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@ -84,24 +84,24 @@ The following is a list of all of the problem types that a Coding Contract can c
|
||||
The list contains the name of (i.e. the value returned by
|
||||
:js:func:`getContractType`) and a brief summary of the problem it poses.
|
||||
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Name | Problem Summary |
|
||||
+====================================+==========================================================================================+
|
||||
+=========================================+==========================================================================================+
|
||||
| Find Largest Prime Factor | | Given a number, find its largest prime factor. A prime factor |
|
||||
| | | is a factor that is a prime number. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Subarray with Maximum Sum | | Given an array of integers, find the contiguous subarray (containing |
|
||||
| | | at least one number) which has the largest sum and return that sum. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Total Ways to Sum | | Given a number, how many different distinct ways can that number be written as |
|
||||
| | | a sum of at least two positive integers? |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Total Ways to Sum II | | You are given an array with two elements. The first element is an integer n. |
|
||||
| | | The second element is an array of numbers representing the set of available integers. |
|
||||
| | | How many different distinct ways can that number n be written as |
|
||||
| | | a sum of integers contained in the given set? |
|
||||
| | | You may use each integer in the set zero or more times. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Spiralize Matrix | | Given an array of array of numbers representing a 2D matrix, return the |
|
||||
| | | elements of that matrix in clockwise spiral order. |
|
||||
| | | |
|
||||
@ -112,7 +112,7 @@ The list contains the name of (i.e. the value returned by
|
||||
| | | [9, 10, 11, 12] |
|
||||
| | | |
|
||||
| | | is [1, 2, 3, 4, 8, 12, 11, 10, 9, 5, 6, 7] |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Array Jumping Game | | You are given an array of integers where each element represents the |
|
||||
| | | maximum possible jump distance from that position. For example, if you |
|
||||
| | | are at position i and your maximum jump length is n, then you can jump |
|
||||
@ -120,7 +120,7 @@ The list contains the name of (i.e. the value returned by
|
||||
| | | |
|
||||
| | | Assuming you are initially positioned at the start of the array, determine |
|
||||
| | | whether you are able to reach the last index of the array. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Array Jumping Game II | | You are given an array of integers where each element represents the |
|
||||
| | | maximum possible jump distance from that position. For example, if you |
|
||||
| | | are at position i and your maximum jump length is n, then you can jump |
|
||||
@ -130,7 +130,7 @@ The list contains the name of (i.e. the value returned by
|
||||
| | | the minimum number of jumps to reach the end of the array. |
|
||||
| | | |
|
||||
| | | If it's impossible to reach the end, then the answer should be 0. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Merge Overlapping Intervals | | Given an array of intervals, merge all overlapping intervals. An interval |
|
||||
| | | is an array with two numbers, where the first number is always less than |
|
||||
| | | the second (e.g. [1, 5]). |
|
||||
@ -140,7 +140,7 @@ The list contains the name of (i.e. the value returned by
|
||||
| | | Example: |
|
||||
| | | [[1, 3], [8, 10], [2, 6], [10, 16]] |
|
||||
| | | merges into [[1, 6], [8, 16]] |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Generate IP Addresses | | Given a string containing only digits, return an array with all possible |
|
||||
| | | valid IP address combinations that can be created from the string. |
|
||||
| | | |
|
||||
@ -150,7 +150,7 @@ The list contains the name of (i.e. the value returned by
|
||||
| | | Examples: |
|
||||
| | | 25525511135 -> [255.255.11.135, 255.255.111.35] |
|
||||
| | | 1938718066 -> [193.87.180.66] |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Algorithmic Stock Trader I | | You are given an array of numbers representing stock prices, where the |
|
||||
| | | i-th element represents the stock price on day i. |
|
||||
| | | |
|
||||
@ -158,7 +158,7 @@ The list contains the name of (i.e. the value returned by
|
||||
| | | transaction (i.e. you can buy an sell the stock once). If no profit |
|
||||
| | | can be made, then the answer should be 0. Note that you must buy the stock |
|
||||
| | | before you can sell it. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Algorithmic Stock Trader II | | You are given an array of numbers representing stock prices, where the |
|
||||
| | | i-th element represents the stock price on day i. |
|
||||
| | | |
|
||||
@ -167,7 +167,7 @@ The list contains the name of (i.e. the value returned by
|
||||
| | | share of the stock. Note that you cannot engage in multiple transactions at |
|
||||
| | | once. In other words, you must sell the stock before you buy it again. If no |
|
||||
| | | profit can be made, then the answer should be 0. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Algorithmic Stock Trader III | | You are given an array of numbers representing stock prices, where the |
|
||||
| | | i-th element represents the stock price on day i. |
|
||||
| | | |
|
||||
@ -176,7 +176,7 @@ The list contains the name of (i.e. the value returned by
|
||||
| | | of the stock. Note that you cannot engage in multiple transactions at once. |
|
||||
| | | In other words, you must sell the stock before you buy it again. If no profit |
|
||||
| | | can be made, then the answer should be 0. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Algorithmic Stock Trader IV | | You are given an array with two elements. The first element is an integer k. |
|
||||
| | | The second element is an array of numbers representing stock prices, where the |
|
||||
| | | i-th element represents the stock price on day i. |
|
||||
@ -186,24 +186,24 @@ The list contains the name of (i.e. the value returned by
|
||||
| | | Note that you cannot engage in multiple transactions at once. In other words, |
|
||||
| | | you must sell the stock before you can buy it. If no profit can be made, then |
|
||||
| | | the answer should be 0. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Minimum Path Sum in a Triangle | | You are given a 2D array of numbers (array of array of numbers) that represents a |
|
||||
| | | triangle (the first array has one element, and each array has one more element than |
|
||||
| | | the one before it, forming a triangle). Find the minimum path sum from the top to the |
|
||||
| | | bottom of the triangle. In each step of the path, you may only move to adjacent |
|
||||
| | | numbers in the row below. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Unique Paths in a Grid I | | You are given an array with two numbers: [m, n]. These numbers represent a |
|
||||
| | | m x n grid. Assume you are initially positioned in the top-left corner of that |
|
||||
| | | grid and that you are trying to reach the bottom-right corner. On each step, |
|
||||
| | | you may only move down or to the right. |
|
||||
| | | |
|
||||
| | |
|
||||
| | | |
|
||||
| | | Determine how many unique paths there are from start to finish. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Unique Paths in a Grid II | | You are given a 2D array of numbers (array of array of numbers) representing |
|
||||
| | | a grid. The 2D array contains 1's and 0's, where 1 represents an obstacle and |
|
||||
| | |
|
||||
| | | |
|
||||
| | | 0 represents a free space. |
|
||||
| | | |
|
||||
| | | Assume you are initially positioned in top-left corner of that grid and that you |
|
||||
@ -211,7 +211,7 @@ The list contains the name of (i.e. the value returned by
|
||||
| | | or to the right. Furthermore, you cannot move onto spaces which have obstacles. |
|
||||
| | | |
|
||||
| | | Determine how many unique paths there are from start to finish. |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Shortest Path in a Grid | | You are given a 2D array of numbers (array of array of numbers) representing |
|
||||
| | | a grid. The 2D array contains 1's and 0's, where 1 represents an obstacle and |
|
||||
| | | 0 represents a free space. |
|
||||
@ -228,7 +228,7 @@ The list contains the name of (i.e. the value returned by
|
||||
| | | [[0,1], |
|
||||
| | | [1,0]] -> "" |
|
||||
| | | |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Sanitize Parentheses in Expression | | Given a string with parentheses and letters, remove the minimum number of invalid |
|
||||
| | | parentheses in order to validate the string. If there are multiple minimal ways |
