Merge pull request #923 from danielyxie/dev

0.51.7
This commit is contained in:
hydroflame 2021-05-03 12:18:18 -04:00 committed by GitHub
commit ad9c7ec696
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GPG Key ID: 4AEE18F83AFDEB23
313 changed files with 3326 additions and 3169 deletions

@ -2,3 +2,7 @@ node_modules/
doc/build/
dist/
tests/*.bundle.*
src/ThirdParty/*
src/ScriptEditor/CodeMirrorNetscriptMode.js
src/ScriptEditor/CodeMirrorNetscriptLint.js
src/JSInterpreter.js

@ -76,7 +76,7 @@ module.exports = {
"imports": "always-multiline",
"exports": "always-multiline",
"functions": "always-multiline",
}
},
],
"comma-spacing": [
"off",
@ -102,14 +102,14 @@ module.exports = {
"error",
],
"curly": [
"off"
"off",
],
"default-case": [
"off"
"off",
],
"dot-location": [
"error",
"property"
"property",
],
"dot-notation": [
"off",
@ -310,104 +310,104 @@ module.exports = {
"error",
],
"no-div-regex": [
"error"
"error",
],
"no-dupe-args": [
"error"
"error",
],
"no-dupe-class-members": [
"error"
"error",
],
"no-dupe-keys": [
"error"
"error",
],
"no-duplicate-case": [
"error"
"error",
],
"no-duplicate-imports": [
"error",
{
"includeExports": true
}
"includeExports": true,
},
],
"no-else-return": [
"off"
"off",
],
"no-empty": [
"off",
{
"allowEmptyCatch": false
}
"allowEmptyCatch": false,
},
],
"no-empty-character-class": [
"error"
"error",
],
"no-empty-function": [
"off"
"off",
],
"no-empty-pattern": [
"error"
"error",
],
"no-eq-null": [
"off"
"off",
],
"no-ex-assign": [
"off"
"off",
],
"no-extra-boolean-cast": [
"error"
"error",
],
"no-extra-parens": [
"off"
"off",
],
"no-extra-semi": [
"off"
"off",
],
"no-eval": [
"off"
"off",
],
"no-extend-native": [
"off"
"off",
],
"no-extra-bind": [
"error"
"error",
],
"no-extra-label": [
"error"
"error",
],
"no-fallthrough": [
"off"
"off",
],
"no-floating-decimal": [
"off"
"off",
],
"no-func-assign": [
"error"
"error",
],
"no-global-assign": [
"error"
"error",
],
"no-implicit-coercion": [
"off"
"off",
],
"no-implicit-globals": [
"error"
"error",
],
"no-implied-eval": [
"error"
"error",
],
"no-inline-comments": [
"off"
"off",
],
"no-inner-declarations": [
"off",
"both"
"both",
],
"no-invalid-regexp": [
"error"
"error",
],
"no-invalid-this": [
"off"
"off",
],
"no-irregular-whitespace": [
"error",
@ -415,451 +415,461 @@ module.exports = {
"skipStrings": false,
"skipComments": false,
"skipRegExps": false,
"skipTemplates": false
}
"skipTemplates": false,
},
],
"no-iterator": [
"error"
"error",
],
"no-label-var": [
"error"
"error",
],
"no-labels": [
"off"
"off",
],
"no-lone-blocks": [
"error"
"error",
],
"no-lonely-if": [
"off"
"off",
],
"no-loop-func": [
"off"
"off",
],
"no-magic-numbers": [
"off"
"off",
],
"no-mixed-operators": [
"off"
"off",
],
"no-mixed-requires": [
"error"
"error",
],
"no-mixed-spaces-and-tabs": [
"off"
"off",
],
"no-multi-assign": [
"off"
"off",
],
"no-multi-spaces": [
"off"
"off",
],
"no-multi-str": [
"error"
"error",
],
"no-multiple-empty-lines": [
"off",
{
"max": 1
}
"max": 1,
},
],
"no-native-reassign": [
"error"
"error",
],
"no-negated-condition": [
"off"
"off",
],
"no-negated-in-lhs": [
"error"
"error",
],
"no-nested-ternary": [
"off"
"off",
],
"no-new": [
"error"
"error",
],
"no-new-func": [
"error"
"error",
],
"no-new-object": [
"error"
"error",
],
"no-new-require": [
"error"
"error",
],
"no-new-symbol": [
"error"
"error",
],
"no-new-wrappers": [
"error"
"error",
],
"no-octal": [
"error"
"error",
],
"no-octal-escape": [
"error"
"error",
],
"no-obj-calls": [
"error"
"error",
],
"no-param-reassign": [
"off"
"off",
],
"no-path-concat": [
"error"
"error",
],
"no-plusplus": [
"off"
"off",
],
"no-process-env": [
"off"
"off",
],
"no-process-exit": [
"error"
"error",
],
"no-proto": [
"error"
"error",
],
"no-prototype-builtins": [
"off"
"off",
],
"no-redeclare": [
"off"
"off",
],
"no-regex-spaces": [
"error"
"error",
],
"no-restricted-globals": [
"error"
"error",
],
"no-restricted-imports": [
"error"
"error",
],
"no-restricted-modules": [
"error"
"error",
],
"no-restricted-properties": [
"off",
{
"object": "console",
"property": "log",
"message": "'log' is too general, use an appropriate level when logging."
}
"message": "'log' is too general, use an appropriate level when logging.",
},
],
"no-restricted-syntax": [
"error"
"error",
],
"no-return-assign": [
"off"
"off",
],
"no-return-await": [
"error"
"error",
],
"no-script-url": [
"error"
"error",
],
"no-self-assign": [
"error",
{
"props": false
}
"props": false,
},
],
"no-self-compare": [
"error"
"error",
],
"no-sequences": [
"error"
"error",
],
"no-shadow": [
"off"
"off",
],
"no-shadow-restricted-names": [
"error"
"error",
],
"no-spaced-func": [
"off"
"off",
],
"no-sparse-arrays": [
"error"
"error",
],
"no-sync": [
"error"
"error",
],
"no-tabs": [
"off"
"off",
],
"no-template-curly-in-string": [
"error"
"error",
],
"no-ternary": [
"off"
"off",
],
"no-this-before-super": [
"off"
"off",
],
"no-throw-literal": [
"error"
"error",
],
"no-trailing-spaces": [
"off"
"off",
],
"no-undef": [
"off"
"off",
],
"no-undef-init": [
"error"
"error",
],
"no-undefined": [
"off"
"off",
],
"no-underscore-dangle": [
"off"
"off",
],
"no-unexpected-multiline": [
"error"
"error",
],
"no-unmodified-loop-condition": [
"error"
"error",
],
"no-unneeded-ternary": [
"off"
"off",
],
"no-unreachable": [
"off"
"off",
],
"no-unsafe-finally": [
"error"
"error",
],
"no-unsafe-negation": [
"error"
"error",
],
"no-unused-expressions": [
"off"
"off",
],
"no-unused-labels": [
"error"
"error",
],
"no-unused-vars": [
"off"
"off",
],
"no-use-before-define": [
"off"
"off",
],
"no-useless-call": [
"off"
"off",
],
"no-useless-computed-key": [
"error"
"error",
],
"no-useless-concat": [
"off"
"off",
],
"no-useless-constructor": [
"error"
"error",
],
"no-useless-escape": [
"off"
"off",
],
"no-useless-rename": [
"error",
{
"ignoreDestructuring": false,
"ignoreExport": false,
"ignoreImport": false
}
"ignoreImport": false,
},
],
"no-useless-return": [
"off"
"off",
],
"no-var": [
"off"
"off",
],
"no-void": [
"off"
"off",
],
"no-warning-comments": [
"off"
"off",
],
"no-whitespace-before-property": [
"error"
"error",
],
"no-with": [
"error"
"error",
],
"nonblock-statement-body-position": [
"off",
"below"
"below",
],
"object-curly-newline": [
"off"
"off",
],
"object-curly-spacing": [
"off"
"off",
],
"object-property-newline": [
"off"
"off",
],
"object-shorthand": [
"off"
"off",
],
"one-var": [
"off"
"off",
],
"one-var-declaration-per-line": [
"off"
"off",
],
"operator-assignment": [
"off"
"off",
],
"operator-linebreak": [
"off",
"none"
"none",
],
"padded-blocks": [
"off"
"off",
],
"padding-line-between-statements": [
"error"
"error",
],
"prefer-arrow-callback": [
"off"
"off",
],
"prefer-const": [
"off"
"off",
],
"prefer-destructuring": [
"off"
"off",
],
"prefer-numeric-literals": [
"error"
"error",
],
"prefer-promise-reject-errors": [
"off"
"off",
],
"prefer-reflect": [
"off"
"off",
],
"prefer-rest-params": [
"off"
"off",
],
"prefer-spread": [
"off"
"off",
],
"prefer-template": [
"off"
"off",
],
"quote-props": [
"off"
"off",
],
"quotes": [
"off"
"off",
],
"radix": [
"off",
"as-needed"
"as-needed",
],
"require-await": [
"off"
"off",
],
"require-jsdoc": [
"off"
"off",
],
"require-yield": [
"error"
"error",
],
"rest-spread-spacing": [
"error",
"never"
"never",
],
"semi": [
"off"
"off",
],
"semi-spacing": [
"off"
"off",
],
"semi-style": [
"error",
"last"
"last",
],
"sort-imports": [
"off"
"off",
],
"sort-keys": [
"off"
"off",
],
"sort-vars": [
"off"
"off",
],
"space-before-blocks": [
"off"
"off",
],
"space-before-function-paren": [
"off"
"off",
],
"space-in-parens": [
"off"
"off",
],
"space-infix-ops": [
"off"
"off",
],
"space-unary-ops": [
"off"
"off",
],
"spaced-comment": [
"off"
"off",
],
"strict": [
"off"
"off",
],
"switch-colon-spacing": [
"error",
{
"after": true,
"before": false
}
"before": false,
},
],
"symbol-description": [
"error"
"error",
],
"template-curly-spacing": [
"error"
"error",
],
"template-tag-spacing": [
"error"
"error",
],
"unicode-bom": [
"error",
"never"
"never",
],
"use-isnan": [
"error"
"error",
],
"valid-jsdoc": [
"off"
"off",
],
"valid-typeof": [
"error"
"error",
],
"vars-on-top": [
"off"
"off",
],
"wrap-iife": [
"error",
"any"
"any",
],
"wrap-regex": [
"off"
"off",
],
"yield-star-spacing": [
"error",
"before"
"before",
],
"yoda": [
"error",
"never"
]
"never",
],
"@typescript-eslint/explicit-module-boundary-types": "off",
"@typescript-eslint/explicit-function-return-type": "off",
},
"overrides": [
{
// enable the rule specifically for TypeScript files
"files": ["*.ts", "*.tsx"],
"rules": {
"@typescript-eslint/explicit-function-return-type": ["error"],
"@typescript-eslint/explicit-module-boundary-types": ["error"],
},
},
{
// TypeScript configuration
"files": [ "**/*.ts", "**/*.tsx" ],
@ -888,7 +898,7 @@ module.exports = {
"singleline": {
"delimiter": "semi",
"requireLast": false,
}
},
}],
"@typescript-eslint/member-ordering": ["error", {
"default": [
@ -900,11 +910,11 @@ module.exports = {
"instance-method",
"abstract-method",
"static-method",
]
],
}],
"@typescript-eslint/no-explicit-any": "off",
"@typescript-eslint/no-use-before-define": "off",
}
}
]
},
},
],
};

@ -6,7 +6,7 @@
#codemirror-form-wrapper {
height: 80%;
margin: 10px 0px 0px 6px;
margin: 10px 0 0 6px;
}
.CodeMirror {
@ -22,11 +22,11 @@
* Highlight matches
*/
.cm-matchhighlight {
background-color: #8F908A;
background-color: #8f908a;
}
.CodeMirror-selection-highlight-scrollbar {
background-color: #8F908A;
background-color: #8f908a;
}
/**
@ -35,7 +35,7 @@
.cm-whitespace::before {
position: absolute;
pointer-events: none;
color: #404F7D;
color: #404f7d;
}
/**

@ -1,14 +1,14 @@
.add-exp-button {
margin-right: 0px;
margin-right: 0;
}
.remove-exp-button {
margin-left:0px;
margin-left:0;
}
.exp-input {
margin-right: 0px;
margin-left:0px;
margin-right: 0;
margin-left:0;
margin-top: 5px;
margin-bottom: 5px;
@ -23,14 +23,14 @@
}
.touch-right {
margin-right: 0px;
margin-right: 0;
}
.touch-left {
margin-left: 0px;
margin-left: 0;
}
.touch-sides {
margin-left: 0px;
margin-right: 0px;
margin-left: 0;
margin-right: 0;
}

2
css/grid.min.css vendored

File diff suppressed because one or more lines are too long

@ -17,7 +17,7 @@
}
&.level-2 {
color: #48D1CC;
color: #48d1cc;
}
&.level-3 {

@ -15,7 +15,7 @@
.resleeve-panel {
display: inline-block;
margin: 0px;
margin: 0;
padding: 2px;
}

@ -20,7 +20,7 @@
.sleeve-panel {
display: inline-block;
margin: 0px;
margin: 0;
padding: 2px;
select {

@ -393,8 +393,8 @@ input[type=checkbox] {
outline: none;
opacity: 0.7;
height: 10px;
-webkit-transition: .2s;
transition: opacity .2s;
-webkit-transition: 0.2s;
transition: opacity 0.2s;
margin: 3px;
}

@ -7,16 +7,16 @@
.Treant.Treant-loaded .pseudo { visibility: visible; }
.Treant > .pseudo { width: 0; height: 0; border: none; padding: 0; }
.Treant .collapse-switch { width: 3px; height: 3px; display: block; border: 1px solid black; position: absolute; top: 1px; right: 1px; cursor: pointer; }
.Treant .collapsed .collapse-switch { background-color: #868DEE; }
.Treant .collapsed .collapse-switch { background-color: #868dee; }
.Treant > .node img { border: none; float: left; }
.Treant > .node {
cursor: pointer;
padding: 4px;
min-width: 60px;
text-align: center;
border: 2px solid #E8E8E3;
border: 2px solid #e8e8e3;
border-radius: 2px;
box-shadow: 1px 1px 1px rgba(0,0,0,.5);
box-shadow: 1px 1px 1px rgba(0,0,0,0.5);
font-size: 12px;
}

@ -11,7 +11,7 @@ user's physical and mental faculties.
Augmentations provide persistent upgrades in the form of multipliers.
These multipliers apply to a wide variety of things such as stats,
experience gain, and hacking, just to name a few. Your multipliers
can be viewed in the 'Character' page (:ref:`keyboard shortcut <shortcuts>` Alt + c)
can be viewed in the 'Character' page (:ref:`keyboard shortcut <shortcuts>` Alt + c).
How to acquire Augmentations
^^^^^^^^^^^^^^^^^^^^^^^^^^^^

@ -0,0 +1,15 @@
getServerMaxRam() Netscript Function
====================================
.. js:function:: getServerMaxRam(hostname)
:RAM cost: 0.05 GB
:param string hostname: Hostname of target server.
:returns: Total ram available on that server. In GB.
Example:
.. code-block:: javascript
maxRam = getServerMaxRam("helios"); // returns: 16
print("helios has "+maxRam + "GB");

@ -3,6 +3,8 @@ getServerRam() Netscript Function
.. js:function:: getServerRam(hostname)
.. warning:: This function is deprecated.
:RAM cost: 0.1 GB
:param string hostname: Hostname of target server.
:returns: An array of 2 number, first number is the total RAM, second the

@ -0,0 +1,15 @@
getServerUsedRam() Netscript Function
=====================================
.. js:function:: getServerUsedRam(hostname)
:RAM cost: 0.05 GB
:param string hostname: Hostname of target server.
:returns: Used ram on that server. In GB.
Example:
.. code-block:: javascript
usedRam = getServerUsedRam("harakiri-sushi"); // returns: 5.6
print("harakiri-sushi uses "+usedRam + "GB");

@ -5,13 +5,13 @@ Netscript Bladeburner API
Netscript provides the following API for interacting with the game's Bladeburner mechanic.
The Bladeburner API is **not** immediately available to the player and must be unlocked
later in the game
later in the game.
.. warning:: This page contains spoilers for the game
The Bladeburner API is unlocked in BitNode-7. If you are in BitNode-7, you will
automatically gain access to this API. Otherwise, you must have Source-File 7 in
order to use this API in other BitNodes
order to use this API in other BitNodes.
**Bladeburner API functions must be accessed through the 'bladeburner' namespace**
@ -157,7 +157,7 @@ identifier by attaching the Bladeburner API functions to an object::
}
BladeburnerHandler.prototype.handle = function() {
//If we're doing something else manually (without Simlacrum),
//If we're doing something else manually (without Simulacrum),
//it overrides Bladeburner stuff
if (!this.hasSimulacrum() && this.ns.isBusy()) {
this.ns.print("Idling bc player is busy with some other action");

@ -54,7 +54,8 @@ This includes information such as function signatures, what they do, and their r
getServerMinSecurityLevel() <basicfunctions/getServerMinSecurityLevel>
getServerRequiredHackingLevel() <basicfunctions/getServerRequiredHackingLevel>
getServerNumPortsRequired() <basicfunctions/getServerNumPortsRequired>
getServerRam() <basicfunctions/getServerRam>
getServerMaxRam() <basicfunctions/getServerMaxRam>
getServerUsedRam() <basicfunctions/getServerUsedRam>
serverExists() <basicfunctions/serverExists>
fileExists() <basicfunctions/fileExists>
isRunning() <basicfunctions/isRunning>
@ -90,3 +91,8 @@ This includes information such as function signatures, what they do, and their r
wget() <basicfunctions/wget>
getFavorToDonate() <basicfunctions/getFavorToDonate>
flags() <basicfunctions/flags>
.. toctree::
:caption: Deprecated:
getServerRam() <basicfunctions/getServerRam>

@ -86,7 +86,7 @@ The following is an example of one way a script can be used to automate the
purchasing and upgrading of Hacknet Nodes.
This script attempts to purchase Hacknet Nodes until the player has a total of 8. Then
it gradually upgrades those Node's to a minimum of level 140, 64 GB RAM, and 8 cores
it gradually upgrades those Node's to a minimum of level 80, 16 GB RAM, and 8 cores
.. code:: javascript
@ -129,3 +129,16 @@ it gradually upgrades those Node's to a minimum of level 140, 64 GB RAM, and 8 c
};
print("All nodes upgraded to 16GB RAM");
for (var i = 0; i < cnt; i++) {
while (hacknet.getNodeStats(i).cores < 8) {
var cost = hacknet.getCoreUpgradeCost(i, 1);
while (myMoney() < cost) {
print("Need $" + cost + " . Have $" + myMoney());
sleep(3000);
}
res = hacknet.upgradeCore(i, 1);
};
};
print("All nodes upgraded to 8 cores");

@ -327,8 +327,8 @@
Would you like to join? <br/> <br/>
Warning: Joining this faction may prevent you from joining other factions during this run!
</p>
<button id="faction-invitation-box-yes" class="popup-box-button"> Yes </button>
<button id="faction-invitation-box-no" class="popup-box-button"> No </button>
<button id="faction-invitation-box-yes" class="popup-box-button"> Join! </button>
<button id="faction-invitation-box-no" class="popup-box-button"> Decide later. </button>
</div>
</div>

@ -117,8 +117,8 @@
"build:dev": "webpack --mode development",
"build:test": "webpack --config webpack.config-test.js",
"lint": "npm run lint:jsts & npm run lint:style",
"lint:jsts": "eslint '*.{js,jsx,ts,tsx}' './src/**/*.{js,jsx,ts,tsx}' './test/**/*.{js,jsx,ts,tsx}' './utils/**/*.{js,jsx,ts,tsx}'",
"lint:style": "stylelint ./css/*",
"lint:jsts": "eslint --fix '*.{js,jsx,ts,tsx}' './src/**/*.{js,jsx,ts,tsx}' './test/**/*.{js,jsx,ts,tsx}' './utils/**/*.{js,jsx,ts,tsx}'",
"lint:style": "stylelint --fix ./css/*",
"preinstall": "node ./scripts/engines-check.js",
"test": "mochapack --webpack-config webpack.config-test.js -r jsdom-global/register ./test/index.js",
"watch": "webpack --watch --mode production",

@ -22,12 +22,12 @@ export function loadGlobalAliases(saveString: string): void {
// Prints all aliases to terminal
export function printAliases(): void {
for (var name in Aliases) {
for (const name in Aliases) {
if (Aliases.hasOwnProperty(name)) {
post("alias " + name + "=" + Aliases[name]);
}
}
for (var name in GlobalAliases) {
for (const name in GlobalAliases) {
if (GlobalAliases.hasOwnProperty(name)) {
post("global alias " + name + "=" + GlobalAliases[name]);
}
@ -36,8 +36,8 @@ export function printAliases(): void {
// Returns true if successful, false otherwise
export function parseAliasDeclaration(dec: string, global = false): boolean {
var re = /^([_|\w|!|%|,|@]+)="(.+)"$/;
var matches = dec.match(re);
const re = /^([_|\w|!|%|,|@]+)="(.+)"$/;
const matches = dec.match(re);
if (matches == null || matches.length != 3) {return false;}
if (global){
addGlobalAlias(matches[1],matches[2]);
@ -100,17 +100,17 @@ export function substituteAliases(origCommand: string): string {
// For the unalias command, dont substite
if (commandArray[0] === "unalias") { return commandArray.join(" "); }
var alias = getAlias(commandArray[0]);
const alias = getAlias(commandArray[0]);
if (alias != null) {
commandArray[0] = alias;
} else {
var alias = getGlobalAlias(commandArray[0]);
const alias = getGlobalAlias(commandArray[0]);
if (alias != null) {
commandArray[0] = alias;
}
}
for (var i = 0; i < commandArray.length; ++i) {
var alias = getGlobalAlias(commandArray[i]);
for (let i = 0; i < commandArray.length; ++i) {
const alias = getGlobalAlias(commandArray[i]);
if (alias != null) {
commandArray[i] = alias;
}

@ -9,7 +9,7 @@ import { Factions } from "../Faction/Factions";
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
interface IConstructorParams {
info: string;
info: string | JSX.Element;
isSpecial?: boolean;
moneyCost: number;
name: string;
@ -49,31 +49,27 @@ interface IConstructorParams {
}
export class Augmentation {
// Initiatizes a Augmentation object from a JSON save state.
static fromJSON(value: any): Augmentation {
return Generic_fromJSON(Augmentation, value.data);
}
// How much money this costs to buy
baseCost: number = 0;
baseCost = 0;
// How much faction reputation is required to unlock this
baseRepRequirement: number = 0;
baseRepRequirement = 0;
// Description of what this Aug is and what it does
info: string = "";
info: string | JSX.Element;
// Any Augmentation not immediately available in BitNode-1 is special (e.g. Bladeburner augs)
isSpecial: boolean = false;
isSpecial = false;
// Augmentation level - for repeatable Augs like NeuroFlux Governor
level: number = 0;
level = 0;
// Name of Augmentation
name: string = "";
name = "";
// Whether the player owns this Augmentation
owned: boolean = false;
owned = false;
// Array of names of all prerequisites
prereqs: string[] = [];
@ -83,7 +79,7 @@ export class Augmentation {
mults: IMap<number> = {}
// Initial cost. Doesn't change when you purchase multiple Augmentation
startingCost: number = 0;
startingCost = 0;
constructor(params: IConstructorParams={ info: "", moneyCost: 0, name: "", repCost: 0 }) {
this.name = params.name;
@ -141,7 +137,7 @@ export class Augmentation {
console.warn(`In Augmentation.addToFactions(), could not find faction with this name: ${factionList[i]}`);
continue;
}
faction!.augmentations.push(this.name);
faction.augmentations.push(this.name);
}
}
@ -154,7 +150,7 @@ export class Augmentation {
console.warn(`Invalid Faction object in addToAllFactions(). Key value: ${fac}`);
continue;
}
facObj!.augmentations.push(this.name);
facObj.augmentations.push(this.name);
}
}
}
@ -163,6 +159,12 @@ export class Augmentation {
toJSON(): any {
return Generic_toJSON("Augmentation", this);
}
// Initiatizes a Augmentation object from a JSON save state.
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): Augmentation {
return Generic_fromJSON(Augmentation, value.data);
}
}
Reviver.constructors.Augmentation = Augmentation;

