activescripts.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";

View File

@ -0,0 +1,38 @@
/**
* Root React Component for the "Active Scripts" UI page. This page displays
* and provides information about all of the player's scripts that are currently running
*/
import * as React from "react";
import { ScriptProduction } from "./ScriptProduction";
import { ServerAccordions } from "./ServerAccordions";
import { WorkerScript } from "../../Netscript/WorkerScript";
import { IPlayer } from "../../PersonObjects/IPlayer";
type IProps = {
p: IPlayer;
workerScripts: WorkerScript[];
}
export class ActiveScriptsRoot extends React.Component<IProps> {
constructor(props: IProps) {
super(props);
}
render() {
return (
<>
<p>
This page displays a list of all of your scripts that are currently
running across every machine. It also provides information about each
script's production. The scripts are categorized by the hostname of
the servers on which they are running.
</p>
<ScriptProduction {...this.props} />
<ServerAccordions {...this.props} />
</>
)
}
}

View File

@ -0,0 +1,46 @@
/**
* React Component for displaying the total production and production rate
* of scripts on the 'Active Scripts' UI page
*/
import * as React from "react";
import { numeralWrapper } from "../numeralFormat";
import { WorkerScript } from "../../Netscript/WorkerScript";
import { IPlayer } from "../../PersonObjects/IPlayer";
type IProps = {
p: IPlayer;
workerScripts: WorkerScript[];
}
export function ScriptProduction(props: IProps): React.ReactElement {
const prodRateSinceLastAug = props.p.scriptProdSinceLastAug / (props.p.playtimeSinceLastAug / 1000);
let onlineProduction = 0;
for (const ws of props.workerScripts) {
onlineProduction += (ws.scriptRef.onlineMoneyMade / ws.scriptRef.onlineRunningTime);
}
return (
<p id="active-scripts-total-prod">
Total online production of Active scripts:
<span className="money-gold">
<span id="active-scripts-total-production-active">
{numeralWrapper.formatMoney(onlineProduction)}
</span> / sec
</span><br />
Total online production since last Aug installation:
<span id="active-scripts-total-prod-aug-total" className="money-gold">
{numeralWrapper.formatMoney(props.p.scriptProdSinceLastAug)}
</span>
(<span className="money-gold">
<span id="active-scripts-total-prod-aug-avg" className="money-gold">
{numeralWrapper.formatMoney(prodRateSinceLastAug)}
</span> / sec
</span>)
</p>
)
}

View File

@ -0,0 +1,49 @@
/**
* React Component for rendering the Accordion element for a single
* server in the 'Active Scripts' UI page
*/
import * as React from "react";
import { WorkerScriptAccordion } from "./WorkerScriptAccordion";
import { Accordion } from "../React/Accordion";
import { BaseServer } from "../../Server/BaseServer";
import { WorkerScript } from "../../Netscript/WorkerScript";
import { createProgressBarText } from "../../../utils/helpers/createProgressBarText";
type IProps = {
server: BaseServer;
workerScripts: WorkerScript[];
}
export function ServerAccordion(props: IProps): React.ReactElement {
const server = props.server;
// Accordion's header text
// TODO: calculate the longest hostname length rather than hard coding it
const longestHostnameLength = 18;
const paddedName = `${server.hostname}${" ".repeat(longestHostnameLength)}`.slice(0, Math.max(server.hostname.length, longestHostnameLength));
const barOptions = {
progress: server.ramUsed / server.maxRam,
totalTicks: 30
};
const headerTxt = `${paddedName} ${createProgressBarText(barOptions)}`;
const scripts = props.workerScripts.map((ws) => {
return (
<WorkerScriptAccordion key={`${ws.name}_${ws.args}`} workerScript={ws} />
)
});
return (
<Accordion
headerContent={
<pre>{headerTxt}</pre>
}
panelContent={
<ul>{scripts}</ul>
}
/>
)
}