|
||||
| | | to validate the string, provide all of the possible results. |
|
||||
@ -240,7 +240,7 @@ The list contains the name of (i.e. the value returned by
|
||||
| | | ()())() -> [()()(), (())()] |
|
||||
| | | (a)())() -> [(a)()(), (a())()] |
|
||||
| | | )( -> [""] |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Find All Valid Math Expressions | | You are given a string which contains only digits between 0 and 9 as well as a target |
|
||||
| | | number. Return all possible ways you can add the +, -, and * operators to the string |
|
||||
| | | of digits such that it evaluates to the target number. |
|
||||
@ -256,4 +256,117 @@ The list contains the name of (i.e. the value returned by
|
||||
| | | |
|
||||
| | | Input: digits = "105", target = 5 |
|
||||
| | | Output: [1*0+5, 10-5] |
|
||||
+------------------------------------+------------------------------------------------------------------------------------------+
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| HammingCodes: Integer to Encoded Binary | | You are given a decimal value. |
|
||||
| | | Convert it into a binary string and encode it as a 'Hamming-Code'. eg: |
|
||||
| | | Value 8 will result into binary '1000', which will be encoded |
|
||||
| | | with the pattern 'pppdpddd', where p is a paritybit and d a databit, |
|
||||
| | | or '10101' (Value 21) will result into (pppdpdddpd) '1001101011'. |
|
||||
| | | NOTE: You need an parity Bit on Index 0 as an 'overall'-paritybit. |
|
||||
| | | NOTE 2: You should watch the HammingCode-video from 3Blue1Brown, which |
|
||||
| | | explains the 'rule' of encoding, |
|
||||
| | | including the first Index parity-bit mentioned on the first note. |
|
||||
| | | Now the only one rule for this encoding: |
|
||||
| | | It's not allowed to add additional leading '0's to the binary value |
|
||||
| | | That means, the binary value has to be encoded as it is |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| HammingCodes: Encoded Binary to Integer | | You are given an encoded binary string. |
|
||||
| | | Treat it as a Hammingcode with 1 'possible' error on an random Index. |
|
||||
| | | Find the 'possible' wrong bit, fix it and extract the decimal value, which is |
|
||||
| | | hidden inside the string.\n\n", |
|
||||
| | | Note: The length of the binary string is dynamic, but it's encoding/decoding is |
|
||||
| | | following Hammings 'rule'\n", |
|
||||
| | | Note 2: Index 0 is an 'overall' parity bit. Watch the Hammingcode-video from |
|
||||
| | | 3Blue1Brown for more information\n", |
|
||||
| | | Note 3: There's a ~55% chance for an altered Bit. So... MAYBE |
|
||||
| | | there is an altered Bit 😉\n", |
|
||||
| | | Extranote for automation: return the decimal value as a string", |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Proper 2-Coloring of a Graph | | You are given data, representing a graph. Note that "graph", as used here, refers to |
|
||||
| | | the field of graph theory, and has no relation to statistics or plotting. |
|
||||
| | | |
|
||||
| | | The first element of the data represents the number of vertices in the graph. Each |
|
||||
| | | vertex is a unique number between 0 and ${data[0] - 1}. The next element of the data |
|
||||
| | | represents the edges of the graph. |
|
||||
| | | |
|
||||
| | | Two vertices u,v in a graph are said to be adjacent if there exists an edge [u,v]. |
|
||||
| | | Note that an edge [u,v] is the same as an edge [v,u], as order does not matter. |
|
||||
| | | |
|
||||
| | | You must construct a 2-coloring of the graph, meaning that you have to assign each |
|
||||
| | | vertex in the graph a "color", either 0 or 1, such that no two adjacent vertices have |
|
||||
| | | the same color. Submit your answer in the form of an array, where element i |
|
||||
| | | represents the color of vertex i. If it is impossible to construct a 2-coloring of |
|
||||
| | | the given graph, instead submit an empty array. |
|
||||
| | | |
|
||||
| | | Examples: |
|
||||
| | | |
|
||||
| | | Input: [4, [[0, 2], [0, 3], [1, 2], [1, 3]]] |
|
||||
| | | Output: [0, 0, 1, 1] |
|
||||
| | | |
|
||||
| | | Input: [3, [[0, 1], [0, 2], [1, 2]]] |
|
||||
| | | Output: [] |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Compression I: RLE Compression | | Run-length encoding (RLE) is a data compression technique which encodes data as a |
|
||||
| | | series of runs of a repeated single character. Runs are encoded as a length, followed |
|
||||
| | | by the character itself. Lengths are encoded as a single ASCII digit; runs of 10 |
|
||||
| | | characters or more are encoded by splitting them into multiple runs. |
|
||||
| | | |
|
||||
| | | You are given a string as input. Encode it using run-length encoding with the minimum |
|
||||
| | | possible output length. |
|
||||
| | | |
|
||||
| | | Examples: |
|
||||
| | | aaaaabccc -> 5a1b3c |
|
||||
| | | aAaAaA -> 1a1A1a1A1a1A |
|
||||
| | | 111112333 -> 511233 |
|
||||
| | | zzzzzzzzzzzzzzzzzzz -> 9z9z1z (or 9z8z2z, etc.) |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Compression II: LZ Decompression | | Lempel-Ziv (LZ) compression is a data compression technique which encodes data using |
|
||||
| | | references to earlier parts of the data. In this variant of LZ, data is encoded in two |
|
||||
| | | types of chunk. Each chunk begins with a length L, encoded as a single ASCII digit |
|
||||
| | | from 1 - 9, followed by the chunk data, which is either: |
|
||||
| | | |
|
||||
| | | 1. Exactly L characters, which are to be copied directly into the uncompressed data. |
|
||||
| | | 2. A reference to an earlier part of the uncompressed data. To do this, the length |
|
||||
| | | is followed by a second ASCII digit X: each of the L output characters is a copy |
|
||||
| | | of the character X places before it in the uncompressed data. |
|
||||
| | | |
|
||||
| | | For both chunk types, a length of 0 instead means the chunk ends immediately, and the |
|
||||
| | | next character is the start of a new chunk. The two chunk types alternate, starting |
|
||||
| | | with type 1, and the final chunk may be of either type. |
|
||||
| | | |
|
||||
| | | You are given an LZ-encoded string. Decode it and output the original string. |
|
||||
| | | |
|
||||
| | | Example: decoding '5aaabc340533bca' chunk-by-chunk |
|
||||
| | | 5aaabc -> aaabc |
|
||||
| | | 5aaabc34 -> aaabcaab |
|
||||
| | | 5aaabc340 -> aaabcaab |
|
||||
| | | 5aaabc34053 -> aaabcaabaabaa |
|
||||
| | | 5aaabc340533bca -> aaabcaabaabaabca |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
| Compression III: LZ Compression | | Lempel-Ziv (LZ) compression is a data compression technique which encodes data using |
|
||||
| | | references to earlier parts of the data. In this variant of LZ, data is encoded in two |
|
||||
| | | types of chunk. Each chunk begins with a length L, encoded as a single ASCII digit |
|
||||
| | | from 1 - 9, followed by the chunk data, which is either: |
|
||||
| | | |
|
||||
| | | 1. Exactly L characters, which are to be copied directly into the uncompressed data. |
|
||||
| | | 2. A reference to an earlier part of the uncompressed data. To do this, the length |
|
||||
| | | is followed by a second ASCII digit X: each of the L output characters is a copy |
|
||||
| | | of the character X places before it in the uncompressed data. |
|
||||
| | | |
|
||||
| | | For both chunk types, a length of 0 instead means the chunk ends immediately, and the |
|
||||
| | | next character is the start of a new chunk. The two chunk types alternate, starting |
|
||||
| | | with type 1, and the final chunk may be of either type. |
|
||||
| | | |
|
||||
| | | You are given a string as input. Encode it using Lempel-Ziv encoding with the minimum |
|
||||
| | | possible output length. |
|
||||
| | | |
|
||||
| | | Examples (some have other possible encodings of minimal length): |
|
||||
| | | abracadabra -> 7abracad47 |
|
||||
| | | mississippi -> 4miss433ppi |
|
||||
| | | aAAaAAaAaAA -> 3aAA53035 |
|
||||
| | | 2718281828 -> 627182844 |
|
||||
| | | abcdefghijk -> 9abcdefghi02jk |
|
||||
| | | aaaaaaaaaaa -> 1a911a |
|
||||
| | | aaaaaaaaaaaa -> 1a912aa |
|
||||
| | | aaaaaaaaaaaaa -> 1a91031 |
|
||||
+-----------------------------------------+------------------------------------------------------------------------------------------+
|
||||
|
@ -163,7 +163,9 @@ export function BitverseRoot(props: IProps): React.ReactElement {
|
||||
return lvl;
|
||||
}
|
||||
const max = n === 12 ? Infinity : 3;
|
||||
return Math.min(max, lvl + 1);
|
||||
|
||||
// If accessed via flume, display the current BN level, else the next
|
||||
return Math.min(max, lvl + Number(!props.flume));
|
||||
};
|
||||
|
||||
if (Settings.DisableASCIIArt) {
|
||||
|
@ -164,9 +164,9 @@ export function Roulette(props: IProps): React.ReactElement {
|
||||
let playerWin = strategy.match(n);
|
||||
// oh yeah, the house straight up cheats. Try finding the seed now!