@ -8,29 +8,13 @@ import { AugmentationsRoot } from "./ui/Root";
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { CONSTANTS } from "../Constants";
import { Factions, factionExists } from "../Faction/Factions";
import { startWorkerScript } 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 { Money } from "../ui/React/Money";
import React from "react";
@ -76,7 +60,7 @@ function initAugmentations() {
"This augmentation increases the player's dexterity by 10%.",
dexterity_mult: 1.1,
});
Targeting1.addToFactions(["Slum Snakes", "The Dark Army", "The Syndicate", "Sector-12", "Volhaven", "Ishima",
Targeting1.addToFactions(["Slum Snakes", "The Dark Army", "The Syndicate", "Sector-12", "Ishima",
"OmniTek Incorporated", "KuaiGong International", "Blade Industries"]);
if (augmentationExists(AugmentationNames.Targeting1)) {
delete Augmentations[AugmentationNames.Targeting1];
@ -91,7 +75,7 @@ function initAugmentations() {
prereqs:[AugmentationNames.Targeting1],
dexterity_mult: 1.2,
});
Targeting2.addToFactions(["The Dark Army", "The Syndicate", "Sector-12", "Volhaven", "Ishima",
Targeting2.addToFactions(["The Dark Army", "The Syndicate", "Sector-12",
"OmniTek Incorporated", "KuaiGong International", "Blade Industries"]);
if (augmentationExists(AugmentationNames.Targeting2)) {
delete Augmentations[AugmentationNames.Targeting2];
@ -152,7 +136,7 @@ function initAugmentations() {
strength_mult: 1.1,
defense_mult: 1.1,
});
CombatRib1.addToFactions(["Slum Snakes", "The Dark Army", "The Syndicate", "Sector-12", "Volhaven", "Ishima",
CombatRib1.addToFactions(["Slum Snakes", "The Dark Army", "The Syndicate", "Volhaven", "Ishima",
"OmniTek Incorporated", "KuaiGong International", "Blade Industries"]);
if (augmentationExists(AugmentationNames.CombatRib1)) {
delete Augmentations[AugmentationNames.CombatRib1];
@ -168,7 +152,7 @@ function initAugmentations() {
strength_mult: 1.14,
defense_mult: 1.14,
});
CombatRib2.addToFactions(["The Dark Army", "The Syndicate", "Sector-12", "Volhaven", "Ishima",
CombatRib2.addToFactions(["The Dark Army", "The Syndicate", "Volhaven",
"OmniTek Incorporated", "KuaiGong International", "Blade Industries"]);
if (augmentationExists(AugmentationNames.CombatRib2)) {
delete Augmentations[AugmentationNames.CombatRib2];
@ -404,7 +388,7 @@ function initAugmentations() {
info:"The body is injected with a chemical that artificially induces synaptic potentiation, " +
"otherwise known as the strengthening of synapses. This results in a enhanced cognitive abilities.<br><br>" +
"This augmentation:<br>" +
"Increases the player's hacking speed by 2% <br>" +
"Increases the player's hacking speed by 2%.<br>" +
"Increases the player's hacking chance by 5%.<br>" +
"Increases the player's hacking experience gain rate by 5%.",
hacking_speed_mult: 1.02,
@ -444,7 +428,7 @@ function initAugmentations() {
"This augmentation increases the player's hacking speed by 3%.",
hacking_speed_mult: 1.03,
});
SynapticEnhancement.addToFactions(["CyberSec"]);
SynapticEnhancement.addToFactions(["CyberSec", "Aevum"]);
if (augmentationExists(AugmentationNames.SynapticEnhancement)) {
delete Augmentations[AugmentationNames.SynapticEnhancement];
}
@ -772,7 +756,7 @@ function initAugmentations() {
"when working for a company by 20%.",
company_rep_mult: 1.2,
});
NuoptimalInjectorImplant.addToFactions(["Tian Di Hui", "Volhaven", "New Tokyo", "Chongqing", "Ishima",
NuoptimalInjectorImplant.addToFactions(["Tian Di Hui", "Volhaven", "New Tokyo", "Chongqing",
"Clarke Incorporated", "Four Sigma", "Bachman & Associates"]);
if (augmentationExists(AugmentationNames.NuoptimalInjectorImplant)) {
delete Augmentations[AugmentationNames.NuoptimalInjectorImplant];
@ -1080,7 +1064,7 @@ function initAugmentations() {
agility_exp_mult: 1.1,
charisma_exp_mult: 1.1,
});
Neurotrainer1.addToFactions(["CyberSec"]);
Neurotrainer1.addToFactions(["CyberSec", "Aevum"]);
if (augmentationExists(AugmentationNames.Neurotrainer1)) {
delete Augmentations[AugmentationNames.Neurotrainer1];
}
@ -1256,7 +1240,7 @@ function initAugmentations() {
// Daedalus
const RedPill = new Augmentation({
name:AugmentationNames.TheRedPill, repCost:1e6, moneyCost:0,
info:"It's time to leave the cave."
info:"It's time to leave the cave.",
});
RedPill.addToFactions(["Daedalus"]);
if (augmentationExists(AugmentationNames.TheRedPill)) {
@ -1556,7 +1540,7 @@ function initAugmentations() {
and upload the assets.<br /><br />
This augmentation:<br />
Lets the player start with {Money(1e6)} after a reset.<br />
Lets the player start with the BruteSSH.exe program after a reset.</>
Lets the player start with the BruteSSH.exe program after a reset.</>,
});
CashRoot.addToFactions(["Sector-12"]);
if (augmentationExists(AugmentationNames.CashRoot)) {
@ -1743,7 +1727,7 @@ function initAugmentations() {
"to induce wakefulness and concentration, suppress fear, reduce empathy, and " +
"improve reflexes and memory-recall among other things.<br><br>" +
"This augmentation:<br>" +
"Increases the player's sucess chance in Bladeburner contracts/operations by 3%.<br>" +
"Increases the player's success chance in Bladeburner contracts/operations by 3%.<br>" +
"Increases the player's effectiveness in Bladeburner Field Analysis by 5%.<br>" +
"Increases the player's Bladeburner stamina gain rate by 2%.",
bladeburner_success_chance_mult: 1.03,
@ -2098,7 +2082,7 @@ export function displayAugmentationsContent(contentEl) {
exportGameFn={saveObject.exportGame.bind(saveObject)}
installAugmentationsFn={installAugmentations}
/>,
contentEl
contentEl,
);
}

@ -1,4 +1,4 @@
import { Augmentation } from "./Augmentation";
import { IMap } from "../types";
export let Augmentations: IMap<Augmentation> = {};
export const Augmentations: IMap<Augmentation> = {};

@ -1,8 +1,8 @@
export class PlayerOwnedAugmentation {
level: number = 1;
name: string = "";
level = 1;
name = "";
constructor(name: string = "") {
constructor(name = "") {
this.name = name;
}
}

@ -1,6 +1,6 @@
import { IMap } from "../../types";
export let AugmentationNames: IMap<string> = {
export const AugmentationNames: IMap<string> = {
Targeting1: "Augmented Targeting I",
Targeting2: "Augmented Targeting II",
Targeting3: "Augmented Targeting III",

@ -15,7 +15,9 @@ import { SourceFileMinus1 } from "./SourceFileMinus1";
import { Settings } from "../../Settings/Settings";
import { OwnedAugmentationsOrderSetting } from "../../Settings/SettingEnums";
type IProps = {}
type IProps = {
// nothing special.
}
type IState = {
rerenderFlag: boolean;
@ -39,7 +41,7 @@ export class InstalledAugmentationsAndSourceFiles extends React.Component<IProps
this.listRef = React.createRef();
}
collapseAllHeaders() {
collapseAllHeaders(): void {
const ul = this.listRef.current;
if (ul == null) { return; }
const tickers = ul.getElementsByClassName("accordion-header");
@ -55,7 +57,7 @@ export class InstalledAugmentationsAndSourceFiles extends React.Component<IProps
}
}
expandAllHeaders() {
expandAllHeaders(): void {
const ul = this.listRef.current;
if (ul == null) { return; }
const tickers = ul.getElementsByClassName("accordion-header");
@ -71,7 +73,7 @@ export class InstalledAugmentationsAndSourceFiles extends React.Component<IProps
}
}
rerender() {
rerender(): void {
this.setState((prevState) => {
return {
rerenderFlag: !prevState.rerenderFlag,
@ -79,17 +81,17 @@ export class InstalledAugmentationsAndSourceFiles extends React.Component<IProps
});
}
sortByAcquirementTime() {
sortByAcquirementTime(): void {
Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.AcquirementTime;
this.rerender();
}
sortInOrder() {
sortInOrder(): void {
Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.Alphabetically
this.rerender();
}
render() {
render(): React.ReactNode {
return (
<>
<ListConfiguration

@ -7,7 +7,7 @@ import { Player } from "../../Player";
import { numeralWrapper } from "../../ui/numeralFormat";
import { Augmentations} from "../Augmentations";
function calculateAugmentedStats() {
function calculateAugmentedStats(): any {
const augP: any = {};
for(const aug of Player.queuedAugmentations) {
const augObj = Augmentations[aug.name];
@ -22,12 +22,12 @@ function calculateAugmentedStats() {
export function PlayerMultipliers(): React.ReactElement {
const mults = calculateAugmentedStats();
function MultiplierTable(rows: any[]): React.ReactElement {
function improvements(r: number) {
let elems: any[] = [];
function improvements(r: number): JSX.Element[] {
let elems: JSX.Element[] = [];
if(r) {
elems = [
<td key="2">&nbsp;{"=>"}&nbsp;</td>,
<td key="3">{numeralWrapper.formatPercentage(r)}</td>
<td key="3">{numeralWrapper.formatPercentage(r)}</td>,
];
}
return elems;
@ -51,38 +51,38 @@ export function PlayerMultipliers(): React.ReactElement {
['Hacking Chance ', Player.hacking_chance_mult, Player.hacking_chance_mult*mults.hacking_chance_mult],
['Hacking Speed ', Player.hacking_speed_mult, Player.hacking_speed_mult*mults.hacking_speed_mult],
['Hacking Money ', Player.hacking_money_mult, Player.hacking_money_mult*mults.hacking_money_mult],
['Hacking Growth ', Player.hacking_grow_mult, Player.hacking_grow_mult*mults.hacking_grow_mult]
['Hacking Growth ', Player.hacking_grow_mult, Player.hacking_grow_mult*mults.hacking_grow_mult],
])}<br />
{MultiplierTable([
['Hacking Level ', Player.hacking_mult, Player.hacking_mult*mults.hacking_mult],
['Hacking Experience ', Player.hacking_exp_mult, Player.hacking_exp_mult*mults.hacking_exp_mult]
['Hacking Experience ', Player.hacking_exp_mult, Player.hacking_exp_mult*mults.hacking_exp_mult],
])}<br />
{MultiplierTable([
['Strength Level ', Player.strength_mult, Player.strength_mult*mults.strength_mult],
['Strength Experience ', Player.strength_exp_mult, Player.strength_exp_mult*mults.strength_exp_mult]
['Strength Experience ', Player.strength_exp_mult, Player.strength_exp_mult*mults.strength_exp_mult],
])}<br />
{MultiplierTable([
['Defense Level ', Player.defense_mult, Player.defense_mult*mults.defense_mult],
['Defense Experience ', Player.defense_exp_mult, Player.defense_exp_mult*mults.defense_exp_mult]
['Defense Experience ', Player.defense_exp_mult, Player.defense_exp_mult*mults.defense_exp_mult],
])}<br />
{MultiplierTable([
['Dexterity Level ', Player.dexterity_mult, Player.dexterity_mult*mults.dexterity_mult],
['Dexterity Experience ', Player.dexterity_exp_mult, Player.dexterity_exp_mult*mults.dexterity_exp_mult]
['Dexterity Experience ', Player.dexterity_exp_mult, Player.dexterity_exp_mult*mults.dexterity_exp_mult],
])}<br />
{MultiplierTable([
['Agility Level ', Player.agility_mult, Player.agility_mult*mults.agility_mult],
['Agility Experience ', Player.agility_exp_mult, Player.agility_exp_mult*mults.agility_exp_mult]
['Agility Experience ', Player.agility_exp_mult, Player.agility_exp_mult*mults.agility_exp_mult],
])}<br />
{MultiplierTable([
['Charisma Level ', Player.charisma_mult, Player.charisma_mult*mults.charisma_mult],
['Charisma Experience ', Player.charisma_exp_mult, Player.charisma_exp_mult*mults.charisma_exp_mult]
['Charisma Experience ', Player.charisma_exp_mult, Player.charisma_exp_mult*mults.charisma_exp_mult],
])}<br />
{MultiplierTable([
@ -90,13 +90,13 @@ export function PlayerMultipliers(): React.ReactElement {
['Hacknet Node purchase cost ', Player.hacknet_node_purchase_cost_mult, Player.hacknet_node_purchase_cost_mult*mults.hacknet_node_purchase_cost_mult],
['Hacknet Node RAM upgrade cost ', Player.hacknet_node_ram_cost_mult, Player.hacknet_node_ram_cost_mult*mults.hacknet_node_ram_cost_mult],
['Hacknet Node Core purchase cost ', Player.hacknet_node_core_cost_mult, Player.hacknet_node_core_cost_mult*mults.hacknet_node_core_cost_mult],
['Hacknet Node level upgrade cost ', Player.hacknet_node_level_cost_mult, Player.hacknet_node_level_cost_mult*mults.hacknet_node_level_cost_mult]
['Hacknet Node level upgrade cost ', Player.hacknet_node_level_cost_mult, Player.hacknet_node_level_cost_mult*mults.hacknet_node_level_cost_mult],
])}<br />
{MultiplierTable([
['Company reputation gain ', Player.company_rep_mult, Player.company_rep_mult*mults.company_rep_mult],
['Faction reputation gain ', Player.faction_rep_mult, Player.faction_rep_mult*mults.faction_rep_mult],
['Salary ', Player.work_money_mult, Player.work_money_mult*mults.work_money_mult]
['Salary ', Player.work_money_mult, Player.work_money_mult*mults.work_money_mult],
])}<br />
{MultiplierTable([

@ -22,7 +22,7 @@ export function PurchasedAugmentations(): React.ReactElement {
augs.push(
<li key={`${ownedAug.name}${ownedAug.level}`}>
<AugmentationAccordion aug={aug} level={level} />
</li>
</li>,
)
}

@ -25,7 +25,7 @@ export class AugmentationsRoot extends React.Component<IProps, IState> {
super(props);
}
render() {
render(): React.ReactNode {
return (
<div id="augmentations-content">
<h1>Purchased Augmentations</h1>

@ -5,15 +5,12 @@
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 { Exploit, ExploitName } from "../../Exploits/Exploit";
import { Accordion } from "../../ui/React/Accordion";
export function SourceFileMinus1(): React.ReactElement {
let exploits = Player.exploits;
const exploits = Player.exploits;
if(exploits.length === 0) {
return <></>

@ -16,7 +16,7 @@ class BitNode {
number: number;
constructor(n: number, name: string, desc: string="", info: string="") {
constructor(n: number, name: string, desc="", info="") {
this.number = n;
this.name = name;
this.desc = desc;
@ -236,8 +236,7 @@ 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 you Source-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)");
"of Source-File 12 lets you start any BitNodes with NeuroFlux Governor equal to the level of this source file.");
// 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");
@ -252,11 +251,11 @@ 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) {
export function initBitNodeMultipliers(p: IPlayer): void {
if (p.bitNodeN == null) {
p.bitNodeN = 1;
}
for (var mult in BitNodeMultipliers) {
for (const mult in BitNodeMultipliers) {
if (BitNodeMultipliers.hasOwnProperty(mult)) {
BitNodeMultipliers[mult] = 1;
}
@ -433,15 +432,15 @@ export function initBitNodeMultipliers(p: IPlayer) {
BitNodeMultipliers.FourSigmaMarketDataCost = 4;
BitNodeMultipliers.FourSigmaMarketDataApiCost = 4;
break;
case 12: //The Recursion
var sf12Lvl = 0;
for (var i = 0; i < p.sourceFiles.length; i++) {
case 12: { //The Recursion
let sf12Lvl = 0;
for (let i = 0; i < p.sourceFiles.length; i++) {
if (p.sourceFiles[i].n === 12) {
sf12Lvl = p.sourceFiles[i].lvl;
}
}
var inc = Math.pow(1.02, sf12Lvl);
var dec = 1/inc;
const inc = Math.pow(1.02, sf12Lvl);
const dec = 1/inc;
// Multiplier for number of augs needed for Daedalus increases
// up to a maximum of 1.34, which results in 40 Augs required
@ -499,6 +498,7 @@ export function initBitNodeMultipliers(p: IPlayer) {
BitNodeMultipliers.BladeburnerRank = dec;
BitNodeMultipliers.BladeburnerSkillCost = inc;
break;
}
default:
console.warn("Player.bitNodeN invalid");
break;

@ -1,7 +1,6 @@
import { Augmentations } from "./Augmentation/Augmentations";
import { AugmentationNames } from "./Augmentation/data/AugmentationNames";
import { BitNodeMultipliers } from "./BitNode/BitNodeMultipliers";
import { CONSTANTS } from "./Constants";
import { Engine } from "./engine";
import { Faction } from "./Faction/Faction";
import { Factions, factionExists } from "./Faction/Factions";
@ -17,17 +16,19 @@ import { dialogBoxCreate } from "../utils/DialogBox";
import {
Reviver,
Generic_toJSON,
Generic_fromJSON
Generic_fromJSON,
} from "../utils/JSONReviver";
import { setTimeoutRef } from "./utils/SetTimeoutRef";
import { formatNumber } from "../utils/StringHelperFunctions";
import {
formatNumber,
convertTimeMsToTimeElapsedString,
} from "../utils/StringHelperFunctions";
import { ConsoleHelpText } from "./Bladeburner/data/Help";
import { City } from "./Bladeburner/City";
import { BladeburnerConstants } from "./Bladeburner/data/Constants";
import { Skill } from "./Bladeburner/Skill";
import { Skills } from "./Bladeburner/Skills";
import { SkillNames } from "./Bladeburner/data/SkillNames";
import { Operation } from "./Bladeburner/Operation";
import { BlackOperation } from "./Bladeburner/BlackOperation";
import { BlackOperations } from "./Bladeburner/BlackOperations";
@ -45,7 +46,6 @@ import { KEY } from "../utils/helpers/keyCodes";
import { removeChildrenFromElement } from "../utils/uiHelpers/removeChildrenFromElement";
import { appendLineBreaks } from "../utils/uiHelpers/appendLineBreaks";
import { convertTimeMsToTimeElapsedString } from "../utils/StringHelperFunctions";
import { createElement } from "../utils/uiHelpers/createElement";
import { createPopup } from "../utils/uiHelpers/createPopup";
import { removeElement } from "../utils/uiHelpers/removeElement";
@ -236,7 +236,7 @@ Bladeburner.prototype.create = function() {
count:getRandomInt(25, 150), countGrowth:getRandomInt(5, 75)/10,
weights:{hack:0,str:0.05,def:0.05,dex:0.35,agi:0.35,cha:0.1, int:0.05},
decays:{hack:0,str:0.91,def:0.91,dex:0.91,agi:0.91,cha:0.9, int:1},
isStealth:true
isStealth:true,
});
this.contracts["Bounty Hunter"] = new Contract({
name:"Bounty Hunter",
@ -248,7 +248,7 @@ Bladeburner.prototype.create = function() {
count:getRandomInt(5, 150), countGrowth:getRandomInt(5, 75)/10,
weights:{hack:0,str:0.15,def:0.15,dex:0.25,agi:0.25,cha:0.1, int:0.1},
decays:{hack:0,str:0.91,def:0.91,dex:0.91,agi:0.91,cha:0.8, int:0.9},
isKill:true
isKill:true,
});
this.contracts["Retirement"] = new Contract({
name:"Retirement",
@ -260,7 +260,7 @@ Bladeburner.prototype.create = function() {
count:getRandomInt(5, 150), countGrowth:getRandomInt(5, 75)/10,
weights:{hack:0,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0.1, int:0.1},
decays:{hack:0,str:0.91,def:0.91,dex:0.91,agi:0.91,cha:0.8, int:0.9},
isKill:true
isKill:true,
});
this.operations["Investigation"] = new Operation({
@ -275,7 +275,7 @@ Bladeburner.prototype.create = function() {
count:getRandomInt(1, 100), countGrowth:getRandomInt(10, 40)/10,
weights:{hack:0.25,str:0.05,def:0.05,dex:0.2,agi:0.1,cha:0.25, int:0.1},
decays:{hack:0.85,str:0.9,def:0.9,dex:0.9,agi:0.9,cha:0.7, int:0.9},
isStealth:true
isStealth:true,
});
this.operations["Undercover Operation"] = new Operation({
name:"Undercover Operation",
@ -288,7 +288,7 @@ Bladeburner.prototype.create = function() {
count:getRandomInt(1, 100), countGrowth:getRandomInt(10, 40)/10,
weights:{hack:0.2,str:0.05,def:0.05,dex:0.2,agi:0.2,cha:0.2, int:0.1},
decays:{hack:0.8,str:0.9,def:0.9,dex:0.9,agi:0.9,cha:0.7, int:0.9},
isStealth:true
isStealth:true,
});
this.operations["Sting Operation"] = new Operation({
name:"Sting Operation",
@ -299,19 +299,19 @@ Bladeburner.prototype.create = function() {
count:getRandomInt(1, 150), countGrowth:getRandomInt(3, 40)/10,
weights:{hack:0.25,str:0.05,def:0.05,dex:0.25,agi:0.1,cha:0.2, int:0.1},
decays:{hack:0.8,str:0.85,def:0.85,dex:0.85,agi:0.85,cha:0.7, int:0.9},
isStealth:true
isStealth:true,
});
this.operations["Raid"] = new Operation({
name:"Raid",
desc:"Lead an assault on a known Synthoid community. Note that " +
"there must be an existing Synthoid community in your current city " +
"in order for this Operation to be successful",
"in order for this Operation to be successful.",
baseDifficulty:800, difficultyFac:1.045, rewardFac:1.1, reqdRank:3000,
rankGain:55,rankLoss:2.5,hpLoss:50,
count:getRandomInt(1, 150), countGrowth:getRandomInt(2, 40)/10,
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
decays:{hack:0.7,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.9},
isKill:true
isKill:true,
});
this.operations["Stealth Retirement Operation"] = new Operation({
name:"Stealth Retirement Operation",
@ -323,7 +323,7 @@ Bladeburner.prototype.create = function() {
count:getRandomInt(1, 150), countGrowth:getRandomInt(1, 20)/10,
weights:{hack:0.1,str:0.1,def:0.1,dex:0.3,agi:0.3,cha:0, int:0.1},
decays:{hack:0.7,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.9},
isStealth:true, isKill:true
isStealth:true, isKill:true,
});
this.operations["Assassination"] = new Operation({
name:"Assassination",
@ -335,7 +335,7 @@ Bladeburner.prototype.create = function() {
count:getRandomInt(1, 150), countGrowth:getRandomInt(1, 20)/10,
weights:{hack:0.1,str:0.1,def:0.1,dex:0.3,agi:0.3,cha:0, int:0.1},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.8},
isStealth:true, isKill:true
isStealth:true, isKill:true,
});
}
@ -1271,7 +1271,7 @@ Bladeburner.prototype.createContent = function() {
DomElems.consoleInput.focus();
}
return false;
}
},
});
DomElems.consoleTable = createElement("table", {class:"bladeburner-console-table"});
DomElems.consoleInputRow = createElement("tr", {class:"bladeburner-console-input-row", id:"bladeburner-console-input-row"});
@ -1279,7 +1279,7 @@ Bladeburner.prototype.createContent = function() {
DomElems.consoleInputHeader = createElement("pre", {innerText:"> "});
DomElems.consoleInput = createElement("input", {
type:"text", class:"bladeburner-console-input", tabIndex:1,
onfocus:() => {DomElems.consoleInput.value = DomElems.consoleInput.value}
onfocus:() => {DomElems.consoleInput.value = DomElems.consoleInput.value},
});
DomElems.consoleInputCell.appendChild(DomElems.consoleInputHeader);
@ -1363,7 +1363,7 @@ Bladeburner.prototype.createOverviewContent = function() {
innerText:"Est. Synthoid Population: ",
display:"inline-block",
tooltip:"This is your Bladeburner division's estimate of how many Synthoids exist " +
"in your current city."
"in your current city.",
});
DomElems.overviewEstPopHelpTip = createElement("div", {
@ -1381,7 +1381,7 @@ Bladeburner.prototype.createOverviewContent = function() {
"The Synthoid populations of cities can change due to your " +
"actions or random events. If random events occur, they will " +
"be logged in the Bladeburner Console.");
}
},
});
DomElems.overviewEstComms = createElement("p", {
@ -1395,14 +1395,14 @@ Bladeburner.prototype.createOverviewContent = function() {
innerText:"City Chaos: ",
display:"inline-block",
tooltip:"The city's chaos level due to tensions and conflicts between humans and Synthoids. " +
"Having too high of a chaos level can make contracts and operations harder."
"Having too high of a chaos level can make contracts and operations harder.",
});
DomElems.overviewBonusTime = createElement("p", {
innerText: "Bonus time: ",
display: "inline-block",
tooltip: "You gain bonus time while offline or when the game is inactive (e.g. when the tab is throttled by browser). " +
"Bonus time makes the Bladeburner mechanic progress faster, up to 5x the normal speed."
"Bonus time makes the Bladeburner mechanic progress faster, up to 5x the normal speed.",
});
DomElems.overviewSkillPoints = createElement("p", {display:"block"});
@ -1438,7 +1438,7 @@ Bladeburner.prototype.createOverviewContent = function() {
innerText:"Cancel", class:"a-link-button",
clickListener:() => {
removeElementById(popupId); return false;
}
},
}))
popupArguments.push(createElement("p", { // Info Text
innerText:"Travel to a different city for your Bladeburner " +
@ -1460,12 +1460,12 @@ Bladeburner.prototype.createOverviewContent = function() {
removeElementById(popupId);
inst.updateOverviewContent();
return false;
}
},
}));
})(this, i);
}
createPopup(popupId, popupArguments);
}
},
}));
// Faction button
@ -1493,7 +1493,7 @@ Bladeburner.prototype.createOverviewContent = function() {
}
}
return false;
}
},
}));
}
@ -1526,14 +1526,14 @@ Bladeburner.prototype.createActionAndSkillsContent = function() {
DomElems.currentTab = buttons[i].toLowerCase();
inst.createActionAndSkillsContent();
return false;
}
},
}));
}) (buttons, i, this, currTab);
}
// General info/description for each action
DomElems.actionsAndSkillsDesc = createElement("p", {
display:"block", margin:"4px", padding:"4px"
display:"block", margin:"4px", padding:"4px",
});
// List for actions/skills
@ -1578,7 +1578,7 @@ Bladeburner.prototype.createGeneralActionsContent = function() {
for (var actionName in GeneralActions) {
if (GeneralActions.hasOwnProperty(actionName)) {
DomElems.generalActions[actionName] = createElement("div", {
class:"bladeburner-action", name:actionName
class:"bladeburner-action", name:actionName,
});
DomElems.actionsAndSkillsList.appendChild(DomElems.generalActions[actionName]);
}
@ -1600,7 +1600,7 @@ Bladeburner.prototype.createContractsContent = function() {
for (var contractName in this.contracts) {
if (this.contracts.hasOwnProperty(contractName)) {
DomElems.contracts[contractName] = createElement("div", {
class:"bladeburner-action", name:contractName
class:"bladeburner-action", name:contractName,
});
DomElems.actionsAndSkillsList.appendChild(DomElems.contracts[contractName]);
}
@ -1629,7 +1629,7 @@ Bladeburner.prototype.createOperationsContent = function() {
for (var operationName in this.operations) {
if (this.operations.hasOwnProperty(operationName)) {
DomElems.operations[operationName] = createElement("div", {
class:"bladeburner-action", name:operationName
class:"bladeburner-action", name:operationName,
});
DomElems.actionsAndSkillsList.appendChild(DomElems.operations[operationName]);
}
@ -1667,7 +1667,7 @@ Bladeburner.prototype.createBlackOpsContent = function() {
for (var i = blackops.length-1; i >= 0 ; --i) {
if (this.blackops[[blackops[i].name]] == null && i !== 0 && this.blackops[[blackops[i-1].name]] == null) {continue;} // If this one nor the next are completed then this isn't unlocked yet.
DomElems.blackops[blackops[i].name] = createElement("div", {
class:"bladeburner-action", name:blackops[i].name
class:"bladeburner-action", name:blackops[i].name,
});
DomElems.actionsAndSkillsList.appendChild(DomElems.blackops[blackops[i].name]);
}
@ -1750,7 +1750,7 @@ Bladeburner.prototype.createSkillsContent = function() {
// Skill Points
DomElems.skillPointsDisplay = createElement("p", {
innerHTML:"<br><strong>Skill Points: " + formatNumber(this.skillPoints, 0) + "</strong>"
innerHTML:"<br><strong>Skill Points: " + formatNumber(this.skillPoints, 0) + "</strong>",
});
DomElems.actionAndSkillsDiv.appendChild(DomElems.skillPointsDisplay);
@ -1758,7 +1758,7 @@ Bladeburner.prototype.createSkillsContent = function() {
for (var skillName in Skills) {
if (Skills.hasOwnProperty(skillName)) {
DomElems.skills[skillName] = createElement("div", {
class:"bladeburner-action", name:skillName
class:"bladeburner-action", name:skillName,
});
DomElems.actionsAndSkillsList.appendChild(DomElems.skills[skillName]);
}
@ -1902,7 +1902,7 @@ Bladeburner.prototype.updateGeneralActionsUIElement = function(el, action) {
var progress = this.actionTimeCurrent / this.actionTimeToComplete;
el.appendChild(createElement("p", {
display:"block",
innerText:createProgressBarText({progress:progress})
innerText:createProgressBarText({progress:progress}),
}));
} else {
// Start button
@ -1915,13 +1915,13 @@ Bladeburner.prototype.updateGeneralActionsUIElement = function(el, action) {
this.startAction(this.action);
this.updateActionAndSkillsContent();
return false;
}
},
}));
}
appendLineBreaks(el, 2);
el.appendChild(createElement("pre", { // Info
innerHTML:action.desc, display:"inline-block"
innerHTML:action.desc, display:"inline-block",
}));
@ -1937,14 +1937,14 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
formatNumber(this.actionTimeCurrent, 0) + " / " +
formatNumber(this.actionTimeToComplete, 0) + ")"
: action.name,
display:"inline-block"
display:"inline-block",
}));
if (isActive) { // Progress bar if its active
var progress = this.actionTimeCurrent / this.actionTimeToComplete;
el.appendChild(createElement("p", {
display:"block",
innerText:createProgressBarText({progress:progress})
innerText:createProgressBarText({progress:progress}),
}));
} else { // Start button
el.appendChild(createElement("a", {
@ -1956,7 +1956,7 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
this.startAction(this.action);
this.updateActionAndSkillsContent();
return false;
}
},
}));
}
@ -1967,7 +1967,7 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
display:"inline-block",
innerText:"Level: " + action.level + " / " + action.maxLevel,
tooltip:action.getSuccessesNeededForNextLevel(BladeburnerConstants.ContractSuccessesPerLevel) + " successes " +
"needed for next level"
"needed for next level",
}));
el.appendChild(createElement("a", {
class: maxLevel ? "a-link-button-inactive" : "a-link-button", innerHTML:"&uarr;",
@ -1979,7 +1979,7 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
if (isActive) {this.startAction(this.action);} // Restart Action
this.updateContractsUIElement(el, action);
return false;
}
},
}));
el.appendChild(createElement("a", {
class: (action.level <= 1) ? "a-link-button-inactive" : "a-link-button", innerHTML:"&darr;",
@ -1991,7 +1991,7 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
if (isActive) {this.startAction(this.action);} // Restart Action
this.updateContractsUIElement(el, action);
return false;
}
},
}));
var actionTime = action.getActionTime(this);
@ -2011,7 +2011,7 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
var autolevelCheckboxId = "bladeburner-" + action.name + "-autolevel-checkbox";
el.appendChild(createElement("label", {
for:autolevelCheckboxId, innerText:"Autolevel: ",color:"white",
tooltip:"Automatically increase contract level when possible"
tooltip:"Automatically increase contract level when possible",
}));
const checkboxInput = createElement("input", {
@ -2035,14 +2035,14 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
formatNumber(this.actionTimeCurrent, 0) + " / " +
formatNumber(this.actionTimeToComplete, 0) + ")"
: action.name,
display:"inline-block"
display:"inline-block",
}));
if (isActive) { // Progress bar if its active
var progress = this.actionTimeCurrent / this.actionTimeToComplete;
el.appendChild(createElement("p", {
display:"block",
innerText:createProgressBarText({progress:progress})
innerText:createProgressBarText({progress:progress}),
}));
} else { // Start button and set Team Size button
el.appendChild(createElement("a", {
@ -2054,7 +2054,7 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
this.startAction(this.action);
this.updateActionAndSkillsContent();
return false;
}
},
}));
el.appendChild(createElement("a", {
innerText:"Set Team Size (Curr Size: " + formatNumber(action.teamCount, 0) + ")", class:"a-link-button",
@ -2065,7 +2065,7 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
innerText:"Enter the amount of team members you would like to take on these " +
"operations. If you do not have the specified number of team members, " +
"then as many as possible will be used. Note that team members may " +
"be lost during operations."
"be lost during operations.",
});
var input = createElement("input", {
@ -2083,17 +2083,17 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
}
removeElementById(popupId);
return false;
}
},
});
var cancelBtn = createElement("a", {
innerText:"Cancel", class:"a-link-button",
clickListener:() => {
removeElementById(popupId);
return false;
}
},
});
createPopup(popupId, [txt, input, setBtn, cancelBtn]);
}
},
}));
}
@ -2104,7 +2104,7 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
display:"inline-block",
innerText:"Level: " + action.level + " / " + action.maxLevel,
tooltip:action.getSuccessesNeededForNextLevel(BladeburnerConstants.OperationSuccessesPerLevel) + " successes " +
"needed for next level"
"needed for next level",
}));
el.appendChild(createElement("a", {
class: maxLevel ? "a-link-button-inactive" : "a-link-button", innerHTML:"&uarr;",
@ -2116,7 +2116,7 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
if (isActive) {this.startAction(this.action);} // Restart Action
this.updateOperationsUIElement(el, action);
return false;
}
},
}));
el.appendChild(createElement("a", {
class: (action.level <= 1) ? "a-link-button-inactive" : "a-link-button", innerHTML:"&darr;",
@ -2128,11 +2128,10 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
if (isActive) {this.startAction(this.action);} // Restart Action
this.updateOperationsUIElement(el, action);
return false;
}
},
}));
// General Info
var difficulty = action.getDifficulty();
var actionTime = action.getActionTime(this);
appendLineBreaks(el, 2);
el.appendChild(createElement("pre", {
@ -2150,7 +2149,7 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
var autolevelCheckboxId = "bladeburner-" + action.name + "-autolevel-checkbox";
el.appendChild(createElement("label", {
for:autolevelCheckboxId, innerText:"Autolevel: ",color:"white",
tooltip:"Automatically increase operation level when possible"
tooltip:"Automatically increase operation level when possible",
}));
const checkboxInput = createElement("input", {
@ -2170,7 +2169,6 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
var isActive = el.classList.contains(ActiveActionCssClass);
var isCompleted = (this.blackops[action.name] != null);
var estimatedSuccessChance = action.getSuccessChance(this, {est:true});
var difficulty = action.getDifficulty();
var actionTime = action.getActionTime(this);
var hasReqdRank = this.rank >= action.reqdRank;
@ -2194,7 +2192,7 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
var progress = this.actionTimeCurrent / this.actionTimeToComplete;
el.appendChild(createElement("p", {
display:"block",
innerText:createProgressBarText({progress:progress})
innerText:createProgressBarText({progress:progress}),
}));
} else {
el.appendChild(createElement("a", { // Start button
@ -2206,7 +2204,7 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
this.startAction(this.action);
this.updateActionAndSkillsContent();
return false;
}
},
}));
el.appendChild(createElement("a", { // Set Team Size Button
innerText:"Set Team Size (Curr Size: " + formatNumber(action.teamCount, 0) + ")", class:"a-link-button",
@ -2217,7 +2215,7 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
innerText:"Enter the amount of team members you would like to take on this " +
"BlackOp. If you do not have the specified number of team members, " +
"then as many as possible will be used. Note that team members may " +
"be lost during operations."
"be lost during operations.",
});
var input = createElement("input", {
@ -2235,17 +2233,17 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
}
removeElementById(popupId);
return false;
}
},
});
var cancelBtn = createElement("a", {
innerText:"Cancel", class:"a-link-button",
clickListener:() => {
removeElementById(popupId);
return false;
}
},
});
createPopup(popupId, [txt, input, setBtn, cancelBtn]);
}
},
}));
}
@ -2257,7 +2255,7 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
}));
el.appendChild(createElement("p", {
display:"block", color:hasReqdRank ? "white" : "red",
innerHTML:"Required Rank: " + formatNumber(action.reqdRank, 0) + "<br>"
innerHTML:"Required Rank: " + formatNumber(action.reqdRank, 0) + "<br>",
}));
el.appendChild(createElement("p", {
display:"inline-block",
@ -2297,7 +2295,7 @@ Bladeburner.prototype.updateSkillsUIElement = function(el, skill) {
this.upgradeSkill(skill);
this.createActionAndSkillsContent();
return false;
}
},
}));
appendLineBreaks(el, 2);
el.appendChild(createElement("p", {
@ -2307,7 +2305,7 @@ Bladeburner.prototype.updateSkillsUIElement = function(el, skill) {
if (maxLvl) {
el.appendChild(createElement("p", {
color:"red", display:"block",
innerText:"MAX LEVEL"
innerText:"MAX LEVEL",
}));
} else {
el.appendChild(createElement("p", {
@ -2508,7 +2506,7 @@ Bladeburner.prototype.executeAutomateConsoleCommand = function(args) {
case "gen":
if (GeneralActions[val] != null) {
var action = new ActionIdentifier({
type:ActionTypes[val], name:val
type:ActionTypes[val], name:val,
});
if (highLow) {
this.automateActionHigh = action;
@ -2524,7 +2522,7 @@ Bladeburner.prototype.executeAutomateConsoleCommand = function(args) {
case "contracts":
if (this.contracts[val] != null) {
var action = new ActionIdentifier({
type:ActionTypes.Contract, name:val
type:ActionTypes.Contract, name:val,
});
if (highLow) {
this.automateActionHigh = action;
@ -2542,7 +2540,7 @@ Bladeburner.prototype.executeAutomateConsoleCommand = function(args) {
case "operation":
if (this.operations[val] != null) {
var action = new ActionIdentifier({
type:ActionTypes.Operation, name:val
type:ActionTypes.Operation, name:val,
});
if (highLow) {
this.automateActionHigh = action;
@ -3210,7 +3208,7 @@ Bladeburner.prototype.setTeamSizeNetscriptFn = function(type, name, size, worker
return -1;
}
const sanitizedSize = Math.round(size);
let sanitizedSize = Math.round(size);
if (isNaN(sanitizedSize) || sanitizedSize < 0) {
workerScript.log("bladeburner.setTeamSize", `Invalid size: ${size}`);
return -1;