View File

@ -0,0 +1,109 @@
/**
* React Component for rendering the Accordion elements for all servers
* on which scripts are running
*/
import * as React from "react";
import { ServerAccordion } from "./ServerAccordion";
import { WorkerScript } from "../../Netscript/WorkerScript";
import { WorkerScriptStartStopEventEmitter } from "../../Netscript/WorkerScriptStartStopEventEmitter";
import { getServer } from "../../Server/ServerHelpers";
import { BaseServer } from "../../Server/BaseServer";
// Map of server hostname -> all workerscripts on that server for all active scripts
interface IServerData {
server: BaseServer;
workerScripts: WorkerScript[];
}
interface IServerToScriptsMap {
[key: string]: IServerData;
}
type IProps = {
workerScripts: WorkerScript[];
};
type IState = {
rerenderFlag: boolean;
}
const subscriberId = "ActiveScriptsUI";
export class ServerAccordions extends React.Component<IProps, IState> {
serverToScriptMap: IServerToScriptsMap = {};
constructor(props: IProps) {
super(props);
this.state = {
rerenderFlag: false,
}
this.updateServerToScriptsMap();
this.rerender = this.rerender.bind(this);
}
componentDidMount() {
WorkerScriptStartStopEventEmitter.addSubscriber({
cb: this.rerender,
id: subscriberId,
})
}
componentWillUnmount() {
WorkerScriptStartStopEventEmitter.removeSubscriber(subscriberId);
}
updateServerToScriptsMap(): void {
const map: IServerToScriptsMap = {};
for (const ws of this.props.workerScripts) {
const server = getServer(ws.serverIp);
if (server == null) {
console.warn(`WorkerScript has invalid IP address: ${ws.serverIp}`);
continue;
}
if (map[server.hostname] == null) {
map[server.hostname] = {
server: server,
workerScripts: [],
};
}
map[server.hostname].workerScripts.push(ws);
}
this.serverToScriptMap = map;
}
rerender() {
this.updateServerToScriptsMap();
this.setState((prevState) => {
return { rerenderFlag: !prevState.rerenderFlag }
});
}
render() {
const elems = Object.keys(this.serverToScriptMap).map((serverName) => {
const data = this.serverToScriptMap[serverName];
return (
<ServerAccordion
key={serverName}
server={data.server}
workerScripts={data.workerScripts}
/>
)
});
return (
<ul className="active-scripts-list" id="active-scripts-list">
{elems}
</ul>
)
}
}

View File

@ -0,0 +1,77 @@
/**
* React Component for displaying a single WorkerScript's info as an
* Accordion element
*/
import * as React from "react";
import { numeralWrapper } from "../numeralFormat";
import { Accordion } from "../React/Accordion";
import { AccordionButton } from "../React/AccordionButton";
import { killWorkerScript } from "../../Netscript/killWorkerScript";
import { WorkerScript } from "../../Netscript/WorkerScript";
import { dialogBoxCreate } from "../../../utils/DialogBox";
import { logBoxCreate } from "../../../utils/LogBox";
import { convertTimeMsToTimeElapsedString } from "../../../utils/StringHelperFunctions";
import { arrayToString } from "../../../utils/helpers/arrayToString";
type IProps = {
workerScript: WorkerScript;
}
export function WorkerScriptAccordion(props: IProps): React.ReactElement {
const workerScript = props.workerScript;
const scriptRef = workerScript.scriptRef;
const logClickHandler = logBoxCreate.bind(null, scriptRef);
const killScript = killWorkerScript.bind(null, scriptRef, scriptRef.server);
function killScriptClickHandler() {
killScript();
dialogBoxCreate("Killing script");
}
// Calculations for script stats
const onlineMps = scriptRef.onlineMoneyMade / scriptRef.onlineRunningTime;
const onlineEps = scriptRef.onlineExpGained / scriptRef.onlineRunningTime;
const offlineMps = scriptRef.offlineMoneyMade / scriptRef.offlineRunningTime;
const offlineEps = scriptRef.offlineExpGained / scriptRef.offlineRunningTime;
return (
<Accordion
headerClass="active-scripts-script-header"
headerContent={
<>{props.workerScript.name}</>
}
panelClass="active-scripts-script-panel"
panelContent={
<>
<pre>Threads: {props.workerScript.scriptRef.threads}</pre>
<pre>Args: {arrayToString(props.workerScript.args)}</pre>
<pre>Online Time: {convertTimeMsToTimeElapsedString(scriptRef.onlineRunningTime * 1e3)}</pre>
<pre>Offline Time: {convertTimeMsToTimeElapsedString(scriptRef.offlineRunningTime * 1e3)}</pre>
<pre>Total online production: {numeralWrapper.formatMoney(scriptRef.onlineMoneyMade)}</pre>
<pre>{(Array(26).join(" ") + numeralWrapper.formatBigNumber(scriptRef.onlineExpGained) + " hacking exp")}</pre>
<pre>Online production rate: {numeralWrapper.formatMoney(onlineMps)} / second</pre>
<pre>{(Array(25).join(" ") + numeralWrapper.formatBigNumber(onlineEps) + " hacking exp / second")}</pre>
<pre>Total offline production: {numeralWrapper.formatMoney(scriptRef.offlineMoneyMade)}</pre>
<pre>{(Array(27).join(" ") + numeralWrapper.formatBigNumber(scriptRef.offlineExpGained) + " hacking exp")}</pre>
<pre>Offline production rate: {numeralWrapper.formatMoney(offlineMps)} / second</pre>
<pre>{(Array(26).join(" ") + numeralWrapper.formatBigNumber(offlineEps) + " hacking exp / second")}</pre>
<AccordionButton
onClick={logClickHandler}
text="Log"
/>
<AccordionButton
onClick={killScriptClickHandler}
text="Kill Script"
/>
</>
}
/>
)
}