|
||||
if (playerWin && Math.random() > 0.9) {
|
||||
playerWin = false;
|
||||
while (strategy.match(n)) {
|
||||
n = (n + 1) % 36;
|
||||
while (playerWin) {
|
||||
n = Math.floor(rng.random() * 37);
|
||||
playerWin = strategy.match(n);
|
||||
}
|
||||
}
|
||||
if (playerWin) {
|
||||
|
@ -293,7 +293,7 @@ export const CONSTANTS: {
|
||||
// BitNode/Source-File related stuff
|
||||
TotalNumBitNodes: 24,
|
||||
|
||||
Donations: 4,
|
||||
Donations: 6,
|
||||
|
||||
LatestUpdate: `
|
||||
v1.6.3 - 2022-04-01 Few stanek fixes
|
||||
|
@ -18,11 +18,11 @@ import { Faction } from "../Faction";
|
||||
import { use } from "../../ui/Context";
|
||||
import { CreateGangModal } from "./CreateGangModal";
|
||||
|
||||
import Typography from "@mui/material/Typography";
|
||||
import Button from "@mui/material/Button";
|
||||
import { Box, Paper, Typography, Button, Tooltip } from "@mui/material";
|
||||
import { CovenantPurchasesRoot } from "../../PersonObjects/Sleeve/ui/CovenantPurchasesRoot";
|
||||
import { FactionNames } from "../data/FactionNames";
|
||||
import { GangConstants } from "../../Gang/data/Constants";
|
||||
import { GangButton } from "./GangButton";
|
||||
|
||||
type IProps = {
|
||||
faction: Faction;
|
||||
@ -62,18 +62,8 @@ function MainPage({ faction, rerender, onAugmentations }: IMainProps): React.Rea
|
||||
const player = use.Player();
|
||||
const router = use.Router();
|
||||
const [sleevesOpen, setSleevesOpen] = useState(false);
|
||||
const [gangOpen, setGangOpen] = useState(false);
|
||||
const factionInfo = faction.getInfo();
|
||||
|
||||
function manageGang(): void {
|
||||
// If player already has a gang, just go to the gang UI
|
||||
if (player.inGang()) {
|
||||
return router.toGang();
|
||||
}
|
||||
|
||||
setGangOpen(true);
|
||||
}
|
||||
|
||||
function startWork(): void {
|
||||
player.startFocusing();
|
||||
router.toWork();
|
||||
@ -105,15 +95,6 @@ function MainPage({ faction, rerender, onAugmentations }: IMainProps): React.Rea
|
||||
|
||||
const canPurchaseSleeves = faction.name === FactionNames.TheCovenant && player.bitNodeN === 10;
|
||||
|
||||
let canAccessGang = player.canAccessGang() && GangConstants.Names.includes(faction.name);
|
||||
if (player.inGang()) {
|
||||
if (player.getGangName() !== faction.name) {
|
||||
canAccessGang = false;
|
||||
} else if (player.getGangName() === faction.name) {
|
||||
canAccessGang = true;
|
||||
}
|
||||
}
|
||||
|
||||
return (
|
||||
<>
|
||||
<Button onClick={() => router.toFactions()}>Back</Button>
|
||||
@ -121,12 +102,7 @@ function MainPage({ faction, rerender, onAugmentations }: IMainProps): React.Rea
|
||||
{faction.name}
|
||||
</Typography>
|
||||
<Info faction={faction} factionInfo={factionInfo} />
|
||||
{canAccessGang && (
|
||||
<>
|
||||
<Option buttonText={"Manage Gang"} infoText={gangInfo} onClick={manageGang} />
|
||||
<CreateGangModal facName={faction.name} open={gangOpen} onClose={() => setGangOpen(false)} />
|
||||
</>
|
||||
)}
|
||||
<GangButton faction={faction} />
|
||||
{!isPlayersGang && factionInfo.offerHackingWork && (
|
||||
<Option
|
||||
buttonText={"Hacking Contracts"}
|
||||
|
79
src/Faction/ui/GangButton.tsx
Normal file
79
src/Faction/ui/GangButton.tsx
Normal file
@ -0,0 +1,79 @@
|
||||
import { Button, Typography, Box, Paper, Tooltip } from "@mui/material";
|
||||
import React, { useState } from "react";
|
||||
import { GangConstants } from "../../Gang/data/Constants";
|
||||
import { use } from "../../ui/Context";
|
||||
import { Faction } from "../Faction";
|
||||
import { CreateGangModal } from "./CreateGangModal";
|
||||
|
||||
type IProps = {
|
||||
faction: Faction;
|
||||
};
|
||||
|
||||
export function GangButton({ faction }: IProps): React.ReactElement {
|
||||
const player = use.Player();
|
||||
const router = use.Router();
|
||||
const [gangOpen, setGangOpen] = useState(false);
|
||||
|
||||
if (
|
||||
!GangConstants.Names.includes(faction.name) || // not even a gang
|
||||
!player.isAwareOfGang() || // doesn't know about gang
|
||||
(player.inGang() && player.getGangName() !== faction.name) // already in another gang
|
||||
) {
|
||||
return <></>;
|
||||
}
|
||||
|
||||
let data = {
|
||||
enabled: false,
|
||||
title: "",
|
||||
tooltip: "" as string | React.ReactElement,
|
||||
description: "",
|
||||
};
|
||||
|
||||
if (player.inGang()) {
|
||||
data = {
|
||||
enabled: true,
|
||||
title: "Manage Gang",
|
||||
tooltip: "",
|
||||
description: "Manage a gang for this Faction. Gangs will earn you money and faction reputation",
|
||||
};
|
||||
} else {
|
||||
data = {
|
||||
enabled: player.canAccessGang(),
|
||||
title: "Create Gang",
|
||||
tooltip: !player.canAccessGang() ? (
|
||||
<Typography>Unlocked when reaching {GangConstants.GangKarmaRequirement} karma</Typography>
|
||||
) : (
|
||||
""
|
||||
),
|
||||
description: "Create a gang for this Faction. Gangs will earn you money and faction reputation",
|
||||
};
|
||||
}
|
||||
|
||||
const manageGang = (): void => {
|
||||
// If player already has a gang, just go to the gang UI
|
||||
if (player.inGang()) {
|
||||
return router.toGang();
|
||||
}
|
||||
|
||||
setGangOpen(true);
|
||||
};
|
||||
|
||||
return (
|
||||
<>
|
||||
<Box>
|
||||
<Paper sx={{ my: 1, p: 1 }}>
|
||||
<Tooltip title={data.tooltip}>
|
||||
<span>
|
||||
<Button onClick={manageGang} disabled={!data.enabled}>
|
||||
{data.title}
|
||||
</Button>
|
||||
</span>
|
||||
</Tooltip>
|
||||
<Typography>{data.description}</Typography>
|
||||
</Paper>
|
||||
</Box>
|
||||
|
||||
<CreateGangModal facName={faction.name} open={gangOpen} onClose={() => setGangOpen(false)} />
|
||||
</>
|
||||
);
|
||||
}
|
@ -6,6 +6,7 @@ export const GangConstants: {
|
||||
CyclesPerTerritoryAndPowerUpdate: number;
|
||||
AscensionMultiplierRatio: number;
|
||||
Names: string[];
|
||||
GangKarmaRequirement: number;
|
||||
} = {
|
||||
// Respect is divided by this to get rep gain
|
||||
GangRespectToReputationRatio: 75,
|
||||
@ -23,4 +24,5 @@ export const GangConstants: {
|
||||
FactionNames.NiteSec,
|
||||