@ -3,21 +3,20 @@ import { getRandomInt } from "../../utils/helpers/getRandomInt";
import { addOffset } from "../../utils/helpers/addOffset";
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
import { BladeburnerConstants } from "./data/Constants";
// import { Contract } from "./Contract";
// import { Operation } from "./Operation";
// import { BlackOperation } from "./BlackOperation";
import { IBladeburner } from "./IBladeburner";
import { IAction, ISuccessChanceParams } from "./IAction";
class StatsMultiplier {
hack: number = 0;
str: number = 0;
def: number = 0;
dex: number = 0;
agi: number = 0;
cha: number = 0;
int: number = 0;
[key: string]: number;
};
hack = 0;
str = 0;
def = 0;
dex = 0;
agi = 0;
cha = 0;
int = 0;
}
export interface IActionParams {
name?: string;
@ -43,32 +42,32 @@ export interface IActionParams {
teamCount?: number;
}
export class Action {
name: string = "";
desc: string = "";
export class Action implements IAction {
name = "";
desc = "";
// Difficulty scales with level. See getDifficulty() method
level: number = 1;
maxLevel: number = 1;
autoLevel: boolean = true;
baseDifficulty: number = 100;
difficultyFac: number = 1.01;
level = 1;
maxLevel = 1;
autoLevel = true;
baseDifficulty = 100;
difficultyFac = 1.01;
// Rank increase/decrease is affected by this exponent
rewardFac: number = 1.02;
rewardFac = 1.02;
successes: number = 0;
failures: number = 0;
successes = 0;
failures = 0;
// All of these scale with level/difficulty
rankGain: number = 0;
rankLoss: number = 0;
hpLoss: number = 0;
hpLost: number = 0;
rankGain = 0;
rankLoss = 0;
hpLoss = 0;
hpLost = 0;
// Action Category. Current categories are stealth and kill
isStealth: boolean = false;
isKill: boolean = false;
isStealth = false;
isKill = false;
/**
* Number of this contract remaining, and its growth rate
@ -81,7 +80,7 @@ export class Action {
weights: StatsMultiplier = {hack:1/7,str:1/7,def:1/7,dex:1/7,agi:1/7,cha:1/7,int:1/7};
// Diminishing returns of stats (stat ^ decay where 0 <= decay <= 1)
decays: StatsMultiplier = { hack: 0.9, str: 0.9, def: 0.9, dex: 0.9, agi: 0.9, cha: 0.9, int: 0.9 };
teamCount: number = 0;
teamCount = 0;
// Base Class for Contracts, Operations, and BlackOps
constructor(params: IActionParams| null = null) { // | null = null
@ -138,7 +137,7 @@ export class Action {
* Tests for success. Should be called when an action has completed
* @param inst {Bladeburner} - Bladeburner instance
*/
attempt(inst: any): boolean {
attempt(inst: IBladeburner): boolean {
return (Math.random() < this.getSuccessChance(inst));
}
@ -147,7 +146,7 @@ export class Action {
return 1;
}
getActionTime(inst: any): number {
getActionTime(inst: IBladeburner): number {
const difficulty = this.getDifficulty();
let baseTime = difficulty / BladeburnerConstants.DifficultyToTimeFactor;
const skillFac = inst.skillMultipliers.actionTime; // Always < 1
@ -165,15 +164,15 @@ export class Action {
}
// For actions that have teams. To be implemented by subtypes.
getTeamSuccessBonus(inst: any): number {
getTeamSuccessBonus(inst: IBladeburner): number {
return 1;
}
getActionTypeSkillSuccessBonus(inst: any): number {
getActionTypeSkillSuccessBonus(inst: IBladeburner): number {
return 1;
}
getChaosCompetencePenalty(inst: any, params: any): number {
getChaosCompetencePenalty(inst: IBladeburner, params: ISuccessChanceParams): number {
const city = inst.getCurrentCity();
if (params.est) {
return Math.pow((city.popEst / BladeburnerConstants.PopulationThreshold), BladeburnerConstants.PopulationExponent);
@ -182,7 +181,7 @@ export class Action {
}
}
getChaosDifficultyBonus(inst: any, params: any): number {
getChaosDifficultyBonus(inst: IBladeburner/*, params: ISuccessChanceParams*/): number {
const city = inst.getCurrentCity();
if (city.chaos > BladeburnerConstants.ChaosThreshold) {
const diff = 1 + (city.chaos - BladeburnerConstants.ChaosThreshold);
@ -198,14 +197,14 @@ export class Action {
* @params - options:
* est (bool): Get success chance estimate instead of real success chance
*/
getSuccessChance(inst: any, params: any={}) {
getSuccessChance(inst: IBladeburner, params: ISuccessChanceParams={est: false}): number {
if (inst == null) {throw new Error("Invalid Bladeburner instance passed into Action.getSuccessChance");}
let difficulty = this.getDifficulty();
let competence = 0;
for (let stat in this.weights) {
for (const stat in this.weights) {
if (this.weights.hasOwnProperty(stat)) {
let playerStatLvl = Player.queryStatFromString(stat);
let key = "eff" + stat.charAt(0).toUpperCase() + stat.slice(1);
const playerStatLvl = Player.queryStatFromString(stat);
const key = "eff" + stat.charAt(0).toUpperCase() + stat.slice(1);
let effMultiplier = inst.skillMultipliers[key];
if (effMultiplier == null) {
console.error(`Failed to find Bladeburner Skill multiplier for: ${stat}`);
@ -220,7 +219,7 @@ export class Action {
competence *= this.getTeamSuccessBonus(inst);
competence *= this.getChaosCompetencePenalty(inst, params);
difficulty *= this.getChaosDifficultyBonus(inst, params);
difficulty *= this.getChaosDifficultyBonus(inst);
if(this.name == "Raid" && inst.getCurrentCity().comms <= 0) {
return 0;
@ -253,18 +252,14 @@ export class Action {
}
}
static fromJSON(value: any): Action {
return Generic_fromJSON(Action, value.data);
}
toJSON(): any {
return Generic_toJSON("Action", this);
}
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): Action {
return Generic_fromJSON(Action, value.data);
}
}
Reviver.constructors.Action = Action;

@ -13,21 +13,22 @@ export class BlackOperation extends Operation {
return 1.5;
}
getChaosCompetencePenalty(inst: any, params: any): number {
getChaosCompetencePenalty(/*inst: IBladeburner, params: ISuccessChanceParams*/): number {
return 1;
}
getChaosDifficultyBonus(inst: any, params: any): number {
getChaosDifficultyBonus(/*inst: IBladeburner, params: ISuccessChanceParams*/): number {
return 1;
}
static fromJSON(value: any): Operation {
return Generic_fromJSON(BlackOperation, value.data);
}
toJSON(): any {
return Generic_toJSON("BlackOperation", this);
}
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): Operation {
return Generic_fromJSON(BlackOperation, value.data);
}
}
Reviver.constructors.BlackOperation = BlackOperation;

@ -16,7 +16,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:50, rankLoss:10, hpLoss:100,
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isKill:true
isKill:true,
});
BlackOperations["Operation Zero"] = new BlackOperation({
name:"Operation Zero",
@ -33,7 +33,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:60, rankLoss:15, hpLoss:50,
weights:{hack:0.2,str:0.15,def:0.15,dex:0.2,agi:0.2,cha:0, int:0.1},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isStealth:true
isStealth:true,
});
BlackOperations["Operation X"] = new BlackOperation({
name:"Operation X",
@ -52,7 +52,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:75, rankLoss:15, hpLoss:100,
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isKill:true
isKill:true,
});
BlackOperations["Operation Titan"] = new BlackOperation({
name:"Operation Titan",
@ -70,7 +70,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:100, rankLoss:20, hpLoss:100,
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isKill:true
isKill:true,
});
BlackOperations["Operation Ares"] = new BlackOperation({
name:"Operation Ares",
@ -84,7 +84,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:125, rankLoss:20, hpLoss:200,
weights:{hack:0,str:0.25,def:0.25,dex:0.25,agi:0.25,cha:0, int:0},
decays:{hack:0,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isKill:true
isKill:true,
});
BlackOperations["Operation Archangel"] = new BlackOperation({
name:"Operation Archangel",
@ -152,7 +152,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:750, rankLoss:60, hpLoss:1000,
weights:{hack:0.05,str:0.2,def:0.2,dex:0.25,agi:0.25,cha:0, int:0.05},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isKill:true
isKill:true,
});
BlackOperations["Operation Deckard"] = new BlackOperation({
name:"Operation Deckard",
@ -160,7 +160,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
"technology in Operation K, we've discovered that a small group of " +
"MK-VI Synthoids were able to make off with the schematics and design " +
"of the technology before the Operation. It is almost a certainty that " +
"these Synthoids are some of the rogue MK-VI ones from the Synthoid Uprising." +
"these Synthoids are some of the rogue MK-VI ones from the Synthoid Uprising.<br><br>" +
"The goal of Operation Deckard is to hunt down these Synthoids and retire " +
"them. I don't need to tell you how critical this mission is.",
baseDifficulty:20e3, reqdRank:40e3,
@ -202,7 +202,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:2e3, rankLoss:150, hpLoss:1500,
weights:{hack:0,str:0.24,def:0.24,dex:0.24,agi:0.24,cha:0, int:0.04},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isKill:true
isKill:true,
});
BlackOperations["Operation Shoulder of Orion"] = new BlackOperation({
name:"Operation Shoulder of Orion",
@ -218,7 +218,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:2.5e3, rankLoss:500, hpLoss:1500,
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isStealth:true
isStealth:true,
});
BlackOperations["Operation Hyron"] = new BlackOperation({
name:"Operation Hyron",
@ -231,7 +231,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
"means that the supercomputer may be able to reason abstractly " +
"and become self-aware.<br><br>" +
"I do not need to remind you why sentient-level AIs pose a serious " +
"thread to all of mankind.<br><br>" +
"threat to all of mankind.<br><br>" +
"The research for this project is being conducted at one of Fulcrum " +
"Technologies secret facilities in Aevum, codenamed 'Alpha Ranch'. " +
"Infiltrate the compound, delete and destroy the work, and then find and kill the " +
@ -240,7 +240,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:3e3, rankLoss:1e3, hpLoss:500,
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isKill:true
isKill:true,
});
BlackOperations["Operation Morpheus"] = new BlackOperation({
name:"Operation Morpheus",
@ -257,7 +257,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:4e3, rankLoss:1e3, hpLoss:100,
weights:{hack:0.05,str:0.15,def:0.15,dex:0.3,agi:0.3,cha:0, int:0.05},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isStealth:true
isStealth:true,
});
BlackOperations["Operation Ion Storm"] = new BlackOperation({
name:"Operation Ion Storm",
@ -272,7 +272,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:5e3, rankLoss:1e3, hpLoss:5000,
weights:{hack:0,str:0.24,def:0.24,dex:0.24,agi:0.24,cha:0, int:0.04},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isKill:true
isKill:true,
});
BlackOperations["Operation Annihilus"] = new BlackOperation({
name:"Operation Annihilus",
@ -286,7 +286,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:7.5e3, rankLoss:1e3, hpLoss:10e3,
weights:{hack:0,str:0.24,def:0.24,dex:0.24,agi:0.24,cha:0, int:0.04},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isKill:true
isKill:true,
});
BlackOperations["Operation Ultron"] = new BlackOperation({
name:"Operation Ultron",
@ -306,7 +306,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
rankGain:10e3, rankLoss:2e3, hpLoss:10e3,
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
isKill:true
isKill:true,
});
BlackOperations["Operation Centurion"] = new BlackOperation({
name:"Operation Centurion",

@ -5,13 +5,13 @@ import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviv
import { addOffset } from "../../utils/helpers/addOffset";
export class ChangePopulationByCountParams {
estChange: number = 0;
estOffset: number = 0;
estChange = 0;
estOffset = 0;
}
export class ChangePopulationByPercentageParams {
nonZero: boolean = false;
changeEstEqually: boolean = false;
nonZero = false;
changeEstEqually = false;
}
export class City {
@ -19,32 +19,32 @@ export class City {
/**
* Name of the city.
*/
name: string = "";
name = "";
/**
* Population of the city.
*/
pop: number = 0;
pop = 0;
/**
* Population estimation of the city.
*/
popEst: number = 0;
popEst = 0;
/**
* Number of communities in the city.
*/
comms: number = 0;
comms = 0;
/**
* Estimated number of communities in the city.
*/
commsEst: number = 0;
commsEst = 0;
/**
* Chaos level of the city.
*/
chaos: number = 0;
chaos = 0;
constructor(name: string = BladeburnerConstants.CityNames[2]) {
this.name = name;
@ -84,7 +84,7 @@ export class City {
/**
* p is the percentage, not the multiplier (e.g. pass in p = 5 for 5%)
*/
improvePopulationEstimateByPercentage(p: number, skillMult: number=1): void {
improvePopulationEstimateByPercentage(p: number, skillMult=1): void {
p = p*skillMult;
if (isNaN(p)) {throw new Error("NaN passed into City.improvePopulationEstimateByPercentage()");}
if (this.popEst < this.pop) {
@ -97,7 +97,7 @@ export class City {
}
}
improveCommunityEstimate(n: number=1): void {
improveCommunityEstimate(n=1): void {
if (isNaN(n)) {throw new Error("NaN passed into City.improveCommunityEstimate()");}
if (this.commsEst < this.comms) {
this.commsEst += n;
@ -154,19 +154,20 @@ export class City {
if (this.chaos < 0) {this.chaos = 0;}
}
/**
* Initiatizes a City object from a JSON save state.
*/
static fromJSON(value: any): City {
return Generic_fromJSON(City, value.data);
}
/**
* Serialize the current object to a JSON save state.
*/
toJSON(): any {
return Generic_toJSON("City", this);
}
/**
* Initiatizes a City object from a JSON save state.
*/
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): City {
return Generic_fromJSON(City, value.data);
}
}
Reviver.constructors.City = City;

@ -1,4 +1,4 @@
// import { BladeburnerConstants } from "./data/Constants";
import { IBladeburner } from "./IBladeburner";
import { Action, IActionParams } from "./Action";
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
@ -8,17 +8,18 @@ export class Contract extends Action {
super(params);
}
getActionTypeSkillSuccessBonus(inst: any): number {
getActionTypeSkillSuccessBonus(inst: IBladeburner): number {
return inst.skillMultipliers.successChanceContract;
}
static fromJSON(value: any): Contract {
return Generic_fromJSON(Contract, value.data);
}
toJSON(): any {
return Generic_toJSON("Contract", this);
}
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): Contract {
return Generic_fromJSON(Contract, value.data);
}
}
Reviver.constructors.Contract = Contract;

@ -11,7 +11,7 @@ export const GeneralActions: IMap<Action> = {};
name:actionName,
desc:"Improve your abilities at the Bladeburner unit's specialized training " +
"center. Doing this gives experience for all combat stats and also " +
"increases your max stamina."
"increases your max stamina.",
});
actionName = "Field Analysis";
@ -21,7 +21,7 @@ export const GeneralActions: IMap<Action> = {};
"Bladeburner's unit intelligence on Synthoid locations and " +
"activities. Completing this action will improve the accuracy " +
"of your Synthoid population estimated in the current city.<br><br>" +
"Does NOT require stamina."
"Does NOT require stamina.",
});
actionName = "Recruitment";
@ -29,7 +29,7 @@ export const GeneralActions: IMap<Action> = {};
name:actionName,
desc:"Attempt to recruit members for your Bladeburner team. These members " +
"can help you conduct operations.<br><br>" +
"Does NOT require stamina."
"Does NOT require stamina.",
});
actionName = "Diplomacy";
@ -37,7 +37,7 @@ export const GeneralActions: IMap<Action> = {};
name: actionName,
desc: "Improve diplomatic relations with the Synthoid population. " +
"Completing this action will reduce the Chaos level in your current city.<br><br>" +
"Does NOT require stamina."
"Does NOT require stamina.",
});
actionName = "Hyperbolic Regeneration Chamber";