View File

@ -4,9 +4,12 @@
import * as React from "react";
type IProps = {
headerClass?: string; // Override default class
headerContent: React.ReactElement;
panelClass?: string; // Override default class
panelContent: React.ReactElement;
panelInitiallyOpened?: boolean;
style?: string;
}
type IState = {
@ -44,19 +47,29 @@ export class Accordion extends React.Component<IProps, IState> {
}
render() {
let className = "accordion-header";
if (typeof this.props.headerClass === "string") {
className = this.props.headerClass;
}
return (
<div>
<button className={"accordion-header"} onClick={this.handleHeaderClick}>
{this.props.headerContent}
</button>
<AccordionPanel opened={this.state.panelOpened} panelContent={this.props.panelContent} />
</div>
<>
<button className={className} onClick={this.handleHeaderClick}>
{this.props.headerContent}
</button>
<AccordionPanel
opened={this.state.panelOpened}
panelClass={this.props.panelClass}
panelContent={this.props.panelContent}
/>
</>
)
}
}
type IPanelProps = {
opened: boolean;
panelClass?: string; // Override default class
panelContent: React.ReactElement;
}
@ -66,8 +79,13 @@ class AccordionPanel extends React.Component<IPanelProps, any> {
}
render() {
let className = "accordion-panel"
if (typeof this.props.panelClass === "string") {
className = this.props.panelClass;
}
return (
<div className={"accordion-panel"}>
<div className={className}>
{this.props.panelContent}
</div>
)

View File

@ -0,0 +1,52 @@
/**
* Basic stateless button that uses the 'accordion-button' css class.
* This class has a black background so that it does not clash with the default
* accordion coloring
*/
import * as React from "react";
interface IProps {
addClasses?: string;
disabled?: boolean;
id?: string;
onClick?: (e: React.MouseEvent<HTMLElement>) => any;
style?: object;
text: string;
tooltip?: string;
}
type IInnerHTMLMarkup = {
__html: string;
}
export function AccordionButton(props: IProps): React.ReactElement {
const hasTooltip = props.tooltip != null && props.tooltip !== "";
// TODO Add a disabled class for accordion buttons?
let className = "accordion-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>
)
}

View 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 description.
*/
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={<>{displayName}</>}
panelContent={<p dangerouslySetInnerHTML={{__html: props.aug.info}}></p>}
/>
)
}

View File

@ -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>
)
}

View File

@ -0,0 +1,35 @@
/**
* React Component for displaying a single Source-File as an accordion.
*
* The header of the accordion contains the Source-Files's name and level,
* and the accordion's panel contains the Source-File's description.
*/
import * as React from "react";
import { Accordion } from "./Accordion";
import { SourceFile } from "../../SourceFile/SourceFile";
type IProps = {
level: number,
sf: SourceFile,
}
export function SourceFileAccordion(props: IProps): React.ReactElement {
const maxLevel = props.sf.n === 3 ? "∞" : "3";
return (
<Accordion
headerContent={
<>
{props.sf.name}
<br />
{`Level ${props.level} / ${maxLevel}`}
</>
}
panelContent={
<p dangerouslySetInnerHTML={{__html: props.sf.info}}></p>
}
/>
)
}

View File

@ -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>
)
}

50
src/utils/EventEmitter.ts Normal file
View File

@ -0,0 +1,50 @@
/**
* Generic Event Emitter class following a subscribe/publish paradigm.
*/
import { IMap } from "../types";
type cbFn = (...args: any[]) => any;
export interface ISubscriber {
/**
* Callback function that will be run when an event is emitted
*/
cb: cbFn;
/**
* Name/identifier for this subscriber
*/
id: string;
}
export class EventEmitter {
/**
* Map of Subscriber name -> Callback function
*/
subscribers: IMap<cbFn> = {};
constructor(subs?: ISubscriber[]) {
if (Array.isArray(subs)) {
for (const s of subs) {
this.addSubscriber(s);
}
}
}
addSubscriber(s: ISubscriber) {
this.subscribers[s.id] = s.cb;
}
emitEvent(...args: any[]): void {
for (const s in this.subscribers) {
const cb = this.subscribers[s];
cb(args);
}
}
removeSubscriber(id: string) {
delete this.subscribers[id];
}
}