FactionNames.TheBlackHand,
|
||||
],
|
||||
GangKarmaRequirement: -54000,
|
||||
};
|
||||
|
@ -42,6 +42,7 @@ export const HashUpgradesMetadata: IConstructorParams[] = [
|
||||
costPerLevel: 50,
|
||||
desc:
|
||||
"Use hashes to increase the maximum amount of money on a single server by 2%. " +
|
||||
"Note that a server's maximum money is soft capped above $10t. " +
|
||||
"This effect persists until you install Augmentations (since servers " +
|
||||
"are reset at that time).",
|
||||
hasTargetServer: true,
|
||||
|
@ -17,7 +17,7 @@ export function calculateSellInformationCashReward(
|
||||
Math.pow(difficulty, 3) *
|
||||
3e3 *
|
||||
levelBonus *
|
||||
(player.hasAugmentation(AugmentationNames.WKSharmonizer) ? 1.5 : 1) *
|
||||
(player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 1.5 : 1) *
|
||||
BitNodeMultipliers.InfiltrationMoney
|
||||
);
|
||||
}
|
||||
@ -35,7 +35,7 @@ export function calculateTradeInformationRepReward(
|
||||
Math.pow(difficulty, 3) *
|
||||
3e3 *
|
||||
levelBonus *
|
||||
(player.hasAugmentation(AugmentationNames.WKSharmonizer) ? 1.5 : 1) *
|
||||
(player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 1.5 : 1) *
|
||||
BitNodeMultipliers.InfiltrationMoney
|
||||
);
|
||||
}
|
||||
@ -47,5 +47,7 @@ export function calculateInfiltratorsRepReward(player: IPlayer, faction: Faction
|
||||
}, 0);
|
||||
const baseRepGain = (difficulty / maxStartingSecurityLevel) * 5000;
|
||||
|
||||
return baseRepGain * (player.hasAugmentation(AugmentationNames.WKSharmonizer) ? 2 : 1) * (1 + faction.favor / 100);
|
||||
return (
|
||||
baseRepGain * (player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 2 : 1) * (1 + faction.favor / 100)
|
||||
);
|
||||
}
|
||||
|
@ -94,7 +94,7 @@ export function Game(props: IProps): React.ReactElement {
|
||||
// it's clear they're not meant to
|
||||
const damage = options?.automated
|
||||
? player.hp
|
||||
: props.StartingDifficulty * 3 * (player.hasAugmentation(AugmentationNames.WKSharmonizer) ? 0.5 : 1);
|
||||
: props.StartingDifficulty * 3 * (player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 0.5 : 1);
|
||||
if (player.takeDamage(damage)) {
|
||||
router.toCity();
|
||||
return;
|
||||
@ -113,16 +113,7 @@ export function Game(props: IProps): React.ReactElement {
|
||||
stageComponent = <Countdown onFinish={() => setStage(Stage.Minigame)} />;
|
||||
break;
|
||||
case Stage.Minigame: {
|
||||
/**
|
||||
*
|
||||
BackwardGame,
|
||||
BribeGame,
|
||||
CheatCodeGame,
|
||||
Cyberpunk2077Game,
|
||||
MinesweeperGame,
|
||||
WireCuttingGame,
|
||||
*/
|
||||
const MiniGame = WireCuttingGame; // minigames[gameIds.id];
|
||||
const MiniGame = minigames[gameIds.id];
|
||||
stageComponent = <MiniGame onSuccess={success} onFailure={failure} difficulty={props.Difficulty + level / 50} />;
|
||||
break;
|
||||
}
|
||||
|
@ -24,7 +24,7 @@ interface IProps {
|
||||
export function GameTimer(props: IProps): React.ReactElement {
|
||||
const player = use.Player();
|
||||
const [v, setV] = useState(100);
|
||||
const totalMillis = (player.hasAugmentation(AugmentationNames.WKSharmonizer) ? 1.3 : 1) * props.millis;
|
||||
const totalMillis = (player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 1.3 : 1) * props.millis;
|
||||
|
||||
const tick = 200;
|
||||
useEffect(() => {
|
||||
|
@ -4,7 +4,7 @@ import { CityName } from "../Locations/data/CityNames";
|
||||
import { getRamCost } from "../Netscript/RamCostGenerator";
|
||||
import { WorkerScript } from "../Netscript/WorkerScript";
|
||||
import { GraftableAugmentation } from "../PersonObjects/Grafting/GraftableAugmentation";
|
||||
import { getGraftingAvailableAugs } from "../PersonObjects/Grafting/GraftingHelpers";
|
||||
import { getGraftingAvailableAugs, calculateGraftingTimeWithBonus } from "../PersonObjects/Grafting/GraftingHelpers";
|
||||
import { IPlayer } from "../PersonObjects/IPlayer";
|
||||
import { Grafting as IGrafting } from "../ScriptEditor/NetscriptDefinitions";
|
||||
import { Router } from "../ui/GameRoot";
|
||||
@ -31,8 +31,8 @@ export function NetscriptGrafting(player: IPlayer, workerScript: WorkerScript, h
|
||||
if (!getGraftingAvailableAugs(player).includes(augName) || !StaticAugmentations.hasOwnProperty(augName)) {
|
||||
throw helper.makeRuntimeErrorMsg("grafting.getAugmentationGraftPrice", `Invalid aug: ${augName}`);
|
||||
}
|
||||
const craftableAug = new GraftableAugmentation(StaticAugmentations[augName]);
|
||||
return craftableAug.cost;
|
||||
const graftableAug = new GraftableAugmentation(StaticAugmentations[augName]);
|
||||
return graftableAug.cost;
|
||||
},
|
||||
|
||||
getAugmentationGraftTime: (_augName: string): number => {
|
||||
@ -42,8 +42,8 @@ export function NetscriptGrafting(player: IPlayer, workerScript: WorkerScript, h
|
||||
if (!getGraftingAvailableAugs(player).includes(augName) || !StaticAugmentations.hasOwnProperty(augName)) {
|
||||
throw helper.makeRuntimeErrorMsg("grafting.getAugmentationGraftTime", `Invalid aug: ${augName}`);
|
||||
}
|
||||
const craftableAug = new GraftableAugmentation(StaticAugmentations[augName]);
|
||||
return craftableAug.time;
|
||||
const graftableAug = new GraftableAugmentation(StaticAugmentations[augName]);
|
||||
return calculateGraftingTimeWithBonus(player, graftableAug);
|
||||
},
|
||||
|
||||
getGraftableAugmentations: (): string[] => {
|
||||
|
@ -202,7 +202,7 @@ function _getScriptUrls(script: Script, scripts: Script[], seen: Script[]): Scri
|
||||
|
||||
// We automatically define a print function() in the NetscriptJS module so that
|
||||
// accidental calls to window.print() do not bring up the "print screen" dialog
|
||||
transformedCode += `\n\nfunction print() {throw new Error("Invalid call to window.print(). Did you mean to use Netscript's print()?");}\n//# sourceURL=${script.server}/${script.filename}`;
|
||||
transformedCode += `\n//# sourceURL=${script.server}/${script.filename}`;
|
||||
|
||||
const blob = URL.createObjectURL(makeScriptBlob(transformedCode));
|
||||
// Push the blob URL onto the top of the stack.