@ -0,0 +1,71 @@
import { IBladeburner } from "./IBladeburner";
export interface IStatsMultiplier {
[key: string]: number;
hack: number;
str: number;
def: number;
dex: number;
agi: number;
cha: number;
int: number;
}
export interface ISuccessChanceParams {
est: boolean;
}
export interface IAction {
name: string;
desc: string;
// Difficulty scales with level. See getDifficulty() method
level: number;
maxLevel: number;
autoLevel: boolean;
baseDifficulty: number;
difficultyFac: number;
// Rank increase/decrease is affected by this exponent
rewardFac: number;
successes: number;
failures: number;
// All of these scale with level/difficulty
rankGain: number;
rankLoss: number;
hpLoss: number;
hpLost: number;
// Action Category. Current categories are stealth and kill
isStealth: boolean;
isKill: boolean;
/**
* Number of this contract remaining, and its growth rate
* Growth rate is an integer and the count will increase by that integer every "cycle"
*/
count: number;
countGrowth: number;
// Weighting of each stat in determining action success rate
weights: IStatsMultiplier;
// Diminishing returns of stats (stat ^ decay where 0 <= decay <= 1)
decays: IStatsMultiplier;
teamCount: number;
getDifficulty(): number;
attempt(inst: IBladeburner): boolean;
getActionTimePenalty(): number;
getActionTime(inst: IBladeburner): number;
getTeamSuccessBonus(inst: IBladeburner): number;
getActionTypeSkillSuccessBonus(inst: IBladeburner): number;
getChaosCompetencePenalty(inst: IBladeburner, params: ISuccessChanceParams): number;
getChaosDifficultyBonus(inst: IBladeburner): number;
getSuccessChance(inst: IBladeburner, params: ISuccessChanceParams): number;
getSuccessesNeededForNextLevel(baseSuccessesPerLevel: number): number;
setMaxLevel(baseSuccessesPerLevel: number): void;
toJSON(): any;
}

@ -0,0 +1,4 @@
export interface IActionIdentifier {
name: string;
type: string;
}

@ -0,0 +1,39 @@
import { IActionIdentifier } from "./IActionIdentifier";
import { City } from "./City";
export interface IBladeburner {
numHosp: number;
moneyLost: number;
rank: number;
maxRank: number;
skillPoints: number;
totalSkillPoints: number;
teamSize: number;
teamLost: number;
storedCycles: number;
randomEventCounter: number;
actionTimeToComplete: number;
actionTimeCurrent: number;
action: IActionIdentifier;
cities: any;
city: string;
skills: any;
skillMultipliers: any;
staminaBonus: number;
maxStamina: number;
stamina: number;
contracts: any;
operations: any;
blackops: any;
logging: any;
automateEnabled: boolean;
automateActionHigh: number;
automateThreshHigh: number;
automateActionLow: number;
automateThreshLow: number;
consoleHistory: string[];
consoleLogs: string[];
getCurrentCity(): City;
calculateStaminaPenalty(): number;
}

@ -1,3 +1,4 @@
import { IBladeburner } from "./IBladeburner";
import { BladeburnerConstants } from "./data/Constants";
import { Action, IActionParams } from "./Action";
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
@ -8,8 +9,8 @@ export interface IOperationParams extends IActionParams {
}
export class Operation extends Action {
reqdRank: number = 100;
teamCount: number = 0;
reqdRank = 100;
teamCount = 0;
constructor(params: IOperationParams | null = null) {
super(params);
@ -18,38 +19,39 @@ export class Operation extends Action {
}
// For actions that have teams. To be implemented by subtypes.
getTeamSuccessBonus(inst: any): number {
getTeamSuccessBonus(inst: IBladeburner): number {
if (this.teamCount && this.teamCount > 0) {
this.teamCount = Math.min(this.teamCount, inst.teamSize);
let teamMultiplier = Math.pow(this.teamCount, 0.05);
const teamMultiplier = Math.pow(this.teamCount, 0.05);
return teamMultiplier;
}
return 1;
}
getActionTypeSkillSuccessBonus(inst: any): number {
getActionTypeSkillSuccessBonus(inst: IBladeburner): number {
return inst.skillMultipliers.successChanceOperation;
}
getChaosDifficultyBonus(inst: any, params: any): number {
getChaosDifficultyBonus(inst: IBladeburner/*, params: ISuccessChanceParams*/): number {
const city = inst.getCurrentCity();
if (city.chaos > BladeburnerConstants.ChaosThreshold) {
let diff = 1 + (city.chaos - BladeburnerConstants.ChaosThreshold);
let mult = Math.pow(diff, 0.1);
const diff = 1 + (city.chaos - BladeburnerConstants.ChaosThreshold);
const mult = Math.pow(diff, 0.1);
return mult;
}
return 1;
}
static fromJSON(value: any): Operation {
return Generic_fromJSON(Operation, value.data);
}
toJSON(): any {
return Generic_toJSON("Operation", this);
}
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): Operation {
return Generic_fromJSON(Operation, value.data);
}
}
Reviver.constructors.Operation = Operation;

@ -33,36 +33,36 @@ export class Skill {
name: string;
desc: string;
// Cost is in Skill Points
baseCost: number = 1;
baseCost = 1;
// Additive cost increase per level
costInc: number = 1;
maxLvl: number = 0;
costInc = 1;
maxLvl = 0;
/**
* These benefits are additive. So total multiplier will be level (handled externally) times the
* effects below
*/
successChanceAll: number = 0;
successChanceStealth: number = 0;
successChanceKill: number = 0;
successChanceContract: number = 0;
successChanceOperation: number = 0;
successChanceAll = 0;
successChanceStealth = 0;
successChanceKill = 0;
successChanceContract = 0;
successChanceOperation = 0;
/**
* This multiplier affects everything that increases synthoid population/community estimate
* e.g. Field analysis, Investigation Op, Undercover Op
*/
successChanceEstimate: number = 0;
actionTime: number = 0;
effHack: number = 0;
effStr: number = 0;
effDef: number = 0;
effDex: number = 0;
effAgi: number = 0;
effCha: number = 0;
stamina: number = 0;
money: number = 0;
expGain: number = 0;
successChanceEstimate = 0;
actionTime = 0;
effHack = 0;
effStr = 0;
effDef = 0;
effDex = 0;
effAgi = 0;
effCha = 0;
stamina = 0;
money = 0;
expGain = 0;
constructor(params: ISkillParams={name:"foo", desc:"foo"}) {
if (!params.name) {

@ -10,55 +10,55 @@ export const Skills: IMap<Skill> = {};
desc:"Each level of this skill increases your success chance " +
"for all Contracts, Operations, and BlackOps by 3%",
baseCost: 3, costInc: 2.1,
successChanceAll:3
successChanceAll:3,
});
Skills[SkillNames.Cloak] = new Skill({
name:SkillNames.Cloak,
desc:"Each level of this skill increases your " +
"success chance in stealth-related Contracts, Operations, and BlackOps by 5.5%",
baseCost: 2, costInc: 1.1,
successChanceStealth:5.5
successChanceStealth:5.5,
});
Skills[SkillNames.ShortCircuit] = new Skill({
name:SkillNames.ShortCircuit,
desc:"Each level of this skill increases your success chance " +
"in Contracts, Operations, and BlackOps that involve retirement by 5.5%",
baseCost: 2, costInc: 2.1,
successChanceKill:5.5
successChanceKill:5.5,
});
Skills[SkillNames.DigitalObserver] = new Skill({
name:SkillNames.DigitalObserver,
desc:"Each level of this skill increases your success chance in " +
"all Operations and BlackOps by 4%",
baseCost: 2, costInc: 2.1,
successChanceOperation:4
successChanceOperation:4,
});
Skills[SkillNames.Tracer] = new Skill({
name:SkillNames.Tracer,
desc:"Each level of this skill increases your success chance in " +
"all Contracts by 4%",
baseCost: 2, costInc: 2.1,
successChanceContract:4
successChanceContract:4,
});
Skills[SkillNames.Overclock] = new Skill({
name:SkillNames.Overclock,
desc:"Each level of this skill decreases the time it takes " +
"to attempt a Contract, Operation, and BlackOp by 1% (Max Level: 90)",
baseCost: 3, costInc: 1.4, maxLvl: 90,
actionTime:1
actionTime:1,
});
Skills[SkillNames.Reaper] = new Skill({
name: SkillNames.Reaper,
desc: "Each level of this skill increases your effective combat stats for Bladeburner actions by 2%",
baseCost: 2, costInc: 2.1,
effStr: 2, effDef: 2, effDex: 2, effAgi: 2
effStr: 2, effDef: 2, effDex: 2, effAgi: 2,
});
Skills[SkillNames.EvasiveSystem] = new Skill({
name:SkillNames.EvasiveSystem,
desc:"Each level of this skill increases your effective " +
"dexterity and agility for Bladeburner actions by 4%",
baseCost: 2, costInc: 2.1,
effDex: 4, effAgi: 4
effDex: 4, effAgi: 4,
});
Skills[SkillNames.Datamancer] = new Skill({
name:SkillNames.Datamancer,
@ -67,13 +67,13 @@ export const Skills: IMap<Skill> = {};
"This affects all actions that can potentially increase " +
"the accuracy of your synthoid population/community estimates.",
baseCost:3, costInc:1,
successChanceEstimate:5
successChanceEstimate:5,
});
Skills[SkillNames.CybersEdge] = new Skill({
name:SkillNames.CybersEdge,
desc:"Each level of this skill increases your max stamina by 2%",
baseCost:1, costInc:3,
stamina:2
stamina:2,
});
Skills[SkillNames.HandsOfMidas] = new Skill({
name: SkillNames.HandsOfMidas,

@ -1,4 +1,14 @@
export const ConsoleHelpText: {} = {
export const ConsoleHelpText: {
helpList: string[];
automate: string[];
clear: string[];
cls: string[];
help: string[];
log: string[];
skill: string[];
start: string[];
stop: string[];
} = {
helpList: [
"Use 'help [command]' to get more information about a particular Bladeburner console command.",
"",
@ -8,7 +18,7 @@ export const ConsoleHelpText: {} = {
" log [en/dis] [type] Enable or disable logging for events and actions",
" skill [action] [name] Level or display info about your Bladeburner skills",
" start [type] [name] Start a Bladeburner action/task" ,
" stop Stops your current Bladeburner action/task"
" stop Stops your current Bladeburner action/task",
],
automate: [
"automate [var] [val] [hi/low]",
@ -30,17 +40,17 @@ export const ConsoleHelpText: {} = {
"Using the four console commands above will set the automation to perform Tracking contracts " +
"if your stamina is 100 or higher, and then switch to Field Analysis if your stamina drops below " +
"50. Note that when setting the action, the name of the action is CASE-SENSITIVE. It must " +
"exactly match whatever the name is in the UI."
"exactly match whatever the name is in the UI.",
],
clear: [
"clear",
"",
"Clears the console"
"Clears the console",
],
cls: [
"cls",
"",
"Clears the console"
"Clears the console",
],
help: [
"help [command]",
@ -51,7 +61,7 @@ export const ConsoleHelpText: {} = {
"",
" help automate",
"",
"will display specific information about using the automate console command"
"will display specific information about using the automate console command",
],
log: [
"log [en/dis] [type]",
@ -71,7 +81,7 @@ export const ConsoleHelpText: {} = {
"Logging can be universally enabled/disabled using the 'all' keyword:",
"",
" log dis all",
" log en all"
" log en all",
],
skill: [
"skill [action] [name]",
@ -91,7 +101,7 @@ export const ConsoleHelpText: {} = {
"",
"This console command can also be used to level up skills:",
"",
" skill level [skill name]"
" skill level [skill name]",
],
start: [
"start [type] [name]",
@ -106,11 +116,11 @@ export const ConsoleHelpText: {} = {
"Examples:",
"",
" start contract Tracking",
" start op 'Undercover Operation'"
" start op 'Undercover Operation'",
],
stop:[
"stop",
"",
"Stop your current action and go idle."
"Stop your current action and go idle.",
],
}

@ -38,7 +38,7 @@ for (var i = blackops.length-1; i >= 0 ; --i) {
import * as React from "react";
export function BlackOperationsPage(inst: any): React.ReactElement {
export function BlackOperationsPage(): React.ReactElement {
// Put Black Operations in sequence of required rank
const blackops = [];
for (const name in BlackOperations) {
@ -55,9 +55,8 @@ export function BlackOperationsPage(inst: any): React.ReactElement {
Black Operations (Black Ops) are special, one-time covert operations. Each Black Op must be unlocked successively by completing the one before it.<br /><br />
<b>Your ultimate goal to climb through the ranks of Bladeburners is to complete all of the Black Ops.</b><br /><br />
Like normal operations, you may use a team for Black Ops. Failing a black op will incur heavy HP and rank losses.</p>
{blackops.map( op =>
<div className="bladeburner-action">
</div>
{blackops.map(() => <div className="bladeburner-action">
</div>,
)}
</div>)
}

@ -41,7 +41,7 @@ export class CoinFlip extends Game<IProps, IState> {
this.updateInvestment = this.updateInvestment.bind(this);
}
updateInvestment(e: React.FormEvent<HTMLInputElement>) {
updateInvestment(e: React.FormEvent<HTMLInputElement>): void {
let investment: number = parseInt(e.currentTarget.value);
if (isNaN(investment)) {
investment = minPlay;
@ -55,7 +55,7 @@ export class CoinFlip extends Game<IProps, IState> {
this.setState({investment: investment});
}
play(guess: string) {
play(guess: string): void {
if(this.reachedLimit(this.props.p)) return;
const v = BadRNG.random();
let letter: string;
@ -80,7 +80,7 @@ export class CoinFlip extends Game<IProps, IState> {
}
render() {
render(): React.ReactNode {
return <>
<pre>
++<br />
@ -89,7 +89,7 @@ export class CoinFlip extends Game<IProps, IState> {
| | | |<br />
++<br />
</pre>
<span className="text">Play for: </span><input type="number" className='text-input' onChange={this.updateInvestment} value={this.state.investment} /><br />
<span className="text">Play for: </span><input type="number" className="text-input" onChange={this.updateInvestment} value={this.state.investment} /><br />
<StdButton onClick={trusted(() => this.play('H'))} text={"Head!"} disabled={this.state.playLock} />
<StdButton onClick={trusted(() => this.play('T'))} text={"Tail!"} disabled={this.state.playLock} />
<h1>{this.state.status}</h1>

@ -1,6 +1,6 @@
export interface RNG {
random(): number
random(): number;
}
/*
@ -9,16 +9,16 @@ export interface RNG {
*/
class RNG0 implements RNG {
x: number;
m: number = 1024;
a: number = 341;
c: number = 1;
m = 1024;
a = 341;
c = 1;
constructor() {
this.x = 0;
this.reset();
}
step() {
step(): void {
this.x = (this.a*this.x+this.c) % this.m;
}
@ -27,7 +27,7 @@ class RNG0 implements RNG {
return this.x/this.m;
}
reset() {
reset(): void {
this.x = (new Date()).getTime() % this.m;
}
}
@ -39,9 +39,9 @@ export const BadRNG: RNG0 = new RNG0();
* The period is 6e12.
*/
export class WHRNG implements RNG {
s1: number = 0;
s2: number = 0;
s3: number = 0;
s1 = 0;
s2 = 0;
s3 = 0;
constructor(totalPlaytime: number) {
// This one is seeded by the players total play time.
@ -51,7 +51,7 @@ export class WHRNG implements RNG {
this.s3 = v;
}
step() {
step(): void {
this.s1 = (171 * this.s1) % 30269;
this.s2 = (172 * this.s2) % 30307;
this.s3 = (170 * this.s3) % 30323;

@ -28,10 +28,6 @@ function isRed(n: number): boolean {
21, 23, 25, 27, 30, 32, 34, 36].includes(n);
}
function isBlack(n: number): boolean {
return !isRed(n);
}
type Strategy = {
match: (n: number) => boolean;
payout: number;
@ -102,14 +98,14 @@ const strategies: {
Third2: {
match: (n: number): boolean => {
if (n === 0) return false;
return 13 <= n && n <= 24;
return n >= 13 && n <= 24;
},
payout: 2,
},
Third3: {
match: (n: number): boolean => {
if (n === 0) return false;
return 25 <= n;
return n >= 25;
},
payout: 2,
},
@ -125,7 +121,7 @@ function Single(s: number): Strategy {
}
export class Roulette extends Game<IProps, IState> {
interval: number = -1;
interval = -1;
rng: WHRNG;
constructor(props: IProps) {
@ -140,7 +136,7 @@ export class Roulette extends Game<IProps, IState> {
lock: true,
strategy: {
payout: 0,
match: (n: number): boolean => { return false },
match: (): boolean => { return false },
},
}
@ -150,21 +146,21 @@ export class Roulette extends Game<IProps, IState> {
}
componentDidMount() {
componentDidMount(): void {
this.interval = setInterval(this.step, 50);
}
step() {
step(): void {
if (!this.state.lock) {
this.setState({n: Math.floor(Math.random()*37)});
}
}
componentWillUnmount() {
componentWillUnmount(): void {
clearInterval(this.interval);
}
updateInvestment(e: React.FormEvent<HTMLInputElement>) {
updateInvestment(e: React.FormEvent<HTMLInputElement>): void {
let investment: number = parseInt(e.currentTarget.value);
if (isNaN(investment)) {
investment = minPlay;
@ -178,13 +174,13 @@ export class Roulette extends Game<IProps, IState> {
this.setState({investment: investment});
}
currentNumber() {
currentNumber(): string {
if (this.state.n === 0) return '0';
const color = isRed(this.state.n) ? 'R' : 'B';
return `${this.state.n}${color}`;
}
play(s: Strategy) {
play(s: Strategy): void {
if(this.reachedLimit(this.props.p)) return;
this.setState({
canPlay: false,
@ -223,10 +219,10 @@ export class Roulette extends Game<IProps, IState> {
}
render() {
render(): React.ReactNode {
return <>
<h1>{this.currentNumber()}</h1>
<input type="number" className='text-input' onChange={this.updateInvestment} placeholder={"Amount to play"} value={this.state.investment} disabled={!this.state.canPlay} />
<input type="number" className="text-input" onChange={this.updateInvestment} placeholder={"Amount to play"} value={this.state.investment} disabled={!this.state.canPlay} />
<h1>{this.state.status}</h1>
<table>
<tbody>

@ -20,7 +20,7 @@ type IState = {
}
// statically shuffled array of symbols.
let symbols = ["D", "C", "$", "?", "♥", "A", "C", "B", "C", "E", "B", "E", "C",
const symbols = ["D", "C", "$", "?", "♥", "A", "C", "B", "C", "E", "B", "E", "C",
"*", "D", "♥", "B", "A", "A", "A", "C", "A", "D", "B", "E", "?", "D", "*",
"@", "♥", "B", "E", "?"];
@ -63,7 +63,7 @@ const maxPlay = 1e6;
export class SlotMachine extends Game<IProps, IState> {
rng: WHRNG;
interval: number = -1;
interval = -1;
constructor(props: IProps) {
super(props);
@ -86,11 +86,11 @@ export class SlotMachine extends Game<IProps, IState> {
this.updateInvestment = this.updateInvestment.bind(this);
}
componentDidMount() {
componentDidMount(): void {
this.interval = setInterval(this.step, 50);
}
step() {
step(): void {
let stoppedOne = false;
const index = this.state.index.slice();
for(const i in index) {
@ -106,7 +106,7 @@ export class SlotMachine extends Game<IProps, IState> {
}
}
componentWillUnmount() {
componentWillUnmount(): void {
clearInterval(this.interval);
}
@ -118,7 +118,7 @@ export class SlotMachine extends Game<IProps, IState> {
];
}
play() {
play(): void {
if(this.reachedLimit(this.props.p)) return;
this.setState({status: 'playing'});
this.win(this.props.p, -this.state.investment);
@ -127,7 +127,7 @@ export class SlotMachine extends Game<IProps, IState> {
setTimeout(this.lock, this.rng.random()*2000+1000);
}
lock() {
lock(): void {
this.setState({
locks: [
Math.floor(this.rng.random()*symbols.length),
@ -139,10 +139,10 @@ export class SlotMachine extends Game<IProps, IState> {
})
}
checkWinnings() {
checkWinnings(): void {
const t = this.getTable();
const getPaylineData = function(payline: number[][]): string[] {
let data = [];
const data = [];
for(const point of payline) {
data.push(t[point[0]][point[1]]);
}
@ -176,14 +176,14 @@ export class SlotMachine extends Game<IProps, IState> {
if(this.reachedLimit(this.props.p)) return;
}
unlock() {
unlock(): void {
this.setState({
locks: [-1, -1, -1, -1, -1],
canPlay: false,
})
}
updateInvestment(e: React.FormEvent<HTMLInputElement>) {
updateInvestment(e: React.FormEvent<HTMLInputElement>): void {
let investment: number = parseInt(e.currentTarget.value);
if (isNaN(investment)) {
investment = minPlay;
@ -197,7 +197,7 @@ export class SlotMachine extends Game<IProps, IState> {
this.setState({investment: investment});
}
render() {
render(): React.ReactNode {
const t = this.getTable();
return <>
<pre>
@ -209,7 +209,7 @@ export class SlotMachine extends Game<IProps, IState> {
| | {symbols[(this.state.index[0]+1)%symbols.length]} | {symbols[(this.state.index[1]+1)%symbols.length]} | {symbols[(this.state.index[2]+1)%symbols.length]} | {symbols[(this.state.index[3]+1)%symbols.length]} | {symbols[(this.state.index[4]+1)%symbols.length]} | |<br />
++<br />
</pre>
<input type="number" className='text-input' onChange={this.updateInvestment} placeholder={"Amount to play"} value={this.state.investment} disabled={!this.state.canPlay} />
<input type="number" className="text-input" onChange={this.updateInvestment} placeholder={"Amount to play"} value={this.state.investment} disabled={!this.state.canPlay} />
<StdButton onClick={trusted(this.play)} text={"Spin!"} disabled={!this.state.canPlay} />
<h1>{this.state.status}</h1>
<h2>Pay lines</h2>

@ -90,7 +90,7 @@ function cinematicTextEnd() {
var mainMenu = document.getElementById("mainmenu-container");
container.appendChild(createElement("br"));
return new Promise (function(resolve, reject) {
return new Promise (function(resolve) {
container.appendChild(createElement("a", {
class:"a-link-button", innerText:"Continue...",
clickListener:()=>{
@ -99,7 +99,7 @@ function cinematicTextEnd() {
mainMenu.style.visibility = "visible";
cinematicTextFlag = false;
resolve();
}
},
}));
});
}

@ -2,7 +2,7 @@ import {
CodingContract,
CodingContractRewardType,
CodingContractTypes,
ICodingContractReward
ICodingContractReward,
} from "./CodingContracts";
import { Factions } from "./Faction/Factions";
import { Player } from "./Player";
@ -15,7 +15,7 @@ import { HacknetServer } from "./Hacknet/HacknetServer";
import { getRandomInt } from "../utils/helpers/getRandomInt";
export function generateRandomContract() {
export function generateRandomContract(): void {
// First select a random problem type
const problemType = getRandomProblemType();
@ -31,7 +31,7 @@ export function generateRandomContract() {
randServer.addContract(contract);
}
export function generateRandomContractOnHome() {
export function generateRandomContractOnHome(): void {
// First select a random problem type
const problemType = getRandomProblemType();
@ -53,7 +53,7 @@ export interface IGenerateContractParams {
fn?: string;
}
export function generateContract(params: IGenerateContractParams) {
export function generateContract(params: IGenerateContractParams): void {
// Problem Type
let problemType;
const problemTypes = Object.keys(CodingContractTypes);
@ -88,7 +88,7 @@ export function generateContract(params: IGenerateContractParams) {
fn = getRandomFilename(server, reward);
}
let contract = new CodingContract(fn, problemType, reward);
const contract = new CodingContract(fn, problemType, reward);
server.addContract(contract);
}
@ -117,15 +117,15 @@ function sanitizeRewardType(rewardType: CodingContractRewardType): CodingContrac
return type;
}
function getRandomProblemType() {
function getRandomProblemType(): string {
const problemTypes = Object.keys(CodingContractTypes);
let randIndex = getRandomInt(0, problemTypes.length - 1);
const randIndex = getRandomInt(0, problemTypes.length - 1);
return problemTypes[randIndex];
}
function getRandomReward(): ICodingContractReward {
let reward: ICodingContractReward = {
const reward: ICodingContractReward = {
name: "",
type: getRandomInt(0, CodingContractRewardType.Money),
};
@ -145,8 +145,8 @@ function getRandomReward(): ICodingContractReward {
case CodingContractRewardType.FactionReputation: {
// Get a random faction that player is a part of. That
// faction must allow hacking contracts
var numFactions = factionsThatAllowHacking.length;
var randFaction = factionsThatAllowHacking[getRandomInt(0, numFactions - 1)];
const numFactions = factionsThatAllowHacking.length;
const randFaction = factionsThatAllowHacking[getRandomInt(0, numFactions - 1)];
reward.name = randFaction;
break;
}