View File

@ -1,68 +0,0 @@
import {killWorkerScript} from "../src/NetscriptWorker";
import {clearEventListeners} from "./uiHelpers/clearEventListeners";
import {arrayToString} from "./helpers/arrayToString";
$(document).keydown(function(event) {
if (logBoxOpened && event.keyCode == 27) {
logBoxClose();
}
});
function logBoxInit() {
var closeButton = document.getElementById("log-box-close");
logBoxClose();
//Close Dialog box
closeButton.addEventListener("click", function() {
logBoxClose();
return false;
});
document.getElementById("log-box-text-header").style.display = "inline-block";
};
document.addEventListener("DOMContentLoaded", logBoxInit, false);
function logBoxClose() {
logBoxOpened = false;
var logBox = document.getElementById("log-box-container");
logBox.style.display = "none";
}
function logBoxOpen() {
logBoxOpened = true;
var logBox = document.getElementById("log-box-container");
logBox.style.display = "block";
}
var logBoxOpened = false;
var logBoxCurrentScript = null;
function logBoxCreate(script) {
logBoxCurrentScript = script;
var killScriptBtn = clearEventListeners("log-box-kill-script");
killScriptBtn.addEventListener("click", ()=>{
killWorkerScript(script, script.server);
return false;
});
document.getElementById('log-box-kill-script').style.display = "inline-block";
logBoxOpen();
document.getElementById("log-box-text-header").innerHTML =
logBoxCurrentScript.filename + " " + arrayToString(logBoxCurrentScript.args) + ":<br><br>";
logBoxCurrentScript.logUpd = true;
logBoxUpdateText();
}
function logBoxUpdateText() {
var txt = document.getElementById("log-box-text");
if (logBoxCurrentScript && logBoxOpened && txt && logBoxCurrentScript.logUpd) {
txt.innerHTML = "";
for (var i = 0; i < logBoxCurrentScript.logs.length; ++i) {
txt.innerHTML += logBoxCurrentScript.logs[i];
txt.innerHTML += "<br>";
}
logBoxCurrentScript.logUpd = false;
}
}
export {logBoxCreate, logBoxUpdateText, logBoxOpened, logBoxCurrentScript};

106
utils/LogBox.ts Normal file
View File

@ -0,0 +1,106 @@
import { killWorkerScript } from "../src/Netscript/killWorkerScript";
import { RunningScript } from "../src/Script/RunningScript";
import { clearEventListeners } from "./uiHelpers/clearEventListeners";
import { arrayToString } from "./helpers/arrayToString";
import { KEY } from "./helpers/keyCodes";
document.addEventListener("keydown", function(event: KeyboardEvent) {
if (logBoxOpened && event.keyCode == KEY.ESC) {
logBoxClose();
}
});
let logBoxContainer: HTMLElement | null;
let textHeader: HTMLElement | null;
let logText: HTMLElement | null;
function logBoxInit(): void {
// Initialize Close button click listener
const closeButton = document.getElementById("log-box-close");
if (closeButton == null) {
console.error(`Could not find LogBox's close button`);
return;
}
closeButton.addEventListener("click", function() {
logBoxClose();
return false;
});
// Initialize text header
textHeader = document.getElementById("log-box-text-header");
if (textHeader instanceof HTMLElement) {
textHeader.style.display = "inline-block";
}
// Initialize references to other DOM elements
logBoxContainer = document.getElementById("log-box-container");
logText = document.getElementById("log-box-text");
logBoxClose();
document.removeEventListener("DOMContentLoaded", logBoxInit);
};
document.addEventListener("DOMContentLoaded", logBoxInit);
function logBoxClose() {
logBoxOpened = false;
if (logBoxContainer instanceof HTMLElement) {
logBoxContainer.style.display = "none";
}
}
function logBoxOpen() {
logBoxOpened = true;
if (logBoxContainer instanceof HTMLElement) {
logBoxContainer.style.display = "block";
}
}
export let logBoxOpened = false;
let logBoxCurrentScript: RunningScript | null = null;
export function logBoxCreate(script: RunningScript) {
logBoxCurrentScript = script;
const killScriptBtn = clearEventListeners("log-box-kill-script");
if (killScriptBtn == null) {
console.error(`Could not find LogBox's 'Kill Script' button`);
return;
}
killScriptBtn.addEventListener("click", () => {
killWorkerScript(script, script.server);
return false;
});
killScriptBtn.style.display = "inline-block";
logBoxOpen();
if (textHeader instanceof HTMLElement) {
textHeader.innerHTML = `${logBoxCurrentScript.filename} ${arrayToString(logBoxCurrentScript.args)}:<br><br>`;
} else {
console.warn(`LogBox's Text Header DOM element is null`);
}
logBoxCurrentScript.logUpd = true;
logBoxUpdateText();
}
export function logBoxUpdateText() {
if (!(logText instanceof HTMLElement)) { return; }
if (logBoxCurrentScript && logBoxOpened && logBoxCurrentScript.logUpd) {
logText.innerHTML = "";
for (let i = 0; i < logBoxCurrentScript.logs.length; ++i) {
logText.innerHTML += logBoxCurrentScript.logs[i];
logText.innerHTML += "<br>";
}
logBoxCurrentScript.logUpd = false;
}
}