|
||||
|
@ -1,5 +1,6 @@
|
||||
import { StaticAugmentations } from "../../Augmentation/StaticAugmentations";
|
||||
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||
import { GraftableAugmentation } from "./GraftableAugmentation";
|
||||
import { IPlayer } from "../IPlayer";
|
||||
|
||||
export const getGraftingAvailableAugs = (player: IPlayer): string[] => {
|
||||
@ -13,3 +14,12 @@ export const getGraftingAvailableAugs = (player: IPlayer): string[] => {
|
||||
|
||||
return augs.filter((augmentation: string) => !player.hasAugmentation(augmentation));
|
||||
};
|
||||
|
||||
export const graftingIntBonus = (player: IPlayer): number => {
|
||||
return 1 + (player.getIntelligenceBonus(3) - 1) / 3;
|
||||
};
|
||||
|
||||
export const calculateGraftingTimeWithBonus = (player: IPlayer, aug: GraftableAugmentation): number => {
|
||||
const baseTime = aug.time;
|
||||
return baseTime / graftingIntBonus(player);
|
||||
};
|
||||
|
@ -1,6 +1,6 @@
|
||||
import { Construction, CheckBox, CheckBoxOutlineBlank } from "@mui/icons-material";
|
||||
import { Box, Button, Container, List, ListItemButton, Paper, Typography } from "@mui/material";
|
||||
import React, { useState } from "react";
|
||||
import React, { useState, useEffect } from "react";
|
||||
import { Augmentation } from "../../../Augmentation/Augmentation";
|
||||
import { StaticAugmentations } from "../../../Augmentation/StaticAugmentations";
|
||||
import { AugmentationNames } from "../../../Augmentation/data/AugmentationNames";
|
||||
@ -15,7 +15,7 @@ import { ConfirmationModal } from "../../../ui/React/ConfirmationModal";
|
||||
import { Money } from "../../../ui/React/Money";
|
||||
import { convertTimeMsToTimeElapsedString, formatNumber } from "../../../utils/StringHelperFunctions";
|
||||
import { IPlayer } from "../../IPlayer";
|
||||
import { getGraftingAvailableAugs } from "../GraftingHelpers";
|
||||
import { getGraftingAvailableAugs, calculateGraftingTimeWithBonus } from "../GraftingHelpers";
|
||||
import { GraftableAugmentation } from "../GraftableAugmentation";
|
||||
|
||||
const GraftableAugmentations: IMap<GraftableAugmentation> = {};
|
||||
@ -63,6 +63,17 @@ export const GraftingRoot = (): React.ReactElement => {
|
||||
const [selectedAug, setSelectedAug] = useState(getGraftingAvailableAugs(player)[0]);
|
||||
const [graftOpen, setGraftOpen] = useState(false);
|
||||
const selectedAugmentation = StaticAugmentations[selectedAug];
|
||||
|
||||
const setRerender = useState(false)[1];
|
||||
function rerender(): void {
|
||||
setRerender((old) => !old);
|
||||
}
|
||||
|
||||
useEffect(() => {
|
||||
const id = setInterval(rerender, 200);
|
||||
return () => clearInterval(id);
|
||||
}, []);
|
||||
|
||||
return (
|
||||
<Container disableGutters maxWidth="lg" sx={{ mx: 0 }}>
|
||||
<Button onClick={() => router.toLocation(Locations[LocationName.NewTokyoVitaLife])}>Back</Button>
|
||||
@ -132,7 +143,7 @@ export const GraftingRoot = (): React.ReactElement => {
|
||||
<Typography color={Settings.theme.info}>
|
||||
<b>Time to Graft:</b>{" "}
|
||||
{convertTimeMsToTimeElapsedString(
|
||||
GraftableAugmentations[selectedAug].time / (1 + (player.getIntelligenceBonus(3) - 1) / 3),
|
||||
calculateGraftingTimeWithBonus(player, GraftableAugmentations[selectedAug]),
|
||||
)}
|
||||
{/* Use formula so the displayed creation time is accurate to player bonus */}
|
||||
</Typography>
|
||||
|
@ -208,6 +208,7 @@ export interface IPlayer {
|
||||
hasProgram(program: string): boolean;
|
||||
inBladeburner(): boolean;
|
||||
inGang(): boolean;
|
||||
isAwareOfGang(): boolean;
|
||||
isQualified(company: Company, position: CompanyPosition): boolean;
|
||||
loseMoney(money: number, source: string): void;
|
||||
process(router: IRouter, numCycles?: number): void;
|
||||
|
@ -218,6 +218,7 @@ export class PlayerObject implements IPlayer {
|
||||
hasProgram: (program: string) => boolean;
|
||||
inBladeburner: () => boolean;
|
||||
inGang: () => boolean;
|
||||
isAwareOfGang: () => boolean;
|
||||
isQualified: (company: Company, position: CompanyPosition) => boolean;
|
||||
loseMoney: (money: number, source: string) => void;
|
||||
reapplyAllAugmentations: (resetMultipliers?: boolean) => void;
|
||||
@ -604,6 +605,7 @@ export class PlayerObject implements IPlayer {
|
||||
this.hasCorporation = corporationMethods.hasCorporation;
|
||||
this.startCorporation = corporationMethods.startCorporation;
|
||||
this.canAccessGang = gangMethods.canAccessGang;
|
||||
this.isAwareOfGang = gangMethods.isAwareOfGang;
|
||||
this.getGangFaction = gangMethods.getGangFaction;
|
||||
this.getGangName = gangMethods.getGangName;
|
||||
this.hasGangWith = gangMethods.hasGangWith;
|
||||
|
@ -2,9 +2,9 @@ import { Factions } from "../../Faction/Factions";
|
||||
import { Faction } from "../../Faction/Faction";
|
||||
import { Gang } from "../../Gang/Gang";
|
||||
import { IPlayer } from "../IPlayer";
|
||||
import { GangConstants } from "../../Gang/data/Constants"
|
||||
|
||||
|
||||
// Amount of negative karma needed to manage a gang in BitNodes other than 2
|
||||
const GangKarmaRequirement = -54000;
|
||||
|
||||
export function canAccessGang(this: IPlayer): boolean {
|
||||
if (this.bitNodeN === 2) {
|
||||
@ -14,7 +14,11 @@ export function canAccessGang(this: IPlayer): boolean {
|
||||
return false;
|
||||
}
|
||||
|
||||
return this.karma <= GangKarmaRequirement;
|
||||
return this.karma <= GangConstants.GangKarmaRequirement;
|
||||
}
|
||||
|
||||
export function isAwareOfGang(this: IPlayer): boolean {
|
||||
return this.bitNodeN === 2 || this.sourceFileLvl(2) >= 1;
|
||||
}
|
||||
|
||||
export function getGangFaction(this: IPlayer): Faction {
|
||||
|
@ -64,6 +64,7 @@ import { SnackbarEvents, ToastVariant } from "../../ui/React/Snackbar";
|
||||
import { calculateClassEarnings } from "../formulas/work";
|
||||
import { achievements } from "../../Achievements/Achievements";
|
||||
import { FactionNames } from "../../Faction/data/FactionNames";
|
||||
import { graftingIntBonus } from "../Grafting/GraftingHelpers";