@ -2,7 +2,7 @@ import {
codingContractTypesMetadata,
DescriptionFunc,
GeneratorFunc,
SolverFunc
SolverFunc,
} from "./data/codingcontracttypes";
import { IMap } from "./types";
@ -10,7 +10,7 @@ import { IMap } from "./types";
import {
Generic_fromJSON,
Generic_toJSON,
Reviver
Reviver,
} from "../utils/JSONReviver";
import { KEY } from "../utils/helpers/keyCodes";
import { createElement } from "../utils/uiHelpers/createElement";
@ -108,12 +108,6 @@ export interface ICodingContractReward {
* The player receives a reward if the problem is solved correctly
*/
export class CodingContract {
/**
* Initiatizes a CodingContract from a JSON save state.
*/
static fromJSON(value: any): CodingContract {
return Generic_fromJSON(CodingContract, value.data);
}
/* Relevant data for the contract's problem */
data: any;
@ -126,13 +120,13 @@ export class CodingContract {
reward: ICodingContractReward | null;
/* Number of times the Contract has been attempted */
tries: number = 0;
tries = 0;
/* String representing the contract's type. Must match type in ContractTypes */
type: string;
constructor(fn: string = "",
type: string = "Find Largest Prime Factor",
constructor(fn = "",
type = "Find Largest Prime Factor",
reward: ICodingContractReward | null = null) {
this.fn = fn;
if (!this.fn.endsWith(".cct")) {
@ -178,9 +172,9 @@ export class CodingContract {
*/
async prompt(): Promise<CodingContractResult> {
// tslint:disable-next-line
return new Promise<CodingContractResult>((resolve: Function, reject: Function) => {
return new Promise<CodingContractResult>((resolve) => {
const contractType: CodingContractType = CodingContractTypes[this.type];
const popupId: string = `coding-contract-prompt-popup-${this.fn}`;
const popupId = `coding-contract-prompt-popup-${this.fn}`;
const title: HTMLElement = createElement("h1", {
innerHTML: this.type,
});
@ -190,10 +184,16 @@ export class CodingContract {
"after which the contract will self-destruct.<br><br>",
`${contractType.desc(this.data).replace(/\n/g, "<br>")}`].join(" "),
});
let answerInput: HTMLInputElement;
let solveBtn: HTMLElement;
let cancelBtn: HTMLElement;
answerInput = createElement("input", {
const cancelBtn = createElement("a", {
class: "a-link-button",
clickListener: () => {
resolve(CodingContractResult.Cancelled);
removeElementById(popupId);
},
innerText: "Cancel",
});
const answerInput = createElement("input", {
onkeydown: (e: any) => {
if (e.keyCode === KEY.ENTER && answerInput.value !== "") {
e.preventDefault();
@ -219,14 +219,6 @@ export class CodingContract {
},
innerText: "Solve",
});
cancelBtn = createElement("a", {
class: "a-link-button",
clickListener: () => {
resolve(CodingContractResult.Cancelled);
removeElementById(popupId);
},
innerText: "Cancel",
});
const lineBreak: HTMLElement = createElement("br");
createPopup(popupId, [title, lineBreak, txt, lineBreak, lineBreak, answerInput, solveBtn, cancelBtn]);
answerInput.focus();
@ -239,6 +231,14 @@ export class CodingContract {
toJSON(): any {
return Generic_toJSON("CodingContract", this);
}
/**
* Initiatizes a CodingContract from a JSON save state.
*/
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): CodingContract {
return Generic_fromJSON(CodingContract, value.data);
}
}
Reviver.constructors.CodingContract = CodingContract;

@ -6,7 +6,7 @@ import { Reviver } from "../../utils/JSONReviver";
export let Companies: IMap<Company> = {};
function addCompany(params: IConstructorParams) {
function addCompany(params: IConstructorParams): void {
if (Companies[params.name] != null) {
console.warn(`Duplicate Company Position being defined: ${params.name}`);
}
@ -15,7 +15,7 @@ function addCompany(params: IConstructorParams) {
// Used to initialize new Company objects for the Companies map
// Called when creating new game or after a prestige/reset
export function initCompanies() {
export function initCompanies(): void {
// Save Old Company data for 'favor'
const oldCompanies = Companies;
@ -40,11 +40,11 @@ export function initCompanies() {
}
// Used to load Companies map from a save
export function loadCompanies(saveString: string) {
export function loadCompanies(saveString: string): void {
Companies = JSON.parse(saveString, Reviver);
}
// Utility function to check if a string is valid company name
export function companyExists(name: string) {
export function companyExists(name: string): boolean {
return Companies.hasOwnProperty(name);
}

@ -25,12 +25,6 @@ const DefaultConstructorParams: IConstructorParams = {
}
export class Company {
/**
* Initiatizes a Company from a JSON save state.
*/
static fromJSON(value: any): Company {
return Generic_fromJSON(Company, value.data);
}
/**
* Company name
@ -136,7 +130,7 @@ export class Company {
gainFavor(): void {
if (this.favor == null) { this.favor = 0; }
if (this.rolloverRep == null) { this.rolloverRep = 0; }
var res = this.getFavorGain();
const res = this.getFavorGain();
if (res.length != 2) {
console.error("Invalid result from getFavorGain() function");
return;
@ -170,6 +164,14 @@ export class Company {
toJSON(): any {
return Generic_toJSON("Company", this);
}
/**
* Initiatizes a Company from a JSON save state.
*/
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): Company {
return Generic_fromJSON(Company, value.data);
}
}
Reviver.constructors.Company = Company;

@ -5,7 +5,7 @@ import { IMap } from "../types";
export const CompanyPositions: IMap<CompanyPosition> = {};
function addCompanyPosition(params: IConstructorParams) {
function addCompanyPosition(params: IConstructorParams): void {
if (CompanyPositions[params.name] != null) {
console.warn(`Duplicate Company Position being defined: ${params.name}`);
}

@ -5,8 +5,8 @@ import { CompanyPosition } from "./CompanyPosition";
* Returns a string with the given CompanyPosition's stat requirements
*/
export function getJobRequirementText(company: Company, pos: CompanyPosition, tooltiptext: boolean = false): string {
let reqText: string = "";
export function getJobRequirementText(company: Company, pos: CompanyPosition, tooltiptext = false): string {
let reqText = "";
const offset: number = company.jobStatReqOffset;
const reqHacking: number = pos.requiredHacking > 0 ? pos.requiredHacking+offset : 0;
const reqStrength: number = pos.requiredStrength > 0 ? pos.requiredStrength+offset : 0;

@ -95,7 +95,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 3,
salaryMultiplier: 3,
@ -107,7 +107,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 3,
salaryMultiplier: 3,
@ -119,7 +119,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 2.6,
salaryMultiplier: 2.6,
@ -131,7 +131,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 2.75,
salaryMultiplier: 2.75,
@ -143,7 +143,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 2.75,
salaryMultiplier: 2.75,
@ -155,7 +155,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 2.25,
salaryMultiplier: 2.25,
@ -167,7 +167,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 2.25,
salaryMultiplier: 2.25,
@ -179,7 +179,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 2.5,
salaryMultiplier: 2.5,
@ -191,7 +191,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 2.2,
salaryMultiplier: 2.2,
@ -202,7 +202,7 @@ export const companiesMetadata: IConstructorParams[] = [
info: "",
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions
AllBusinessPositions,
),
expMultiplier: 2,
salaryMultiplier: 2,
@ -214,7 +214,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllSoftwareConsultantPositions,
AllBusinessPositions
AllBusinessPositions,
),
expMultiplier: 1.8,
salaryMultiplier: 1.8,
@ -226,7 +226,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
CEOOnly,
AllTechnologyPositions,
AllSoftwareConsultantPositions
AllSoftwareConsultantPositions,
),
expMultiplier: 1.75,
salaryMultiplier: 1.75,
@ -238,7 +238,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
CEOOnly,
AllTechnologyPositions,
AllSoftwareConsultantPositions
AllSoftwareConsultantPositions,
),
expMultiplier: 1.8,
salaryMultiplier: 1.8,
@ -250,7 +250,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSoftwareConsultantPositions
AllSoftwareConsultantPositions,
),
expMultiplier: 1.8,
salaryMultiplier: 1.8,
@ -262,7 +262,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSoftwareConsultantPositions
AllSoftwareConsultantPositions,
),
expMultiplier: 1.9,
salaryMultiplier: 1.9,
@ -274,7 +274,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSoftwareConsultantPositions
AllSoftwareConsultantPositions,
),
expMultiplier: 2,
salaryMultiplier: 2,
@ -286,7 +286,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllTechnologyPositions,
AllBusinessPositions,
AllSoftwareConsultantPositions
AllSoftwareConsultantPositions,
),
expMultiplier: 1.9,
salaryMultiplier: 1.9,
@ -299,7 +299,7 @@ export const companiesMetadata: IConstructorParams[] = [
CEOOnly,
OperationsManagerOnly,
AllTechnologyPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 1.7,
salaryMultiplier: 1.7,
@ -351,7 +351,7 @@ export const companiesMetadata: IConstructorParams[] = [
AllTechnologyPositions,
AllBusinessPositions,
AllSoftwareConsultantPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 1.8,
salaryMultiplier: 1.8,
@ -364,7 +364,7 @@ export const companiesMetadata: IConstructorParams[] = [
AllTechnologyPositions,
AllBusinessPositions,
AllSoftwareConsultantPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 1.75,
salaryMultiplier: 1.75,
@ -379,7 +379,7 @@ export const companiesMetadata: IConstructorParams[] = [
SecurityEngineerPositions,
AllITPositions,
AllSecurityPositions,
AllAgentPositions
AllAgentPositions,
),
expMultiplier: 2,
salaryMultiplier: 2,
@ -394,7 +394,7 @@ export const companiesMetadata: IConstructorParams[] = [
SecurityEngineerPositions,
AllITPositions,
AllSecurityPositions,
AllAgentPositions
AllAgentPositions,
),
expMultiplier: 2,
salaryMultiplier: 2,
@ -409,7 +409,7 @@ export const companiesMetadata: IConstructorParams[] = [
AllITPositions,
AllSecurityPositions,
AllAgentPositions,
AllSoftwareConsultantPositions
AllSoftwareConsultantPositions,
),
expMultiplier: 1.5,
salaryMultiplier: 1.5,
@ -422,7 +422,7 @@ export const companiesMetadata: IConstructorParams[] = [
AllTechnologyPositions,
AllSoftwareConsultantPositions,
AllBusinessPositions,
AllSecurityPositions
AllSecurityPositions,
),
expMultiplier: 1.4,
salaryMultiplier: 1.4,
@ -433,7 +433,7 @@ export const companiesMetadata: IConstructorParams[] = [
info: "",
companyPositions: Object.assign({},
SoftwarePositionsUpToLeadDeveloper,
BusinessPositionsUpToOperationsManager
BusinessPositionsUpToOperationsManager,
),
expMultiplier: 1.3,
salaryMultiplier: 1.3,
@ -445,7 +445,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
SoftwarePositionsUpToLeadDeveloper,
BusinessPositionsUpToOperationsManager,
AllSoftwareConsultantPositions
AllSoftwareConsultantPositions,
),
expMultiplier: 1.5,
salaryMultiplier: 1.5,
@ -456,7 +456,7 @@ export const companiesMetadata: IConstructorParams[] = [
info: "",
companyPositions: Object.assign({},
AllSecurityPositions,
SoftwarePositionsUpToLeadDeveloper
SoftwarePositionsUpToLeadDeveloper,
),
expMultiplier: 1.3,
salaryMultiplier: 1.3,
@ -466,7 +466,7 @@ export const companiesMetadata: IConstructorParams[] = [
name: LocationName.VolhavenSysCoreSecurities,
info: "",
companyPositions: Object.assign({},
AllTechnologyPositions
AllTechnologyPositions,
),
expMultiplier: 1.3,
salaryMultiplier: 1.3,
@ -476,7 +476,7 @@ export const companiesMetadata: IConstructorParams[] = [
name: LocationName.VolhavenCompuTek,
info: "",
companyPositions: Object.assign({},
AllTechnologyPositions
AllTechnologyPositions,
),
expMultiplier: 1.2,
salaryMultiplier: 1.2,
@ -486,7 +486,7 @@ export const companiesMetadata: IConstructorParams[] = [
name: LocationName.AevumNetLinkTechnologies,
info: "",
companyPositions: Object.assign({},
AllTechnologyPositions
AllTechnologyPositions,
),
expMultiplier: 1.2,
salaryMultiplier: 1.2,
@ -509,7 +509,7 @@ export const companiesMetadata: IConstructorParams[] = [
name: LocationName.Sector12FoodNStuff,
info: "",
companyPositions: Object.assign({},
EmployeeOnly, PartTimeEmployeeOnly
EmployeeOnly, PartTimeEmployeeOnly,
),
expMultiplier: 1,
salaryMultiplier: 1,
@ -519,7 +519,7 @@ export const companiesMetadata: IConstructorParams[] = [
name: LocationName.Sector12JoesGuns,
info: "",
companyPositions: Object.assign({},
EmployeeOnly, PartTimeEmployeeOnly
EmployeeOnly, PartTimeEmployeeOnly,
),
expMultiplier: 1,
salaryMultiplier: 1,
@ -531,7 +531,7 @@ export const companiesMetadata: IConstructorParams[] = [
companyPositions: Object.assign({},
AllSoftwarePositions,
AllSoftwareConsultantPositions,
AllITPositions
AllITPositions,
),
expMultiplier: 1.1,
salaryMultiplier: 1.1,
@ -541,7 +541,7 @@ export const companiesMetadata: IConstructorParams[] = [
name: LocationName.NewTokyoNoodleBar,
info: "",
companyPositions: Object.assign({},
WaiterOnly, PartTimeWaiterOnly
WaiterOnly, PartTimeWaiterOnly,
),
expMultiplier: 1,
salaryMultiplier: 1,

@ -8,23 +8,23 @@ export const SoftwareCompanyPositions: string[] = [
"Head of Software",
"Head of Engineering",
"Vice President of Technology",
"Chief Technology Officer"
"Chief Technology Officer",
];
export const ITCompanyPositions: string[] = [
"IT Intern",
"IT Analyst",
"IT Manager",
"Systems Administrator"
"Systems Administrator",
];
export const SecurityEngineerCompanyPositions: string[] = [
"Security Engineer"
"Security Engineer",
];
export const NetworkEngineerCompanyPositions: string[] = [
"Network Engineer",
"Network Administrator"
"Network Administrator",
];
export const BusinessCompanyPositions: string[] = [
@ -33,7 +33,7 @@ export const BusinessCompanyPositions: string[] = [
"Business Manager",
"Operations Manager",
"Chief Financial Officer",
"Chief Executive Officer"
"Chief Executive Officer",
];
export const SecurityCompanyPositions: string[] = [
@ -42,31 +42,31 @@ export const SecurityCompanyPositions: string[] = [
"Security Guard",
"Security Officer",
"Security Supervisor",
"Head of Security"
"Head of Security",
];
export const AgentCompanyPositions: string[] = [
"Field Agent",
"Secret Agent",
"Special Operative"
"Special Operative",
];
export const MiscCompanyPositions: string[] = [
"Waiter",
"Employee"
"Employee",
];
export const SoftwareConsultantCompanyPositions: string[] = [
"Software Consultant",
"Senior Software Consultant"
"Senior Software Consultant",
];
export const BusinessConsultantCompanyPositions: string[] = [
"Business Consultant",
"Senior Business Consultant"
"Senior Business Consultant",
];
export const PartTimeCompanyPositions: string[] = [
"Part-time Waiter",
"Part-time Employee"
"Part-time Employee",
];

@ -5,7 +5,7 @@
*/
import { IMap } from "./types";
export let CONSTANTS: IMap<any> = {
export const CONSTANTS: IMap<any> = {
Version: "0.51.6",
/** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
@ -268,5 +268,5 @@ export let CONSTANTS: IMap<any> = {
* so many documentation and typos fixes (@Pimgd)
* A corruption visual effect has been added to location with servers that
have backdoor installed. (@dewint)
`
`,
}

@ -5,7 +5,6 @@ import { CorporationUpgrades } from "./data/Corporation
import { EmployeePositions } from "./EmployeePositions";
import { Industries,
IndustryStartingCosts,
IndustryDescriptions,
IndustryResearchTrees } from "./IndustryData";
import { IndustryUpgrades } from "./IndustryUpgrades";
import { Material } from "./Material";
@ -15,11 +14,8 @@ import { ResearchMap } from "./ResearchMap";
import { Warehouse } from "./Warehouse";
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { CONSTANTS } from "../Constants";
import { Factions } from "../Faction/Factions";
import { showLiterature } from "../Literature/LiteratureHelpers";
import { LiteratureNames } from "../Literature/data/LiteratureNames";
import { createCityMap } from "../Locations/Cities";
import { CityName } from "../Locations/data/CityNames";
import { Player } from "../Player";
@ -29,7 +25,6 @@ import { Page, routing } from "../ui/navigationTr
import { calculateEffectWithFactors } from "../utils/calculateEffectWithFactors";
import { dialogBoxCreate } from "../../utils/DialogBox";
import { clearSelector } from "../../utils/uiHelpers/clearSelector";
import { Reviver,
Generic_toJSON,
Generic_fromJSON } from "../../utils/JSONReviver";
@ -99,7 +94,6 @@ export const BaseMaxProducts = 3; // Initial value for maximum
let researchTreeBoxOpened = false;
let researchTreeBox = null;
$(document).mousedown(function(event) {
const boxId = "corporation-research-popup-box";
const contentId = "corporation-research-popup-box-content";
if (researchTreeBoxOpened) {
if ( $(event.target).closest("#" + contentId).get(0) == null ) {
@ -111,7 +105,6 @@ $(document).mousedown(function(event) {
}
});
var empManualAssignmentModeActive = false;
function Industry(params={}) {
this.offices = { //Maps locations to offices. 0 if no office at that location
[CityName.Aevum]: 0,
@ -122,7 +115,7 @@ function Industry(params={}) {
}),
[CityName.NewTokyo]: 0,
[CityName.Ishima]: 0,
[CityName.Volhaven]: 0
[CityName.Volhaven]: 0,
};
this.name = params.name ? params.name : 0;
@ -183,7 +176,7 @@ function Industry(params={}) {
}),
[CityName.NewTokyo]: 0,
[CityName.Ishima]: 0,
[CityName.Volhaven]: 0
[CityName.Volhaven]: 0,
};
this.init();
@ -378,7 +371,7 @@ Industry.prototype.init = function() {
"Metal": 5,
"Energy": 5,
"Water": 2,
"Hardware": 4
"Hardware": 4,
}
this.prodMats = ["RealEstate"];
this.makesProducts = true;
@ -441,8 +434,7 @@ Industry.prototype.calculateProductionFactors = function() {
continue;
}
var materials = warehouse.materials,
office = this.offices[city];
var materials = warehouse.materials;
var cityMult = Math.pow(0.002 * materials.RealEstate.qty+1, this.reFac) *
Math.pow(0.002 * materials.Hardware.qty+1, this.hwFac) *
@ -535,7 +527,7 @@ Industry.prototype.process = function(marketCycles=1, state, company) {
}
// Process change in demand and competition for this industry's materials
Industry.prototype.processMaterialMarket = function(marketCycles=1) {
Industry.prototype.processMaterialMarket = function() {
//References to prodMats and reqMats
var reqMats = this.reqMats, prodMats = this.prodMats;
@ -589,7 +581,7 @@ Industry.prototype.processProductMarket = function(marketCycles=1) {
//Process production, purchase, and import/export of materials
Industry.prototype.processMaterials = function(marketCycles=1, company) {
var revenue = 0, expenses = 0, industry = this;
var revenue = 0, expenses = 0;
this.calculateProductionFactors();
//At the start of the export state, set the imports of everything to 0
@ -642,7 +634,7 @@ Industry.prototype.processMaterials = function(marketCycles=1, company) {
mat.qty += buyAmt;
expenses += (buyAmt * mat.bCost);
}
})(matName, industry);
})(matName, this);
this.updateWarehouseSizeUsed(warehouse);
}
} //End process purchase of materials
@ -1003,7 +995,7 @@ Industry.prototype.processProduct = function(marketCycles=1, product, corporatio
if (warehouse instanceof Warehouse) {
switch(this.state) {
case "PRODUCTION":
case "PRODUCTION": {
//Calculate the maximum production of this material based
//on the office's productivity
var maxProd = this.getOfficeProductivity(office, {forProduct:true})
@ -1065,8 +1057,8 @@ Industry.prototype.processProduct = function(marketCycles=1, product, corporatio
//Keep track of production Per second
product.data[city][1] = prod * producableFrac / (SecsPerMarketCycle * marketCycles);
break;
case "SALE":
}
case "SALE": {
//Process sale of Products
product.pCost = 0; //Estimated production cost
for (var reqMatName in product.reqMats) {
@ -1174,7 +1166,7 @@ Industry.prototype.processProduct = function(marketCycles=1, product, corporatio
product.data[city][2] = 0; //data[2] is sell property
}
break;
}
case "START":
case "PURCHASE":
case "EXPORT":
@ -1199,10 +1191,9 @@ Industry.prototype.discontinueProduct = function(product) {
}
Industry.prototype.upgrade = function(upgrade, refs) {
var corporation = refs.corporation, division = refs.division,
office = refs.office;
var upgN = upgrade[0], basePrice = upgrade[1], priceMult = upgrade[2],
upgradeBenefit = upgrade[3];
var corporation = refs.corporation;
var office = refs.office;
var upgN = upgrade[0];
while (this.upgrades.length <= upgN) {this.upgrades.push(0);}
++this.upgrades[upgN];
@ -1374,9 +1365,6 @@ Industry.prototype.createResearchBox = function() {
},
}
// Construct the tree with Treant
const treantTree = new Treant(markup);
// Add Event Listeners for all Nodes
const allResearch = researchTree.getAllNodes();
for (let i = 0; i < allResearch.length; ++i) {
@ -1620,7 +1608,7 @@ var OfficeSpaceTiers = {
Basic: "Basic",
Enhanced: "Enhanced",
Luxurious: "Luxurious",
Extravagant: "Extravagant"
Extravagant: "Extravagant",
}
function OfficeSpace(params={}) {
@ -1658,7 +1646,7 @@ OfficeSpace.prototype.atCapacity = function() {
}
OfficeSpace.prototype.process = function(marketCycles=1, parentRefs) {
var corporation = parentRefs.corporation, industry = parentRefs.industry;
var industry = parentRefs.industry;
// HRBuddy AutoRecruitment and training
if (industry.hasResearch("HRBuddy-Recruitment") && !this.atCapacity()) {
@ -1741,7 +1729,6 @@ OfficeSpace.prototype.calculateEmployeeProductivity = function(parentRefs) {
//Takes care of UI as well
OfficeSpace.prototype.findEmployees = function(parentRefs) {
var company = parentRefs.corporation, division = parentRefs.industry;
if (this.atCapacity()) { return; }
if (document.getElementById("cmpy-mgmt-hire-employee-popup") != null) {return;}
@ -1800,7 +1787,7 @@ OfficeSpace.prototype.findEmployees = function(parentRefs) {
office.hireEmployee(employee, parentRefs);
removeElementById("cmpy-mgmt-hire-employee-popup");
return false;
}
},
});
return div;
};
@ -1812,7 +1799,7 @@ OfficeSpace.prototype.findEmployees = function(parentRefs) {
clickListener:() => {
removeElementById("cmpy-mgmt-hire-employee-popup");
return false;
}
},
});
var elems = [text,
@ -1825,7 +1812,7 @@ OfficeSpace.prototype.findEmployees = function(parentRefs) {
}
OfficeSpace.prototype.hireEmployee = function(employee, parentRefs) {
var company = parentRefs.corporation, division = parentRefs.industry;
var company = parentRefs.corporation;
var yesBtn = yesNoTxtInpBoxGetYesButton(),
noBtn = yesNoTxtInpBoxGetNoButton();
yesBtn.innerHTML = "Hire";
@ -1958,15 +1945,14 @@ Corporation.prototype.storeCycles = function(numCycles=1) {
}
Corporation.prototype.process = function() {
var corp = this;
if (this.storedCycles >= CyclesPerIndustryStateCycle) {
const state = this.getState();
const marketCycles = 1;
const gameCycles = (marketCycles * CyclesPerIndustryStateCycle);
this.storedCycles -= gameCycles;
this.divisions.forEach(function(ind) {
ind.process(marketCycles, state, corp);
this.divisions.forEach((ind) => {
ind.process(marketCycles, state, this);
});
// Process cooldowns
@ -2111,7 +2097,7 @@ Corporation.prototype.goPublic = function() {
onkeyup:(e) => {
e.preventDefault();
if (e.keyCode === KEY.ENTER) {yesBtn.click();}
}
},
});
var br = createElement("br", {});
yesBtn = createElement("a", {
@ -2138,7 +2124,7 @@ Corporation.prototype.goPublic = function() {
dialogBoxCreate(`You took your ${this.name} public and earned ` +
`${numeralWrapper.formatMoney(numShares * initialSharePrice)} in your IPO`);
return false;
}
},
});
var noBtn = createElement("a", {
class:"a-link-button",
@ -2146,7 +2132,7 @@ Corporation.prototype.goPublic = function() {
clickListener:() => {
removeElementById(goPublicPopupId);
return false;
}
},
});
createPopup(goPublicPopupId, [txt, br, input, yesBtn, noBtn]);
}
@ -2208,7 +2194,6 @@ Corporation.prototype.calculateShareSale = function(numShares) {
Corporation.prototype.convertCooldownToString = function(cd) {
// The cooldown value is based on game cycles. Convert to a simple string
const CyclesPerSecond = 1000 / CONSTANTS.MilliPerCycle;
const seconds = cd / 5;
const SecondsPerMinute = 60;
@ -2351,7 +2336,7 @@ Corporation.prototype.createUI = function() {
companyManagementDiv = createElement("div", {
id:"cmpy-mgmt-container",
position:"fixed",
class:"generic-menupage-container"
class:"generic-menupage-container",
});
document.getElementById("entire-game-container").appendChild(companyManagementDiv);

@ -6,16 +6,10 @@ import { Generic_fromJSON,
export const AllCorporationStates: string[] = ["START", "PURCHASE", "PRODUCTION", "SALE", "EXPORT"];
export class CorporationState {
// Initiatizes a CorporationState object from a JSON save state.
static fromJSON(value: any): CorporationState {
return Generic_fromJSON(CorporationState, value.data);
}
// Number representing what state the Corporation is in. The number
// is an index for the array that holds all Corporation States
state: number = 0;
constructor() {}
state = 0;
// Get the name of the current state
// NOTE: This does NOT return the number stored in the 'state' property,
@ -40,6 +34,12 @@ export class CorporationState {
toJSON(): any {
return Generic_toJSON("CorporationState", this);
}
// Initiatizes a CorporationState object from a JSON save state.
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): CorporationState {
return Generic_fromJSON(CorporationState, value.data);
}
}
Reviver.constructors.CorporationState = CorporationState;

@ -4,8 +4,6 @@ import { getBaseResearchTreeCopy,
import { numeralWrapper } from "../ui/numeralFormat";
import { Reviver } from "../../utils/JSONReviver";
interface IIndustryMap<T> {
Energy: T;
Utilities: T;
@ -107,7 +105,7 @@ export const IndustryDescriptions: IIndustryMap<string> = {
// Map of available Research for each Industry. This data is held in a
// ResearchTree object
export let IndustryResearchTrees: IIndustryMap<ResearchTree> = {
export const IndustryResearchTrees: IIndustryMap<ResearchTree> = {
Energy: getBaseResearchTreeCopy(),
Utilities: getBaseResearchTreeCopy(),
Agriculture: getBaseResearchTreeCopy(),
@ -124,7 +122,7 @@ export let IndustryResearchTrees: IIndustryMap<ResearchTree> = {
RealEstate: getProductIndustryResearchTreeCopy(),
}
export function resetIndustryResearchTrees() {
export function resetIndustryResearchTrees(): void {
IndustryResearchTrees.Energy = getBaseResearchTreeCopy();
IndustryResearchTrees.Utilities = getBaseResearchTreeCopy();
IndustryResearchTrees.Agriculture = getBaseResearchTreeCopy();