|
||||
|
||||
export function init(this: IPlayer): void {
|
||||
/* Initialize Player's home computer */
|
||||
@ -1349,7 +1350,7 @@ export function craftAugmentationWork(this: IPlayer, numCycles: number): boolean
|
||||
focusBonus = this.focus ? 1 : CONSTANTS.BaseFocusBonus;
|
||||
}
|
||||
|
||||
let skillMult = 1 + (this.getIntelligenceBonus(3) - 1) / 3;
|
||||
let skillMult = graftingIntBonus(this);
|
||||
skillMult *= focusBonus;
|
||||
|
||||
this.timeWorked += CONSTANTS._idleSpeed * numCycles;
|
||||
|
@ -519,6 +519,14 @@ export class Sleeve extends Person {
|
||||
break;
|
||||
}
|
||||
|
||||
// If the player has a gang with the faction the sleeve is working
|
||||
// for, we need to reset the sleeve's task
|
||||
if (p.gang) {
|
||||
if (fac.name === p.gang.facName) {
|
||||
this.resetTaskStatus();
|
||||
}
|
||||
}
|
||||
|
||||
fac.playerReputation += this.getRepGain(p) * cyclesUsed;
|
||||
break;
|
||||
}
|
||||
|
@ -110,6 +110,8 @@ const tasks: {
|
||||
first: factions,
|
||||
second: (s1: string) => {
|
||||
const faction = Factions[s1];
|
||||
if (!faction) return ["------"];
|
||||
|
||||
const facInfo = faction.getInfo();
|
||||
const options: string[] = [];
|
||||
if (facInfo.offerHackingWork) {
|
||||
@ -260,7 +262,7 @@ export function TaskSelector(props: IProps): React.ReactElement {
|
||||
const detailsF = tasks[n];
|
||||
if (detailsF === undefined) throw new Error(`No function for task '${s0}'`);
|
||||
const details = detailsF(props.player, props.sleeve);
|
||||
const details2 = details.second(details.first[0]);
|
||||
const details2 = details.second(details.first[0]) ?? ["------"];
|
||||
setS2(details2[0]);
|
||||
setS1(details.first[0]);
|
||||
setS0(n);
|
||||
|
2
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
2
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
@ -2198,7 +2198,7 @@ export interface Singularity {
|
||||
* RAM cost: 5 GB * 16/4/1
|
||||
*
|
||||
*
|
||||
* This function will automatically install your Augmentations, resetting the game as usual.
|
||||
* This function will automatically install your Augmentations, resetting the game as usual. If you do not own uninstalled Augmentations then the game will not reset.
|
||||
*
|
||||
* @param cbScript - This is a script that will automatically be run after Augmentations are installed (after the reset). This script will be run with no arguments and 1 thread. It must be located on your home computer.
|
||||
*/
|
||||
|
@ -1,6 +1,7 @@
|
||||
import { getRandomInt } from "../utils/helpers/getRandomInt";
|
||||
import { MinHeap } from "../utils/Heap";
|
||||
|
||||
import { comprGenChar, comprLZGenerate, comprLZEncode, comprLZDecode } from "../utils/CompressionContracts";
|
||||
import { HammingEncode, HammingDecode } from "../utils/HammingCodeTools";
|
||||
/* tslint:disable:completed-docs no-magic-numbers arrow-return-shorthand */
|
||||
|
||||
@ -1456,4 +1457,155 @@ export const codingContractTypesMetadata: ICodingContractTypeMetadata[] = [
|
||||
else return false;
|
||||
},
|
||||
},
|
||||
{
|
||||
name: "Compression I: RLE Compression",
|
||||
difficulty: 2,
|
||||
numTries: 10,
|
||||
desc: (plaintext: string): string => {
|
||||
return [
|
||||
"Run-length encoding (RLE) is a data compression technique which encodes data as a series of runs of",
|
||||
"a repeated single character. Runs are encoded as a length, followed by the character itself. Lengths",
|
||||
"are encoded as a single ASCII digit; runs of 10 characters or more are encoded by splitting them",
|
||||
"into multiple runs.\n\n",
|
||||
"You are given the following input string:\n",
|
||||
` ${plaintext}\n`,
|
||||
"Encode it using run-length encoding with the minimum possible output length.\n\n",
|
||||
"Examples:\n",
|
||||
" aaaaabccc -> 5a1b3c\n",
|
||||
" aAaAaA -> 1a1A1a1A1a1A\n",
|
||||
" 111112333 -> 511233\n",
|
||||
" zzzzzzzzzzzzzzzzzzz -> 9z9z1z (or 9z8z2z, etc.)\n",
|
||||
].join(" ");
|
||||
},
|
||||
gen: (): string => {
|
||||
const length = 50 + Math.floor(25 * (Math.random() + Math.random()));
|
||||
let plain = "";
|
||||
|
||||
while (plain.length < length) {
|
||||
const r = Math.random();
|
||||
|
||||
let n = 1;
|
||||
if (r < 0.3) {
|
||||
n = 1;
|
||||
} else if (r < 0.6) {
|
||||
n = 2;
|
||||
} else if (r < 0.9) {
|
||||
n = Math.floor(10 * Math.random());
|
||||
} else {
|
||||
n = 10 + Math.floor(5 * Math.random());
|
||||
}
|
||||
|
||||
const c = comprGenChar();
|
||||
plain += c.repeat(n);
|
||||
}
|
||||
|
||||
return plain.substring(0, length);
|
||||
},
|
||||
solver: (plain: string, ans: string): boolean => {
|
||||
if (ans.length % 2 !== 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
let ans_plain = "";
|
||||
for (let i = 0; i + 1 < ans.length; i += 2) {
|
||||
const length = ans.charCodeAt(i) - 0x30;
|
||||
if (length < 0 || length > 9) {
|
||||
return false;
|
||||
}
|
||||
|
||||
ans_plain += ans[i + 1].repeat(length);
|
||||
}
|
||||
if (ans_plain !== plain) {
|
||||
return false;
|
||||
}
|
||||
|
||||
let length = 0;
|
||||
for (let i = 0; i < plain.length; ) {
|
||||
let run_length = 1;
|
||||
while (i + run_length < plain.length && plain[i + run_length] === plain[i]) {
|
||||
++run_length;
|
||||
}
|
||||
i += run_length;
|
||||
|
||||
while (run_length > 0) {
|
||||
run_length -= 9;
|
||||
length += 2;
|
||||
}
|
||||
}
|
||||
return ans.length === length;
|
||||
},
|
||||
},
|
||||
{
|
||||
name: "Compression II: LZ Decompression",
|
||||
difficulty: 4,
|
||||
numTries: 10,
|
||||
desc: (compressed: string): string => {
|
||||
return [
|
||||
"Lempel-Ziv (LZ) compression is a data compression technique which encodes data using references to",
|
||||
"earlier parts of the data. In this variant of LZ, data is encoded in two types of chunk. Each chunk",
|
||||
"begins with a length L, encoded as a single ASCII digit from 1 - 9, followed by the chunk data,",
|
||||
"which is either:\n\n",
|
||||
"1. Exactly L characters, which are to be copied directly into the uncompressed data.\n",
|
||||
"2. A reference to an earlier part of the uncompressed data. To do this, the length is followed",
|
||||
"by a second ASCII digit X: each of the L output characters is a copy of the character X",
|
||||
"places before it in the uncompressed data.\n\n",
|
||||
"For both chunk types, a length of 0 instead means the chunk ends immediately, and the next character",
|
||||
"is the start of a new chunk. The two chunk types alternate, starting with type 1, and the final",
|
||||
"chunk may be of either type.\n\n",
|
||||
"You are given the following LZ-encoded string:\n",
|
||||
` ${compressed}\n`,
|
||||
"Decode it and output the original string.\n\n",
|
||||
"Example: decoding '5aaabc340533bca' chunk-by-chunk\n",
|
||||
" 5aaabc -> aaabc\n",
|
||||
" 5aaabc34 -> aaabcaab\n",
|
||||
" 5aaabc340 -> aaabcaab\n",
|
||||
" 5aaabc34053 -> aaabcaabaabaa\n",
|
||||
" 5aaabc340533bca -> aaabcaabaabaabca",
|
||||
].join(" ");
|
||||
},
|
||||
gen: (): string => {
|
||||
return comprLZEncode(comprLZGenerate());
|
||||
},
|
||||
solver: (compr: string, ans: string): boolean => {
|
||||
return ans === comprLZDecode(compr);
|
||||
},
|
||||
},
|
||||
{
|
||||
name: "Compression III: LZ Compression",
|
||||
difficulty: 10,
|
||||
numTries: 10,
|
||||
desc: (plaintext: string): string => {
|
||||
return [
|
||||
"Lempel-Ziv (LZ) compression is a data compression technique which encodes data using references to",
|
||||
"earlier parts of the data. In this variant of LZ, data is encoded in two types of chunk. Each chunk",
|
||||
"begins with a length L, encoded as a single ASCII digit from 1 - 9, followed by the chunk data,",
|
||||
"which is either:\n\n",
|
||||
"1. Exactly L characters, which are to be copied directly into the uncompressed data.\n",
|
||||
"2. A reference to an earlier part of the uncompressed data. To do this, the length is followed",
|
||||
"by a second ASCII digit X: each of the L output characters is a copy of the character X",
|
||||
"places before it in the uncompressed data.\n\n",
|
||||
"For both chunk types, a length of 0 instead means the chunk ends immediately, and the next character",
|
||||
"is the start of a new chunk. The two chunk types alternate, starting with type 1, and the final",
|
||||
"chunk may be of either type.\n\n",
|
||||
"You are given the following input string:\n",
|
||||
` ${plaintext}\n`,
|
||||
"Encode it using Lempel-Ziv encoding with the minimum possible output length.\n\n",
|
||||
"Examples (some have other possible encodings of minimal length):\n",
|
||||
" abracadabra -> 7abracad47\n",
|
||||
" mississippi -> 4miss433ppi\n",
|
||||
" aAAaAAaAaAA -> 3aAA53035\n",
|
||||
" 2718281828 -> 627182844\n",
|
||||
" abcdefghijk -> 9abcdefghi02jk\n",
|
||||
" aaaaaaaaaaa -> 1a911a\n",
|
||||
" aaaaaaaaaaaa -> 1a912aa\n",
|
||||
" aaaaaaaaaaaaa -> 1a91031",
|
||||
].join(" ");
|
||||
},
|
||||
gen: (): string => {
|
||||
return comprLZGenerate();
|
||||
},
|
||||
solver: (plain: string, ans: string): boolean => {
|
||||
return comprLZDecode(ans) === plain && ans.length === comprLZEncode(plain).length;
|
||||
},
|
||||
},
|
||||
];
|
||||
|
@ -4,6 +4,7 @@ import ReactDOM from "react-dom";
|
||||
import { TTheme as Theme, ThemeEvents, refreshTheme } from "./Themes/ui/Theme";
|
||||
import { LoadingScreen } from "./ui/LoadingScreen";
|
||||
import { initElectron } from "./Electron";
|
||||
import { AlertEvents } from "./ui/React/AlertManager";
|
||||
initElectron();
|
||||
globalThis["React"] = React;
|
||||
globalThis["ReactDOM"] = ReactDOM;
|
||||
@ -34,3 +35,9 @@ function rerender(): void {
|
||||
return "Your work will be lost.";
|
||||
};
|
||||
})();
|
||||
|
||||
(function () {
|
||||
window.print = () => {
|
||||
throw new Error("You accidentally called window.print instead of ns.print");
|
||||
};
|
||||
})();
|
||||
|
@ -96,6 +96,9 @@ const useStyles = makeStyles((theme: Theme) =>
|
||||
display: "flex",
|
||||
flexDirection: "column-reverse",
|
||||
},
|
||||
titleButton: {
|
||||
padding: "1px 6px",
|
||||
},
|
||||
success: {
|
||||
color: theme.colors.success,
|
||||
},
|
||||
@ -260,35 +263,33 @@ function LogWindow(props: IProps): React.ReactElement {
|
||||
}}
|
||||
>
|
||||
<Box className="drag" display="flex" alignItems="center" ref={draggableRef}>
|
||||
<Typography color="primary" variant="h6" title={title(true)}>
|
||||
<Typography color="primary" variant="h6" sx={{ marginRight: "auto" }} title={title(true)}>
|
||||
{title()}
|
||||
</Typography>
|
||||
|
||||
<Box position="absolute" right={0}>
|
||||
{!workerScripts.has(script.pid) && (
|
||||
<Button onClick={run} onTouchEnd={run}>
|
||||
{!workerScripts.has(script.pid) ? (
|
||||
<Button className={classes.titleButton} onClick={run} onTouchEnd={run}>
|
||||
Run
|
||||
</Button>
|
||||
)}
|
||||
{workerScripts.has(script.pid) && (
|
||||
<Button onClick={kill} onTouchEnd={kill}>
|
||||
) : (
|
||||
<Button className={classes.titleButton} onClick={kill} onTouchEnd={kill}>
|
||||
Kill
|
||||
</Button>
|
||||
)}
|
||||
<Button onClick={minimize} onTouchEnd={minimize}>
|
||||
<Button className={classes.titleButton} onClick={minimize} onTouchEnd={minimize}>
|
||||
{minimized ? "\u{1F5D6}" : "\u{1F5D5}"}
|
||||
</Button>
|
||||
<Button onClick={props.onClose} onTouchEnd={props.onClose}>
|
||||
<Button className={classes.titleButton} onClick={props.onClose} onTouchEnd={props.onClose}>
|
||||
Close
|
||||
</Button>
|
||||
</Box>
|
||||
</Box>
|
||||
</Paper>
|
||||
<Paper sx={{ overflow: "scroll", overflowWrap: "break-word", whiteSpace: "pre-wrap" }}>
|
||||
<ResizableBox
|
||||
className={classes.logs}
|
||||
height={500}
|
||||
width={500}
|
||||
minConstraints={[250, 30]}
|
||||
handle={
|
||||
<span style={{ position: "absolute", right: "-10px", bottom: "-13px", cursor: "nw-resize" }}>
|
||||
<ArrowForwardIosIcon color="primary" style={{ transform: "rotate(45deg)" }} />
|
||||
|
193
src/utils/CompressionContracts.ts
Normal file
193
src/utils/CompressionContracts.ts
Normal file
@ -0,0 +1,193 @@
|
||||