@ -11,5 +11,5 @@ export const IndustryUpgrades: IMap<any[]> = {
"this upgrade grants your company a static increase of 3 and 1 to its awareness and " +
"popularity, respectively. It will then increase your company's awareness by 1%, and its popularity " +
"by a random percentage between 1% and 3%. These effects are increased by other upgrades " +
"that increase the power of your advertising."]
"that increase the power of your advertising."],
}

@ -7,56 +7,52 @@ interface IConstructorParams {
}
export class Material {
// Initiatizes a Material object from a JSON save state.
static fromJSON(value: any): Material {
return Generic_fromJSON(Material, value.data);
}
// Name of material
name: string = "InitName";
name = "InitName";
// Amount of material owned
qty: number = 0;
qty = 0;
// Material's "quality". Unbounded
qlt: number = 0;
qlt = 0;
// How much demand the Material has in the market, and the range of possible
// values for this "demand"
dmd: number = 0;
dmd = 0;
dmdR: number[] = [0, 0];
// How much competition there is for this Material in the market, and the range
// of possible values for this "competition"
cmp: number = 0;
cmp = 0;
cmpR: number[] = [0, 0];
// Maximum volatility of this Materials stats
mv: number = 0;
mv = 0;
// Markup. Determines how high of a price you can charge on the material
// compared to the market price without suffering loss in # of sales
// Quality is divided by this to determine markup limits
// e,g, If mku is 10 and quality is 100 then you can markup prices by 100/10 = 10
mku: number = 0;
mku = 0;
// How much of this material is being bought, sold, imported and produced every second
buy: number = 0;
sll: number = 0;
prd: number = 0;
imp: number = 0;
buy = 0;
sll = 0;
prd = 0;
imp = 0;
// Exports of this material to another warehouse/industry
exp: any[] = [];
// Total amount of this material exported in the last cycle
totalExp: number = 0;
totalExp = 0;
// Cost / sec to buy this material. AKA Market Price
bCost: number = 0;
bCost = 0;
// Cost / sec to sell this material
sCost: number = 0;
sCost = 0;
// Flags to keep track of whether production and/or sale of this material is limited
// [Whether production/sale is limited, limit amount]
@ -64,9 +60,9 @@ export class Material {
sllman: any[] = [false, 0]; // Sale
// Flags that signal whether automatic sale pricing through Market TA is enabled
marketTa1: boolean = false;
marketTa2: boolean = false;
marketTa2Price: number = 0;
marketTa1 = false;
marketTa2 = false;
marketTa2Price = 0;
constructor(params: IConstructorParams = {}) {
if (params.name) { this.name = params.name; }
@ -166,7 +162,7 @@ export class Material {
const compChange: number = 1 + compVolatility;
if (Math.random() < 0.5) {
this.cmp *= compChange;
if (this.cmp > this.cmpR[1]) {this.cmp = this.cmpR[1]};
if (this.cmp > this.cmpR[1]) {this.cmp = this.cmpR[1]}
this.bCost *= (1 / priceChange); // Competition increases, so price goes down
} else {
this.cmp *= (1 / compChange);
@ -192,6 +188,12 @@ export class Material {
toJSON(): any {
return Generic_toJSON("Material", this);
}
// Initiatizes a Material object from a JSON save state.
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): Material {
return Generic_fromJSON(Material, value.data);
}
}
Reviver.constructors.Material = Material;

@ -42,49 +42,45 @@ interface IIndustry {
export class Product {
// Initiatizes a Product object from a JSON save state.
static fromJSON(value: any): Product {
return Generic_fromJSON(Product, value.data);
}
// Product name
name: string = "";
name = "";
// The demand for this Product in the market. Gradually decreases
dmd: number = 0;
dmd = 0;
// How much competition there is in the market for this Product
cmp: number = 0;
cmp = 0;
// Markup. Affects how high of a price you can charge for this Product
// without suffering a loss in the # of sales
mku: number = 0;
mku = 0;
// Production cost - estimation of how much money it costs to make this Product
pCost: number = 0;
pCost = 0;
// Sell cost
sCost: number = 0;
sCost = 0;
// Variables for handling the creation process of this Product
fin: boolean = false; // Whether this Product has finished being created
prog: number = 0; // Creation progress - A number betwee 0-100 representing percentage
createCity: string = ""; // City in which the product is/was being created
designCost: number = 0; // How much money was invested into designing this Product
advCost: number = 0; // How much money was invested into advertising this Product
fin = false; // Whether this Product has finished being created
prog = 0; // Creation progress - A number betwee 0-100 representing percentage
createCity = ""; // City in which the product is/was being created
designCost = 0; // How much money was invested into designing this Product
advCost = 0; // How much money was invested into advertising this Product
// Aggregate score for this Product's 'rating'
// This is based on the stats/properties below. The weighting of the
// stats/properties below differs between different industries
rat: number = 0;
rat = 0;
// Stats/properties of this Product
qlt: number = 0;
per: number = 0;
dur: number = 0;
rel: number = 0;
aes: number = 0;
fea: number = 0;
qlt = 0;
per = 0;
dur = 0;
rel = 0;
aes = 0;
fea = 0;
// Data refers to the production, sale, and quantity of the products
// These values are specific to a city
@ -93,11 +89,11 @@ export class Product {
// Location of this Product
// Only applies for location-based products like restaurants/hospitals
loc: string = "";
loc = "";
// How much space 1 unit of the Product takes (in the warehouse)
// Not applicable for all Products
siz: number = 0;
siz = 0;
// Material requirements. An object that maps the name of a material to how much it requires
// to make 1 unit of the product.
@ -110,8 +106,8 @@ export class Product {
sllman: IMap<any[]> = createCityMap<any[]>([false, 0]);
// Flags that signal whether automatic sale pricing through Market TA is enabled
marketTa1: boolean = false;
marketTa2: boolean = false;
marketTa1 = false;
marketTa2 = false;
marketTa2Price: IMap<number> = createCityMap<number>(0);
constructor(params: IConstructorParams={}) {
@ -135,7 +131,7 @@ export class Product {
// empWorkMult is a multiplier that increases progress rate based on
// productivity of employees
createProduct(marketCycles: number=1, empWorkMult: number=1): void {
createProduct(marketCycles=1, empWorkMult=1): void {
if (this.fin) { return; }
this.prog += (marketCycles * .01 * empWorkMult);
}
@ -145,18 +141,18 @@ export class Product {
this.fin = true;
//Calculate properties
var progrMult = this.prog / 100;
const progrMult = this.prog / 100;
const engrRatio = employeeProd[EmployeePositions.Engineer] / employeeProd["total"];
const mgmtRatio = employeeProd[EmployeePositions.Management] / employeeProd["total"];
const rndRatio = employeeProd[EmployeePositions.RandD] / employeeProd["total"];
const opsRatio = employeeProd[EmployeePositions.Operations] / employeeProd["total"];
const busRatio = employeeProd[EmployeePositions.Business] / employeeProd["total"];
var designMult = 1 + (Math.pow(this.designCost, 0.1) / 100);
var balanceMult = (1.2 * engrRatio) + (0.9 * mgmtRatio) + (1.3 * rndRatio) +
const designMult = 1 + (Math.pow(this.designCost, 0.1) / 100);
const balanceMult = (1.2 * engrRatio) + (0.9 * mgmtRatio) + (1.3 * rndRatio) +
(1.5 * opsRatio) + (busRatio);
var sciMult = 1 + (Math.pow(industry.sciResearch.qty, industry.sciFac) / 800);
var totalMult = progrMult * balanceMult * designMult * sciMult;
const sciMult = 1 + (Math.pow(industry.sciResearch.qty, industry.sciFac) / 800);
const totalMult = progrMult * balanceMult * designMult * sciMult;
this.qlt = totalMult * ((0.10 * employeeProd[EmployeePositions.Engineer]) +
(0.05 * employeeProd[EmployeePositions.Management]) +
@ -189,14 +185,14 @@ export class Product {
(0.05 * employeeProd[EmployeePositions.Operations]) +
(0.05 * employeeProd[EmployeePositions.Business]));
this.calculateRating(industry);
var advMult = 1 + (Math.pow(this.advCost, 0.1) / 100);
const advMult = 1 + (Math.pow(this.advCost, 0.1) / 100);
this.mku = 100 / (advMult * Math.pow((this.qlt + 0.001), 0.65) * (busRatio + mgmtRatio));
this.dmd = industry.awareness === 0 ? 20 : Math.min(100, advMult * (100 * (industry.popularity / industry.awareness)));
this.cmp = getRandomInt(0, 70);
//Calculate the product's required materials
//For now, just set it to be the same as the requirements to make materials
for (var matName in industry.reqMats) {
for (const matName in industry.reqMats) {
if (industry.reqMats.hasOwnProperty(matName)) {
this.reqMats[matName] = industry.reqMats[matName];
}
@ -205,7 +201,7 @@ export class Product {
//Calculate the product's size
//For now, just set it to be the same size as the requirements to make materials
this.siz = 0;
for (var matName in industry.reqMats) {
for (const matName in industry.reqMats) {
this.siz += MaterialSizes[matName] * industry.reqMats[matName];
}
@ -240,6 +236,12 @@ export class Product {
toJSON(): any {
return Generic_toJSON("Product", this);
}
// Initiatizes a Product object from a JSON save state.
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): Product {
return Generic_fromJSON(Product, value.data);
}
}
Reviver.constructors.Product = Product;

@ -10,7 +10,7 @@ export interface IProductRatingWeight {
Reliability?: number;
}
export const ProductRatingWeights: IMap<object> = {
export const ProductRatingWeights: IMap<any> = {
[Industries.Food]: {
Quality: 0.7,
Durability: 0.1,
@ -73,5 +73,5 @@ export const ProductRatingWeights: IMap<object> = {
Reliability: 0.1,
Aesthetics: 0.35,
Features: 0.1,
}
},
}

@ -16,25 +16,25 @@ export interface IConstructorParams {
export class Research {
// Name of research. This will be used to identify researches in the Research Tree
name: string = "";
name = "";
// How much scientific research it costs to unlock this
cost: number = 0;
cost = 0;
// Description of what the Research does
desc: string = "";
desc = "";
// All possible generic upgrades for the company, in the form of multipliers
advertisingMult: number = 1;
employeeChaMult: number = 1;
employeeCreMult: number = 1;
employeeEffMult: number = 1;
employeeIntMult: number = 1;
productionMult: number = 1;
productProductionMult: number = 1;
salesMult: number = 1;
sciResearchMult: number = 1;
storageMult: number = 1;
advertisingMult = 1;
employeeChaMult = 1;
employeeCreMult = 1;
employeeEffMult = 1;
employeeIntMult = 1;
productionMult = 1;
productProductionMult = 1;
salesMult = 1;
sciResearchMult = 1;
storageMult = 1;
constructor(p: IConstructorParams={name: "", cost: 0, desc: ""}) {
this.name = p.name;

@ -5,9 +5,9 @@ import { Research,
import { researchMetadata } from "./data/ResearchMetadata";
import { IMap } from "../types";
export let ResearchMap: IMap<Research> = {};
export const ResearchMap: IMap<Research> = {};
function addResearch(p: IConstructorParams) {
function addResearch(p: IConstructorParams): void {
if (ResearchMap[p.name] != null) {
console.warn(`Duplicate Research being defined: ${p.name}`);
}

@ -26,10 +26,10 @@ export class Node {
// How much Scientific Research is needed for this
// Necessary to show it on the UI
cost: number = 0;
cost = 0;
// Whether or not this Research has been unlocked
researched: boolean = false;
researched = false;
// Parent node in the tree
// The parent node defines the prerequisite Research (there can only be one)
@ -37,7 +37,7 @@ export class Node {
parent: Node | null = null;
// Name of the Research held in this Node
text: string = "";
text = "";
constructor(p: IConstructorParams = {cost: 0, text: ""}) {
if (ResearchMap[p.text] == null) {
@ -56,21 +56,21 @@ export class Node {
}
}
addChild(n: Node) {
addChild(n: Node): void {
this.children.push(n);
n.parent = this;
}
// Return an object that describes a TreantJS-compatible markup/config for this Node
// See: http://fperucic.github.io/treant-js/
createTreantMarkup(): object {
createTreantMarkup(): any {
const childrenArray = [];
for (let i = 0; i < this.children.length; ++i) {
childrenArray.push(this.children[i].createTreantMarkup());
}
// Determine what css class this Node should have in the diagram
let htmlClass: string = "";
let htmlClass = "";
if (this.researched) {
htmlClass = "researched";
} else if (this.parent && this.parent.researched === false) {
@ -109,7 +109,7 @@ export class Node {
return null;
}
setParent(n: Node) {
setParent(n: Node): void {
this.parent = n;
}
}
@ -124,11 +124,9 @@ export class ResearchTree {
// Root Node
root: Node | null = null;
constructor() {}
// Return an object that contains a Tree markup for TreantJS (using the JSON approach)
// See: http://fperucic.github.io/treant-js/
createTreantMarkup(): object {
createTreantMarkup(): any {
if (this.root == null) { return {}; }
const treeMarkup = this.root.createTreantMarkup();
@ -205,7 +203,7 @@ export class ResearchTree {
// Helper function for all the multiplier getter fns
getMultiplierHelper(propName: string): number {
let res: number = 1;
let res = 1;
if (this.root == null) { return res; }
const queue: Node[] = [];

@ -19,17 +19,13 @@ interface IConstructorParams {
}
export class Warehouse {
// Initiatizes a Warehouse object from a JSON save state.
static fromJSON(value: any): Warehouse {
return Generic_fromJSON(Warehouse, value.data);
}
// Text that describes how the space in this Warehouse is being used
// Used to create a tooltip in the UI
breakdown: string = "";
breakdown = "";
// Warehouse's level, which affects its maximum size
level: number = 1;
level = 1;
// City that this Warehouse is in
loc: string;
@ -41,19 +37,19 @@ export class Warehouse {
size: number;
// Amount of space currently used by warehouse
sizeUsed: number = 0;
sizeUsed = 0;
// Whether Smart Supply is enabled for this Industry (the Industry that this Warehouse is for)
smartSupplyEnabled: boolean = false;
smartSupplyEnabled = false;
// Flag that indicates whether Smart Supply accounts for imports when calculating
// the amount fo purchase
smartSupplyConsiderExports: boolean = false;
smartSupplyConsiderExports = false;
// Stores the amount of product to be produced. Used for Smart Supply unlock.
// The production tracked by smart supply is always based on the previous cycle,
// so it will always trail the "true" production by 1 cycle
smartSupplyStore: number = 0;
smartSupplyStore = 0;
constructor(params: IConstructorParams = {}) {
this.loc = params.loc ? params.loc : "";
@ -70,7 +66,7 @@ export class Warehouse {
Drugs: new Material({name: "Drugs"}),
Robots: new Material({name: "Robots"}),
AICores: new Material({name: "AI Cores"}),
RealEstate: new Material({name: "Real Estate"})
RealEstate: new Material({name: "Real Estate"}),
}
if (params.corp && params.industry) {
@ -79,11 +75,11 @@ export class Warehouse {
}
// Re-calculate how much space is being used by this Warehouse
updateMaterialSizeUsed() {
updateMaterialSizeUsed(): void {
this.sizeUsed = 0;
this.breakdown = "";
for (const matName in this.materials) {
var mat = this.materials[matName];
const mat = this.materials[matName];
if (MaterialSizes.hasOwnProperty(matName)) {
this.sizeUsed += (mat.qty * MaterialSizes[matName]);
if (mat.qty > 0) {
@ -96,7 +92,7 @@ export class Warehouse {
}
}
updateSize(corporation: IParent, industry: IParent) {
updateSize(corporation: IParent, industry: IParent): void {
try {
this.size = (this.level * 100)
* corporation.getStorageMultiplier()
@ -110,6 +106,12 @@ export class Warehouse {
toJSON(): any {
return Generic_toJSON("Warehouse", this);
}
// Initiatizes a Warehouse object from a JSON save state.
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): Warehouse {
return Generic_fromJSON(Warehouse, value.data);
}
}
Reviver.constructors.Warehouse = Warehouse;

@ -82,7 +82,7 @@ export const researchMetadata: IConstructorParams[] = [
cost: 15e3,
desc: "Use automated software to handle the hiring of employees. With this " +
"research, each office will automatically hire one employee per " +
"market cycle if there is available space."
"market cycle if there is available space.",
},
{
@ -90,7 +90,7 @@ export const researchMetadata: IConstructorParams[] = [
cost: 20e3,
desc: "Use automated software to handle the training of employees. With this " +
"research, each employee hired with HRBuddy-Recruitment will automatically " +
"be assigned to 'Training', rather than being unassigned."
"be assigned to 'Training', rather than being unassigned.",
},
{
name: "JoyWire",

@ -17,6 +17,4 @@ export class BaseReactComponent extends Component {
routing() {
return this.props.routing;
}
render() {}
}

@ -16,7 +16,7 @@ import { Corporation,
import { Industries,
IndustryStartingCosts,
IndustryDescriptions,
IndustryResearchTrees } from "../IndustryData";
} from "../IndustryData";
import { MaterialSizes } from "../MaterialSizes";
@ -61,13 +61,13 @@ export class CorporationEventHandler {
createBribeFactionsPopup() {
const popupId = "cmpy-mgmt-bribe-factions-popup";
const txt = createElement("p", {
innerText:"You can use Corporation funds or stock shares to bribe Faction Leaders in exchange for faction reputation"
innerText:"You can use Corporation funds or stock shares to bribe Faction Leaders in exchange for faction reputation",
});
const factionSelector = createElement("select", { margin:"3px" });
for (let i = 0; i < Player.factions.length; ++i) {
const facName = Player.factions[i];
factionSelector.add(createElement("option", {
text: facName, value: facName
text: facName, value: facName,
}));
}
var repGainText = createElement("p");
@ -93,7 +93,7 @@ export class CorporationEventHandler {
factionSelector.options[factionSelector.selectedIndex].value +
" with this bribe";
}
}
},
});
stockSharesInput = createElement("input", {
type:"number", placeholder:"Stock Shares", margin: "5px",
@ -115,7 +115,7 @@ export class CorporationEventHandler {
factionSelector.options[factionSelector.selectedIndex].value +
" with this bribe";
}
}
},
});
var confirmButton = createElement("button", {
class:"a-link-button", innerText:"Bribe", display:"inline-block",
@ -145,7 +145,7 @@ export class CorporationEventHandler {
removeElementById(popupId);
return false;
}
}
},
});
const cancelButton = createPopupCloseButton(popupId, {
class: "std-button",
@ -187,7 +187,7 @@ export class CorporationEventHandler {
costIndicator.innerText = "Purchase " + numShares + " shares for a total of " +
numeralWrapper.format(numShares * buybackPrice, '$0.000a');
}
}
},
});
var confirmBtn = createElement("button", {
class:"a-link-button", innerText:"Buy shares", display:"inline-block",
@ -221,7 +221,7 @@ export class CorporationEventHandler {
}
return false;
}
},
});
var cancelBtn = createPopupCloseButton(popupId, {
class: "std-button",
@ -249,7 +249,7 @@ export class CorporationEventHandler {
removeElementById(popupId);
this.rerender();
return false;
}
},
});
const cancelBtn = createPopupCloseButton(popupId, { innerText: "Cancel" });
@ -264,7 +264,7 @@ export class CorporationEventHandler {
const exportTxt = createElement("p", {
innerText:"Select the industry and city to export this material to, as well as " +
"how much of this material to export per second. You can set the export " +
"amount to 'MAX' to export all of the materials in this warehouse."
"amount to 'MAX' to export all of the materials in this warehouse.",
});
//Select industry and city to export to
@ -286,7 +286,7 @@ export class CorporationEventHandler {
return;
}
}
}
},
});
for (let i = 0; i < corp.divisions.length; ++i) {
@ -299,7 +299,7 @@ export class CorporationEventHandler {
//Select amount to export
const exportAmount = createElement("input", {
class: "text-input",
placeholder:"Export amount / s"
placeholder:"Export amount / s",
});
const exportBtn = createElement("button", {
@ -328,14 +328,14 @@ export class CorporationEventHandler {
mat.exp.push(exportObj);
removeElementById(popupId);
return false;
}
},
});
const cancelBtn = createPopupCloseButton(popupId, { innerText: "Cancel" });
const currExportsText = createElement("p", {
innerText:"Below is a list of all current exports of this material from this warehouse. " +
"Clicking on one of the exports below will REMOVE that export."
"Clicking on one of the exports below will REMOVE that export.",
});
const currExports = [];
for (var i = 0; i < mat.exp.length; ++i) {
@ -349,7 +349,7 @@ export class CorporationEventHandler {
mat.exp.splice(i, 1); //Remove export object
removeElementById(popupId);
createExportMaterialPopup(mat);
}
},
}));
})(i, mat, currExports);
}
@ -385,7 +385,7 @@ export class CorporationEventHandler {
onkeyup: (e) => {
e.preventDefault();
if (e.keyCode === KEY.ENTER) {allocateBtn.click();}
}
},
});
allocateBtn = createElement("button", {
@ -404,7 +404,7 @@ export class CorporationEventHandler {
this.rerender();
return false;
}
},
});
const cancelBtn = createPopupCloseButton(popupId, {
@ -478,7 +478,7 @@ export class CorporationEventHandler {
} else {
updateDynamicText(this.corp);
}
}
},
});
issueBtn = createElement("button", {
@ -523,7 +523,7 @@ export class CorporationEventHandler {
this.rerender();
return false;
}
},
});
const cancelBtn = createPopupCloseButton(popupId, {
@ -541,7 +541,7 @@ export class CorporationEventHandler {
const popupId = "cmpy-mgmt-limit-product-production-popup";
const txt = createElement("p", {
innerText:"Enter a limit to the amount of this product you would " +
"like to product per second. Leave the box empty to set no limit."
"like to product per second. Leave the box empty to set no limit.",
});
let confirmBtn;
const input = createElement("input", {
@ -551,7 +551,7 @@ export class CorporationEventHandler {
onkeyup: (e) => {
e.preventDefault();
if (e.keyCode === KEY.ENTER) { confirmBtn.click(); }
}
},
});
confirmBtn = createElement("button", {
class: "std-button",
@ -578,7 +578,7 @@ export class CorporationEventHandler {
removeElementById(popupId);
this.rerender();
return false;
}
},
});
const cancelBtn = createPopupCloseButton(popupId, { innerText: "Cancel" });
cancelBtn.style.margin = "6px";
@ -600,7 +600,7 @@ export class CorporationEventHandler {
if (division.offices[cityName] instanceof OfficeSpace) {
designCity.add(createElement("option", {
value: cityName,
text: cityName
text: cityName,
}));
}
}
@ -630,7 +630,7 @@ export class CorporationEventHandler {
onkeyup: (e) => {
e.preventDefault();
if (e.keyCode === KEY.ENTER) { confirmBtn.click(); }
}
},
});
confirmBtn = createElement("button", {
class: "std-button",
@ -665,7 +665,7 @@ export class CorporationEventHandler {
}
this.rerender();
return false;
}
},
})
const cancelBtn = createPopupCloseButton(popupId, {
class: "std-button",
@ -679,8 +679,6 @@ export class CorporationEventHandler {
// Create a popup that lets the player use the Market TA research for Materials
createMaterialMarketTaPopup(mat, industry) {
const corp = this.corp;
const popupId = "cmpy-mgmt-marketta-popup";
const markupLimit = mat.getMarkupLimit();
const ta1 = createElement("p", {
@ -699,7 +697,7 @@ export class CorporationEventHandler {
for: useTa1AutoSaleId,
innerText: "Use Market-TA.I for Auto-Sale Price",
tooltip: "If this is enabled, then this Material will automatically " +
"be sold at the price identified by Market-TA.I (i.e. the price shown above)"
"be sold at the price identified by Market-TA.I (i.e. the price shown above)",
})
const useTa1AutoSaleCheckbox = createElement("input", {
checked: mat.marketTa1,
@ -708,7 +706,7 @@ export class CorporationEventHandler {
type: "checkbox",
changeListener: (e) => {
mat.marketTa1 = e.target.checked;
}
},
});
useTa1AutoSaleDiv.appendChild(useTa1AutoSaleLabel);
useTa1AutoSaleDiv.appendChild(useTa1AutoSaleCheckbox);
@ -766,7 +764,7 @@ export class CorporationEventHandler {
tooltip: "If this is enabled, then this Material will automatically " +
"be sold at the optimal price such that the amount sold matches the " +
"amount produced. (i.e. the highest possible price, while still ensuring " +
" that all produced materials will be sold)"
" that all produced materials will be sold)",
})
const useTa2AutoSaleCheckbox = createElement("input", {
checked: mat.marketTa2,
@ -775,14 +773,14 @@ export class CorporationEventHandler {
type: "checkbox",
changeListener: (e) => {
mat.marketTa2 = e.target.checked;
}
},
});
useTa2AutoSaleDiv.appendChild(useTa2AutoSaleLabel);
useTa2AutoSaleDiv.appendChild(useTa2AutoSaleCheckbox);
const ta2OverridesTa1 = createElement("p", {
innerText: "Note that Market-TA.II overrides Market-TA.I. This means that if " +
"both are enabled, then Market-TA.II will take effect, not Market-TA.I"
"both are enabled, then Market-TA.II will take effect, not Market-TA.I",
});
createPopup(popupId, [ta1, useTa1AutoSaleDiv, ta2Text, ta2Input, useTa2AutoSaleDiv, ta2OverridesTa1, closeBtn]);
@ -805,7 +803,7 @@ export class CorporationEventHandler {
if (!(division.offices[cityName] instanceof OfficeSpace)) {
citySelector.add(createElement("option", {
text: cityName,
value: cityName
value: cityName,
}));
}
}
@ -832,7 +830,7 @@ export class CorporationEventHandler {
removeElementById(popupId);
this.rerender();
return false;
}
},
});
const cancelBtn = createPopupCloseButton(popupId, {
class: "std-button",
@ -852,7 +850,7 @@ export class CorporationEventHandler {
innerHTML: "Create a new division to expand into a new industry:",
});
var selector = createElement("select", {
class:"dropdown"
class:"dropdown",
});
var industryDescription = createElement("p", {});
var yesBtn;
@ -866,11 +864,11 @@ export class CorporationEventHandler {
onkeyup:(e)=>{
e.preventDefault();
if (e.keyCode === KEY.ENTER) {yesBtn.click();}
}
},
});
var nameLabel = createElement("label", {
for:"cmpy-mgmt-expand-industry-name-input",
innerText:"Division name: "
innerText:"Division name: ",
});
yesBtn = createElement("span", {
class:"popup-box-button",
@ -905,7 +903,7 @@ export class CorporationEventHandler {
this.rerender();
}
return false;
}
},
});
const noBtn = createPopupCloseButton(popupId, {
@ -923,7 +921,7 @@ export class CorporationEventHandler {
// Have Agriculture be first as recommended option
if (!ownedIndustries["Agriculture"]) {
selector.add(createElement("option", {
text:Industries["Agriculture"], value:"Agriculture"
text:Industries["Agriculture"], value:"Agriculture",
}));
}
@ -964,8 +962,6 @@ export class CorporationEventHandler {
// Create a popup that lets the player use the Market TA research for Products
createProductMarketTaPopup(product, industry) {
const corp = this.corp;
const popupId = "cmpy-mgmt-marketta-popup";
const markupLimit = product.rat / product.mku;
const ta1 = createElement("p", {
@ -984,7 +980,7 @@ export class CorporationEventHandler {
for: useTa1AutoSaleId,
innerText: "Use Market-TA.I for Auto-Sale Price",
tooltip: "If this is enabled, then this Product will automatically " +
"be sold at the price identified by Market-TA.I (i.e. the price shown above)"
"be sold at the price identified by Market-TA.I (i.e. the price shown above)",
})
const useTa1AutoSaleCheckbox = createElement("input", {
checked: product.marketTa1,
@ -993,7 +989,7 @@ export class CorporationEventHandler {
type: "checkbox",
changeListener: (e) => {
product.marketTa1 = e.target.checked;
}
},
});
useTa1AutoSaleDiv.appendChild(useTa1AutoSaleLabel);
useTa1AutoSaleDiv.appendChild(useTa1AutoSaleCheckbox);
@ -1043,7 +1039,7 @@ export class CorporationEventHandler {
tooltip: "If this is enabled, then this Product will automatically " +
"be sold at the optimal price such that the amount sold matches the " +
"amount produced. (i.e. the highest possible price, while still ensuring " +
" that all produced materials will be sold)"
" that all produced materials will be sold)",
})
const useTa2AutoSaleCheckbox = createElement("input", {
checked: product.marketTa2,
@ -1052,14 +1048,14 @@ export class CorporationEventHandler {
type: "checkbox",
changeListener: (e) => {
product.marketTa2 = e.target.checked;
}
},
});
useTa2AutoSaleDiv.appendChild(useTa2AutoSaleLabel);
useTa2AutoSaleDiv.appendChild(useTa2AutoSaleCheckbox);
const ta2OverridesTa1 = createElement("p", {
innerText: "Note that Market-TA.II overrides Market-TA.I. This means that if " +
"both are enabled, then Market-TA.II will take effect, not Market-TA.I"
"both are enabled, then Market-TA.II will take effect, not Market-TA.I",
});
createPopup(popupId, [ta1, useTa1AutoSaleDiv, ta2Text, ta2Input, useTa2AutoSaleDiv, ta2OverridesTa1, closeBtn]);
@ -1076,7 +1072,7 @@ export class CorporationEventHandler {
const purchasePopupId = "cmpy-mgmt-material-purchase-popup";
const txt = createElement("p", {
innerHTML: "Enter the amount of " + mat.name + " you would like " +
"to purchase per second. This material's cost changes constantly"
"to purchase per second. This material's cost changes constantly",
});
let confirmBtn;
let input = createElement("input", {
@ -1087,7 +1083,7 @@ export class CorporationEventHandler {
onkeyup: (e) => {
e.preventDefault();
if (e.keyCode === KEY.ENTER) {confirmBtn.click();}
}
},
});
confirmBtn = createElement("button", {
innerText: "Confirm", class: "std-button",
@ -1101,7 +1097,7 @@ export class CorporationEventHandler {
this.rerender();
return false;
}
}
},
});
const clearButton = createElement("button", {
innerText: "Clear Purchase", class: "std-button",
@ -1110,7 +1106,7 @@ export class CorporationEventHandler {
removeElementById(purchasePopupId);
this.rerender();
return false;
}
},
});
const cancelBtn = createPopupCloseButton(purchasePopupId, {
class: "std-button",
@ -1153,7 +1149,7 @@ export class CorporationEventHandler {
e.preventDefault();
updateBulkPurchaseText(e.target.value);
if (e.keyCode === KEY.ENTER) {bulkPurchaseConfirmBtn.click();}
}
},
});
bulkPurchaseConfirmBtn = createElement("button", {
@ -1184,7 +1180,7 @@ export class CorporationEventHandler {
removeElementById(purchasePopupId);
return false;
}
}
},
})
elems.push(bulkPurchaseInfo);
@ -1224,7 +1220,7 @@ export class CorporationEventHandler {
onkeyup: (e) => {
e.preventDefault();
if (e.keyCode === KEY.ENTER) {confirmBtn.click();}
}
},
});
let inputButtonInitValue = mat.sCost ? mat.sCost : null;
@ -1241,7 +1237,7 @@ export class CorporationEventHandler {
onkeyup: (e) => {
e.preventDefault();
if (e.keyCode === KEY.ENTER) {confirmBtn.click();}
}
},
});
confirmBtn = createElement("button", {
class: "std-button",
@ -1307,7 +1303,7 @@ export class CorporationEventHandler {
removeElementById(sellPopupId);
this.rerender();
return false;
}
},
});
const cancelBtn = createPopupCloseButton(sellPopupId, {
class: "std-button",
@ -1347,7 +1343,7 @@ export class CorporationEventHandler {
onkeyup: (e) => {
e.preventDefault();
if (e.keyCode === KEY.ENTER) {confirmBtn.click();}
}
},
});
let inputButtonInitValue = product.sCost ? product.sCost : null;
@ -1365,7 +1361,7 @@ export class CorporationEventHandler {
onkeyup: (e) => {
e.preventDefault();
if (e.keyCode === KEY.ENTER) {confirmBtn.click();}
}
},
});
const checkboxDiv = createElement("div", {
border: "1px solid white",
@ -1478,7 +1474,7 @@ export class CorporationEventHandler {
removeElementById(popupId);
this.rerender();
return false;
}
},
});
const cancelBtn = createPopupCloseButton(popupId, { class: "std-button" });
@ -1515,12 +1511,10 @@ export class CorporationEventHandler {
} else {
const stockSaleResults = this.corp.calculateShareSale(numShares);
const profit = stockSaleResults[0];
const newSharePrice = stockSaleResults[1];
const newSharesUntilUpdate = stockSaleResults[2];
profitIndicator.innerText = "Sell " + numShares + " shares for a total of " +
numeralWrapper.format(profit, '$0.000a');
}
}
},
});
const confirmBtn = createElement("button", {
class:"a-link-button", innerText:"Sell shares", display:"inline-block",
@ -1562,7 +1556,7 @@ export class CorporationEventHandler {
return false;
}
}
},
});
const cancelBtn = createPopupCloseButton(popupId, {
class: "std-button",
@ -1579,10 +1573,10 @@ export class CorporationEventHandler {
const popupId = "cmpy-mgmt-throw-office-party-popup";
const txt = createElement("p", {
innerText:"Enter the amount of money you would like to spend PER EMPLOYEE " +
"on this office party"
"on this office party",
});
const totalCostTxt = createElement("p", {
innerText:"Throwing this party will cost a total of $0"
innerText:"Throwing this party will cost a total of $0",
});
let confirmBtn;
const input = createElement("input", {
@ -1598,7 +1592,7 @@ export class CorporationEventHandler {
onkeyup:(e)=>{
e.preventDefault();
if (e.keyCode === KEY.ENTER) {confirmBtn.click();}
}
},
});
confirmBtn = createElement("button", {
class: "std-button",
@ -1622,7 +1616,7 @@ export class CorporationEventHandler {
}
}
return false;
}
},
});
const cancelBtn = createPopupCloseButton(popupId, { class: "std-button", innerText: "Cancel" });
@ -1661,7 +1655,7 @@ export class CorporationEventHandler {
const upgradeCostMax = OfficeInitialCost * mult;
const text = createElement("p", {
innerText:"Increase the size of your office space to fit additional employees!"
innerText:"Increase the size of your office space to fit additional employees!",
});
const text2 = createElement("p", { innerText: "Upgrade size: " });
@ -1680,7 +1674,7 @@ export class CorporationEventHandler {
}
removeElementById(popupId);
return false;
}
},
});
const confirmBtn15 = createElement("button", {
class: this.corp.funds.lt(upgradeCost15) ? "a-link-button-inactive" : "a-link-button",
@ -1697,7 +1691,7 @@ export class CorporationEventHandler {
}
removeElementById(popupId);
return false;
}
},
});
const confirmBtnMax = createElement("button", {
class:this.corp.funds.lt(upgradeCostMax) ? "a-link-button-inactive" : "a-link-button",
@ -1714,7 +1708,7 @@ export class CorporationEventHandler {
}
removeElementById(popupId);
return false;
}
},
});
const cancelBtn = createPopupCloseButton(popupId, { innerText: "Cancel" });
cancelBtn.style.margin = "4px";

@ -4,8 +4,6 @@
import React from "react";
import { BaseReactComponent } from "./BaseReactComponent";
import { overviewPage } from "./Routing";
function HeaderTab(props) {
let className = "cmpy-mgmt-header-tab";
if (props.current) {
@ -71,7 +69,7 @@ export class HeaderTabs extends BaseReactComponent {
{
this.renderTab({
onClick: this.eventHandler().createNewIndustryPopup.bind(this.eventHandler()),
text: "Expand into new Industry"
text: "Expand into new Industry",
})
}
</div>

@ -62,7 +62,6 @@ export class IndustryOffice extends BaseReactComponent {
// Calculate how many NEW emplyoees we need to account for
const currentNumEmployees = office.employees.length;
const newEmployees = currentNumEmployees - this.state.numEmployees;
// Record the number of employees in each position, for NEW employees only
for (let i = this.state.numEmployees; i < office.employees.length; ++i) {

@ -12,7 +12,6 @@ import { createProgressBarText } from "../../../utils/helpers/createProgressB
export class IndustryOverview extends BaseReactComponent {
renderMakeProductButton() {
const corp = this.corp();
const division = this.routing().currentDivision; // Validated inside render()
var createProductButtonText, createProductPopupText;
@ -97,7 +96,6 @@ export class IndustryOverview extends BaseReactComponent {
const popularity = `Popularity: ${numeralWrapper.format(division.popularity, "0.000")}`;
let advertisingInfo = false;
let advertisingTooltip;
const advertisingFactors = division.getAdvertisingFactors();
const awarenessFac = advertisingFactors[1];
const popularityFac = advertisingFactors[2];

@ -19,7 +19,6 @@ import { isString } from "../../../utils/helpers/isString";
function ProductComponent(props) {
const corp = props.corp;
const division = props.division;
const warehouse = props.warehouse;
const city = props.city;
const product = props.product;
const eventHandler = props.eventHandler;
@ -203,15 +202,6 @@ function MaterialComponent(props) {
// Total gain or loss of this material (per second)
const totalGain = mat.buy + mat.prd + mat.imp - mat.sll - mat.totalExp;
// Competition and demand info, if they're unlocked
let cmpAndDmdText = "";
if (corp.unlockUpgrades[2] === 1) {
cmpAndDmdText += "<br>Demand: " + numeralWrapper.format(mat.dmd, nf);
}
if (corp.unlockUpgrades[3] === 1) {
cmpAndDmdText += "<br>Competition: " + numeralWrapper.format(mat.cmp, nf);
}
// Flag that determines whether this industry is "new" and the current material should be
// marked with flashing-red lights
const tutorial = division.newInd && Object.keys(division.reqMats).includes(mat.name) &&
@ -511,7 +501,6 @@ export class IndustryWarehouse extends BaseReactComponent {
}
render() {
const corp = this.corp();
const division = this.routing().currentDivision;
if (division == null) {
throw new Error(`Routing does not hold reference to the current Industry`);

@ -7,7 +7,6 @@ import { BaseReactComponent } from "./BaseReactComponent";
import { CityTabs } from "./CityTabs";
import { Industry } from "./Industry";
import { Overview } from "./Overview";
import { overviewPage } from "./Routing";
import { OfficeSpace } from "../Corporation";

@ -158,7 +158,7 @@ export class Overview extends BaseReactComponent {
onClick: findInvestorsOnClick,
style: "inline-block",
text: "Find Investors",
tooltip: findInvestorsTooltip
tooltip: findInvestorsTooltip,
});
const goPublicBtn = this.createButton({
class: "std-button",
@ -167,7 +167,7 @@ export class Overview extends BaseReactComponent {
text: "Go Public",
tooltip: "Become a publicly traded and owned entity. Going public " +
"involves issuing shares for an IPO. Once you are a public " +
"company, your shares will be traded on the stock market."
"company, your shares will be traded on the stock market.",
});
return (

@ -1,15 +1,27 @@
import { IMap } from "../../types";
export const overviewPage: string = "Overview";
export const overviewPage = "Overview";
// Interfaces for whatever's required to sanitize routing with Corporation Data
interface IOfficeSpace {
loc: string;
cost: number;
size: number;
comf: number;
beau: number;
tier: any;
minEne: number;
maxEne: number;
minHap: number;
maxHap: number;
maxMor: number;
employees: any;
employeeProd: any;
}
interface IDivision {
name: string;
offices: IMap<IOfficeSpace>
offices: IMap<IOfficeSpace>;
}
interface ICorporation {
@ -76,7 +88,7 @@ export class CorporationRouting {
for (let i = 0; i < this.corp.divisions.length; ++i) {
if (this.corp.divisions[i].name === page) {
this.currentDivision = this.corp.divisions[i];
};
}
}
// 'currentDivision' should not be null, since the routing is either on

@ -22,49 +22,49 @@ export interface IConstructorParams {
export class Crime {
// Number representing the difficulty of the crime. Used for success chance calculations
difficulty: number = 0;
difficulty = 0;
// Amount of karma lost for SUCCESSFULLY committing this crime
karma: number = 0;
karma = 0;
// How many people die as a result of this crime
kills: number = 0;
kills = 0;
// How much money is given by the
money: number = 0;
money = 0;
// Name of crime
name: string = "";
name = "";
// Milliseconds it takes to attempt the crime
time: number = 0;
time = 0;
// Corresponding type in CONSTANTS. Contains a description for the crime activity
type: string = "";
type = "";
// Weighting factors that determine how stats affect the success rate of this crime
hacking_success_weight: number = 0;
strength_success_weight: number = 0;
defense_success_weight: number = 0;
dexterity_success_weight: number = 0;
agility_success_weight: number = 0;
charisma_success_weight: number = 0;
hacking_success_weight = 0;
strength_success_weight = 0;
defense_success_weight = 0;
dexterity_success_weight = 0;
agility_success_weight = 0;
charisma_success_weight = 0;
// How much stat experience is granted by this crime
hacking_exp: number = 0;
strength_exp: number = 0;
defense_exp: number = 0;
dexterity_exp: number = 0;
agility_exp: number = 0;
charisma_exp: number = 0;
intelligence_exp: number = 0;
hacking_exp = 0;
strength_exp = 0;
defense_exp = 0;
dexterity_exp = 0;
agility_exp = 0;
charisma_exp = 0;
intelligence_exp = 0;
constructor(name: string = "",
type: string = "",
time: number = 0,
money: number = 0,
difficulty: number = 0,
karma: number = 0,
constructor(name = "",
type = "",
time = 0,
money = 0,
difficulty = 0,
karma = 0,
params: IConstructorParams={}) {
this.name = name;
this.type = type;
@ -91,7 +91,7 @@ export class Crime {
this.kills = params.kills ? params.kills : 0;
}
commit(p: IPlayer, div: number=1, singParams: any=null): number {
commit(p: IPlayer, div=1, singParams: any=null): number {
if (div <= 0) { div = 1; }
p.startCrime(
this.type,
@ -103,7 +103,7 @@ export class Crime {
this.charisma_exp/div,
this.money/div,
this.time,
singParams
singParams,
);
return this.time;

@ -1,13 +1,14 @@
import { Crimes } from "./Crimes";
import { Crime } from "./Crime";
import { IPlayer } from "../PersonObjects/IPlayer";
import { dialogBoxCreate } from "../../utils/DialogBox";
export function determineCrimeSuccess(p: IPlayer, type: string) {
let chance: number = 0;
let found: boolean = false;
export function determineCrimeSuccess(p: IPlayer, type: string): boolean {
let chance = 0;
let found = false;
for (const i in Crimes) {
let crime = Crimes[i];
const crime = Crimes[i];
if (crime.type == type) {
chance = crime.successRate(p);
found = true;
@ -17,7 +18,7 @@ export function determineCrimeSuccess(p: IPlayer, type: string) {
if (!found) {
dialogBoxCreate(`ERR: Unrecognized crime type: ${type} This is probably a bug please contact the developer`, false);
return;
return false;
}
if (Math.random() <= chance) {
@ -29,7 +30,7 @@ export function determineCrimeSuccess(p: IPlayer, type: string) {
}
}
export function findCrime(roughName: string) {
export function findCrime(roughName: string): Crime | null {
if (roughName.includes("shoplift")) {
return Crimes.Shoplift;
} else if (roughName.includes("rob") && roughName.includes("store")) {

@ -22,7 +22,7 @@ export interface IPerson {
crime_success_mult: number;
}
export function calculateCrimeSuccessChance(crime: ICrime, person: IPerson) {
export function calculateCrimeSuccessChance(crime: ICrime, person: IPerson): number {
let chance: number = (crime.hacking_success_weight * person.hacking_skill +
crime.strength_success_weight * person.strength +
crime.defense_success_weight * person.defense +

@ -7,8 +7,6 @@ import { post, postElement } from "../ui/postToTerminal";
import { Money } from "../ui/React/Money";
import { isValidIPAddress } from "../../utils/helpers/isValidIPAddress";
import { formatNumber } from "../../utils/StringHelperFunctions";
import { numeralWrapper } from "../ui/numeralFormat";
//Posts a "help" message if connected to DarkWeb
export function checkIfConnectedToDarkweb(): void {
@ -29,27 +27,28 @@ export function checkIfConnectedToDarkweb(): void {
export function executeDarkwebTerminalCommand(commandArray: string[]): void {
if (commandArray.length == 0) {return;}
switch (commandArray[0]) {
case "buy":
case "buy": {
if (commandArray.length != 2) {
post("Incorrect number of arguments. Usage: ");
post("buy -l");
post("buy [item name]");
return;
}
var arg = commandArray[1];
const arg = commandArray[1];
if (arg == "-l") {
listAllDarkwebItems();
} else {
buyDarkwebItem(arg);
}
break;
}
default:
post("Command not found");
break;
}
}
function listAllDarkwebItems() {
function listAllDarkwebItems(): void {
for(const key in DarkWebItems) {
const item = DarkWebItems[key];
postElement(<>{item.program} - {Money(item.price)} - {item.description}</>);

@ -1,5 +1,3 @@
import { numeralWrapper } from "../ui/numeralFormat";
export class DarkWebItem {
program: string;
price: number;

@ -3,10 +3,9 @@ import { CodingContractTypes } from "./CodingContracts";
import {
generateContract,
generateRandomContract,
generateRandomContractOnHome
generateRandomContractOnHome,
} from "./CodingContractGenerator";
import { Companies } from "./Company/Companies";
import { Company } from "./Company/Company";
import { Programs } from "./Programs/Programs";
import { Factions } from "./Faction/Factions";
import { Player } from "./Player";
@ -14,17 +13,11 @@ import { PlayerOwnedSourceFile } from "./SourceFile/PlayerOwnedSourceFile";
import { AllServers } from "./Server/AllServers";
import { GetServerByHostname } from "./Server/ServerHelpers";
import { hackWorldDaemon } from "./RedPill";
import { StockMarket, SymbolToStockMap } from "./StockMarket/StockMarket";
import { StockMarket } from "./StockMarket/StockMarket";
import { Stock } from "./StockMarket/Stock";
import { Terminal } from "./Terminal";
import { numeralWrapper } from "./ui/numeralFormat";
import { dialogBoxCreate } from "../utils/DialogBox";
import { exceptionAlert } from "../utils/helpers/exceptionAlert";
import { createElement } from "../utils/uiHelpers/createElement";
import { createOptionElement } from "../utils/uiHelpers/createOptionElement";
import { getSelectText } from "../utils/uiHelpers/getSelectData";
import { removeElementById } from "../utils/uiHelpers/removeElementById";
import { Money } from "./ui/React/Money";
@ -47,12 +40,13 @@ class ValueAdjusterComponent extends Component {
this.state = { value: '' };
this.setValue = this.setValue.bind(this);
}
setValue(event) {
this.setState({ value: parseFloat(event.target.value) });
}
render() {
const { title, add, subtract, reset } = this.props;
const { value } = this.state;
return (
<>
<button className="std-button add-exp-button" onClick={() => add(this.state.value)}>+</button>
@ -141,6 +135,10 @@ class DevMenuComponent extends Component {
Player.getHomeComputer().maxRam *= 2;
}
quickB1tFlum3() {
hackWorldDaemon(Player.bitNodeN, true, true);
}
b1tflum3() {
hackWorldDaemon(Player.bitNodeN, true);
}
@ -279,9 +277,8 @@ class DevMenuComponent extends Component {
}
modifyFactionRep(modifier) {
const component = this;
return function(reputation) {
const fac = Factions[component.state.faction];
return (reputation) => {
const fac = Factions[this.state.faction];
if (fac != null && !isNaN(reputation)) {
fac.playerReputation += reputation*modifier;
}
@ -296,9 +293,8 @@ class DevMenuComponent extends Component {
}
modifyFactionFavor(modifier) {
const component = this;
return function(favor) {
const fac = Factions[component.state.faction];
return (favor) => {
const fac = Factions[this.state.faction];
if (fac != null && !isNaN(favor)) {
fac.favor += favor*modifier;
}
@ -368,10 +364,9 @@ class DevMenuComponent extends Component {
}
setAllSF(sfLvl) {
const component = this;
return function(){
return () => {
for (let i = 0; i < validSFN.length; i++) {
component.setSF(validSFN[i], sfLvl)();
this.setSF(validSFN[i], sfLvl)();
}
}
}
@ -441,9 +436,8 @@ class DevMenuComponent extends Component {
}
modifyCompanyRep(modifier) {
const component = this;
return function(reputation) {
const company = Companies[component.state.company];
return (reputation) => {
const company = Companies[this.state.company];
if (company != null && !isNaN(reputation)) {
company.playerReputation += reputation*modifier;
}
@ -456,9 +450,8 @@ class DevMenuComponent extends Component {
}
modifyCompanyFavor(modifier) {
const component = this;
return function(favor) {
const company = Companies[component.state.company];
return (favor) => {
const company = Companies[this.state.company];
if (company != null && !isNaN(favor)) {
company.favor += favor*modifier;
}
@ -496,7 +489,7 @@ class DevMenuComponent extends Component {
modifyBladeburnerRank(modify) {
return function(rank) {
if (!!Player.bladeburner) {
if (Player.bladeburner) {
Player.bladeburner.changeRank(rank*modify);
}
}
@ -508,67 +501,67 @@ class DevMenuComponent extends Component {
}
addTonsBladeburnerRank() {
if (!!Player.bladeburner) {
if (Player.bladeburner) {
Player.bladeburner.changeRank(tonsP);
}
}
modifyBladeburnerCycles(modify) {
return function(cycles) {
if (!!Player.bladeburner) {
if (Player.bladeburner) {
Player.bladeburner.storedCycles += cycles*modify;
}
}
}
resetBladeburnerCycles() {
if (!!Player.bladeburner) {
if (Player.bladeburner) {
Player.bladeburner.storedCycles = 0;
}
}
addTonsBladeburnerCycles() {
if (!!Player.bladeburner) {
if (Player.bladeburner) {
Player.bladeburner.storedCycles += tonsP;
}
}
addTonsGangCycles() {
if (!!Player.gang) {
if (Player.gang) {
Player.gang.storedCycles = tonsP;
}
}
modifyGangCycles(modify) {
return function(cycles) {
if (!!Player.gang) {
if (Player.gang) {
Player.gang.storedCycles += cycles*modify;
}
}
}
resetGangCycles() {
if (!!Player.gang) {
if (Player.gang) {
Player.gang.storedCycles = 0;
}
}
addTonsCorporationCycles() {
if (!!Player.corporation) {
if (Player.corporation) {
Player.corporation.storedCycles = tonsP;
}
}
modifyCorporationCycles(modify) {
return function(cycles) {
if (!!Player.corporation) {
if (Player.corporation) {
Player.corporation.storedCycles += cycles*modify;
}
}
}
resetCorporationCycles() {
if (!!Player.corporation) {
if (Player.corporation) {
Player.corporation.storedCycles = 0;
}
}
@ -580,10 +573,10 @@ class DevMenuComponent extends Component {
});
}
processStocks(cb) {
processStocks(sub) {
const inputSymbols = document.getElementById('dev-stock-symbol').value.toString().replace(/\s/g, '');
let match = function(symbol) { return true; }
let match = function() { return true; }
if (inputSymbols !== '' && inputSymbols !== 'all') {
match = function(symbol) {
@ -595,7 +588,7 @@ class DevMenuComponent extends Component {
if (StockMarket.hasOwnProperty(name)) {
const stock = StockMarket[name];
if (stock instanceof Stock && match(stock.symbol)) {
cb(stock);
sub(stock);
}
}
}
@ -636,13 +629,13 @@ class DevMenuComponent extends Component {
}
}
sleeveMaxAllSync() {
sleeveSyncMaxAll() {
for (let i = 0; i < Player.sleeves.length; ++i) {
Player.sleeves[i].sync = 100;
}
}
sleeveClearAllSync() {
sleeveSyncClearAll() {
for (let i = 0; i < Player.sleeves.length; ++i) {
Player.sleeves[i].sync = 0;
}
@ -674,7 +667,7 @@ class DevMenuComponent extends Component {
<button className="std-button touch-sides" onClick={this.setSF(i, 2)}>2</button>
<button className="std-button touch-left" onClick={this.setSF(i, 3)}>3</button>
</td>
</tr>
</tr>,
));
@ -716,7 +709,8 @@ class DevMenuComponent extends Component {
<button className="std-button" onClick={this.upgradeRam}>Upgrade Home Computer's RAM</button>
</div>
<div className="row">
<button className="std-button" onClick={this.b1tflum3}>Run bit_flum3.exe</button>
<button className="std-button" onClick={this.quickB1tFlum3}>Quick b1t_flum3.exe</button>
<button className="std-button" onClick={this.b1tflum3}>Run b1t_flum3.exe</button>
<button className="std-button" onClick={this.hackW0r1dD43m0n}>Hack w0rld_d34m0n</button>
</div>
<div className="row">
@ -1210,8 +1204,8 @@ class DevMenuComponent extends Component {
</tr>
<tr>
<td><span className="text">Sync:</span></td>
<td><button className="std-button" onClick={this.sleeveMaxAllSync}>Max all</button></td>
<td><button className="std-button" onClick={this.sleeveClearAllSync}>Clear all</button></td>
<td><button className="std-button" onClick={this.sleeveSyncMaxAll}>Max all</button></td>
<td><button className="std-button" onClick={this.sleeveSyncClearAll}>Clear all</button></td>
</tr>
</tbody>
</table>