// choose random character for generating plaintexts to compress
|
||||
export function comprGenChar(): string {
|
||||
const r = Math.random();
|
||||
if (r < 0.4) {
|
||||
return "ABCDEFGHIJKLMNOPQRSTUVWXYZ"[Math.floor(26 * Math.random())];
|
||||
} else if (r < 0.8) {
|
||||
return "abcdefghijklmnopqrstuvwxyz"[Math.floor(26 * Math.random())];
|
||||
} else {
|
||||
return "01234567689"[Math.floor(10 * Math.random())];
|
||||
}
|
||||
}
|
||||
|
||||
// generate plaintext which is amenable to LZ encoding
|
||||
export function comprLZGenerate(): string {
|
||||
const length = 50 + Math.floor(25 * (Math.random() + Math.random()));
|
||||
let plain = "";
|
||||
|
||||
while (plain.length < length) {
|
||||
if (Math.random() < 0.8) {
|
||||
plain += comprGenChar();
|
||||
} else {
|
||||
const length = 1 + Math.floor(9 * Math.random());
|
||||
const offset = 1 + Math.floor(9 * Math.random());
|
||||
if (offset > plain.length) {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (let i = 0; i < length; ++i) {
|
||||
plain += plain[plain.length - offset];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return plain.substring(0, length);
|
||||
}
|
||||
|
||||
// compress plaintest string
|
||||
export function comprLZEncode(plain: string): string {
|
||||
// for state[i][j]:
|
||||
// if i is 0, we're adding a literal of length j
|
||||
// else, we're adding a backreference of offset i and length j
|
||||
let cur_state: (string | null)[][] = Array.from(Array(10), () => Array(10).fill(null));
|
||||
let new_state: (string | null)[][] = Array.from(Array(10), () => Array(10));
|
||||
|
||||
function set(state: (string | null)[][], i: number, j: number, str: string): void {
|
||||
const current = state[i][j];
|
||||
if (current == null || str.length < current.length) {
|
||||
state[i][j] = str;
|
||||
} else if (str.length === current.length && Math.random() < 0.5) {
|
||||
// if two strings are the same length, pick randomly so that
|
||||
// we generate more possible inputs to Compression II
|
||||
state[i][j] = str;
|
||||
}
|
||||
}
|
||||
|
||||
// initial state is a literal of length 1
|
||||
cur_state[0][1] = "";
|
||||
|
||||
for (let i = 1; i < plain.length; ++i) {
|
||||
for (const row of new_state) {
|
||||
row.fill(null);
|
||||
}
|
||||
const c = plain[i];
|
||||
|
||||
// handle literals
|
||||
for (let length = 1; length <= 9; ++length) {
|
||||
const string = cur_state[0][length];
|
||||
if (string == null) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (length < 9) {
|
||||
// extend current literal
|
||||
set(new_state, 0, length + 1, string);
|
||||
} else {
|
||||
// start new literal
|
||||
set(new_state, 0, 1, string + "9" + plain.substring(i - 9, i) + "0");
|
||||
}
|
||||
|
||||
for (let offset = 1; offset <= Math.min(9, i); ++offset) {
|
||||
if (plain[i - offset] === c) {
|
||||
// start new backreference
|
||||
set(new_state, offset, 1, string + length + plain.substring(i - length, i));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// handle backreferences
|
||||
for (let offset = 1; offset <= 9; ++offset) {
|
||||
for (let length = 1; length <= 9; ++length) {
|
||||
const string = cur_state[offset][length];
|
||||
if (string == null) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (plain[i - offset] === c) {
|
||||
if (length < 9) {
|
||||
// extend current backreference
|
||||
set(new_state, offset, length + 1, string);
|
||||
} else {
|
||||
// start new backreference
|
||||
set(new_state, offset, 1, string + "9" + offset + "0");
|
||||
}
|
||||
}
|
||||
|
||||
// start new literal
|
||||
set(new_state, 0, 1, string + length + offset);
|
||||
}
|
||||
}
|
||||
|
||||
const tmp_state = new_state;
|
||||
new_state = cur_state;
|
||||
cur_state = tmp_state;
|
||||
}
|
||||
|
||||
let result = null;
|
||||
|
||||
for (let len = 1; len <= 9; ++len) {
|
||||
let string = cur_state[0][len];
|
||||
if (string == null) {
|
||||
continue;
|
||||
}
|
||||
|
||||
string += len + plain.substring(plain.length - len, plain.length);
|
||||
if (result == null || string.length < result.length) {
|
||||
result = string;
|
||||
} else if (string.length == result.length && Math.random() < 0.5) {
|
||||
result = string;
|
||||
}
|
||||
}
|
||||
|
||||
for (let offset = 1; offset <= 9; ++offset) {
|
||||
for (let len = 1; len <= 9; ++len) {
|
||||
let string = cur_state[offset][len];
|
||||
if (string == null) {
|
||||
continue;
|
||||
}
|
||||
|
||||
string += len + "" + offset;
|
||||
if (result == null || string.length < result.length) {
|
||||
result = string;
|
||||
} else if (string.length == result.length && Math.random() < 0.5) {
|
||||
result = string;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result ?? "";
|
||||
}
|
||||
|
||||
// decompress LZ-compressed string, or return null if input is invalid
|
||||
export function comprLZDecode(compr: string): string | null {
|
||||
let plain = "";
|
||||
|
||||
for (let i = 0; i < compr.length; ) {
|
||||
const literal_length = compr.charCodeAt(i) - 0x30;
|
||||
|
||||
if (literal_length < 0 || literal_length > 9 || i + 1 + literal_length > compr.length) {
|
||||
return null;
|
||||
}
|
||||
|
||||
plain += compr.substring(i + 1, i + 1 + literal_length);
|
||||
i += 1 + literal_length;
|
||||
|
||||
if (i >= compr.length) {
|
||||
break;
|
||||
}
|
||||
const backref_length = compr.charCodeAt(i) - 0x30;
|
||||
|
||||
if (backref_length < 0 || backref_length > 9) {
|
||||
return null;
|
||||
} else if (backref_length === 0) {
|
||||
++i;
|
||||
} else {
|
||||
if (i + 1 >= compr.length) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const backref_offset = compr.charCodeAt(i + 1) - 0x30;
|
||||
if ((backref_length > 0 && (backref_offset < 1 || backref_offset > 9)) || backref_offset > plain.length) {
|
||||
return null;
|
||||
}
|
||||
|
||||
for (let j = 0; j < backref_length; ++j) {
|
||||
plain += plain[plain.length - backref_offset];
|
||||
}
|
||||
|
||||
i += 2;
|
||||
}
|
||||
}
|
||||
|
||||
return plain;
|
||||
}
|
Loading…
Reference in New Issue
Block a user