@ -1,11 +1,11 @@
import { Player } from "../Player";
export function applyExploit() {
export function applyExploit(): void {
if (Player.exploits && Player.exploits.length === 0) {
return;
}
const inc = Math.pow(1.0001, Player.exploits.length);
const dec = Math.pow(0.9999, Player.exploits.length);
const inc = Math.pow(1.001, Player.exploits.length);
const dec = Math.pow(0.999, Player.exploits.length);
Player.hacking_chance_mult *= inc;
Player.hacking_speed_mult *= inc;

@ -2,7 +2,7 @@ import { Player } from "../Player";
import { Exploit } from "./Exploit";
(function() {
function clickTheUnclickable(event: MouseEvent) {
function clickTheUnclickable(event: MouseEvent): void {
if(!event.target || !(event.target instanceof Element)) return;
const display = window.getComputedStyle(event.target as Element).display;
if(display === 'none' && event.isTrusted)
@ -10,7 +10,7 @@ import { Exploit } from "./Exploit";
}
function targetElement() {
function targetElement(): void {
const elem = document.getElementById('unclickable');
if(elem == null) {
console.error('Could not find the unclickable elem for the related exploit.');

@ -4,18 +4,12 @@ import { FactionInfo,
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
export class Faction {
/**
* Initiatizes a Faction object from a JSON save state.
*/
static fromJSON(value: any): Faction {
return Generic_fromJSON(Faction, value.data);
}
/**
* Flag signalling whether the player has already received an invitation
* to this faction
*/
alreadyInvited: boolean = false;
alreadyInvited = false;
/**
* Holds names of all augmentations that this Faction offers
@ -25,35 +19,35 @@ export class Faction {
/**
* Amount of favor the player has with this faction.
*/
favor: number = 0;
favor = 0;
/**
* Flag signalling whether player has been banned from this faction
*/
isBanned: boolean = false;
isBanned = false;
/**
* Flag signalling whether player is a member of this faction
*/
isMember: boolean = false;
isMember = false;
/**
* Name of faction
*/
name: string = "";
name = "";
/**
* Amount of reputation player has with this faction
*/
playerReputation: number = 0;
playerReputation = 0;
/**
* Reputation from the last "prestige" that was not converted to favor.
* This reputation rolls over and is used for the next favor calculation
*/
rolloverRep: number = 0;
rolloverRep = 0;
constructor(name: string="") {
constructor(name="") {
this.name = name;
}
@ -82,7 +76,7 @@ export class Faction {
getFavorGain(): number[] {
if (this.favor == null) { this.favor = 0; }
if (this.rolloverRep == null) { this.rolloverRep = 0; }
var favorGain = 0, rep = this.playerReputation + this.rolloverRep;
let favorGain = 0, rep = this.playerReputation + this.rolloverRep;
let reqdRep = CONSTANTS.FactionReputationToFavorBase *
Math.pow(CONSTANTS.FactionReputationToFavorMult, this.favor);
while(rep > 0) {
@ -103,6 +97,14 @@ export class Faction {
toJSON(): any {
return Generic_toJSON("Faction", this);
}
/**
* Initiatizes a Faction object from a JSON save state.
*/
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): Faction {
return Generic_fromJSON(Faction, value.data);
}
}
Reviver.constructors.Faction = Faction;

@ -24,19 +24,12 @@ import {
import { Page, routing } from "../ui/navigationTracking";
import { dialogBoxCreate } from "../../utils/DialogBox";
import { factionInvitationBoxCreate } from "../../utils/FactionInvitationBox";
import {
Reviver,
Generic_toJSON,
Generic_fromJSON
} from "../../utils/JSONReviver";
import { formatNumber } from "../../utils/StringHelperFunctions";
import { numeralWrapper } from "../ui/numeralFormat";
import { Money } from "../ui/React/Money";
import {
yesNoBoxCreate,
yesNoBoxGetYesButton,
yesNoBoxGetNoButton,
yesNoBoxClose
yesNoBoxClose,
} from "../../utils/YesNoBox";
export function inviteToFaction(faction) {
@ -90,7 +83,7 @@ export function displayFactionContent(factionName, initiallyOnAugmentationsPage=
p={Player}
startHackingMissionFn={startHackingMission}
/>,
Engine.Display.factionContent
Engine.Display.factionContent,
)
}

@ -16,7 +16,7 @@ export function loadFactions(saveString: string): void {
Factions = JSON.parse(saveString, Reviver);
}
export function AddToFactions(faction: Faction) {
export function AddToFactions(faction: Faction): void {
const name: string = faction.name;
Factions[name] = faction;
}
@ -25,7 +25,7 @@ export function factionExists(name: string): boolean {
return Factions.hasOwnProperty(name);
}
export function initFactions(bitNode: number=1) {
export function initFactions(): void {
for (const name in FactionInfos) {
resetFaction(new Faction(name));
}
@ -34,7 +34,7 @@ export function initFactions(bitNode: number=1) {
//Resets a faction during (re-)initialization. Saves the favor in the new
//Faction object and deletes the old Faction Object from "Factions". Then
//reinserts the new Faction object
export function resetFaction(newFactionObject: Faction) {
export function resetFaction(newFactionObject: Faction): void {
if (!(newFactionObject instanceof Faction)) {
throw new Error("Invalid argument 'newFactionObject' passed into resetFaction()");
}

@ -77,7 +77,7 @@ export class AugmentationsPage extends React.Component<IProps, IState> {
getAugsSortedByCost(): string[] {
const augs = this.getAugs();
augs.sort((augName1, augName2)=>{
var aug1 = Augmentations[augName1], aug2 = Augmentations[augName2];
const aug1 = Augmentations[augName1], aug2 = Augmentations[augName2];
if (aug1 == null || aug2 == null) {
throw new Error("Invalid Augmentation Names");
}
@ -91,7 +91,7 @@ export class AugmentationsPage extends React.Component<IProps, IState> {
getAugsSortedByReputation(): string[] {
const augs = this.getAugs();
augs.sort((augName1, augName2)=>{
var aug1 = Augmentations[augName1], aug2 = Augmentations[augName2];
const aug1 = Augmentations[augName1], aug2 = Augmentations[augName2];
if (aug1 == null || aug2 == null) {
throw new Error("Invalid Augmentation Names");
}
@ -118,23 +118,21 @@ export class AugmentationsPage extends React.Component<IProps, IState> {
});
}
render() {
render(): React.ReactNode {
const augs = this.getAugsSorted();
const purchasable = augs.filter((aug: string) =>
aug === AugmentationNames.NeuroFluxGovernor ||
const purchasable = augs.filter((aug: string) => aug === AugmentationNames.NeuroFluxGovernor ||
(!this.props.p.augmentations.some(a => a.name === aug) &&
!this.props.p.queuedAugmentations.some(a => a.name === aug))
!this.props.p.queuedAugmentations.some(a => a.name === aug)),
)
const parent = this;
function purchaseableAugmentation(aug: string) {
const purchaseableAugmentation = (aug: string): React.ReactNode => {
return (
<PurchaseableAugmentation
augName={aug}
faction={parent.props.faction}
faction={this.props.faction}
key={aug}
p={parent.props.p}
rerender={parent.rerender}
p={this.props.p}
rerender={this.rerender}
/>
)
}

@ -7,7 +7,6 @@ import { CONSTANTS } from "../../Constants";
import { Faction } from "../../Faction/Faction";
import { IPlayer } from "../../PersonObjects/IPlayer";
import { numeralWrapper } from "../../ui/numeralFormat";
import { Money } from "../../ui/React/Money";
import { Reputation } from "../../ui/React/Reputation";
@ -17,6 +16,8 @@ import { dialogBoxCreate } from "../../../utils/DialogBox";
type IProps = {
faction: Faction;
disabled: boolean;
favorToDonate: number;
p: IPlayer;
rerender: () => void;
}
@ -32,14 +33,15 @@ const inputStyleMarkup = {
export class DonateOption extends React.Component<IProps, IState> {
// Style markup for block elements. Stored as property
blockStyle: object = { display: "block" };
blockStyle: any = { display: "block" };
constructor(props: IProps) {
super(props);
this.state = {
donateAmt: 0,
status: <></>,
status: props.disabled ? <>Unlocked at {props.favorToDonate} favor with {props.faction.name}</> : <></>,
}
this.calculateRepGain = this.calculateRepGain.bind(this);
@ -87,14 +89,21 @@ export class DonateOption extends React.Component<IProps, IState> {
}
}
render() {
render(): React.ReactNode {
return (
<div className={"faction-work-div"}>
<div className={"faction-work-div-wrapper"}>
<input className='text-input' onChange={this.handleChange} placeholder={"Donation amount"} style={inputStyleMarkup} />
<input
className="text-input"
onChange={this.handleChange}
placeholder={"Donation amount"}
style={inputStyleMarkup}
disabled={this.props.disabled}
/>
<StdButton
onClick={this.donate}
text={"Donate Money"}
disabled={this.props.disabled}
/>
<p style={this.blockStyle}>{this.state.status}</p>
</div>

@ -6,7 +6,6 @@ import * as React from "react";
import { Faction } from "../../Faction/Faction";
import { FactionInfo } from "../../Faction/FactionInfo";
import { numeralWrapper } from "../../ui/numeralFormat";
import { AutoupdatingParagraph } from "../../ui/React/AutoupdatingParagraph";
import { ParagraphWithTooltip } from "../../ui/React/ParagraphWithTooltip";
@ -48,7 +47,7 @@ export class Info extends React.Component<IProps, any> {
return <>Reputation: {Reputation(this.props.faction.playerReputation)}</>
}
render() {
render(): React.ReactNode {
const favorTooltip = "Faction favor increases the rate at which you earn reputation for " +
"this faction by 1% per favor. Faction favor is gained whenever you " +
"reset after installing an Augmentation. The amount of " +

@ -14,7 +14,7 @@ type IProps = {
}
export class Option extends React.Component<IProps, any> {
render() {
render(): React.ReactNode {
return (
<div className={"faction-work-div"}>
<div className={"faction-work-div-wrapper"}>

@ -17,7 +17,6 @@ import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
import { Faction } from "../../Faction/Faction";
import { IPlayer } from "../../PersonObjects/IPlayer";
import { Settings } from "../../Settings/Settings";
import { numeralWrapper } from "../../ui/numeralFormat";
import { Money } from "../../ui/React/Money";
import { Reputation } from "../../ui/React/Reputation";
import { IMap } from "../../types";
@ -42,35 +41,37 @@ const inlineStyleMarkup = {
}
export class PurchaseableAugmentation extends React.Component<IProps, any> {
aug: Augmentation | null;
aug: Augmentation;
constructor(props: IProps) {
super(props);
this.aug = Augmentations[this.props.augName];
const aug = Augmentations[this.props.augName];
if(aug == null) throw new Error(`aug ${this.props.augName} does not exists`);
this.aug = aug;
this.handleClick = this.handleClick.bind(this);
}
getMoneyCost(): number {
return this.aug!.baseCost * this.props.faction.getInfo().augmentationPriceMult;
return this.aug.baseCost * this.props.faction.getInfo().augmentationPriceMult;
}
getRepCost(): number {
return this.aug!.baseRepRequirement * this.props.faction.getInfo().augmentationRepRequirementMult;
return this.aug.baseRepRequirement * this.props.faction.getInfo().augmentationRepRequirementMult;
}
handleClick() {
handleClick(): void {
if (!Settings.SuppressBuyAugmentationConfirmation) {
purchaseAugmentationBoxCreate(this.aug!, this.props.faction);
purchaseAugmentationBoxCreate(this.aug, this.props.faction);
} else {
purchaseAugmentation(this.aug!, this.props.faction);
purchaseAugmentation(this.aug, this.props.faction);
}
}
// Whether the player has the prerequisite Augmentations
hasPrereqs(): boolean {
return hasAugmentationPrereqs(this.aug!);
return hasAugmentationPrereqs(this.aug);
}
// Whether the player has enough rep for this Augmentation
@ -98,7 +99,7 @@ export class PurchaseableAugmentation extends React.Component<IProps, any> {
return owned;
}
render() {
render(): React.ReactNode {
if (this.aug == null) {
console.error(`Invalid Augmentation when trying to create PurchaseableAugmentation display element: ${this.props.augName}`);
return null;
@ -108,9 +109,9 @@ export class PurchaseableAugmentation extends React.Component<IProps, any> {
const repCost = this.getRepCost();
// Determine UI properties
let disabled: boolean = false;
let disabled = false;
let status: JSX.Element = <></>;
let color: string = "";
let color = "";
if (!this.hasPrereqs()) {
disabled = true;
status = <>LOCKED (Requires {this.aug.prereqs.map(aug => AugFormat(aug))} as prerequisite)</>;

@ -69,7 +69,7 @@ const GangNames = [
"The Dark Army",
"Speakers for the Dead",
"NiteSec",
"The Black Hand"
"The Black Hand",
];
export class FactionRoot extends React.Component<IProps, IState> {
@ -92,7 +92,7 @@ export class FactionRoot extends React.Component<IProps, IState> {
this.startSecurityWork = this.startSecurityWork.bind(this);
}
manageGang() {
manageGang(): void {
// If player already has a gang, just go to the gang UI
if (this.props.p.inGang()) {
return this.props.engine.loadGangContent();
@ -146,7 +146,7 @@ export class FactionRoot extends React.Component<IProps, IState> {
"create a Gang with, and each of these Factions have all Augmentations available.");
}
rerender() {
rerender(): void {
this.setState((prevState) => {
return {
rerenderFlag: !prevState.rerenderFlag,
@ -155,42 +155,42 @@ export class FactionRoot extends React.Component<IProps, IState> {
}
// Route to the main faction page
routeToMain() {
routeToMain(): void {
this.setState({ purchasingAugs: false });
}
// Route to the purchase augmentation UI for this faction
routeToPurchaseAugs() {
routeToPurchaseAugs(): void {
this.setState({ purchasingAugs: true });
}
sleevePurchases() {
sleevePurchases(): void {
createSleevePurchasesFromCovenantPopup(this.props.p);
}
startFieldWork() {
startFieldWork(): void {
this.props.p.startFactionFieldWork(this.props.faction);
}
startHackingContracts() {
startHackingContracts(): void {
this.props.p.startFactionHackWork(this.props.faction);
}
startHackingMission() {
startHackingMission(): void {
const fac = this.props.faction;
this.props.engine.loadMissionContent();
this.props.startHackingMissionFn(fac);
}
startSecurityWork() {
startSecurityWork(): void {
this.props.p.startFactionSecurityWork(this.props.faction);
}
render() {
render(): React.ReactNode {
return this.state.purchasingAugs ? this.renderAugmentationsPage() : this.renderMainPage();
}
renderMainPage() {
renderMainPage(): React.ReactNode {
const p = this.props.p;
const faction = this.props.faction;
const factionInfo = faction.getInfo();
@ -264,11 +264,13 @@ export class FactionRoot extends React.Component<IProps, IState> {
/>
}
{
(!isPlayersGang && canDonate) &&
!isPlayersGang &&
<DonateOption
faction={this.props.faction}
p={this.props.p}
rerender={this.rerender}
favorToDonate={favorToDonate}
disabled={!canDonate}
/>
}
<Option
@ -288,7 +290,7 @@ export class FactionRoot extends React.Component<IProps, IState> {
)
}
renderAugmentationsPage() {
renderAugmentationsPage(): React.ReactNode {
return (
<div>
<AugmentationsPage

@ -19,9 +19,12 @@ import { dialogBoxCreate } from "../utils/DialogBox";
import {
Reviver,
Generic_toJSON,
Generic_fromJSON
Generic_fromJSON,
} from "../utils/JSONReviver";
import { formatNumber } from "../utils/StringHelperFunctions";
import {
formatNumber,
convertTimeMsToTimeElapsedString,
} from "../utils/StringHelperFunctions";
import { exceptionAlert } from "../utils/helpers/exceptionAlert";
import { getRandomInt } from "../utils/helpers/getRandomInt";
@ -33,7 +36,6 @@ import { createPopup } from "../utils/uiHelpers/createPopup";
import { removeChildrenFromElement } from "../utils/uiHelpers/removeChildrenFromElement";
import { removeElement } from "../utils/uiHelpers/removeElement";
import { removeElementById } from "../utils/uiHelpers/removeElementById";
import { convertTimeMsToTimeElapsedString } from "../utils/StringHelperFunctions";
import { StatsTable } from "./ui/React/StatsTable";
import { Money } from "./ui/React/Money";
@ -47,7 +49,6 @@ import { renderToStaticMarkup } from "react-dom/server"
// Constants
const GangRespectToReputationRatio = 5; // Respect is divided by this to get rep gain
const MaximumGangMembers = 30;
const GangRecruitCostMultiplier = 2;
const CyclesPerTerritoryAndPowerUpdate = 100;
const AscensionMultiplierRatio = 15 / 100; // Portion of upgrade multiplier that is kept after ascending
@ -69,7 +70,6 @@ $(document).keydown(function(event) {
// Delete upgrade box when clicking outside
$(document).mousedown(function(event) {
var boxId = "gang-member-upgrade-popup-box";
var contentId = "gang-member-upgrade-popup-box-content";
if (UIElems.gangMemberUpgradeBoxOpened) {
if ( $(event.target).closest("#" + contentId).get(0) == null ) {
@ -90,7 +90,7 @@ const GangNames = [
"The Dark Army",
"Speakers for the Dead",
"NiteSec",
"The Black Hand"
"The Black Hand",
];
export let AllGangs = {
@ -461,8 +461,6 @@ Gang.prototype.clash = function(won=false) {
}
Gang.prototype.killMember = function(memberObj) {
const gangName = this.facName;
// Player loses a percentage of total respect, plus whatever respect that member has earned
const totalRespect = this.respect;
const lostRespect = (0.05 * totalRespect) + memberObj.earnedRespect;
@ -1055,14 +1053,14 @@ Gang.prototype.createGangMemberUpgradeBox = function(player, initialFilter="") {
onkeyup:() => {
var filterValue = UIElems.gangMemberUpgradeBoxFilter.value.toString();
this.createGangMemberUpgradeBox(player, filterValue);
}
},
});
UIElems.gangMemberUpgradeBoxDiscount = createElement("p", {
innerText: "Discount: -" + numeralWrapper.formatPercentage(1 - 1 / this.getDiscount()),
marginLeft: "6px",
tooltip: "You get a discount on equipment and upgrades based on your gang's " +
"respect and power. More respect and power leads to more discounts."
"respect and power. More respect and power leads to more discounts.",
});
UIElems.gangMemberUpgradeBoxElements = [UIElems.gangMemberUpgradeBoxFilter, UIElems.gangMemberUpgradeBoxDiscount];
@ -1087,7 +1085,7 @@ GangMember.prototype.createGangMemberUpgradePanel = function(gangObj, player) {
});
var header = createElement("h1", {
innerText: this.name + " (" + this.task + ")"
innerText: this.name + " (" + this.task + ")",
});
container.appendChild(header);
@ -1192,7 +1190,7 @@ GangMember.prototype.createGangMemberUpgradePanel = function(gangObj, player) {
clickListener:() => {
memberObj.buyUpgrade(upg, player, gangObj);
return false;
}
},
}
// For the last two divs, tooltip should be on the left
@ -1266,10 +1264,7 @@ Gang.prototype.displayGangContent = function(player) {
});
// Get variables
var facName = this.facName,
members = this.members,
wanted = this.wanted,
respect = this.respect;
var facName = this.facName;
// Back button
UIElems.gangContainer.appendChild(createElement("a", {
@ -1278,7 +1273,7 @@ Gang.prototype.displayGangContent = function(player) {
Engine.loadFactionContent();
displayFactionContent(facName);
return false;
}
},
}));
// Buttons to switch between panels
@ -1294,7 +1289,7 @@ Gang.prototype.displayGangContent = function(player) {
UIElems.territoryButton.classList.toggle("a-link-button");
this.updateGangContent();
return false;
}
},
})
UIElems.territoryButton = createElement("a", {
id:"gang-territory-subpage-button", class:"a-link-button",
@ -1308,7 +1303,7 @@ Gang.prototype.displayGangContent = function(player) {
UIElems.territoryButton.classList.toggle("a-link-button");
this.updateGangContent();
return false;
}
},
});
UIElems.gangContainer.appendChild(UIElems.managementButton);
UIElems.gangContainer.appendChild(UIElems.territoryButton);
@ -1338,7 +1333,7 @@ Gang.prototype.displayGangContent = function(player) {
"Installing Augmentations does NOT reset your progress with your Gang. " +
"Furthermore, after installing Augmentations, you will " +
"automatically be a member of whatever Faction you created your gang with.<br><br>" +
"You can also manage your gang programmatically through Netscript using the Gang API"
"You can also manage your gang programmatically through Netscript using the Gang API",
});
UIElems.gangManagementSubpage.appendChild(UIElems.gangDesc);
@ -1399,7 +1394,7 @@ Gang.prototype.displayGangContent = function(player) {
});
createPopup(popupId, [txt, br, nameInput, yesBtn, noBtn]);
nameInput.focus();
}
},
});
UIElems.gangManagementSubpage.appendChild(UIElems.gangRecruitMemberButton);
@ -1425,7 +1420,7 @@ Gang.prototype.displayGangContent = function(player) {
}
}
return false;
}
},
});
UIElems.gangCollapseAllButton = createElement("a", {
class:"a-link-button", display:"inline-block",
@ -1439,21 +1434,21 @@ Gang.prototype.displayGangContent = function(player) {
}
}
return false;
}
},
});
UIElems.gangMemberFilter = createElement("input", {
type:"text", placeholder:"Filter gang members", margin:"5px", padding:"5px",
class:"text-input",
onkeyup:() => {
this.displayGangMemberList();
}
},
});
UIElems.gangManageEquipmentButton = createElement("a", {
class:"a-link-button", display:"inline-block",
innerHTML:"Manage Equipment",
clickListener: () => {
this.createGangMemberUpgradeBox(player);
}
},
});
UIElems.gangManagementSubpage.appendChild(UIElems.gangExpandAllButton);
UIElems.gangManagementSubpage.appendChild(UIElems.gangCollapseAllButton);
@ -1467,7 +1462,7 @@ Gang.prototype.displayGangContent = function(player) {
// Subpage for seeing gang territory information
UIElems.gangTerritorySubpage = createElement("div", {
id:"gang-territory-subpage", display:"none"
id:"gang-territory-subpage", display:"none",
});
// Info text for territory page
@ -1485,7 +1480,7 @@ Gang.prototype.displayGangContent = function(player) {
"NOTE: Gang members assigned to 'Territory Warfare' can be killed during clashes. This can happen regardless of whether you win " +
"or lose the clash. A gang member being killed results in both respect and power loss for your gang.<br><br>" +
"The amount of territory you have affects all aspects of your Gang members' production, including " +
"money, respect, and wanted level. It is very beneficial to have high territory control.<br><br>"
"money, respect, and wanted level. It is very beneficial to have high territory control.<br><br>",
});
UIElems.gangTerritorySubpage.appendChild(UIElems.gangTerritoryDescText);
@ -1654,7 +1649,7 @@ Gang.prototype.updateGangContent = function() {
tooltip: "Represents the amount of respect your gang has from other gangs and criminal " +
"organizations. Your respect affects the amount of money " +
"your gang members will earn, and also determines how much " +
"reputation you are earning with your gang's corresponding Faction."
"reputation you are earning with your gang's corresponding Faction.",
}));
UIElems.gangInfo.appendChild(createElement("br"));
@ -1664,7 +1659,7 @@ Gang.prototype.updateGangContent = function() {
" (" + numeralWrapper.formatWanted(5*this.wantedGainRate) + " / sec)",
tooltip: "Represents how much the gang is wanted by law enforcement. The higher " +
"your gang's wanted level, the harder it will be for your gang members " +
"to make money and earn respect. Note that the minimum wanted level is 1."
"to make money and earn respect. Note that the minimum wanted level is 1.",
}));
UIElems.gangInfo.appendChild(createElement("br"));
@ -1673,7 +1668,7 @@ Gang.prototype.updateGangContent = function() {
UIElems.gangInfo.appendChild(createElement("p", { // Wanted Level multiplier
display: "inline-block",
innerText: `Wanted Level Penalty: -${formatNumber(wantedPenalty, 2)}%`,
tooltip: "Penalty for respect and money gain rates due to Wanted Level"
tooltip: "Penalty for respect and money gain rates due to Wanted Level",
}));
UIElems.gangInfo.appendChild(createElement("br"));
@ -1695,7 +1690,7 @@ Gang.prototype.updateGangContent = function() {
UIElems.gangInfo.appendChild(createElement("p", { // Territory multiplier
display: "inline-block",
innerText: `Territory: ${formatNumber(displayNumber, 3)}%`,
tooltip: "The percentage of total territory your Gang controls"
tooltip: "The percentage of total territory your Gang controls",
}));
UIElems.gangInfo.appendChild(createElement("br"));
@ -1757,7 +1752,6 @@ Gang.prototype.createGangMemberDisplayElement = function(memberObj) {
hdrText: name,
});
const li = accordion[0];
const hdr = accordion[1];
const gangMemberDiv = accordion[2];
UIElems.gangMemberPanels[name]["panel"] = gangMemberDiv;
@ -1819,7 +1813,7 @@ Gang.prototype.createGangMemberDisplayElement = function(memberObj) {
innerText: "Cancel",
});
createPopup(popupId, [txt, confirmBtn, cancelBtn]);
}
},
});
const ascendHelpTip = createElement("div", {
class: "help-tip",

@ -1,9 +1,7 @@
import { BitNodeMultipliers } from "./BitNode/BitNodeMultipliers";
import { Player } from "./Player";
import { IPlayer } from "./PersonObjects/IPlayer";
import { calculateIntelligenceBonus } from "./PersonObjects/formulas/intelligence";
import { Server } from "./Server/Server";
import { HacknetServer } from "./Hacknet/HacknetServer";
/**
* Returns the chance the player has to successfully hack a server

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